#ue4-general

1 messages Β· Page 572 of 1

plush yew
abstract relic
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Perfect

crude vessel
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Is that a new Quixel megascan?

devout flax
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Anybody knows, where is the "EClock Type" from widget blueprint?

hot thistle
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I got 3 animations signalising damage from left, right and back. Whats the best method to set this up upon taking damage?

frank pike
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I cant get a 4.24 project to load past 45%. Is anyone else have similar issues?

cloud cobalt
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You need to wait

manic pawn
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more news: preview 2 is out

grim ore
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more news: Unreal Studio is gone, everyone weep πŸ˜›

hollow ore
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Been a good day

viral rampart
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Hi anyone can help me about vertex count? can't find where to show..

grim ore
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@viral rampart if you double click on a static mesh the vertices will show in the top left

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you can also mouse over any static mesh in the content browser and it will show in there

crude vessel
grim ore
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they are working on it, it's called UE 4.24 and .25 and .26 lol

crude vessel
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First Quixel, and now this?!?

light thunder
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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)

crude vessel
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- 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```
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Quick someone contact Epic about this.

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@light thunder what do you mean?

light thunder
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@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

crude vessel
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You can load it up in blender?

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What you posted is like, mask texture?

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Each color (RGB) are a greyscale mask

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The UV mapping is just packed for efficiency

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It's fairly common for UV layouts to not be 'readable' these days

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What did you have in mind to customize the manniquin?

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Make it gold colored?

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Give it blue jeans?

worldly cosmos
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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?

digital anchor
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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

lone tapir
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@grim ore Thanks for the link from HUMBLE BUNDLE! Dude your videos save my life daily πŸ‘ πŸ™Œ

worldly cosmos
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... so how to make it correctly?

vernal relic
digital anchor
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use a variable before passing the value around

worldly cosmos
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after GET nead to use SET some variable?

digital anchor
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yep

worldly cosmos
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i`m try now

viral rampart
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Is it possible to show my whole level vertices?

worldly cosmos
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Thank, it`s work!

slender mist
safe rose
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@slender mist depends on a few factors. Overall though. for $20 it is pretty good.

blazing owl
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i really like the look of the master control material

grim ore
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@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

safe rose
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@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)

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However, cold-PMing random people isn't the solution

viral rampart
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Yes sir! Thank you both!

lapis vine
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lol

radiant haven
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uhm is that right

grim ore
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Where is this at?

normal burrow
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unreal studio is no more

wicked tiger
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@radiant haven - Where are you seeing that FAQ question?

radiant haven
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google

oblique sorrel
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So, how good is the Humble Bundle UE4 pack, with Gamedev.tv courses?

kindred viper
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nothing you cant learn for free, but if you want convenience for a fee, its all good

normal burrow
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believe its saying engine is not completely free but unreal studio was

wicked tiger
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What did you put in the search?

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The wording of the result is a little strange is all.

normal burrow
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(bottom)

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some cached data i think, not on the link when you click it

wicked tiger
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Ah, could be. I didn't see it in the FAQ so that's what I was looking for. Thanks @normal burrow πŸ™‚

silk finch
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Hi Guys, someone can help me, please? i need make a animated object in the air, random like a orbit particle.

plush yew
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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

opal berry
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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?

plush yew
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pointer errors crashing entire program is normal in c++

opal berry
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Like for example
PlayerCamera->CreateDefualtSubobject<UCameraComponent>(TEXT("PlayerCamera"))
instead of the correct way which is
PlayerCamera = CreateDefualtSubobject<UCameraComponent>(TEXT("PlayerCamera"))

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right?

plush yew
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it just shouldnt compile i think

opal berry
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I does not compile and the editor crashes

plush yew
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you using hotreload?

opal berry
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I think because UCamerComponent* is a pointer so when its instaited incorrectly it crashes

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I mean UCameraComponent

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What is hotreload

plush yew
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U have createDefualt btw

opal berry
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sorry i am new

plush yew
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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

opal berry
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I compile from studio with editor open and when there is no compile error works fine

plush yew
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but ur createdefault has typo

opal berry
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I wrote it correctly in the code I just sent it here incorrectly

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I think its because I did PlayerCamera->CreateDefault instead of PlayerCamera = CreateDefault

plush yew
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but yeah if you use-> there it wont work

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if i make that it just doesnt usually compile

opal berry
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Then why does it crash with me

plush yew
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might be hot reload thing ill try

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i think if ur using hot reload only then u can compile having editor open

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from visual studio

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but maybe im wrong

opal berry
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Ok thanks

plush yew
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yeah it crashes

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with hotreload

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nvm

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crash is normal

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i just had wrong memory

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will compile but crash at startup

sharp crest
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I tried renaming the variable, still doesnt work

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Ok I fixed it

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somehow

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lol

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I dont even know what fixed it but

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Looks like engine was bored so didnt want to update my shit or something

crude vessel
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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..

sharp crest
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good idea

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whats the question again?

crude vessel
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Is there a better way to remove objects from a character other than assigning them to a bone which can be culled?

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Making them a socket item?

