#ue4-general

1 messages Β· Page 564 of 1

subtle glade
#

didnt plan for that πŸ˜„

#

so it will be really hard to get a accurate shot on the enemy ship

#

i also gave all of my projectiles random velocity so their muzzle speed are pretty random

mystic oar
#

Hey, black powder was kinda random too!

subtle glade
#

exacly that is what i thought

#

next time i will add a random delay to each cannon

#

so it will be more random πŸ˜„

mystic oar
#

Right, if you parameterize those values you can always tweak them later to make the player's experience better.

#

Or include "powerups" that can alter the numbers in-game. Double damage, but 1/3 accuracy, and the like.

subtle glade
#

indeed

mystic oar
#

That's for later, though. Were you able to assemble the Actor class with a basic collision box?

subtle glade
#

yep i am planning to add a equip system for the ship

#

better cannons

#

better accuracy and damage

#

working on HUD atm

#

will do that later

#

i will also add a mine system

#

and give it a set duration

mystic oar
#

Right, all that is good stuff.

subtle glade
#

so you need to calculate your speed and position to land a shit

#

hit*

#

thanks

#

thanks for helping tho

#

really appreciate it

plush marsh
#

land a shit, yeah πŸ™‚

subtle glade
#

sorry πŸ˜„

#

typo

mystic oar
#

No trouble at all! By the way, @subtle glade , you've heard about the GameJam coming up on the 14th, right?

plush marsh
#

it was funny one

subtle glade
#

no, what is that?

mystic oar
#

"Store High In Transit," a nautical term if ever there was one, hehe.

subtle glade
#

yea I've heard of gamejams but is there an event in disocrd?

mystic oar
#

Yeah, there's a channel about it. #game-jam-chat . Also, check the #unreal-news channel, second to last announcement is the official Epic site for their gamejam.

ember geode
#

any megajam looking for a member?

mystic oar
#

@subtle glade By the way, when you're setting up movement for your character, are you using hard-coded keybinds or the InputAxis/InputAction system?

subtle glade
#

InputAxis/InputAction system

#

forward-leanright and left inpux axis

#

and 2 action maps "Q" and "E" for changing which side the cannon are shooting

#

and "Space" for firing them

mystic oar
#

@subtle glade Good, good. That will save you so much pain in the future if you add controller support, or want to remap Q/E to mouse buttons.

subtle glade
#

ill record a gameplay video when i sort this collision thing and add hitboxes

mystic oar
#

@subtle glade Gotcha. Did the prototype with just a static mesh and collision box work?

subtle glade
#

still working on it

#

yep

#

custom collision seems to work

#

i am using a pawn class

#

I've made my old ship little to fit in the capsule

#

and tried to collide with the new pawn bp

#

and it worked

mystic oar
#

Awesome!

#

Okay, so now you should be able to replace the static mesh component with the ship, and copy over most of the work you did.

subtle glade
#

also

#

jsut found out

#

you can reparent a bp

#

in file menu

#

but it completely messes your bp

mystic oar
#

Yeeeah, it's really messy and can break lots of stuff.

#

Especially if it's an Epic root class like Character.

visual dust
#

Guys

#

You know that puzzle game

#

Q. something

#

Q.U.B.E*

#

Was it made by using UE?

mystic oar
#

@visual dust John de Lancie?

#

Ahh, a second too late on that joke, hehe.

visual dust
#

Lol

mystic oar
#

Not sure, did you check the Epic store page? If so, I think Epic would mention it there.

visual dust
#

Hmm

#

I'll check

#

Because it says Unreal Engine

#

On the intro

#

So I thought that maybe a creator used it

mystic oar
#

Well, usually when you put an engine branding in your intro, you kinda need to use that engine. I think. I mean, that would be like putting vodka in a barrel and calling it rum, and I don't think it's legal to do that either.

visual dust
#

Makes sense.

#

Its a pretty good game though

pulsar badge
#

Does anyone know how to make a 3D house in blender the easy way

#

?

visual dust
#

I didn't think that unreal engine will produce a paid game

pulsar badge
#

Can’t find any good videos

visual dust
#

I think there are files online

mystic oar
#

@pulsar badge Oooh, that would be a good question for #graphics , I think.

visual dust
#

Which are .obj files

#

You can use them

pulsar badge
#

For what a premade house?

visual dust
#

Well I saw one for a City pack

#

It had buildings and stuff

pulsar badge
#

Most of them aren’t 3D

#

I want to walk in it in UE

visual dust
#

They are 3D

pulsar badge
#

Oh

visual dust
#

I'm sure the website has a file for a house

subtle glade
#

@pulsar badge what kind of house?

plush yew
#

Why is Blueprint Nativization still slower than pure C++?

visual dust
#

I'll check what it is

pulsar badge
#

Ok

visual dust
#

@pulsar badge

pulsar badge
#

?

visual dust
#

Should I DM you the link?

pulsar badge
#

Sure

#

If i download a free model am I allowed to use it for game?

#

like will it be a issue for copyright?

cloud cobalt
#

@pulsar badge Depends on the license, and whether the free model was ripped from someone, or authored by the uploader

pulsar badge
#

It says personal use

#

so thats a no for that one?

cloud cobalt
#

... is your game only for your personal use, never to release ?

pulsar badge
#

i want it for release

#

so i got my answer now lol

flat scroll
#

Can anybody make a new C++ project with the latest UE4? For some reason I cannot and I get error about new project being unable to compile.
Any idea what is wrong?

cloud cobalt
#

Share the VS output log so that we can tell you the error

flat scroll
#

in a moment, I'm verifying the engine install

#

worked this time no idea what was wrong

azure shore
#

is there a way to sort of find people who want to work with me on projects

#

I know of the looking for talent and work channels but Im not sure if thats what I want

#

I mean this is a very open question but I just cant do things on my own much longer

cloud cobalt
#

Though honestly recruiting for side projects is a bit random

azure shore
#

yeah its just that seems more like its for one-off jobs, and tbh I think everyone here is like too good for my level anyway

#

its just that I keep having a game idea, and then I get more ideas as to how it could work and everything but I just dont have the ability to do it all myself

spare eagle
#

Hey guys, it's possible to do a soft shadow with a movable point light ?

median island
#

Trying to understand this setting. When transform vertex to absolute is enabled I get these tiny gaps in my modular mesh pieces. When it's disabled, the gaps are fixed and the verts go to their correct location. Does this setting affect performance? Is there a good reason NOT to disable it?

eternal orchid
#

I have a simple question. If ue4 is compiling shaders and freezes the entire PC, is it possible it will unfreeze eventually?

median island
#

Yes, is your task manager showing full CPU usage?

#

or at least high usage?

eternal orchid
#

When I could use it. I have no control over the computer when it freezes

#

@median island

median island
#

I've heard of a system recovering from a freeze while compiling shaders. I've also heard of a person's computer going all night without recovering.

#

If it's been going for like an hour you might want to kill it...

eternal orchid
#

It's been about half an hour. It's been 3 days of me trying to get this to export. Is 16gb of RAM not enough?

woeful thorn
#

Guys how can i change the splash art when the enginee open? instead of the unrealk engine logo i want my splash art!

fierce tulip
#

project settings

eternal orchid
#

@woeful thorn in the project settings there are tabs for each platform, that's where you can change it

woeful thorn
#

The Thumbnail you meean?

fierce tulip
#

no, the splash

#

@eternal orchid how badly does pc freeze?

eternal orchid
#

@fierce tulip power still goes through it, but all software and the OS freeze, meaning I cannot do anything on the computer without hard restarting it

fierce tulip
#

task manager not showing cortana oddities?

woeful thorn
#

Thanks guys!

eternal orchid
#

I cannot check task manager

fierce tulip
#

its been somewhat fixed as of late, but some of the later win10 updates cause cortana to flood the cpu, so that might also be something to look out for.

eternal orchid
#

Im as up to date as possible, and my problem is the whole system just denys me to do anything. It's as if it got a frame from the moment and that's all that is my screen. My processor is a Ryzen 5 260

#

*2600

fierce tulip
#

very odd, should not be a ue4 thing, even on the most task demanding ue4 projects ive had I could do anything else while it was generating its things.

