#ue4-general
1 messages Β· Page 572 of 1
Perfect
Is that a new Quixel megascan?
Anybody knows, where is the "EClock Type" from widget blueprint?
I got 3 animations signalising damage from left, right and back. Whats the best method to set this up upon taking damage?
I cant get a 4.24 project to load past 45%. Is anyone else have similar issues?
You need to wait
more news: preview 2 is out
more news: Unreal Studio is gone, everyone weep π
Been a good day
Hi anyone can help me about vertex count? can't find where to show..
oh hell in other news as well https://www.humblebundle.com/software/unreal-engine-game-development-software and there are some C++ courses in there because why not
@viral rampart if you double click on a static mesh the vertices will show in the top left
you can also mouse over any static mesh in the content browser and it will show in there
General discussion about the game industry and the Unreal Engine community.
they are working on it, it's called UE 4.24 and .25 and .26 lol
First Quixel, and now this?!?
I want to change the material/texture of the UE manniquen but the texture is very unclear - Does anyone have a a wrapped texture which is clearer than this? (the normals aren't much clearer either)
- fully voxel-based world
- neural networks simulations that could procedurally generate content
- life-like graphics
- developing a game in UE5 could be like some sort of conversation with an AI```
Quick someone contact Epic about this.
@light thunder what do you mean?
@crude vessel I want to try creating a customer texture to the UE manniquin - but I don't know what is what because I can't access the UV map on it (or don't know how) if that was a typical game character texture, I could see the actual hand, or the pants, etc and then I'd know
You can load it up in blender?
What you posted is like, mask texture?
Each color (RGB) are a greyscale mask
The UV mapping is just packed for efficiency
It's fairly common for UV layouts to not be 'readable' these days
What did you have in mind to customize the manniquin?
Make it gold colored?
Give it blue jeans?
Hi too all, please help me, im so tired with this problem! Im have BP_Pawn & BP_Delivery (both generate statick mesh from array, c image)/ When Pawn overlap Delivery, Im nead to check, if this statick meshesh equal (im compare names), if YES > increment counter. PROBLEM - its not compare. What im do wrong?
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i have no idea what your question means, but i can see something wrong: nodes that doesnt have the execution pin (pure) will be called multiple times, as they arent cached, so on your screenshots you will be calling GetRandom twice and will get different results, on the mesh and on the name, use a variable before passing the value around
@grim ore Thanks for the link from HUMBLE BUNDLE! Dude your videos save my life daily π π
... so how to make it correctly?
use a variable before passing the value around
after GET nead to use SET some variable?
yep
i`m try now
Is it possible to show my whole level vertices?
Thank, it`s work!
Anyone happen to know if this is worth it?
https://www.humblebundle.com/software/unreal-engine-game-development-software
@slender mist depends on a few factors. Overall though. for $20 it is pretty good.
i really like the look of the master control material
@viral rampart the closest you can get is to open the console (~ key) and type stat RHI and it can show you some rendering stats
When you get someone spamming you in PMs because they didn't get help
@viral rampart It's understandable that it can be frustrating that you haven't received help by someone yet in the server (but maybe Mathew just did)
However, cold-PMing random people isn't the solution
Yes sir! Thank you both!
lol
Where is this at?
@radiant haven - Where are you seeing that FAQ question?
So, how good is the Humble Bundle UE4 pack, with Gamedev.tv courses?
nothing you cant learn for free, but if you want convenience for a fee, its all good
believe its saying engine is not completely free but unreal studio was
What did you put in the search?
The wording of the result is a little strange is all.
(bottom)
some cached data i think, not on the link when you click it
Ah, could be. I didn't see it in the FAQ so that's what I was looking for. Thanks @normal burrow π
Hi Guys, someone can help me, please? i need make a animated object in the air, random like a orbit particle.
hey i have restore open asset tabs on restart ticked in editor preferences, but i my tabs aren't restoring, any idea what the problem might be? I havent used it before so i might have some setting somewhere unset
Is it expected Behavior that the whole editor crashes when there is an error in C++ code or is there something wrong in my setup. If this is expected then will Epic ever fix it?
pointer errors crashing entire program is normal in c++
Like for example
PlayerCamera->CreateDefualtSubobject<UCameraComponent>(TEXT("PlayerCamera"))
instead of the correct way which is
PlayerCamera = CreateDefualtSubobject<UCameraComponent>(TEXT("PlayerCamera"))
right?
it just shouldnt compile i think
I does not compile and the editor crashes
you using hotreload?
I think because UCamerComponent* is a pointer so when its instaited incorrectly it crashes
I mean UCameraComponent
What is hotreload
U have createDefualt btw
sorry i am new
well to compile you either compile from studio which means u cant have editor open or you use hot reload or live coding compile in engine
I compile from studio with editor open and when there is no compile error works fine
but ur createdefault has typo
I wrote it correctly in the code I just sent it here incorrectly
I think its because I did PlayerCamera->CreateDefault instead of PlayerCamera = CreateDefault
but yeah if you use-> there it wont work
if i make that it just doesnt usually compile
Then why does it crash with me
might be hot reload thing ill try
i think if ur using hot reload only then u can compile having editor open
from visual studio
but maybe im wrong
Ok thanks
yeah it crashes
with hotreload
nvm
crash is normal
i just had wrong memory
will compile but crash at startup
Any idea why this is giving my invalid every time
I tried renaming the variable, still doesnt work
Ok I fixed it
somehow
lol
I dont even know what fixed it but

Looks like engine was bored so didnt want to update my shit or something
So, if I want a character to be able to lose a tooth should I just assign a bone to each tooth? Then I could actually adjust them to have different tooth size, and just remove those bones at later lod..
Is there a better way to remove objects from a character other than assigning them to a bone which can be culled?
Making them a socket item?
Is that worse or better?