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Is that worse or better?

sharp crest
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dont think u can do that with sockets

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I think ur way is the best

crude vessel
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Excellent

grim ore
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no reason you can't have sockets you just attach the teeth to as an option as well

crude vessel
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Well performance wise?

sharp crest
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I uninstalled visual studio and it errored when I pressed something and now this wont go away lmfao

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I dont want to restart CRIES

patent ibex
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having weird issue, once enabling dx12 packaged build reports that my system doesn't support dx12
thought it does and editor runs just fine

dark depot
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looks like 4.24p2 also released First Quixel and now this today is pretty good hahaha

sharp crest
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@patent ibex whats the error text it gives u?

patent ibex
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just "dx12 is not supported on your system"

sharp crest
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try asking this guy if he managed to fix it and how

crude vessel
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I'd adding a bunch of bones that won't be animated a lot (teeth) going to add a lot of overhead?

patent ibex
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it might be due to raytracing somehow i think

sharp crest
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#animation might want to ask that there, pretty specific question πŸ˜… @crude vessel
or even better, try googling it!

crude vessel
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Yeah I suwpdt the answer is going to be yea, and profile it

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I'm just being lazy

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

sharp crest
crude vessel
sharp crest
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guys check this out

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been using it the last day or so and it's very nice so far

proven ivy
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I'm confused, is there really a huge difference between this theme and the original theme?

sharp crest
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not rly it's just different colors and stuff

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more flat kind of style

proven ivy
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I see

plush yew
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@sharp crest thanks man

sharp crest
crude vessel
#

I should release 'even darker and gritter' ue4 theme

sharp crest
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lol

crude vessel
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Just make everything literally half as bright and do a dirt texture overlay

sharp crest
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each one and their preference...

crude vessel
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For when dark theme is not enough, your project dies at the end

fiery gorge
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Hi!

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I am new to UE4

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I just got it two days ago

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And OMG! It's so much fun.

sharp crest
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It is! @fiery gorge

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Don't forget to browser the marketplace for even more fun

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Lots of free stuff too

fiery gorge
#

I've taken a couple things from the EGL - Is there another resource that I should be looking at?

sharp crest
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whats egl

fiery gorge
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Epic Games Launcher

sharp crest
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look here the launcher sucks ass and is slow asf

fiery gorge
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Thank god, I hate the launcher haha.

sharp crest
fiery gorge
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I watched a few of the tutorials posted on learn.unrealengine

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I'm not very satisfied with my lighting as is

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Here's what I've made so far πŸ˜„

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Do you have any recommendations for lighting/weather tutorials?

sharp crest
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seems like u can improve the lighting a lot but maybe just me

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try going over some lighting tutorials on youtube to see what u can improve

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just google stuff there are a lot

fiery gorge
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Yeah, I was thinking that, my shadows especially look really harsch.

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I also need to figure out how to set render distance on objects.

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My trees look like crap until you get close to them.

sharp crest
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there are probably like 100 free tree assets so u r good

fiery gorge
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Well, they look really nice when you are near them

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But when you're far away they block up, almost as if it was a different mesh.

sharp crest
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try opening the mesh

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and seeing if there are LODs

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and then remove/change em if uw ant

fiery gorge
#

thats exactly it

#

perfect

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just gotta mess with it now

sharp crest
fiery gorge
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Thank you πŸ˜„

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I got it how I want it

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Hopefully it's nmot a huge performance dip

sharp crest
#

well unless u have a lot of trees not rly

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I never use lods

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dont have issues

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should probably starting using TBH

fiery gorge
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This program is making me want to buy some more ram

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I have 8GB on my desktop

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Doesn't seem like enough XD

sharp crest
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dont even bother

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it wont end

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u will need more ram

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more cpu

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it wont end

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trust me

fiery gorge
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LOL

sage silo
#

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

cloud cobalt
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Everything in Intermediate, Saved or Binaries is "safe" to remove

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Meaning, obviously if you remove Binaries you need to recompile C++ if any, if you remove Saved you loose game saves, screenshots and backups

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Mostly there just isn't a lot of useless disk space, game projects are big

sage silo
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but still, if it grows from 10 to 30 gb in few weeks without migrating much that should raise some brows...

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anyway thanks for tip

cloud cobalt
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19GB here with basically no assets

sage silo
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does game preserve compiled things for eternity?

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in last few weeks I did nothing but fucking around my procedural level generation algo in C++

cloud cobalt
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In my case, I have 5GB in intermediate and 6GB in Visual Studio's database

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Most of intermediate being Build, so C++

sage silo
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I am amazed how many bugs I can create per line... but I digress

fiery gorge
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XD

cloud cobalt
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C++ work with UE4 will basically get you an instant 25GB more on disk between engine symbols, VS database, build artifacts

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The engine is just big

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Get a 500GB SSD for your UE projects and you'll be fine

sage silo
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lemme see... as a whole project weights 32.4 gb, saves are 5.8, intermediate 1.8 and binaries 16.7

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oh, I have plenty of space, it is just that copying to external disk (as a form of backup) takes annoying amount of time

cloud cobalt
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Run the backups on your source control server

sage silo
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what source control server πŸ˜‰

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I am not even indie dev. this is my hobby

cloud cobalt
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If you aren't using source control, do it today

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Seriously

sage silo
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I dont think I can find free source control for 30+ gb πŸ˜›

cloud cobalt
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of course you can

hushed rivet
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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?

sage silo
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stranger well, I dont know. if you know, can you direct me to such generous service?

cloud cobalt
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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

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But you don't need 30GB

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You need to version Config, Content, Source, and your uproject

sage silo
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I guess you can cut down in this way

cloud cobalt
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It's not even cutting down

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That's just the only stuff that should be versioned

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Nothing in intermediate should ever go to source control

sage silo
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I see only Content has any significant space (6gb)

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rest of directiories that you mentioned is negligible

cloud cobalt
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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

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But also, you don't need hosting

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If you use Git or Mercurial, syncing your work repo every week with another workspace results in a backup of every single version

strong mesa
#

Hello , does anyone one have god experience with vectors ?!

warped tangle
#

I can't say I've had any religious experiences related to vectors, but what's your question

sage silo
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stranger I will think about it. thanks for advice.

