#ue4-general

1 messages Β· Page 568 of 1

brittle stratus
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almost sounds like a back end style database that gets and dishes out data..think there was someoen on forum that did some work on stuff like that

normal burrow
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hm i need to look into that too, material parameter collections

severe ibex
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@abstract relic Thanks a bunch. I fear I am balls deep into a big BP and doing most things incredibly wrong.

abstract relic
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cough Fish pat cough

manic pawn
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material fish collections?

abstract relic
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More fish for your fish needs

light coyote
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This all smells a bit fishy πŸ˜…

severe ibex
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I swear set scalar parameter value on materials wasnt there yesterday

crude vessel
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Hair and Fur Rendering and Simulation (Experimental).Β We have experimental support for hair rendering and simulation. In 4.24, you’ll be able to import your Alembic (.abc) groom from an external DCC application, create and setup your hair using the Groom component in UE4, Author and Edit your Material in UE4, and use Niagara to set up hair physics with some adjustable settings. should I get my hopes up?

normal burrow
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delicious cough so good cough

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that sounds quite cool buster, as most hype text is

brisk obsidian
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@crude vessel it depends, what are your hopes?

crude vessel
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Yeah. .currently working on a character that would benefit from a fur effect, I was gonna mess with gfur fur shell shader but not having a ton of luck

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And.the Nvidia solution seems like I need maya

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I use blender, sad.

manic pawn
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time to put crazy realistic hair sim on my plastic toy characters

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because, reasons

brisk obsidian
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This is still very much experimental stuff so I wouldn't advise it for productions yet (plus it's a bit involved to set up with exporting grooms in the correct format using scripts) but it's definitely the intention to have a proper native hair and fur system in engine and this is step 1

normal burrow
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is it something that could be used on the environment mrhibbitts? like static meshes and grass / pollen?

crude vessel
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Well I'm still at the goofing around stage

grim ore
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the amusing part for me was reading thru all the commits I saw hair and groom and I was assuming some new demo scene with a marriage theme lol

crude vessel
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The issue I have with fur cards is I can't think of a good way to integrate that method with my goal of modular and adjustable fur color patterns. So something which can inherent it's base color from a base texture like fur shells or particle fur, would do what I need.

brisk obsidian
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Honestly not to sure environment wise sorry, I'm only vaguely aware of the work they're doing on it.

The examples I've seen from it though look super promising. For example it's not just cards any more, you can do proper strand based hair

crude vessel
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So even if it's experimental, that's fine for my needs because everything I'm doing is just for internal testing anyway.

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Hell, I'd be fine with cards if they could inherent their root color from the base texture.

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But trying to match fur card color with the base texture sounds like a nightmare

manic pawn
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does strand based hair mean you get like 1 million polygons

crude vessel
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All the examples I see are bespoke

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I dunno, I know that's how blender does it's particle fur

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Which looks great but not great performance wise.

normal burrow
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hmm yea mrhibbitts, cool to hear about it. would love some fuzzy coral

crude vessel
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I'd love something where I could set up particle fur in blender and bake it down for realtime

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But I'm sick of Maya only plugins

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Sorry I can't afford to pay into Autodesk ransomware

normal burrow
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is it really maya only buster? i think a lot of the apex stuff can be done in editor now?

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er not apex anymore.. nvcloth, for hair cards rather

crude vessel
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The fur plugin for Nvidia didn't seem to look like it was comparable with blender

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I couldn't see any documentation or info that would work otherwise.

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I'd be happy to be wrong

brisk obsidian
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Looks like the hair stuff is a separate component and you can just attach it to any mesh socket

crude vessel
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But having something that's video card agnostic would be good?

normal burrow
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ah so skeletal only?

grim ore
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whoo hairy sockets!

brisk obsidian
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static meshes can have sockets so static meshes are fine

crude vessel
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Anyone here know if there is a way to have a mesh adopt a tint from a parent mesh? I was thinking that would work

normal burrow
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oh right, neato

manic pawn
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I can't stop imagining having a hat that is just hyper realistic hair for no reason

normal burrow
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nothing wrong with liking hats zeb

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i think wig is a better term here though

grim ore
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what we need is this hair system built into the engine so we don't need 3rd party programs. Allow us to place hair like we do foliage lol

tall pendant
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tru hair sim

crude vessel
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I have a system in mind of doing a gradient map for the base color, and using a level adjustment to set the breakpoint and hardness

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And maybe combining that with another mask

brisk obsidian
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Honestly not sure if that's the plan but there's definitely a push to allow more things to be done without a separate DCC (like the new geometry tools) so I wouldn't be surprised if eventually it's all in engine, or at the least doesn't REQUIRE a separate DCC, but could leverage one if desired

crude vessel
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I want to make a fur patterns which is generated so not to be identical to any other (to some degree)

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So inherently the issue with fur cards would be getting the base color to match up with them

normal burrow
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i like the way this plan sounds

crude vessel
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The only thing I could think of would be extrusion of the base mesh (2D UV overlap) and do a second UV for the alpha channel

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But that sounds like a nightmare

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And ugly

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So I might just go with fur shells until ue4 offers a better offer

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But I have a prototype gradient map I hand painted in substance painter and it's promising

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I just hope the material performance isn't too bad in practice

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Although looking at Paragon material nodes, holy shit

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Now I don't feel so bad about what I wanted to do.

normal burrow
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(would recommend not looking directly at material code for too long)

cedar snow
crude vessel
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Hahha

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Yes

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With creepy human mouth

cedar snow
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have you heard of ... cats (the movie)?

crude vessel
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I want to do that

brisk obsidian
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If one of you does not make that I will be very disappointed with this server

cedar snow
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game jam inc

normal burrow
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gib me license to sonic, you won't regret it

crude vessel
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I wanted to make a game in which you run around and parkour, but randomly ragdoll and fall down or fall off ledges

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I'll make a Sonic knockoff to avoid lawsuits

normal burrow
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sonic knockoff? what is that

crude vessel
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Hyper the Honey badger

brisk obsidian
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Ruin you childhood themed game jam.

Whoever can make the most mentally scarring recreation of something from their childhood wins

normal burrow
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lucky the fox?

crude vessel
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Space fox mcgeee

cedar snow
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the theme that keeps on giving

crude vessel
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I did a sculpt of a knock off Nick Wilde I'm blender once

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It was awful

cedar snow
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inb4 pfist makes a dedicated #furries channel

crude vessel
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But that fox needs a creepy human mouth

brisk obsidian
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Hard mode for the childhood ruining is no NSFW though

crude vessel
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Hahah

honest vale
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what is "XR"?

normal burrow
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i feel like conkers could do it again

honest vale
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the new project template setting is confusing

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"choose if XR is enabled for this project or not"

crude vessel
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Anyway super excited if ue4 lets me do proper fur and doesn't require maya

brisk obsidian
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XR = AR / VR / MR / Any other R they come up with

honest vale
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xD

normal burrow
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ridge racer

serene birch
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OpenXR was picked for the multiplatform API for all AR/VR stuff πŸ˜›

fast ruin
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I have an optimization problem I need help with

My game has a number of stutters in it. Profiling with the UE4 profiler shows that a number of these stutters are when, for a single frame, a random light takes a long time to render its shadows. "A long time" can be anything from 10ms to 200ms, depending on factors I haven't been able to identify. This time is spent in the Render thread; the Game thread and GPU would be perfectly happy except for the Render thread stuttering

I suspect that the problem isn't the lights themselves. I've tried deleting the lights but I still saw the same stutters. I suspect there's something about the light having to wait for mesh data to get streamed in or something, but I don't know how to confirm/deny that theory

Has anyone run into similar issues where the profiler reports that rendering shadows for random lights takes far too long? How can I confirm/deny my theory, and are there better explanations that I'm not thinking about?

fierce tulip
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@brisk obsidian make a very adorable game where peppa dies (horribly) in the end of a incurable condition.

brisk obsidian
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That's the spirit! I'll have to talk to our community team about what we can do for the next unreal game jam ;P

fierce tulip
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XD

mystic oar
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Well, that does sound like a nice theme for Spring.

polar hawk
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man

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I feel like I've already been mentally scarred from epic game jams

fierce tulip
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Amanda going "Oh no.. No.... no... Noooo!.. I mean.. what the.. no!"

polar hawk
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cries in platformer

fierce tulip
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@polar hawk all those games you played so far..

