#ue4-general

1 messages · Page 569 of 1

brittle stratus
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question if i convert a project that says the chaos is 4.23 to 4.24 will that rebuild it properly im getting errors that i cant jsut copy it over

hexed dock
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is there an existing blueprint function for getting the length of a third side from the other two? (i mean, i know the trig function, just trying to figure out if it's already there)

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vector2d, i should say

kindred viper
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pythagoras is the term.

normal burrow
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For right angles

brittle stratus
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nope wont let me import copy or do that chaos , says i ahve to manually rebuild unreal

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and that wont work with vc 2017 and windows 7 64 bit

normal burrow
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Jep I don’t think so

cedar pawn
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Guys I got a simple question, does a core i5 2.5 ghz 8 gb ram laptop without GPU can be used to learn unreal engine ?

bitter iris
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Question,

What does everyone use for Dedicated MP Servers with UE4? I'm in need of a new sys

I bought uWorks last year, came back to it here an there but todays files on the plugin are all broken. Owner has abandoned it.

safe rose
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Damnnn

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He abandoned it...

bitter iris
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yup

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over 500 errors

sacred sun
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anything that meets the min specs can be used to learn unreal. with those specs you'll have to have a fair bit of patience when working with materials, building lighting, packaging.

bitter iris
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hundreds of people asking for support nothing :/

cedar pawn
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thanks Cel

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I am sorry Jordan if I voilated some terms there

whole quarry
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Not really a engine specific question but still related, but he also speaks about a different topic 😁

hexed dock
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Can anyone recommend any library to do something more advanced for custom UMG painting beyond just box/lines/lines/text? Like circles, just for example?

plush yew
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Can I upgrade a project from 4.23 to 4.24 by just opening it in the new engine?

grim ore
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yes

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it's not recommended, but you can

next badger
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@plush yew there's no way back, you may stuck on preview for months

plush yew
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I need that chaos destruction and it wasn't working in my source build ):

fierce tulip
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@bitter iris might want to contact mp team if he abandons it, since its still for sale.

next badger
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it still wont

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chaos doesnt work on 4.24

plush yew
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I thought I read that it was integrated

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Huh

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Dang

bitter iris
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@fierce tulip contacted for a refund as i paid £150 :/

next badger
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some people claim that chaos won't be live for a year or so

cloud cobalt
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It's unfortunately a common problem on the marketplace

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@plush yew Beware that Chaos isn't ready for production yet

light thunder
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Is there a YouTube or live stream or other resource that outlines how to take an existing rig model and converted to the unreal mannequin so as to use all of the animations that are currently available for the unreal mannequin? I'd ask #animation (i did actually) but there have been multiple other questions that haven't be responded to in 24 hours and this might be more of a basic question in any case

cloud cobalt
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Export the skeleton, import it on Maya etc, re-rig the model

fierce tulip
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@light thunder look for "ue4 skeleton retargeting tutorial" or so

plush yew
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I don't understand why the Chaos Demo was working when I tried it in the non-source 4.23, but it (the feature itself) isn't working everywhere else or in other people's projects

light thunder
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@fierce tulip thanks, I wasn't sure if it was just retargeting specifically but yeah, that's what I was looking for, thank you

cedar snow
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OOC does uWorks come pre-compiled that users can't upgrade it to 4.23?

bitter iris
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not sure, ive seen a lot of people asking for 4.23

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an no one gets a response

next badger
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chaos demo is c++ project, it'a a monolithic build that will compile whole engine

cloud cobalt
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Lots of people don't know how to compile stuff, and it's not like an abandoned plugin will compile anyway

safe rose
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Doesn't matter how long it takes

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It just needs to release whenever it does...100% stable and performant

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Maybe when they do another "Stability-release" ... they've only done it once IIRC (4.10?)

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Long overdue

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Aye

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We need more of these

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Just one in the "20-series"

cedar snow
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yeah, not defending abandoned plugins, but unless it's pre-compiled it should be straight-forward to upgrade

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if all else fails move it to your projects plugin dir and fix it

cloud cobalt
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laughs in 4.24 header changes

cedar snow
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cries in installed but not yet started 4.24

cloud cobalt
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Prepare to rewrite every single #include (or enable yet another "I don't want to update stuff" boolean)

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Also quite a few depreciations

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Including, aggravatingly, GetComponentsByClass

cedar snow
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wat

dim plover
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Since no one answered your question, UWorks isn't pre-compiled. It's my favorite thing about it.

cloud cobalt
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It's not the end of the world, but stuff like that makes compiling a plugin on a newer engine a bit of a problem

cedar snow
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yeah that's a super common api call

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got a direct link to those changes?

cloud cobalt
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Nope

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I just compiled for 4.24 and took an hour or two to fix the includes, since the new way is a bit cleaner imho

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Epic usually only writes the real release notes for the .0 release

dim plover
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I don't think they even put small API changes like that in the release notes, anyway.

cedar snow
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do you have an example for the header changes? renamed headers or something replacing minimal headers?

cloud cobalt
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They removed subfolders from the default public header search path

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So "UnrealNetwork.h" is wrong (should be Net/UnrealNetwork.h)

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If you have folders in your game code, you'll have to write "Project/Folder/Subfolder/Header.h", too

dim plover
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Oh... oh no.

cedar snow
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lol

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duck

cloud cobalt
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There's a legacy option in build.cs for production projects, so don't panick 😛

dim plover
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Well, might be a little late, but you know about Alt + Shift + Q with VAX?

cedar snow
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i'am a no-vaxxer

dim plover
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All you have to do is hit that shortcut on a missing type, press enter, and it'll automatically put the include.

cloud cobalt
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Wondering how it handles situations like there where most of your old includes need to go away on top

dim plover
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I'm pretty sure it won't take care of that, no. But 🤷 Intellisense squiggles should make it easy.

cedar snow
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but why "Project/..."

cloud cobalt
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It depends really

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If everything is in one folder you're fine

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If you have A/ClassA and B/ClassB though, include in B is "Project/A/ClassA.h"

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They basically enforce the "Module/<subpath in public if any />Class.h" convention

plush yew
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how to fix

cedar snow
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at that point i just write a script to fix the includes @cloud cobalt

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or get a demo version of VAX

cloud cobalt
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I considered that, and using the easy bool

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bIAmTooLazyForThis

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(not the actual name)

cedar snow
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i mean you still include the paths in your build file

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i guess?

cloud cobalt
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Works too I think

cedar snow
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i guess the reason for the change is disambiguation?

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with namespaces generally not being a thing in ue4?

grim ore
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@plush yew you are trying to set a variable for an item that is in the world in a class that is not in the world, you cannot fix this.

plush yew
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well how to get this fk pawn reference to blueprint

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then'

grim ore
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is this item not in the world?

plush yew
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ball is in world

grim ore
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sorry are both items not in the world

plush yew
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?

