#ue4-general
1 messages Β· Page 563 of 1
Where do i find the Data Smith on 4.23?
you have to finish the questline and unlock the recipes
are you enrolled in the Unreal Studio beta?
no how do i
how did you find out about data smith?
yes I was just curious how you knew about it but didn't know about it. https://www.unrealengine.com/en-US/studio is the first result for datasmith in google
omg, im so confused
Download the plugin from Cineversity: https://www.cineversity.com/vidplaylist/cv-c4d_to_ue4/cv-c4d_to_ue4_download_and_installation Update! v1.1 * NEW - Adde...
thats what im trying to do
more abbreviations please
I can't find the plugin for both partys UE4 and Cinema
did you follow the instructions https://www.cineversity.com/vidplaylist/cv-c4d_to_ue4/cv-c4d_to_ue4_download_and_installation?
Yes and no, That was really old
from 2018 its not the updated one
Create stunning real-time visuals for architecture, product design and manufacturing. Unreal Studio drastically reduces iteration time through efficient transfer of CAD and 3ds Max data into Unreal Engine.
I'm here but i can't find the download for Cinema 4D
plugin
that plugin from the video is NOT datasmith so thats the first issue
i Figured out datasmith
I just can't find the plugin for my Cinema 4D to link to Unreal
there is no separate plugin for it, it's part of datasmith itself. You can enable the engine plugin for Datasmith for C4D inside of unreal once you have a datasmith enabled project created.
ohhh
So how do I put Datasmith into a project i already have?
you don't
well you shouldn't I should say lol. https://docs.unrealengine.com/en-US/Studio/Datasmith/HowTo/SettingUpUnrealProject/index.html#convertinganexistingprojecttoanunrealstudioproject if you want to try
already enabled
Animation Notifies from Play Montage's only work in Anim BP's right?
This will NOT work as this is in a regular BP correct? I sorta remember seeing something about this before.
I have a serious serious problem with UE$
UE4
EVERY TIME i make a change to the structure of one of my data tables, every single blueprint that references that table 'soft breaks'
Is there a way to make my own volume that can block particle affects? For example if I don't want it to rain inside I place a few volumes around the house stopping the particles from reaching inside the house
when it is 'soft broken' it will not build into a complete game, but i can run dev builds of my game fine (usually) but there are warnings and it can break
and to fix it i have to rebuild nodes and recompile 100 things
and im literally dying
im about to throw this piece of garbage in the trash
its not "soft broken", the serialization gets jacked and you have to do a few things to make them work again.
okay well is epic working on a fix ?
its unacceptable
what do you mean by taht
Structures are a little broke in that they sometimes don't update when being changed. There was a trick I remember seeing that involved making a duplicate and renaming it
well the fundamental features of the engine should work
or else they should not release new builds as 'stable'
thats not fundamental, its a wrapper for Cpp.
regardless, we all know the pain. lol
making a structure and data table and referencing it in a blueprint is UE4 101
this is bullcrap
Bro your not the only one. I had a struct break on me that involved changing the references to it. Which were in every script of my game
I feel your pain
you either backup often, submit your changes and then close the editor, open the editor with no map, make your change, build and test and roll back if it breaks
or you learn to do Cpp structs and it never breaks
or get lucky it only has a couple references. lol
and then its a quick fix
What Darnius is saying is totally spot on. I have a product on store already and I learnt quickly to back up at the end of every day
also Source Control is super important
really helps quickly reverse
now that said.... it rarely happens to me anymore in 4.22
it was all the time in 4.18
Ohh I got off track. Anyone know how to make a volume that culls GPU sprite particles?
@marsh swallow the normal anim notifies do not fire off just the montage notifies that you set up in the montage will show up in there
that looks like an anim notify, when you are adding the notify look down the list for montage notify
lol
I dunno maybe?
most of them say something about subclassing and they dont fire outside of the Anim BP etc
if you look at the on notify begin execute wire it tells you it fires off from montage notifies
I did see that!
i just didnt realize that Montage Notifies was in the lisat
i was going to Add Notify > new Notify
technically that post is correct they just changed things over time to add default subclassed notifies to the list
I think around the time they added clothing simulation notifies
interesting
old info that sticks around is such a pain because you can't just go update every post and you can't assume people are using the latest stuff π¦
lol
like in .24 when it comes out and changes the launcher that has been in use for 24 versions..... how do you create content around that lol
"here is where you create a new project, unless you are on .24 and higher then you create it this way but if you are on .35 and higher you do it this way"
I think this is why people ignore "old" answers and content and I can't blame them
hey does anyone know why objects delete themselves when you texture it? i have a house and i dont have much in it but when i textured a object it deleted a object. im on 4.22 as well
has anyone else encountered the issue where stationary characters are not properly pushed by other meshes/ actors? Like if you have a large wall that is moving and you walk into it, youll be pushed like you'd expect as long as you're airborn/ inputting movement. But if you're on the ground not moving you won't get pushed. The mesh will move until it overlaps the character's origin then it will teleport the character to the nearest acceptable spot
General discussion about the game industry and the Unreal Engine community.
there's this thread but that doesn't yield any answers and there's this thread: https://answers.unrealengine.com/questions/227061/collision-unreliable-when-character-is-stationary.html
from 2015 that says no solution, so nevermind I guess
If you have anim montage that is in place but you want it to move forward while performing it, how would u achieve that
any info when the chaos system comes to the normal ue4 build?
outside of source i mean
I'll throw a wild guess and say 4.25 it will be an experimental plugin by default
I don't think I saw something about it coming for 4.24
Chaos is too big to be included as just some experimental plugin.
Idea of an entirely dynamic linked physics abstraction spooks me 
Would prefer it stays a compiler define
does anyone have This
you need a SM5 Video card
where can i get it
Random question, does anyone know if there's a way I can stop UE from trying to open C++ classes/visual studio when I double click on a node for example? Frustrating how often this happens.
Hey all, I have multiple skeletal mesh components in my character bp for clothes. all additional Skel Mesh Comps use an anim bp with a copy pose from mesh. my really annoying issue right now is that when i pause the game, only my primary skeletal mesh comp moves and none of the skel mesh comps that use the copy pose anim bp node arg
Anyone have a fix? in short, can copy pose from mesh work when game is paused?
can someone gimmie a video card
@pulsar badge you need to UV your models
I'm having problems. I keep trying to package my project for a demo launch, and every time I do my PC freezes durring shader compiling. Is there any way to fix this so I can get it exported? I have a amd Ryzen 5 2600, 16 gb of RAM, and an GTX 1050ti sc
have you tried waiting for say 5 minutes?
@eternal orchid it can take a long while?
also: take a look at your logs: perhaps something is wrong and trying to tell you there
@plain tiger are you saying it's possible it unfreezes?
Mine takes a while to create the package. The computer freezes (a bit) during 30 seconds. My mouse still works during that time though
but things like voice communication will stagger a lot, videos will halt playing and such
Oh no I'm talking full on full system freeze
hmm
Like can't do anything
you have to restart to get control back?
Yes
Damn it... I know I can export a basic level but if it has to do over 400 it faild
*fails
But basic empty example projects will package?
