#ue4-general

1 messages ยท Page 557 of 1

white plume
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Or texturing

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That's why I got out of 3D modelling, I could never make anything I thought looked good in my last few months

thorny owl
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@next badger like if i drag the blendshape slider in maya, will it reflect in ue4 as well?

uneven fractal
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If you can't model get good at materials so you turn bad models into good models

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Or use gratuitous particles to mask the ugly till you can get good models

white plume
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I might just download the freee nature asset pack and use those because my modelling is garbage

uneven fractal
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My 2ยข as someone artistically deficient

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Ye that's a good place to start

next badger
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@thorny owl i assume, i only linked blends to skeleton transforms...and those worked

uneven fractal
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*some assembly required

thorny owl
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@next badger oh do you mean manual setup of skeleton driving morph in ue4?

next badger
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yep, skeleton driving morph

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it was not set in ue4 tho

white plume
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How many GB is the nature pack?

next badger
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just maya

thorny owl
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oh ok. thanks

next badger
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keep in mind the zup

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you may have issues with live link in yup mode

white plume
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Oh right, also how do I actually use the content from the nature pack?

cosmic cedar
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the installation looks like itll take a bit ๐Ÿ˜ฆ

thorny owl
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@next badger i have many corrective blendshapes and complex deformer in maya, so i think live link might not be suitable for me though

next badger
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ue4 only supports plain blend shapes, not sure about the limit

thorny owl
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alrite thanks

fading berry
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When adding a C++ defined UCLASS(BlueprintType) to a BP as an Object Reference, when and how does that get instantiated? I've got a property panel customization defined for the object that I'm adding, but it only shows up if I add it as a pointer in C++ and instantiate it in the constructor. When I add it via the BP editor, nothing shows up. Does the object have a different class name in the BP or what?

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So it works if I define an actor in C++ with my custom UObject as a pointer UPROPERTY and inherit a blueprint from that, but it doesn't work if I add that UOBJECT as an object reference in the BP

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Also I don't know what channel I should be posing this question in, because it kind of involves both blueprints and code...

white plume
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hmmm

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I imagine there is a way to get an object with a particle system to behave like an AI

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So I can have the lost smoke monster

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Or, The Smoke Monster from Lost to be more clear

normal burrow
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Lurk what kind of object? You want Blueprintable as well as BlueprintType

next badger
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@fading berry it wont be instantiated, you defined a type, a pointer to an instance...

fading berry
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Blueprintable as well? I guess I'll try chucking that in there too

next badger
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i'd love to answer those questions, but it's nap time...this fits #cpp as most of the cases you write cpp and then use it in BPs

fading berry
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And it's an UCLASS class : UObject, with a bunch of UPROPERTYs and UFUNCTIONs, and it works as intended if I add it as

UPROPERTY(EditAnywhere, BlueprintReadWrite) 
MyClass* instance;

And instantiate it with

instance = CreateDefaultSubobject(/*...*/);

in the constructor

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I just have no idea how to make it so a user can just add this as a variable in the BP instead of having to do it in C++ and inherit the BP

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It is attempting to be a new basic data type with a custom property panel appearance

bleak aspen
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Can someone help? After updating to 4.23.1 Engine just crash after map open!

fading berry
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Does it produce a log?

bleak aspen
white plume
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so uh... where to my objects go when I import a package?

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Like I cannot find them in my project

bleak aspen
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The engine crashes when open any map.

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Some ideas how to fix?

rain coral
late lake
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@bleak aspen Having a similar problem. Did you recently update UE4?

bleak aspen
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yes. just like 30-40 minutes ago

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I saw new version

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and updeted

late lake
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The only thing I've found to be mildly helpful

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is keeping it as windowed mode

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Instead of full screen

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Not sure what it is, but even when I just try to exit out of the engine, it would freeze up the entire system

bleak aspen
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is keeping it as windowed mode
Instead of full screen
what do u mean?

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I just run it in window mode anyway.

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maybe I misunderstood something

late lake
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ah I usually have the editor maximized

bleak aspen
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well I tried to open it in not maximized and it doesn't help

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๐Ÿ˜ฆ

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it's sad

mossy nymph
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that looks like its missing default content

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sphere mesh, white material, stuff like that

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could tell more if you bothered to install debug symbols ๐Ÿ˜‰

bleak aspen
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that looks like its missing default content
can I reinstall it manually ?

mossy nymph
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it should be in engine's content folder somewhere

bleak aspen
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I just checked all the maps, and of the 4, only 1 opens, on which there is almost nothing.

late lake
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honestly I don't even get that

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For me the engine just freezes

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I can't do anything about it b/c even task manager fails to open up

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Haven't even seen the log since I just force shutdown the computer

mossy nymph
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you can run it from visual studio, and exit by pressing stop inside of it

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not ideal, but it should not freeze

plush yew
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Whats the best character maker for UE4?

mossy nymph
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but first you should roll back your update and see if that works

bleak aspen
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@plush yew iClone mb

plain tiger
plush yew
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@bleak aspen thx

late lake
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I'm using VSC.

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I don't think I can run anything w/ VSC?

bleak aspen
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and Iโ€™m think whether to upgrade or not, well, I think, since itโ€™s already 23.1, itโ€™s probably worth it ... apparently it was a mistake

fierce tulip
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@bleak aspen they dropped htlm5 support in .23 or .24 i think

bleak aspen
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its not for me.

fierce tulip
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yuz, 4.23
while it works, itll only be maintained by community

bleak aspen
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@fierce tulip mb you know how to fix my issue?

After updating to 4.23.1 Engine just crash after map open!

late lake
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@fierce tulip Plz help. Having similar problem if not same

fierce tulip
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<_<

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"This server is run by the community, for the community. Repeatedly begging for support or sending unsolicited DMs asking for help is considered harassment and may result in an infraction or a permanent ban, depending on severity."

late lake
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Oops

fierce tulip
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I am just a moderator, I am not someone working at epic.
all i know is materials and vfx*

late lake
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My apologies

fierce tulip
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np

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need my coffee

polar hawk
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You should tag a white name completely at random

fierce tulip
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html5 is a rather specific beast, so while we do have #web where you can discuss html5, its a rather quiet channel. you might be better off going to the official ue4 forums and post your problem there, with as much detail as you can give about the problem, along with what you want the result to be.

bleak aspen
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@late lake I managed to run the level. I think I understood what was the cause of the error. This was due to too many shaders that needed to be recompiled. I just opened level after level, until the main number of shaders was compiled. And after that I managed to launch my main level - it works.

tame delta
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I thought that turning a bunch of static actors and grouping them up into one would reduce my drawcalls, but it somehow increased it, I'm up to like 45k drawcalls now...

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Does the fact that some meshes have thousands of material slots play a role? Even if they're mostly the same instances

sudden agate
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every material slot is atleast one additional drawcall

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if you want to reduce your drawcalls, reduce your material count

tame delta
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Oh

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Well that's straight forward

ebon goblet
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Anyone know how I'd get an insect to attach to and crawl around on a player's mesh?

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respecting all the twists and turns of the mesh like a real insect would

vale bison
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If I use Threadripper to compile a game the unreal engine is it gonna be bottleneck or not ?

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sorry for my english ๐Ÿ˜ฆ

green phoenix
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Any idea on why I'm getting these strange artifacts in the shadow when I enable mesh distance field?

plush yew
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how much performance is lost going from static meshes to single-bone skeletal meshes?

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lets assume there will be hundreds of these objects.

sudden agate
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A lot of loss

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Skeletal meshes can't be instanced yet

fierce tulip
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remembers a client that imported all their meshes as skelmeshes

regal mulch
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Just read, does 4.22 auto handle instancing staticmeshes?

dense gate
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@green phoenix isn't that a result of ambient occlusion?