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kharvey lel.

strong mesa
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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

patent ibex
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what's the state on DFGI and HeightfieldGI?

strong mesa
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@warped tangle like this

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instead of it stopping when it reaches it i want it to carry on to the arrow

warped tangle
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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

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basically like a normal forward trace, but you're making the forward vector via the look at rotation between the 2 locations

strong mesa
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i tried but i wasn't smart enough xD

warped tangle
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dunno if it's the best way, just threw it together

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but it'll do what you want

strong mesa
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oh man

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thanks a lot you took the time to do it ❀️

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i really appreciate your help

warped tangle
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had to make sure it'd work lolol

strong mesa
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the funny thing is , i don't know what are vectors

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i don't know how they can have a direction when they are just a floating poit

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point *

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Dude .. This works Perfectly !

visual belfry
#

they are a "direction from 0,0,0"

strong mesa
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thank you so much

visual belfry
#

as well as a point in the middle of nowhere

warped tangle
#

yep

strong mesa
#

oh so the starting point is always 0,0,0

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unless i set it to be something else .. i guess !

warped tangle
#

The more you work with them the more sane it gets

wary wave
#

a vector is a location or a direction

visual belfry
#

what KHarvey says, it'll make sense as you see more examples

wary wave
#

(or an offset, actually, but that's also kind of a direction)

warped tangle
#

look up normalized vectors, and the whole "direction" aspect will start to make more sense

wary wave
#

I would grab a high school math textbook

warped tangle
#

snap

wary wave
#

this kind of stuff is very useful and should be covered

warped tangle
#

Yeah vector math is kinda it's own beast. But once you get a handle on it....stuff just starts to make sense

strong mesa
#

I've always loved math but things get hard when it comes to understanding since or math etc keywords in my language

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Thanks god this community exist ,.. would have been wasting time playing games instead of making them lol

warped tangle
#

lol

frigid needle
#

Wolfram Alpha may help with the math, too

strong mesa
#

googling that

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This is better than school and collage combined

crisp fable
#

then google how to spell 'collage'

warped tangle
#

maybe he meant an actual collage 🀷

strong mesa
#

lol

hot thistle
#

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..

warped tangle
#

what is the actual question here?

hot thistle
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Sorry

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Basicly just what the best way is to make the enemy throw a ''grenade'' towards the target

warped tangle
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there's a suggest projectile velocity function (I think that's what it's called)

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sounds like that's what you need

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I believe there's a bool for favor high arc or something, which will "lob" it up

hot thistle
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Yeah, the ''lobbing'' is one of the issues

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Also, the projectile now flies towards the player, but not in the Z axis

warped tangle
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Is the grenade following the player intended functionality?

hot thistle
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No

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I messed around with homing velocity

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Like ''Launch Character'' just for my actor would've been perfect

warped tangle
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so whats wrong with suggest projectile velocity?

hot thistle
warped tangle
#

Have you even tried Suggest Projectile Velocity?

hot thistle
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Yeah

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Using that now

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And the projectile doesn't fire when its simulating physics

warped tangle
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yeah that's intended

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you can also use suggest projectile velocity custom arc @hot thistle

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I've tended to use that

hot thistle
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And do I enable gravity or nah?

warped tangle
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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

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also you need to hook the exec pins

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how are you planning to set the velocity?

hot thistle
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Oooooh

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I figured it out

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Thanks, I'm an idiot

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I didn't set the velocity

warped tangle
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lol there we go haha

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Epics working on the "suggest and set projectile velocity"....just not there yet

hot thistle
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I see

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Never heard of those nodes before either

ruby ocean
#

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?

abstract relic
#

Not something I’ve ever encountered or heard of. To clarify, you are exporting from unreal?

ruby ocean
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Yeah I'm exporting from UE4 and importing to the ark devkit

abstract relic
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Ah. Use Migrate instead

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The dev kit is a heavily modified and old version of unreal mind you

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Best to export as an fbx then import the fbx into the dev kit

ruby ocean
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okay solid. But what's the difference between migrate and export? Does migrate send it from one program to another directly

abstract relic
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Migrate copies the uasset file directly from one project into another

ruby ocean
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alright, I'll do that

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thanks

abstract relic
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Make some mean dinos πŸ‘

ruby ocean
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I'm making the good boy variety of dinos

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i may move into the 'mean' ones later on lmao

abstract relic
#

Dinos with winning smiles 😜

ruby ocean
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@abstract relic one more thing. How do I know, which content folder is the right one to migrate them to?

hot thistle
#

How do I fire off a particle effect xd

abstract relic
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There’s only one content folder per project

ruby ocean
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alright

abstract relic
#

It’ll scream at you if you are doing it wrong

ruby ocean
#

I just found the proper folder I was looking for, we should be good

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I moved them into my creatures folder, if that doesn't work, I'll migrate them to the mod folder itself

warped tangle
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@hot thistle spawn emitter at location / spawn emitter attached

ruby ocean
abstract relic
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Not compatible to migrate. Dev kit is too old

ruby ocean
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damn so I gotta update the kit then

abstract relic
#

no

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The kit is using an modified and very old version of the engine.

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THey can't update it

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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

ruby ocean
#

alright, I opened up the devkit a second time and got the same message, should I verify the kit before anything else?

abstract relic
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Yeah

ruby ocean
#

alright

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My original problem was that when I exported them to an external folder, they didn't show up when I went to import

abstract relic
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you stated that you were exporting from a ue4 project to a folder in the dev kit

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is this the case?

ruby ocean
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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

abstract relic
#

Oh. I'm bamboozled then

ruby ocean
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yeah its a weird problem. If makes a difference, the animations are from the ADK, I just had to do a bone rotation.