Yes
when I did a 3500 shaders compile, it literally took 3 minutes before a counter showed up
but my computer did not 'totally freeze'
it only freezed like a little
hmm
I've been trying to fix this for 5 hours and it's so frustrating
I would also really try to see if you can see the logs will give hints
I've tried clearing the data chute, migrating files to the basic version, editing export settings, and some other things. Where would the logs be, because it dosent crash it just ceases to run and stops everything
all of these directories are empty
Try compiling it on another machine if you can (to exclude your machine as factor in the problem, harddrives could be failing or something), try reinstalling unreal (to exclude a bad unreal being the factor). And/Or: if small example packages WILL build, I would slowly add components and shit to it, try to package it: untill I add the 'thingy' that makes it crash.
Other then that: I cant help you π¦
Well, thanks for trying atleast. Guess I'll do this tommorow
I'm having issues changing my Clouds to a different colour. When I press the button it changes but changes right back
is there a difference between checking if a pawns owner is valid and doing a cast to the object?
You can cast and still have it not valid. To check if its valid you want to use is valid
is the forum working for you?
if I try to open the page the Logging in... text refreshes endlessly
@surreal viper yea more peeps seem to have that problem. think there is a thread about it.
If I add an empty class to the content, it compiles just fine, but why does it not show up in my content?
it is in my project source folder, but it does not show up in my content folder nor in the content tab in unreal editor
Hi guys I have a permission issue with remote building for ios on win10 on ue4.20
been searching for an answer for he last day and a half
Has anyone solved it?
landscape blending material, how would u add multiple physical materials to have multiple types of sounds on a lansdcape?
one google later:
https://forums.unrealengine.com/development-discussion/rendering/89292-landscape-multiple-physical-material
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
@fierce tulip sorry to let ur troll down, but iam looking for a work around since it's not really supported yet π
In that case you should have stated that.
But I guess you missed the github one thats mentioned in that post.
And the paint weight setup works, though not as accurate as one would want.
so unless you go with custom code, or very painful workarounds like volumes or what not.. not so much.
Deathrey once mentioned raycasting the landscape
i missed the github indeed π i think it would work nice with the landscape i have π thanks
also wondering if layered material setup would work for mat physics.
https://trello.com/c/D2cLHgdh/486-material-layers-beta
Beta Support for 4.24 Enables users to create stacks of layered materials in easy to use UI.
Rendering
i spent 3 weeks working on that project beliving that i can make landscape sounds easy, but i got bitch slapped today π
we've all been there. "This should be easy!"
ONE BEARD LATER.. "I should have known better"
hey guys is there a way to attach other objects such as cubes and point lights to a cable actor so they follow the cable movment ?
@pseudo swift i would add them to an actor
alright and then ?
phys mat handling should get an overhaul
also is there a way to make point lights shine through translucent materials? for, example a lightbulb with a glass material and point light inside
for me it seems my glass material / sphere is blocking the light from passing through
disable shadow casting on the transparent element
static mesh asset viewer should have an option for it
hey is it possible to bind input to accented characters? I don't have numbers on top of letters on czech keyboard, but special characters instead
should be
but how? π I don't see those keys in input settings and can't find names for those keys for manual binding
@honest vale do you know why my sphere is preventing my pointlight from shining through?
are you sure it is actually blocking?
i think it works ur right, need to tweak some radius, intensity etc. i will figure it out, thanks for your help!
because I don't see any shadows in that pic
@fierce tulip apparently it was supported after all and i was just being dump, all what i needed to do is remove the physic material from the landscape material itself and just add them to the landscape layers that we generate before we paint. π thanks!
Great game, murder death kill
Hi do you guys tend to rigorously analyse your performance issues or do you just change stuff until fps 'looks okay'
I prefer hypnosis and intimidation applied to QA, so that substandard performance passes instead of changing stuff.
lol
Grunting too, unreal insights is great though if your looking into c++ optimization
Not sure how people go about measuring blueprint performance
How much money does epic take?
If a game made with unreal engine was to make money, how much would epic take?
% wise
well, 12% on egs is what you pay for being on egs where 5% is waived. valve takes something around 25 percent
30% is what Valve takes off the top for selling on steam, each sale*
doesn't it vary by agreement?
For Steam? I don't think so. I think everyone is at 30%.
If you make over 10M you they take 27% or something.
I think if you're a huge player there will be negotiations
Or it's like, 10M is 25%, 15M is 20% or along those lines. For indies it's not something they'd see.
Iβve been told thereβs some additional fee that it comes more to 35%-40%
20% is after 50M
On steam, yes.
if you are making millions, then you won't have to ask in this discord and yes, steam might offer you a lower rate
the lower cuts only count for sales after the threshold too btw
On EGS they eat the 5%
@storm burrow Fair point haha
Last I checked, Epic still takes 5% gross for gross revenue over 3k each quarter.
Ok.
Also... there are special royalty agreements for UE4. i.e. A good chunk of people don't pay that full 5%.
Been a while since I had to check that D:
yeah you can probably talk to epic
after all, based Tim is quite the philantropist
π
same goes with steam
who gets a lower cut on steam while pushing low numbers?
@normal burrow
never heard of anyone who got that kind of deal
Remember the days when there were contests where the main award was a free Unreal Engine license
Red Orchestra started out like that if I remember correctly
who here remembers playing RO-Berlin in mod 1.2 version? π
small indies who don't push millions of sales
has valve actually lowered royalty for them?
@honest vale I spent way too much time playing that with bots
if its happened its something they would have agreed to not discuss
ie say"oh, you guys are in the 20000-100000 range, but for x reason you will only have to pay 20%"
don't think valve does that
so your advice is, don't bother discussing a lower rate?
no, i was curious if you knew of an example
People rarely disclose it. If at all
yea you aren't allowed to make an example of it
looking at what valve has done, in terms of royalties and comparing to what epic has done, I think there is a clear difference in values there
but of course, asking never hurts.
Speaking of people rarely disclosing things (in gamedev), gamedev seems to be quite secretive in general. It makes sense, but... π€·
always ask yea
Egs is hard to get into regardless
of ppl sharing their technological, artistic, business and creative challenges
They decide if your game gets in. Not you
we have multiple conventions a year
In terms of the business, only really small or failed indies give out their experience.
then, ppl do a lot of tutorials on twitter, reddit and forums
I would say our industry is quite open
in general
Compared to the Japanese game industry, weβre blabbermouths
yeah, but huge ones
lol :)
its rare for most companies to disclose that kind of stuff floss, it opens them up to unseen consequences
Eh, things only open up when the competitive advantage has passed
I think devs and gamedevs see something cool done by someone else, see that as a challenge, attempt to recreate it and then share their results
You know what, I actually take back what I said. There are indeed a lot of information out there.
Even from big-ish indies, giving out numbers.
Devs do, not studios π
Eh, things only open up when the competitive advantage has passed
some devs post their tech talks before they release the game
π
I found this on https://www.guerrilla-games.com/. Check it out!
2 years before launch
they published a complete presentation on their tech
so long about a competitive advantage
π
And studios do share a shitton. Ready at Dawn, Crytek (when they were more active), Ubisoft, Unity, Epic Games and even recently rockstar games started
more like they claim it :D but yea graphics is a pretty open thing for sure, thought floss was saying more along the lines of business numbers
business numbers, fair enough
however for big studios, you can simply get it from their earnings call
big studios are usually parts of publicly traded companies, so you get that info
Nah, they usually don't discuss specifics -- they are not obligated to.
specifics not
but you do get some info
what would you be looking to know?
exact units moved per platform?