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It doesn't look like a shadow to me, and might be AO in combination with temporal AA and motion blur

green phoenix
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@dense gate Yeah but It only appears when I activate mesh distance field occlusion, is there a way to deactivate those effects in skeletal meshes, things like cars and so?

dense gate
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Try disabling Distance Field AO

green phoenix
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Yeah I can't, I know the problem disappear if I deactivate the mesh distance field ao, but I do need it activated, I'm trying to find a fix to this T_T

dense gate
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Try using the command "r.DistanceFieldAO 0"

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And maybe add it to your scalability settings

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I'm seeing that DFAO works best with rigid and stationary objects rather than moving ones unless there's capsule collisions that are significantly easier to calculate

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Though in your case, I don't think you can stick capsules to make it look good on a car with many edges

green phoenix
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I'm trying it rightnow, and I'll tell you if it works or changes anything

dense gate
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Aight

green phoenix
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thank you!

dense gate
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Papa bless it works out, I'll be building the new engine version for the next few hours

green phoenix
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Well it solves that problem, but also disables all the distance field AO, is there a way to disable the DFAO only for the car? with that capsule you told me before?

dense gate
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Check if the mesh has a Distance Field scale

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I think it was something like Distance Field Resolution Scale or something like that

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Set it to 0 for the car

green phoenix
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Yeah but that option doesn't exist on skeletal meshes

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So I can deactivate on the car mesh, that would act as a prop, but not in the car thats moving

plain tiger
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Hmmm.. How come when I create a blank project, package it for windows, run it, it shows a black screen: then hangs?

dense gate
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By default there's no "on startup map" for a packaged game unless you set it yourself

plain tiger
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ah ok

dense gate
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@green phoenix try adding capsules and collisions to the physics asset of the mesh

green phoenix
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KK I'll try what you say ๐Ÿ™‚ lets see if I can! haha thank you

fervent sigil
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Looking at the Create Widget node, the Owning Player argument; what it is used for? docs says Owning Player is the Player Controller and is applied to blank results in the default Player Controller. What does "blank results in the default player controller" mean exactly?

dense gate
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The equivalent of putting a "GetPlayerController 0" in the pin

green phoenix
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@dense gate nothing works T_T I've tried activating these options, first one removes the shadow completely, and the other does nothing (or it seems to do nothing)

dense gate
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Try fiddling with any "distance field" options

green phoenix
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I guess the only option is not to use mesh distance field ao at all

untold oar
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Hey all. Anyone here having some experience with Samsung Gear VR projects? THanks

stone oar
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@untold oar I did a small test with Oculus Go and it is said to be binary-compatible to GearVR. Didn't do with it much, just converted one PC VR app prototype to it and tested how well it worked. Wasn't that hard to set up. Setting it up and converting the project to run (badly) took only one workday.

untold oar
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Would you say the controller is hard to map for a BP noob?

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I'm using ue4 for archviz and I avoided blueprints like the plague

stone oar
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That project was 100% BP. I don't remember what kind of changes it required when compared to Vive Pro I used, but it required some. I was able to get simple laserpointer selection method working quite easily.

untold oar
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At first I only need navigation controlls, will go deeper later. I suppose this shouldn't be SO hard?

stone oar
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The project was not a game, not archviz... but it had some very high polygon meshes that were the main problem. If you don't need more than just pointing and clicking that's probable easy to do. I did that controller change in that day and don't even remember it, so it wasn't hard.

untold oar
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I see, thanks for your input!

stone oar
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np

blissful trail
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i made this simple house model

pearl wigeon
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House

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House

blissful trail
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i can go thru the door if i put the static mesh in the world

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but when i create a destructable mesh i can go thru the door

pearl wigeon
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Destructable meshes probably use convex hull collision

tame delta
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So is /Game just the root of the game folder? So /Game/Content/Meshes would generally be valid?

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Couldn't find much information on different paths

blissful trail
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sievaxx ????

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i think its already convex collision

worthy flame
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hey what is the keybind to lower the selected item to the ground level

blissful trail
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end

worthy flame
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ty

shell compass
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I moved the ParagonMurdock and ParagonLtBelica folders that I imported into my project into another folder in the content browser. Should not have done that... The process has taken 15-20 minutes so far on an SSD and it's now only halfway on cleaning up old assets >_<

chrome cedar
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<-- unreal engine 4 noob here ๐Ÿ™ˆ

why is my environment so low res when I try sculpting on it? wireframe shows it as well that itยดs super low res.. can I somehow increase it and get rid of these sharp edges?

pearl sonnet
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maybe you made it low res to begin with
you cant put a ton of detail with so few vertices

dense gate
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Generally speaking, if you've created a landscape from default settings, there's a ton of detail you can put in

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But if you've decreased the resolution this is probs what's happened

next badger
dense gate
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So, I got the same issue as the lad who also got it about the horrible performance in .23.1

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And it is indeed horrible

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I'll see if I can find any workaround

chrome cedar
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hmm... when I increase the overall resolution there the whole terrain becomes much bigger. does that mean I have to make everything like 10x bigger? or can I also leave the area as small as I have it now and just increase the resolution of that?

next badger
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yeah, the scale is set to 100

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by default

chrome cedar
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aah youยดre right!

dense gate
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To note, I'm using basically ancient hardware, so it might not be the case for you when you upgrade, i7-3632QM and a Radeon HD 7650M is what I have, both unsupported for coming close to 3 years now

next badger
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you probably should read about section size vs components...since it will impact the performance

buoyant viper
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How can i make a new Animation Sequence

chrome cedar
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yea I will ๐Ÿ™‚ thanks for your help already!!

next badger
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@buoyant viper add a level sequence to level, open sequencer

loud knoll
buoyant viper
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I would want a normal one @next badger

next badger
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level sequence is the Normal one

buoyant viper
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Editor is complete different

next badger
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well, it is what it is

buoyant viper
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How the f do i make a new class like that then?

next badger
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it's not a sequence...

buoyant viper
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This one isn't the same

next badger
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animation != sequence

buoyant viper
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@next badger Do you know any good tuts for animations?

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from a skeleton mesh

loud knoll
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@chrome cedar you get it fixed?

chrome cedar
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well kinda. Iยดm still trying to figure out if I created my asset with the wrong unit scale or if itยดs an issue with my ue4 settings ๐Ÿ˜•

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but thanks already for showing your settings!

sick dawn
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hi Guys, i have question, I found that in unreal studio 23 is included static mesh editor, any idea if it would be included in "normal" unreal engine?

cloud cobalt
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It's one of the most basic tools

sick dawn
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@cloud cobalt how to enable it? is it in 23 only?

cloud cobalt
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What ?

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Just double click a mesh in the content browser ?

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It's been there for a decade

sick dawn
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Im thinking about editing mesh tool

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like remove faces

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flip

cloud cobalt
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No, UE4 does not have that then

sick dawn
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UE studio does

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:/

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it would be great to remove unnecessary faces on meshes etc

cloud cobalt
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Use your 3D modeler

sick dawn
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yeah its also an option

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but sometime when meshes are inside the scene it would be easier

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without exporting, importing etc

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especially for designers or non 3d developers to easy tweak some faces

cloud cobalt
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Maybe it'll find its way into UE a few versions forward

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But honestly, just open your source 3D model, cut out the stuff, export and import back

sick dawn
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here is an example

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merged stones

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part of them is underground of course ๐Ÿ˜›

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now to remove underground faces is pain in the ass

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because when working in 3d you cant be sure if faces is abov or underground

cloud cobalt
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I mean, is that a problem ?

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Invisible faces aren't going to result in significant cost

jade hawk
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Hey all. My studio is looking for other games from indy devs to showcase during one of our weekly streams.
We recently changed up our streaming schedule so that once per week is for our development news, and the other weekly stream we are going play other games and show off an indy game in our new indy game spot light segment.
If anyone has a game they would like us to consider please send me a DM with the info.

loud knoll
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@chrome cedar you can set all the settings to maxium res when you create the terrain, and then add sections to it and those additions will be high res. Another trick is to scale it down you can generate almost zbrush levels of triangle more then most hardware can handle so for your case it is a basic setting. Also you could have the amount of triangles is the editor set to downgrade or LOD based on FPS? I would turn that off, it is called monitor performance.

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Make sure you set your settings to Cinematic quality level

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or Epic

green phoenix
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@dense gate Just to let you know, I've tried using that capsule thing, and now my shadows are like the capsules, but the bug still happens, so I asume it has nothing to do with the shadows ๐Ÿ˜ฆ

chrome cedar
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Iยดll check that! thanks a lot @loud knoll !

cloud cobalt
grim ore
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@sick dawn There are mesh editing tools in the engine now, you need a console command to enable them. They will become on/off in 4.24 if you want to wait.

peak crane
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Hey. Can I publish my product on the marketplace on this server?

cloud cobalt
sick dawn
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@grim ore is it also in 4.22 or 4.23 only? What console command?

peak crane
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@cloud cobalt thank you

neat forge
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Can anyone help me fix instant swimmable water?

