#ue4-general
1 messages Β· Page 564 of 1
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
Hey, black powder was kinda random too!
exacly that is what i thought
next time i will add a random delay to each cannon
so it will be more random π
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.
indeed
That's for later, though. Were you able to assemble the Actor class with a basic collision box?
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
Right, all that is good stuff.
so you need to calculate your speed and position to land a shit
hit*
thanks
thanks for helping tho
really appreciate it
land a shit, yeah π
No trouble at all! By the way, @subtle glade , you've heard about the GameJam coming up on the 14th, right?
it was funny one
no, what is that?
"Store High In Transit," a nautical term if ever there was one, hehe.
yea I've heard of gamejams but is there an event in disocrd?
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.
Eh, here's the link, it's pretty on-topic: https://itch.io/jam/2019-epic-megajam
any megajam looking for a member?
@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?
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
@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.
ill record a gameplay video when i sort this collision thing and add hitboxes
@subtle glade Gotcha. Did the prototype with just a static mesh and collision box work?
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
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.
also
jsut found out
you can reparent a bp
in file menu
but it completely messes your bp
Yeeeah, it's really messy and can break lots of stuff.
Especially if it's an Epic root class like Character.
Lol
Not sure, did you check the Epic store page? If so, I think Epic would mention it there.
Hmm
I'll check
Because it says Unreal Engine
On the intro
So I thought that maybe a creator used it
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.
I didn't think that unreal engine will produce a paid game
Canβt find any good videos
I think there are files online
For what a premade house?
They are 3D
Oh
I'm sure the website has a file for a house
@pulsar badge what kind of house?
Why is Blueprint Nativization still slower than pure C++?
I'll check what it is
Ok
@pulsar badge
?
Should I DM you the link?
Sure
If i download a free model am I allowed to use it for game?
like will it be a issue for copyright?
@pulsar badge Depends on the license, and whether the free model was ripped from someone, or authored by the uploader
... is your game only for your personal use, never to release ?
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?
Share the VS output log so that we can tell you the error
in a moment, I'm verifying the engine install
worked this time no idea what was wrong
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
#looking-for-talent is where recruitement here are done
Though honestly recruiting for side projects is a bit random
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
Hey guys, it's possible to do a soft shadow with a movable point light ?
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?
I have a simple question. If ue4 is compiling shaders and freezes the entire PC, is it possible it will unfreeze eventually?
When I could use it. I have no control over the computer when it freezes
@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...
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?
Guys how can i change the splash art when the enginee open? instead of the unrealk engine logo i want my splash art!
project settings
@woeful thorn in the project settings there are tabs for each platform, that's where you can change it
The Thumbnail you meean?
@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
task manager not showing cortana oddities?
Thanks guys!
I cannot check task manager
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.
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
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
I just want to know if I need more ram or if I need to wait a few hours or what
more is always better
well, depends on mobo, cpu, etc.. but generally more is better
I currently have 16 gb of RAM and a 1050ti sc
for ue4/gamedev i suggest more
but it should not be bottlenecking you like it does atm
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?
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 π€¦
could someone please tell me what Stat i put in to gett this lol
https://i.imgur.com/nBTewEb.png
dont matter just found stat hide all
always when i ask i find
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.
@cosmic matrix Idk about that one but you could look into spatialos
UE4 changed foliage...how can I hide all foliage in my scene?
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)?
@plush yew either you cherrypick a specific change in the commit, or you can just merge the branch
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
What will be a good way to make such a morning fog? I'm not sure Exponential Height Fog will work.
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?
Epic needs a proper filtration system
Does not even look fun π
how do i fix this? i created one C++ actor to fix one problem but i cant figure out how to remove it
@next badger - the forums do have a filter π
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 π¦
any1 know how i could implement different anims in the anim state machine, and have one play randomly each time the state is called?
can't find any evidence of the above posts, not even in deleted?
Apparently this is still a thing?
https://i.gyazo.com/7f3097c8438a91165ea184bf14dd4825.gif
i love how gyazo thinks my mouse icon is some malformed whatever
cc: @wary wave
what is this?
trying to flag a user on the forums
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?