Well, let's say how much Overwatch made from lootboxes. That sort of thing.
ooooooh
that kind of stuff
well
lootboxes are really microtransactions/ingame-purchases
could imagine they disclose how much of their revenue comes from that vs other areas
but not sure
but MTX are def blizzard's main income
they probably still make decent money from wow subs too
but yea we're drifting from the royalty question lol
The wierd thing, that i belive to be true,,, is that once you convert your own currency to the game currency, you suddently give it less importance,, you dont see it as much as the money you spent just before. if you have an equivalent of 3.5$ left in game currency, you dont view it as like that money anymore and you are more likely to spend it on something to wich if they told you the price in usd, you would be more cautios.
I am very stingy with my smurfberries
lol
Am I able to make the 3D model and come back to the UV mapping ?
Cause Iβm so confused on UV mapping
UV mapping is simple, you take an orange, you peel it and you flatten the peels on a paper
π
.....
meshes don't require perfect UVs to be visible in engine, you can always do them later if that's what you're asking
Theyβre not wrong
My textures are really messed up when I texture
But I do not know how to So I wonder if I can just make the model and come back to it later
textures use UVs, so you need those if you want textures to show up properly
Yes, you need to uv first π
you have blender 2.8?
Talking to me?
yeah
No, I use cinema 4D
oh, sorry, cant help in that case π¦
Blender is to hard π
nah the latest version was all focused on making it more intuitive
it used to be waaaay more cryptic
Oh
you should give it a try
https://youtu.be/dUeXGuGGHOw for example
Today we will learn what is UVs Mapping and how to Unwrap a 3D model in Blender. This tutorial was created in Blender 2.8 but the techniques can be also appl...
I understand the unrapping part it makes it 2D I learned it in math class years ago ππ
But I just donβt know how to use it in the program
@plain tiger can I export my model from cinema 4D and import it to blender and fix the UV There?
I do think so, I dont use cinema4d, but there are lots of youtubes about it: https://youtu.be/yKIXBPe7YPI
blender does have an excellent 'export to unreal' plugin, btw
that looks like a horizontal panel, if you want it to be a variable check the is variable checkbox on the top right in the design view
cool, thx @grim ore
Blender is weird at first cause you need to learn quite a lot of shortcuts and pannels. But once you got it figured out π π
Ya
now you CAN do things with panels and such, it used to be that you 'had' to know al kind of magic keycombos to do simple things.
but once you get used to a tool, its hard to get used to a new tool
some like VI as editor, lol
Oh in 2.8 you mean ?
Didn't make the jump yet, still too comfy on 2.79 cause plugins but I'll need to in the next week
like boolean subtraction and such
Well anything is easy if u know to lol
I like cinema just donβt know how to Uv map things
make box: extrude side, do this, do that.
Don't go too fast and practise as much as possible, you'll progress quickly
oh uv mapping in blender 2.8 is sooo easy
Blender is hard though lol
na-ah
nah if you learned other 3d editors, the concepts will go in much faster
Well Iβve been using a Addon that helps me with houses in cinema
And thatβs cheating
Lol
nothing is cheating, there is a reason there is a market for quickly making assets like houses, trees, and people
mathew have you used cinem4d and blender? which do you prefer, would you say is easier to use?
i dont know cinema4d, so hard to compare
never used cinema4d, used blender a bit. I prefer MODO myself for DCC. I hate 3dsmax. I can stand Maya. lol
2.8 blender atleast has maya control mode and it's tolerable now for basic stuff. If i had to spend a year learning a 3d creation program for the future I would pick Blender at this point
the node system inside blender for lighting stuff etc is much the same as in unreal
well, the system, not the nodes perse off course
lol
Lol
π€
yep Blender being supported by major companies at this point, being free to use, and being open to plugins is a big thing for the future I think
Ok
like 3ds max is a a fantastic program but the fact I can't just get into it and easily make a cube and navigate my viewport makes me sad π¦
Maybe you guys can help me on a discord call later?
Iβm in the same boat as @pulsar badge. When I look at blender, itβs just like βummmβ
but every program has it's uses, like archicad and revit for architecture stuff
@deep stump what in particular uhms you about blender
Lots of buttons π
Lol
I used sketch up a bit
ah yes, they used to be hidden key-combos π
Sketch up is really easy
But sketch up is like building Legos not modeling a game in unreal
Lol
just make a cube. do things with it from the left hand panel (extrude, scale, transform). Perhaps click the middle widget to change from object to vertext to line to face mode.
its way more intuitive
the interesting part is .24 with mesh editing tools mimics a large amount of those basics tools now
How would you make a 3D house
You can make wall parts
Like taking a cubs and making it holo
download one from sketchup π
right hand side widget
Lol Ik Iβm cheap
it does read 4ds (or whatsitcalled)
if thats the flow you are comfortable with: do it.
Make house in cinema4d, export to blender, uv map the shit out it, export to unreal [x] done
What is 4d3??
omg... the branch for hololens 2 for UE4 in git is /Partner-HappyFinish
i dont get that is it lewd
it could be seen as lewd, also a funny name
usually platforms have names like lumin, scarlett, indigo and such. this one is weird
HackerS!
@pulsar badge I made this in about 10 minutes (it does not show uv maps, but its about the shape only): make box, make cylinder, make 'plunger box' , boolean substract both plunger and cylinder from box, array to x 6 times, array to y 7 times, extrude some faces/make border, [x] done https://media.discordapp.net/attachments/512961755895300107/635139337226551316/4op1rij.png?width=1034&height=582
so right now we have scalability settings such as texture, effects, foliage. They are adding ShadingQuality as a scalability setting in .24. any ideas what that might alter?
i tried to copy-paste a few widget blueprints from another project into my project and it said "could not recognize extension: .uasset"?
what can i do to solve this (or can not solve)
Bring it into the root file
of Unreal
instead of dragging and droping into the engine its self
so drag and drop into the explorer itself?
get the file you want
and drag it into the project file
in the content folder inside your project name folder
nice thx @pulsar badge
soooooooooooooooooooooooooooo im making a game
After scurrying the internet for hours searching for a pc jojo game to no avail i have decided to create my own to play. I need a team of capable people to both help with develoment, and play test
cause im sorta new to ue4
Ok good
My first time today hearing this. Anyway, godspeed!
@polar talon looking forward to it
although im pretty sure you're gonna need to deal with some licensing issues because the jojo series might be owned by someone in japan
its not big enough for them to notice
Lol
XD
that blender?