Excellent
no reason you can't have sockets you just attach the teeth to as an option as well
Well performance wise?
I uninstalled visual studio and it errored when I pressed something and now this wont go away lmfao
I dont want to restart 
having weird issue, once enabling dx12 packaged build reports that my system doesn't support dx12
thought it does and editor runs just fine
looks like 4.24p2 also released First Quixel and now this today is pretty good hahaha
@patent ibex whats the error text it gives u?
just "dx12 is not supported on your system"
try asking this guy if he managed to fix it and how
I'd adding a bunch of bones that won't be animated a lot (teeth) going to add a lot of overhead?
it might be due to raytracing somehow i think
#animation might want to ask that there, pretty specific question π
@crude vessel
or even better, try googling it!

I'll just make my character out of Quixel rock assets and call it a day


guys check this out
been using it the last day or so and it's very nice so far
I'm confused, is there really a huge difference between this theme and the original theme?
I see
@sharp crest thanks man

I should release 'even darker and gritter' ue4 theme
lol
Just make everything literally half as bright and do a dirt texture overlay
each one and their preference...
For when dark theme is not enough, your project dies at the end
It is! @fiery gorge
Don't forget to browser the marketplace for even more fun
Lots of free stuff too
I've taken a couple things from the EGL - Is there another resource that I should be looking at?
whats egl
Epic Games Launcher
look here the launcher sucks ass and is slow asf
Visit the Unreal Engine Marketplace for free and paid assets to power your next project.
Thank god, I hate the launcher haha.

I watched a few of the tutorials posted on learn.unrealengine
I'm not very satisfied with my lighting as is
Here's what I've made so far π
Do you have any recommendations for lighting/weather tutorials?
seems like u can improve the lighting a lot but maybe just me
try going over some lighting tutorials on youtube to see what u can improve
just google stuff there are a lot
Yeah, I was thinking that, my shadows especially look really harsch.
I also need to figure out how to set render distance on objects.
My trees look like crap until you get close to them.
there are probably like 100 free tree assets so u r good
Well, they look really nice when you are near them
But when you're far away they block up, almost as if it was a different mesh.
try opening the mesh
and seeing if there are LODs
and then remove/change em if uw ant

well unless u have a lot of trees not rly
I never use lods
dont have issues
should probably starting using TBH

This program is making me want to buy some more ram
I have 8GB on my desktop
Doesn't seem like enough XD
dont even bother
it wont end
u will need more ram
more cpu
it wont end
trust me
LOL
is there any link or resource about conserving disk space for project? you know, what is safe to delete and whatnot. my project starts to get ridiculously large despite fact that I didn't migrate anything in looong time
Everything in Intermediate, Saved or Binaries is "safe" to remove
Meaning, obviously if you remove Binaries you need to recompile C++ if any, if you remove Saved you loose game saves, screenshots and backups
Mostly there just isn't a lot of useless disk space, game projects are big
but still, if it grows from 10 to 30 gb in few weeks without migrating much that should raise some brows...
anyway thanks for tip
19GB here with basically no assets
does game preserve compiled things for eternity?
in last few weeks I did nothing but fucking around my procedural level generation algo in C++
In my case, I have 5GB in intermediate and 6GB in Visual Studio's database
Most of intermediate being Build, so C++
I am amazed how many bugs I can create per line... but I digress
XD
C++ work with UE4 will basically get you an instant 25GB more on disk between engine symbols, VS database, build artifacts
The engine is just big
Get a 500GB SSD for your UE projects and you'll be fine
lemme see... as a whole project weights 32.4 gb, saves are 5.8, intermediate 1.8 and binaries 16.7
oh, I have plenty of space, it is just that copying to external disk (as a form of backup) takes annoying amount of time
Run the backups on your source control server
I dont think I can find free source control for 30+ gb π
of course you can
How often do you make your own custom LOD's? For example if I have a small rock and get it down to about 8-10k tris, is it better to just let Unreal handle the LODing or should I manually decimate it down to several levels?
stranger well, I dont know. if you know, can you direct me to such generous service?
Pretty much every source control software is freely available to indies or small teams, what's usually not available is free disk-drive-sized hosting
But you don't need 30GB
You need to version Config, Content, Source, and your uproject
I guess you can cut down in this way
It's not even cutting down
That's just the only stuff that should be versioned
Nothing in intermediate should ever go to source control
I see only Content has any significant space (6gb)
rest of directiories that you mentioned is negligible
You can get a free gitlab account and have free private Git hosting for your project today, though tbh, you'll probably move past the 10GB limit quickly
But also, you don't need hosting
If you use Git or Mercurial, syncing your work repo every week with another workspace results in a backup of every single version
Hello , does anyone one have god experience with vectors ?!
I can't say I've had any religious experiences related to vectors, but what's your question
ok so i have a target that i line trace to but i want my line trace to continue as if the target was far
what's the state on DFGI and HeightfieldGI?
@warped tangle like this
instead of it stopping when it reaches it i want it to carry on to the arrow
well, one way would be to get the look at rotation, get forward vector from that, multiply by whatever distance float, add to location of origin and set that as your end
basically like a normal forward trace, but you're making the forward vector via the look at rotation between the 2 locations
i tried but i wasn't smart enough xD
oh man
thanks a lot you took the time to do it β€οΈ
i really appreciate your help
had to make sure it'd work lolol
the funny thing is , i don't know what are vectors
i don't know how they can have a direction when they are just a floating poit
point *
Dude .. This works Perfectly !
they are a "direction from 0,0,0"
thank you so much
as well as a point in the middle of nowhere
yep
oh so the starting point is always 0,0,0
unless i set it to be something else .. i guess !