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what is other

grim ore
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you have the item you took the screenshot of, and you have the item you want to put in that variable?

plush yew
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yes both are in world

grim ore
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ok then you should be able to set it on the variable itself not in the default settings

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we can't see your code so we can't see where you are trying to do this at or what

plush yew
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still trying to make that fk enemy

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@grim ore

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im going to jump from the roof if i dont get this shit work today

grim ore
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click on the ball variable on the left, then you should be able to select it if this and the ball are in the world

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but you are having all of these problems because you refuse to do step 0 and learn how this all works so shrug

plush yew
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find reference?

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that you mean

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what

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wtf you mean

grim ore
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once you click on the ball on the left the drop down in the details panel should let you pick that variable in the world

plush yew
grim ore
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you might need to do this from the item itself in the world, the instance of the item, i am guessing this is the player?

plush yew
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enemyy

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is that

safe rose
plush yew
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moving to ball is fk x axis

safe rose
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Seems I can't still GoToDefinition from Blueprints

plush yew
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@grim ore ok i set it in world

stiff spoke
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On the epic games store there is a pack for liquids, try the @zealous cloak

plush yew
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it looks like this now too

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is here everything right to get enemy move to ball is y axis

zealous cloak
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@stiff spoke for free use?

stiff spoke
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Yes, but I do not know if today is still free. First try to see @zealous cloak

zealous cloak
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I'm on the move, so will check on monday

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Particals and other fluids are new for me :)

stiff spoke
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OK

safe rose
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Interesting. Never knew people could get suspended on Answerhub

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@plush yew Don't randomly PM people for help please

sharp crest
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programming a bow

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is the worst thing

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I have ever done in UE4

radiant haven
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ok

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good

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to know

sharp crest
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just wanted to share my daily nightmare

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kbye

radiant haven
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bye

dim plover
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What part in particular did you have trouble with?

plush yew
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should this blueprint make my enemy move in x axis where ball named pawn is

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there is problem because its not still moving

green lake
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Ello guys, is there a free alpha displacements for UE4 i can't find

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for terrains etc

warped tangle
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@plush yew Is that still just an Actor, because if so, then no, add movement input wouldn't move it. It would need to inherit from Pawn/Character

plush yew
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its pawn¨

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@warped tangle

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oh god how hard it is to make just pawn to move other pawn

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i have been trying to do this shit 1-2 weeks

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nothing makes it move

warped tangle
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This may be a stupid question...but do you have a floating pawn movement component on the pawn?

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@plush yew

plush yew
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no

warped tangle
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Also understand that running that add movement input on beginplay is going to fire 1 time, moving it 1 time very briefly (probably not even far enough to notice). It needs to be run on tick/timer to have continual movement.

plush yew
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i put tick to it

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still not moving

warped tangle
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You need to have a floating pawn movement component

plush yew
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oh okay

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i try it

warped tangle
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Also, I'm going to point out that using the actor location, and getting the X from that is not going to necessarily give you the results you may be looking for as far as direction goes

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You want to use something like get actor forward/right/up vector depending on what you're trying to do

plush yew
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@warped tangle still not working

spark sonnet
plush yew
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i am gettting angry

warped tangle
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@spark sonnet funny somebody else was having issues with that on here the other day, didn't follow the what was going on though

spark sonnet
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🙂

warped tangle
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@plush yew change the scale value to something like 100

plush yew
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nothing happens

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..............

warped tangle
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is this being possessed by an AI controller?

plush yew
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no

warped tangle
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I think it has to be possessed to move as well

plush yew
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the fuck is that

warped tangle
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dude chill

plush yew
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how to make it

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i am angry because i have not made any progress in 2 weeks

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nobody helps

spark sonnet
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What do you want to achieve?

warped tangle
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Hi all, I'm nobody 👋

plush yew
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i want to achieve enemy thats move in x axis where ball is

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very simple

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@warped tangle how to make that controller

warped tangle
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There's a default AI controller, just make sure that the pawn is set to be possessed by it

frosty bloom
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I bet there is tons of tutorials just for this right here

warped tangle
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click on it in the world, if it's already placed (I'm assuming here), and search for "possess", and see if AI controller is set to possess

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There are, for sure

plush yew
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ok

warped tangle
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set the AI controller class to AI controller

plush yew
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okay

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lol it moves but flies out of map

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but progress

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yay

warped tangle
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set the scale value back to 1

plush yew
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okay

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lol it still flies out of map

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looks funny

warped tangle
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also...I'm assuming add movement input wants a normalized vector right?

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@spark sonnet

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@plush yew just hard code 1,0,0 into the world direction

spark sonnet
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@warped tangle I figured out my problem. Its a varible inside the function

plush yew
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@warped tangle what?

warped tangle
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Yeah it's probably because you're using get actor location, you should be using get actor forward/right/up vector

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not location

plush yew
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okay

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and i can control character with ball too

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yay

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but infinity movement

warped tangle
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yep

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Now at least it moves

plush yew
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this?

warped tangle
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should be

plush yew
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i try

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or then it is forward

warped tangle
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depends how you've oriented the actor in the world

plush yew
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lol it was forward

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it doesnt work anymore like it used to

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i cant control it with ball too

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why cant i use getactorloc

warped tangle
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@spark sonnet have you had issues with pathing errors? I think that's what was going on with the other guy

spark sonnet
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pathing errors?

warped tangle
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he was getting pathing errors or something using find path syncronously

spark sonnet
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My issue was that I couldnt get the path array

warped tangle
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I'm just trying to remember what that other issue was the other day

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ohh

spark sonnet
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But I found it

warped tangle
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gotcha

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cookie for you

plush yew
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now i need to just figure out how to stop this guy

warped tangle
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@plush yew again, world direction expects a normalized vector for direction, not a location in space

spark sonnet
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Thank you

plush yew
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so do i use forward then @warped tangle

warped tangle
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depends on your setup. Couldn't say

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you could also use AI to handle navigation

plush yew
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but then i cant control enemy anymore with ball

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if i use forward

warped tangle
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Yeah I have absolutely 0 idea about your game so I can't answer specific stuff

plush yew
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i send photo

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that guy in other side wants to fly out of map

warped tangle
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well yeah you're ticking a single direction movement input

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the issue was you couldn't get him to move. Now he moves, now you gotta figure out how you want to handle the movement behavior

plush yew
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it needs to stop when has same y as ball

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and if it moves again, then it keeps moving

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equal (floor)?

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@warped tangle like this?

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then when equal it stops movement

warped tangle
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try it out, keep trying until you get it to work, then you can worry about making it work better

plush yew
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@warped tangle do you know why it doesnt work

abstract relic
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Man, it must go flying with that set up

plush yew
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yes yes it just is flying outside map and i am now trying to make it stop when is in same location with ball

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@abstract relic

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...

abstract relic
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Please do not ping

spark sonnet
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Your stop movement is not connected to anything @plush yew

plush yew
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oh

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lol

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how should i connect it

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where should that white arrow thing go

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from event tick

spark sonnet
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You could use a branch to check

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if its equal then stop, if not then move

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But that would still cause issues I think

plush yew
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i try

spark sonnet
warped tangle
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@spark sonnet what do you mean nearest vector to your actor

spark sonnet
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Get the nearest vector in an array *

warped tangle
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ah, could loop over, subtract from actor location, get length, add to a temp float array, and get min value in array on loop completed?

spark sonnet
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Thanks I'll try that

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But wait

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Then I need a bunch of floats?

plush yew
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i understood problem

spark sonnet
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There is a get path length (:

warped tangle
plush yew
warped tangle
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@spark sonnet ^^

plush yew
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should i put something to that scale thing

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like there is in character movement

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does it then know path length

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can someone help me to stop this enemy to not fly out of map

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its goes to right direction where ball is but never stops

warped tangle
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you're never telling it when to stop

plush yew
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i have no idea how to tell it to this asshole

warped tangle
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unhook the event tick

plush yew
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white line?