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ouch

normal burrow
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did you get through them all allar?

polar hawk
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all as in every game jam ever done? no

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only about two and a half years worth

dark depot
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more then anyone else i imagine

normal burrow
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dang you got through every entry in the last one?

mystic oar
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But at least most of his suffering was put on video for the crowd's amusement. Are you not entertained?

polar hawk
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no, not the last one

normal burrow
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word, it was a lot still

polar hawk
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i haven't been sitting through all of them in a long while

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I'll sometimes low-key stream some of the entries though

ornate ice
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hey anybody has any idea

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why if I connect at the end of both streams a print

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only the not valid seems to print

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but the code on top seems to be executed

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it just doesn't register some stuff

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like print

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only the true gets executed

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the print

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but if I click the Widget

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the false gets printed too

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its a pretty weird behavior

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example here

serene birch
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something is different about the shader compilation in 4.24

cloud cobalt
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"different"

manic pawn
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compiling alien shaders

maiden swift
orchid sable
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haha, its a long loop of LinkerLoad.LoadPackageInternal that eventually crashes on some random file with a stack overflow...then if I remove that file, it crashes on a different file...and so on forever lol. not sure how to figure out issue...happened after updating to 4.22 or 4.23

serene birch
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ok got the default atom light values to work but had to "upgrade" auto exposure in the project settings :D
option "Extend default luminance range in Auto Exposure Settings"

buoyant radish
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guys wichs good, unity or unreal engine?

tired oracle
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is it normal for shaders to compile much slower with forward renderer? Seems to take forever compared to deferred render projects

serene birch
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they are probably more complex

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a forward renderer shader combines the code to compute the material parameters, with the code to compute the lighting on it

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in deferred, the lighting part is a single shader you reuse for all

pseudo swift
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this is a bit of a long shot, but im trying to improve this puddle painting. The instructions I was following was using the alpha channel for the vertex color, but that does not work for me. Therefore I am using the blue channel. I would like the fade / the edges / opacity of the puddles to vary more, having some spots being very wet, and some less so, right now im not sure my strength of my brush is working properly, any tips appreciated!

cloud cobalt
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Forward shaders are way more complex indeed

remote fulcrum
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hey guys im having an issue here with a project of mine - essentially i have a level that i've always used and it's never caused any problems but i've had to create a duplicate for it for reasons i cant bother to explain but we need to have a duplicate - and for some reason - a specific head model material (that worked on the original level before mind you) crashes unreal every time it's put into the level and the Lit option on lighting is turned on.

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tried making another duplicate, tried turning it off and on again, tried changing the material on the head to something unrelated (and it works then) but that specific material just doesnt want to work for some reason

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weirdest part is that the material works ABSOLUTELY FINE on every other level

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im not sure if it wants to be a material issue or a level issue cause it feels like it's also both and also just one at the same time

tired oracle
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thanks ok

crude vessel
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How much of a pita would it be to allow people to put mp3 in a folder and have the game read them and play them on an in game radio?

grim ore
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it looks like it might not be that hard? https://youtu.be/Fyh2h6QIWOY but I dont think you can query paths in Blueprints so getting contents of a folder will be an issue

crude vessel
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It probably wouldn't be workable to have to have people input a file name in game manually hehe

grave osprey
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when chaos destruction out of beta ?

slow hearth
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my vault cache seems to be split in two places, any way to move existing stuff?

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just tried manually moving them into one, hopefully that doesn't break

grim juniper
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So, what's the scoop on this new modeling mode? (I'm still downloading the preview)

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Are there any blueprints to go with it for any programmatic fun stuff?

grave osprey
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the roadmap state the 4.24

somber quail
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is there any way to create a "Groom Asset" or does it NEED to be imported via Alembic?

safe rose
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I suppose you would need another partner, maybe try a dating site

On a serious note. Never heard of that.

somber quail
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πŸ˜‘

It's part of the new "Hair and Fur Rendering" features in 4.24

safe rose
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Ah, that's why

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I mean, you're being presumptuous that anyone would know πŸ˜‰

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As it literally just came out today πŸ˜‰

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But, when you right click in folder

somber quail
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There might be a staff member around or someone with inside information

safe rose
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Does something come up?

somber quail
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No.

grim ore
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99% sure it is imported as the notes say

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and the other 1% is sure as well

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I guess you could use one of the example ones once .24 final comes out

somber quail
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I was worried about that, hair grooming isn't something I've ever done so was hoping to just be able to create some default crap so I could see how it looked

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I'm too impatient for that πŸ‘€

safe rose
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Does it automatically do all the physics?

grim ore
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its because the "groom" itself is an asset type, like targa or fbx

safe rose
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Ohhh, that's a new one

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@grim ore where can I find more info on this/

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Google isn't being helpful

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XGD?

grim ore
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I only know about it from the github commits. its an alembic exported file

safe rose
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Ah wells.

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They just throw it to the wolves, let them fight over stuff

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Find bugs

grim ore
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looks like a few programs can do it, houdini and maya from a quick search

safe rose
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what did you search?

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my googlefu is fail

grim ore
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literally alembic groom

safe rose
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okay, so it's not that "groom" is an asset/file type

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it's just an Alembic (cache?) file type

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Anyway, interesting stuff.

brisk obsidian
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groom is just a name given to something which describes how your hair is set up and styled. Everyone stores this data slightly differently and I am unsure what format our new stuff uses. I know they're working on docs for this but I'm unsure what the release timings are on that

pulsar kraken
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Followed steam tutorial.. any idea why the second client cant move/ looks froze... any common problem? connects fine

proud hedge
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@silk finch what do you mean with post process volume?

winged crypt
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When you're a solo dev but you say "we" to sound more legit.

https://www.instagram.com/p/B4e9pa6Budx/?igshid=1536xs0mdo06y

Instagram

36.7k Likes, 935 Comments - Designers Humor (@designershumor) on Instagram: β€œ* we are an award winning design studio *⁣ ⁣-⁣ ⁣‒⁣ ⁣‒⁣ ⁣‒⁣ ⁣‒⁣ ⁣‒⁣ ⁣#designershumor #meme #comedy…”

β–Ά Play video
gloomy apex
next badger
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@orchid sable i think @safe rose solved this issue with serialization before

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FU...YES! FINALLY!

crude vessel
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I'm so annoyed.

next badger
crude vessel
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I had a typo in my folder name, I have a letter accidentally upper case.. and I can't change it to lowercase 😦

next badger
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you need to change it to another name, than change it back with proper case

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fix redirectors if content inside

crude vessel
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hehe, yeah I guess so. πŸ™‚ Thanks.

next badger
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Is that me or UI became more FLAT?

gloomy apex
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it is

harsh tiger
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my project was launching to android just fine. an then i added an event dispatcher in a blueprint and connected it to my level bp. an now i get this error when trying to launch. any ideas anyone?

next badger
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@harsh tiger it says OUT OF MEMORY

harsh tiger
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yeah but what its saying is out of memory isnt something i've changed

next badger
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cause you have no free memory left to allocate

harsh tiger
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could that be an android limitation?

next badger
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0 clue, it's caused in SoundSubmix...but i'm not sure if it's the real cause...you may check how much actual ram you have free there

harsh tiger
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i deleted the event dispatcher an it launches again now

dull mango
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off-topic but does anyone know of any good discord servers geared towards helping others with math?

uncut osprey
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What would be the reason I see the upper BeginPlay message, but not the lower Received input message? Jump is space. I press space.

plush yew
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is there a way to change the parent class of a blueprint?

lean jay
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Yes

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@plush yew open your blueprint, File > Reparent Blueprint

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Simple as that πŸ™‚

next badger
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not stable tho

uncut osprey
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What would be the reason I get the upper "BeginPlay" message, but not the (lower) "Received input" message when I press jump? Space is jump, I press space. (Sorry it's a bit blurry.)

next badger
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where is that event located?

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make sure you have no other actors that can consume this event

safe rose
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Ah

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Now I know why they released 4.24 so early

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MegaJam

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ofc

cursive dirge
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is it early for preview 1 tho?