The more you work with them the more sane it gets
a vector is a location or a direction
what KHarvey says, it'll make sense as you see more examples
(or an offset, actually, but that's also kind of a direction)
look up normalized vectors, and the whole "direction" aspect will start to make more sense
I would grab a high school math textbook
snap
this kind of stuff is very useful and should be covered
Yeah vector math is kinda it's own beast. But once you get a handle on it....stuff just starts to make sense
I've always loved math but things get hard when it comes to understanding since or math etc keywords in my language
Thanks god this community exist ,.. would have been wasting time playing games instead of making them lol
lol
Wolfram Alpha may help with the math, too
then google how to spell 'collage'
maybe he meant an actual collage π€·
lol
I'm trying to get a boss enemy to throw a dynamite at the player. First I save the enemy position, and then the enemy throws it. When its reached that position its going to stay there.
I have a projectile now, but I have no idea on how to do this forward..
what is the actual question here?
Sorry
Basicly just what the best way is to make the enemy throw a ''grenade'' towards the target
there's a suggest projectile velocity function (I think that's what it's called)
sounds like that's what you need
I believe there's a bool for favor high arc or something, which will "lob" it up
Yeah, the ''lobbing'' is one of the issues
Also, the projectile now flies towards the player, but not in the Z axis
Is the grenade following the player intended functionality?
No
I messed around with homing velocity
Like ''Launch Character'' just for my actor would've been perfect
so whats wrong with suggest projectile velocity?
This is what I want to do (red is enemy)
Have you even tried Suggest Projectile Velocity?
Yeah
This is what's happening
Using that now
And the projectile doesn't fire when its simulating physics
yeah that's intended
you can also use suggest projectile velocity custom arc @hot thistle
I've tended to use that
you don't need to override unless you want to change the behavior of it, but you can change the arc shape if you drop down the expanded options
also you need to hook the exec pins
how are you planning to set the velocity?
lol there we go haha
Epics working on the "suggest and set projectile velocity"....just not there yet
hey i'm having an issue with exporting my animations. I exported them, but they're not showing up in the folder I sent them too. Is this a common a problem or a unique one to me?
Not something Iβve ever encountered or heard of. To clarify, you are exporting from unreal?
Yeah I'm exporting from UE4 and importing to the ark devkit
Ah. Use Migrate instead
The dev kit is a heavily modified and old version of unreal mind you
Best to export as an fbx then import the fbx into the dev kit
okay solid. But what's the difference between migrate and export? Does migrate send it from one program to another directly
Migrate copies the uasset file directly from one project into another
Make some mean dinos π
I'm making the good boy variety of dinos
i may move into the 'mean' ones later on lmao
Dinos with winning smiles π
@abstract relic one more thing. How do I know, which content folder is the right one to migrate them to?
How do I fire off a particle effect xd
Thereβs only one content folder per project
alright
Itβll scream at you if you are doing it wrong
I just found the proper folder I was looking for, we should be good
I moved them into my creatures folder, if that doesn't work, I'll migrate them to the mod folder itself
@hot thistle spawn emitter at location / spawn emitter attached
yeah i did it wrong lmao
Not compatible to migrate. Dev kit is too old
damn so I gotta update the kit then
no
The kit is using an modified and very old version of the engine.
THey can't update it
so, you must export the fbx to an external folder and import it to the project. It'll give you an import menu for setting up your skeletal mesh and whatnot
alright, I opened up the devkit a second time and got the same message, should I verify the kit before anything else?
Yeah
alright
My original problem was that when I exported them to an external folder, they didn't show up when I went to import
you stated that you were exporting from a ue4 project to a folder in the dev kit
is this the case?
Oh then I worded my response inefficiently. I originally tried exporting the anims from UE4 externally to a folder in my documents, then import them to the ADK from there
Oh. I'm bamboozled then
yeah its a weird problem. If makes a difference, the animations are from the ADK, I just had to do a bone rotation.
I didn't make the animations myself, I only edited them
NO WAY
megascans is now free for UE4
We are proud to announce that we are joining forces with Epic Games, for what is the next step to democratize transformative technology and content. What doe...
fuck yeah
navmesh just barely misses the doorway
can someone point me to the setting i need to adjust? collision mesh? navmesh tolerance?
the collision mesh is a flat plane on those walls so I can't make it much smaller
or just maybe, my entire world scale is too small? it is made out of 100 scale pixel art
hmm yeah that's probably gonna be my answer
So I'm working with a displacement map, trying to use UE4's tesselation stuff...and it looks REALLY good. But it causes the mesh to flicker and vibrate really hard at certain angles, and sometimes disappear altogether.
Is there something I'm doing wrong here?
Or does displacement not work in UE4?
hmm I haven't had that happen
did you check out the content examples?
try finding a working example
copy your assets into it
see if it works
if not, something is probably wrong with your displacement map or material nodes
Which content are they in? I looked through the starter content and didn't find any
nope ..
lol toast
lol okay i figured it out
my game was crashing SIMPLY because i was trying to call methods off of a 'null' variable, whose data type is a Data Asset
so basically make a new local variable, make its data type be a 'Primary Data Asset' and dont give it any value
and then try to call its getters and methods... your game will fatal error
i mean im not surprised in one sense but yeah. lmao
usually it more gracefully errors and doesnt crash
yea thats worth reporting
yeah i will so epic can see if they can replicate it
might be something weird w how data assets are
because i dont think that fatal errors happen if you call the methods of
a a null var whose type is a Blueprint. might be good to test that too tho
I would always assume you get a crash if you dont handle it and try and access something that is null, it does in C# atleast
blueprints just hide that from you and handle it
If itβs a blueprint function lib, itβs probably supposed to check nullptr
Ive just been going through today downloading as much of the megascans archive as I can
are you luke's cousin?
step brother
I heard they had like 10k scans, that how much storage?
did anyone face the error when you unable to debug game via VisualStudio in DebugGame configuration? it stops at breakpoint yelling that it's unable to find ICU internatiolization
Dear UE4 users I Have installed Quixel Bridge - but there seems to be some problem, can anyone please help me?