Youtube -> Blender beginner tutorial
Tons of content out there
This is part one of my free course to learning Blender 2.8. Create this fun scene and learn the interface, how to add objects, lighting, build objects, creat...
oh that looks so useful @runic iron π
Yep. If you're gonna learn Blender (or any game dev software TBH), just better to keep google and youtube up. Searching for answers is gonna be a constant thing.
oh you know what would be neato
doing a course like this, making a basic scene while learning then duplicating that content in .24 with the new mesh tools
Yeah, same for programming tbh. You need to practise, be curious, learn to look for solutions, experiment and exchange with the communities. Also tutorials are great but too many tutorials aren't
Tbh resources don't lack nowadays most of the time, only motivation and time
time.. we don't need no stinking time
what I need is less distractions... stupid outer worlds this week lol
Oh I just typed blender 2.8 begineer tutorial on yt mathew lol. CGCookie has some great stuff too
ah I did not see if CGC had new stuff, I used to watch them for olderstuff π good call
Oh yeah Internet and media are a double edge sword lol. Tons of content but tons of distractions too
Yeah they completely changed their website last time I went
Everyone get the new free UE4 assets?
i'll probably download the pack to take a look at the assets yeah but don't think I'll use them as is
the hideout and temple look like they might make fun sample environments for tutorials which is nice
thanks for the info
Is always good to have meshes handy for when you need something random, like a dias, or barrel, or a column. Can always repaint or tweak it, and save some work. :)
Definitely. I like to see how they reuse modular assets too
@grim ore your insanely comprehensive series on functions and nodes are the first tutorial videos that I genuinely find a joy to watch
yep, the conciseness really helps, and yet they each contain an example
good use of the format
π I've got more planned but people are like do other work and I am like but I dont want to and then they chain me to the desk and I have to work
relatable
@grim ore i really feel the urge to say a really inapropiate coment about what you last wrote π
Woah WTH. Photoshop in Unreal. Crazy plugin on the live-stream:
For ages I've wondered if low-budget DIY motion capture was possible using Blender 3D. After some exploration and experimentation, I learned that it is. Here...
coo
hey could anyone give me a brief overview of how to transfer a github unreal engine project to a new computer where I can see it on the launcher?
@plush yew I had to move an HDD to a new PC recently. The project was saved locally on the HDD (no GitHub repository), but to make the launcher recognize it all I had to do was open the project in UE4. After that, the launcher showed that project.
I have a problem my unreal engine 4 bug like that when I want to move the camera to look at another place but out of the game
Even in game it bug like that example I press the play button to test my game and the window test then open 5 min after. Even when I tried to walk he will execute the movement even 10 minutes after why?
@stiff spoke Not sure I understand. Are you having a problem with the UE4 editor taking too long to start up a "play-in-editor" session, or are you having a problem with your in-game character camera movement?
@plush yew once you open up the project and it's using a version of the engine that the launcher knows about it will show up in the launcher after that. and I noticed @mystic oar already said that lol... yay for scrolling down
thanks for the tips but im pretty sure i did it wrong anyways π
Out of the game so in my level without trying to play so in the viewport of the engine it bug for same for open a folder
I tried to open another of my projects but there the pc does not bug on Unreal engine 4
@stiff spoke You're saying that the free-movement camera in editor mode is moving very slowly? Okay, it might be that the camera's movement scalar or movement rate has been scaled down. Alternatively, you might have placed too many objects or have some other kind of graphics-intensive thing that your PC is struggling to render.
Yeah apparently this is the graph I chose that causes problem because before it was direct x 11 it is direct x 12. Where to change the graph in the Project settings is that? @mystic oar
@stiff spoke I'm not sure that I understand. What do you mean by "graph"? Are you talking about a static mesh you imported, or some other kind of asset?
No
@stiff spoke Ah, so are you talking about the Rendering Dependency Graph mentioned in this documentation? https://docs.unrealengine.com/en-US/Programming/Rendering/RenderDependencyGraph/index.html <<
The Rendering Dependency Graph is a graph-based scheduling system designed to perform whole-frame optimization of the render pipeline.
Graphic Resources @mystic oar
I speak of graphic ressources
Graph type @mystic oar
@stiff spoke Okay, are you talking about a material node graph? One of these: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/Editor/index.html ?
Guide to using the Material Editor for creating shaders.
@stiff spoke Yes, I am familiar with DirectX11 and 12. Are you having trouble with an implementation of DX in UE4, or a problem with lower-level shader code execution in a material node graph?
No. On UE4 before I had put in the direct settings x 11 but just this morning I put live x 12 @mystic oar
@stiff spoke Ah! I think I understand. You were using DirectX11 as your rendering pipeline, but this morning you moved to DirectX12 and now you want to change back because you are having problems.
how did you change it in the first place? reverse that
I was just gone in the game settings in ue4 and I went to the package for windows and I put direct x 12 @grim ore
@grim ore I was thinking the same thing.
@stiff spoke I'm not familiar with that functionality, but an old AnswerHub post says "Project Settings > Platforms > Windows and uncheck the boxes for DirectX 10 & 11"
but it should be here assuming you changed it in the project settings https://i.imgur.com/34gPGXD.png
That's what I did to change @grim ore
Here's a link to the answerhub post, by the by: https://answers.unrealengine.com/questions/303400/how-to-check-if-the-project-is-dx12.html
@stiff spoke I would try unchecking DX12, re-checking DX11, then saving everything, closing the UE4 editor completely, and re-opening your project. Hopefully that will work.
OK thanks
https://i.imgur.com/jKyOim1.png is the ini file that changes, defaultengine.ini in your Config folder. you can see it at the bottom the change and you can remove both those lines to use the default
@stiff spoke No problem! I hope this helps. :)
Yes
I try
If it's good, I'll let you know @mystic oar @grim ore
It works thanks again @mystic oar @grim ore
@stiff spoke Glad to hear it! Good luck in your UE4 endeavors.
Thanks
I remember you could make text and number in one text on widget but not how. any clues?
I do not understand @slow depot
@slow depot Well, that's a loaded question. Let's try it the easy way, can you use Format Text to merge the text and numbers together into one output?
Hi folks. I'm pretty new to UE (though a veteran coder) and having a horrible time trying to figure out using fonts in text renders. I'm trying the most basic of things to figure out where I'm going wrong, which has led me to just copying the engine's RobotoDistanceField into my project and doing Asset->Reimport. What I'm trying to figure out is why what I get when I simply re-import I get something different than the one in the Engine dir.
Specifically, instead of the single page DF that I started with, now I get 4 pages, and the font looks WAY larger.
@mystic oar it dont work like that for me. when i try it
@slow depot Oh dear. Okay, so just to be clear, you're trying to convert a float to text, then merge it with another piece of text (like a string) and output it to the HUD?
@hexed dock Hi! Welcome to the madness of UE4! Have you experimented with fonts in UE4 much at all, aside from in text renders?
@hexed dock Also, are you sure you should be using in-world text renders instead of a HUD widget?
@slow depot Hrm. Okay, are you having a problem connecting the number to the text in the graph (blueprint issue) or is the desired effect just not happening in-game (logic issue)?
I managed to get my project open in UE4 but it is either empty or just a black screen, this is by right clicking the .uproject file. 99% I didn't do the github upload right, but just wondering if I'm missing something major - this is trying to access a UE4 project from github
@mystic oar No, I haven't, and that's a good question. Where it actually came about was that I am doing some VR dev (specifically motion controller locomotion) and I wanted some on-screen logging because with the Quest it's kind of a pain in the butt to get good debug logging (adb logcat is basically the only way). But I needed something to see while I was actually working with the controllers to make sure I understood what was going on. Anyway, I started out doing UI and widgets, but it's an area I haven't studied yet and so I went to a Text Render to try to simplify. And that worked just fine, but only with Roboto. I wanted to use a monospace font so the debug stuff (for coordinates) would line up. But I never could get it to show up (at least, in VR - worked fine when just showing it in the viewport). So I kept trying to back up a step and that's what led me to say "okay, but can I just get Roboto to work, if I just start with the engine font and follow the same steps." Hence me realizing the DFs I'm making don't seem to line up with what the engine includes.