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4.23 was released over two months ago

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so feels like normal schedule?

modern sinew
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How can I change the object that PlayerStart creates? Because on my Menu level I don't want it to be the ThirdPersonCharacter, but it keeps creating one anyway

scarlet birch
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Override gamemode, set in the drop down menu in the level editor, set it under maps and modes in project settings... any or all of those

modern sinew
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Ok, thank you, I'll try that

normal burrow
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the preview maybe 0lento?

heady locust
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how do you access those new modelling tools?

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all good, turns out its a plugin you gotta enable

crisp fable
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anyone know if you can specify another location for plugins?

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i want to keep content 'plugins' on a network drive

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because cross-syncing TB's of data is a horrible solution

plush yew
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is there a way to set a pawn to an animation blueprint?

blissful trail
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what does 4.24 add ?

crisp fable
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its in the thread

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new feature fixes like virtual textures and raytracing

modern sinew
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Anyone know how to use VaREST?

kindred viper
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yeah

modern sinew
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A tutorial I'm watching uses the Make Json BP object or whatever and puts two strings into it. But whenever I pull it up, it doesn't take input @kindred viper

simple stream
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hi, I would like to ask a little help: I ​​want to make a small door at the newspaper box, but ... this door is at an angle of 30 degrees and therefore it does not open as it should

acoustic prairie
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Anyone tried the new sculpting yet?

plush yew
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is there a location to team up for DA JAM?

wary wave
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?

plush yew
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ahem, I meant an internet gathering system

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the megajam is upon us and I was hoping there was some place where the participants could gather and chat

fierce tulip
wary wave
fierce tulip
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:p

dark rune
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can someone give a link to the Multiplayer Shootout project download?
I weirdly can't find it

wary wave
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multiplayer shootout?

dark rune
fierce tulip
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learning tab > scroll down

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of launcher

dark rune
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wait a sec @fierce tulip what
where is the learning tab

fierce tulip
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lol

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second tab

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"Learn"

dark rune
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@fierce tulip ohh so that's what that is
thx

fierce tulip
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has quite some neat content

dark rune
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btw is there a way to use blueprints to get one's steam name, steam avatar

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nice i no longer have to use shitty tutorials

fierce tulip
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i suggest using the ue4 version mentioned in that tutorial, else it might not work.

dark rune
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alright, thx

fierce tulip
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:)

plush yew
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@fierce tulip I am so dumb hahaha

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there was a game jams channel

fierce tulip
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all good

cosmic veldt
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looking at 4.24 new sky thing makes everything just white? am i doing something wrong or is it bugged or something?

deep saddle
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did you check eye exposure in postproces?

serene birch
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the default sun has very strong lux

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the defaut setting for eye exposure can't deal with that much light

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there is a project option you can enable that "unlocks" the capabilities of the auto exposure settings

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and then it should work correctly with all default values

wary wave
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oof, default UE4.23 with no plugins and all the normal compression settings enabled still comes to 90Mb

cloud cobalt
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Binary only ?

wary wave
cloud cobalt
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I doubt they'll ever go much lower tbh

wary wave
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I've had them down to 20Mb in the past

cloud cobalt
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How much of that is the executable ?

lapis vine
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90MB is like 50 2.5" diskettes, what you are complaining for, lol

wary wave
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35Mb for game executable

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content pack is 20Mb, so that can reduced

cloud cobalt
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Wait, what's the rest of it then ?

wary wave
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that package be dumb shit like the 4k default post processing blur kernal textures etc

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33Mb is libraries folder

cloud cobalt
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Ahah

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Wanna bet some of them aren't stripped ?

wary wave
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3rd party includes are libsndfile, Ogg, PhysX3 and Vorbis

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Ogg & PhysX3 are the main offenders, looking at it

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kinda hard to avoid those

serene birch
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ogg is that big?

wary wave
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10Mb

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oh wait no

serene birch
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kinda weird

wary wave
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it's small, PhysX is 10Mb though

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something isn't adding up, gonna Windirstat this

serene birch
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ah, this makes more sense

wary wave
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Windows 10 isn't giving me coherent numbers

serene birch
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wiztree it πŸ˜›

wary wave
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the whole folder is 33Mb, but only one of four is >1Mb, shit don't add up πŸ˜„

cloud cobalt
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Hidden files ?

dark rune
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is it a thing for the loading of the Multiplayer Shootout project to be regularly stuck at 45%
Like its just not loading

serene birch
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45% seems to be the editor compiling essential shaders

wary wave
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shaders compiling

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yeah

serene birch
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shaders it can't even run without

dark rune
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is this like a first time startup thing

cloud cobalt
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Yes

dark rune
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ok thank god

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thx for info

wary wave
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big blue is shipping exe

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red is the pak

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looks like the third blue is prerequisites, which should not be being included

serene birch
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clic on it?

wary wave
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click on it, what?

serene birch
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the blue square πŸ˜›

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to see what it is?

wary wave
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it's prerequisites, like I said

serene birch
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you have 3 .exe files in the bundle?

wary wave
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no, two

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well, there's a third random mini one UE4 always includes

serene birch
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right

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ok πŸ™‚

cloud cobalt
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Prereqs is an UAT option

wary wave
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the root directory always has a ~170Kb exe in it, like a shortcut kinda deal

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manifest says it has included APEX_Clothing & Legacy DLLs etc, which seems totally unnecessary by default

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huh, pastebin looks like it's blocked by the firewall

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this might work instead

cloud cobalt
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Yeah

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You have me wondering - is UE4PrereqSetup_x86 ever launched by the shortcut executable ?

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I thought it was but then I have Steam installing the VS redist and the DX redist so what would it even install

wary wave
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I assumed it should be

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wonder if there's a way to exclude the unnecessary APEX crap

cloud cobalt
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Python script

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Isn't APEX a plugin now ?

wary wave
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yeah, and it's disabled in this project

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I'd check the plugins, but even the plugin plugin is disabled πŸ˜‚

cloud cobalt
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Sounds like the PX package has a monolithic "copy every single library"

wary wave
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wonder if it's safe to just delete the files outright

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I mean, if nothing is actually using them

cloud cobalt
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You can check that with dependency walker

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if that still works

wary wave
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dunno if that's the case, just going to delete the files and run it

cloud cobalt
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FWIW, the prereqs installer shouldn't be added if you don't pass -prereqs to UAT

wary wave
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yeah, just spotted that setting, shouldn't be included next run

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hmm, looks like it didn't launch

cloud cobalt
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After removing the APEX stuff ?

wary wave
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yeah, moved cloth DLLs out and it didn't launch

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ergh, that's so stupid

cloud cobalt
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Lines 120 etc

wary wave
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well, time to go source build just to cut this stuff out

cloud cobalt
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You just removed the three APEX ones right ?

wary wave
#

APEX clothing and NVCloth

cloud cobalt
#

Target.bCompileAPEX

#

btw

#

That's your engine build off switch

#

And Target.bCompileNvCloth I guess

wary wave
#

cheers

manic pawn
#

the best part is that bCompileAPEX off does not actually remove those dlls

cloud cobalt
#

Sigh

#

Pull request when

manic pawn
#

well

#

feel free to make one

#

it's super hassle to make them with how you have to switch branches and stuff

#

doing that keeps causing my engine to rebuild pointlessly

cloud cobalt
#

I don't even use source builds tbh, too annoying

kindred viper
#

So I was making an editor utility widget and it became apparent that its only dockable with the Level Editor window. Which kind of makes me both want to understand why its limited to that, and also shoot myself in the face. Help with either is appreciated 😦

serene birch
#

you can probably make that PR just with a smartphone

#

fork UE4 through the github web interface

#

and edit the file through the web interface too on your fork πŸ˜„

kindred viper
#

Im not sure its as simple as changing the TabRole to allow nomadic freedom as the slate code seems kinda locked into it being a docktab.

#

in the minor sense.

thorn hazel
#

umm .. how can I make it so .. that my texture map is spread over my whole terrain ? Instead of tilling all over it?