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remove that

warped tangle
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then it won't move at all. You have to add some logic to tell it when to stop

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I think youd be well served to do some tutorials and whatnot. There are a ton of resources online

spark sonnet
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. -> stop move
Event tick -> branch
(conidtion) -> move

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@plush yew

plush yew
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ok i try

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@spark sonnet like this?

warped tangle
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now you have to give it a condition

plush yew
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boolean?

warped tangle
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right now it's always going to stop movement on every tick

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This isn't a knock bro, but I really think you should go do some tutorials. You are missing some fairly basic programming concepts

plush yew
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@warped tangle maybe i should have that boolean thing before going to branch?

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what is the problem

warped tangle
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that's expecting a controller as the target, either player controller or ai controller

plush yew
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fix?

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should it expect that

warped tangle
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honestly if you just put nothing on the true branch it'll stop moving as well, you don't need to call stop movement for something like this

plush yew
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true goes to add movement input

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..

warped tangle
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yes, you need to give it a reference to the controller. In this case, it's the AI controller that's possessing the pawn

plush yew
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okay

warped tangle
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err no it doesn't

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according to your screenshot

plush yew
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what is that warning then¨

warped tangle
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what does it say below in your compiler results?

plush yew
warped tangle
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It literally says right there

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exec pin isn't connected

plush yew
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is it that white pne

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one

warped tangle
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yes white == exec pin

plush yew
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ok

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where should it go

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i dont see good place for it

true leaf
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I think it means the input exec pin. The one on the left

warped tangle
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I'm not at all sure what you're trying to do right now so I couldn't say

true leaf
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It has to be connected to an event .. it has to be callable by something

plush yew
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it should stop the enemy

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when equal location

warped tangle
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so, as I said before, just have NOTHING on the false side of the branch

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get rid of all the stop movement stuff you have

plush yew
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oh okay

warped tangle
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then plug the bool output of the float == float node you have into the branch

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not sure it'll work but try it

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don't start infernal

plush yew
warped tangle
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let it be

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It's been explained

plush yew
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nothing in false part

warped tangle
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omfg

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you switched it again

abstract relic
warped tangle
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^^

plush yew
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oh okay

warped tangle
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@plush yew , seriously man, you need to go learn the basics

plush yew
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its now like this

warped tangle
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I've been attempting to walk you through this for a while and you're not understanding basic concepts

true leaf
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Yeah we can't teach you this , this is like 101 stuff

warped tangle
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Yep

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We're here to help with problems like you had before where you pawn wouldn't move, but now we're in basic territory that you need to spend the time to learn

spark sonnet
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Thank you @warped tangle That was exactly what I needed. I just used "Get path lenght" instead of subtracting it to make the code a bit cleaner

warped tangle
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ah nice

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I was just rambling off the top of my head lol

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but yes that should work nicely

true leaf
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Also I just learned about the whole 'cast to is bad' thing and realized most of my bp size maps were over 2gb . My game took so long to load that the client would time out and not connect to the server when I pressed play . Lmao

runic iron
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use tags when you can to avoid casts imo

true leaf
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Spent time to put in interfaces and now it loads a lot faster but all my old code is terrible

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Tags ?

runic iron
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Yup, you can attach tags to your entities and just check if they have it with a simple "has tag" node

true leaf
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Oh but that only works on literal objects in the scene I think

runic iron
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Yup

true leaf
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Most of my code deals w abstract classes , blueprints

runic iron
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Oh ok nvm then lol

true leaf
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Interfaces was the trick !

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So now my bps send interface messages to eachother so they don't have to load eachother into memory all the time

runic iron
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Oh yeah I use that trick for my UI

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Just a send message

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It's convenient

true leaf
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Yeah it's good for separating sections that are very different like ui stuff vs game stuff

runic iron
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Definitely

true leaf
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I found that it's almost impossible to decouple my unit class from my statcomponent class w interfaces but that's prob unnecessary

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They should load together anyways I suppose

dim plover
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If you had MyPlayerController class as a blueprint class property, would MyPlayerController be loaded?

pulsar kraken
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I need some help. Does anyone know what you need for a projectile to explode on collision (not hitscan)???????

true leaf
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Yes!! So that's why I always use playerController (the native one) in my code and use an interface to call stuff from GameplayPC (my custom extension of it)

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I refactored so I'm not using GameplayPC directly in my other blueprints unless I absolutely have to

runic iron
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I think the guy from the BP conference of unrealfest talked about that stuff

pulsar kraken
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I need some help. Does anyone know what you need for a projectile to explode on collision (not hitscan)???????

true leaf
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@dim plover those classes are a huge part of the story of reducing memory loading w interfaces. Usually they are the first thing to load and they glue things together so if you can reduce their sizemaps w interfaces that is big

runic iron
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@pulsar kraken Didn't understand your question. Also don't spam pls
What kind of projectile are you talking about, we need more details

crude vessel
#

Oh no cast to is bad?

true leaf
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Cast to isn't bad but if you abuse it you can cause memory loading issues

runic iron
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^

pulsar kraken
true leaf
#

Think... Malloc

crude vessel
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Define abuse? Like I have strings I cast to text for an error log

dim plover
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What is the sizemap for your PlayerController blueprint, anyway? Shouldn't be a lot since PCs don't really reference any expensive art assets.

normal burrow
#

there is literally no way to not cast most of the time, you need to when you need to. you should avoid overly casting when you know what something is already though

pulsar kraken
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@runic iron A projectile that explodes on impact with landscape. I have it exploding on actor collision atm.. I need landscape.

true leaf
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Abuse meaning you put CastTo Unit nodes in a helper function library that you use in your GUI

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Because then all your GUI BP's that use that helper library will need to totally load your unit class

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Which is prob huge

dim plover
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@crude vessel , That's fine. It's just BP class references will cause those BP classes to be loaded.

true leaf
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Yeah what you described is fine since those classes are native and tiny

crude vessel
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Okay, I'm still learning blueprints and want to avoid picking up bad habits because I'm new to it.

true leaf
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You can click View>Sizemap on a BP to check and see how much crap it has to load to get rdy

runic iron
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i think you have to mess with your collision presets @pulsar kraken

pulsar kraken
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maybe destructable.

runic iron
pulsar kraken
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have not seen that one.. i did however google for awhile.