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.
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
@pine vessel whats wrong with the available ones?
Put the skylight in motion not parking @radiant haven
Put a skylight in your level @radiant haven
what is the cheapest way to set a one color background for a level?
Any good character select guides or videos? Wanna make one where the model updates and you get a 3d preview etc.
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?
redirectors
hence always only move folders inside content browser
then fix up redirectors
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.
@fierce tulip nothing is wrong with the available ones if I can find any π I didn't find any tutorial or guide on how to make a material for example diamonds
just google "ue4 gem material tutorial" and done
240.000 hits, with at least some good ones.
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
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?
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
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.
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
@tired condor try pastebin when spamming big error reports.
there was no hint of emotion in my comment, just advice.
You said I was spamming
it is spamming, as it was a huge chunk of text. for which generally people use pastebin.
I'll refrain from speaking. read the #old-rules and behave and its all good.
would it be incendiary to ask if someone wants popcorn?
Telling someone to "behave" is disrespectful. You need some lessons on civilized behaviour. Being a mod made your roof sink.
how ironic
should we put it to a vote what the general consensus of what spamming is? my money is on Lous being right π
and gone.
UnrealDeveloper should be a reserved name anyways π
β€οΈ Check out Linode here and get $20 free credit on your account: https://www.linode.com/papers π The paper "Cubic Stylization" is available here: www.dgp.to...
minecraft2020?
does someone know how to trigger this action in the blueprint? i want to make some sort of a widget, like leveldesigntools
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
you can't
also there are some fairly dubious legalities about what you're trying to do, FYI
I realize that π
but yeah, there is literally no way to read the map files
no
I would imagine it's largely just a list of objects and their non-default variables
just opened the puzzle game example
oh boy is it garbage
why even include this in the default engine installation?
any chance for animate a group of point light, to make a rgb effect?
maybe with sequencer?
so, i dont make work it
i question because i've used sequencer very limitedly
define "RGB effect"
keyboards have LEDs in them yes, but I'm still kinda lost as to what you want to do
gamers are doing this now with th rgb?
Would do a standard pulse and offset Time using world position
i make the letters with the illuminate material, but i have make light effect above the keys
like this: https://www.youtube.com/watch?v=l_PHZN7tP_w
The RK61 is the next best choice if you don't want to buy a premium 60% RGB Wireless Keyboard. βΊCorsair HydroX: http://bit.ly/2M3dzhV βΊRGB Lighting Video: ht...
you want to do the rainbow panning thing?
did you see the light effect on the keys?
show us what you've got teo
yes, but wen i make a simple plane light with a ramp, the effect happens wrong
no, becouse dont show the correct effect
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
the correct is, a point light above keys
teo maybe a lighting function is what you want
but i dont know how make it
but expect a lot of hacks to get it to align with the keyboard
did you see the youtube link?
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
the white keyboar, thats the effects is a need
i've got an rgb keyboard myself teo, and it illuminates enough for basically the caps so more than emissive is probably overkill
They can just make a plane, add an emissive colour ramp and pan it
if it doesn't need to actually cast light, yeah, but I assume they already have the mesh working
Not going to assume that at this point π
yea teo mentioned he had it but i wouldn't assume either hah
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
do you have working emissive materials on the actual keyboard mesh?
and do you actually need lights? because that would be excessive
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
do you have working emissive materials on the actual keyboard mesh?
do you know what emissive materials are?
Hey, I have the problem taht my material looks very noisy and want to ask how i can fix that
Alright, this is like talking to a wall
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
I would turn off shadows and make them stationary
@radiant haven You need to show more stuff,,, its not obvious what the issue is.
Show material, textures..
the emissive letter effect is ok, but the need the under effect light
do you know how to bake lights teo? in the 3d program
the "under-effect" would not normally be done with lights
Put one light. Make every key contribute to RGB intensities. Update light color based on what keys are pressed. Profit.
