#ue4-general
1 messages · Page 575 of 1
spawn actor funnily enough
spawn actor unreal is really fantastic search. In fact just take few basic tutorials before asking these. You gonna learn many other things too.
It is dark jungle in the beginning - yes. You just need personal time & effort.
Just follow the official trail. There is enough documentation now to carry anyone through learning Unreal basics
it does work for 4.23
did you install python properly?
+1
How to export textures from UE4?
Please can someone help me im using unreal 4.23, just created a new project and added the advanced steam sessions plugin and when i try to compíle the project this is what i getr
Help
I want to export character from UE4 with textures to check in DCC softwares how did pros made them.
I exported mesh, but not textures
What more do you expect to see that's not visible in UE4 ?
If there is no "export" it's because the source file is not available
anyone else having issues signing into Quixel Bridge (UE4 account)?
you should not need to install python, did the plugin install correctly for your version of the engine?
Yes, and they've been stripped from source to prevent you from ripping them off
I am not pro to ue4, wanted to check how maps were applied, check mesh wireframe etc
the installation folder is incorrect
you point to the root folder of the engine
it should show it installing in the top right when you do that
try it as 4.23 then?
k
I can say for sure that .23 binary build from the launcher works fine with bridge, I am using it now
did you try rebuilding your custom version after installing the plugin? or running generate project files (perhaps to add the new modules?
there is a big megascans button on the toolbar if it is working
under window does it have python editor at the bottom?
no I mean under window, the menu at the top, at the bottom, of the menu at the top when you click it, does it say python editor at the bottom
then it didnt install properly 😦 must be something custom for the source builds then
you would have an "UnrealEnginePython" plugin if it installed correctly
yep thats the plugin, maybe move it
@plush yew I think I had this same issue earlier. Now I can't even sign in lol. Going to reinstall bridge
its rebuilding byitself
wait wdym
is not in system path???
🤔
@merry gazelle sometimes too good to be true things dont work
😂
the official docs don't seem much different than what you are trying so weird https://github.com/Quixel/Megascans-UE4LiveLink
For me sometimes is all the time lol
Isn't the Python plugin 2.7 only ?
You shouldn't need to compile
Where did you install it ?
In your project, right ?
Wait, let me understand
Why do people put plugins in the engine folder ?
It doesn't work
It can't work
It won't work
So i need to put it in E:/Givre/Plugins/PluginName
Alrighty
Remove your Python install too
Ok
Since you have one already in the plugin
And I mean, read the doc : https://github.com/20tab/UnrealEnginePython
There's a simple guide right there for binary installation
Which UE version do you have, did you make sure to grab a matching one ? Is your project a source project ?
Its v4.23
the version
but my ue4 is modified
Also im guessing maybe not supported?
170/221
Almost done
Recompile from source failed
my frnd is having trouble in running my project which is built in 4.23 , he is using 4.22!
you cannot downgrade i think
everyone must use the same version of the engine
so annoyed that I can login to Bridge anymore. Registered a new account and nothing happens after. Tried reporting the issue and it directs me to the login lol
is there a default download folder?
It just spins so I think it's something to do with that
maybe it's a server issue on Epic / UE side
because it would explain why I can't login too
this is happening in the middle of a gam jam oh god
You don't need Python for your game.
No one does
And chances are the plugin does work, maybe not with your modified engine
not having your tools prepared before the jam
@limber mantle Try a different version
my project is built on 4.23
im new to ue4 and im just exploring around, why does my ball not bounce at angles? it only bounces when it hits horizontal plane, i've enabled gravity for ball and set restitution to 1 in "physical material" of the ball
@limber mantle Gonna need to work without him then, you can't go back in UE evrsions.
it also drops very fast
what is the collision setting so it will only ignore the character,and have normal collision for everything else?
yeah no choice
I don't suppose you can just download that engine outside of the launcher? maybe on github
Yeah, he can get the source on Github, download the deps, spend an hour building the editor
If he doesn't have Visual Studio etc set up already, it's gonna be slow anyway though
?
the bridge just sets it all up for you, the assets can still be downloaded and set up manually.
anyway to stop DitherTAA ghosting?
dither is so annoying keeps ghosting when translucent
Why use it then ?
oh ok
@grave nebula why use it? I'd rather have my water Green than pink
¯_(ツ)_/¯
really tempted to add Truesky even though my game is top down (no sky)
https://youtu.be/0HbXCW2macE?t=111
model : https://p3dm.ru/files/boat/vessel/9833-trawler.html Testing runtime features.
Unreal should acquire them and make a true next gen weather system. IMO realistic weather will be the next leap forward in games
Can anyone answer the question about Components in #blueprint ?
It's quite basic. Constuct and "sub components".
InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.
What does this error mean
does it mean that the asset dont support it or the engine?
The function returns true but branch gets false
is that normal?
Hi guys
a simple question here
if i right click a sequence i can start editing it
but how to stop editing? there is no "stop editing" option on right click menu
What is going on guys?
After I isntalled Quixel Bridge and tried to export to unreal some materials
install python perhaps?
exactly what the error message says, the project doesn't have the python console module
also player state, do these not exist on clients?
I was under the impression the entire point was that they did
PlayerStates replicate, yeah.
does anyone know the answer for my question?
@dim plover - does it though? Player Controller has a var PlayerState, which is supposed to be replicated, but on my connecting client the value always seems to be none
Yeah, it definitely does. When are you trying to get the PlayerState? It does have to replicate down first.
doing this on the server on PostLogin;
Probably isn't created at PostLogin. Let me check.
with listen server and two clients, listen server is correct, but for both clients, player states are none
InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.