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I didn't make the animations myself, I only edited them

cyan merlin
#

NO WAY

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megascans is now free for UE4

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fuck yeah

pliant yoke
#

navmesh just barely misses the doorway

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can someone point me to the setting i need to adjust? collision mesh? navmesh tolerance?

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the collision mesh is a flat plane on those walls so I can't make it much smaller

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or just maybe, my entire world scale is too small? it is made out of 100 scale pixel art

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hmm yeah that's probably gonna be my answer

blissful willow
#

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.

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Is there something I'm doing wrong here?

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Or does displacement not work in UE4?

pliant yoke
#

hmm I haven't had that happen

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did you check out the content examples?

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try finding a working example

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copy your assets into it

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see if it works

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if not, something is probably wrong with your displacement map or material nodes

blissful willow
#

Which content are they in? I looked through the starter content and didn't find any

true leaf
#

nope ..

normal burrow
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lol toast

true leaf
#

lol okay i figured it out

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my game was crashing SIMPLY because i was trying to call methods off of a 'null' variable, whose data type is a Data Asset

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so basically make a new local variable, make its data type be a 'Primary Data Asset' and dont give it any value

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and then try to call its getters and methods... your game will fatal error

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i mean im not surprised in one sense but yeah. lmao

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usually it more gracefully errors and doesnt crash

normal burrow
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yea thats worth reporting

true leaf
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yeah i will so epic can see if they can replicate it

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might be something weird w how data assets are

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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

grim ore
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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

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blueprints just hide that from you and handle it

normal burrow
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If it’s a blueprint function lib, it’s probably supposed to check nullptr

plush yew
#

Ive just been going through today downloading as much of the megascans archive as I can

hidden heart
#

are you luke's cousin?

plush yew
#

step brother

lapis vine
#

I heard they had like 10k scans, that how much storage?

patent ibex
#

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

open root
#

Dear UE4 users I Have installed Quixel Bridge - but there seems to be some problem, can anyone please help me?

fierce tulip
#

@weary basalt ^ my point :p

lapis vine
#

Somebody to mark in the calendar, Quixel day 12.11

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Think the issues will just start to sort out now.

alpine wigeon
#

@open root do you have the plugin installed and enabled?

open root
#

@alpine wigeon πŸ˜„ sorry 😦 I did not

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thanks

midnight gate
#

if i wanna make a pokemon ripp off whats the best way to program all the pokemons?

abstract relic
#

PokΓ©dex api

gleaming temple
#

Is there any way to download the official ShooterGame example project currently? I'm only finding precompiled builds

alpine wigeon
#

It used to be in the Learn tab right?

plush yew
#

excuse me, but I can't find the project i saved. It just vanished

fierce tulip
#

start > recent

plush yew
#

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

gleaming temple
#

@alpine wigeon You are right, thanks! I was looking in the Marketplace :(.

scenic owl
#

there's an UE4 courses bundle in humblebundle right now πŸ˜„

wary wave
#

it's probably Udemy garbage?

#

oh, apparently not πŸ˜„

scenic owl
#

no it's not garbage XD

#

it was amazing

#

it's totally worth it

plush yew
#

20$ for that much courses? I may check it out

lethal cliff
#

How to import a Carpet with Particles from Blender into UE4 ? Everytime i try it , the particles are gone

crude vessel
#

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
#

@lethal cliff Can't.

#

Game engines work with geometry

lethal cliff
#

@cloud cobalt thanks for the reply . @plush yew allright, thanks for the reply too. i will search and learn about this two things.

cloud cobalt
#

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

lethal cliff
#

@cloud cobalt allright. how would you make a carpet if i can ask ?

cloud cobalt
#

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)

plush yew
#

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?

lethal cliff
#

@cloud cobalt gotcha and thanks again for your time and help.

radiant haven
#

whats a scene compinement what what does it do in a vehicle

fierce tulip
#

when you accidentally open the wrong map, and its the biggest one to load

spare veldt
#
itch.io

A game jam from 2019-11-14 to 2019-12-12 hosted by Unreal Engine. We're excited to announce the 2019 Epic MegaJam! THE RULES Work alone or with a team (up to 5 members total) to make the most incredible project in

#

anyone planning to join?

cursive dirge
fierce tulip
#

oh man, when you zoom in on some of the quixel content you kinda want to use myface.gif

cursive dirge
#

you don't have seams like that on the rocks on your local woods?

fierce tulip
#

i dont have blurred parts

#

:p

dire coral
#

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

fierce tulip
#

<_<

cursive dirge
#

that's typical issue on photogrammetry when you miss enough source data on your image set

#

@dire coral can you tell more? πŸ˜„

fierce tulip
cursive dirge
#

for Lous

#

dang, you ruined it now

dire coral
#

haha lol

fierce tulip
#

@cursive dirge sure, but you'd expect them to properly photoshop those issues away

frigid needle
#

That seems like a wee tiny nitpick, though, over the rest of the texture.

fierce tulip
#

wee? its all over the texture hehe

cursive dirge
#

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 πŸ˜„

fierce tulip
#

same with this one, it kinda looks like they forgot the right side is curved away from camera hehe

cursive dirge
#

like, was the animal doing some ballet there

fierce tulip
#

some of em are really well done

cursive dirge
#

sure

fierce tulip
#

but there are a few I would either have to photoshop, or well.. not use

cursive dirge
#

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

fierce tulip
#

bottom left/top right just rotated

cursive dirge
#

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

fierce tulip
#

yea, and in the end "does the player notice" prolly not besides antf00kers like me :p

cursive dirge
#

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

fierce tulip
#

virtual texturing ftw

midnight tree
#

Hello

#

What do you think about Quixel and Epic consolidation?

fierce tulip
#

I think I know about it

alpine wigeon
#

Do you though?

midnight tree
#

BUT

alpine wigeon
#

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

fierce tulip
midnight tree
#

So the humble courses are crap?

fierce tulip
#

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

midnight tree
#

What about official learning site? I am kind of lost. There are TONS of tuts

alpine wigeon
#

the learn.unreal? that is fine πŸ™‚ the video courses just sometimes are ... better and guiding you through the things they do

midnight tree
#

It seems that you have something in your mind about video courses, but don't tell...