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
thats a cap mesh, i dublicate and use emissive material to make a light effect
yea, what hightide said lol

that might work as a lazy approach
does someone know how to trigger this action in the blueprint? i want to make some sort of a widget, like leveldesigntools
the correct way would have been to have a separate UV for the entire mesh
@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.
no, he wants the glow between the keys
.
Am i missing something, or is it not clear ?
Or follow advice π
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
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
hey how can I make menus work so that it goes from camera control to mouse control over menu
there's a node for it; set input mode or something like that
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
I forget the exact node names, since we have overridden all that stuff with a custom system that doesn't suck π
oh wow I never heard of that thanks
no problem
oh only problem is that disables the key I use to hide it again
nvm, "game and ui" solved it
π
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.
this 2.
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
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:
Fix UVs
how?
- Open 3D App
- Open Object in 3D App
- Open UV Editor
- ???
- Profit!
umm I'm getting these assets from a tutorial.. I don't have their projects, and they worked fine then so
Β―_(γ)_/Β―
like in the tut
@sudden agate
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?
what could I add to the white bars
like a how do i make a realistic looking elevator(dont look at the door)
hey can anybody help me in #animation
where can i get support here?
Having an issue with lighting and i cant find anything on the internet
whats your issue with lighting?
I start building and when it gets to lighting it does this
It just stops
at 0%
I cleared cache in swarm also
Does anyone know why a packaged standalone game would crash with this error? https://cdn.discordapp.com/attachments/634259681686323200/640287909022400543/gg.JPG

I ask because one of my customers is having this issue and I don't know how to help him.
Is there a way to limit the view angle of a camera_
how do you reckon they obtained a camera like that?
doesnt feel like a spring arm
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...
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
is it possible to run UE4 WITHOUT a GPU
Cuz a friend of mine says i dont really need it
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
anyone else has problems logging into unreal forums?
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
Seems like they don't render the player mesh when too close
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
Is there any tutorial on building block by block and snapping them correctly?
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
oh ok
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?
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
@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
is the error not correct?
When i open the project it gives me that error and then i click ok and it has the content but theres nothing else
Did you read the error?
but is it right?
Open it up on the version it was saved on
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
where did this map come from
did you make it on a newer version of the engine?
Did you move the file around
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
Thinking that itβs another case of a bad redirector
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?
how confident are you that you went from 4.22 and then 4.23?
like you actually went through a project upgrade dialog?
100%
The issues started on the version it was created on so idk why its saying it was saved with a differant version
and if you move that error dialog, it says unreal engine 4.23 on the image behind?
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
yeah
ive tried putting the autosave of the map thats backed up and it did nothing
i put in a question on UE4 forms
ah so you were already doing something with ini files?
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
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)
Check the asset and see if its compatable
how do i check if its compatible
@merry pilot its not an asset in the unreal engine store
its an external asset so
dam it
what source control tyler?
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
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
@merry pilot you good now?
Hello guys, extremely new on Unreal engine, small question if anyone knows, Can I make 2D assets in Marmoset Hexels?
Yeah thanks
Is there a way to animate seperate sprites in Unreal? When I say animate i mean tweening
Like photoshop Flowey from Undertale
^
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.
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
I use unreal because its all I know
Also theres a tweenmaker plugin that i could probably use for sprites
using what you know best is probably always the best choice anyways π
@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
yeah, i remember when they've added box2d
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
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
nope, i've made several pixel perfect assets, no artifacts, you have to set compression to UI however and disable mip maps
the problem, ue4 have no pixel perfect rendering viewport, so you have to use some tricks
https://weareludicrous.com/blog/2018/3-tricks-to-improve-pixel-art-rendering-in-ue4/
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 ?
does anyone know why GetInputMouseDelta (and GetMouseX or GetMouseY) only return a nonzero value when the LMB is held?
@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
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.
@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
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"
i can't remember the numbers, but you may ask the estimated error in #cpp for high values of coordinates
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 : )
do you have a video of your menu?
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.
yeah, vr should be that way, no need to stick to generic controls
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
nap time
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.