@plush yew Sounds to me like the GitHub download didn't grab everything it needed to. What does your error/message/output logs say?
the number to text if i add another text wont work (blueprint) @mystic oar
no error. If I choose 'launch game' it's a black screen. If I choose 'Open' I just get an empty project
@slow depot Ahhh, conversion issue. Okay, I have UE4 up on my desktop, let me double-check to make sure I'm giving you the right advice. I've had this problem before, blueprint doesn't like to auto-convert some datatypes and you have to force it.
ok
this is by right clicking the .uproject file, after extracting to a different folder
@hexed dock Ooooh, you're doing VR. Okay, I don't have a ton of experience with that, and as I'm sure you know VR has a lot of its own graphical wickedness. Here's what I would recommend: Make sure you are importing the new font correctly. UE4 made some changes in a recent version that shifted how it handles fonts. I don't remember all the details (my brain is a sieve), but it now imports 2 different items and you're only supposed to use one of them.
Here's a video on importing fonts that I grabbed, I think this is correct and it should point you in the right direction if that's your problem: https://www.youtube.com/watch?v=tZWp4BdlfA4
@slow depot Okay, can you drag off of the float node that has your number, and use a ToText node to convert it to text?
https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Text/ToText_float/index.html
Then, you should be able to drag off of that ToText node and plug it into your Format Text node. Make sure you have your arguments in curly braces {}!
https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Text/FormatText/index.html
ToText (float)
Format Text
Can someone tell me what this is and how to unlock this? https://images-ext-1.discordapp.net/external/qSuqyLDalQqISeMkK4xNE6D4eYKSsxatZrrzI9RAw3w/https/image.prntscr.com/image/7sVeOGgWQReJTl9dxcJ5hA.png?width=702&height=665
I accidently hit some buttons.
and now my tabs are locked.
π
@mystic oar Hah, I think I watched that exact video. And the steps aren't really that complicated (not obvious). But I've tried it multiple times, even with just system fonts like Courier New and Times New Roman. And it just would never work. The font would be basically invisible, if it was rendering at all. That's what led me to try to back up and just see if I could follow the same steps with Roboto to check against the Roboto DF that ships with the engine. I wonder if that DF was made before they made changes to the process, so that the same process no longer works to produce an identical DF.
@mystic oar the format text work but i can only do the number or the text like : Day or 1 but not like Day: 1
when a quest tells you to "search for Lupus"
thanks but i'll pass
@slow depot Right, you have to use curly braces to make multiple arguments in the format text box. So:
{Day} : {Num}
@pearl sonnet At least it didn't tell you that your wagon train needs to find their way to "Dysentery Junction".
lool
@trim granite Juggling a few plates here, but will try to help! Have you tried closing down UE4 and re-opening it? That might unrustle your tabs or at least unlock them.
yeah, that worked, thanks!
@mystic oar That worked π ty dude or dudedette
@hexed dock I don't have a VR kit hooked up to my desktop, so I can't replicate your problems (since you mentioned it only occurs in VR). I would recommend you look into setting up a simple HUD widget for debugging, or using the in-editor PrintString debug commands. Those will (memory serving) also show up in the message log, so it might be more in line with what you're trying to do.
@slow depot No trouble, bud. Data massaging can be one of the most frustrating things about code. UE4 does a lot of good stuff behind the curtain, but sometimes you gotta punch a hole.
@mystic oar Don't know if I made it clear, but the Text Render worked with no problem with the built-in engine content Robot DF and associated material. It was only when I wanted to go monospace that I started running into issues.
@hexed dock Oh. Oooh, okay, monospace. Hrm. Does it manifest both in regular viewport and in VR?
Do you know about online gambling? On UE4 @mystic oar
@stiff spoke No. Sorry.
@mystic oar But I've tried it with both monospace and non-monospace (creating my own DF/material, rather than using the Roboto one provided with the engine content) with no luck. And yes, it shows up great in the viewport, but just not when running it on the quest.
OK @mystic oar
@hexed dock Hrm. Well, if it shows up in-game with Roboto then it's not a problem of the Text Render being set to "only show in editor". That was my knee-jerk reaction.
Ah well, I just don't get it, but if I have to I can get around it. Just like to know why things are as they are rather than have to just accept that I can't figure it out. π
Thanks for trying to help, @mystic oar . I'll be sticking around as I'm sure I'll run into other mysteries
does anyone know anything about the "Never Stream" checkbox on static meshes?
Anyone have a quick moment?
I was using the link from the Unreal launcher for the Maya plugin for shave-and-a-haircut... https://github.com/EpicGames/Shave-And-A-Haircut and I get a 404 Error.
I've sent an email to the one for issues on the site https://www.unrealengine.com/en-US/blog/shave-and-a-haircut-v9-6-for-maya and sent an email to shave-haircut-support@epicgames.com... But I'm gotten no rely from anyone... can you help to shed some light on this please?
Ok wow... I feel... well then... some how my browser signed me out or doesn't remember my login when I use the link from the Epic launcher... I feel kinda dumb at the moment I didn't even notice it till you said something.... I thought the link was broken... π Thanks a million for setting me straight. wow... Need more caffeine apparently.
@digital anchor I've been trying to use the chaos demonstration but it requires building a copy of 4.23 from GIT Hub.. I have everything I need to do this... but require the assistance on bring it to a done (wipes sweat from brow) status... Would you be able to assist in this or know any good tutorials or other forms of help I could gain assistance from?
just ask specific questions theres plenty of people to help
if its compiling ask on #cpp and if its problems with github ask on #source-control
forums have a step by step guide how to build a chaos project
^
Follow these steps to enable Chaos in 4.23 (https://docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/ChaosDestructionOverview/index.html) (new
god they need to fix the forums i was grabbing it hahaha stuck in a loop again
relogged and refreshed hardware and still seems to give me a 404 error on Shave and a Haircut. Any ideas?
the blog post have instructions, need to link your github to epic account
do you have unreal connected with your git account
Thanks guys
https://www.unrealengine.com/account/connected just hit connect under github
Is there any info of when Chaos is suppose to be out of Beta? by a certain version?
Road map doesn't list anything specific.
no...Chaos will replace Physx...so they should be pretty sure it works before doing that
Still no luck. Though I am going to try a different account and see if it still gives me errors. If anyone has ideas let me know and thank you again.
@versed surge open this https://github.com/orgs/EpicGames/dashboard
@versed surge and it shows you are signed in... That was my issue and I missed it because of my browser.
what browser are you using?
The templates disappeared. How do I get them back? 
@plush yew if your using the launcher version oif the engine in the launcher on your engine version next to launch there is a dropdown arrow you can hit options and select templates
Ah thank you!
For the github version of 4.23 and the chaos destruction demo project? when you build the 4.23 github version of UE4. How do you load the project for the chaos destruction demo, manually via the folder it's stored in once you've opened the 4.23 github version or can you load the project via the unreal launcher and it loads the 4.23 github version you built?
@mighty copper yep it was logged in. and everything was set up correctly. I just messed with some network stuff and it works fine now. THanks!
Has anyone experienced crashing issues with 4.23 when playing a packaged game? I've recieved several messages from people telling me their game crashes when using 4.23.
no issues here, we packaged few releases on 4.23
I have a strange issue with a simple UMG widget animation. When adding the widget to the viewport it's displayed as if the animation has played and ended (the last keyframe is shown by default), anyone have any ideas how to fix this?
@bright folio 4.23 apparently has an issue with full screen causing crashes
4.23.1 is out already
Check out the notes to see if it's fixed
The 4.23.1 Hotfix is now live!