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I just want to be able to simply swim to the surface lmao

grim ore
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@sick dawn you have to enable the mesh editor plugin, then you should be able to use MeshEditor.Enable It was added in .20 and its still experimental until its less experimental in .24

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I think it might be disabled again in .23 lol, it's in a weird state while they work on it

celest ice
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guys is there a way to write something on the objects??

grim ore
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hit print screen, open the image up in paint, and use the text tool?

celest ice
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not like that

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in game world

plush yew
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LogCook: Warning: Unable to find package for cooking /Game/Map/SurvivalMap
This error make so my dedicated server can't be started as it can't find the file, And when i try launch the profile i get the error up here---

grim ore
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is the object a blueprint actor or something else in the world? if so you can use a text render component. If it's not you can add a text render directly to the scene. If this doesnt work uh more info on what you want to do

celest ice
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object..

grim ore
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Objects do not exist in the world

celest ice
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wait..

grim ore
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@plush yew have you moved any of the maps? if so did you fix up redirectors. Alternately in the packaging options in project settings have you set it to exclude any folders? if not maybe force the maps in the include maps section

celest ice
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u see that wall??

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what would i do if i gotta doddle or write something on it??

pearl sonnet
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perm marker on monitor

celest ice
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i wish i had balls to do that

pearl sonnet
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๐Ÿ˜› make a texture and drop it on there i guess

stone oar
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Sure, the question are what (free text or fixed text like labels), how (mouse, gamepad, VR motion controller), and on what purpose? Do you want something like whiteboard or label in a beverage can?

brittle gulch
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Hi, do you guys use the Sam Deiter's UCX script on 3ds max? I can't install it on 2019.

plush yew
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@grim ore I moved over the map before, And removed the other content such as the empty folder, But is look like it can't find any that is "Redirector" from the content filter

celest ice
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@stone oar yeah

sick dawn
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@grim ore Thanks man, i enabled that plugin, used console and still cannot see that mesh editor bar buttons

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where to look?

plush yew
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Got it working, No problems anymore

stone oar
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@celest ice You can use rendertarget (look for those whiteboards tutorials) to draw anything on one (or couple of) surfaces, but you can't use that method on every surface the game has.

celest ice
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ok thanks

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and where can i find the SK_Mannequin_Arms??

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i dont see them

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anyone??

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@upper heart can u help me out?

upper heart
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Please don't cold ping mods with technical questions

celest ice
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aw.. ok... sorry

upper heart
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This should help you tho

plush yew
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hey guys im having a little problem,i tried everything but I don't understand how to shoot in the basic twin stick shooter template in ue4 editor

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how does that guy shoot?

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please somebody help

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np

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got it

buoyant viper
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Somehow my Anim makes the mesh invis

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The animation works fine under blender

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Nvm its visitble

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Rotation is broken and the scale is super small of the mesh o.0

celest ice
pearl sonnet
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where do the artsy people live
i'm so done trying to get my head into modelling

abstract relic
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We usually live in a cardboard box or under the desk if wealthy

pearl sonnet
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haha can't be that bad
people from opposite ends of the spectrum need each other

abstract relic
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Yes. At least one can draw on the box ๐Ÿ˜œ

pearl sonnet
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lol exactly

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there's too little uniformity in art which is good i guess
not good if you can't do art but are in desperate need of different assets suiting one style

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and let's be honest
biggest part of a game or render of some sort is the art not the stupid programming
the engine and tooling took that last shred of pride from programmers too xD

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man i wish i went that route in life

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'looks good' 'feels good' does not compute =C

abstract relic
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Those of the art discipline will say the opposite. The game is just a slideshow of pretty pictures without some means to interact with it.

pearl sonnet
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lmao yea
wish it was easier to peer with people to make something together
not everyone has a business of their own and can hire whoever and whatever they need you know

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worst are the asset stores, like i said no to little uniformity
good for prototyping at best

abstract relic
pearl sonnet
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ah yea wrong channel

floral moat
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how repeir?

abstract relic
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Right on queue ๐Ÿ˜œ

plush yew
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does anybody know where i can download HeroFPP_Skeleton.fbx?

grim ore
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@floral moat you need to reinstall the engine to get back that engine content or put back the file if you moved/deleted/renamed it

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@plush yew are you trying to get the FPS mesh out to another program or something else?

floral moat
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thks already do it

plush yew
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Man C++ makes no sense

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There's zero tutorials for anything above moving a cube as well

grim ore
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I disagree with that

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and C++ is just Blueprints with code so if you know the basics of how C++ works you can always prototype in BP then convert that into code.

polar hawk
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re: my survey

radiant haven
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what do i need to compile for Windows?

plush yew
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Build tools irc

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Can send you a link if you want

cloud cobalt
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VS, C++ compiler that comes optionally with it, Win10 SDK that also comes optionally with it

plush yew
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Maybe he's trying to use code or something? iirc you need to install a compiler separately for that

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If you need a separate compiler for windows you should be able to find one on microsofts website

cloud cobalt
plush yew
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Might be trying to use code though, i did at first. Don't do that unless you know what you're doing

regal mulch
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@polar hawk Does it surprise you or is that expected?

plush yew
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@grim ore i'm trying to get the fbx skeleton off the internet

light coyote
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@polar hawk I think i may have made a mistake in the cuestions regarding, pace,,, i understod it wrong i belive :/

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And congrats @grim ore for beeing in the survey,,, i was like,,, wtfff xDDDD

grim ore
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๐Ÿ™‚

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@plush yew You can export out the animations from the engine to FBX and use those skeletons if that might be what you are looking for. the old Hero stuff was from older engine versions

plush yew
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then i guess ue4 documentation tutorials suck

cloud cobalt
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Probably

polar hawk
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@regal mulch the reddit section surprises me

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mostly because I didn't really consider it and it was a write in

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what I've learned from this is I need to post on reddit more

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because its engagement rate is crazy high even if you don't get upvotes

grim ore
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oh noes allar on reddit

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@plush yew which tutorial needs updating?

polar hawk
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someone gave me a reddit platinum award

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which is highly confusing

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and this bot was like

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oh now you're invited to the platinum user club

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and i click through it and its just random ass shit

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and now i have coins

hidden heart
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that is confusing

polar hawk
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what the fuck is this system

#

coins are apparently upvotes but in currency form that can't be spent

#

the only other feature is that there are no ads but adblocker anyway so

#

what the hell reddit

#

this is why i don't use you

grim ore
#

I use reddit when I want to find video ideas, tons of people who ask for help and never get it there

grim ore
#

I love how your reddit post icon is your portrait @polar hawk

ornate ice
#

Hey guys any idea how should I implement this interaction system?

Imagine you are near a Quest Item when you get near him and becomes interactable, and you want to play the interaction sequence that this InteractableObject has that could be [PickUp Interaction("remove from world and play pickup animation") -> Dialogue Interaction("Say something") -> Event Interaction("Play an event that could be anyting like: Open a Hidden Door")]

#

I want to make something reusable enough, so I can follow that pattern in other objects in the world

harsh tiger
#

i have a execute console command with stat fps inside and when it activates, it shows the fps for a split second an then turns off again. any idea why?

#

an then an apply button that calls the apply options func

grim ore
#

@ornate ice you can have each item that you want to interact with handle their interaction using generic interfaces. I guess it would depend on how specific you want it to be.

#

it might depend on what you want items to be able to do and if you need it to be super generic. You could use generic blueprint function libraries that anyone could call from anywhere that can handle most of that stuff then each object that you can interact with could have it's own custom set of events that call those libraries and stuff happens.

ornate ice
#

Yeah that makes a lot of sense using blueprint function library

grim ore
#

yeah it just comes down to how much work

#

if its a ton of re usable stuff then taking the time to make a system is good but just hard scripting a few items isnt too bad

#

@harsh tiger we would have to see more code but if this is the only way to toggle the fps on and off have you tried putting a debug breakpoint on the Branch there and then seeing when it triggers

#

the other option is the change of resolution is removing the debug text

lime gull
#

Ive got 2 questions,
(If someone has an answer please @ me so i know to look)

How csn i make 2d sprites look the best (they look blurry and weird)

And does anybody know a good tutorial, or things I should learn to make a 2d turn based rpg?

#

example of the sprite*

#

Could it also be my monitor that makes them look kind of blurry? I have a 50 inch screen but its pretty old

mossy nymph
#

search for "pixel perfect"

lime gull
#

under what? like just on google?

mossy nymph
#

yeah

median island
#

Can you show the material setup?

lime gull
#

yea gimme a second

#

its just the basic sprite material

mossy nymph
#

or even better, search on this discord

#

you'll run into 2 links with tutorial/explanation

next badger
#

@polar hawk will we see the results?

lime gull
#

I dont know why its such low quality

median island
#

what is the mask threshold set to in the material?