What does this error mean
does it mean that the asset dont support it or the engine?
it means you can't bake lighting on instanced foliage with LODs
(literally what it says)
That sounds like a warning mostafa, your project should work fine
but the static shadows will be based only on LOD 0
they may look wrong when you're far away from your foliage actor
usually you use dynamic lighting on foliage
but the lods look like clouds on my tree and show no detail at all
i mean the shadows not lods
So, I'm pretty sure the PlayerState is available in PostLogin.
It probably just didn't replicate down to the clients yet, so the RPC couldn't resolve?
possibly, kinda annoying
Oh, handling this for seamless travel is confusing af. Just cleaned some stuff up like this 3 days ago.
Called the PostLogin Super?
probably not actually...
still no dice
bugger this, I need to find some examples
trying to work out UE4's myriad chicken and egg problems manually is a nightmare
don't suppose there's a sample rudimentary lobby out there somewhere?
When you call AddPlayerToLobbyWidget, are you checking if the InPlayerState is valid?
I mean, on the client.
no, that's where it's accessing none
Alright, I'm probably doing more harm than good at this point... I really think you should try the delay again, maybe longer.
Or better yet, not even do what you're trying to do in PostLogin. #multiplayer can probably solve this easily.
I did put a delay in, no dice
I need to find an example
there's obviously some intended order to things that I'm unaware of
I've completely forgotten how to assess the base blueprint "Character". I remember being a way but it's not coming up in the search bar
nvm I can work around it
What's ambershees issue?
my issue is that I don't understand Unreal's login stuff well enough
whats the problem @wary wave
exactly what I just said - I'm bashing my head against it, presumably because I'm misunderstanding how it's intended to work
basically if it's not working you didnt/it didnt get installed correctly https://help.quixel.com/hc/en-us/community/posts/360006333798-Quixel-Bridge-UE4-pythonconsole-could-not-be-found the live link program needs to be in the correct place and for your version of the engine. IF you are using a non launcher build you might need to adjust your settings @drowsy perch
@wary wave use HandleStartingNewPlayer instead of PostLogin
thanks
its BPNative, _Implementation just calls RestartPlayer();
so you might need to add a parent call there
also note that PS has a pretty low NetPriority, and will probably not have replicated by the time that ClientRPC arrives
hmm, still nothing
mostly reliable solution it to increase it to over 3, but its susceptible to packet loss
nah, even with a 1 second delay, it's not happening
PlayerState is just none on the clients
their own, other players, all PS?
void APawn::OnRep_PlayerState()
{
SetPlayerState(PlayerState);
}
i'd override that
its the most reliable hook for it
I don't have a pawn yet
so you need PlayerStates before you spawn/possess a Pawn?
yeah
just tried ensuring there is a pawn and it still doesn't work
I really need an example
Dear Wonderful Unreal Community. Was wondering if they was a way for lighting to ignore normal direction.
Reason:
I need a material that will shade a lit object based on distance away from light sources. But Have no Surface curvature information. Going for a flat painted look.
@wary wave then overriding AGameStateBase::AddPlayerState
and RemovePlayerState
those 2 function keep GS->PlayerArray in sync
@plush yew reading thru the live link docs and the unreal python docs if you are doing a custom build of the engine you will have to have a custom compile of the plugin from source in your project folder in order for it to work 😦
so meshes will be linear or Shaded ( Lit ) based on distance to light source. But still look flat due to having no normal information
How do you edit vertices in the ue4 mesh editor?
i did
@wary wave Does that mean that in a future version of the engine will it be supported?
no, it does not mean that
basically you do not need to notify clients PlayerStates arrived on their instances
@mossy nymph - I think I'm just going to do this a completely different way
I really don't want to waste hours on this
as PlayerStates will access the GameState and add themselves to the PlayerArray
on their PostInitializeComponents
@plush yew https://github.com/Quixel/Megascans-UE4LiveLink/issues/4 if the plugin is not in the engine dir, try this
so whenever a new PlayerState is replicated to client or constructed on server, AddPlayerState function in GameState is called, and its virtual
so should be all you need
@grim ore the plugin is installed
hey, I'm having issues with getting landscape casting shadows, it plainly can't do, while 4.23.1 and 4.24p2 can do fine. I'm trying to reinstalling 4.22.3, what should I delete besides engine from launcher and stuff in appdata?
ue launcher/engine/project create plenty of folders around, it's difficult for me to track them
and I'd like to make sure it's not some corrupted/wrong config/cache or whatever
if im looking for action after agents "touch", should i use agent being overlapped or hit?
should I be adding my trees using the foliage tool or bye dragging it in the viewport
by*
@wary wave PlayerStates exist on clients (all) and are always relevelant, They are creted before pawns but after controller. Don't remember exactly but it is in either on Posses or at set pawn
if you really want to use PlayerState for something on client
cheers, either way, even inside the pawn I can't seem to access it
you should just use OnRep_PlayerState
so I'm just sacking it off and doing something else
unless you don't have access to code ;o
take time off and come back to it later, that always helps me lol
I can spend hours trying to fix one thing, give up and then when I try again I get it done in 5mins
would anybody know how to access "Second Fog" values on Exponential Height Fog through a blueprint? It's very straight forward to set Fog Density and Fog Height Falloff (among other properties) but for some reason, "Second Fog" doesn't show up. I've tried this by adding the fog as a component, and also as an actor reference variable on my blueprint. I also tried casting to it.
woops, weird file extension. Heres a JPEG version
Anyone of you guys know if UE has had any updates to help with creating chamfered/beveled edges?
I model with Sketchup as it's super fast but a big downside is that it's not so great working with softedges...