Feel free to discuss this release on the 4.23 forum thread (https://forums.unrealengine.com/unreal-engine/announcements-and
I personally haven't had any issues with 4.23 but I had some customers message me with issues about their packaged games crashing. I just wanted to ask around. Maybe 4.23.1 will solve it for them. I'll let them know
fullscreen crash was fixed after 4.23.1
π Awesome! Thanks
Alight i'm about to loose it lol. I've had to wait like 4 times to download different versions of the source build
I wiped my computer and my unreal engine projects are on different harddrives and I can't figure out what version it is
In World.h I just noticed that TimeSeconds (which measures seconds since the level began playing, and is used in many places for game logic) is a float, and there doesn't seem to be any periodical reset of it. Floats have only 6 significant digits precision, meaning that a little over a week (two at the most) of running a server, the precision would drop below seconds - or am I missing something?
you're not missing something, servers die after a few days, and epic doesn't care because fortnite servers only run for an hour
Well, that's reassuring
only fix is to regularly restart it or change the map with non-seamless travel
Yep, we have a server recycling system setup for GameLift because we cant have Servers running for to long.
it would be amazing to see a PR that upgrades this and all usages to a double
but you'd hit a wall where blueprint can not use doubles and you can access this value from blueprints
-_-
and it would be a hugely invasive change considering it affects everything like timers etc
I mean, I know that Unreal's main aim isn't MMOs... but still
UE 4 isn't -that- old, I can't wrap my head around why didn't they use doubles literally everywhere
slower
and bigger
there is no reason at all to use doubles for things like positions, meshes, etc
just... the time... I don't understand why it's a float
Memory isn't really much of a concern nowadays
And it's not actually slower, either
At least not on any CPUs anyone would use for gaming
Legacy most likely. You have to remember that the Engine IS old, it has evolved from UE1
this is c#/.net
it's irrelevant
: replace every bp exposed method that takes a float for time with a struct
...which contains a double
I actually didn't know that blueprints can only work with floats
it's more that since they use floats all of the time, no one has bothered to make a double property and accompanying support classes
BPs have no double precision type.
they recently added int64
I imagine it went like this:
enterprise customer: I need to pass a ginormous number to this function from blueprint for no reason
epic: .......
epic: done
Yeah maybe, though if they are an enterprise customer, they probably have the ability to do it themselves...
oh wait
double property already exists
I wonder what you need to do to let bp use it
Don't suppose there's any petition anywhere about the crashes? :D
Is there a nice way to create new shortcuts in the create menu? A real common thing in my game is creating new data assets, right now I have to find data asset under misc and then choose the base class
What I'm hoping is possible is to have another category under Create Advanced Asset in the create menu for custom game related assets, so I might have a Construction Prefab item in there
@quasi star You will have to create a Factory that provides the necessary functionality to create the asset for you.
Factories can be added to the Asset creation context menu.
Base class for all factories An object responsible for creating and importing new objects.
Yes
Nice, thanks I'll take a look. Might be a good little side task to do
is it faster to distribute systems on multiple actors than to have one actor do all of the jobs?
f.e. I want to handle input, combat, movement on an actor that has a whole bunch of static mesh components on it
would it be faster to have those systems on empty actors?
your saying you would use components then?
no I mean I have all sorts of functions to handle gameplay on an actor
and if that actor would have static meshes on it would it be slower than on one who doesnt?
no components is faster than any components
but if your asking if it would make tick slower, no. there is over head for moving such actors
hm alright, might as well do all of the gameplay work on my map actor then thanks @normal burrow
Is there a way I can ask my game if a float is a whole number? I have a variable called hours in my day night. I need to query it and trigger an update event but only when its a whole number
Can someone Please DM me if they know how to properly rig and set up a Vehicle in UE4 4.20?
I followed a tutorial and it looks ok so far, but my model has wheels that don't seem to be rigged properly and am not sure if I should rig them separately in Maya before importing to UE4....
When I put gravity to default, the wheels and body seem to spinning like crazy and seem to separate from the body...
just saw the latest live stream,, Nice new plugin for the engine!!
https://forums.unrealengine.com is stuck in an endless login loop for me
Forum Description
@thin tendon That's a bad approach.
has anyone experience performance issues with the camera fades ?
hi guys, i need help. so, every time my pc builds too many shaders it decided to fully freeze, making me shut it down and restart my computer to gain control back. my cpu and gpu arent overheating. i just cleaned my pc. i have 16 gb of ram and graphics drivers are up to date. please can anyone help me figure this out
Upgrade your Windows 10 to Windows 7 π
Sorry, I'm no help I know
My question: Where do I tell UE to use VS2019 instead of VS2017?
Never mind, found it by searching for "source code" in Editor Preferences
Is it possible to make unreal engine take it's time when packaging? Like setting itself to only do so many shaders at a time? Let's say once it reaches 400, it pauses Abit, waits till it's finished with those, then moves on, and continues that cycle. Is it possible? I'm at my wit's end here trying to get this project to export
You have to say it in the parameters of your project @uncut osprey
You must also specify VS 2019 in the windows package settings @uncut osprey
@eternal orchid did you ever just wait for it to finish?
hello. im new to UE and im having an issue with the SweepResult.BoneName from my begin overlap event is coming back as null even though my collisition is set up on the skeletal mesh
i saw online that many people have faced this but the examples are with blueprints and im using c++
i mean none, not null
I think you have to Sweep to get the SweepResult stuff.
now that makes sense, lol, is that set up on the unreal editor?
Check https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UWorld/index.html
And search for sweep, pretty sure you, more or less, have to use one of those.
thx for the guidance, taking alook
Hello, kinda new but been developing a VR project for uni, not sure what I've done but I think at one point I accidentally deleted the default motioncontroller pawn I've been using and tried putting a new one in but it isn't actually connecting with the HMD. I see the view from the camera on the pawn but in HMD theres just the normal steamVR loading view. Not really sure what to do and I can't find anything online like this
clicking on mega jam on launcher I get domain error unrealengine-gamedev.ol.epicgames.netβs server IP address could not be found. is it just me?
@gleaming narwhal We have spammers on the forums
not really the place to mention this. they are prolly asleep :p
try twitter I guess.
RE: TimeSeconds float problem, posted on https://answers.unrealengine.com/questions/932856/view.html to at least try to raise the visibility (though I'm not sure any Unreal devs read that)
I somehow fixed my issue so no worries
I get a Login Redirect loop when checking the UE4 forums, any idea how to fix this
Cookies?
its a bug some people seem to have atm.
Nope, I just cleared them and it's still looping me
Chrome is giving me issues, Edge works
Yeah I saw @uncut osprey mentioning the same issue earlier
Can I someone pls help me I wanna make an equip/unequip weapon for my paragon wraith but how do I do it when the gun is in the same mesh as the character?
you cant, its part of the skel mesh. only thing you can do is apply a material to hide/collapse it.
Can someone please help me with my client? Its crashing every 10 minutes and i cannot work on my project like this
Seemingly no reason, and im doing something different every time
Random question... does anyone know why the UE4 example character faces Y+ direction when the engine uses X+ as forward direction?
because epic sucks
i just worry about authoring a character in X+ and then running into an issue which explains why they authored them in Y+ in the first place
Hey guys can someone help, i made a decal with parallax occlusion, but if i rotate the decal, the height direction gets skewed.