#

I can't remember the exact name of it, but it should default to like 0.33

lime gull
#

Where would that be located?

median island
#

sec

#

ideally this value will be very low, like .001

#

but you'll have to clean up your images.

lime gull
#

its 0.3333

#

I changed it but it doesnt seem like it changed anything

#

Also as a better way of explaining it, the pixels arent sharp edges, they look kind of rounded

median island
#

What if you plug straight in the alpha instead of multiplying it. Does that fix the dithering?

#

OH, do you have TXAA enabled for your project?

lime gull
#

Is it enabled by default?

median island
#

yeah

#

I'm not sure if FXAA or MSAA will be better for your game, but try those out.

lime gull
#

MSAA Made it look 100 times better

median island
#

Yeah, TXAA plays hell with anything not in the UI

lime gull
#

its still a tiny bit blurry on some edges but not as much

#

but thank you very much it looks amazing

median island
#

sure thing. You can try and crank up your scalability to imnprove the sampling

lime gull
#

they were all medium

#

turning up to Epic didnt seem to change it

median island
#

hmm, ok

#

Those tutorials from earlier might have a fix

harsh tiger
#

@grim ore the only time its triggered is when the apply button on the options screen is clicked

lime gull
#

the pixel perfect ones?

median island
#

yeah

lime gull
#

alright ill check some out

but ill also try to view them on a different monitor, cause as i said the one I have is an older Tv

#

its a 50 inch one, but not hd

median island
#

gotcha

lime gull
#

but thanks again! ๐Ÿ˜„

stiff spoke
#

Hi

dry herald
#

Hi everyone ๐Ÿ˜ŠI do have some issue with something. If anyone know how to fix this

white plume
#

tfw import doesn't work?

#

I downloaded the nature asset pack and added it to my project and cannot find any of the objects

#

They're just... not there

median island
#

have you tried restarting the editor?

dry herald
#

Yes. No luck

white plume
#

Is UE4 good for making simulated ecosystems?

dry herald
#

Any good suggestions which ad network is compatible with ue4

white plume
#

I was thinking of making my text game into a UE4 game but then I found out I lost the script for the old game and cannot be bothered to remake it at this moment

#

So could I code an AI relatively easily to

  1. Find food and water
  2. Find a mate to reproduce
  3. Avoid predators (If I add them in)
next badger
#

yeah...you can make behavior trees and environment queries

white plume
#

Is there a good guide for that out there somewhere?

median island
#

I doubt there's one for your specific needs

lime gull
#

YES! SO I found out its just the monitor

median island
#

You could start with behavior trees though

lime gull
#

I made a video and watched it on my phone and it looks beautiful (As much as pixely graphics can that is)

median island
#

Cool @lime gull ๐Ÿ™‚

lime gull
#

Okay sorry to interrupt you

#

Thanks again : D

median island
#

Lol I'm noticing some dynamic range stuff hapenning between the yellow and blue areas

#

I think...

white plume
#

@median island But I imagine it'd be as easy as having a tile called "water" with the code for being "water" and a tile for "food" with the code to be "food" and then each animal has a behaviour to seek the water and food tiles

grim ore
#

mabe you have scaling turned on the monitor then or it's not at the native resolution

white plume
#

So it'd really be a matter of getting them to move around and go grab the food

median island
#

Yeah, I think I imagined something more complex ๐Ÿ™‚

white plume
#

So really, I need to learn how to make the AI have 2 healthbars for thirst and hunger and then how to make an object satisfy those 2 bars and make it move around and get those

#

But then the hard part will be making it able to reproduce and not just spawn a billion of itself and crash the engine

misty creek
#

You could just cap the amount you allow at one time

grim ore
#

just make a cooldown on reproduction so it's adjustable and realistic

white plume
#

Right

median island
#

yeah... just like minecraft

grim ore
#

if you are just making the game of life might as well just follow the basic rules

white plume
#

Okay so I assume theres a basic AI tutorial out there to do all that?

#

Like movement will be the easy part

#

And then I need to add a camera to move around with

grim ore
#

I havent seen any AI stuff out there for that, this is less AI and more just rules and schedules. more of a state based machine

white plume
#

Guess that'd be more accurate

#

Is there a guide on getting behaviour to interact with items?

#

Like I guess I'd just use a hunger system and add it to the bot

neat forge
#

Are there any good water assets anywhere? Im going to go insane

#

I cant get swimmable water to work the way I want it to

grim ore
#

there would be nothing special about getting them to interact, it would be like anything else. You can use parent/child classes so you can just interact with the base class and do something with the specific child or use blueprint interfaces to allow stuff like "can be eaten" or "can be drunk" or "can take damage" or "can be interacted with" etc.

white plume
#

I export as what file format to unreal?

#

I guess if I really wanted it to be realistic I'd also put a cooldown on plants regrowing, but that'd be as easy as put a timer and an if condition = met, regrow plant

grim ore
#

FBX would be the recommended format, there are some quirks to Blender -> UE4 as well so you might need to read up on them

white plume
#

Okay thanks

#

I might just strictly work on the rabbit behaviour first and get them to eat plants and then add in the function for them to drink water later

#

I guess I also need to get them to reproduce somehow too

plush yew
#

God damn it i've been banging my head against a tutorial for ages now but none of it makes sense

#

Yet it looks so simple

grim ore
#

@plush yew on that page for release there is a link for example language regarding a EULA

white plume
#

I might add fish to my simulator too, and bears and hawks

#

I kinda want to make a simplistic but somewhat advanced nature sim little ecosystem

plush yew
#

Yes, but my question is how would I go about displaying it. Would it be fine to just post i in the app description on the play store

grim ore
#

sorry I realized you tried to link the one example lol

white plume
#

Like 6 or 7 animals all with behaviour "unique" to themselves. Maybe a little advnaced for a first project but I think if I try hard enough I'll do it

grim ore
#

where the EULA depends on where it needs to be, some stores need it linked on the pages and some when you sell it or even when it starts up you make them agree (like ESO). as long as it's somewhere in theory before they play/download it should be legal and even then a EULA being legal is grey area lol

#

you will notice when you make an account with Epic they link the EULA for example and when you download the launcher or a game from the store even it links it or makes you agree

plush yew
#

I guess I'll just make a EULA screen when first starting up the app. Better approach without all the headaches

grim ore
#

I think epic wants your eula for legal purposes later if needed

plush yew
#

It's to protect themselves. Standard practice

grim ore
#

yep but I mean I think they want it want it, not just inside the app

pearl sonnet
#

anyone using UE on linux?
can anyone tell me how it performs
i have avoided linux for desktops for many years but i heard good things about vulkan
anyone using a 1060 on ubuntu for example and made a comparison?

next badger
pearl sonnet
#

oh

plush yew
#

Given all the bloat on win it should perform better, probably

pearl sonnet
#

thats such a clichรฉ ๐Ÿ˜›

grim ore
#

once you get down to the hardware which most drivers do "better" is relative

pearl sonnet
#

yea drivers are my consern

next badger
#

and it's probably have nothing common with reality

pearl sonnet
#

also featurewise
i have no clue how vulkan compares and what compatibility UE provides to get roughly the same results

#

stopped 3d programming in dx9 era lol

white plume
#

Okay so. I'm thinking the easiest way to do this is to make a "timer" that if the timer reaches 0 the animal dies. They fill the timer by using a food or water module in the world. How would I add a function like that? Would it just be as simple as a timer and making them move around with a sight range to find stuff?

pearl sonnet
#

yea i'm off to #linux dont want to hijack the topic

white plume
#

Because I'm thinking a true healthbar would be kinda complex

#

But having a green block on the world that is called "plant" and plant fills the timer of rabbit, deer and mouse would work. And then make the rabbit deer and mouse fill the timer of hawk, fox and bear maybe. Is there even a good way to implement what I want to do in unreal?

grave osprey
#

until now. i confused how metal in our world and this engine work

white plume
#

I think I might go ask some reddit forums

next badger
#

metal is ios api

#

ue4 has support for several low level apis, like GLES, metal, vulkan and dx

grave osprey
#

i mean metal material Roughness

#

is it really ok to have item purely metal ?

next badger
#

metallness...
yeah, you can have the material pure metal...that means all the reflection will be metallic (not fresnel/dielectric)

pearl sonnet
#

#linux is dead so i'll take that as an answer

grave osprey
#

@next badger somehow i didnt convinced how this engine shader work. is it close to substance painter shader ?