This sort of thing would be amazing
Thread discussing the topic: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1542744-round-corner-soft-hard-edges
There is a feature in Lumion called Soft edges , 3d render engines like vray,corona and ... called Round Corner . is this possible to have this feature in UE4 ? its
not much so can be done inside ue4, except delicate blur, chromatic aberration and using MAA
edge softness comes mainly from apps you make models
edge softness in renderer is mostly offline renderer territory, keyshot had something like that too
probably a dumb question but is there a way to switch off all debug traces, spheres and print strings while simulating
if you want fast approach, i'd suggest selecting in blender or other dcc app hard edges (selecting by angle), beveling to 1 segment and then auto smooth with proper angle, best results from 1 segment bevels come from manual vertex normal manipulation
ah right, I was hoping for something along the lines of auto-LOD. I will have a go with Blender
y.a.v.n.e is example blender plugin that does vertex normal editing, all i did was selecting large flat surfaces and applying strong weight to them, apparently blender 2.8 has something similar natively, but i wasnt impressed or maybe i havent tested it properly
Is bevel in the modifier tabs
it's
hmm I remember trying Blender before but not of my settings effect the model. I'm probably missing a setting
Can I use something legally?
Gonna have to ask in more detail
Just as much as one can illegally
I build scenes, can I use props from Unreal learn or free stuff to fill my scene?
You are free to use anything on the launcher for any UE4 project, commercial or not
It has to be an UE4 project though
Stupid question, for example I get paid for renders, should I share some money with Epic or not? Legally.
If you make more than the treshold yes...
What is the threshold?
"Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter. "
yeah that is from there 🙂
If you are paid for renders, no royalties are due IIRC
However, the renders need to be made in UE4
But I mean, read the license
Hm I would still ask about it through support channel ... if he crosses the $3000
Meh, I don't make over 3k$ per quarter
I am untalanted subhuman
That works literally for food and shelter
no such thing as talent, just lots of practise
I just did 'Stat Game' and found my bottleneck is 'World Tick Time' ... grabbing 24ms!
Should I look for Event Ticks and BPs that are using ticks ? I'm a bit confused cuz there's also 'Tick Time' which is fine (only 2-3 ms)
Use the profiler
you mean Startfile ?
Hello
Anyone know how to get a quedrupeds rig file for retargeting animations?
Is it possible to generate one?
See the big 5 icons on the top left? Try the most right one. (I never touch brushes or that tool, but that should be it.)
@plush yew
what the best way to make animation if you don't have mocap suits or anything like that. doesn't unreal have like keyframe animation?
Open a 3d application of your choice (Blender, Maya, 3d studios, etc) and make your animations there
Try out Cascadeur - it's currently in beta. Physics based animations. 🙂
i did not know blender did animation and i have that on my comp lord.
Blender is probably the best way. UE4 has a keyframe system, but only to correct minor errors.
I wouldn't advise to use it for an animation from scratch.
If you can't animate (cause that's not an easy thing), then you could check the marketplace for animation
yeah most the animation i gather are from marketplace. but thing for like gun idling animation and stuff sometimes are not with the pack
though i could just use the basic one with the starter animation pack
"We've had one fog yes, but what about second fog?"
any idea why I cant paint foliage on foliage?
it just ignores it and only paints on the landscape or meshes
the foliage I'm trying to place on is on BlockAll collision
So I used profiler tool and still it indicates my bottleneck is 'World Tick Time' but even there I can't break down further than that. What's actually world tick time ?! : |
@sharp crest maybe the mesh has no collision so you cant paint on it, not sure tho but maybe that's the reason.
I said it has
@somber condor the world is probably your map executing everything below.
@sharp crest make sure the actual mesh has a simple collision too, or set it to use complex as simple collision (temporarily!)
it does and it works on the same mesh when it's a mesh and not foliage @flat idol
Idk. If it's something like a tree just drop the branch mesh in there overlap the foliage item and paint on that. Or you can try experimenting with settings. I don't really remember but maybe you must press a button like ctrl or alt or shift etc while clicking on objects, but don't recall this.
@somber condor Level BP would be my guess then
The profiler is a tricky one, usually you drop down the entires all you can see is stalling, but there is at least one that is going to give you a rather long stack you are looking for. There was nice epic tutorial about how to use the tool and not get lost.
@flat idol I figured it out, I turned on movable - then it worked. Then I changed back to static and it still works.
Maybe just had to reload it cuz I changed the collision and that did the trick
Wow. proably a map reload would work too.
Hey guys 🙂 Where do I ask for help regarding shader stuff?
where in config files i can put stuff like r.DistanceFieldAO=0?
@flat idol / @cloud cobalt Thanks! yes It's so vague what it's referring. my level BP has nothing to worry really. just streaming levels on events. But I think I fixed it! it was the Dripping water particles I was using in the level. but so strange that it doesnt honestly tell me in the GPU profiler or whatever
Yes this is weird
I'm trying to create a shader/material that wobbles via displacement (with a time node) with the node editor 😄 And while I already got something that kiiiind of works... it's not quite the desired result.
@patent ibex enjoy 
@coral patio maybe wonna post that in #graphics too, and maybe give an example cuz I have no idea what u r talking about lol but not good with materials
also make sure to google
this is bound to selected quality level isn't it?
i just wanted to completely turn it off for a project while still maintaining DF meshes generation
Ahh, alright 😄 Will do!
dont rly know but there is probably a google answer for that
the thing is there's no documentation that specifies it and googling didn't help me out
hey guys. I'm making a grappling game where 1 blueprint has all the attacks and reacts. anyone know how to get an animation to play for one when it plays for the other? it's the same blueprint
Finally managed to build the core game mechanics for my game. All I need to focus on is the aesthetic stuff now. After several years of random projects I finally got one done 👌 😅
a bug I reported a year ago is still there \o/
screen space widgets are still broken to the point of unusable
report it again
I've reported it twice
"I have tested this issue, but have been unable to reproduce it on my end." - last response
sigh
link me the issue
there's nothing to link to
not since Epic shifted to that bug submission form via e-mail
“Doesn’t exist”
what exactly is the issue ?
screen space widgets have incorrect render transforms
this includes projecting a world location back to the screen
you could try a work around... do a ray cast from mouse position
Hey guys... looking for some generic noob guidance here....