@weary basalt ^ my point :p
Somebody to mark in the calendar, Quixel day 12.11
Think the issues will just start to sort out now.
@open root do you have the plugin installed and enabled?
if i wanna make a pokemon ripp off whats the best way to program all the pokemons?
PokΓ©dex api
Is there any way to download the official ShooterGame example project currently? I'm only finding precompiled builds
It used to be in the Learn tab right?
excuse me, but I can't find the project i saved. It just vanished
start > recent
Thanks. I think I just panicked a bit cause I didn't see it in the projects menu
One more thing. I'm suppose to transfer what I saved. When I grab the whole folder, it's only saved as a UI. And if I open the unreal engine that's in the folder, it shows the default settings of the area
@alpine wigeon You are right, thanks! I was looking in the Marketplace :(.
there's an UE4 courses bundle in humblebundle right now π
no it's not garbage XD
I had a course from gamedev.tv team once
it was amazing
it's totally worth it
20$ for that much courses? I may check it out
How to import a Carpet with Particles from Blender into UE4 ? Everytime i try it , the particles are gone
I haven't been following raytracing 100% recently, is the implementation an entire render overhaul, as in the entire scene is raytraced, or is it just used for specific lighting aspects, if that makes any sense?
@cloud cobalt thanks for the reply . @plush yew allright, thanks for the reply too. i will search and learn about this two things.
UE particles and Blender's are very different
He's not looking for Niagara
He wants to import geometry
@lethal cliff Basically you need, on Blender's side, to end up with actual 3D geometry to export for UE4
@cloud cobalt allright. how would you make a carpet if i can ask ?
Not an easy question, because nothing about this is easy
If you're doing a game here, I'm not sure I would use geometry
Basically it depends on the kind of carpet, and it can be very easy or very hard
Very easy is a very thin, cloth-like carpet ; or a very rigid one like bamboo etc
Very hard is a fur-style carpet
There is a sample fur carpet somewhere in the "Realistic Rendering" UE4 sample in the learning tab of the launcher
It looks like shit, though (imho)
I have a problem with the landscaping tool. Everytime I edit the terrain, make it higher or somethin, the further away I go from it the more it falls together in itself like a balloon loosing air. anybody know how to fix this?
@cloud cobalt gotcha and thanks again for your time and help.
whats a scene compinement what what does it do in a vehicle
when you accidentally open the wrong map, and its the biggest one to load
anyone planning to join?
plenty at #game-jam-chat
oh man, when you zoom in on some of the quixel content you kinda want to use myface.gif
you don't have seams like that on the rocks on your local woods?
just a quick heads up quixel a asset librery is free for all ue4 users assets,textures,decals and much more go and use it while its free
<_<
that's typical issue on photogrammetry when you miss enough source data on your image set
@dire coral can you tell more? π
haha lol
@cursive dirge sure, but you'd expect them to properly photoshop those issues away
That seems like a wee tiny nitpick, though, over the rest of the texture.
wee? its all over the texture hehe
I still get lol's of this:
that used to be one of the first freebies they gave to people when megascans launched
to try it out
I still can't get why they actually handed out this asset out for all
as it's not the best example on how to do tiling :p
also wonder what kind of animal has random tracks like the ones on the texture π
same with this one, it kinda looks like they forgot the right side is curved away from camera hehe
like, was the animal doing some ballet there
some of em are really well done
sure
but there are a few I would either have to photoshop, or well.. not use
I give them a bit of slack due to sheer quantity they have assets for
I've paid a lot for mine
and when evaluating which ones to pick, I've found that they often even sell the same source asset assembled in bit differently many times over
so you didn't really want to pick 3 same assets and pay for all
when you could just get one
on some of the preview images, you can clearly even see the same patterns
https://i.gyazo.com/51ce7b65f0e897bc386bdc8bd2649f86.jpg
find the reused parts
bottom left/top right just rotated
the issue on this is really that there's no good tool to do the tiling nicely
I still don't get why they don't implement proper scratch pad for these apps
yea, and in the end "does the player notice" prolly not besides antf00kers like me :p
you'd need some place where you clone the data from, from a bigger source
but now they reuse the existing image to clone parts over it
it's just often too obvious
I actuallly had an idea on the tiling source data issue with Substance Painter, before we got more dedicated tooling like Mixer or Alchemist
basically you could dedicate part of your UV to hold the rest of the data and then just crop the final image that was set to tile on custom mesh for the part that mattered on the mesh preview
for that to work, you'd need to work on double size image tho
virtual texturing ftw
I think I know about it
Do you though?
I am new to UE and just started watching learning courses from learn.unrealengine.com
BUT
What is your opinion about https://www.humblebundle.com/software/unreal-engine-game-development-software? this? Is it worth it?
The courses, yes from what somebody said here...
The course page is kind of pain to work with at a time but the courses seem ok
So the humble courses are crap?
nah, just not the 199,- mentioned in humble
but they are good learning tool, though its best to get more basic knowledge before going over em
What about official learning site? I am kind of lost. There are TONS of tuts
the learn.unreal? that is fine π the video courses just sometimes are ... better and guiding you through the things they do
It seems that you have something in your mind about video courses, but don't tell...
Please explain
I just do not trust every tutorial out there π as some of them are using bad practices to do certain things so... π use your own mind when doing them and if something does not seem right just ask yourself why they are doing it this way
and if there is some other/better way of doing things
What is the better way, please tell...
depends on the actual thing the tutorial is doing π
Basically treat tutorials as methods rather than fundamentals
there π
Use your own mind do not just blindly follow π
experiment... test things out π
π€ ok, thank you very much.
you mean the landscape?
I never used GameDev.tv so far. Is it possible to use it Offline?