#

in blender there is a texture-coordinate node

#

I wonder if there is something equivalent in UE4

next badger
#

@thorn hazel a texture coordinate node

#

U hotkey

thorn hazel
#

somehow I haven't gotten to understand .. how the hotkeys work

next badger
#

hold a key and click

thorn hazel
#

ah I see .. thanks

#

I was merely pressing the key πŸ˜„

uncut osprey
#

There's a Blueprint node called "GetAllActorsWithTag"
How can I find the C++ equivalent?

thorn hazel
#

so how does it work ?

next badger
fierce forge
next badger
#

@thorn hazel node?

uncut osprey
#

ty Alexey

thorn hazel
#

yeah .. I connected it

#

but I can still see tiling in my preview on the left

next badger
#

I can't see on a screenshot, but default sphere is mapped 0-1. so no tiling in your setup should be visible

thorn hazel
#

so if I keep it at default settings .. than it won't tile?

next badger
#

it won't tile on uv 0-1

#

obviously it will if uvs will exceed the range

#

tiling is a property of a texture

#

you may clamp the uv values however

pseudo swift
#

hello, is there a way to disable motion blur for the viewport?

#

simply while im working and moving around with the viewport cam

next badger
#

@wary wave @cloud cobalt just one more PRO in the list of Chaos benefits...

cloud cobalt
#

Chaos isn't replacing PhysX next year or the one after that

wary wave
#

I mean, Niagara was supposed to replace Cascade something like 5 years ago, so I wouldn't get your hopes up

fierce tulip
#

took them a long time to settle on a design, and new techniques and requirements from non-game design standpoints caused a lot of delay as well.

cloud cobalt
#

Right now Chaos doesn't replace anything from PhysX really

next badger
pseudo swift
#

where do I find this followcam you have selected?

#

im not using a character etc.

#

only flying around

next badger
#

it's a cam that used in the game

#

you just pick yours

pseudo swift
#

ah

#

where can I find the default one for the viewport?

next badger
wary wave
#

whut

cloud cobalt
#

Sounds like they're starting to use it for everything like the render guys use TAA

pseudo swift
#

the ShowFlag.MotionBlur 0 worked, thanks @next badger

spice oak
#

Hello

#

uhh is this Discord channel can help me about my Game Engine?

next badger
#

@spice oak only if Your engine is UE4

spice oak
#

yes

#

i have a problem about the game engine

#

every game that using UE4 that i play Crash without no reason

#

Game : Remnant From The Ashes

next badger
#

your PAK file is modified, and it does not match the CRC

spice oak
#

how do i fix it?

next badger
#

there are many reasons possible, most common are viruses and damaged hdd/sdd

spice oak
#

Game : Code Vein (i already Reinstall the game twice)

#

and still it keep crashing me

#

trying clear the from %localappdata%

#

and still crash

#

hmm do i need to download Unreal engine trought Epic games?

next badger
#

can't tell much about Vein, cause no stack there
use verify function in steam to make sure all files are valid

spice oak
#

all files valid

next badger
#

you don't need ue4 engine to run games

spice oak
#

5 times scan

#

my god 😦

cloud cobalt
#

@spice oak This is not a support forum for UE4 games, there isn't much we can do

#

You don't need UE to get your games working

spice oak
#

awh 😦 i taught someone have a same problem like me

cloud cobalt
#

People here make UE games, so they have crashes obviously

abstract relic
#

We’re too busy making games to play games

cloud cobalt
#

Ask the developers for support

spice oak
#

ok then 😦

#

Thanks for the help

next badger
#

@spice oak i'd recommend still to check your drive for faulty sectors, just in case

spice oak
#

ok

plush yew
#

I have a huge problem with Geometric Brushes turned into a Static Mesh after moving my map backup into a new project folder. It only renders / shows 1 single texture but all the different textures it actually has are still in the details panel, they just wont show in the viewport, on the mesh. Pls if anybody can provide some help I would greatly appreciate it.

blissful willow
#

Does anyone know why my material has this big strip of darkness on it? I checked the texture maps, and they were all correct. This happens in both the main world and the individual static mesh editor.

serene birch
#

probably normal problem

#

turn on the debug to visualize the normal map in the gbuffer?

spice canopy
#

@plush yew maybe it lost the UV map(s) - I'm afraid I don't know how to fix that but you can export to fbx, load in blender, and reassign material indexes to each face on the model, then export it back to fbx and reimport tonstatic mesh in unreal to fix it if an easier way is not available

fierce tulip
#

am I the only one amused that the bottom of Ethan's image could be the base of Delaney's tower top?

thick herald
#

Yes. Yes you are... lol

gleaming temple
#

What exactly is the use of .COPY files?

#

is there some way of importing them into a project?

fierce tulip
#

remove the .copy and it should be a usasset again.

gleaming temple
#

really? but it seems to be text instead of binary like the uasset

#

will try

fierce tulip
#

and if its not .uasset.copy, add the .uasset

visual belfry
#

where are feature packs (starter content) stored? for some reason the only thing getting added to my project when I add starter content is the floor piece o.o

wary wave
#

engine directory

#

but you should get more than just a floor mesh in your project, IIRC?

visual belfry
#

just upack files that reference content elsewhere?

#

otherwise I'm a little concerned that StarterContent.upack is 129kb

fierce tulip
#

there should be a map/folder with some content, but nothing to email home for

visual belfry
#

hm let's see if it adds correctly to another project

#

well heck, in the file explorer the content/StarterContent folder has everything I'd expect but in the editor content browser it only shows the 400x400 floor

#

@maiden swift this is using your Nano template πŸ‘€ is it blacklisting content or something?

#

(╯‡░′)╯︡┻━┻ and now that I've cancelled the delete operation, everything is visible

lost ember
#

Just got my new 3700X, X570 mobo, 1TB NVMe SSD and 16GB of RAM

#

my old build took 5 minutes

#

5 painful minutes

next badger
#

@grim ore you have not published your video on mass rename blutility?

fierce tulip
#

whats the proper way to reset the "my projects" list?

#

it contains a bleepload of projects I dont have anymore

#

which is funny, because they where not present before I deleted the projects

plain tiger
#

deleting the folder, then pressing 'refresh' should work, no?

fierce tulip
#

the launcher has no "refresh"

next badger
#

@fierce tulip i've exited the launcher, then renamed the folder where projects resides, then launched the launcher...it removed all...

fierce tulip
#

for me it added all the projects I just deleted.

#

before it only had 2 projects.

next badger
#

@fierce tulip
C:\Users\----\AppData\Local\EpicGamesLauncher\Saved\Config\Windows\GameUserSettings.ini

DefaultAppInstallLocation=Z:\Dev\UE4
CreatedProjectPaths=Z:/Dev/UE4_Projects
CreatedProjectPaths=Z:/Projects/UE4_Projects
#

for me

fierce tulip
#

right, was looking for that. thanks

#

lol

#

gg

next badger
#

it was the same for me iirc, when i've installed 4.24.0p1 it suggested games folder

fierce tulip
#

oh no

#

the / and \

grim ore
#

@next badger I have not as that was technically not for my channel but got put on hold 😦 in regards to the EUW for renaming stuff

next badger
#

but...can you PM me a bp snippet? πŸ™‚ i need that badly

grim ore
#

I will have to see if I can find it, once it was put on hold I don't know what I did with the project lol

#

like I think I have a project called EUW_Tool at home but I literally can't remember if that is it or if I did this in another projected to test with

fierce tulip
#

k, that solved it. thanks for the url Alexey

hexed dock
#

Hopefully quick question: if I wanted to make a function that could be seen by several blueprints (like a math utility function), where should I put that? Should I just create a blueprint based on Object or is there a better practice?