I am trying to make a Crouch to Prone movement. Standing and Crouching looks fine, but in the Prone position, the left hand FK gets all FK'd up. Just wondering what I need to focus on here.
https://youtu.be/hjDup5OXE2M
video of issue:
https://youtu.be/bAot4jlXwLo
are you using the anchor points properly ?
it's anchored top-right, no offset
are you setting UMG to scale with window size ?
same issue if it's in the middle
what are the affected versions?
troll.
@weary basalt dumpster fire in progress
I love the ignore command 🙂
@plush yew Whats the issue mate?
hey new here, where i would ask for help compling UE4 on linux?
I suspect he got beaten by someone he thought he could dominate. Standard whine
cheers
Your issue is that you think people shouldnt post something you consider "bad" in this Discord server?
Is that right?
...
Do you maybe want to take your head out of your arse??
just block 🙂
Dont need that shit.
🛐
part of the problem with becoming a larger community.... is you'll attract twits..... but you'll also get awesome ppl 🙂
I miss having the power off the ban hammer =*(
I have a talentless problem with my entirely mediocre animation.. his arm is all FK'd up. Any suggestions on what I should look at first?
https://youtu.be/hjDup5OXE2M
collisions on his arm should be disabled when prone
you can do this via BP in different states
🙂
uh you might want to check collision analyzer to make sure thats the issue spammer
Sounds like an insult
wasn't meant to be, just unless the arms are simulated it shouldn't affect the placement of the ik
Can't say I know what I'm looking at here. The weapon is attached to the char right hand, and the left hand is FABRIK attached to the barrel of the gun.
how are you getting the transform for left arm?
I've not used FABRIK unfortunately... most of my knowledge is pre 4.20 stuff
does anything alter the right hand?
beyond things to the left of that fabrik node?
Right now I'm guessing that I am not getting the transform for the left hand correctly. I should use a socket, but I just set it

spammer its fine what your doing there as long as the right hand is the parent of the weapon
optimizing is hard 🦢
if the weapon is always in right hand space, then setting the ik target for the left hand based on the right is fine
however
zoom out of your graph
anything to the right side connection of your fabrik node that could alter the right hand would be subject to the difference between the two.
hm thats really messed up if its multiplying that transform offset on the right side of the bone transform lol
which might be what it does
changing from "Bone Space" to "Parent Bone Space" almost fixed it.
ah yea, that would put the multiply on the left side as a child (would hope)
so i'm guessing the only issue the gun transform now?
left hand keeps on the gun, but gun is all over the place?
No the gun stays stuck to the right hand, aim offset works, but left hand is just out of place
does the guns relative transform change at all?
try temporarily disconnecting that aim offset too
just to see if its a factor of it or not
Hey! i have a character skeletal mesh (standard UE one) and VR hands attached to my VR pawn, how do i hide the hands AND disable the collision on the skeletal mesh so i only use the VR hands? My VR hands get their position from the skeletal mesh hands so i cant delete them
having 4 hands is a no go for my game
There is a hide bone command in blueprints you can specify the hands and hide them i suppose.
Hand, or the entire arms whatever feels better.
yes
So i would make that in the pawn bp and make a cast to the AnimBP and get the bone from there?
I think you execute the command on the mesh but maybe require the animinstance idk.
it does it by scaling robert (i think) but have to look it up one sec
oh my bad sorry, thought you were asking
scale 0 wouldnt mess my location up i guess=?
Location of the hand will be unchanged, but fingers will be the same as hand etc.
yeah okay
okay thanks guys! ill try it out
Hello
Anyone know how to get a quedrupeds rig file for retargeting animations?
Is it possible to generate one?
ok weird this makes my vr hands dissapear completely
Bambus add sockets to the skeleton next to the hands, maybe they will give you correct locations
It is possible that hiding the hand makes attached components to be scale 0 too (since they are derive transforms from attached bone which is scale 0 already)
Or you can try setting the vr hands to use absolute scale
That perhaps prevents this to happen above
can I edit a curve in a NavMeshProxy to make it so AI can jump over objects and not just up/down from edges?
What happens when yo set the mesh collision that characters cant step up on?
Or remove the can affect navigation checkie
So the ai will jump much further perhaps
it just walks into it sadly Robert. Tried on/off and not effecting
You can probably prevent him walking into the object if you setup a nav blocking volume. Its for the test.
this is how im doing the socket
Accessed None trying to read property SkeletalMesh That is either unaccesible or null by default, maybe another property is giving you the mesh.
Maybe the vr-ar channel can help you with this i know awkawrd little about vr setups :P
tried a nav mesh modifier (I assume that's what you mean by nav blocking?) and it just walks into the no-go zone
ah okay, thanks 😄
JackUniverse, you can enable to see the nav mesh, what does it look like? The modifier should give you a hole where the ai should be able jump over.
I've never done this tho, i could be mistaken on the hole jump part.
Hmm it looks good tho, so why he is not jumping i wonder.