#

but.. that has been my experience generally

#

win10 though.. hate it with a passion

eternal orchid
#

I just want to know if I need more ram or if I need to wait a few hours or what

fierce tulip
#

more is always better

#

well, depends on mobo, cpu, etc.. but generally more is better

polar hawk
#

I've got a 2700 that works well

#

I'm just about to pick up a 2700X too for a 2nd rig

eternal orchid
#

I currently have 16 gb of RAM and a 1050ti sc

fierce tulip
#

for ue4/gamedev i suggest more

#

but it should not be bottlenecking you like it does atm

eternal orchid
#

My old rig was an fx series and had aprox. 30 gb of RAM and it had less export problems

#

I also have a bunch of drives hooked up, could that be a problem?

zinc rivet
#

bleh. tried to compile from source with chaos enabled to mess with it, changed an option that caused a runtime error when I tried to create a new project, so I have to compile again 🀦

velvet ravine
#

dont matter just found stat hide all

#

always when i ask i find

cosmic matrix
#

Hi,

#

Anyone know how games like the black masses can get hundreds of ai characters with animation etc without big perf issues?

#

I'm very curious about that.

pseudo canyon
#

@cosmic matrix Idk about that one but you could look into spatialos

blissful willow
#

UE4 changed foliage...how can I hide all foliage in my scene?

plush yew
#

hey guys Im trying to learn github, I got github desktop, made a repository and made a new unreal engine project which I put inside the file path of this repo. I added a cube and committed my change to the master branch, I then made a new branch and deleted my cube, since I had this branch open it automatically registered my change inside this branch (didn't expect that but easy way to do it). I then committed my change to the new branch. Question is, say I wanted to get my cube back just using github, how would I access the master branch and transfer the information to my UE4 project (I haven't merged the new branch to the master yet)?

chilly sigil
#

@plush yew either you cherrypick a specific change in the commit, or you can just merge the branch

plush yew
#

If I merge the new branch into my master I don't think it will update in the UE4 editor. For that I think I need to use the 'connect to source control' feature which I don't think Github Desktop allows.

#

Or maybe I need to push to origin and relaunch the editor and that will work

#

Im probably missing the point

summer elk
gilded heron
#

Hey folks, just updated to 4.23.1 and Unreal crashes whenever I play in editor. I have narrowed it down to the skylight. If I remove it, its fine, but as soon as I add it back in and play ineditor, I get an instant crash. Anyone else having this issue, or is it just on my end?

next badger
lapis vine
#

Does not even look fun πŸ‘Ž

eternal orchid
wary wave
#

@next badger - the forums do have a filter 😐

#

the first two posts a user does have to be manually approved

#

will take a look, if the forums are working properly, have had trouble the past week 😦

oblique tangle
#

any1 know how i could implement different anims in the anim state machine, and have one play randomly each time the state is called?

wary wave
#

can't find any evidence of the above posts, not even in deleted?

fierce tulip
#

i love how gyazo thinks my mouse icon is some malformed whatever

#

cc: @wary wave

radiant haven
#

what is this?

fierce tulip
#

trying to flag a user on the forums

gilded igloo
#

Hey guys! what in your opinion is the best way to move around in 3d space? I know of 2 ways - Every tick SetActorLocation, and SetVelocity variable in the character movement component. tried "AddMovementInput too, but it didnt work in the Z direcrtion... do u know of other ways to move around? what in your opinion is the best one?

pine vessel
#

hello, does anyone know a good guide to make material for gems in unreal engine 4? I'm trying to find one but I can't.

radiant haven
#

When I make animations do the hitboxes affect as well

#

like i want to make a door animation

#

without light buiilding

#

after building

#

whats wrong

fierce tulip
#

@pine vessel whats wrong with the available ones?

stiff spoke
#

Put the skylight in motion not parking @radiant haven

radiant haven
#

there is no skylight lmao

stiff spoke
#

Put a skylight in your level @radiant haven

radiant haven
#

nothing

stiff spoke
#

Put it in motion

radiant haven
plush yew
#

what is the cheapest way to set a one color background for a level?

modern socket
#

Any good character select guides or videos? Wanna make one where the model updates and you get a 3d preview etc.

crude vessel
#

Why is it when I move a folder there are orphaned 2kb .uasset files that don't appear in the editor?

#

Oh it's some redirector shenanigans?

fierce tulip
#

redirectors

#

hence always only move folders inside content browser

#

then fix up redirectors

crude vessel
#

Yeah, I figured it'd fix redirectors automagically.

#

Yeah I don't move stuff outside of the editor, but I'm trying to reorganize my project to be a bit more consistent.

pine vessel
#

@fierce tulip nothing is wrong with the available ones if I can find any πŸ˜„ I didn't find any tutorial or guide on how to make a material for example diamonds

fierce tulip
#

just google "ue4 gem material tutorial" and done

#

240.000 hits, with at least some good ones.

wary wave
#

it doesn't fix up redirectors automatically because that would play hell with version control

#

but the process of fixing them up takes version control into account

supple totem
#

when I'm moving large actors, its kind of pain to have to select the actor, find the gizmo, grab the gizmo, look back to where I need to look, etc.

#

is there some way to quickly bring the gizmo into view?

fierce tulip
#

put a small mesh or so close and select that one last.

#

the gizmo will be at the pivot of that mesh

#

helps with easy moving around stuff

plush yew
#

Hello i could not find a channel about VS Code so i thought this one would be the best. I need some help. When i was writing my code in Visual Studio Code i clicked "Disable Error Squiggles" and i do not know how to get them back, Please help. (Also if you do respond please @ me so i get a notification)
Many thanks.

dim arch
#

well, looks like some of your code is failing on an assert, but it could be many reasons, you can try deleting intermediate/binaries folders in your project and rebuilding/packaging @tired condor

fierce tulip
#

@tired condor try pastebin when spamming big error reports.

tired condor
#

@dim arch tried already, didn't help

#

@fierce tulip you don't sound very nice.

fierce tulip
#

there was no hint of emotion in my comment, just advice.

tired condor
#

You said I was spamming

#

Spamming is the use of messaging systems to send an unsolicited message (spam), especially advertising, as well as sending messages repeatedly on the same site. While the most widely recognized form of spam is email spam, the term is applied to similar abuses in other media: ...

fierce tulip
#

it is spamming, as it was a huge chunk of text. for which generally people use pastebin.

tired condor
#

According to Oxford dictionary it is not

#

You called me a spamer which is abusive

fierce tulip
#

I'll refrain from speaking. read the #old-rules and behave and its all good.

cedar snow
#

would it be incendiary to ask if someone wants popcorn?

thick herald
#

no, but it would be off topic, offer it in the #lounge

tired condor
#

Telling someone to "behave" is disrespectful. You need some lessons on civilized behaviour. Being a mod made your roof sink.

upbeat trench
#

how ironic

upbeat trench
#

should we put it to a vote what the general consensus of what spamming is? my money is on Lous being right πŸ™‚

fierce tulip
#

and gone.

upbeat trench
#

UnrealDeveloper should be a reserved name anyways πŸ˜›

oblique tangle
#

What the hell

#

Why was he so pissed lmao

dim arch
#

minecraft2020?

midnight bolt
#

does someone know how to trigger this action in the blueprint? i want to make some sort of a widget, like leveldesigntools

plucky latch
#

hey guys, I'm trying to mod a Unity game by porting a map from a Unreal game. I've unpacked the .pak file and have all the .uassets which I can export with umodel, but I haven't found a way to read the .umap files

wary wave
#

you can't

#

also there are some fairly dubious legalities about what you're trying to do, FYI

plucky latch
#

I realize that πŸ™‚

wary wave
#

but yeah, there is literally no way to read the map files

plucky latch
#

shame

#

is there any documentation on the data structure?

wary wave
#

no

#

I would imagine it's largely just a list of objects and their non-default variables

plucky latch
#

alright

#

well thanks for the insight, at least I know it's not possible

wary wave
#

just opened the puzzle game example

#

oh boy is it garbage

#

why even include this in the default engine installation?

silk finch
#

any chance for animate a group of point light, to make a rgb effect?

normal burrow
#

maybe with sequencer?

silk finch
#

so, i dont make work it

normal burrow
#

i question because i've used sequencer very limitedly

wary wave
#

define "RGB effect"

silk finch
#

i know rgb effect like gamer keyboard?