#

Related question: is there any actual good way of copying a (pure in this case) function from one blueprint to another? I wind up having to recreate it the other blueprint, add the parameters manually, then copy/paste the actual nodes

#

Which is especially annoying since I have to reconnect all the inputs to all the pins since you can't copy/paste the function entry point

plush yew
#

I have a question u probably heard a few million times hahahahah. So I used Ue4 and Unity and learned the basic stuff. But now I wanna rly focus on one and learn the "advanced things". Tbh I can't decide tho. Ppl on this server probably gonna tell me to learn Ue4but are there any good arguments? Like "why Ue4is better and why I should learn Unreal as a beginner lol"

grim ore
#

@hexed dock there are blueprint function libraries that you can make just for that purpose - the global functions

next badger
grim ore
#

@hexed dock and not really as blueprints are self contained so you would have to recreate the missing parts (variables and such) but most of the time a ghost variable is created when you paste and you can right click create variable on the variable that is not present in the new BP

#

@plush yew no competent developer is going to pick one engine over another for no particular reason. Every engine and language has strong points and weak points and you should pick the tool to fit your need. What is your need? Is it just to make a game? If so do you want to use Visual Scripting like Blueprints to code or C# or C++ to code? That is a biggie since you will be doing that

hexed dock
#

Thanks, @grim ore that's probably the magic word I need to search to find a webpage howto. I get why sometimes it'd lead dangling reference problems, but in this case, I have a pure function that takes three inputs that are connected to 10 different pins (some trig stuff). It's a giant pain to have to redo all that.

grim ore
#

if you can keep it self contained (input -> process data -> output then a Blueprint function library is great for that

hexed dock
#

@plush yew I can tell you what I think as someone who dipped a toe into unity, then into UE and then decided to learn way more about UE. I felt like it was just generally more approachable, with helpful stuff on the web still working even if it was from years back. From my experience with Unity and talking to the devs in the office who are trying to learn it, they have way more problems with massive changes making old examples unhelpful.

#

I do enjoy coding in C# more than C++, but it just wasn't worth it for me to deal with all the rest of unity to get that feature.

grim ore
#

in the end both engines will let you do what you want with enough effort and time. What your project needs might be a good decider on which engine to do the project on. Unity has quite a few built in services, ads and such, which is really nice if doing a mobile game for example. UE4 has some nice systems built in like characters and network replication if that is important.

plush yew
#

@grim ore Tbh i just want to create sum normal games. I once tried to create a jump n run 2d and 3d and completed them but i had sum trouble with blueprints. Like it would be easier if i had done sum stuff in c# hahah.

But sometimes when i try to create landscapes my pc cant handle sum 3d stuff hahahha even tho i have a decent graphicscard. So unity is better for me in that way.
@hexed dock thx for ur reply.

grim ore
#

yep your machine has a bearing on this as well, totally forgot that but it's a bit more in the middle now with Unity heading towards high end and UE4 able to do lower end

hexed dock
#

Right now I'm using UE4 to develop for the Quest.

grim ore
#

making a basic game, the same one if possible, in both might be a good way to see which you enjoy more

plush yew
#

Maybe i should stick to ue4 bc of the better quality (graphics). But a disadvantage is still the fact that there are more unity tutorials than ue4. Sometimes i find cool things that are created using unity.

#

tbh it feels like that for me lol

hexed dock
#

I will say a knock I have with learning UE4 - and this may very well be the same with unity - is that so much of the blueprint documentation is useless. I fly over a thing and it just says "This is a thing." It doesn't explain what that thing is actually good for.

#

It's basically auto-generated documentation.

plush yew
#

true

#

had the same problem when i was learning blueprints

grim ore
#

I just read the C++ code to learn what it did πŸ˜›

plush yew
#

xD

hexed dock
#

Yeah, but my problem is that I want to do a thing, and I type some stuff into the context sensitive blueprint stuff and it shows six different functions, all named in such a way as that maybe they do the thing I want.

lapis vine
#

UE has tons of tutorials and knowledge around. Like tons. Not familiar with Unity's one, but comparing to any other engine its like in the skies.

grim ore
#

yep have to learn what stuff does, it's normal for any language or engine. The good part is the epic team is trying to enhance the /** Tooltips **/ as time goes on

lapis vine
#

Just open the damn YouTube and you have like 500 videos with some info. Pff... It can be even confusing. Learn Tab, Editor Tutz, Academy Tutz, 3rd party tutz, etc.

plush yew
#

btw speaking of tutorials and stuff, u guyz know good sources / tutorials useful for beginnners? (well ik sum stuff but i still call myself a beginner tho) Beside Virtus learning hub xD?

hexed dock
#

Yeah, youtube is how I've learned a lot, but you're really at the mercy of youtube's shitty algorithm which often is not great for exposing the higher quality videos over some random dude who put a script through an autogenerated voice, and only halfways explains what he's doing on blueprints he didn't zoom in enough on.

lapis vine
#

On first sight, just go to the official Epic YT list.

hexed dock
#

@plush yew what I've found is it REALLY depends on what you're doing.

lapis vine
#

No need of any algos, its all there.

#

You might as well check the Online Academy.

plush yew
#

most of them are paid tho

hexed dock
#

@plush yew and where a lot of things will trip you up is that the templates are generally already doing 80% of the "easy" part of the projects. So there's generally not as much tutorials on how to do that stuff (which makes sense).

lapis vine
hexed dock
#

So I started out thinking "okay, just show me how I should set up a world and make it where I can move around a 3rd person due in it". Well, to do that you just use the 3rd person template. Why would you bother doing that on your own? That's great, but then you don't really learn a whole lot about the whys and you're just launched into doing that last 20% which is the HARD part. Which is not always a great way to learn.

plush yew
#

k thx so far xD

#

gonna try to start a new project learnin sum new stuff (even tho its gonna look crappy af hhahaha)

hexed dock
#

speaking of which, another question: do you know of an existing function in a library that will allow you to feed it three points, and it tells you the various angles? this is another example of "if I knew where to look"

plush yew
#

I am out xD i dunno that thing sry

hexed dock
#

@plush yew BTW, I found this video pretty helpful to really understand the "really starting from scratch" process: https://youtu.be/QJpfLkEsoek

#

And there are some other videos from the same (very good) presenter if you click on their channel, then look in playlists for Unreal Engine

plush yew
#

thx man. Appreciate that

pulsar kraken
#

anyone have this issue before?

#

rror CS0101: The namespace '<global namespace>' already contains a definition for 'MultiplayerTest'

grim ore
#

I dont think you can have a project with Test in the name? I could be wrong

#

there are definitely some key words that wont let projects work lol

#

it looks like that might not be it, I made a project with the same name no issues. Do you have custom code in this project? anything you added, etc.

lapis vine
#

Is there any mad way to rotate an in editor object around its center?

grim ore
#

you can right click and set a temporary pivot point then rotate it

#

I assume this is a mesh lol

lapis vine
#

Yeah, its a plane. Point is I need the center. I can't pixel hunt that center with the pivot.

proven valve
#

anyone here that can help me with a simple matter?(4.23 jumps to 100% cpu usage while dragging the simplest asset into the level editor)

lapis vine
#

What is simple in this? UE is just putting all of its attention to your wish, lol

abstract relic
#

As a little test kusa. Open an asset that’s not in the level. Is there a cpu jump as well?

lapis vine
#

Sorry, though no clue. Could be... many things.

proven valve
#

idk,its just frustrating and i really cant figure out way.even dropping the quality of the preview and the real time viewport option doesnt help at all

#

ye,i input a simple asset in the best third person level

lapis vine
#

Yes, was going to suggest the same. Try with another level, diff assets.

proven valve
#

from kite demo or a simple pillar from paragon assets

#

and its not even a shadder thing

#

is it perhaps 4.23 being unstable?

abstract relic
#

Sounds like an hardware issue. 4.23 is fine

proven valve
#

i see.thanks for the help πŸ™‚

grim ore
#

keep in mind kite assets are super heavy as is and the paragon assets are not exactly light weight. What is your machine specs?

plush yew
#

hey guys i'm a beginner

#

and i'm trying to find a way to program a football

#

where could i learn how to do that

grim ore
#

american or everywhere else football?

plush yew
#

american

fierce tulip
#

:p eggball

plush yew
#

pigksin

grim ore
#

so the actual ball or the full game? simulation or for fun? If you are beginning watch courses in the learn website on the Unrealengine.com website

pearl sonnet
#

quidditch

plush yew
#

the actual ball

grim ore
#

learn how UE4 works and then go from there

abstract relic
pearl sonnet
#

cant wait to see his character animations

plush yew
#

i already programmed some of the basic animations

#

idk how to program ball possession and throwing the ball

grim ore
#

have you learned the basics for UE4 yet? workflow, animation systems, blueprints etc? If not you need to try and learn that first

plush yew
#

i learned those basics

polar hawk
#

teach me

#

im still learning

lavish skiff
#

Hello, I need a good workflow, I work in the AEC business, in road infrastructure projects we use Civil3D and infraworks, then we export to FBX then to 3DS then to datasmith, but the terrain is heavy to handle. it should be some way to easily convert to a more flexible type of heightmap. Please share if you have any better workflow to this

lapis vine
#

AEC? What sizes and resolution you need for the terrain?