Stop! So those courses are online only via browser?
It looked like you made the landscape transparent
I fixed it π
Buy a rubber duck π
ty @abstract relic

I'm very new to UE4 so I might ask a bunch of stupid questions.
Speaking of which, I have one now
it looks like this @midnight tree
probably not in general chat π
Depends on your question
Probably mostly going to be beginner tier stuff XD
If I want to scale down objects I've applied using the foilage tool, how do i do that without deleting the object and re-applying it at a lower scale?
Stupid questions are welcome here
I tried selecting all of the object and scaling down in foilage, but that didn't do anything
(Sorry I literally got this program 3 days ago XD)
In the folliage tool you can change the selection type on the top left
then you can select the individual instance
and work with it
Is the size of the object determined in painting, scale x y z?
It is determined by the foliage type setting... when you select the type you can change the scaling below it in the details
I see, thank you.
by the way there are no stupid questions π
onyl stupid peopple
We all started somewhere.
<------
nah... you are trying to learn something new... that kind of disqualifies you from the group you mentioned
Thereβs a difference between ignorance and willful ignorance. You are not the latter
Im opening a project and it's stuck at 45%
wait for it
it will be compiling shaders
holy shit, i accidentally placed grass at scale 491 instead of .491
Okay
@polar viper you might be stuck there for awhile
i went through that yesterday
took like a half hour
Depending on the assets in the project it can take some time... on my beefy machine my project takes up to half an hour if it needs to recompile meshes/shaders π
It's a portal sample
yeah give it a bit
Well 3 types of portals
Consider it nap time
- A normal one
- One that shrinks or grows you
- I can't remember
Or convert a fbx into a obj
Of a sculpt i did 1 year ago
I am trying to compile the engine two days in a row... some days.... π
Ummm the obj is 1gb
sounds game ready π
Dynamicgrasslite is so sick
It's a 8 million poly sculpt @alpine wigeon
mobile game ready π
xd
3d print ready
I would probably not try to put that in the engine :d
Henri check the Megascans Meadow pack... it is 2gb... but should be nice π
I think I got that one too
π
Can you set them up to react the same way as the grassmesh in dynamic lite?
ya i was on the store yesterday
they seemed to be really high quality images
i havent tried using any yet tho
thats true @alpine wigeon
I am not sure how the dynamic lite works...but if it works as any other interactive foliage it should be doable
I need to figure out how to get the light waves going over the grass to link up with the clouds I have in my skydome
Do not get stuck in a lot of details... get the basic idea you have out and work on the details when you have something usable...
But I love the worldbuilding part XD
So if you are working on a scene only, start with general layount and slowlly add details..
That is fine, but the cloud shadows are a detail that is not needed till the end of the process π
then do not use the skybox π
Are there a lot of free options for Sky Spheres available online?
I'm gonna try Good Sky
The default sky sphere is good enough π
Default sky sphere is all anyone could need
One thing I want to learn is how to implement a weather system
WOOOOOOOW
i need to figure out custom skyboxes XD
MIXER will be like substance painter and will bve completely FREE
@midnight tree you are one day late
Why?
@crude vessel true xd
we all went through this yesterday π
OMG guys! Quicksell!
Already cancelling the Adobe subsc?
I bought bout substnace painter as soon as I could
I'd never get an adobe subscription
Hurr
Fuck em
I hope Quixel gets developed into a reasonable alternative.
Indiubt it's as fully featured
At the moment
If they include node editor like Designer into Mixer this will be a bomnb
Well quixel seems more photo based than procedural.
It'd be interesting to see ue4 material nodes themselves have some more advanced features
Substance designer is really powerful,
Mixer lets you do procedural
We just need a "Mixer plugin" like we have "Substance plugin"... and we are good
Well there is a Substance plugin... that lets you modify the procedural parameters in engine
if we get the same for Quixel that would put them on a similar level...
No it is more visual
I'm just talking about 100% procedural generation with no texture map seeds
you can do that in Mixer
Good to know
I thought it was just procedural blending if existing quixel materials
I didn't expect Epic to just go in the quixel's office with a bag of money and a message - now you belong to us lol
What a hell man!
nah they did quite a lot of procedural things in there to manipulate the textures...but you can as well skip the texture part and just use what is there π
From what it appears this was in the works for a bit π
I heard a few week ago that Epic wanted to create something like hdriheaven but for 3d models and now this!
This is why I gegun learning UE4
I'm glad someone is providing some kind of alternative to substance
I love their software, I don't regret paying for it, but Adobe killed them.
Maybe it's cause I'm old, and I don't believe in renting my software.
Why killed? There are a lot of features announced and threrefore substance was working along with adobe for 2 years before the announcement of mering
you know there are talks about Windows being on subscription?:D
I don't believe in making art with ransomware
That's just my preference
If I make art, I want to own that art.
But substance left perpetual licenses to steam
But pieces of art is not an art
I'm saying that cuts off future updates.
From me at least, so the software is dead for me , but whatever.
If you want to spend hours on a painting then require to pay adobe a monthly free to have access to it, that's your business.
π€
just add the charge into the fee for the work, then someone else is paying it
20 bucks is not a big deal even in a third world shithole where I live
I'll take those if you do not need them π
π’
Yeah if I was making active income over it, the cost wouldn't be as big of a deal
I don't know how much art you people do
I find it unacceptable to rent access to my art
the cost isnt the point though, I get what you mean. I used to be a Flash developer. Loved my job. But had to put up with Adobe's shite.
Substance painter assets are not really portable to a third party asset
looks great π
ty @alpine wigeon its super realistic isnt it
Yes you can bake it out
But it's not the original asset
I don't think $20 a month is a bad deal for all substnace provides
I think requireing a monthly fee, or you can't open your own files, is unacceptable
Tell more about times where you were a flash dev and why you consider adobe evil?