#

did you know?

wary wave
#

keyboards have LEDs in them yes, but I'm still kinda lost as to what you want to do

normal burrow
#

gamers are doing this now with th rgb?

abstract relic
#

Would do a standard pulse and offset Time using world position

silk finch
#

i make the letters with the illuminate material, but i have make light effect above the keys

wary wave
#

you want to do the rainbow panning thing?

silk finch
#

did you see the light effect on the keys?

normal burrow
#

show us what you've got teo

silk finch
#

yes, but wen i make a simple plane light with a ramp, the effect happens wrong

wary wave
#

'plane light'? There is no such thing?

#

Rect Area light?

silk finch
#

no, becouse dont show the correct effect

wary wave
#

a single light can only be one colour

#

but also Rect lights only work if they are static

#

so you can't do anything dynamic with them

silk finch
#

the correct is, a point light above keys

normal burrow
#

teo maybe a lighting function is what you want

silk finch
#

but i dont know how make it

normal burrow
#

but expect a lot of hacks to get it to align with the keyboard

silk finch
#

did you see the youtube link?

wary wave
#

you would need one light source for every key, if you wanted to replicate it in a simple way

#

so long as you do not want shadows, this might be okay

silk finch
#

the white keyboar, thats the effects is a need

normal burrow
#

i've got an rgb keyboard myself teo, and it illuminates enough for basically the caps so more than emissive is probably overkill

abstract relic
#

They can just make a plane, add an emissive colour ramp and pan it

wary wave
#

if it doesn't need to actually cast light, yeah, but I assume they already have the mesh working

abstract relic
#

Not going to assume that at this point 😜

normal burrow
#

yea teo mentioned he had it but i wouldn't assume either hah

silk finch
#

i make a scene in maya, and use the vary plugin to export to uneral, using point lights of vray above the keys

#

but I have no idea how to make the effect of animated rgb ramp generating light

normal burrow
#

are you familiar with emissive

#

the pin in materials

wary wave
#

do you have working emissive materials on the actual keyboard mesh?

#

and do you actually need lights? because that would be excessive

silk finch
#

the spotlight under the keys influences the other nearby keys, that was the result I wanted, but I don't know how to do it

wary wave
#

do you have working emissive materials on the actual keyboard mesh?

#

do you know what emissive materials are?

normal burrow
#

ye teo, forget light for a second

#

do you know what emissive is

radiant haven
#

Hey, I have the problem taht my material looks very noisy and want to ask how i can fix that

silk finch
#

thats my keyboard bp

normal burrow
#

teo lets talk materials

#

lets see your material

abstract relic
#

Alright, this is like talking to a wall

wary wave
#

okay, that looks like the emissive material in there, and works

#

well, if you absolutely must have lights, you need to add a point light to that blueprint for every key

silk finch
wary wave
#

I would turn off shadows and make them stationary

light coyote
#

@radiant haven You need to show more stuff,,, its not obvious what the issue is.
Show material, textures..

silk finch
#

the emissive letter effect is ok, but the need the under effect light

normal burrow
#

do you know how to bake lights teo? in the 3d program

wary wave
#

the "under-effect" would not normally be done with lights

grave nebula
#

Put one light. Make every key contribute to RGB intensities. Update light color based on what keys are pressed. Profit.

wary wave
#

if you tried to have that many overlapping shadow casting lights, it's going to run at like 0.1fps

#

you want some kind of additional UV that you can blend in the colour information from your gradient, as an emissive

silk finch
grave nebula
#

slap a decal underneath

#

slap a decal above

#

slap a decal everywhere

#

profit.

silk finch
radiant haven
#

@silk finch that looks GREAT

#

what should it be when its finished?

wary wave
#

just make a plane and use the same gradient

#

separate mesh, additive material

normal burrow
#

yea, what hightide said lol

abstract relic
wary wave
#

that might work as a lazy approach

midnight bolt
#

does someone know how to trigger this action in the blueprint? i want to make some sort of a widget, like leveldesigntools

wary wave
#

the correct way would have been to have a separate UV for the entire mesh

light coyote
#

@silk finch You need to explain well what you want, or the issue.

If what you want is that lights move like in the real thing, considering the way i belive you have set up things,,, you only need to add a Panner node.

wary wave
#

no, he wants the glow between the keys

light coyote
#

.
Am i missing something, or is it not clear ?

wary wave
#

that much has become obvious

#

the problem is he doesn't know how to achieve it

abstract relic
#

Or follow advice 😜

wary wave
#

I would suggest an additional additive material plane between the keys and the base mesh

#

but the proper way would have been to create a UV set to blend in the colour as appropriate across the whole thing

light coyote
#

As far as i can see in the video light in between the keys is not homogenus. looks like what he has could just tweak and get it.
if he wants it homogenus, then yes, just stick a default plane from starter content inside or something and apply that material with a panner

azure shore
#

hey how can I make menus work so that it goes from camera control to mouse control over menu

wary wave
#

there's a node for it; set input mode or something like that

azure shore
#

Ive tried with show mouse cursor but youll still have control of the camera until you click the menu, and when you hide the menu you have to click again to use mouse control

wary wave
#

I forget the exact node names, since we have overridden all that stuff with a custom system that doesn't suck πŸ˜„

azure shore
#

oh wow I never heard of that thanks

wary wave
#

no problem

azure shore
#

oh only problem is that disables the key I use to hide it again

silk finch
azure shore
#

nvm, "game and ui" solved it

wary wave
#

πŸ‘

inland monolith
#

hey guys, thanks for having me. been looking for a solid unreal dev group for so long. lol.

#

recently ive been trying to package my pocket but i keep getting this error during packaging

#

does anyone know how to attack this?

#

PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.

wary wave
#

the error you're referring to is not in the screenshot

#

pastebin the entire log

dire coral
#

where to report error for ue4 2.23.1

#

the error is that when i go to expand the gamemode list it chrases and that caused me to lose all my progers on a game

solid sierra
#

Does anyone know how I can fix my lighting? I tried messing around a bit but once I first built my lighting everything just became dull and shadowy:

sudden agate
#

Fix UVs

solid sierra
#

how?

sudden agate
#
  1. Open 3D App
  2. Open Object in 3D App
  3. Open UV Editor
  4. ???
  5. Profit!
solid sierra
#

umm I'm getting these assets from a tutorial.. I don't have their projects, and they worked fine then so

#

Β―_(ツ)_/Β―

#

like in the tut

#

@sudden agate

marsh swallow
#

Is there a way to allow the character to move freely without the collision detection firing inside of a collision box, but set it to block in a way that the player cannot leave the collision box area?

radiant haven
#

what could I add to the white bars

#

like a how do i make a realistic looking elevator(dont look at the door)

open eagle
merry pilot
#

where can i get support here?

#

Having an issue with lighting and i cant find anything on the internet

inland monolith
#

whats your issue with lighting?

merry pilot
#

I start building and when it gets to lighting it does this

#

It just stops

#

at 0%

#

I cleared cache in swarm also

unreal comet
vague plume
unreal comet
#

I ask because one of my customers is having this issue and I don't know how to help him.

hidden aurora
#

Is there a way to limit the view angle of a camera_

spare kernel
#

how do you reckon they obtained a camera like that?

#

doesnt feel like a spring arm

sly coyote
#

Looks like a spring arm to me, they seem to be standing infront of another object and backing into the rock or wall or whatever is behind them...

spare kernel
#

so its pushing the camera forward of the player or just not rendering the player

#

cause i cant replicate that with just a spring arm

#

spring arm pushes out at weird angles

plush yew
#

is it possible to run UE4 WITHOUT a GPU

#

Cuz a friend of mine says i dont really need it

spare kernel
#

without a GPU?

#

how do you view any graphics?