next badger
#

no, i'd say it's far from Substance one

#

also it's not the same as Marmoset one

white plume
#

Planet Zoo comes out in > a month and I meet the specs! Yay

#

Gonna buy it on Christmas sale

pearl sonnet
#

lol

#

i envy you for finding the time to actually PLAY games

next badger
#

@white plume keep offtopic for the #lounge

pearl sonnet
#

chill out bro lets not make discord worse than what has become of IRC lol

white plume
#

Unreals node programming makes it a lot easier to use but still its pretty complex

#

I just realized too if I made the hunger system a timer I'd need to make it incredibly slow because then the rabbits would just eat constantly to keep the bar at 100 at all times

#

and as soon as it dropped to like 99 they'd eat or if I set the limit to stop at 75 they'd just eat at 74/100 back to 75 and be stuck eating always

next badger
plush yew
#

Are there any videos about converting BP's to cpp?

uneven fractal
#

or make them only start eating when their hunger meter hits 0

plush yew
#

I'd kill for one

next badger
#

i think you should start from #1

worthy flame
#

i didnt touch anything with the player and the camera, but when i click play camera is on ground level and I only see the sky and moving/jumping doesnt fix anything

#

anyone might know if i can reset this somehow without deleting anything else

next badger
#

hit F8 when play is active, take a look what's happening

pearl sonnet
#

transform 0, 0, 0 look at player

worthy flame
#

when i hit f8 looks like the camera is under the floor so it doesnt show anything above it, and the player isnt rendered

pearl sonnet
#

maybe its like zooming in too far you get too close it becomes invisible

worthy flame
#

even if i move the player above in the air still the same problem

next badger
#

you have access to world outliner, you can select player there, inspect its components

#

ofc when play is active

worthy flame
#

hmm still nothing

#

ive deleted one line of code that could have caused the issue, but still nothing

#

any way to reset this but to keep the BP?

next badger
#

version control...if no - no

broken grove
#

version

pearl sonnet
#

control

worthy flame
#

what is that

pearl sonnet
#

so you can always roll back from any changes you made

#

like github, svn

worthy flame
#

dont have that

#

i was doing some testing

#

nothing much, and this happened

pearl sonnet
#

yea poop happens

#

i started close to a hundred projects in the past few months

#

lol

worthy flame
#

its not the first time some similar things have hapened but never this

#

others were fixable

#

but for this one i got nothing, ive searched google

#

and docs

pearl sonnet
#

i havent been following chat
to me it just sounds like your camera transform is at 0,0,0

worthy flame
#

its not

pearl sonnet
#

i just peak in every now and then and see the last few lines ๐Ÿ˜›

worthy flame
#

ok it is nvm

#

what do i do now

pearl sonnet
#

make sure its attached or you actually position it through code or bp

#

most common is slap a spring arm in and attach the camera to it
so you can maintain an offset

worthy flame
#

it is following the player

#

when i click on the camera in the editor it shows the player perfectly without no issues

#

as soon as i start its gone

pearl sonnet
#

so you attached it to the player
attaching a spring arm to the player and the camera to the arm will keep an offset=distance between the player and camera

#

then maybe you're changing its transform somewhere in your code or BP

worthy flame
#

no, its just a newly started project with the ue4 manequin and just 5-6 blueprints im trying, and none have something to do with the camera

pearl sonnet
#

did you setup the proper default actor and is it actually posessing it properly

worthy flame
#

i didnt touch anything

pearl sonnet
#

yea but you added some blueprints so it's kinda guesswork what was changed and whats default

#

for all i know you dragged in some static mesh and expect the camera and input to work for it i dunno ๐Ÿ˜„

worthy flame
#

nah, nothing like that

#

I mean easiest fix is copy these bp's and delete this and new project

#

and this wont happen

pearl sonnet
#

might not be necessary, hard to guess

worthy flame
#

ok so something is happening and the player doesnt spawn and the camera is somewhere else under the ground

pearl sonnet
#

it happened to me before but i can't remember the conditions

#

i'd doublecheck that the proper default actor is set and kinda step through it's blueprint/code

#

or default pawn class i suppose it's called

#

in project settings

#

maps and modes

#

and throw in a player start just in case

worthy flame
#

nah

#

ill delete it and try later

pearl sonnet
#

thats what i do 99 out of a 100 times; theres not much in my projects anyway

grave osprey
#

note : i already build the light twice

pearl sonnet
#

ghostly enderman

grave osprey
#

the shadow are not supposed to be there

dreamy talon
#

guys really stuck on UE4 .. trying to rig car and drive it.. everything fine but cannot setup that i can drive my car. can you suggest tutorial or so?

pearl sonnet
#

i had a bunch of trouble with getting it to behave, switching from blender to 3dsmax and it works great
the collision convex, the pivot points, no weird launching into the air

midnight bolt
#

has anyone encountered the bug, where UE upon crashing sometimes will restart in about a minute, and sometimes just under seconds? performing the same action, with the same file. different loading times.

pearl sonnet
#

and even better, no bones or bullcrap

#

i mean no 'rigging'

dreamy talon
#

@pearl sonnet yes i did it and it is works.. i using max.. but biggest problem for me it is how to start drive it..

pearl sonnet
#

oh you can make simple blueprint

dreamy talon
#

@pearl sonnet can i send you PM? with screens

pearl sonnet
#

yes, in the meantime i will pack my project for you to look at

dreamy talon
#

thanks

pearl sonnet
#

it's bare basic so should be able to look through

grave osprey
#

that alien shadow give me additional stress

#

do merged static mesh is a good idea ? do the lightmap resolution become ineffective if i merge too much ?

mossy quest
#

I am having massive problems with UVs. I've cut every edge, every corner and unwrapped every possible tiny piece in blender 2.8, but when I export to unreal, I still have UVs overlapping. I did use the solidify tool on this, but I wouldn't think that would make a difference would it? I doesn't allow me to mark the seam on the solidified edge, so if that's the problem I'm going to have to build this model all over again.

Does anyone have any advice on how to fix this issue? I'm even having issues with a kitbash kit.

ornate ice
#

Binding Variables to UI in the widget is still a bad practice for performance?

#

also Is it possible to use behavior trees without ai character?

real mantle
#

Hi there. Does anyone know if there is any mesh genreator plugin in the marketplace? (like probuilder in Unity) I remember seeing some but can't find them now

visual belfry
#

Supergrid is close but not quite the same featureset as probuilder I think

autumn elbow
#

Anyone have any experience licensing music?

proud verge
#

Hi, since 4.23 allows paint tool to add BP actors, are they painted also as instances?

#

@autumn elbow Actually i wonder what hapens if you sell a game with that music you bought in the marketplace and make in game trailer for youtube with it? i mean... if buying music allows you to use it as you wish, make trailers, edit.... also are you abligated to add credits to that music creator in your game?

autumn elbow
#

Interesting questions...

#

I think it's pretty complicated.

#

In the US, copywrite and broadcasting laws are pretty strict...but it's kinda blurred with YouTube and online marketplaces.

proud verge
#

yeah but unreal market place sells music to use in the games... you own that copyright after buy, but does it also mean you can use it as you wish,

autumn elbow
#

Have to read the license carefully.

proud verge
#

where is it? bassically each store page tells you: you can use it in your games.---- LOL

#

like every asset you buy in there

autumn elbow
#

but... can you stream it on YouTube?

proud verge
#

exactly?-----

autumn elbow
#

Probably not, right?

proud verge
#

thatยดs what i wonder

#

no idea

autumn elbow
#

i don't think so... it falls under rebroadcasting

#

unless it's royalty free.

proud verge
#

meaning if a youtuber makes a video in game.... and tries to moentize... the original song maker can block that video.... and then affect your game...

#

So, why use music from the market place then?

autumn elbow
#

It has to be listed as royalty free.