#

Please explain

plush yew
#

I bought them

#

But didn't had the time to look into them yet

alpine wigeon
#

I just do not trust every tutorial out there πŸ™‚ as some of them are using bad practices to do certain things so... πŸ™‚ 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

midnight tree
#

What is the better way, please tell...

alpine wigeon
#

depends on the actual thing the tutorial is doing πŸ˜„

abstract relic
#

Basically treat tutorials as methods rather than fundamentals

alpine wigeon
#

there πŸ™‚

#

Use your own mind do not just blindly follow πŸ™‚

#

experiment... test things out πŸ™‚

midnight tree
#

πŸ€” ok, thank you very much.

alpine wigeon
#

you mean the landscape?

plush yew
#

I never used GameDev.tv so far. Is it possible to use it Offline?

midnight tree
#

Stop! So those courses are online only via browser?

abstract relic
#

It looked like you made the landscape transparent

fiery gorge
#

I fixed it πŸ˜„

alpine wigeon
#

Buy a rubber duck πŸ™‚

fiery gorge
#

ty @abstract relic

abstract relic
fiery gorge
#

I'm very new to UE4 so I might ask a bunch of stupid questions.

#

Speaking of which, I have one now

plush yew
alpine wigeon
#

probably not in general chat πŸ™‚

fiery gorge
#

oh

#

Which channel is best?

plush yew
#

Depends on your question

fiery gorge
#

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?

abstract relic
#

Stupid questions are welcome here

fiery gorge
#

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)

alpine wigeon
#

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

fiery gorge
#

Is the size of the object determined in painting, scale x y z?

alpine wigeon
#

It is determined by the foliage type setting... when you select the type you can change the scaling below it in the details

fiery gorge
#

I see, thank you.

alpine wigeon
#

by the way there are no stupid questions πŸ™‚

fiery gorge
#

onyl stupid peopple

alpine wigeon
#

We all started somewhere.

fiery gorge
#

<------

alpine wigeon
#

nah... you are trying to learn something new... that kind of disqualifies you from the group you mentioned

abstract relic
#

There’s a difference between ignorance and willful ignorance. You are not the latter

polar viper
#

Im opening a project and it's stuck at 45%

alpine wigeon
#

wait for it

kindred viper
#

it will be compiling shaders

fiery gorge
#

holy shit, i accidentally placed grass at scale 491 instead of .491

polar viper
#

Okay

fiery gorge
#

@polar viper you might be stuck there for awhile

#

i went through that yesterday

#

took like a half hour

alpine wigeon
#

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 πŸ™‚

polar viper
#

It's a portal sample

alpine wigeon
#

yeah give it a bit

polar viper
#

Well 3 types of portals

abstract relic
#

Consider it nap time

polar viper
#
  1. A normal one
  2. One that shrinks or grows you
  3. I can't remember
#

Or convert a fbx into a obj

#

Of a sculpt i did 1 year ago

alpine wigeon
#

I am trying to compile the engine two days in a row... some days.... πŸ˜„

polar viper
#

Ummm the obj is 1gb

alpine wigeon
#

sounds game ready πŸ™‚

fiery gorge
#

Dynamicgrasslite is so sick

polar viper
#

It's a 8 million poly sculpt @alpine wigeon

alpine wigeon
#

mobile game ready πŸ˜„

fiery gorge
#

xd

polar viper
#

3d print ready

alpine wigeon
#

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 πŸ™‚

fiery gorge
#

I think I got that one too

alpine wigeon
#

πŸ™‚

fiery gorge
#

Can you set them up to react the same way as the grassmesh in dynamic lite?

alpine wigeon
#

it got released yesterday

#

Well... you can do anything πŸ˜„

fiery gorge
#

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

alpine wigeon
#

I am not sure how the dynamic lite works...but if it works as any other interactive foliage it should be doable

fiery gorge
#

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

alpine wigeon
#

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...

fiery gorge
#

But I love the worldbuilding part XD

alpine wigeon
#

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 πŸ™‚

fiery gorge
#

umm actually my game is a hyper realistic cloud simulator?????

#

xD just kidding

alpine wigeon
#

then do not use the skybox πŸ˜„

fiery gorge
#

Are there a lot of free options for Sky Spheres available online?

#

I'm gonna try Good Sky

alpine wigeon
#

The default sky sphere is good enough πŸ™‚

crude vessel
#

Default sky sphere is all anyone could need

fiery gorge
#

One thing I want to learn is how to implement a weather system

midnight tree
#

WOOOOOOOW

fiery gorge
#

i need to figure out custom skyboxes XD

midnight tree
#

MIXER will be like substance painter and will bve completely FREE

crude vessel
#

Default sky sphere, plus rain particles equals weather

#

πŸ€”

alpine wigeon
#

@midnight tree you are one day late

midnight tree
#

Why?

fiery gorge
#

@crude vessel true xd

alpine wigeon
#

we all went through this yesterday πŸ˜„

midnight tree
#

Just missed this part of the news

#

So what does the community think about it?

crude vessel
#

OMG guys! Quicksell!

midnight tree
#

Already cancelling the Adobe subsc?

crude vessel
#

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

midnight tree
#

If they include node editor like Designer into Mixer this will be a bomnb

crude vessel
#

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,

alpine wigeon
#

Mixer lets you do procedural

#

We just need a "Mixer plugin" like we have "Substance plugin"... and we are good

midnight tree
#

What do you mean under the plugin?