I'm sure anyone who worked with Adobe for a few years pretty much hates them
Pre adobe, I think SP was worth the money for the quality provided
Also, about having older versions of the software simply become unavailable after some time. Then you have a bunch of files that might potentially not be openable at all years later
Avoided Adobe as much as I can
Maybe for people who just pirate stuff, it doesn't matter to them either.
Hi guys, I have multiple Static Meshes placed in my scene. Now I want to select all of them and make them to a blueprint actor? I know this is possible with a single mesh, can this be done with multiple assets?
yes
Yeah I hate how it makes files unable to open in older files
Can you imagine if image files worked that way?
Sorry this jpg was made in Photoshop 2019, you can open it!
What do you use as an alternative to PS?
Haha
I did buy that painter bundle but haven't messed with it, but I'm using CS 5.5?
Old school
For example, I found ancient Flash projects I did back when I was a kid. I cannot open them at all legally now
Before it went rental
@midnight tree well there was the initial cost, the re-aquisition of licensing, the utterly crap support, the seperation to multiple products with flex (that should have been within flash itself), the ultimate move to creative suite, then the cloud saving, I've lost multiple accounts due to trying to resubscribe and it not working whilst support reads from a pointless script. Then the absolute abject dropping of support for Flash instead of standing up for itself and throttling the industry. But I don't hold grudges.
INB4 UE4 becomes pay per month rental
It was
Basically unless your independently wealthy or have an active income from asset creation, it's really hard to justify monthly fees for art and asset creation software.
I have no doubt studios can justify the cost
But I think there is a reason Epic donated to the blender foundation
Even pro studios would prefer to not have even higher operating costs
UE3 was "pay $3M for a custom license", UDK was "25% royalty on gross revenue" (basically non-commercial), UE4 started out 5% + $20 a month
i thought UE3 was only a million
They just dropped the fee in a bid to get back behind Unity
Yeah @kindred viper it probably was, though they were a bit picky with who they sold it to
I just recall they said it cost that much as part of the Make something Unreal competition back in the day
The thing about blender is simply the case of making sure there's a strong open platform
but then different licenses existed of course
The CryEngine thing was fun back in the days. You had to send them a detailed description of your game or what you want to make in order to get the engine
Epic donating to Blender is about making sure indies/amateurs can keep using the engine to make games
Yeah, but I can see blender reaching parity with maya
Blender is creeping into bigger studios tho
@plush yew I did some of my first work in cryengine. It was nice before UE4 came out
Yeah I also have some experience with that engine. I remember that there was 0 documentation π
yeah I mostly did scaleform back then so I was figuring all that out with no docs too
Not as a daily driver, but the open nature, easy scripting and huge community make it a great addition to the pipeline
I have some Cryengine jobs going on. The documentation is a joke.
I switched to Blender since 2.8 from Maya, no regrets.
I don't even bother and go straight into source to see how something works (or doesn't )
Yeah, blender 2.8 is amazing
The UI is still a bit clunky, but that can improve over time.
Some of the plugins really improve on that.
2.81 has some UI improvements
I really hope ue4 and blender get some good integration
I like the UI, why clunky, I have hard times to go back to Maya now.
CE is still using Scaleform, which requires you to use a version of Flash that isn't sold any more
how do i make it so sunlight burns the eyes of the players i have who look at it??????????
in real life
create a screen manufacturing company and build lasers into them
@mighty field Amazing
Why do they even use Scaleform then?
help me with what technique or keyword i should research to accomplish this.. im making a game where the player is checking to see if a weapon is safe - safety key is on it bullet is out etc. so the player will pickup the item and inspect it. as the player is inspecting it when the camera hits a certain view/angle on the gun i want a script to kick in that pretty much says this gun isnt safe, it then replaces the unsafe item with a new item that is safe. then the player can put that gun down and move onto the next
Make an AR phone game that requires the player to point at the sun
Scaleform needs to die in 2012
Sell some be goggles that have a prism and a lens
Bonus: It sill damage their phone camera too
Yeah I saw a video of Red Dead Redemption 2 and they had a Scaleform bug on the PC version. An old one.
And you want to burn the player's eye out, detect the sun direction, focus the sun on the prism and into their eyes
@midnight tree because most of CE code is 10 years old
What even is Scaleform for?
Alternately provided some kind of laser diode if sun is unavailable
CE - cryengine?
Scaleform is Flash for game UI
What happened to cryengine?
it sucked, no one used it, the end
it got bought by Amazon?:)
it didnt suck. the people using it sucked. if you used it right, it was cool as hell :p
^
@crude vessel there's one or two dudes working ln it on their spare time, from the looks of it
I heard a lot, even from my lead programmer that CryEngine is the most advanced engine, but really hard to use.
It did suck - the tooling has always been horrible
the licensing terms made it impossible to use for years
CryEngine is a great renderer wrapped in horrible tools
That's sad
Yeah, there are some great things going on there, render-wise
I guess that's really what makes a game engine a thing? It's really like a package of different elements.
@cloud cobalt I'll concede it had it's issues. I still miss it a little tho but UMG/Slate is far superior.
But the tools and overall framework is a mess
The pipelines for nearly everything are very outdated
I do think it looks amazing when used well, but 2006 vintage Unreal had massively better tools than recent CryEngine does, and tooling is how you get games made
Yeah
Tooling is what UE does best so it's a bit unfair, but...
I was doing mods for pheonix engine (Overgrowth) and it was interesting to see how this bespoke engine worked. But at the end of the day I got sick of the shitty workflow.