#

even if its built into the processor, you have some sort of GPU

#

Dedicated Server, sure

#

but not the editor

tame stag
#

anyone else has problems logging into unreal forums?

sly coyote
#

I dont know how to recreate that camera but im sure its a mix of locking its rotations to the charecters rotations and maybe messing with the cameras collision sweep settings...it the cameras spring rotation is locked to the charecter then it can only move closer or further when you back into walls as long as you dont rotate the character which it seemed like all they did was move forward and backwards and swap between a 2nd "aiming" camera a few times....

#

Hard to tell from just watching that clip

runic iron
#

Seems like they don't render the player mesh when too close

silk finch
#

Hi guys again, i would like to Thank you ALL for your help, i had to Go to work on time, sΓ³ i didn't send any more menssages

#

Sorry If i looked desinterested

signal bone
#

Is there any tutorial on building block by block and snapping them correctly?

grim ore
#

that would be more up to your building blocks set, you can turn on snapping and the grid size in the top right of the viewport. the rest is up to how your meshes are designed to work together

signal bone
#

oh ok

thorn hazel
#

I have a question regarding the Terrain generation tool in UE4 .. if the height map being used to generate a terrain is big .. it shouldn't cause any issues right? Once the UE4 terrain is generated using it .. that would be an optimized terrain right?

plush yew
#

How do I turn off the VR support on my project? (I dont use anything with VR but my friend's headset turns on whenever he starts the project)

#

Would i be able to point domain to a ip, So in console i can for example connect using a custom domain, Instead of IP, And if so how?

#

I got an custom domain and DNS website i am able to use, But would it work like it does in minecraft for example

#

For dedicated server

#

@plush yew You got "Start in VR" Enabled?

#

No I dont think @plush yew

#

go to your Plugins in the editor and uncheck Oculus and SteamVR plugins. Or for end users if you don't want to do that and don't have those files in a PAK you can have them delete them from their engine/ directory.

#

Alright Ill try that, thanks :p

grim ore
#

is the error not correct?

merry pilot
#

When i open the project it gives me that error and then i click ok and it has the content but theres nothing else

abstract relic
#

Did you read the error?

normal burrow
#

but is it right?

merry pilot
#

i guess

#

its not loading my map

abstract relic
#

Open it up on the version it was saved on

merry pilot
#

i did it gives me the same error

#

i restarted my computer then when it loaded up i opened the project and it gave me that

normal burrow
#

where did this map come from

merry pilot
#

i made it

#

Im gonna try somthing give me one sec

normal burrow
#

did you make it on a newer version of the engine?

abstract relic
#

Did you move the file around

merry pilot
#

I made it on 4.22 and the issues started on 4.22 so i installed 4.23 and tried to see if it would fix

#

i might have moved it

#

i think i did cause i was messing with source control earlier

abstract relic
#

Thinking that it’s another case of a bad redirector

normal burrow
#

yea it matters how you moved it around too tyler d. did you upgrade your project to 4.23? or just copy the file to a new one?

merry pilot
#

upgraded

#

do you guys know of any fix

normal burrow
#

how confident are you that you went from 4.22 and then 4.23?

#

like you actually went through a project upgrade dialog?

merry pilot
#

100%

#

The issues started on the version it was created on so idk why its saying it was saved with a differant version

normal burrow
#

and if you move that error dialog, it says unreal engine 4.23 on the image behind?

merry pilot
#

i upgraded after i got the error

#

yeah

normal burrow
#

ok

#

if you edit the project ini to not load that map in question at start, it should at least let you get into the project

#

unsure what can be done to salvage the map

merry pilot
#

yeah

#

ive tried putting the autosave of the map thats backed up and it did nothing

#

i put in a question on UE4 forms

normal burrow
#

ah so you were already doing something with ini files?

merry pilot
#

the .uasset files

#

in the backups of my project

signal bone
#

Hello, im trying to make a minecraft like game, i started working on the chunks and the generation, there is this plugin called SimplexNoise Master , i added it but it doesnt work

#

im using 4.23.1

normal burrow
#

inside project folder /Config/DefaultEngine.ini open this in notepad @merry pilot
find a line that looks like this
EditorStartupMap=/Game/YourLevel.YourLevel
and erase it, then save. then try opening it up (the project)

merry pilot
#

Check the asset and see if its compatable

signal bone
#

how do i check if its compatible

#

@merry pilot its not an asset in the unreal engine store

#

its an external asset so

merry pilot
#

oh

#

@normal burrow Tried that it says its read only

#

not sure naza

signal bone
#

dam it

normal burrow
#

what source control tyler?

signal bone
#

someone knows if this Simplex Noise plugin is compatible with the lastest version?

#

or atleast with wich one is because the documentation doesnt say anything

merry pilot
#

Source Tree

#

Bitbucket

normal burrow
#

hm okay well, right click the ini file go to properties. At the bottom but above the buttons uncheck Read-only. Then save after removing the line

next badger
#

Now i understand the frustration people have about it.

normal burrow
#

@merry pilot you good now?

true sorrel
#

Hello guys, extremely new on Unreal engine, small question if anyone knows, Can I make 2D assets in Marmoset Hexels?

merry pilot
#

Yeah thanks

lime gull
#

Is there a way to animate seperate sprites in Unreal? When I say animate i mean tweening

#

Like photoshop Flowey from Undertale

wary wave
#

not really, no

#

UE4 isn't really built for 2d

rancid jay
#

^

#

But then i think many people coming to Unreal engine for 2d is because of they are inspired by asian developer

#

asian developer like Square Enix is actually using Unreal Engine for 2d games.

#

i do think Unity is much more fit for 2d games and mobile compare to Unreal engine though given how they have more robust tool there for indies.

sly coyote
#

Unity was originally a 2d engine.....

#

it was designed and built for 2d and 3d came later

#

unreal only supports 2d becuase during a game jam some devs created the paper2d for the engine

#

or something like that, basically it was some "for fun" project...

#

thats why its not as well documented or robust as the actual 3d

lime gull
#

I use unreal because its all I know

#

Also theres a tweenmaker plugin that i could probably use for sprites

sly coyote
#

using what you know best is probably always the best choice anyways πŸ™‚

cursive dirge
#

@sly coyote that simply is not true

#

Unity has always been 3D engine

#

they've only later on added dedicated 2D tooling to it

#

but even until recently, they've used even their 3D renderer in 2D games

next badger
#

yeah, i remember when they've added box2d

cursive dirge
#

now they got dedicated 2D rendering mode

#

yea, they added 2D physics at some point

next badger
#

It's imo, but ue4 should have similar preset for project, just go forward rendering and use own Chaos for 2d (if is even possible)

#

some people already made some great tools for 2d, like atlas animation preview, and sprite editor

#

i'd love to make pixel art 2d game on ue4, but now it's too bulky

pliant yoke
#

I'm doing that right now

#

smaller pixel art can get artifacting on import sometimes?

#

haven't figured it out yet

#

like <32x32

#

I have to upsample 4x to get them to work sometimes

#

not ideal

next badger
#

nope, i've made several pixel perfect assets, no artifacts, you have to set compression to UI however and disable mip maps

pliant yoke
#

yep, this blog post is great

#

I will change the compression, thanks

#

that's a help!

rancid lynx
#

is it possible to move a mesh horizontally, that the player is standing on, without the player being moved, with a blueprint? im trying to create an infinite plane that stays under the player character, but when i move the plane to the characters new position, the mesh movement also carries the player, creating a feedback loop.

#
    • i guess a more simple question would be.
#

how do i make a moving platform, that will stop my player from falling, but not drag my player horizontally. do i have to manually update positions every tick myself ? or is there some sort of moving platform toggle i can flip ?

halcyon flame
#

does anyone know why GetInputMouseDelta (and GetMouseX or GetMouseY) only return a nonzero value when the LMB is held?

next badger
#

@rancid lynx probably the 9 tile of collision blocks will be a proper solution. make 9 tiles of platforms that will stay in place when player moves, and when player goes to edge of those, teleport the further row of blocks so player still will be in the center of 9 tiles

other solution will be set material to 0 friction (which may have own issues)

and modification of the moving component probably the 3rd option (and maybe a proper one)

#

don't update position on tick, that's definitely a bad idea

rancid lynx
#

yea, tick is a bad idea. i try to use it really sparingly

#

ty. im trying to process your tips X_x.