#

A good example is the Guardian of the Galaxy game from telltale studios.

ornate ice
#

anyone here has ever made an interaction system?

autumn elbow
#

They made the game with all these popular songs, but all the vids got flagged on YouTube

ornate ice
#

where character is able to interact with

#

objects

#

pick them up

#

start dialogues

autumn elbow
#

That might be everyone here siba lol

ornate ice
#

lol

autumn elbow
#

check out RedTree Studios on YouTube. He has all that stuff...including dialogue

proud verge
#

I wonder how to make interaction beteen AIยดs... for example if one is mad, attack another one, move to it and start sincronized fight animations..... no idea

autumn elbow
#

I'm sure that's on YouTube somewhere

open eagle
#

Is there any way I can use listen servers that work on Xbox and PC crossplatform

thorn spoke
#

If unreal is so open ended because you can just "change the source code" why is there not a single up-to-date attempt to "unlock" the terrain? coming from unity i'm a little disappointed in order to change terrain (map editors are a big thing nowadays..) you have to basically create a VOXEL engine? seems a bit overkill ๐Ÿ’ฉ

#

Anyone have any updated forums where i could start digging would be appreciated though..

proud verge
#

I wish we could create caves in Unreal Landscapes, or create spherical planets...

thorn spoke
#

Or just like edit it at all man lol

open eagle
#

Is there any online subsystem that supports Xbox and pc

thorn spoke
#

I know nodes worked with procedural generation which was cool to see even in it's simplistic format, but that was Also deprecated so like.. damn

proud verge
#

Also while painting a landscape, it never focuses on the painted area, so if you try to rotat around.... it throwes you to another place

austere lintel
#

Does anyone know why blueprints/materials can't be docked alongside my viewport/content browser etc? I have a huge monitor so it'd be great if I could keep everything in one window and not have a new window open every time I open a material or blueprint

next badger
#

tabbed windows are main ones, but you can use win10 window snapping, works fine

pearl sonnet
#

Alexey, you surely know this; is there a known problem with Transform Bone?
in the anim blueprint preview i can rotate this bone just fine using the variable;
the variable is set, because when i Watch value, i verified that it is actually getting modified/updated correctly;

#

runtime, there is just no effect lol

random frost
#

I have an actor blueprint with a single widget component that displays in world space. This works as expected. However, if I want to pass it any onSpawn parameters, something as simple as text value for a button, or size of a control, it appears that I cannot do this. So I am forced to set the values on BeginPlay, and simulate just to see the shape and content of my widget. Does anybody know a reasonable way to address this, so I that can see an accurate representation of my widget in the editor? Or am I doomed to simulate and tinker?

pearl sonnet
#

i mean, lol wth

mint sequoia
#

Landscape not returning physical material for trace? ๐Ÿ˜ฆ

#

Oh, needs generate overlap events, probably some bug

#

Thats an extremely expensive checkbox too, although maybe its cheaper for landscapes since they're not mobile ๐Ÿคท

white plume
#

ah... fixed it with a solidify

ancient lotus
#

how can i change the size of a child inside a wrap box?

next badger
#

@ancient lotus wrap does not set the slot's size, it uses the size of the child itself

ancient lotus
#

ah gotcha. ive been trying to change the size of the child without much luck either but thats probably due to it being a scale box instead of size box

#

thank you

#

yep that was why, thank you very much!

white plume
#

hm

#

How do I add my character box to my rabbit?

next badger
#

what is character box actually?

white plume
#

pardon?

#

he doesn't have one, I need to add the little box thing onto him that makes him a character

#

so he'll wander around the map

next badger
#

it's not a box that makes character, is a logic...a class

#

specifically character actor

#

or a pawn actor (if it not suppose to be possessible)

white plume
#

Ah, yeah. Class

#

So I have my empty male rabbit class

#

How do I attach it to the object male rabbit?

next badger
#

you actually embed mesh component to this class

white plume
#

But how do I do that? My rabbit is currently a static mesh with the ability to move enabled

#

Now I have a pawn that I don't know how to add to him

next badger
#

static meshes have no any ability

white plume
#

So do I need to put it under blueprints then?

next badger
#

only actors have

#

yes

#

embed one to an actor/pawn/character bp

#

you need to learn how ue4 work

white plume
#

Working on that, haven't found a tutorial I like

next badger
#

double click it

white plume
#

To bring up the editing box?

next badger
#

yes

#

then edit

white plume
next badger
#

no, the pawn

white plume
#

Ah, there

#

So in the pawn menu

#

I want to add the actor I guess?

next badger
#

yes...add the static mesh component etc

#

pawn IS the actor

white plume
#

There he is

#

Ignore the axis is off centre

#

Okay so I got the actor to work... This one I am confused on though. There is no node called a reference in my node editor

torn spindle
#

is the epic login down for anyone else?

safe linden
#

idk where to ask something about accounts and me and an employee sharing one

plain tiger
#

@torn spindle my epic game launcher works just fine, and my unreal learning works as well

#

I do log in with google credentials, I dont type them in by hand

next badger
#

@safe linden afaik it's against eula

safe linden
#

thats what im trying to figure out, i might just email epic and see if they respond

plain tiger
#

why share an account. Does it have paid content?

#

if not: why not just use a new account. If so: well, there is your problem.

#

its against the rules for sure

safe linden
#

itswhy im asking, i see a section about distributing to employees, but i hate trying to read legalese, and mostly so he can see what assets i have, and sorta search them for resources for our projects

plain tiger
#

So, the problem you are having is that you want an account for your employee, but you want to remain 'in charge' of the account (for say when your employee is replaced)?

safe linden
#

nahh, more so he can look through the assets i have, cause i have a ton of them ive gathered, and we can determine what we can use and cant

#

and this is one employee ill likely not replace

plain tiger
#

cant you share the assets?

safe linden
#

i could, but transfer time is an issue

plain tiger
#

do you use github or anything?

#

I am afraid I cant help you legally etc, I am just trying to think out of the box ๐Ÿ™‚

safe linden
#

yeah ,we don't have anything setup but we are working on it

white plume
#

Do any of you know a good youtube series on the basics of Unreal? I really want to learn it because developing a game sounds cool

#

I've spent 2 nights pulling my hair out trying to get stuff to work and feel I should just sit down and learn the basics so I stop doing that

plain tiger
ancient lotus
next badger
#

too late

plain tiger
#

you can group parts together and comment box them, or even condense them into single nodes, but you probably know, right? @ancient lotus

ancient lotus
#

yes, this was just an addition as a quick test for a tutorial video to make the size of the inventory UI scale with the amount of items the inventory class is meant to hold. so if the inventory is a size of 4 (16 slots as a 4x4) it doesnt change as its default for player inventory. if its a size of 7 (28 slots as 4x7) then the height of the widget scales so accommodate the extra inventory slots for things like a chest. worked like a charm actually, just spammed ctrl + z to get rid of it all so i can end up remaking it in a cleaner fashion with functions tomorrow. man it just made such a mess to where i couldnt even read it lol

mossy nymph
#

you can do that better without having to readjust border sizes manually and such

#

just use one of the grid panels

#

instead of the wrappanel

#

uniform grid for example, all children will take the exact same amount of space, and after you AddChildToUniformGrid you get a UniformGridSlot return from the node

#

on which you can set the column/row

ancient lotus
#

thats not a bad idea

mossy nymph
#

grid will increase the desired size to accomodate all children

#

and border will increase the desired size to accomodate the grid

#

if there is a hard cap for what you can fit on screen at the time and there is a possibility the widget gets too large

#

border>sizebox>scrollbox>Uniform grid

#

and you just cap its maximum height in the sizebox, if the grid exceeds that scrollbox kicks in

#

you can similarly use the sizebox to cap how far a wrapbox can expand horizontally

vast fossil
#

guys quick question. How do I create an event like this : https://www.youtube.com/watch?v=mKXtVQnqhB4 I have a working animation and a ball, but I dont know how to make them interract while playing the service animation.

โ€”โ€”โ€”โ€”โ€”โ€”โ€”โ€”โ€”โ€”โ€”โ€” Are you ready to maximize your serve power? Click here to access our FREE serve power video series: https://go.onlinetennisinstruction.com/add-s...

โ–ถ Play video
next badger
#

probably by IK ...if you want for ball to control the animation

vast fossil
#

is there a tutorial for this ?

next badger
#

have not seen, but there are many for two bone ik (now it's called multi iirc)

plain tiger
#

I have a public variable in my level bp, that I want to change from within a widget when I press a button there, how is that done?

carmine scroll
#

You cannot get information from a level bp via a cast or something of that nature

#

variables in the levelbp affect the level only

#

and isnt passable to UI

#

since the UI can be in other levels as well, and this wont work

plain tiger
#

would it work from say a playercontroller or sumthing?