Maybe set him some higher jump velocity? Just guessing
@edgy halo what type is SkeletalMesh?
what do you mean by type
i mean is it a USkeletalMeshComponent, USkeletalMesh.... ?
skeletal mesh component
and it has assigned mesh in VR_Character?
skeleton*
this is correct yeah?
is it configured?
in the vive_pawnchracter event graph i can hide a bone from the mesh itself
so it should work?
configured as is? i can walk around with it and stuff
and it has collisions etc
i mean skeletalmesh is assigned and visible?
yup
@flat idol so if I remove the barrier he jumps down fine, if the jump duration is too low he just kinda "slides" down the path, but if it's high he launches correctly. However, even with an insanely high jump duration, he just still hits the barrier.
sorry im really new to it, but the full error is "Blueprint Runtime Error: "Accessed None trying to read property SkeletalMesh". Blueprint: ThirdPerson_AnimBP Function: Execute Ubergraph Third Person Anim BP Graph: EventGraph Node: Set MC_Transform_R" its saying the error is with the "set" node?
theres a screenshot a bit up of the blueprints
only nodes connected with white execution wires trigger execution
ohh
Erm... Actually. Now sometimes he'll slide into the barrier after trying to walk into it a few times and go into a jump
set for left transform throws no errors?
nope, but the left one is still configured to get transform of hand mesh in vive_pawncharacter (which is the vr hands)
@vivid narwhal JackUniverse is the pawn walking off the navmesh when hits the barrier? maybe the walking should nav walk only.
wait i think i fucked up some stuff, it doesnt make sense the way im doing it
im trying to transform the wrong hands
Anyways BabumBo have you try setting the vr hands to use absolute scale (you can attach components by using keep world scale) that should make them visible again
After that you can experiment with ik setups to make the guy arms follow the virtual hands
i couldnt figure out how to do it haha
@flat idol Nope, it's staying inside the little balcony area. I was hoping there was a way to edit the exact curve but that doesn't seem to be possible
dunno, if the character is invalid, it would complain about that being null, not the SkeletalMesh
yeah but as i set it up right now, its trying to find the transform of a socket, so it can change the transform on the skeletalmesh hands, but i need to change the transform on the VR hands instead to attach them to the socket, so i went about it all wrong
@vivid narwhal is there an event you can hook on, and give a launch vector for him when he is reaching this navlink? In the AI channel you can perhaps get better ideas probably. :)
this is confusing me lmao
okay the thing i was trying to do shouldnt work, but can i in a FABRIK make the solver tip bone be my vr hand instead of hand_r? (which is the skeletalmesh own hand)
texture in UMG for crosshair is blurry when I launch, then becomes normal a few seconds later, I assume it's lod/mipmap but I'm not sure where to change it? I did assign the texture to the UI texture group
in other words, can a tip bone be a bone from another mesh?
maybe make a bone that always updates its location relative to a seperate mesh? idk if possible
Thanks a lot robert, zlo and p@t i made it work by adding a virtual bone and using that as a tip bone!
getting this error when extracting quixel surface textures, any idea why?
it worked fine with a model just not with the textures lol
quixel's servers are currently being hammered
it's most likely the file timed out and is corrupt now
@sharp crest if this still happens over the next few days.. please send a request via https://help.quixel.com/hc/en-us/requests/new with the asset ID 🙂
is it expensive to use complex collision as simple on low poly meshes?
thx
@neat forge while it's not as bad as it used to be... there are certain optimisations with using things like capsule colliders and whatnot instead of mesh collisions. In the end it's about how much accuracy vs performance your looking for. You'll need to experiment to see the trade off.
👆 Exactly this... sometimes it could be just fine.
So for something like this, what is the best option?
I did do some tests once almost 2 years ago.
Sorry Im a bit of a noob
yeah thats fine
and if you have some LODs on your meshes (which you really wouldnt need in this case perhaps
)
there are even a few settings that allow you to use a lower lod as a collision
That would be perfect, where are those settings?
Thank you for helping me!
I found it nevermind! Its cause I didnt have LODs set up
I have a question. Is there a way to import a rigged model into Unreal and then pose it via its bones?
Any type of tool, mod, or plugin that makes this a possibility
you can pose things in unreal yes
@plush yew https://docs.unrealengine.com/en-US/Engine/Performance/Scalability/ScalabilityReference/index.html
Scalability options, properties, and console variables.
https://docs.unrealengine.com/en-US/Studio/Datasmith/HowTo/ModifyStaticMeshGeometry/index.html do these features still exist?
Describes how to use the Edit Mode controls in the Static Mesh Editor to change the geometry of a Static Mesh Asset.
I can't seem to figure out how to use them on a mesh
I see
you can export static mesh assets as FBX / OBJ for external editing
👍
Anyone able to recommend any tutorials or assets on multiplayer lobbys/game sessions?
can i package it
hi everyone!
Should I feel ashamed if I want to make a challenging strategic hack-n-slash game that feels a little like Bloodborne?
Of course I want to add original stuff but I just find that kind of hack-n-slash fun
What could be the reason for widget not showing in standalone/packaged ?
Trying to build a menu in UMG
anyone know how to connect a joycon to ue4?
But not able to move a text block
I have it linked via bt to the machine but the controller inputs arent responding
I can resize it with handles but move handle doesn’t appear
If Im making my project in 4.22 rn, am I able to open it in 4.23?