#

i thought about making a second dummy floor, and flip flopping. that should work X_x.

#

i guess thats the same as your 9tiles idea?

#

hmm nm. my idea is every tick also. ok ty. ill keep thinking.

#

ah yea, north east south west ne nw se sw tiles. now i get it. ok tyvvm. i may thinkg about tha tone. 9 tiles,

#

my tile is 1k square km. so i think ill just delete and spawn a new floor every 1 second. its only 2 polygons, and i use world alliegn tiling, so that should work fine.

#

i dont want to jack with edge math.

next badger
#

@rancid lynx the problem with "infinity" is that you have to teleport player to 0 from time to time, since position can't be inifnite, every value has a limit

rancid lynx
#

thanks for the warning. i dont actually want anything near infinity. i just dont want to pre determine the max size of my ocean floor

#

simple VR RPG, a few dozen square KM should be fine. i just want to make low poly terrain with a generic ocean floor that covers it "all"

next badger
#

i can't remember the numbers, but you may ask the estimated error in #cpp for high values of coordinates

rancid lynx
#

my menu system is super cooler than anything ive ever seen before though : )

#

i hate fallout skyrim menu trash. borderlands menu is annoying also. its great for mouse work. but VR tools shouldnt follow mouse trash design

#

lazer pointer menus are terribad

#

pick up and drop is where its at for VR : )

halcyon flame
#

do you have a video of your menu?

rancid lynx
#

yea. but im afraid to show it off. it might be cool.

#

simple but really effecient

halcyon flame
#

c'mon g

#

there are no haters in the late night unreal slackers

rancid lynx
#

ok ill show you a video , its super simple, its not advanced for magic and all tha tother stuff yet, just a backpack "physical style" , not too impressive . ill find a small video

#

basically, you push a button, the backpack appears on your wrist, then you reach in and grab what you want

#

no bull shit left right up down back back B A select start, like bethesda games

#

looking for a video now.

next badger
#

yeah, vr should be that way, no need to stick to generic controls

rancid lynx
#

it shouldnt take 5 buttons to change from 1 random item to another random function imo

#

worst part of skyrim

#

other than the skyrim terrain, graphics, models, physics, combat.....

#

tied for 6th i guess

#

16 times the detail 1!! X_x

next badger
#

nap time

rancid lynx
#

aout the 20 second mark, open the bag , grab what you want

#

X = bag. Y = spells. couldnt be much faster

#

solo game dev. i made everything you can see. not nearly finished. no real combat or quests yet.

halcyon flame
#

is it a voxel world?

#

nice menu

#

speedy

rancid lynx
#

i really hate bad lighting. mines really simple, but at least there are no extremes

#

no. i tried to program voxels, i loved the idea, but i dont have the years to dedicate . so i just used pre made mesh terrain

#

er , hand crafted mesh terrain, but i focus on low polycount, so i can spam alot of great content.

halcyon flame
#

there's a voxel plugin that is I believe free

#

for the light version w/o multiplayer at least

rancid lynx
#

oh, ive never seen that, ill try and find that, thanks, i wonder if i could mix em.

#

i looove voxels but, im 40 years old. i dont have that kinda time

halcyon flame
#

it would be sweet man. I'm getting some minecrafty vibes from your art style

next badger
#

Phyronnaz#0001 is our expert in Voxels

halcyon flame
#

seems like it could be implemented pretty quickly

rancid lynx
#

minecraft, zelda wind waker and world of warcraft everquest are my inspirations.

next badger
#

if you seen a free plugin - probably his

rancid lynx
#

minecraft taught me that models can be super low poly, if they have character design

#

season 2, i want to focus on crafting like minecraft.

#

oh ty. ill try and search that guy

#

im not sure im good enough to impliment his voxel pack. i really barely know wha tim doing. and also, one requirement for my game is no frame drops

#

i cant live in a laggy world X_x

#

wow this video is really impressive framerate also

plush yew
#

Alright you guys now that i have Unreal in me i wanna know how to make a model

pliant yoke
#

how to i get a sphere mask to expand from an object's own center?

#

is this wrong?

#

you'll want to learn Blender or something MP

sacred sun
#

world pos in 'a' object pos in 'b'

pliant yoke
#

will try that, thanks!

mint sequoia
wary wave
#

neat

mint sequoia
#

Indeed! It was inevitable that I'd do it myself but was putting it off because really didn't want to πŸ˜† So this is nice

pliant yoke
#

yeah that didn't work either @sacred sun

#

I can't figure out for the life of my what I'm doing wrong, been pulling my hair out for two hours

#

I just want a sphere mask to multiply with the texture alpha mask and expand based on an input scalar

#

this isn't doing anything but my other material function using a sphere mask is working fine

#

does anyone have any idea?

#

this seems to be outputting an alpha of 1 that doesn't change

#

but if I connect the input scalar directly up to the output, it does update as it's supposed to

#

so it must be bugged somewhere in the sphere mask code

#

i'm gonna try replacing it with a radial gradient

#

should world since it's a sprite

#

oh damn that worked!

#

okay I'm good 😁

light coyote
#

I was going to say, just to put a scalar on the radius, and then do whatever with that mask.

#

Also, when you invert a radial mask, or maybe, i dont know, a sphere mask aswell, the output for some reason is not the exact inverted visual resoult.
Its happened to me, but i dont know the reason.

pliant yoke
#

good to know, thank you

plush yew
#

I've got a sticky note object with a texture on it. The sticky note is a single plane. I've got some text that I want to apply to the note in the form of a texture. My only problem right now is that the texture is displayed on both sides of the note. Should I go back and make the note a very thin three dimensional object? Or is there a way I can do this without more than doubling the geometry for the note

pliant yoke
#

i believe you want to set the face to two-sided in your modelling program and assign it different materials for each side in the modelling program

#

and then import it

plush yew
#

I hadn't considered that angle thanks @pliant yoke

sacred sun
#

theres a two side sign node as well

pliant yoke
#

does that give each side a material though?

sacred sun
#

it returns 1 for front faces and 0 for backface

#

i think, I may have that backwards

plush yew
#

All I've done so far is check the box that says two sided in UE4 and apply the texture. I figure this would happen and I was poking aruond UE4 for a solution. It looks like I can fix this within blender but Cel might have something new

#

heyyyyyyyyyyyyyy @sacred sun that worked great, thanks

#

I wonder which solution is quicker

#

I mean, more efficient

light coyote
#

@plush yew
I belive there is no such thing as selecting geometry to be doubble sided.
Its sort of by default is what it is.
It has a front face, and a back face.
Backface is discarded in general and in your 3d program you can chose it to be visible or not when in the program.

However, you can enable the option of doubble sided in your material to make it apply in backfaces aswell.

I would say is better to give it a bit of volume, as you may use it in other things that may be beter if it had.

But that is relative, you could make it just be texture that paper.

blissful trail
#

hi so i just launched my project and it only has ui in it and it shaders are at like 3k pls help

#

i have no materials, blueprints, models, 2 levels, 4 images, and 20 widgets

plush yew
#

Yeah that's another topic I'm going to need to learn. I'm a 3D artist, I've practically never touched textures and for a while if I needed a new texture I'd just make a new material. But now that I'm creating assets that need textures I'd like to break that habit

pliant yoke
#

time to get painting

light coyote
#

@plush yew
Well take a look at Substance painter.

You will not regret learning about it.

Its photoshop in steroids for texturing 3d objects.

pliant yoke
#

allegorithmic stuff is impressive

plush yew
#

Ah, looks great but I'm locked to free alternatives ATM. Krita came out of nowhere and I greatly prefer this to gimp2

light coyote
#

Get your hands in substance.
110% recomended

sacred sun
#

@blissful trail it's normal for a project to take awhile to recompile if you haven't opened it in awhile. give it 15 and so long as the recompile count is somewhat lower you should be fine.

blissful trail
#

its when i launch it as a game

#

i only created it like 1h ago

light coyote
#

.
Substance designer is the editor for generating materials for subsance painter.
In substance share people share materials.