Sorry yβall I was young and this coordinate system stuff was confusing https://t.co/S2tkQRfAHr
602
2312
oh lol π
So I'm trying to figure out if I can change the alt key to be a pan button modifier in blueprints viewpoint instead of right mouse button as I don't actually use a mouse but a graphics tablet instead and hate using the right click button on it.
I'm also trying to figure out in 3d viewports if it's possible to again use something like shift as a modifier instead of right click.
Any help greatly appreciated;p
How to convert texture to color
To reduce volume
skeletal mesh
can you elaborate a bit?
Is the forum down for anyone?
if you are stuck in an endless login-redirect, delete your cookies
Will try that. Thank you.
I have a plane with cloth painting applied to it, I added a directional wind source but it barely affect my plane? Any settings I need to tweak?
I changed the wind settings but seems like it have minimal effect
hey guys, any clue about making a board game?
my primitive ideas are to make the spots you put down your character on seperate from the gametable itself
just use triggers that are activated by click, and getting the location of the trigger, moving char there
just getting the location of the click, and seeing if it abides by specified locations of where you can move your char
or just auto move by dice rolls
but the other problem is indexing them all, I'm guessing I can just make an array, and use that?
Anyone have an idea, or willing to help implement a system whereby character blendshapes can be used and are are keyable in sequencer?
Does anyone know how to publish an unreal game......
in such a way that....
MyProject\BUILDS\WindowsNoEditor\Engine\Binaries\Win64\UE4Game.exe
is not going to be called UE4Game
but
MyProject\BUILDS\WindowsNoEditor\Engine\Binaries\Win64\MyProjectName.exe
???
π
that's the parent process of any unreal game
and it's wrongly named..
so when you drag a shortcut to taskbar, or when you look in taskmanager
you see UE4Game or UE4
instead of MyProjectName
thank you in advance!!
π»
@copper flicker project settings, I'd guess
so, guys, read up and any idea of how to?
any idea why my cloth plane hit an invisible floor like this?
@regal mulch what did you mean by wait for it? It was a full pc freeze? Are you saying it can thaw?
Packaging, especially the cooking stage and the shader stuff, can use up A LOT of resources, up to the point where it seems like the PC doesn't react at all.
Have you ever waited for a good chunk of time?
I waited an hour and a half for the longest I think?
Should I try leaving it running for half a day or so?
Guys, im really clueless about my cloth plane, it collides with an invisible floor and doesnt get affected by wind but the cloth paint and simulation seems just fine ?
Does anyone know how to toggle raytracing at runtime?
I don't think you can
@carl its a massive cloth and its hitting the 0 z plane in the scene
Scaled to 100, what size it it originally? 1=100% of original btw...
Just in Case you missed it.
@sly coyote i actually fixed it by painting it again with different values, my problem was I previously used too low. My main problem now is trying to get it to respond to wind
Still why not consider painting it bigger to start with, scaling 10000% is whoa...
Glad you got it figured out tho π
@wary wave oh really? I would have thought it was r.RayTracing but that didn't work
got it fixed
seems to me like a setting that would require the engine to be restarted
@next badger Thanks π
UATHelper: Packaging (Windows (64-bit)): ERROR: The following files are set to be staged, but contain restricted folder names ("Apple"):
Anyone know why id be getting thie error?
you can't call folder Apple
if you have ARKit enabled - you have
ARKit a plugin?
yep
xcode also enabled, and that's makes 0 sense on win
would having a folder contain an apple mesh called apple vbe a problem?
i have no clue how it works...just don't like Apple folders
ill see if disabling thesefolders gets rid of the error
ok
is there a quick way / lazy way to add opacity/transparency to this water, the node setup is quite complex and I dont want to remake the entire shader etc, I tried using subsurface as a shading mode kind of faking it similar to a lamp shader surface but no luck
change the blend mode, add opacity
what blend mode would you then recommend ?
@pseudo swift Itβs been a while, but i think thereβs a translucency option
in UE4, the axis Z is UP and DOWN, Y is LEFT and RIGHT, and X is FORWARDS and BACKWARDS, right?
Yeah usually
ok that confused me lol
The mannequin looks in it's y axis tho
When starting a level block out, how do you handle initial lighting? Just out a neutral sky light up?
so, could anyone help me? I'll repost
hey guys, any clue about making a board game?
my primitive ideas are to make the spots you put down your character on seperate from the gametable itself
just use triggers that are activated by click, and getting the location of the trigger, moving char there
just getting the location of the click, and seeing if it abides by specified locations of where you can move your char
or just auto move by dice rolls
but the other problem is indexing them all, I'm guessing I can just make an array, and use that?
I don't exactly have the time to try things out a lot right now, life's busy
your game is going to need your rules and systems, you wont find a generic answer that fits. Your idea sounds fine for what you need.
when I tested something like this I used an array and a size to make a square board and layed out tiles around the edges based on the size I set up. when I moved stuff I just moved from one tile to the other using lerps
Hi Folks: I have a simple building that I am using to learn on -- its designed to be a walkthrough (1st Person) for archviz. its drawn in blender 2.8. Is there a prescribed workflow for getting it from blender to UE4?
@gleaming narwhal @wary wave @wild kestrel the issue with UE4 forums keeps happening when using Chrome, at random. Every time it happens (infinite redirect loop) I have to delete cookies for UE forum and site, restart browser.
Just had to do the same thing this morning.
Forums seem to be down. Im using Opera
Spent 3 days trying to troubleshoot stupid engine issues. The day where I finally narrow it down to just 1 issue, the forums don't work. I'm being scared off of Unreal more and more
that... doesnt work, apparently only works with asssets (not class/objects) and with the exact parent class
Submit a bug report form
oh ok
@vale silo The team is working on it, hoping to have it resolved soon
@deep citrus did you find a new good alternative to IKinema? As far as i've heard, they've been acquired by Apple, which means we will most likely not get to use our licenses in the future π¦
@plush yew There are a couple of things that has worked for different users: 1, log in through unrealengine.com and go to the forums. 2, delete cookies and restart. 3, try a different browser
@midnight igloo Nope... I'm just using regular non-IK animations in my game for now. =/ And now I have another reason to dislike Apple...
I have made some tutorial vids, is there a place I can post them?
spamming them in this channels seems inapropiate. Can I just dump them in 'streaming'? even if its not technically a stream? (well, its a one-man stream, but...)
Accessing it from unrealengine.com worked
Is there any way to fix that w/o deleting the meshes?
@midnight igloo BIK? But I haven't used it, so can't say how good it is.
Can someone help me to make Blueprint Utility?
Asset Actions -> Select Actors Using This Asset [texture.tga] Move selected actors into new folder called [texture.tga]
folder in world outliner
I want to make it '1 click action'
so i select one texture, and it will link all objects using this texture in the material
@midnight bolt afaik you can already select content using X trough the content browser, which then selects them in the world iirc
which X?
I also want the selected objects to be put into new folder called with filename of original file
using X as in using "X", as in "x" = whatever you select
and then rightclick in the outliner > place in new folder
yes, manually it works. i want to automate my step
I can't rely on keyboard/mouse macro as the things are not always in the same place
it's fine for dozens of objects, but i have to work with several hundred objects before i merge them together. first i want to sort them into the same base color/diffuse texture
then I get that yea.
in case you want it made: ask on forums or #looking-for-talent
in case you want to try it yourself, but need guidance #blueprint I guess.
though sometimes I wonder if a #blutility channel would be interesting hehe.