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thats probably it because i don't even know where collision volume is in 4.23

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sigh so simple yet so tough

runic iron
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Isn't landscape an actor too ?

pulsar kraken
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landscape is a landscape

runic iron
pulsar kraken
#

If your talking about "type" atleast

runic iron
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Seems to be an actor too

pulsar kraken
runic iron
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i don't use them but it should be registered as a hit actor like your other actors so I think the problem comes from your landscape physics presets ?

pulsar kraken
icy mulch
#

Can you use soda brands in games yes or no

true leaf
#

No . See: nuka-cola

runic iron
#

Seems that you don't have the "simulation generates a hit event" with a landscape @pulsar kraken

true leaf
#

Just make up a cheeky fake brand

runic iron
#

Maybe the problem comes from here

#

Again I don't use landscapes so I'm not really sure about that unfortunately.

pulsar kraken
#

That was set.

#

I know.. its frustrating :/

runic iron
#

Hmmm that's weird

civic crown
#

Is there a way to stop SteamVR from launching every time I launch UE4? The thing I'm currently working on doesn't use VR at all

warped tangle
#

disable steamvr plugin

unreal comet
#

Yea I had that VR issue and it turns out that the SteamVR plugin seems to be activated by default in 4.23. I'm not sure if it's that way for everyone but it was in my case. Simply uncheck it and the VR notification will go away.

runic iron
#

Hey guys, I'd like to reproduce the shadow effect used in paper mario by the shadow sirens when disappearing into the ground to attack
Example : https://youtu.be/Y808EGHl-tA?t=221
i just want to do a similar effect but without using shadow, just spawning a black extending circle, do you think decals are the way to go ?

#

Nvm, solved it

normal burrow
#

lol

spark sonnet
#

Any ideas on how to make "Find path to Location Synchronously" create the path further away from the walls?

cloud cobalt
#

Larger probe actor

spark sonnet
#

probe actor?

cloud cobalt
#

The actor template used for evaluating the graph

spark sonnet
#

Where would I find that?

pulsar kraken
#

anyone have a good crosshair?

pearl sonnet
#

perm marker

cloud cobalt
#

Nav Agent Radius

spark sonnet
#

Thank you very much @cloud cobalt !

pseudo swift
stiff spoke
#

Where can I send invitations to this server?

grim ore
#

alot of the time overlapping UV's for that much is due to similar faces being overlapped, like a cube for example with each side actually overlapping in the UV map instead of being seperated in islands. You can try and reimport and let it remake the UV's or you can unwrap it better in the DCC program. visualize it with a texture perhaps so you can see which part of the mesh maps to which part of the UV Map @pseudo swift

runic iron
weary basalt
#

No Discord Links

stiff spoke
#

OK sorry

#

Really sorry @weary basalt

weary basalt
stiff spoke
#

OK

pseudo swift
#

@grim ore thanks! I checked out the documentation on unreals website and im re-generating some of the uv-lightmaps inside unreal and seems to solve alot of my issues, most of the times my uvs are fine, its just using the wrong index for generating the lightmap from!

grim ore
#

👌

pseudo swift
#

if you dont mind me asking, exactly how does these overlapping UVs affect lighting?

#

pure visually i mean

plush yew
#

anyone encountered an issue where the preview screen on any assets is empty?

#

only in Perspective camera mode

#

not in any of the orthographic modes

#

As you can see in ortho top view everything is visible

pearl sonnet
#

the dmt creatures are MIA

plush yew
#

Ok ingore wahtever I said

#

By some reason unreal had me zoomed the way f out, like 10000x farther away then ususal

west basin
plush yew
#

it's in the starter content

pearl sonnet
#

so much unreal recently 👌

plush yew
#

@west basin Just add starter content to your project

west basin
#

just my first day

abstract relic
#

Create new project >>> enable starter content

west basin
#

what I want is to download the sample file

plush yew
#

Martin

#

Do you have the project open?

#

Press the "Add new Content" Button, the green one you shouel get a list menu right?

west basin
#

@plush yew,I still don't download it and it's not in the Marketplace

plush yew
#

Because its a part of the engine

#

press the "Add New Content" Button, then the list will have "Add Feature or COntent Pack" press that and choose the "Starter Content" @west basin If you are already in the project

spark sonnet
#

^

plush yew
abstract relic
#

If you have the engine installed, you have those content

plush yew
west basin
#

@plush yew, I know the steps to follow, what I need is the sample file

plush yew
#

Aha, then you must have opted out of it when downloading the engine through the launcher

#

Either go to unreal Giithub and downlaod the starter content only, or remove/reinstall engine

#

I say go with option 1. dig through ue4 github repo and download the folder from there

west basin
#

@plush yew,thanks right now I try it

#

@abstract relic,I understood, it comes pre-insulated

#

thank you all this is really useful

dense gate
#

I come with a bit of an abstract question

plush yew
#

Unreal Engine\4.xx\Samples\StarterContent\Content\StarterContent @west basin

dense gate
#

So the game Paragon was closed down with most of its assets released, now the projects that spawned to "revive" it are willing to ask money for microtransactions of the included skins

#

Is there anything in the Epic TOS/EULA that would disallow them from charging for such a thing?

plush yew
#

@west basin That is the relative path to the starter content in teh engine, so if you don't have it on your engine, then you'l find it on teh github on that relative path

#

@dense gate No, like any other asset you buy and get from epic you are free to use it however, I mean it'ss bit douchy to charge microtransation for skins, even more so when it all was free I would say, but anyone is can use them how they see fit if they so chose

dense gate
#

So it's simply highly amoral to do so, but not illegal

#

I see

plush yew
#

Yes

faint cedar
#

hm

#

anyone here worked extensively with streaming levels + baked lights?

#

namely like

#

If I have 3 sublevels, and my lights are in those sublevels

#

if I just have those levels visible, and build light, will it build for them only?

#

so if I now hide that and show another sublevel, and build light for that, it goes into that level, it won't tear down the previously baked stuff?

bitter iris
#

how can i get the 4.22 source?

#

cant seem to get it on git as it shows 4.23

grim ore
#

change the branch to 4.22

iron tree
#

Total noob to UE4, I was wondering why the thumbnails weren't showing up in my sequencer tl like in other cinematics?

#

is it even important that they do?

grim ore
bitter iris
#

oh sweet thanks dude

proud hedge
#

Does someone know how to export textures correctly from World creator to UE4? It doesn't work in my case.

placid yarrow
#

I previously asked about the best way to give the user 20 or so possible avatars (each with their own meshes and animations), and based on some good advice from @normal burrow, I created a bunch of data assets that each have soft pointers to one skeletal mesh, one anim blueprint, and about half a dozen anim montages. I'm assuming that I will now have all 20 of those data assets sitting in memory during gameplay, but I'm hoping that they are relatively small. Is it fair to say that, because the variables inside the data assets are all soft pointers, the data assets that aren't being used are taking up relatively small amounts of memory? If I'm wrong, would I be better off creating a separate blueprint class for each avatar (instead of a separate data asset)?

normal burrow
#

Kelby, yes data assets should be tiny. its more about the references they have and because your using soft references to the memory large stuff those won't need to exist before the data asset

#

you're basically going to have your data assets in memory at all time which is ideal. Unless you are getting them from http or some external source.. having many data assets with soft pointers should work just fine.

charred shoal
#

Do you guys suggest "virtus learning hub" on youtube for learning how to use ue4?