visual belfry
fierce rampart
#

Is Chaos borked in 4.24 preview 1?

pearl sonnet
#

can't see issues on github and it's not an official release
who knows...

fierce rampart
#

Just heard some things about it crashing whenever geo collections are used.

agile python
#

hola algun programador?

pearl sonnet
#

#spanish

radiant haven
#

why does ue4 dont have graphic settings like in project settings, why do i need to manually do it with every single command with every single setting?
Time wasting actually, you have this material preview thingy but its just for preview and not for the final build

tall pendant
#

try english ... again.

wary wave
#

it'd Development Editor / Win64 / UE4

polar hawk
#

you need UnrealBig

wary wave
#

:p

cloud cobalt
#

Missing dependency ?

wary wave
#

ergh, I think the anti-virus may have killed it

cloud cobalt
#

This shows up if you lack a required DLL

wary wave
#

you gotta be kidding me

cloud cobalt
#

The... what ?

wary wave
#

Sophos

cloud cobalt
#

Dear god

wary wave
#

it has "cleaned up 18 threats"

cloud cobalt
#

I bet it did

pearl sonnet
#

great antivirus

#

*not

cloud cobalt
#

Not that any are any good

pearl sonnet
#

yea

wary wave
#

SQLiteCore, CryptoKeysOpenSSL, HTML5Networking, PerforceSourceControl, UE4Editor-NetworkFileSystem, etc, etc

#

what in the actual fuck

cloud cobalt
#

Crypto -> unsafe ! Networking -> unsafe ! SQL -> hackzor stuff !

pearl sonnet
#

haha

cloud cobalt
#

Perforce -> get git

wary wave
#

worst thing is, it's a network AV, so I can't even whitelist shit

#

that has to be done from the admin end

#

so I'll have to harass someone tomorrow morning

polar hawk
#

IT: Intermittent torture

serene birch
#

you can't catch viruses if your PC breaks completely after we randomly kill processes

polar hawk
#

Clamp yaw roll pitch to 45?

#

you gunna get some strange results though because the idea of a 45 degree clamp in 3d space is weird

#

70k subscribers

#

fuck I need to just start making videos

#

jesus christ

worn granite
#

do it

#

I'll tweet you out to my no followers

polar hawk
#

I need to do my part and add to the misinformation out there

worn granite
#

yas

pearl sonnet
#

and near overdose on adhd medication
have to be spontaneous

normal burrow
#

methylphenidate 🀘

pearl sonnet
#

dont make me jealous
coffee is the best i got

wary roost
#

hi any raytracing users here?

next badger
#

I've just got a crash and not noticed any changes

hoary silo
digital anchor
#

Mr4Goosey was talking about it

late olive
#

There’s something satisfying yet slightly guilty about showing a VR demo to someone and watch as they’re amazed but deep down you know the code itself is utterly simplistic

pearl sonnet
#

thats how i feel about the amazing hair piece i made for my mannequin

#

nope, it's horrible overal

#

i need to stay away from blender and the likes

charred shoal
#

I am a computer science major currently in college. I am learning c++ and will learn Object oriented programming next week in my CSC class. I'd like to start learning Ue4 but I am not sure where to start. Should I begin learning the c++ side of it or the blueprints side of it?

#

My university doesn't have an unreal engine course so I would have to learn myself

pearl sonnet
abstract relic
#

Pick which ever you feel most comfortable in. Blueprints are great for dumb artists like me. But you’ll get more performance out of cpp

charred shoal
#

hm ok

#

is there a way to use both of them or do most people choose one or the other?

pearl sonnet
#

you can mix out of the box\

charred shoal
#

ok

pearl sonnet
#

at least the "getting started"

charred shoal
#

oh ok

pearl sonnet
#

you'll find a ton of stuff on youtube too

charred shoal
#

cool

#

yeah i already follow virtus

pearl sonnet
#

there are a bunch of course websites but i've never tried any of those\

charred shoal
#

yeah i got a course on udemy but it doesnt explain things that well

#

like i felt like i wasnt learning anything in those tutorials.

pearl sonnet
#

yea
and the other end of the spectrum like youtube you'll find that they arent necessarily "doing it right" but all in all at least they show you how to get around in UE

charred shoal
#

yep

#

also i feel like once i understand what classes are the videos will make more sense to me

#

cause im literally gonna learn about them next week like i said

pearl sonnet
#

you mean classes in the context of c++?

charred shoal
#

yeah

#

like actual coding

pearl sonnet
#

doesnt hurt to follow some general purpose c++ tutorials

#

if you're completely new

charred shoal
#

oh no im taking a course right now

pearl sonnet
#

ah

charred shoal
#

so there's no need for me to teach myself

grim ore
#

you should learn blueprints even if you plan on using C++, quite a few core systems are built around blueprints like niagara, umg, animation, etc.

#

the engine is designed to use both hand in hand

charred shoal
#

ok

pearl sonnet
#

also mathews videos on youtube help

#

heh

charred shoal
#

ok ill check them out

#

also im just curious. where would you use blueprints as opposed to c++ code and vice versa?

pearl sonnet
#

if performance matters or you want to extend beyond what functionality is given

#

you'd go cpp

#

not that blueprints are slow to begin with

charred shoal
#

oh ok

#

but you can go back and forth between them?

pearl sonnet
#

yea

charred shoal
#

ok

pearl sonnet
#

like mathew said hand in hand if you want

charred shoal
#

ok i see i see...

#

ill try out those unreal official tutorials

#

and because they dont have really any game development ones Ill go to youtube (virtus) for that

pearl sonnet
#

in the launcher -> Learn
there is a link to video/documentation on getting started as programmer

#

it's very basic but as a starting point

charred shoal
#

ohh yeah

#

i see

#

looks good

pearl sonnet
charred shoal
#

ok thanks!!

pearl sonnet
#

that's just a getting started before anything

#

the others are specifically when you want to work with c++ but it's still a good idea to get familiar with the editor before anything because you'll be working with that too

charred shoal
#

got it

gilded plinth
#

Could anyone let me know if there is any way to delete bones that were ADDED to a UE4 Skeleton in UE4 by importing a skeletal mesh that shares the same Skeleton but has added bones?

#

I'm really stuck on some planning to make the best tech setup for a very modular character that will have up to a thousand clothing options

pearl sonnet
#

dont know -yet-
didnt cross my mind but working towards the same

pulsar kraken
#

have watched tutorials.. I can't get this skybox to change.. can anyone help?

swift hearth
#

Am I experiencing a bug? I have a level sequence on my content browser, yet that sequence doesn't show up under Cinematics > Edit Existing Cinematic, and when I place it onto the world, and click Open Level Sequence under its Details, it suddenly turns into a different level sequence I made before.

#

Also, what does it mean if a level sequence in the content browser has an image that seems to reference where it's placed on the level (sort of, I assume), and if instead it just has the normal image of a level sequence? I don't understand why some are different

#

Ok, the bug is fixed. Just rebooted the project and it fixed itself

storm venture
#

is this normal? because raytracing seems pretty well unusable if so

next badger
#

i have no raytracing, but it looks like TAA ghosting

dim arch
#

anyone know why my sequence cuts to black when I render it

#

but it plays just fine when I play in editor

cursive dirge
#

@storm venture it's most likely from denoiser

#

I haven't used ue4's raytracing yet but most realtime denoisers tend to depend on temporal algos

#

all I know is that Unity's DXR denoisers have had similar issues

gilded plinth
#

Does anyone know if it's possible to delete bones that were added to your skeleton by way of importing the modified skeleton that had additional bones?