@lapis vine I heard about it too, but haven't really been able to figure out if it's supported still/actively beeing worked on
thank you Luos, gonna post now and hopefully someone will come along
I think yes, but they appear small team and a bit overwhelmed. Just search around. Anomotion. @midnight igloo
where can I ask about material editing?
thanks
hi. is simple way get widget position in screen space coordinates (widget is umg child that is child of other widget ...) ?
Hello
im looking to make a voxel based building system like minecraft
i heard that ue4 is not that good for this kind of stuff, do you guys think is a good idea to make this on ue4?
How plausible is in game seasons live? Like it rolls from winter to summer, tree leaves fall of etc
how i can make a huge plane for water ?
Why is my textures doing that on the wall....
I use blender and when i Extrude it does that.
but it works fine for the floor
@pulsar badge bad uvs, the ground will be already unwrapped, but you need to unwrap what you model yourself
@signal bone it just wont have the tools to do it, but theres plenty voxel games on ue4, you will just have to code a voxel system or get a plugin for it
@fierce forge place a subdivided plane and scale it?
that depends if both the material and the UVs are correct
how i can do this ?
show some screenshots of the material and of the plane in ue4, does it have WorldPositionOffset? thats what makes the water wave
also make sure youre scaling your UVs to match the size of the plane
@signal bone yes possible
the problem is with the plane
if i try a plane from ue4 engine it is working but it's so small
well i guarantee you if its working on a small plane will work on a big one if you make sure:
1 - its subdived, 2 - its UV unwrapped, 3 - the Scale parameter is set
Help please! I think I might have "broke" my unreal project. While it is only one map, archviz scene, I've likely messed it up a bit. Everything is taking way way too long to operate, from saving, opening, etc. I think it was due to me moving assets around my content folder, but i'm not sure. Is there something that can be done? Does this sound familiar?
moving assets arround will create redirectors, i never heard them causing lag, but you may try to right click the main folder and select Fixup redirectors, that will delete all redirectors and may mess up with your source control (just sayin it cuz its a bitch when youre working with many people and many files are now modified)
also another option is just reverting everything till a version that was working
I don't deal with source control, just me on this project. It sounds about right with the re-directors though. I am using V-Ray for Unreal, and importing using their VrayScene files. Since I will often make changes, and delete imported meshes in my level, its leaving a lot of clutter. I don't think Unreal knows how to deal with this workflow, because if I were to run a "delete unused assets" script, a lot of the meshes remain, that I am sure are no longer used. Anyway, thank you for that tip!
I'll try it once the editor stops taking forever doing its current operation!
@delicate needle If you're doing an archvis scene, you might be working with really high-poly assets or other complex materials. If you have a bunch of complicated things in the scene, try setting some of the lighting options in their "Details" panel to "stationary" and see if that helps a bit.
@mystic oar - It's not viewport performance, its a sudden drop in operational speed in things like, opening assets, saving, deleting assets. I feel very confident is has something to do with the "redirectors" which was mentioned above. That sounds about right. Will test it soon!
hello, is there a way to resize capsule component? my character is too big and i cant set a proper collision with capsule height and radius.
@subtle glade Yes, there is!
Hold on, your character is bigger than the height/radius options?
Wow, how many UE units is... oh. Ooooooh.
i think i've used the wrong bp class π¦
Okay, in that case you probably don't want to use the capsule component.
its a character class
Yeah, you likely want to make it an actor component and add in a custom Box Collision instead.
already done a lot of coding tho π¦
How large are you trying to scale the capsule collision to?
ill send you a pic
And would it be possible to just scale down the ship's size?
@subtle glade Huh. Have you tried rotating the capsule component?
Memory serving, it is width-bound, so you might be able to make it very long (enough to encompass the deck of the ship).
Ahhhh.
That's right, in Character it's the root component, so you can't rotate it.
yupp
Hrm.
no way around i guess?
i need to change the parent class?
to someting like pawn or actor i guess
How much coding have you done already? If it's all BP, you should be able to copy-paste the nodes over to a new BP pretty easily and recreate the variables.
I've made few arrays and few functions
most of them are for spawning the cannons
on each side
and firing them
You rotate the mesh to fit the capsule instead then work your input around the new axis. Annoying for sure.
something like this
@abstract relic ohh you mean like
make it face upwards
since i can size upwards
If redirectors can be removed with the "fix up redirectors" why aren't redirectors automatically deleted during the moving asset process π€
@abstract relic That's just crazy enough to work... spawn it in-editor rotated, and rework the input to move it on its' Z-axis?
@mystic oar crazy idea indeed but it should work i think π
Sheesh, first UE4 mixes up the X and Y standards, now they're making us use Z as X...
hi i am relatively new to unreal and am trying to have a senario where the player walks into the enemies box component and then it changes level to the battle level but i have tryed a few things in c++ and BP today the last thing i tryed was to have the player walk into it OnBeginOverlap then open level but as soon as i play it changes to the battle level, i think this is maybe because the enemy is an actor but idk
if the actor is inside of the box component they could be triggering it yes, on the overlap event check to see if it's the player or not self and then you can do the transition. doing the player might be best or else enemies might trigger from other enemies
@subtle glade Can you rotate it 90 degrees in-editor, so it's flat on the water?
i can
Then just put all its movement into callable functions, like "sail forward", that moves it on the Z-axis.
trying atm
its going crazy
nope, good idea but it flickers all around the map
it rotates so fast my printscreen cant even catch a decent frame
i think i'll copy paste the whole code and work my way from there
Is that without any input? Because if so, it might be a physics actor that needs to be deactivated.
Make sure the static mesh itself has no collision, and nothing else spawned into the boat has collision. That's tripped me up before.
it will be pain to work with in future i think
Hrm.
Yeah, those might be collision-enabled, which can cause tons of interactions.
nope they dont have any collision
so what do you suggest, pawn or actor?
for these kind of characters
Hrm. Okay, before you burn everything down, just create a simple Actor class and add a Box Collision. Then give it simple movement, and a placeholder static mesh so you can see it. Try to move an instance of that around the map.
You want to get the movement issue figured out first, before you do anything else, so that you don't put in a ton of work only to discover that you're having the same problem.
yea i am not gonna delete the old bp
animations might be the problem as well
since its fully animated except for the cloth animation on sails
Hrm. Okay, yeah. Try to get a placeholder moving first, then come back and layer in the more advanced stuff.
@subtle glade Are you using a PlayerController component, or doing all your movement logic in the Character/Actor BP?
doing all in the bp i think
ohhh yea , yes i am doing all movement and some animations in bp
leaning animations are handled in a character bp
just using idle and forward animations for my character
i mean as an animation
What about the water? Is that standard "Flat ground" just retextured to look like water, or is there a special collision that might be fracking up the collision capsule?
its the starter content water modified to look more realistic
still not enough tho
i will work on that later
its not reactive
just a simple plane with a ocean texture
an*
i am think of creating all of water splahes and the trails on the water by using the particle system
thinking*
keeping everything pretty low poly so most pcs can handle it
Hrm. Okay, just make sure you try out the new class' movement with a simple pyramid or other static mesh. Get the movement functioning first, then come back and add in your animated stuff. Did you custom-make the ship's animations?
yep
I've orginally made 4 animations for the ship
idle/foward/lean right and left
but ended up using only idle and foward
Oooh, very cool!
leaning right and left are handled by the character blueprint
You're not using animation states?