#

he has a lot of highly viewed videos

grim ore
#

there are some watchable videos on their channel for sure

short plaza
#

@charred shoal if you are a real beginner, yes. If you are intrested in how to code and do thing propery, no

charred shoal
#

oh ok

#

well yeah id say im a beginner in c++

#

but he has a lot of interesting game specific tutorials

short plaza
#

You might look at that, but ignore his coding. Was watching his videos for a while when starting with unreal myself to get the basics down. But very soon I was facepalming about how he does a lot of things.

charred shoal
#

like what is bad about his coding?

neat forge
#

Same ^

charred shoal
#

is it the style?

neat forge
#

He just doesnt do things efficiently

charred shoal
#

oh ok

#

so he over complicates things?

neat forge
#

No, he does very simple routs

charred shoal
#

oh

neat forge
#

A lot of it cant be expanded upon

charred shoal
#

well for example if i just looked at his simple vs c++ tutorial i should be fine?

#

cause i really only need to watch the last quarter

neat forge
#

idk, probably, I have only watched some tutorials when I first started

charred shoal
#

i already know everything except for classes

short plaza
#

Basically he does not code for big. His coding might work for like 3 buttons in an inventory, but thats it. If you need any more than that, his way of doing it will make you spend 50 years only on the invectory

charred shoal
#

oh lol

#

that's not good

short plaza
#

watch these

charred shoal
#

ok

#

well can you recommend me a video on just using c++ for ue4?

#

i wanna learn blueprints and that

short plaza
#

Never found one at the time I needed them. Might be different now. From unreal itself there is nothing that will help you.

charred shoal
#

yeah ik

#

unreal's tutorials on their site are just using blueprints

short plaza
#

There are C++ from Unreal, but they don't explain all the UPROPERTY UCLASS stuff. They just call some functions but don't explain the specifics about unreal

charred shoal
#

yeah i saw them

#

this is completely unhelpful lol

wary roost
#

hi is there different way than putting hdri for indirect light when using raytracing?

short plaza
#

do you already have VisualAssistX?

wary roost
#

how to light up indirect light only white colorish?

short plaza
#

for VisualStudio

wary roost
#

why do i need that?

#

😄

short plaza
#

not you, M1K3

wary roost
#

ok sry 😄

short plaza
#

Struggeling myself with lighting currently, but for Oculus Quest

#

you know what the build button is for (Build lighting)? I would assume it to bake the lighting into the lightmaps of the objects. Only thing that happens is that the scene looks completely different after pressing it

tawny moat
#

Does anyone know how to turn off the level name in the bottom right corner of the viewport?

#

@plush yew compiles the game and builds lighting and reflection maps

scarlet birch
#

anyone know how to stop UE opening up VS everytime I play something in standalone with a gamepad? It's been happening since moving to 4.23.1 from 4.22.3

next badger
sharp crest
#

lol

#

isnt the whole point of the isvalid nodes to avoid these errors

normal burrow
#

probably how many uobjects there are s-ed

next badger
#

that's default start map...
and for some reason it increases

normal burrow
#

ye, i mean, keep in mind when you define a range in a particle random thing, thats a uobject lol

#

there are lots of uobjects

next badger
#

6,479 already...and it was idling in BG

#

i know...but...why it keeps increasing while nothing was done

#

60.491

normal burrow
#

maybe its loading objects in the background or something

next badger
#

that thing...

normal burrow
#

http requests lol (joke, but idk)

next badger
#

yeah, that's scary when it goes up by itself

#

yeah, it seems like every interaction increases it...every new opened(and closed) window

#

undo stack?

#

hmm

#

oh...i think i know...that's that...Disaster Prevention thing

digital mist
#

Hiii

short plaza
#

@sharp crest yes, if you make use of them.

digital mist
#

Does anyone know how to get an object on the screen

#

😭

thorny locust
#

Does anyone have documentation on how to import VDB files into unreal? I saw online people saud proxylod supports it but i don't see anywhere that explains how.

abstract relic
#

first and for most. Do you have the bridge plugin (it's name eludes me at the moment) installed? In both Houdini and unreal

visual belfry
#

@next badger that's been there for a looooong time, it just shows objects that the garbage collector is tracking iirc

thorny locust
#

I don't no

#

I wasnt using Houdini i had bought vdb clouds online

#

Do i need Houdini?

blissful trail
#

when i load things it sometimes just crashes pls help i just lost like 14h of unsaved progress with an ai i was making

abstract relic
#

Nah. That was presumptuous of me.

thorny locust
#

no worries

abstract relic
#

Going off of memory for your case. I think you get openvdb into unreal in a round about way. Use ProxyLODplugin

thorny locust
#

@abstract relic right so I'm using 4.23 installed and have ProxyLODplugin turned on but do you know the next step

normal burrow
#

not real descriptive 😂

thorny locust
#

@normal burrow yup I saw that one looks like he is hacking it exporting multiple 2d sprites and remeshing them togther in ue4

#

I don't really know Houdini though

abstract relic
#

Ah, you want to make a ray marching shader

thorny locust
#

so ray marching allows vdb?

normal burrow
#

it might involve converting your vdb to something else jonathan. but i don't know, am kinda interested now

thorny locust
#

I see

abstract relic
thorny locust
#

Yea I peeped that earlier but it seems that plugin isn't in development anymore it stopped at 4.17

abstract relic
#

Ah damn. I do apologize Jonathan, Houdini's game tool is the only method[s] I'm familiar with.

normal burrow
#

I take it you tried just importing the vdb with import panel after enabling the plugin jonathan?

thorny locust
#

Yea no worries at all thanks for even taking the time

#

@normal burrow yea first think I tried

normal burrow
#

ye, hm that would make me think they don't really have means of storing it in uasset

thorny locust
#

yea or it might be to memory intensive for it to handle

normal burrow
#

kinda doubt that but perhaps. tend to think they just don't have a proper representation class for it in the engine. First time i've heard of the format tbh

#

might have to use houdini to convert it to something usable

#

openvdb has something with maya as well

thorny locust
#

yea most 3d apps can use them but I wasnt sure about game engines

normal burrow
thorny locust
#

yea

#

I mainly just use it for clouds

#

since its volumetric

digital mist
#

Anyone still here?

normal burrow
#

what do you mean an object on the screen?

abstract relic
digital mist
#

Mine wasn’t working like that lol

gilded plinth
#

Hey peeps, my Skeletal Mesh all of a sudden has a little red bone on the bottom right of its icon in the content browser after i reimported it. What does this mean?

digital mist
#

I’d drag a cube and it’d just disappear

swift spindle
#

you most likely turned off snapping

normal burrow
#

Retry

swift spindle
#

top right of window...