Substance painter bakes textures for you if you give it a normal map, textures like, curvature, ao, world space normal...
You can even import a high poly and bake normal from it.

sacred sun
#

nevermind then. thats weird.

plush yew
#

that sounds awesome wow

sacred sun
#

substance always does blackfriday sales so if you do decide to buy it wait a few weeks.

light coyote
#

@plush yew it is

#

Get it for free however you can,, if you make money one day you have to say thanks to them.

#

We cant buy all software we need, its too much money.

idle mountain
#

ive noticed in a few asset packs ive gotten theres usually a material image With _g anyone know what that stands for or how i plug into into the material

blissful trail
#

if this helps im used a blank project imported a few images created a level (with nothing in it) and added some widgets and thats it

#

and i still have 3k shaders

#

i also got this warning in the console ( LogPlayLevel: Warning: WARNING: Win64 does not implement Deploy... )

sacred sun
#

@idle mountain maybe grayscale?

idle mountain
#

Thats it thanks πŸ˜„

pliant yoke
#

that feeling when you can barely think but for some reason still think you can code

plush yew
#

Oh yeah. Sometimes I'll wake up the next morning and go "what the fuck is this??"

#

when I'm tired/ distracted I produce the most random, roundabout crap for simple problems

pliant yoke
#

yes

#

agree

#

my gosh i just pulled out so much hair i'm so tired

#

just want to finish this shader

plush yew
#

I hear shaders are magic, one day I'll try to figure them out

#

Speaking of roundabout crap here's my current scenario. My game has nearly no UI elements. Everything you need to see is seen in the world. Including this randomized locker password. I want the password to be truly random but it's 4 digits long. Which means I'm probably going to be importing 40 images for this sticky note alone. 0-9 in black with an alpha layer so that I can pile them up and produce a randomized code. A text element wouldn't work since my sticky note isn't a perfectly flat plane

#

I'm fine with this solution and I might cut it short and only allow each digit to be a random integer from a smaller range than 0-9 but I have a sneaking suspicion that this is not the proper way to do this

wary wave
#

one image, use texture coordinates to pick out the characters you need

pliant yoke
#

the amount of shader compiling that UE4 does is just unbearable sometimes

#

is production only designed for really high end systems or am I doing something wrong?

wary wave
#

it's assumed you have the hardware to deal with it

pliant yoke
#

that's what I figured πŸ‘

#

time to order a NEXT Cube

tidal ginkgo
#

I have an assignment to create a game relevant to global warming. Does anyone have any ideas as to what game I could design?

pliant yoke
#

oh yes I was just thinking about this

#

so many possibilities

light coyote
#

@plush yew You can have 10 images of numbers from 0 to 9.
Make the material dynamic so you can change things on runntime.
Make something to generate the random number, and change images accordingly.
That way you have only 10 images, and the 10k posible combinations.

wary wave
#

you only need one image, atlased

plush yew
#

Thanks @light coyote I'll put that in my notes. I'm currently looking at texture coordinates. After I'm familiar with both I might make a post on reddit explaining the pros and cons of each method

wary wave
#

then you only need to change texture coordinates as appropriate

light coyote
#

@wary wave Im unsure what atlased is right now

wary wave
#

well, imagine the 10 images you'd need for each character, laid out in a grid as a single texture

#

that's an atlas

light coyote
#

ahh

plush yew
#

MathewW wouldn't happen to have a video on atlasing, would he?

wary wave
#

probably not

light coyote
#

yes, and use text cords to focuss and pan to the one you want

wary wave
#

yup!

plush yew
#

he does not, at least based on my initial search

sacred sun
#

try searching flipbook

plush yew
#

Yeah conceptually atlasing makes sense to me I just need to work on how to make that concept a reality

light coyote
#

But anyway, isnt it the same to have that atlas cut in to pieces and have the 10 pieces loaded, than having the larger piece loaded ?

#

Its just easyer to manage and replace

wary wave
#

flipbook is more or less the same thing, yeah

#

and one texture is better than 10 textures

sacred sun
#

or spritesheet...

wary wave
#

in terms of the shader to draw the four character password, you only need to sample one texture

#

instead of potentially four

light coyote
plush yew
#

Haha, thanks! I'm 33 seconds into that vid right now actually

#

I wanted to take a break from working on the AI in my project and I thought, "unlockable safe should be easy" Little did I know texturing in general would be the hardest thing for me to understand so far

#

fortunately everyone here is great

#

I always feel bad, I'm constantly asking questions and whenever I get the opportunity to help someone else it's someone who's at my skill level or below. Which is someone anyone could help

latent moth
#

All, can some kind soul help me understand Two Bones IK here. I'm trying to have the left hand of my character touch the tree. I have a sphere trace, and you can see the hit point in the RED square. Though, the hand is really not getting there. I've tried everything I can think of, so I'm evidently doing this wrong:

plush yew
#

I was messing with IK for a while, this might not be the solution but have you made sure that your IK bones behave as you'd expect them to in general?

sacred sun
#

you can use the flipbook node and select a select the area of the texture with the animation phase. 0-9 is ten digits so if you set up a texture with 2 rows and 5 columns or vice versa. then the animation phase is a parameter between 0-9 multiplied by 0.1.

plush yew
#

Like, if you move the IK bone to a point, the rig behaves as you'd expect in UE4, correct?

#

or is that the problem itself right now, that the IK bone does not behave as it should?

#

@latent moth

latent moth
#

I can move the effector in the animbp and everything works fine

#

it really is the position itself for some reason, once in game

plush yew
#

thanks @sacred sun

latent moth
plush yew
#

I think the only thing I'm really lost on right now is how I'm going to take these coordinates and apply them in four separate places. The password is four digits long. Based on what I'm reading/ watching I won't be making a texture with 10k numbers on it. But atm I can only change a single digit to a number between 0-9. I assume the multiply node is involved somewhere?

light coyote
#

@idle mountain# @plush yew 6460 Tips texturing:

-Metallic in general is only and allwais applied to metallic surfaces.
It is a value from 0 to 1, black and white, with white beeing 100% metalic, and black no metalic at all.
you can plug a value one constant(1 number box), and make the whole object be a certain value,,, or add a black and white texture making some areas more metalic than others.

-In roughness same thing applies(except any material can have shine to it), only diffrence is that max polished surface is when its 0(black), and 1(white) no shine at all.

-AO is oclusion of the object(areas where less light will hit in a uniformly distributed light enviroment).

Substance painter makes a packed mode for UE4, where these 3 previous textures are packed,,, the texture looks wierd, but is because each ono of these is inside each of the RGB chanels, you use one chanel to get one of the textures, and the other 2 for the other 2.
Color only emerges when you make those 3 black and white textures in 3 chanels are assigned to be a certain amount of Red Green Blue (RGB)

-Base color is also named diffuse.
-Cavities is also called concavitys.
-Edges is also called convexity.
-Curvature is sort of a mix between concavity and convexity.

(Note that cavity map can be considered the ambient occlusion of normal map texture,,, is the occlusion of that apparent geometry)

I will stop now, but these are some sumarized usefull things to know about texturing.

idle mountain
#

@light coyote thanks for the info much appreciated πŸ™‚

plush yew
#

@latent moth have you tried printing that location to make sure it's what you think it is? Sorry for not giving the best feedback but normally confirming values is where I find most of my problems

latent moth
#

yes i have but let me spawn something at the point...

#

Location is not what I expected it to be...?

plush yew
#

I always get those two confused @latent moth I assume location was giving the actor location rather than the impact location?

latent moth
#

not even that...

#

the actor would be the tree, so that would be inside of the trunk

plush yew
#

hmmm

latent moth
#

i don't know what location would be

#

i've tried to understand the difference some times now

plush yew
#

me too

#

I still don't know though

latent moth
#

i think one has to do with trying not to penetrate the target

#

so there's the extra distance added

#

but i don't know the distance of what

#

thank you

plush yew
#

Actually, I think I've figured out how to spread the atlas number values across the texture in general. Content in the video that Richard linked mentions it

sacred sun
#

so then you can just add four flipbooks together while using one parameter @plush yew

fierce tulip
#

^ suggested that to a friend recently who only had one dynamic parameter left in cascade. (not for flipbooks though)

sacred sun
#

cascade application is good to know. I wonder if you could do this with a render target and then stack multiple images for flipbooks and such... edit nevermind pretty sure that wont work.

loud kernel
#

Hey guys!