#

I don;t use plugins for substance.

alpine wigeon
#

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...

midnight tree
#

I never went that deep

#

This requires coding, right?

alpine wigeon
#

No it is more visual

crude vessel
#

I'm just talking about 100% procedural generation with no texture map seeds

alpine wigeon
#

you can do that in Mixer

crude vessel
#

Good to know

#

I thought it was just procedural blending if existing quixel materials

midnight tree
#

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!

crude vessel
#

I doubt that's how it went.

#

Unless we live in edgy 12 year old world

alpine wigeon
#

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 πŸ™‚

#

From what it appears this was in the works for a bit πŸ™‚

midnight tree
#

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

crude vessel
#

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.

midnight tree
#

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

alpine wigeon
#

you know there are talks about Windows being on subscription?:D

crude vessel
#

I don't believe in making art with ransomware

#

That's just my preference

#

If I make art, I want to own that art.

midnight tree
#

But substance left perpetual licenses to steam

crude vessel
#

Uh huh

#

Yeah I bought my perpetual liscence out.

midnight tree
#

But pieces of art is not an art

crude vessel
#

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.

midnight tree
#

πŸ€”

kindred viper
#

just add the charge into the fee for the work, then someone else is paying it

midnight tree
#

20 bucks is not a big deal even in a third world shithole where I live

alpine wigeon
#

I'll take those if you do not need them πŸ˜„

midnight tree
#

😒

crude vessel
#

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

kindred viper
#

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.

fiery gorge
crude vessel
#

Substance painter assets are not really portable to a third party asset

alpine wigeon
#

looks great πŸ˜„

fiery gorge
#

ty @alpine wigeon its super realistic isnt it

crude vessel
#

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

midnight tree
#

Tell more about times where you were a flash dev and why you consider adobe evil?

crude vessel
#

That sounds like ransomware

#

Pay up or you can never get acesss to your files.

cloud cobalt
#

I'm sure anyone who worked with Adobe for a few years pretty much hates them

crude vessel
#

Pre adobe, I think SP was worth the money for the quality provided

mighty field
#

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

plush yew
#

Avoided Adobe as much as I can

crude vessel
#

Maybe for people who just pirate stuff, it doesn't matter to them either.

hard quarry
#

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?

alpine wigeon
#

yes

crude vessel
#

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!

midnight tree
#

What do you use as an alternative to PS?

crude vessel
#

Haha

#

I did buy that painter bundle but haven't messed with it, but I'm using CS 5.5?

#

Old school

mighty field
#

For example, I found ancient Flash projects I did back when I was a kid. I cannot open them at all legally now

crude vessel
#

Before it went rental

kindred viper
#

@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.

crude vessel
#

INB4 UE4 becomes pay per month rental

cloud cobalt
#

It was

crude vessel
#

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

cloud cobalt
#

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

kindred viper
#

i thought UE3 was only a million

cloud cobalt
#

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

kindred viper
#

I just recall they said it cost that much as part of the Make something Unreal competition back in the day

mighty field
#

The thing about blender is simply the case of making sure there's a strong open platform

kindred viper
#

but then different licenses existed of course

plush yew
#

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

cloud cobalt
#

Epic donating to Blender is about making sure indies/amateurs can keep using the engine to make games

crude vessel
#

Yeah, but I can see blender reaching parity with maya

mighty field
#

Blender is creeping into bigger studios tho

kindred viper
#

@plush yew I did some of my first work in cryengine. It was nice before UE4 came out

plush yew
#

Yeah I also have some experience with that engine. I remember that there was 0 documentation πŸ˜„

kindred viper
#

yeah I mostly did scaleform back then so I was figuring all that out with no docs too

mighty field
#

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.

midnight tree
#

I switched to Blender since 2.8 from Maya, no regrets.

mighty field
#

I don't even bother and go straight into source to see how something works (or doesn't )

crude vessel
#

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.

alpine wigeon
#

2.81 has some UI improvements

crude vessel
#

I really hope ue4 and blender get some good integration

midnight tree
#

I like the UI, why clunky, I have hard times to go back to Maya now.

mighty field
#

CE is still using Scaleform, which requires you to use a version of Flash that isn't sold any more

fiery gorge
#

how do i make it so sunlight burns the eyes of the players i have who look at it??????????

#

in real life

alpine wigeon
#

create a screen manufacturing company and build lasers into them

cloud cobalt
#

@mighty field Amazing

midnight tree
#

Why do they even use Scaleform then?

boreal topaz
#

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

mighty field
#

Make an AR phone game that requires the player to point at the sun

wary wave
#

the game I'm working on is also using Scaleform 😦

#

it's madness

cloud cobalt
#

Scaleform needs to die in 2012

crude vessel
#

Sell some be goggles that have a prism and a lens

mighty field
#

Bonus: It sill damage their phone camera too

kindred viper
#

Yeah I saw a video of Red Dead Redemption 2 and they had a Scaleform bug on the PC version. An old one.

crude vessel
#

And you want to burn the player's eye out, detect the sun direction, focus the sun on the prism and into their eyes

mighty field
#

@midnight tree because most of CE code is 10 years old

midnight tree
#

What even is Scaleform for?