@neat forge you can convert them to 4.23, so far ive moved over 3 projects without issue
how do you make your game's character respawn after hitting a KillZ?
any existing UE4 shaders shiny like this? http://walkingfat.com/sparkle-shader-闪烁亮片材质/
I want shiny snow like in the Overwatch winter update
Hey folks im running into an issue getting my texture imported into unreal. It seems correct in photoshop but when it gets to Unreal it doesnt look the same. This is how it should look
This is how it looks in Unreal (saving as 32 bit TGA)
Alpha channel looks correct but I lose all my smoke 😦
@late olive go for it man - I'm pretty deep into a 3d person beat em up with guns and gore because I wanted something like the old final fight arcade games but with all the touches of the 21st century
im working on graphics settings menu, has anyone ever seen in a game where it says output monitor and it lists the number of monitors you have? and you can change which monitor the game displays on very simply... GTA V for example has it
im looking for a way to do that
@plush yew
I gess you are not exporting with lower quality than the canvas in photoshop right?
Double click image and open it in unreal. See if there is anything wierd. It should have imported as type default. Check types, i know what this is for, but i cant remember the name,,, maybe it has to be changed to a certain type.
Hi I’m new to unreal is there really a need to use c++ or will the node-based programming be sufficient
It will be sufficient.
Tap it very fast
The white line runs when you press it. Only once
Until you let go
So you need to set some variable on press. And unset it on release. Then in tick you add the movement
i put the movement into the tick with a delay of 0.01 and it moves really really slowly
No delay
Try to not use ticks. Use a timeline instead
yea if you use delay in a tick then you do not want tick
is it possible to use WorldAlignedTexture along with ViewAlignedReflection ?
I want a tiled textured to use for ViewAlignedReflection
So i downloaded and installed the epic games launcher successfully but for some reason the launcher isnt getting admin rights to install UE4, I just keep getting the error
error code DP-06```
I still get this error even when running the installer as admin
i'm on windows 10 home 64 bit
where are the debug logs located so i can check those
oh huh
it appears to have randomly gotten the memo and worked
now i just hope that it will run on my potato laptop 😛
godot and unity work but i think unreal has somewhat higher requirements right
UE4 have higher requirements yes
I couldnt even run the epic games launcher when i first got the laptop last year because it has a gemini lake cpu and apollo and gemeni lake cpus used to crash on the launcher
so my prospects arent particularly high
can you disable extraneous features of the engine you don't need for your game
to save on resources
I'm a sad boi
why is that
Because I've spent three hours trying to get these animations dealt with for my game
But everytime I try to retarget one the editor doesn't like the whole thing crashes
And I have to start all over
make sure you hit ctrl s as often as possible 😄
or whatever the shortcut for saving in ue4 is
Just doing the normal save doesn't help. I have to use the "save all" button otherwise it will revert all the animations back to their original state
Found that out the hard way
ok, bind ctrl s to save all then 😉
When you launch the engine you can scale down the overall quality in the settings but I dont think you can do that before
@swift spindle just to be clear, timeline is pretty same thing as event tick. Timeline node is nothing but a component that ticks, so you better use one actor tick, than 10 timelines.
@cloud cobalt this is the error with debugger installed
is it possible to change the lighting conditions of the material preview?
i had the problem that the delay had started at the start of the game, but it was meant to start when i touch or when ai touched the player
guys
so let me get this straight;
CharacterMovementComponent has a DisableMovement function
There is no corresponding function to re-enable movement??
guess I have to set movement mode directly
pretty sure thats within your 3d editor of choice (maya, max, blender) etc.
when you go to export there should be a box to check
in quixel bridge
Because I don't see that option there 😦
Someone help me please
I am doing a tutorial and a master creates "intensity" in node editor
But when I try to make intensity node - there is non.
Why?
😢
have you tried turning off context sensitive?
try unticking the context sensitive box. UE4 is weird
Thank you very much, my saviours!
your welcome 🙂
awesome! 😄
😢
aww
I don't understand, I made a node set intensity but my point light could not connect to it
But in tutorial everything seems to work
you accidentally used a child actor component instead of a light component
yeah that's not how it works
Master did this
delete that thing, then click add component, select point light
🤔 that worked
it's possible he is using a different engine version than you where what he did works as a shortcut to do the same thing
anyone want to make a fps game with me on unreal? i can do programming i just need a animator\
is there a way to make ai stop after getting jumpscare?
what do i use ?
or stop the game while game over screen is displayed
do you know how to put the asphalt under the pillars? It's not like photoshop to set the order of the layers 😦
there should be an receives decals option on your static mesh
iirc unchecking it should do the trick
wow thanks!
why doesnt ball move when moving actor
it has physics enable
this is problem in my game because enemy needs to follow ball. It cant follow ball if location is the same but ball is still moving
Because you are moving an actor, not the component, that simulates physics
well how to make component move too in game
when ball spawns to game, enemy comes where it spawned
but ball keeps moving and enemy doesnt follow the ball. Its just where ball spawned
@grave nebula watch that video so you understand my problem
Stupid Quxel question, has anobody gotten their subscription refund yet?
hm so i'm trying to use the vulkan renderer but when I switched my project to vulkan it fails to load now 😦 It just gets stuck at 33% and hangs there, when I look in task manager i see cpu usage is stuck at 100% and shadercompile worker seems to be having some sort of memory leak or something, I saw its memory usage spike up to about 1200mb for a split second before jumping back down to about 100 or so, has anyone else ran into this issue
Nope it is not having memory leak.....
and yes before anyone asks my laptops gpu does in fact support vulkan
it is intel uhd 600
yep it will take a bit to start 🙂 give it an hour...or two...
an hour? Really?
well I stopped it because i thought it was stuck lol
How long did you let it go?
how long do you have to wait
oooof and I assume that's with an actually decently specced pc?
Keep in mind that Vulkan is sort of still WIP ....
In my experience it does not rly matter, it is CPU intensive so any decent cpu would work the same
Heh well lets just say i wouldnt necessarily describe the cpu in my laptop as decent 😛
Give it a day 😜
I'm not sure where to ask this, but when I open a material, the graph window is missingg, how can I fix this?