#

I just want to set a variable from a widget, that the player can use later on ๐Ÿ™‚

carmine scroll
#

do that inside either a game instance or the player BP

#

I would NEVER recommend to use the level bp for anything

#

ever

#

it can all be done in other bp's to a better degree

plain tiger
#

yeah, I thought i was going the wrong way when I was tempering with the ontick in the level ๐Ÿ˜ฆ

#

so, player BP creates widget, some value on the widget is set, I can simply rightclick type name of variable in widget from player BP?

carmine scroll
#

yes

plain tiger
#

๐Ÿ™‚

carmine scroll
#

via a cast of course

plain tiger
#

will try

plush yew
#

anyone know how to make teleport pads for VR in ue4, i had a way of doing it before i worked in unity but now im over here and im not sure what to search for

safe forge
#

^ the basic gist of it, is use a BP to change the player position, when they get in contact with box collision

plush yew
#

oke

#

thanku! ill give it a go

dim arch
#

anyone know of any good UE crowd simulation plugins

#

I need some random humanoids walking around for an archviz project

plush yew
#

; D

molten agate
#

How do I make meshes in ue

fierce tulip
#

you should make them in a 3d program like blender, maya, 3dsmax, modo, etc.

#

you can use bsp brushes, but the results are extremely sub-par

molten agate
#

Oh thx

plush yew
#

blender is probably easiest as is free and a lot of resources

fierce tulip
#

^

plain tiger
#

How do I set the focus of the player to a specific element in a widget ?

#

Editable text?

#

I have to click the element now to have a cursor appear there?

#

Ah, nvm, got it working with a Set Input Mode UI only in the event construct of the widget, then drag the editable-text into the graph (get) and connect that to the 'in widget to focus'

plush yew
foggy cipher
#

I need help with building light please

tepid knot
autumn trout
#

How to easily work with a big city in ue4 ?

light coyote
#

@autumn trout There is no straight forward answer to that cuestion.

autumn trout
#

I have a big city and am having trouble controlling is there an easy way to work with big shapes?

light coyote
#

controlling what ?

autumn trout
#

Such as making zoom and moving shapes easily

light coyote
#

You mean because buildings are in the way ?

autumn trout
#

No, I mean the size of the shapes is too big and it is hard to zoom

light coyote
#

If so you can separate pieces in levels, toggle on and off parts of your city.
You need the levels window in the windows tab

#

.
I dont know what you mean.
You can use the scroll wheel in your mouse while moving in editor mode to increase or decrease speed

autumn trout
#

I have
shape
ย  It has a size of 6000,00000.0

And I want to make the character stand above him

wary wave
#

err, size of what?

#

that digit grouping makes no sense

light coyote
#

I dont understand what you mean.
Send screenshot

wary wave
#

I mean, if the object were actually 600000000 units across, that would be 6000 kilometers, which is insane

autumn trout
#

I have a format that has a size of 6000,00000.0

wary wave
#

use proper digit grouping, that number makes no sense?

#

like, what is that comma? what is that decimal point?

stray smelt
#

Can I re-use a matinee I have created for another level? How do I re-assign it, in that case?

light coyote
#

xDDDDDD

wary wave
#

@stray smelt - yes, the level sequences can be dragged into other levels, though you may have issues assigning actors to them

#

I tried to get around that with streaming the level + all associated actors in and it works

#

but you can't have different world space transforms ๐Ÿ˜ฆ

light coyote
#

@stray smelt I have not worked with matinees yet,, but im prety sure you can use event dispatchers to acomplish what you are trying to do.

autumn trout
#

@wary wave yes it is 6000 kilometers ,I have challenges in dealing with it

wary wave
#

yeah, no kidding

#

you can't have a 6000km across object in Unreal, that just doesn't work

#

I can't even begin to imagine what you're trying to do

stray smelt
#

it's technically a level sequence. Using replace on the camera has not worked yet. Will look around

light coyote
#

@stray smelt You can assign it to an event from any type of bp(i belive) to any level and vice versa,,

autumn trout
#

I'm trying to work the Earth

wary wave
#

yeah, that isn't remotely going to work

#

there is no solution for what you're trying to do

stray smelt
#

The sequence does run because I can see it performing all the stuff like fade to black etc, it just doesn't use the camera

tepid knot
light coyote
#

@stray smelt You need to assign it before, and that means you will bind it to an event,,,, if you cant find it where you are trying to assign it, make sure you disable content sensitivity when searching for it

wary wave
#

@stray smelt - I had trouble getting it to rebind stuff, but you can have the sequence create the camera

stray smelt
#

ah ok. Will try, thanks!

autumn trout
#

Even if you change the size to 10,000

I'm still having trouble dealing with him

wary wave
#

@autumn trout - I don't know what you're trying to do, but I'm pretty sure whatever it is isn't going to work

#

you can't just try to import gigantic objects, the tools and engine aren't built for that

light coyote
#

@fierce tulip wtf ยฟ?ยฟ?ยฟ xDDDDDD

fierce tulip
#

i decided to stay out of the current topics in the end

light coyote
#

@autumn trout If you have such a number is because you set it to be

#

size of objects in terms of scale is a 1 to 1 ratio from the size it was imported

#

so... if you do not touch the scale number, it should be 1, irrelevantly of the size of the object.

Send screenshots of your trouble if you want any help.

#

People here are trying to help.

autumn trout
#

My question is simply can you make a game of
giant shapes

I try to make the earth and the moon on their true size

digital anchor
#

no

fierce tulip
#

unless you have a very very big and experienced team making an insane amount of tools helping you and another very big and experienced env artists procedurally/artificially, and a bank account that's incomprehensibly well stacked? no you cannot.

light coyote
#

Finaly we got to the deal xD

#

its not a building,, they are planets and the idea is not wanted to be stolen

thin tendon
#

Does anyone here have any experience in making buy to own games vs free to play games? I was after some advice

light coyote
#

Lots of people are thinking have thouight or are in fact atempting that,,, me myself im doing a solar system in another project,,,, dont worry, many people are doing the same thing

autumn trout
#

The goal is to prove that the earth is round and not flat for some people

light coyote
#

@thin tendon They are busines models,,, check out if you can write names of such games in google and add busines model to see what you can find

autumn trout
#

This goal of the project

light coyote
fierce tulip
#

there is no reason to prove it, and people who dont agree with it for whatever reason wont accept it anyway

light coyote
thin tendon
#

I am just wondering if free to play typically get a larger player base. The downside of being my first game is I don't have cash to advertise. So lately I am starting to think it might be better to try to build a following before trying to make cash

light coyote
fierce tulip
#

enough with all the images :p

light coyote
#

sorry xD

#

@autumn trout There is no point on trying to do it that way.

autumn trout
#

How Earth's size?

#

in the picture

light coyote
#

Is big

#

Give me a sec

autumn trout
#

These people make a lot of inconvenience in my town

light coyote
#

What @fierce tulip says is true,,, making big spheres is perfectly fine, up to a certain limit.
The crazyness is trying to replicate the rel thing, its insane,,
so to reduce the diffrence, you can make the character very small(problems)
and planets very big(problem)
And maybe, you can get the size ratios of all of them to mach, and the thing be playable

#

doing this is just problems after problems, and you need to make your own solutions for all of them

#

The size its in relation to a 1km sphere,, and yes, i had problems xD,,

#

Im testing and experimenting

autumn trout
#

Really it's a big challenge

I did not think the size difference would cause this difficulty

grave nebula
#

Ahh, lovely middle ages. My favorite times. People are still trying to challenge earth's flatness.

light coyote
#

@autumn trout I do it, cause i like it, i like the challenge in terms of learning, and because im hoping to make an interactive aswell

#

However, there is no guarantee of succes,,,, there are more chances i fuck it up

autumn trout
#

That means 100,000 unit
Really great

wary wave
#

32-bit floating point limitations means the game's physics sim will start to fall apart around 100k units

autumn trout
#

@light coyote Well I will continue but I did not even
Dealing
ย  With 10,000
unit

what should I do?

wary wave
#

give up, probably

#

you're trying to achieve something that is well outside of your grasp

fierce tulip
#

we are not saying this to be mean, but to prevent you from going on a wild goose chase that will not end well.

light coyote
#

I just checked something, and my 1km sphere is actualy a 20km sphere, and earth is 0.0127 of that,,,,so is only 254m diameter,,,, what happens is that the sun is huge,, i have a 1 to 1 ration in it,, but still is not the right ratio,, but yes, problems,,,,,sun is 20.000 meters, earth is 254 and i still need to make the sun bigger and the character smaller in order to be the right ratio,,,, but not sure what im going to do @autumn trout

I just corrected another mistake,, it was radius. This is still testing for me, so i did various tests and mixed up names,, it was worth the check.