crude vessel
#

Alternately provided some kind of laser diode if sun is unavailable

midnight tree
#

CE - cryengine?

cloud cobalt
#

Scaleform is Flash for game UI

crude vessel
#

What happened to cryengine?

cloud cobalt
#

it sucked, no one used it, the end

alpine wigeon
#

it got bought by Amazon?:)

kindred viper
#

it didnt suck. the people using it sucked. if you used it right, it was cool as hell :p

plush yew
#

^

mighty field
#

@crude vessel there's one or two dudes working ln it on their spare time, from the looks of it

midnight tree
#

I heard a lot, even from my lead programmer that CryEngine is the most advanced engine, but really hard to use.

cloud cobalt
#

It did suck - the tooling has always been horrible

wary wave
#

the licensing terms made it impossible to use for years

cloud cobalt
#

CryEngine is a great renderer wrapped in horrible tools

crude vessel
#

That's sad

mighty field
#

Yeah, there are some great things going on there, render-wise

crude vessel
#

I guess that's really what makes a game engine a thing? It's really like a package of different elements.

kindred viper
#

@cloud cobalt I'll concede it had it's issues. I still miss it a little tho but UMG/Slate is far superior.

mighty field
#

But the tools and overall framework is a mess

#

The pipelines for nearly everything are very outdated

cloud cobalt
#

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

crude vessel
#

Yeah

cloud cobalt
#

Tooling is what UE does best so it's a bit unfair, but...

crude vessel
#

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.

mighty field
#

To be fair, I'm working with pre 5 Cryengine, which makes things worse

crude vessel
#

So ue4 really makes me.happy with all the quality of life situation

cloud cobalt
#

There is much worse on the market than CE, all things considered

mighty field
#

Having to use plugins to export models and animations is so 2008

crude vessel
#

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

mighty field
#

Also, the concept of packaging your game doesn't exist

crude vessel
#

So having good tools and workflow is good?

kindred viper
#

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

cloud cobalt
#

Material graph in UE3/4 has been a key reason why I never even considered Unity for a long time

mighty field
#

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

brittle gulch
#

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.

tardy sapphire
#

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.

dim merlin
#

Hi, is it possible to create spline mesh using Virtual Texture and change it at runtime?

neat forge
#

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?

crude vessel
#

Can someone explain virtual textures to me in practical terms

dim merlin
radiant haven
#

can someone tell me what this does

lapis vine
#

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.

upbeat kite
#

Hello people! I'm making a game and am looking for playtesters and feedback

#

If anyone is interested hit me up πŸ˜€

grim ore
#

maybe post in #work-in-progress ?

somber sonnet
#

@upbeat kite That's a really nice project πŸ™‚

upbeat kite
#

Hmm yeah that is definetly a good idea, thanks Matthew

somber sonnet
#

Keep working on it !

crude vessel
#

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?

strong mesa
#

i was wondering if there is other ways of doing things overtime other than using the Timeline and Set timer Nodes

grim ore
#

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

strong mesa
#

i don't know why functions don't like time related nodes

#

i need a node that is easier to use with Lerp

upbeat kite
#

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 :)

normal burrow
#

No cabbage

upbeat kite
#

They aren't?

normal burrow
#

Only true with pure nodes (no exec)

upbeat kite
#

When can impure functions be delayed?

normal burrow
#

Also will give you default value if you have an invalid target (instance)

serene birch
#

in theory, with virtual textures

#

you could have 16x16 textures for everything, allowing you to zoom in insane details

normal burrow
#

What I meant was if you connect outputs from impure to another function where the impure never exec’d it never ran.

serene birch
#

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

radiant haven
serene birch
#

it makes rendering a tiny bit slower, but it allows you a much more optimal use of the GPU memory

strong mesa
#

@radiant haven check your Simple collision

radiant haven
#

in which mesh

#

thats my queastion

strong mesa
#

it doesn't like having the complex collision as simple

radiant haven
#

WHICH mehs

strong mesa
#

UEDPIE_0_Airport

radiant haven
#

i dotn have a model called airport

hidden aurora
#

Im using unreal 4.23 and Advanced Steam Sessions, when i try to package the project that error shows up

strong mesa
#

@radiant haven Which one are you trying to simulate physics for ?!

radiant haven
#

i have a plane

#

and I start on the landscape(map) not in the air

plush yew
#

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 πŸ™‚

strong mesa
#

if i download the preview 2 will i have to download the launch version all over again or will i just update to it ?!

restive basalt
#

is there a way to disable the auto message log "pop up/window switch" after in editor play?

grim ore
#

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

cyan cargo
#

quick question: what's the enumerator switch to choose if on Android or iOS?

plush yew
#

It's finally clicked in my head about blueprints

hard quarry
#

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?

plush yew
#

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

zealous cloak
#

Is the current humble bundle worth it, if I wanna get into cpp?

#

It offers some courses related to unreal development

hot thistle
cloud cobalt
#

You're destroying the damage causing actor on first hit actor.

hot thistle
#

Uhm, sorry what?

gleaming temple
#

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.

cloud cobalt
#

@hot thistle You're destroying the Blueprint actor pictured here, the damage causer, on every loop.

worn granite
#

Eh, should do damage to at least one thing

#

@hot thistle pay attention to the pin labels on the for loop

hot thistle
#

For some reason, it worked when I delayed ''destroy actor'' by .1

worn granite
#

Yes

#

Do you really think you should be calling destroy inside your loop body?

hot thistle
#

I have no idea how loop body works, I thought it was just a method to get all actors in a array

strong mesa
#

you can use loop for doing the same set of actions to a set of actors

hot thistle
#

So its better to put the destroy actor when on ''Finished''?