To be fair, I'm working with pre 5 Cryengine, which makes things worse
So ue4 really makes me.happy with all the quality of life situation
There is much worse on the market than CE, all things considered
Having to use plugins to export models and animations is so 2008
Hahha
Yeha that was one of the things I hated about pheonix engine, you needed to use blender 2.5 something beta to handle the skeleton/model export
And honestly I hate older versions of blender so much
Also, the concept of packaging your game doesn't exist
So having good tools and workflow is good?
thats pretty much the logical idea. Imagine if UE4 wasn't modular at all, and had a static set of tools. You would be looking at Unity and drooling :p
Material graph in UE3/4 has been a key reason why I never even considered Unity for a long time
Boy, working with materials in Cryengine... haha
Fixed texture slots, 'nuff said
Ah, did I mention you have to use a photoshop plugin to export the textures correctly?
But yeah, the rendering is top-notch. Even this old version I'm using does some things UE4 doesn't even scratch
The fully dynamic outdoor lighting is still hard to match
Their SSR and SSAO are top class
I've noticed a memory leak in simulation mode in 4.23
Simulating over and over will end up filling the memory with time.
This doesn't happen in playing mode though.
Even on a clear project, the memory goes up and up and never go down after simulating (I've waiting a long time to see If garbage collection frees up the memory at some point, with no success).
The problem is that at some point it uses the disk cache, when that happens it takes years to close unreal. I have to restart the computer to completely free up the memory.
I wanna rotate spline points to generate roll for my vehicle but I want the spline only to be rotated AFTER the point, when I rotate a point, it rotates the segment before and after it, meanwhile I just want the segment right after the point to be rotated.
Hi, is it possible to create spline mesh using Virtual Texture and change it at runtime?
I am working on replication and Im not able to control the server window. When I click it I cant do anything but all the clients work fine. Can someone tell me why or what Im doing wrong?
Can someone explain virtual textures to me in practical terms
from docs: Virtual Texture support for your project enables you to create and use large sized textures for lowerβand more consistentβmemory footprint at runtime.
https://docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/index.html
An overview of the available Virtual Texturing Methods.
Blueprint course will help you.
You should be able to figure it out even by reading the text. White lines are how the execution logic goes on.
Hello people! I'm making a game and am looking for playtesters and feedback
Here's a small gif; https://thumbs.gfycat.com/SeparateExhaustedCardinal-mobile.mp4. You build your own ships and fight in pve or pvp
If anyone is interested hit me up π
maybe post in #work-in-progress ?
@upbeat kite That's a really nice project π
Hmm yeah that is definetly a good idea, thanks Matthew
Keep working on it !
I mean I read the docs for virtual texturing I was kind of wondering form the perspective of someone who used it for something specific?
Is it just for handling larger textures for memory limit reasons?
i was wondering if there is other ways of doing things overtime other than using the Timeline and Set timer Nodes
tick is over time, timelines are over time, timers are over time, and uh.... delays?
i guess it just depends on what you want to do
i don't know why functions don't like time related nodes
i need a node that is easier to use with Lerp
Functions are always executed right when called as the outputs are probably needed
Events can be latent as no-one is waiting for outputs
I usually use "Add Timeline" for any interpolation :)
No cabbage
They aren't?
Only true with pure nodes (no exec)
When can impure functions be delayed?
Also will give you default value if you have an invalid target (instance)
in theory, with virtual textures
you could have 16x16 textures for everything, allowing you to zoom in insane details
What I meant was if you connect outputs from impure to another function where the impure never execβd it never ran.
while still keeping a "normal" and performance GPU memory usage in normal cases because the engine will only upload the 1kx1k version of your textures for the scene because you aren't 1cm from the wall
it makes rendering a tiny bit slower, but it allows you a much more optimal use of the GPU memory
@radiant haven check your Simple collision
it doesn't like having the complex collision as simple
you know you can create a new collision for any object via this tap
UEDPIE_0_Airport
i dotn have a model called airport
Im using unreal 4.23 and Advanced Steam Sessions, when i try to package the project that error shows up
@radiant haven Which one are you trying to simulate physics for ?!
Hello dear people,
I'm trying to figure out how to solve this problem I have for a while now and thought that maybe you can help. I have a character with a cloth simulation on his coat but the coat isn't just like any other normal coat. It has buttons and pockets! And that's the problem.
Is there any way you can stitch the buttons onto the coat that they follow the coats movement but stay solid, just like normal buttons would do?
I appreciate any suggestions and every useful link π
if i download the preview 2 will i have to download the launch version all over again or will i just update to it ?!
is there a way to disable the auto message log "pop up/window switch" after in editor play?
the engine will update but it will basically just install the new version over the old, there is no real incremental updates for engines they are all large lol @strong mesa
quick question: what's the enumerator switch to choose if on Android or iOS?
It's finally clicked in my head about blueprints
How can I tell a child static mesh that it should face a certain Object or Location all the time. So even when the parent rotates it still faces the point?
Coming from a programming background and working with Torque Game Engine many moons ago
I've realised blueprints are like the equivelant of Torquescript but horizantal
LOL
Is the current humble bundle worth it, if I wanna get into cpp?
It offers some courses related to unreal development
For some reason the damage here doesnt apply..
You're destroying the damage causing actor on first hit actor.
Uhm, sorry what?
Has anyone here successfully ported a spatialOS project back to vanilla UE4? Probably a bit of a shot in the dark here, but in the spatialOS discord no one knows how to do this.
@hot thistle You're destroying the Blueprint actor pictured here, the damage causer, on every loop.
Eh, should do damage to at least one thing
@hot thistle pay attention to the pin labels on the for loop
For some reason, it worked when I delayed ''destroy actor'' by .1
I have no idea how loop body works, I thought it was just a method to get all actors in a array
you can use loop for doing the same set of actions to a set of actors
So its better to put the destroy actor when on ''Finished''?
Okay, thanks!