#

says snapping when u hover over it

digital mist
#

Yea I kept trying to find where it is but I gave up and am watching the videos now

swift spindle
#

++

gilded plinth
#

anyone happen to know what that black red outlined bone is?

normal burrow
#

What if you hover mouse over it?

gilded plinth
#

me? nothing strange except there are three source file locations when i hover but they're all the same

#

maybe that's new to ue4 that you can now import geometry or skin weights etc

digital mist
#

I just added everything free possible to my library 😂 I hope I don’t get charged for something even tho it says free

abstract relic
#

Just hit “I agree” under terms and conditions and hope for the best

normal burrow
#

It’s all any of us can do 🙏

digital mist
#

I hope I don’t get charged $270 for packs I won’t use

abstract relic
#

Pizza, you delicious lurker

digital mist
#

Nearly $300 worth of content for free? I’m down 😂

normal burrow
#

Out of our hands really

#

Should be alright though

hidden heart
digital mist
#

Did u all do this?

#

I just kinda found out on accident. Hopefully everything is faster now

normal burrow
#

Some of us build from source, but yea you probably want those things

thin tendon
#

Does anyone know if there is any Unreal documentation for the more technical stuff? Like what are the size limits of arrays or how many sample nodes can I have in a material.

normal burrow
#

Array size max is likely 2147483646

#

You just have to read the source code for a lot of stuff.

#

For samples it’s likely gonna be whatever limitation sm5 has

thin tendon
#

Well I just found out that the limit for a material collection array is 1024 which is way under what I need.

#

And now I am starting to hit limits due to the scale of my project some official documentation would be nice

normal burrow
#

Material parameter collection?

thin tendon
#

yeah I have a Material paramater collection and the array I am talking about is the vector array

#

Not the scaler one

normal burrow
thin tendon
#

thanks

normal burrow
#

Scalar is 1024 too

thin tendon
#

Yeah I just spotted that. I might need to rewrite my code to use more then one material parameter collection file

normal burrow
#

Curious what your doing with that many vectors lol

thin tendon
#

I'm working on a system to cull rain for objects that are created at runtime and have the whole thing working using materials. Because all the methods I have seen so far don't work with objects dynamically created at runtime

normal burrow
#

Volumetric vector parameter cloud?

thin tendon
#

What I am doing is storing the absolute location of each cull box. And then in the material for rain saying that if it exists in the same space as a box turn it invisible

normal burrow
#

“ It” as in rain particle?

thin tendon
#

Yeah

normal burrow
#

If your using c++ you might want an rwbuffer for it and some hlsl.

thin tendon
#

Nah I'm using blue print for my first project. It was so I could better learn the limitations of blueprint and unreal

#

Also the added benefit of blueprint is anything cool you make you can sell on marketplace later

normal burrow
#

Hm yea updating 1024 vectors in bp per frame would be quite a lot of processing. But could be done I suppose

thin tendon
#

yeah I'm still figuring it out. I will probably come across a bunch of issues before its done

#

But from what I have seen in other areas of my project is driving things with materials usually ends up cheaper on performance

abstract relic
#

Do keep us informed. That sounds like an interesting endeavor!

thin tendon
#

Will do mate 🙂

plain tiger
#

Can you set location of vertices in a mesh already loaded in unreal with bp? 'not on staticmeshes'?

pulsar kraken
#

anyone have any links or rotation lag for multiplayer?

#

lag prediction maybe?

peak crane
#

What is the name of the reversible (horizontal) compass?

plush yew
#

Do blueprint runtime errors actually affect performance in any way?

#

Outside of the fact that you're executing code that does nothing

#

Like, does the fact that it's an error specifically make the performance worse?

normal burrow
#

Do errors have purpose is the question? Some errors will stop execution. Others mean your spending processing time wastefully

plush yew
#

Like, I cuold stop these errors by putting down an isvalid node

#

but would that really be any better than just letting it send error codes

normal burrow
#

Correct having None as far back as you can and the value increases. But yes you don’t want to have code that errors like that. Errors are logged and that’s slow. Much slower than is valid

plush yew
#

Are they logged in a packaged product?

#

I guess it doesn't matter, I'm going to be getting rid of them now anyway

#

thanks p@t!

thin tendon
#

@plush yew Any warnings are ok these show as yellow. The red ones that are actual errors you want to get rid of. Because the engine uses extra resources trying to decide how to handle these and if it should ignore them

plush yew
#

Thansk @thin tendon

thin tendon
#

With these parameter nodes it gets them as a float. Does anyone know if I can get them as a float array? So that I don't need to add nodes for each and every single entry.

#

I know when not in materials I can convert to array. Kind of wondering if I can do it inside a material

pulsar kraken
#

any idea what this does not rotate?

thin tendon
#

@pulsar kraken Instead of using that. Create inputs the the axis mapping. Have an axis map for each mouse axis (x and y). Then on each axis map have a keybind for both a positive and a negative. Then in your code thier instead of calling mouse press. Call your axis mapping. You won't need to negate it or anything just plug it straight in

pulsar kraken
#

for some reason even when i did it that way.. it would work but the rotation would lag in multiplayer

#

(run on server + replicate)

thin tendon
#

Not sure about lag but thats the way to do it. Maybe try replicating to client or multicasting them

pulsar kraken
#

did that too

#

another thing i notice is when trying to move the mouse without the server.. it snaps back to the middle of screen slowly?

thin tendon
#

Sounds like it definitely needs to be replicating to the server then.

#

In that case I would try looking at your rotation code and seeing if you can simplify it. So its processing a little less each time.

pulsar kraken
#

here is the way that works but lags..

thin tendon
#

Instead of add relative roatation try set actor rotation

pulsar kraken
#

yeah i did but it doesnt work

#

hmm.. it moves.. then moves it right back to center of screen..

thin tendon
pulsar kraken
#

like automatic

thin tendon
#

But I don't use multiplayer

pulsar kraken
#

multiplier is just for inverted

#

this will move the rotation.. BUT... it snaps back to the middle of screen?

thin tendon
#

Maybe try adding something to it to say when it is and isn't allowed to rotate the player

#

So after your finished rotating the player there is something to stop it moving back

dusky inlet
#

anyone know why the fbx exporting from UE4 is so broken (at least using Blender to import again)?

thin tendon
#

blender adds leaf bones and uses a different orientation and stuff. Max or maya will give you better results

dusky inlet
#

leaf bones can be disabled at least. No clue about orientation 'n stuff since I haven't tried rigging/animating yet.
The one thing that irks me is the ue4 export functionality. Exporting morph targets seemingly destroys the setup material slots and also doesn't give me the morph targets, using Blender. Maya seems to be fine with it <_>

mint thunder
#

Hi guys, is it possible to remove the color from a decal material instance?

fierce tulip
#

desaturation node with variable?

mint thunder
#

all the things i tried result in a black color, and i just want to have a normal map only, in one instance

#

In this decal instance i want to remove roughness and color and only keep a normal map texture

fierce tulip
#

why not set up a proper material for that?