#

I now want to get rid of those additional bones

storm venture
#

hmmm, alright, ill look into those

glossy shoal
#

you know when you spend hundereds of hours on a project and then you come back to it a week later just to find that its broken for absolutely no reason

brittle stratus
#

thats why you turn auto updates off in case it breask stuff

#

breaks*

#

i bet a plugin or some addon borked ya

next badger
#

@gilded plinth you can't modify the skeleton after import except adding new bones (virtual)

gilded plinth
#

@next badger That's not true. You can add additional bones (not virtual)

#

The part I'm feeling worried about is what if for example I now want to delete that pony tail from my project or wings or whatever added the peripheral bones. How would I then get rid of those added bones?

pulsar kraken
#

how do you do a string to text render?

abstract coral
#

Anyone good with landscaping?

bleak aspen
#

but officially

viscid quest
#

Can someone pls help me again, I’ve edited the paragon wraith mesh in maya but when I import that mesh into ue4 it looks exaclty the same

#

What have I done wrong and can someone pls help

sudden agate
#

@viscid quest do you click Reimport?

plush yew
#

In this older tutorial there's a fourth track that's for "branch points" It looks like there's an entire window of time that it will wait for events. I've been doing this with two separate events. Is there still a way to do it this way? With a whole window of time for an event to occur rather than two separate events designating the beginning and end of the window?

pulsar kraken
#

anyone have a weather asset they can send over?

dim plover
#

Are there any reasons to place multiple navmeshes?
Do multiple navmeshes even do anything? It vaguely looks like they get merged into one or there's only one active at a time?

wary wave
#

doesn't it just generate a single mesh?

viscid quest
#

@sudden agate Ye I did

viscid quest
#

Oh yeh is it because I change the skeleton and the mesh and I’m trying to reimport?

stiff spoke
#

So he still has weapons on his back? @viscid quest

#

That's a picture?

viscid quest
#

@stiff spoke what do u mean?

#

I have maya and blender right

#

If I do it in blender the skeleton works well

#

But the textures don’t come out right

stiff spoke
#

@viscid quest

#

What you posted is not a screenshot

viscid quest
#

Yeh it’s a photo from my iPad

#

And when I do it in maya the textures are perfect but the mesh still is the same

stiff spoke
#

In THAT textures are bad? That is the problem ? @viscid quest

viscid quest
#

I put this texture as an example but there’s a texture for upper body, lower body and back pack and gun

#

And this is the mesh from blender

flat trail
wary wave
#

exactly what it says on the tin - your project is expecting those modules and they are not present, or the wrong engine version]

stiff spoke
#

In UE4 you also import the texture of this paragon character? @viscid quest

viscid quest
#

Yeh I got the textures in ue4

flat trail
#

@wary wave thats weird, its only a few days since i created an project with the same engine code and then it worked :/

stiff spoke
#

when you download the paragon character in epic games store, you should have imported everything for your project from Epic Games store not by first passing by maya, why did you use maya? @viscid quest

viscid quest
#

I first used blender but I realized that I needed the uefy script

#

So I went on to Maya

stiff spoke
#

Try to change the version of your Project. For example if it was 4.21 you pass it at 4.22 @flat trail

viscid quest
#

Oh that may be the problem

#

Because there’s an update available for the engine

#

Should I update and try again?

stiff spoke
#

Why before putting the character in your project you went through maya? @viscid quest

viscid quest
#

No I did put it in the project first

stiff spoke
#

OK

#

You put it in your project by importing it directly from Epic Games store? @viscid quest

viscid quest
#

Yeh

#

And I want to make an rpg game

#

So I need to make equip and unequip weapon

stiff spoke
#

OK

viscid quest
#

But the gun is in the same mesh

#

Thanks for the help anyways

#

I’ll try and figure it out

stiff spoke
#

Tried to look for the weapons there in search of all the bones of the body? @viscid quest

viscid quest
#

Yeh that’s what I’m doing now

#

Hahah I’m an idiot

stiff spoke
#

OK

viscid quest
#

I didn’t delete the weapon from the LOD group

plush yew
#

nice news guys

stiff spoke
#

So that's good?

#

@viscid quest

viscid quest
#

Yup

#

I’m good

#

Thank you so much tho

stiff spoke
#

OK

flat trail
stiff spoke
#

Try to duplicate your project, and open the replica that I tell you to create @flat trail

#

And then we will see @flat trail

cosmic veldt
#

having serious problems with the materials. dbuffer and custom stencil doesn't work together for decals. i want to use custom stencil to mask decals and i also do not want decals to disappear in shadows. any ideas?

flat trail
#

@stiff spoke Samme error 😦

stiff spoke
#

What is a decal? @cosmic veldt

#

You also tried to create a new project? @flat trail

cosmic veldt
flat trail
#

@stiff spoke Thats what im doing, creating new projects 😦

stiff spoke
#

Not duplicate mais create a new project @flat trail

zealous cloak
#

i want to make a gasoline canister. how can i have to logic that i tspills out?

#

making a particle spawner, wehn its rotations is over a specific point?

tacit plover
#

Is there a way to change stat colors? level streaming to be exact. I am partially color blind and can't distinguish yellow orange and green.

stiff spoke
#

According to me in the blueprint of the car created a variable, and if this variable is is equal to 0 the car can no longer roll @zealous cloak

zealous cloak
#

so i set the veriable to 1, when the rotation is right?

#

never worked with particle systems

stiff spoke
#

I'd rather put it to maybe 100, the numbers like that. Good to more

#

Particle of the water?

#

Good to more

zealous cloak
#

yep some liquid

#

when should i activate the particle system

dim plover
#

Hmm, this is strange.
SphereObjectTrace with the same TraceStart and TraceEnd doesn't register any hits.
I'm in 4.21 where this issue shouldn't exist, but even more strangely is that it only happens in some classes.

flat trail
#

@stiff spoke tried that too

hidden aurora
#

Already 4.24 for testing wow!

thin tendon
#

I need help. On this material paramater collection is there a way I can add vector paramaters at run time?

hidden aurora
#

Amazing job Epic!

thin tendon
#

For example if R11 doesn't exist add it in

flat trail
#

@stiff spoke ive created a new project

tardy sapphire
#

Hey guys, I have a problem, I have a fast moving vehicle through a landscape, but my landscape is "flickering" and loading some mountaintops quickly on and off, I think it might be an LOD issue, how would I fix this? My foliage is also flickering, everything seems to flicker.

solid sierra
#

I have a question about animating something I made. So I created a target hanging from a string in maya, and I want to know if there was a way I could make it sort of animate in any direction. Let's say you shot at it with an arrow, the target would move back an forth a bit since it was just hanging there. The problem is, you could do that from any direction. So how do I make it animate any way? Can I make a few animations then somehow use a blendspace?

celest peak
#

I’m a beginner n interest in game developing where should I start

#

I want to create a top view multiplayer game

opal spindle
#

Hi, I'm having trouble understanding the license agreement of Unreal Studio. What are the exact conditions in selling a packaged exe to a client?

pseudo swift
#

Hi, Im using a firstpersonBP to record a first person view. My problem is that the cineCam that I attached to the mesh is only rotating in one axis, it seems locked. I checked the settings but no luck, any pointers?

#

do I need to fix my inputs in settings?

sacred sun
#

@celest peak the specific starting point doesn't really matter, so long as you learn things along the way. find a tutorial series, look at the last video in the series to make sure it ends in a fairly complete state. then watch and follow along. multiplayer is a bit of a large bite to take starting out so you probably want to start with a single player game first. once you have a solid grasp of the basics then jump into multi player.

#

@pseudo swift yes

celest peak
#

@sacred sun which yt do you recommend I’m like super beginner at this stuff n I’ve a entry level hp laptop

#

1050 graphic card

#

N thanks bro

royal lance
#

Not sure if this is the right place to post an issue like this but i thought one of you might have a quick fix, I cant seem to get the 4.23 version of unreal working, i keep getting this error: Assertion failed: Module [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 376] MeshUtilities

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

next badger
#

@gilded plinth if you think you can add bones that are Not Virtual inside UE4 - show me
The screenshot you linked is not about UE4 editing

pseudo swift
next badger
#

@pseudo swift Um...no wonder, you're using X AND Y to look up, and same axes to look sideways

pseudo swift
#

yep, I got it figured out now πŸ™‚ realized what I had to change, thanks for the help though, im not an expert as you can tell hehe

next badger
#

@royal lance are you starting default project?

royal lance
#

yes

next badger
#

did previous versions work for you?

royal lance
#

previouse versions have worked b4, ive tried to completely clean out my epic client and reinstall but the same problem keeps coming up , ive installed it on a secondary disc so i may have a problem with the directory

next badger
#

VC Redistributables/Visual studio may be the issue here

#

you should verify those properly installed

#

Visual Studio 2017 v15.6+

#

those are inside Engine/Extras/Redist/en-us

neon narwhal
#

Hi, hello there guys!