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.
there's a voxel plugin that is I believe free
for the light version w/o multiplayer at least
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
it would be sweet man. I'm getting some minecrafty vibes from your art style
Phyronnaz#0001 is our expert in Voxels
seems like it could be implemented pretty quickly
minecraft, zelda wind waker and world of warcraft everquest are my inspirations.
if you seen a free plugin - probably his
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
Alright you guys now that i have Unreal in me i wanna know how to make a model
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
world pos in 'a' object pos in 'b'
will try that, thanks!
Found this nugget on the roadmap. Volumetric clouds planned for 4.25!
neat
Indeed! It was inevitable that I'd do it myself but was putting it off because really didn't want to π So this is nice
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 π
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.
good to know, thank you
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
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
I hadn't considered that angle thanks @pliant yoke
theres a two side sign node as well
does that give each side a material though?
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
@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.
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
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
time to get painting
@plush yew
Well take a look at Substance painter.
You will not regret learning about it.
Its photoshop in steroids for texturing 3d objects.
allegorithmic stuff is impressive
Ah, looks great but I'm locked to free alternatives ATM. Krita came out of nowhere and I greatly prefer this to gimp2
Get your hands in substance.
110% recomended
@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.
.
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.
nevermind then. thats weird.
that sounds awesome wow
substance always does blackfriday sales so if you do decide to buy it wait a few weeks.
@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.
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
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... )
@idle mountain maybe grayscale?
Thats it thanks π
that feeling when you can barely think but for some reason still think you can code
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
yes
agree
my gosh i just pulled out so much hair i'm so tired
just want to finish this shader
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
one image, use texture coordinates to pick out the characters you need
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?
it's assumed you have the hardware to deal with it
I have an assignment to create a game relevant to global warming. Does anyone have any ideas as to what game I could design?
@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.
you only need one image, atlased
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
then you only need to change texture coordinates as appropriate
@wary wave Im unsure what atlased is right now
well, imagine the 10 images you'd need for each character, laid out in a grid as a single texture
that's an atlas
ahh
MathewW wouldn't happen to have a video on atlasing, would he?
probably not
yes, and use text cords to focuss and pan to the one you want
yup!
he does not, at least based on my initial search
try searching flipbook
Yeah conceptually atlasing makes sense to me I just need to work on how to make that concept a reality
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
flipbook is more or less the same thing, yeah
and one texture is better than 10 textures
or spritesheet...
in terms of the shader to draw the four character password, you only need to sample one texture
instead of potentially four
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
IK settings are:
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:
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?
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.
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
I can move the effector in the animbp and everything works fine
it really is the position itself for some reason, once in game
thanks @sacred sun
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?
@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.
@light coyote thanks for the info much appreciated π
@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
yes i have but let me spawn something at the point...
@plush yew so... apparently I need to use impact point:
Location is not what I expected it to be...?
I always get those two confused @latent moth I assume location was giving the actor location rather than the impact location?
hmmm
i don't know what location would be
i've tried to understand the difference some times now
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
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
so then you can just add four flipbooks together while using one parameter @plush yew
^ suggested that to a friend recently who only had one dynamic parameter left in cascade. (not for flipbooks though)
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.
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! π°
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
@dawn gull hmmm... retarget?
do you have any documentation?
also for the github try making an organization with a plan
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
What is better Xsolla or Stripe for payment methods?
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
what do you mean by fully loaded
you're not using async load, so it always is immediately ready when this function returns
what is async load?
Load level is synchronous, so nothing happens while it is working
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
but it doesn't
How is that even possible
What is the player even spawning into
There's no world without a level
of course it does.. haha
you can trust me π
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
hey whenever i try to load my level in unreal it gets stuck on initialising 45%
Wait
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?
You could adjust ambient color in world settings
I'll try that now, does it matter which color accent I pick or just try blue or yellow?
Ambient color is just going to be the color of no light. You can accent it if you like
It with brighten shadows up
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
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
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?