I have a project with size 100gb.
I need git repo for the project.

I can buy a plan. But where? GitHub or GitLab?
Please help! 😰

dawn gull
#

Hey, so I have a rigged character but it has no animations. How do I get the animations from the default mannequin? I know it's possible I just forget. Please ping me

loud kernel
#

@dawn gull hmmm... retarget?

dawn gull
#

do you have any documentation?

#

also for the github try making an organization with a plan

tiny coyote
#

I'm using a simple noise texture as Bump map but it looks weird in ue4. All faces that are inverted are too glossy now (I'm using doubleside material). If I invert the normal map it looks right again but how can I make a material that automatically sets the bump "direction" for eacht normal depending on the normal dircetion? I cannot flip the normals before export because of other weird shading problems

ember notch
#

What is better Xsolla or Stripe for payment methods?

copper flicker
#

does anyone know how to load a level instance and then safely spawn player.. only on load completion?

#

how does Unreal know the level has been fully loaded

#

I tried 2 things

#

first one only adds the level to a lsit

#

list

#

second one.. also doesn't really tell Unreal the the level has loaded

manic pawn
#

what do you mean by fully loaded

#

you're not using async load, so it always is immediately ready when this function returns

copper flicker
#

what is async load?

cloud cobalt
#

Load level is synchronous, so nothing happens while it is working

copper flicker
#

anyway, I want to load the player only after the levels have fully instantiated into my world

#

load level instance does let the execution flow continue tho

#

my player spawns before the level has loaded

manic pawn
#

but it doesn't

mint sequoia
#

How is that even possible

#

What is the player even spawning into

#

There's no world without a level

copper flicker
#

of course it does.. haha

#

you can trust me πŸ˜›

#

ok, my problem is that I'm generating the world procedurally

#

by loading instances

#

I solved the problem I think...

#

by checking for the validity of the player spawning position

#

only.. it's not really ideal

#

I wanted to make sure I'm loading the entire lvl first, cuz I might have multiple player spawning pos

#

so I ahve to use some stupid delay, just to make sure at least a few lvls spawn

#

O o

#

and not just the first one

#

in my porject, lvls = modules, inside a larger lvl

haughty moon
#

hey whenever i try to load my level in unreal it gets stuck on initialising 45%

cloud cobalt
#

Wait

pine vessel
#

Hello, I need a little feedback and a bit of help about a little learning project I got here

#

I'm trying to make a scene that I can view an object this is the sample and the shadow is a bit weird in my eyes and also no matter what I do I can't really make the whole ring lit there is always dark shadows at the bottom of it, specially outside of the ring is my concern, I tried HDRI map and directional light even the plane under it has emissive material but that lower part of the ring always stays dark, is there anyway I can fix it?

normal burrow
#

You could adjust ambient color in world settings

pine vessel
#

I'll try that now, does it matter which color accent I pick or just try blue or yellow?

normal burrow
#

Ambient color is just going to be the color of no light. You can accent it if you like

#

It with brighten shadows up

pine vessel
#

I understand thank you, I just changed it towards white but that area still remains dark, just to add for information I'm using two directional lights in front, left and right, one directional in the back, and one spot light on top front of the object

#

actually I just fixed it I think, I scaled my object to a bigger size and the shadow part is kinda gone now

azure shore
#

how would I make an ai monster attack the nearest other monster? they attack the player but if a monster is closer I want them to run to them

eternal swan
#

hi there, this might seem a stupid questions, but what is the difference between save and compile in blueprints? any order you should do after doing changes? for example when i hit compile without saving, will it take all changes into account?

azure shore
#

compile just applies what you just did and if you dont save then youll lose changes

#

are forums down or something

#

the login redirect thing has a seizure

#

well anyway

#

anyone know about my problem

eternal swan
#

@azure shore yes, same here with the login seirure

azure shore
#

its gone now though so idk

#

check it now

eternal swan
#

yes working, but it it may reappear, this happened to me the whole last week

abstract relic
azure shore
#

oh nice

fierce forge
normal burrow
#

What do the warning say when you hover over it

fierce forge
normal burrow
#

That’s why

fierce forge
#

?

#

what i can do ?

normal burrow
#

You must figure out how to get the plot view. Casting is not the answer

#

Unfamiliar with plot view

fierce forge
#

but what is the answer ?

normal burrow
#

Covered in warning

fierce forge
#

what can I use instead cast

#

?

#

to get text

#

and change it

abstract relic
#

Bp interface or event dispatcher

azure shore
#

firstly whats this widget for

fierce forge
#

the widget say what plant are planted here

azure shore
#

oh I was just wondering cus you can do it the other way round and have the widget cast to things

abstract relic
#

Context matters. We can’t read your mind nor magically see your game 😜

worn granite
#

You should understand how the objects relate in your project. What could possibly "own" the PlotView object you need? Would it be the child of another widget?

In this case you've got a UWidgetComponent. That's actually an actor component and you're most likely looking for it's owned widget.

#

Widget->Widget might work, looking at the documentation. Might also be "Get User Widget" - both members of the Widget object in your graph.

fierce forge
worn granite
#

oh I was just wondering cus you can do it the other way round and have the widget cast to things Having the widget implement the functionality doesn't give you a magic bullet to access objects you can't track down.

#

Try what I said? @fierce forge

fierce forge
#

I resolved the problem

azure shore
#

no I was just suggesting if possible you could try casting FROM the widget rather than to it

#

but idk his setup so its just a suggestion

worn granite
#

I uh. Yeah my statement stands?

azure shore
#

well yeah I know what you mean but just saying he could probably try this

worn granite
#

Is that graph his level BP? Gonna be pretty difficult to track that down from a widget (or, well, anything)

abstract relic
#

They’ll come back. They always do. 😜

worn granite
#

Might be able to do character easily enough - seems to me it'd be the grass/field object.

azure shore
#

I would probably detect what the players looking at then set a variable in the player, then the text in the widget is binded to that players variable

worn granite
#

I think it's in the correct spot, but we could both be wrong. Because he hasn't given any of that context.

azure shore
#

yeah thats the thing, Im guilty of that too, its easy to forget that other people need context when asking about problems

fierce forge
#

πŸ˜„

azure shore
#

Im still trying to find the reason my ai monsters run around like crazy at light speed on the spot but I cant really ask for help because idk how to explain it

worn granite
azure shore
#

I always kinda just hope it sounds familiar somehow

worn granite
#

Then go into detail about how your behavior tree works, how you actually call "Move To", and your navigation mesh settings.