open root
#

Hello, In blender there exist a "Node wrangler" Add-on : It basically automatic connect texture maps(Base on names): Albedo, Gloss/Roughness, Normal. etc - Is there something similar for Unreal Engine?

autumn trout
#

@light coyote How did you do that

How to make a zoom

How did you make the character stand up
Planet Earth

Do you have a certain way
Or do it in a normal way

light coyote
#

I dont have a character standing up anywhere

#

@open root No idea ๐Ÿ˜ฆ i think not

#

@autumn trout My character would have to be 100.000 times smaller to be the right size.
And yes, problems, problems, and more problems.

open root
#

@light coyote Oh ๐Ÿ˜ฆ I am exporting textures from Sustance Painter and there is amazing livelink to UE4 - but When I am trying to manually create material un UE4 it is always paint in the *ss :/

frank plume
#

Are topdown shooters relevant right now and do people play it

spark sonnet
#

Yes

light coyote
#

@open root I never used that,,, maybe is easyer to just overwrite textures with same name in the desktop,,, then select the textures in unreal and right click reimport to do it all automaticaly for you

open root
#

@light coyote Yeah you are right - But it is really time consuming just to import and prepare material manually :/

light coyote
#

Nahhh, takes 2 min,,, no fancy things,, just plug and go, and aply materials to mesh.
No instances no nothing,, when you are happy, you will do the material instances and all of that.

#

.
Are you having problems with the resoult you get in substance painter beeing diffrent from what you see in unreal ? @open root

#

Make sure your panorama is set to be one of the black and white ones that look like the Yin Yang thing.(i like the smooth one)
Otherwise you are not seeing the end product with white light.

#

Therefore, your color gets tinted with the panorama and you dont see the proper end resoult.

plush bloom
#

Hey everyone! is this a good place to ask for some help?

light coyote
#

Just ask, maybe someone helps, or recomends something

steady owl
#

Anyone know if you need permission from Microsoft to include Xbox gamepad icon prompts like RB / RT etc.?

#

Most games that support gamepad on PC are using their own stylized versions of the button icons

fierce tulip
#

i think someone made a free-to-use setup for that many years ago

steady owl
#

Is it legal in terms of fair use?

#

Many many games use the icons I just am not sure if they get permission before hand

shadow portal
#

Think its generally fine - just don't use Xbox's art specifically

steady owl
#

Was just reading that very article! seems as though he suggests only using the text and not the shapes though

#

So RT / RB might be harder to show

shadow portal
#

If you just write the Letters I think you're absolutely fine

steady owl
#

Great thanks!

fierce tulip
#

XD I just found a list of free ue4 keys from when it was still 19,- month

#

#ThingsIstillCantGetUsedTo
wanting to move around in viewport, but instead it randomly grabs a thing you had selected and moves that instead

wary wave
#

I do that all the goddamn time

light coyote
#

#MeToo

hoary marsh
#

#methree

timber birch
#

Question, UE4 4.23 crashes when having more than 6 grasstypes, has this been fixed in 4.23.1? cant really figure it out in the changelog

spare sun
#

vulkan got removed from the roadmap? ๐Ÿค”

manic pawn
#

they removed a bunch of useless things on the roadmap

#

vulkan has been working for several versions

open root
#

@light coyote No I Have same result ๐Ÿ™‚

calm widget
#

Trying to make a material that acts as a "fade to black". feels like it should be simple enough, but cant figure it out.

buoyant viper
#

Is it possible to have multiple animations without having to include the same model file like 4x?

#

And only like export the animation from blender

calm widget
#

yes

buoyant viper
#

As now i have to keep exporting my entire model with the animation

calm widget
#

you can export animations individually, though i prefer to export them with the mesh and then export the mesh without baked animations to have them separate, that way i can import animations only from the first file

buoyant viper
#

How?

#

Btw how can i have multiple animations in 1 blender file?

#

So like IDLE/Walk/RUN

#

Without needing to work with 3 model files like i got rn

calm widget
#

you create a new action

buoyant viper
#

Hm

calm widget
#

this isnt blender server so you can pm me if you need some help with blender

opal berry
#

Does the 5% that epic take from your revenue really affect your profit?

buoyant viper
opal berry
#

(From a unity developer that wants to use C++ and UE4 but does not like the idea of the 5% thing

buoyant viper
#

So iv'e made a action

#

How would i export the file?

#

So the animations will be seperate files

#

I guess file-> Export -> FBX?

light coyote
#

@opal berry Not using the arguable best engine in the market to wich millions have been invested, totaly for free with all features, no pro plan to be paid for all features,,,, i think is a good deal

warped tangle
#

you can import only animation

buoyant viper
#

I want the animations to be all in sep files

light coyote
#

@opal berry Would you pay 5 of every 100 you earn to who made you posible to earn those 100 in the first place?,,,
It allows people to get involved in this without spending crazy money to get incredible resoults

calm widget
#

@buoyant viper it's not effortless so if you'd like help with blender pm me, or i think you might have better luck at the blender discord server and not ue4 one.

fierce tulip
#

here we go again

#

https://www.unrealengine.com/en-US/faq
"Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter. For a more detailed explanation of how that works, see the EULA"

warped tangle
#

Unreal doesn't "take" 5%....you pay them 5% for the use of their product. Nothing is free, not sure why this is a consistently lamented over thing.

#

You want to get indignant, go look at how much you pay Steam to sell stuff on their store

fierce tulip
#

no experience with finances generally, or trolling.

light coyote
#

Yep, true @fierce tulip I knew but didnt mentioned yet,,, but thanks

warped tangle
#

Apparently....there's this general feel that things should be free. Nothing is free lol

light coyote
#

yep

fierce tulip
#

though generally
If you have to ask, you are often nowhere near finishing or experienced enough to finish a game yet
so make the game first (or better yet, learn first), worry later.

light coyote
#

someone has to make it, and that someone has to get paid, unnless its open source of course,, but its a diffrent story

warped tangle
#

I like that UE4 allows us to dev more or less for free, and pay upon success. Hell of a system

fierce tulip
#

dude, at least for the next few months, maaaaybe years, you might even get a massive amount of $$ to release your game on the EGS if it gets enough hype.

#

its rare, but also a consideration hehe

warped tangle
#

yeah def

light coyote
#

Exactly, we are able to compete with the big boys without having to have millions invested in developing our own tools

#

Hard anyway xD

rotund scroll
#

real question, is there a more unprofessional smiley than "xD or "XD"? It's hard to take people serious when they use it

fierce tulip
#

hmm

light coyote
#

More AAA companys are using Unreal,, and that for me is like WTF,,
Its more afordable for them,,,, and by definition, for us.
Its a manner of time and UE features for more and more to jump on the train

fierce tulip
#

8D < glasses

#

hides

warped tangle
#

LOL

light coyote
#

I use it xD

#

diffrent interpretation for diffrent ppl

#

Fuck, i was just going to write it again

serene birch
#

I like to imagine that UE4

#

it's like having a 19 man studio, and hiring a 20th person that write the whole UE4 for you

#

that's basically what the 5% is ๐Ÿ˜›

#

from the point of view of the original 19 devs

fierce tulip
#

I hated smilies and gifs..
You all ruined me

stone oar
#

This model works... the competitor just had to up their monthly prices

untold rose
#

hey guys im following throuhg the quick start guide in C++ and im getting an error with the samples code

polar hawk
#

I'm closing the education / documentation survey tonight

#

If you want your voice heard by people who have the power to change things, go do that <_<

#

Don't let twitter and reddit out represent Unreal Slackers

#

or do

#

im not a cop

serene birch
#

that link doesn't work

fierce tulip
#

prolly as I already filled it

#

one sec

polar hawk
fierce tulip
polar hawk
fierce tulip
#

lol

polar hawk
#

50.0000%

normal burrow
#

That was quite a lengthy survey

polar hawk
#

whelp, someone submitted and now its 49.8%/50.2%

#

ayyy

fierce tulip
#

blame pat

normal burrow
#

Nah I did days ago

grim ore
#

It's only lengthy if you take the time to read the questions ๐Ÿ˜‰

normal burrow
#

But you can always blame pat

fierce tulip
#

BLAME PAT

#

:p

grave nebula
#

When them survey results will be published ?

cloud cobalt
#

Survey took.

next badger
#

@polar hawk have you posted survey on all the channels?

#

i've just noticed someone posted another survey on #career-chat ...but it collects emails

polar hawk
#

yeah... someone enabled email collecting today for like

#

2 minutes