Just let it run for a bit, you will see some movement in the log eventualy...
ok i'll do that
@shy silo The window opens? just the graph is missing?
yeah
In the Window go on top to the Window menu and add it back
I wish there was an actual progress log you could see
There is... after a bit
no i mean a window with text
You could also in theory increase the log level...but that is a messs
showing exactly what is going on
yeah, thanks
cool 🙂
Input and output
how is what possible?
From looking at it, I imagine having a non-pure function inside of a pure function
Anyone know how I can globally set the derivedDataCache location to be in the project directory?
is there an expected release date for 4.24?
this year
Sjoerd De Jong's Unreal Engine 4 and Unreal Engine 3 learning resources
@wary wave in the first image (output of function lrv) you have Location Rotation... but no float
in the second Image where the function is called, ther you have floats
it's a vector
any struct, including vectors, rotators, transforms etc can be split
just right click on the input / output
you can also recombine it back
and then`?
There is either split or recombine...recombine will not be available if anything is plugged in
for example "Get Actor Location" Right click on the output vector and select split
that way you can save one node for the split
yes
thats not the case in the last to pics
Ok I do not think I follow now...
If it is in the same blueprint if you add new output it will add it to both the runction implementation and all the calls of the function
its an other fuction
I have a question about math and trig functions, anyone math savvy around?
Hey guys! As some context, I’m brand new to UE4, but I’ve got experience in other game engines and in programming, modeling, and texturing.
I’m making a game, with some friends, as a hobby project for both PC VR and the Oculus Quest. I’ve already got it running and everything, that hasn’t been an issue. However, I do have one question:
What’s the best workflow for a project where there should be high quality assets for PC VR but more optimized assets for the Quest?
I already know of LOD, and I’ll be employing that, but I feel like there is more that I’m missing. There would probably be different shaders and materials depending on the platform.
Should I create two different projects and share the core assets, like blueprints, between them?
Im trying to figure out how to create my own master materials for groundtextures. I relize it should be possible to "layer" different textures. Can anyone recommend a good tutorial for this?
@radiant haven dot product
Expressions that perform mathematical operations on one or more inputs.
Why do my shadows look like that and what are these warnings
This is the Environment Set assets from the market place
your lightmap resolution is too low and the lightmap uvs of your trees are garbage
well, complain at the marketplace seller
Man that’s pretty abysmal
Kind of looks like a product of sapling generator from blender
What about UV overlapping by 1.6 %
guys - I want to move my UE installation - can I uninstall it and reinstall it somwhere else? All my projects are in My documents
can I also just move a whole project on a different drive?
Yup.
guys
I literally have no idea how to set my player as an enemy, so I won't have to have the player as neutral, so I can make them detect only enemies
Hi all, I am developing something for the marketplace and need a bit of help/advice with setting up a character mesh
The mesh has several parts, submeshes all riged to the same skeleton and I want to hide some parts here and there to effectively make a customised character, is it possible?
For example hiding a scarf or a jacket
Many many many different ways of hiding and showing clothes and such on characters
Usually depends on the game and the devs needs.
Okay so I'm exporting ALL the meshes out as one skinned mesh, and each submesh has it's own name. I import into UE4 as one skeletal mesh but can no longer see the submeshes...
That's the core of my issue really
Ah yeah that's not really how that is usually done!
Typically you'll want to export each clothing piece as its own mesh
As long as it inherits from the same skeleton, animations and all that fancy stuff will still line up fine
Damn, Unity does this so well too...shame that
I understand though, no probs, I know what I must do.
Say im ready to start building levels for a game what do you use? geometry to block out the layout.. then blender made stuff like a building. im such a noob
The eternal physics question, how TO make things heavier! Basically, you just kind of have to increase the world gravity.
Depends entirely on the game.
Are you building your levels with the intention of using modular design? Or will they be separate large pieces of mesh?
Hey folks. I am trying to build a door working with physics constraints in UE4, it's going to be for VR to open it with the "motion controllers". However I am having some weird issue, with the door automatically "swinging" back in place. I assume it has something to do with how the physics constraints are designed, but is there a way to turn it off? 🤔
basically would i create a building out of geometry and texture it with say quixel or build and texture in blender then export it into ue4 for my level @jolly slate
which is the proper way
You're going to texture it using a company? 😮
Alright well uhm, doesn't exactly answer the question but let's go!
So typically you'd want to start by blocking your level out, using either simple greyboxes or BSP
no the quixel 10k + textures and assets they just released
Once you've got your gameplay laid out, you replace the greyboxing with meshes.
Ah, you mean Megascans 😛
ye sry lol
I'd suggest you sit down and spend some time googling resources on "Modular environment art" for 3D modeling
This is the way most games typically construct their levels these days.
lol xD haha
this is going to be so much bether xD
btw bankspace for a player is that replicated or not ?
Guys, how do I set players as enemy for AI use?
I want senses to only detect enemies
Or at least to make the AIs themselves teammates
So they don't hit each other, and stuff
Hm, the weird thing about it is that it looks like it's integrated, since the AI senses have the option to detect enemy, neutral, and teammates
But I never seen a simple option in blueprint, or on characters
@plush yew sorry but not sure anything can trump the classic that is RuneScape 😂😂
I looked it up on the internet, but, they talk about using that as a main thing for even moving to the player
Though, I already have it set it as moving to targetlocation, that is kind of universal for detecting where the ai should go
@craggy kraken
runescape is so good i know xD i am going to have a hard time not let it be like runescape
Both for chasing the player, and for moving to patrol, or investigating
@plush yew nothing wrong with standing on the shoulders of giants 😄 best of luck!