Hey you might be able to take that entire array and put it directly into the target pin of the damage node
That works for some functions
oh NVM it has a return value
Yea :/
Can Blueprint Function libraries call other functions that exist in the same library?
sure
it may or may not matter what you picked as the 'parent' class. if you chose object then it should be a non issue. i might be confused with macro library but i think they work the same
Thanks
how cna i get Chararcter movement in Pawn class
believe character movement requires that the pawn be a character
is your pawn a character?
will you be using c++?
You'll want to look into a UPawnMovementComponent if the idea is to fill the structure epic set
what can you do goot at physicsΓ€
so i have a Template actor , which has the code for multiple things like weapons and potions , and i want it so that when i switch the item type in a child Blueprint class the shown settings switches too
You've got options falk, would recommend looking up stuff like calculating bank angles and stuff. this is a good way to start understanding aircrafts. you could either sweep the pawn around or physically simulate it with physx by applying forces every frame
i know aircrafts over 3 years now but never created (programmed) one and thats teh hard thismh
the main 5 words that comes to my mind right now ( Acceleration, Deceleration, Pitch, Yaw, Roll ) ... ofc there is other things like drag, etc etc, buti think it would be hard to achieve these things in a game engine
Hey guys .. I have a pretty standard 3P character setup. I added a Crouch animation, but somehow he's sinking into the floor. I can fix this by changing the Crouch Half Height from 40 to 88, but then the root capsule height does not change. What did I do wrong here?
https://gyazo.com/7cac2173e2c3e66741286015b23b63b7
can you show me raw animation
the file is Crouch_Idle_Rifle_Hip out of AnimationStarterPack. What part of it can I show you?
if you are using the original animation , it most likely will be somethin in the code
i assume you used the Crouch function that's already built in the engine
how i can make this object to rotate to the ball ?
that is correct.
From what I can observe... the crouch capsule is shrinking and sticking to the head. I assume they should be at the feet.
@fierce forge Find Look At Rotation
@fierce forge
@fierce forge Use find look at rotation and feed it boththe object and the ball location then Set the Z rotation to that rotaion
@pale forge have you changed the character mesh collision !?
No I did not.. mesh has no collision by default
can you show me the code for it
what i need to put here ?
the C++ is
void ASBCharacter::DoCrouch()
{
Crouch(); // in ACharacter
}
location , forward vector or what ?
blueprint is ...
https://gyazo.com/bb46669b490c18428c8febb92a32311d
maybe you have code somewhere else that affects this code
I did rearrange the hierarchy of objects (unparented camera from mesh), but otherwise I can't think of anything. Anyway I'll keep digging... thanks
https://gyazo.com/5ac28eb59db07a071e6428710f426ff6
Many People Ask Stuff, Some People Answer Them
Is it possible to copy a level and transfer it to another type. Like a FPS level and transfer it to third person?
So u donβt have to redo everything
Gameplay isn't in your level, is it ?
No I just have all the aesthetics set up rn
define transfer
Then either transform your Blueprints from FPS to TPS, or recreate a new TPS project and migrate.
Like literally completely copy it
thats an odd question
What, are you trying to switch controllerclass?
So u donβt have to re-place every single floor and rock and lamp and background and everything
Why not just use the level you have? π
Iβm doing the tutorial video and made something kind of cool but itβd probably be better in FPS then TPS
whats the problem then?
I was just wondering if it was possible
Like Iβm brand new I just downloaded it a couple days ago
yep just ctrl+w on the level asset
You just need to switch game mode. No need to βtransferβ level
keep at it
A rather general question. But do you think it's possible to do a writing trainer where you'd draw on the screen and you'd be able to test whether the path drawn matched a test path?
possible? yes. difficult? not really
Take a look at Render target
You overestimate my skills haha
Render target. Cool thanks. It'll give me something to think about.
What are the best tutorials for landscape painting?
Many thanks. I don't have the time to start a project but love that theres something to watch and learn from. Formulate ideas.
I'm having issues with collision on my vehicle skeletal mesh after importing from 3ds max where the collision extends below the z axis requiring me to put large wheels that make my vehicle float in the air. I've included some pictures at
https://www.reddit.com/r/unrealengine/comments/dvxl8j/vehicle_collision/
Does anyone have any idea what i can do to fix this?
Is there a way to set up my character physics collision objects in blender ahead of time?
Why does the UE4 Editor crash when there is an error in C++
code
and not with all errors but with some
Hi folks. I have boring issue here, swarm farm doesn't end calculation with "skylight radiosity" and only my PC working on "Processing Mappings" anyone know to fix it?
scene with x7 sub-levels, and with singe light scenario, there i have 42k objects for rebuild
Because c++ is not a padded room... but a Chernobyl reactor.... one wrong step...:)
like for example
PlayerCamera -> CreateDefaultSubobject<UCameraComponent>(TEXT("PlayerCamera"))
it crashes and this is a minor bug
the correct way is
PlayerCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("PlayerCamera"))
that is not a minor bug
"Hey lemon, make a lemonade" vs "Hey lemon you are lemonade"
what do u mean its one mistake in instating the UCameraComp
yes but you are calling a method on something that is possibly not initialized that is 1)
so if it is something wrong with the instanton than it will crash?
and you are calling a method that possibly does not exist....
WHY DOES FOILAGE MAKE MY COMPUTER LAGGGGG
But I think Epic and the UE4 team are smart enough and can afford a response for stuff like that instead of the editor crashing
@fiery gorge because you are using capslock :)...also it might not be optimized for ... use π
You are still using stuff from the packs?
ya
@fiery gorge Contact the creator if its not u
is the creator in this discord
Or your machine is a potato π
You should check scalability a culling options on your folliage actors
what are u computer specs @fiery gorge
u should not be lagging
@opal berry In theory it should not crash on compile as that is running as a separate process...but if it gets past compilation it will crash because that runs on the same thread...
do i need to download more ram????????
open the task manger and check if u have stuff eating mem in the background
nothing else really running