worn granite
#

Yep

#

Loop body runs for each one

hot thistle
#

Okay, thanks!

worn granite
#

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

hot thistle
#

Yea :/

light thunder
#

Can Blueprint Function libraries call other functions that exist in the same library?

normal burrow
#

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

light thunder
#

Thanks

radiant haven
#

how cna i get Chararcter movement in Pawn class

normal burrow
#

believe character movement requires that the pawn be a character

radiant haven
#

yeah

#

I need gliding in my pawn

normal burrow
#

is your pawn a character?

radiant haven
#

aircraft

#

and wanna do gliding

#

and I only find tutorials with character movement

normal burrow
#

will you be using c++?

radiant haven
#

bp

#

but i also could use c++

#

I prefer it but not possible for me atm

normal burrow
#

You'll want to look into a UPawnMovementComponent if the idea is to fill the structure epic set

radiant haven
#

what can you do goot at physicsΓ€

strong mesa
#

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

normal burrow
#

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

radiant haven
#

i know aircrafts over 3 years now but never created (programmed) one and thats teh hard thismh

strong mesa
#

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

pale forge
#

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

strong mesa
#

can you show me raw animation

pale forge
#

the file is Crouch_Idle_Rifle_Hip out of AnimationStarterPack. What part of it can I show you?

strong mesa
#

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

fierce forge
pale forge
#

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.

sudden agate
#

@fierce forge Find Look At Rotation

radiant haven
strong mesa
#

@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 !?

pale forge
#

No I did not.. mesh has no collision by default

strong mesa
#

can you show me the code for it

fierce forge
pale forge
#

the C++ is

void ASBCharacter::DoCrouch()
{
    Crouch(); // in ACharacter
}
fierce forge
#

location , forward vector or what ?

pale forge
strong mesa
#

maybe you have code somewhere else that affects this code

pale forge
strong mesa
#

@pale forge Does not affect the other code

radiant haven
#

Many People Ask Stuff, Some People Answer Them

digital mist
#

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 don’t have to redo everything

cloud cobalt
#

Gameplay isn't in your level, is it ?

digital mist
#

No I just have all the aesthetics set up rn

normal burrow
#

define transfer

cloud cobalt
#

Then either transform your Blueprints from FPS to TPS, or recreate a new TPS project and migrate.

digital mist
#

Like literally completely copy it

tall pendant
#

thats an odd question

abstract relic
#

What, are you trying to switch controllerclass?

digital mist
#

So u don’t have to re-place every single floor and rock and lamp and background and everything

abstract relic
#

Why not just use the level you have? 😜

digital mist
#

I’m doing the tutorial video and made something kind of cool but it’d probably be better in FPS then TPS

tall pendant
#

whats the problem then?

digital mist
#

I was just wondering if it was possible

#

Like I’m brand new I just downloaded it a couple days ago

normal burrow
#

yep just ctrl+w on the level asset

abstract relic
#

You just need to switch game mode. No need to β€œtransfer” level

digital mist
#

Thanks

#

It’s literally gonna take forever to get thru all the tutorials

normal burrow
#

keep at it

severe ibex
#

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?

hoary locust
#

possible? yes. difficult? not really

abstract relic
#

Take a look at Render target

severe ibex
#

You overestimate my skills haha

#

Render target. Cool thanks. It'll give me something to think about.

hoary locust
fiery gorge
#

What are the best tutorials for landscape painting?

severe ibex
#

Many thanks. I don't have the time to start a project but love that theres something to watch and learn from. Formulate ideas.

lost tree
#

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?

reddit

Posted in r/unrealengine by u/clickinphotos β€’ 3 points and 1 comment

crude vessel
#

Is there a way to set up my character physics collision objects in blender ahead of time?

opal berry
#

Why does the UE4 Editor crash when there is an error in C++

#

code

#

and not with all errors but with some

wind rock
#

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

alpine wigeon
#

Because c++ is not a padded room... but a Chernobyl reactor.... one wrong step...:)

opal berry
#

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"))

alpine wigeon
#

that is not a minor bug

#

"Hey lemon, make a lemonade" vs "Hey lemon you are lemonade"

opal berry
#

what do u mean its one mistake in instating the UCameraComp

alpine wigeon
#

yes but you are calling a method on something that is possibly not initialized that is 1)

opal berry
#

so if it is something wrong with the instanton than it will crash?

alpine wigeon
#

and you are calling a method that possibly does not exist....

fiery gorge
#

WHY DOES FOILAGE MAKE MY COMPUTER LAGGGGG

opal berry
#

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

alpine wigeon
#

@fiery gorge because you are using capslock :)...also it might not be optimized for ... use πŸ™‚

fiery gorge
#

:c

#

how do i optimize it

#

XD

alpine wigeon
#

You are still using stuff from the packs?

fiery gorge
#

ya

opal berry
#

@fiery gorge Contact the creator if its not u

alpine wigeon
#

exactly

#

πŸ™‚

fiery gorge
#

is the creator in this discord

alpine wigeon
#

Or your machine is a potato πŸ™‚

fiery gorge
#

hello creator are you there

#

should i just reapply the LODs to this texture

#

meh

alpine wigeon
#

You should check scalability a culling options on your folliage actors

opal berry
#

what are u computer specs @fiery gorge

fiery gorge
#

+a 1070

opal berry
#

u should not be lagging

alpine wigeon
#

@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...

fiery gorge
#

do i need to download more ram????????

opal berry
#

open the task manger and check if u have stuff eating mem in the background

fiery gorge
#

oh shit i have discord running

#

let me close that

alpine wigeon
#

yes please

#

πŸ˜„

fiery gorge
#

nothing else really running