mint thunder
#

i don't want to keep making master materials, i have one and i'm modifying it

#

i tried a static switch parameter but leaving an empty slot returns an error

fierce tulip
#

lol

#

also, put in a value it needs to return to

mint thunder
#

yea but all the values return black color

fierce tulip
#

if you dont want roughness, in the "use roughness false" put a 0 or 1

#

not i you do it right

#

a switch is nothing more than changing the branch

#

so it needs another branch, not an empty slot.

mint thunder
#

if true is the color and false is 0, it returns black in the color slot, and 0 in roughness results in completely shiny material

fierce tulip
#

set the decal to translucent normal

mint thunder
#

so i guess this can't be turned into a parameter

fierce tulip
#

there should be some options in instances, but I dont play much with decals.

fathom gust
#

Hey, hope yall are doing good today. I am working on lighting a procedurally generated interior scene and I am using a directional light, skylight and postprocess but the results aren't good enough. If any one has worked on something similar can you please share your research.

plush yew
#

i made menu map and when i start it, my game character drops from nowhere

#

how to fix this?

sharp crest
#

@short plaza but I did, the error is coming from the is valid function lol

raw patrol
#

@plush yew just setup a player spawn and put something under it

plush yew
#

i already fixed it

raw patrol
#

Oke

proper quiver
#

@fathom gust generates scenes can’t bake lights so you have to rely on good real time light positions

#

Or go full ray trace. Perhaps the new 4.23 real time screen spaced ray trace would help

#

Specifically your screenshot though the direct light source direction isn’t clear and there’s no shadows

#

I would begin by adjusting those. And the AO as well

fathom gust
#

Since the level is generated procedurally I cannot place lights(point,spot,etc) there's a default Directional light with skylight and postprocess. The Directional light is almost at an angle of 90 degree from the ground. Most of the scene is lit because of the skylight. And AO is there because of post process

proper quiver
#

Why can’t you procedurally place lights?

#

Also yeah what you are describing will get you those results

fathom gust
#

From what I have researched its going to painfully unoptimized if I use point lights and such.

#

going to be*

dim plover
#

Don't you run into precision problems at ~5km x ~5km?

wary wave
#

is there an output log or similar I can find to work out which files / assets are being included when packaging?

#

looking for an actual list

frank escarp
#

you run into precision issues even at 1km

#

if you have camera on a chain of transforms

#

like parented to weapon that is parented to arm that is a bone chain of the character mesh that is parented to character actor

fierce tulip
#

"some files could not be migrated properly, here is a link to the totally useless message log, instead of the output log"

  • UE4
dim plover
#

@wary wave Did you find it? I'm briefly looking for it myself. And I think it might be Engine/Programs/UnrealPak/Saved/Logs.

wary wave
#

no, not found it

#

I'll look in that directory tho

#

hmm, can't find an UnrealPak directory?

dim plover
#

UnrealEngine-4.21\Engine\Programs\UnrealPak\Saved\Logs For me.

wary wave
#

doesn't seem to exist in 4.23

dim plover
#

Hmm, my 4.21 has it but my 4.20 doesn't. Maybe you had to have packaged (maybe with Frontend) for it to be created?

sudden agate
#

Looks like Epic really worked on the Material Layers in 4.24 again

wary wave
#

maybe, dunno

fierce tulip
#

a show duplicates filter also be nice.

#

hmm, showing redirectors as their files instead of redirectors is odd as well.

wary wave
#

@manic pawn - looking at trying to get away with not compiling those Apex DLLs, but they seem to still be included

#

bCompileAPEX = false in my TargetRules

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and as per your suggestion I added if (Target.bCompileAPEX == false) { return; } in APEX.Build.cs

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but it's still being compiled

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(and included)

manic pawn
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that's strange

wary wave
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yeah

manic pawn
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you set it to false in the target.cs for packaged too right

wary wave
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in UE4Game.Target.cs

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hmm, maybe not in the individual project, it doesn't have a C++ project set up

manic pawn
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I just changed the default to false in TargetRules.cs

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and added that branch

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and it removed the libs for me

sudden agate
wary wave
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hmm, whereabouts / how in TargetRules.cs?

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ah, think I found it

waxen narwhal
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Hey, is it possible to kinda implement a Live data source in Unreal Engine and let the environment react to it ?

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So for example based on the state of the data, some lights should be turned on. If there is another state, they should turn of

kindred viper
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of course. It would be a pretty bad engine without data driven gameplay 🙂

fierce tulip
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so, 4.22 feels so much slower when it comes to live updating materials.

tall pendant
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try 4.24 😄

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feels quite a bit slower in many regards

kindred viper
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yeah looks like material layers are having a comeback in 4.24 right?

tall pendant
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yup

kindred viper
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always liked that idea. saves custom nodes doing funky stuff

unique kraken
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is there a simple color ramp node in ue4?

fierce tulip
unique kraken
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thx

dark rune
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UMG Widget Blueprint
what does UMG mean?

next badger
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Unreal Motion Graphics

shrewd shuttle
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Anyone know how to optimize split screen? When i run 3 player, game starts running super slow, is it making 3 instances of the same game? Can i have it like rendered once and be displayed on the three player's games?

grim ore
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do all 3 players have a separate camera?

next badger
shrewd shuttle
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yeah i think so

dark rune
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@next badger thx

radiant haven
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How can I optimize my trees

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the game is algging as hell

lusty carbon
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I have a simple setup to manipulate vertices of a mesh using the shader, but how do I integrate the vertex color to only manipulate the colored vertices in my mesh?\

visual belfry
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multiply by vertex color

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whichever channel you're using 🙂

lusty carbon
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thanks!

visual belfry
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if you have a non-zero default you want to use though, you can also feed the vertex color into a lerp as the alpha value

lusty carbon
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yup. gotya

next badger
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@radiant haven enable early zpass translucency

radiant haven
next badger
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masked

radiant haven
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still 30fps

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need to restart engine?

next badger
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then you issue is quad overdraw

radiant haven
next badger
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you do need to restart it...

radiant haven
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mainly planes

next badger
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lods?

radiant haven
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made it to 8

next badger
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are you sure you've set the checkbox on early zpass?

lusty carbon
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I need guidance or resources on creating procedural spline mesh that update randomly each time in the game

next badger
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content examples have animated spline mesh iirc

swift hearth
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Anyone know what the error "The game module 'project name' could not be loaded. There mau be an operating system error or the module may not be properly set up."?

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I was working on the project just fine yesterday in a pc from college, now this shows up on my laptop when I try to open it

radiant haven
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@next badger thx now UE stucks at 45% loading

next badger
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ofc, you have to recompile all the shaders

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45% is shader compile time

radiant haven
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ah WOOOOW

wary wave
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slow progress today

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anybody know how to use a pak blacklist?