#

Hang on, sec.

azure shore
#

thanks, I should be able to demonstrate it

worn granite
#

obviously some things don't really apply here because none of us are going to try to compile/run your project/code

sharp crest
#

Say I make a multiplayer game, but I also want to have a singleplayer option,
Is there an easy way to make it work on singleplayer or do I have to like test everything and do fixes for singleplayer?

manic pawn
#

singleplayer is just a listen server with no clients

sharp crest
#

Yea that means I need to program my game with singleplayer in mind too

#

So I thought maybe there is a way to make it so singleplayer simulates a server & client?

grim ore
#

that is literally what he just said, listen server with no clients

#

a listen server is when the server is also the player and if anyone else wanted to play with them they would connect to that player and his machine and the game that is hosting him as a player and the server as a server all in the same program

left citrus
#

has anybody had unreal only loading to 18%? Is it compiling shaders at that point? I'm on a mac so there's that..

grim ore
#

check your processes, see if shader compiler is running. if it is , yep

left citrus
#

actually it's definitely not compiling shaders as Im just trying to load the project selector

grim ore
#

the editor has shaders to display the editor so it's definitely possible if this is the first launch

left citrus
#

ahhhhh

#

yeah first launch, right I'll just let it do it's thang for a while

#

cheers

merry gazelle
spice canopy
#

Could add a multiply node to its material and make it 0.6 or something on the diffuse color

next badger
#

it will have some drawbacks, but for your case it won't be an issue

knotty citrus
unique kraken
#

hellooo

#

im new, mind anyone help me out with something i think should be rather simple

#

i would like to seperate rgb and combine it again

#

from a img texture

#

or differently speaking, when i grab the "R" from a img texture i want it to be red and not a grey scale

abstract relic
#

you need to recombine into 3 vectors

unique kraken
#

3 vectors? be easy on me literally opened ue4 the first time today, i have xperience with nodes and stuff but names of the nodes and what they do is still confusing to me

honest raven
#

Hey guys, it's a little bit off-topic but not sure where to post it.. :D
I been wondering what solutions, best practices are you using for scalable gameplay system

For example in my experiences, it's can be quite difficult to handle reactive logic as the code base grows, so I tend to use a global event bus

#

could not really find any proper game architecture / design system what can scale well, and also comes with not too much boilerplate

knotty citrus
#

@unique kraken append vector node

abstract relic
unique kraken
#

SPLIT COMPONENS

#

ffs

#

append also works

abstract relic
#

RGB are 3 different vector. What you just did was split it and added them into one vector which results in black and white

unique kraken
#

yessss i can follow that

#

but searching that node

#

i was looking for "seperate" the whole time

#

i was looking exactly for these two nodes thx

normal burrow
#

you mean split right? theres also the mask node for pulling a specific or multiple channel(s)

unique kraken
#

yes found the mask node to my problem was converting them back into there original color from that greyscale

#

is there a way to find the nodes im looking for? i did a lot of nodes in blender but when everything is named differently its hell

abstract relic
#

Know your pain 😜

#

Just experience and reading the docs

#

And far too many google searches

unique kraken
#

^^ it took me only 3h until i asked here

normal burrow
#

yea, some nodes are extra tricky in hiding their abilities too. like the convert spaces node. just read up

abstract relic
#

Don’t pour salt on my wounds pat πŸ”ͺ

normal burrow
#

oh was referring to xxerbexx 😨

unique kraken
#

then dont do it to mee

#

πŸ€”

abstract relic
plush yew
#

So I plan to design a game using UE4 similar to star citizen ( Sounds crazy i know ) but I also want to implement an interesting feature that i would appreciate some comments/feedback on:

So as most of you know Star Citizen has spaceships that the player can walk around in and interact with whilst in flight at any point in real time. My plan for my game is to create a hologrammed mapping system of planets.
The player for example would be able to orbit a nearby planet in their spacecraft and mark a specific point on that planet (Point A).
The player could then project the surrounding terrain of Point A onto a holographed 3d image
I was wondering how i would go about implementing a feature like this-- is it possible?? And are there simple ways to do this. If you have any links to articles or lengthy documents that relate to this please let me know
Reference video (this is the effect i am looking for): https://www.youtube.com/watch?v=rqMcPZoEc3U&list=LL5lPTp4PAMNPPxjkqD2kl1Q&index=32&t=111s

The Visual Effect Graph gives artists of all experience levels the power to create amazing visual effects. This node-based system is both easy to use and fle...

β–Ά Play video
normal burrow
#

You'd have to try to find out. If you can put it on paper then its possible, but achieving the results you want is going to rely on your implementation.

ornate hamlet
#

just asking here cause other channels are busy.
Is there some way to clean up delegate binding in blueprint?

#

so there arent a bunch of red lines criss crossing left and right

manic pawn
#

use create event node

azure shore
#

hey does anyone think they can help me with a problem in #gameplay-ai

ornate hamlet
#

@manic pawn cheers, I will check the documentation

proud hedge
#

Would be awesome when someone can help me out!

plush yew
#

@proud hedge Did you update recently?

proud hedge
#

Do you mean Windows?

#

Right now I am making the update. I hope it helps. But an older version of UE4 works. It is only the newest version which doesn't work.

azure shore
#

is there a way to make only certain decals render on a mesh like if I want to spawn a decal on an enemy when it dies but I dont want it to be affected by decals already placed in the map

plush yew
#

@proud hedge My best guess is that the epic launcher hit a snag while downloading some the the library files for 4.23.1. Its a lazy solution but I would just try uninstalling and reinstall the new version of UE4.

#

how to make ai move to other actor direction?

#

like if ball moves then this ai moves in x axis where it is going

azure shore
#

you mean like having it run away from a pawn? Ive been wanting to do that too actually but idk how

abstract relic
proper kite
#

I've noticed that when I eject from a camera actor, I the icons or camera widgets dissapear. Is there way to toggle these on during gameplay?

coarse wigeon
#

@abstract relic But that is not my work. Hence why I am posting it here.

normal burrow
#

<@&213101288538374145>

weary basalt
#

?

normal burrow
#

advertisement

weary basalt
coarse wigeon
#

Sorry 😦

#

I just wanted to share a cool tool

thorn hazel
#

I have this shader in my blender for the color of my sand

#

can anyone suggest .. how I can replicate this in an unreal engine shader?

#

the problem is .. that Fresnal node in blender has one input + normal input. In Unreal, it has two values + normal input

abstract relic
#

Not exactly sure what you're trying to replicate but let me take a guess

inland monolith
#

has any one experienced this issue when trying to package their game?

abstract relic
inland monolith
thorn hazel
#

sand has a IOR value of about 1.532 .. I want to mix that with a color (you used blue here for example) .. and I want the mix type to be overlay @abstract relic

abstract relic
#

you just set a roughness value

thorn hazel
#

no roughness is besides that.. in my original shader

#

I just plug that into base color

abstract relic
#

Talking about unreal's render

thorn hazel
#

?

#

in blender .. we can set the blend type.

#

from what I see .. lerp node can mix two colors/textures

#

but how do i set blend type? I want to set it to overlay

abstract relic
#

ah

#

There's an array of blend nodes

thorn hazel
#

okay.. so do I still need the lerp node?

#

if so, how does it connect to blend_overlay?

abstract relic
#

Merely a different method for the same result

plush yew
#

I'm using texture coordinate mixed with some division and addition nodes in my texture to reference specific sections of the texture. But my texture is one long number strip, not a grid. So when I divide the coordinates by ten I'm also dividing the vertical part of the texture by ten. Is there a way for me to only divide the horizontal aspect?

dim arch
#

Hi, Say I have a scene with a relativley low frame rate

#

is there some way to record a video of it where it would have a constant framerate

#

for example, turn slowmo on, record it and then speed it up to normal speed so it has a smoother frame rate

fervent lake
#

hey where is the documents

#

so I know unreal engines built in procs

sacred sun
fervent lake
#

that's the blueprint
imma learn that with trial and error

thorn hazel
#

@sacred sun .. why did you put 0.5 as alpha?

#

in lerp?

fervent lake
#

someab

#

can you help me

thorn hazel
#

@fervent lake .. I'm a beginner in Unreal as well πŸ˜„

fervent lake
#

dang

sacred sun
#

thats just what you had in you pic for the fac

fervent lake
#

I need to read some proc data

thorn hazel
#

for the 'fac' ? what is a fac?

#

sorry.. I'm dashing between unreal terminology and blender

#

I'm good with blender materials

sacred sun
#

idk factor probably

thorn hazel
#

okay

fervent lake
#

i think i found some

thorn hazel
#

so where do I put the IOR value?

#

do I use a constant and add it to 'ExponentIn'

fervent lake
#

SomeAB

#

how hard is unreal if you know some coding

#

i learned the basics

#

so I'm moving to unreal

#

i have a 2d game near complete

thorn hazel
#

well it depends on what you are trying to do

fervent lake
#

so moving to 3d

#

i made a mmo

#

works (may have bugs)

#

well not may

thorn hazel
#

you made it in which software?

fervent lake
#

byond

#

basic

#

c++

#

its nothing but coding

#

no buleprints in that lol

#

its what i did

pulsar badge
#

Does anyone know why when i change my colliosn to complex when i save it

#

it doesnt even save