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
@azure shore yes, same here with the login seirure
yes working, but it it may reappear, this happened to me the whole last week
oh nice
why is this not working ?
What do the warning say when you hover over it
Thatβs why
You must figure out how to get the plot view. Casting is not the answer
Unfamiliar with plot view
but what is the answer ?
Covered in warning
Bp interface or event dispatcher
firstly whats this widget for
the widget say what plant are planted here
oh I was just wondering cus you can do it the other way round and have the widget cast to things
Context matters. We canβt read your mind nor magically see your game π
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.
i want to change the name
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
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
I uh. Yeah my statement stands?
well yeah I know what you mean but just saying he could probably try this
Is that graph his level BP? Gonna be pretty difficult to track that down from a widget (or, well, anything)
Theyβll come back. They always do. π
Might be able to do character easily enough - seems to me it'd be the grass/field object.
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
I think it's in the correct spot, but we could both be wrong. Because he hasn't given any of that context.
yeah thats the thing, Im guilty of that too, its easy to forget that other people need context when asking about problems
π
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
#gameplay-ai and post a gif
I always kinda just hope it sounds familiar somehow
Then go into detail about how your behavior tree works, how you actually call "Move To", and your navigation mesh settings.
Hang on, sec.
@fierce forge @azure shore https://stackoverflow.com/help/minimal-reproducible-example
thanks, I should be able to demonstrate it
obviously some things don't really apply here because none of us are going to try to compile/run your project/code
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?
singleplayer is just a listen server with no clients
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?
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
has anybody had unreal only loading to 18%? Is it compiling shaders at that point? I'm on a mac so there's that..
check your processes, see if shader compiler is running. if it is , yep
actually it's definitely not compiling shaders as Im just trying to load the project selector
the editor has shaders to display the editor so it's definitely possible if this is the first launch
used existing binding
Could add a multiply node to its material and make it 0.6 or something on the diffuse color
@knotty citrus select billboard component and turn off rendering in main pass
it will have some drawbacks, but for your case it won't be an issue
thanks for suggestion
but it doesn't work for me
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
i do have this setup, but it obviosly doesnt give me the correct colors
you need to recombine into 3 vectors
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
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
@unique kraken append vector node
RGB are 3 different vector. What you just did was split it and added them into one vector which results in black and white
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
you mean split right? theres also the mask node for pulling a specific or multiple channel(s)
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
Know your pain π
Just experience and reading the docs
And far too many google searches
^^ it took me only 3h until i asked here
yea, some nodes are extra tricky in hiding their abilities too. like the convert spaces node. just read up
Donβt pour salt on my wounds pat πͺ
oh was referring to xxerbexx π¨

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...
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.
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
use create event node
hey does anyone think they can help me with a problem in #gameplay-ai
@manic pawn cheers, I will check the documentation
Hey guys, I have a problem. When I want to launch UE4 4.23.1 it stucks at 72% and then it closes. This is in the logs:
Would be awesome when someone can help me out!
@proud hedge Did you update recently?
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.
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
@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
you mean like having it run away from a pawn? Ive been wanting to do that too actually but idk how
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?
@abstract relic But that is not my work. Hence why I am posting it here.
<@&213101288538374145>
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@coarse wigeon Read the #old-rules thanks mate...
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
Not exactly sure what you're trying to replicate but let me take a guess
has any one experienced this issue when trying to package their game?
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
you just set a roughness value
no roughness is besides that.. in my original shader
I just plug that into base color
Talking about unreal's render
?
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
okay.. so do I still need the lerp node?
if so, how does it connect to blend_overlay?
Merely a different method for the same result
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?
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
@thorn hazel i think this would be the unreal equivalent
that's the blueprint
imma learn that with trial and error
@fervent lake .. I'm a beginner in Unreal as well π
dang
thats just what you had in you pic for the fac
I need to read some proc data
for the 'fac' ? what is a fac?
sorry.. I'm dashing between unreal terminology and blender
I'm good with blender materials
idk factor probably
okay
i think i found some
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
well it depends on what you are trying to do
you made it in which software?