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documentation seems to be out of date

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missing info, most likely

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I've created an appropriate text file and placed it in the build directory, but it does nothing, feels like it should be referenced somewhere

manic pawn
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it uses it automatically when its in the correct folder

wary wave
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hmm, it does not seem to be working

manic pawn
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how did you try using it

wary wave
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I have PakBlacklist-Shipping inside Project/Build/WindowsNoEditor

manic pawn
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that's wrong

wary wave
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an example line from inside it reads;
../../../Engine/Content/EditorMeshes/ColorCalibrator/

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where should it be?

manic pawn
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it goes in Build/Win32 or Build/Win64

wary wave
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right, gotcha

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this is the kind of thing that should be documented 😄

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since the existing folder is WindowsNoEditor

manic pawn
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what is a document

wary wave
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aha, this looks like it is working, thanks a lot

ruby folio
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Finally managed to get Eerosion from world machine working with a tiled landscape in Unreal Engine

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Its a bit of a hack but the results are good

wary wave
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nice

ruby folio
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Right. 701 tiles on a grid, each one is 2km x 2km. What is the total area?
701 x 2?

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one tile is 2x2 which is 4 times 701. Dumbass....

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2804 square kilometers

lapis vine
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You do whole of your map in WM?

ruby folio
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Need to work on the material layers some more but the procedural placement is good

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@lapis vine I generated the heightmap and some simple weightmaps in WM yeah

lapis vine
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And how big is that hmap?

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As pixels.

ruby folio
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Each tile is 1009x1009 at 200% X and Y and 400% Z

lapis vine
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Still 700 tiles in each direction...

dim plover
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I don't understand the technical aspects, but that looks really good.

manic matrix
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uhhhh

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help?

desert jay
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At least once or twice a week I see a question from someone very new to development who bought an expensive tool or code and obviously don't know what to do with it. I feel bad for them.

ruby folio
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@lapis vine 701 Tiles in total. Not in each direction.

manic matrix
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i am literally very new to unreal engine

lapis vine
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Hmm... this is still near 27x27 tiles. Not small. (edit: lol)

desert jay
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@manic matrix Yes, but you seem to understand there is a learning curve. That you can't just buy a product, tweak it and sell it as your game.

manic matrix
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nah i didnt buy a product

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i made it myself

desert jay
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Proof of your understanding.

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🙂

manic matrix
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how do you want me to prove it mister?

desert jay
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You already did.

manic matrix
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????

desert jay
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I bought the Character Interaction system to learn from it and use the assets. AFTER spending a few months learning unreal and a few years programming.

abstract relic
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@manic matrix when exporting (I assume you are using blender) make sure you disable Add leaf bone in the export menu

manic matrix
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oh

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there

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thanks

desert jay
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@manic matrix You proved it by not just buying a template project and expecting other people to work on it for you.

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I just wish I could put a big disclaimer on the Unreal Asset Marketplace saying "Gamedev his hard work. You will need to learn stuff to use use this stuff."

manic matrix
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jesus christ and you keep going?

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what do you want me to do?

abstract relic
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I’m going to assume you two have a history. Take it to dm

manic matrix
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to show you the model i do?

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i did*

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or my porfolio?

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cuz i dont have any problem

desert jay
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I don't have a problem. I thought I was complementing @₳₦₲ɆⱤɆĐ ĐØ₲

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I'm just upset because I see a lot of new gamedevs get disheartened after spending a good chunk of cash.

manic matrix
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well wait, i didnt mention something. i didnt do the model but i rigged it

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and is my first time using unreal

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im just went here to ask for help

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not to discuss

desert jay
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@manic matrix Which is good and right. I just had a few people ask (in other places) about really simple stuff when they bought a really pricy thing...and they can't use it yet because it will take a while to get to that level. I wish I could do something to help them, rather than shrug and say "well, that's the cost of ignorance."

abstract relic
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This doesn’t seem relevant to make that comment out of the blue

desert jay
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Sorry for any misunderstandings.

manic matrix
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ignorance?

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i just came here to ask how to fix that?

pseudo swift
desert jay
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Isn't this general chat?

abstract relic
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No

desert jay
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Am I in the wrong channel?

manic matrix
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idk

abstract relic
desert jay
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Oh, my bad. Sorry

pearl sonnet
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should rename channel to cartoon network

abstract relic
pearl sonnet
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inspirational day

ruby folio
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@lapis vine
80 x 80 kilometers. All the red tiles are excluded. Leaving around 2km underwater past the shoreline. Ended up around 2800km in total.

fierce tulip
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admins be eating, come back, see all this

ruby folio
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@fierce tulip I did wonder. But I don't like to say anything.

abstract relic
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🤷

lapis vine
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Looks nice. Tiled export is good for these. I'm just bragging with one background landscape, which I spread thin over 128x128km

final stone
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@desert jay I don't mean to continue this disagreement, but if you are talking about him buying the character model (or else I'm confused, I think that's what you're saying, right?) he didn't buy it, it has come from our character model, and Doggo here is rigging and animating it.

abstract relic
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I don’t think it was directed at him. Just a poorly timed post

final stone
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💁

desert jay
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Yes...Also I thought this was general chat. Everyone here is doing good work.

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Also, I'm bad with words today.

final stone
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alright

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np

azure shore
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just out of curiosity is there a way to add custom commands to to your game?

pearl sonnet
azure shore
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also how is it that in some ue4 games I've played when you type 'travel it'll show you a list of the maps, but it doesn't do that in my project, just wondering why

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oh thanks

radiant haven
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hopw do i get a node where I can for example play sound(loop) between this value

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wana make a plane

azure shore
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wdym by between this value

odd flame
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yo can anyone help me with blender

pearl sonnet
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probably in another channel

odd flame
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which tho

pearl sonnet
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content creation chantree i guess 😛

sacred sun
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if the question isn't related to ue4, id prob ask in the blender discord or forums.

fierce tulip
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depends, if its blender only, please finda blender discord

odd flame
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it kinda is

pearl sonnet
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i mean this server isnt focused on blender support you know :P
i am completely clueless in any of those types of programs

odd flame
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i need slight help with painting and then how to export from blender and import into ue

fierce tulip
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yea, better off asking in a blender discord group

pearl sonnet
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most commonly people export an FBX type object and UE can deal with that

odd flame
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okay, gotta find one for that 😛

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im the 5000th member in there

pearl sonnet
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haha cool 👋

lapis vine
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Interesting avatar... Congrats 👍

plush yew
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like it was going "up" rn and stopped at -120 xD

proper kite
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Does the command line argument -ExecCmds in a game work outside of the UE4Editor?

stiff spoke
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How to disable a collision box at a desired time?

bitter iris
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when trying to get source to generate i get this

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1179,5): error MSB3644: The reference assemblies for framework ".NETFramework,Version=v4.6.2" were not found. To resolv
e this, install the SDK or Targeting Pack for this framework version or retarget your application to a version of the f
ramework for which you have the SDK or Targeting Pack installed. Note that assemblies will be resolved from the Global
Assembly Cache (GAC) and will be used in place of reference assemblies. Therefore your assembly may not be correctly ta
rgeted for the framework you intend. [F:\UnrealEngine-4.22\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cspro
j]```
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Do I just need to install the 4.6.2 frame work?

plush yew
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try that out. it looks like that for know tho

bitter iris
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yeah gunna install it now see if that fixes it

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hmm it says i have it or higher version

plush yew
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make sure ure installing the developer pack

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and than restart ur machine

bitter iris
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okay