#

I have 1 simple question!

sacred sun
#

42

neon narwhal
#

Nope, 422!

#

UE_4.22\Engine\Source\Programs\UnrealBuildTool\Platform\Android to be exact

#

πŸ˜›

#

Ok, so here i go:

next badger
neon narwhal
#

if i edited .cs file in here (UE_4.22\Engine\Source\Programs\UnrealBuildTool\Platform\Android) - do i need to rebuild engine from source?

next badger
#

@neon narwhal yes

neon narwhal
#

And i cant do it from files do i have, i need to create GIT account, sign up for unreal repo, download source etc?

next badger
#

git is only way to build an engine

neon narwhal
#

And edit that file in source again

#

Ok, great, all i needed to know, i'll go under right channels if other questions appear. This one was pretty uniform! πŸ˜›

#

Thanks! ❀

next badger
#

@neon narwhal UBT is a standalone app so, maybe you could only compile it, w/o recompiling the whole engine (depends on how deep your changes are)

#

it's a part of the source still, so git is only way

plush yew
#

is there something like "get actor location"

gilded plinth
#

Virtual Bones can be right click deleted

next badger
#

cause virtual bones are added in ue4...
you were asking if it's possible to remove a bone in ue4...answer is NO, if it's not a virtual bone

neon narwhal
#

Only 1 line added there

next badger
neon narwhal
#

Ok, thx!

plush yew
#

why is not my enemy moving where ball is

gilded plinth
#

@next badger I assumed the answer is no, but was hoping this might be an exception. I'm just following UE4 docs language of "adding" but I think a more suitable word is "combining" since technically the additional bones are added in your DCC and once the new skeleton is imported it is "combined" with the old skeleton. I find it surprising that UE4 makes it so easy to "add" new bones to your existing skeleton without a way to remove them.

#

If you happen to "add" peripheral bones through this combining method, I guess the only way to rollback to the original skeleton is to re-import it as a new skeleton :/ ?

plush yew
#

can someone help me

#

i have tried to figure out full week how to make fk enemy follow ball in x axis

forest totem
#

I want to add Convex collision to mesh and Apply does nothing. can someone give a help?

cloud cobalt
#

It happens when the mesh is too weird

#

Lot of open faces etc

#

Do the collision mesh in 3D and import it

next badger
#

@plush yew what actually you're moving? you are using move component node, w/o any input

#

component is not actor itself btw

forest totem
#

@cloud cobalt ty

fierce tulip
#

as a non-coder, what file in explorer could tell me there is custom node stuff?

cloud cobalt
#

Custom node ?

#

Blueprint ?

next badger
#

you mean "can i see in a content browser if custom node used in material" ?

cloud cobalt
#

For a Blueprint custom node you'd just look over every .h file to find BlueprintCallable

#

The one that defines the class currently used, most likely

fierce tulip
#

i mean, to see people adding c++

regal mulch
#

I have to say this sounds weird

fierce tulip
#

i think its a bp only project, so migration should be fine.. but just migrating one with cpp

#

needs smore steps?

next badger
#

if you have cpp, the project itself will have a source folder

regal mulch
#

What are you migrating and why would that have something to do with BP only vs BP/C++?

fierce tulip
#

noncoder, duck if I know how easy it is to migrate something with cpp content to another project

cloud cobalt
#

Migrating Blueprints calling C++ code is probably just not doable

#

Not automatically I mean

regal mulch
#

So you mean you might migrate something in BPs that uses some custom C++ stuff

#

Yeah that would need the C++ stuff to be copied over by hand and then probably even fixed in the asset that uses it

#

Best to keep that crap in a plugin

fierce tulip
#

I want to move the fluidninja tool to my vfx toolbox project, but I dont think its properly possible.

cloud cobalt
#

@fierce tulip Basically, it's less "calling C++ through custom nodes" than it is "entire parent class". Blueprints have a parent class name - like GameFramework.Pawn or MyProject.SpecialPawn

#

This is how you usually have custom nodes

#

The problem here is that migrating the C++ SpecialPawn can be done, but the name will be wrong

plush yew
#

Has anyone tried Pixars USD plugin for Unreal and managed to get it to work. I'm getting this error. Suspecting bad environment variables in unreal. I'm able to import those modules in command prompt and houdini

regal mulch
#

I want to move the fluidninja tool to my vfx toolbox project
Not sure what Fluidninja is. Is that just a project and you want to merge it into your toolbox or is it a plugin?

cedar snow
#

what about using redirectors?

regal mulch
#

Doesn't change the fact that the C++ code would be missing in the other project

cloud cobalt
#

It can be done in four steps, i think :

  • Copy the base class (cpp/header) to destination project, rebuild it (assuming it already is a source project)
  • Add a redirector from OldProject.Class to NewProject.Class
  • Migrating the actual BP, saving it
  • Removing the redirector
cedar snow
#

ofc copying the code

cloud cobalt
#

This should work

fierce tulip
#

but how do I know if it even has cpp

cloud cobalt
#

What's the parent class ?

regal mulch
#

Is it a project? Then it must have a Source folder

cedar snow
#

would the reference viewer help there?

#

of the BP

fierce tulip
#

again, not a coder. duck if I know what a parent class is :p

radiant haven
#

didnt 4.23 just realeased and now the next one?

fierce tulip
#

header?

#

wut

regal mulch
#

@fierce tulip Does the Project have a Source folder?

#

Let's just start with that.

#

If not, then there is already no C++.

cloud cobalt
#

^

fierce tulip
#

no source folder

cloud cobalt
#

No C++ then

regal mulch
#

@radiant haven That's a preview. They are not ready for production. This is not the release of 4.24.

fierce tulip
#

still breaks on migration, but only errors are missing textures. but thats because preview-textures where assigned and moved.

cloud cobalt
#

Second test : what's the base class for the BP?

#

If it's Actor or Pawn or something - it's very likely okay

normal burrow
#

Class settings

fierce tulip
#

highest class thingy I can find is blabla blutility

next badger
#

@radiant haven ther will be like 6-8 preview versions during next months...then release

cloud cobalt
#

@fierce tulip Probably fine I think πŸ™‚

fierce tulip
#

then I really wonder why it breaks on migration

cedar snow
#

did you enable blutility plugin?

fierce tulip
#

hmm

#

good point

#

no win10, i dont want to open all the uproject's I have on my desktop

#

poor cpu

cedar snow
#

time for a 32 core threadripper

fierce tulip
#

ikr

#

"just in case I misspress"

next badger
#

this tool looks so dope

brittle stratus
#

has anyone got the chaos stuff to work i had another idea go try the source install on windows 7 and yes i know that cant work there are two packages that wont install cause it wants win 10 and 2019 vc solves the issue i was told...but i wionder if doing that might help anything

normal burrow
#

@safe rose that 80 dollar 1950x is quite a powerful deal lol. I use one of these daily and it can’t game but can compile ue4 fast

cedar snow
#

the "getactorsbyclass" node doesn't have a class configured @fierce tulip

brittle stratus
#

nice price ya ive noted for first time in a decade good cards are cheap

cedar snow
#

in the ninjabaseBP

fierce tulip
#

hmmz, perhaps I need to be lazy and move the other project to this one. (as it does not contain code/blueprint stuff)

cedar snow
#

hehe

brittle stratus
#

and youtube leaked to me yesterday new rules they had coming ...very strict on meme like stuff etc seems that article 13 in eu is for everyone now

cedar snow
#

depends on the number of BP's

brittle stratus
#

dont know why but they keep testign everything on me two weeks before everyoen else lol

fierce tulip
#

i know a liiiitle bit of blueprint, but this thing is not even close to my current comfort zone XD

brittle stratus
#

if i get this chaos stuff to work via code fix ill post

fierce tulip
#

k, food first