I love my 4K games but there is something about that art style that is fun
yeah its more fun i think 😄
Indeed
4k games i wish i had the feeling to make that respect for your choice
So I am new to making cinematic in Unreal Engine and I ran into this Read only output directory when I tried rendering. No idea how to fix this problem
how to make items weight more in unreal
@jolly slate The splitting the mesh up into parts seems to be working, thanks!
i dont want my ball be like air
Good to hear!
@plush yew As I mentioned earlier, you have to turn your world gravity up
where
In your world settings
k
I have some troubles using gFur 😝 :
I'm trying to understand what they do on this tuto but it's not clear to me. It explains almost nothing... 🙁
The later brushes don't show up in the recording - they are Twist, Noise, Relax and Add/Remove.
I cannot even setup the material... 🙁
I'm planning to start releasing free kits for UE4 Developers. Mostly blueprint systems but also 3D kitbash assets, full game concepts, etc.
At the moment I'm preparing a vending machine system, grid based top down city building game and a bunch of ambient sounds packs. If you're interested message me (I've just setup a dedicated discord).
Can anyone help with cinematics?
Should be able to get all actors of class > get (a copy) > then find the root component of the actor from there
hey! quick question, how can i see what's going on in-game from the free-camera of the viewport?
@merry gazelle but how to find location of component after that
@wispy raven just unposses the character, every time you start playing in editor a little message will pop up on the top left telling you how to :3
Or just chose "Simulate" instead of play
thanks, but i'm just trying to understand why the camera clips in a weird way
For that you'll want to set up a second viewport or like a rendertarget
Or just, unposses like I said, the camera actor will still be where it was when it started clipping so you should be able to tell what's going wrong.
Hey! I have a problem. I try retargetting animations, but all times i have crash:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 78 from an array of size 68 How i can fix this?
i tried to unpossess, the camera doesn't show up
Well camera components arn't visible ingame, you'll have to select it via the outliner
@plush yew
I mean you could just untick "hidden in game" on the camera too, but the outliner should be all you need
cool, sometimes you just need to delete the node and replace it with the same thing and it'll work
umm not workin
maybe try getting the location of a different component. Or try using a different actor with different components. If those work you can figure out if it's just that "ball" component
@merry gazelle maybe it thinks that this ball component should be in enemy pawn
it doesnt understand that ball is part of ball actor
yeah is the ball actor a child of enemy?
or nothing to do with it
You could try renaming the components too
its not child
I'm not sure 🙃
someone helpp mee
what does this mean
this enemy should follow ball component that is from ball actor
show them what you are trying to do. Where is the component you want, what class is it in and what does the components look like
😄 that's one fancy looking ball
that is a screenshot of the content browser, what does the blueprint look like. what component are you trying to get?
do you know what a component is?
component is part of actor at this point
i think
this blueprint is from enemy
enemy needs to follow component from actor
he means the list on the left with the mesh and stuff
I think he is just confused on what he wants to do.
it needs to follow component
not actor because ball component has physics
enemy needs to follow this
@grim ore @merry gazelle someone help. It shouldnt be hard to fix
what is the error message given
I would try adding an arrow component into the ball actor. Then get > arrow component > get location
I do not see a "Ball" component in your list of components. I see DefaultSceneRoot, BallMesh, and ParticleSystem.
he uses ball mesh in the previous screen
there is older and newer photo
Hey again! Please help how to fix my error:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 78 from an array of size 68
Crash if i try retarget animations :/
help me first

@plush yew did you try getting the location of a different component
@plush yew you are first
it will help to rule out where the issue is
@plush yew if the engine is crashing when you try and retarget I dont know if we can do anything. Maybe your animation is bad? have you tried another or tried one supplied bu the engine
okay, I try 20-30 anim / retarget, but why D:\ drive? I D:\ drive is an Optical Drive 😄 xD
Is anyone else having trouble with advanced steam sessions plugin in unreal 4.23 i cannot compile it gives me errors about steamsdk
the error is just a generic engine error, that was the location when it was compiled
https://justpaste.it/2g226 please i really need to find a fix for it
It happens with every game engine version
so i have a child class of a child class ( Item ) > ( Guns )
( Malee )
( Consumables )
Say i casted to ( Items ) , how do i communicate with ( Guns ) or ( Malee ) Child class ?!
@merry gazelle any of your tips have not helped
@grim ore that photo where there is "ball" is older when name was different
its right component there
but why does this unreal engine say that it doesnt find ball from enemy
why is it so hard to tell just how to make this fk pawn follow component from other actor
@merry gazelle @grim ore umm i did nothing and blueprint works now lol
so its fixed
but there is new one
what is this shit
you just refuse to learn the basics and keep hitting your head against a wall until you force something to work and then repeat 😦
i have seen this before
this error
the health strengt speed, everything of a Ai or even trainingdummys can be set into a what ?
structure or enum ?
@grim ore i forgot one thing and its now fixed yay
i forgot to use my brain

enums are just keys or words without actual values assigned to them, if you need to store values it would be in a struct
Hello together. I want to use a procedural foliage volumen. But i want to simulate it at runtime. Did anyone know something about that?
"why is it so hard to tell just how to make this fk pawn follow component from other actor"
- it's not. It's not even a 10 minute job, but you keep stubbornly refusing to actually learn how to use the tools and keep posting in here over and over again, but the thing is, you don't know enough to understand what people are saying when they try to help. To reiterate what I said yesterday (or was it the day before?) - go away and follow some basic tutorials somewhere, and learn the absolute basics, then come back to what you're doing.
Despite the idea that monkeys with typewriters will eventually through sheer persistence write the complete works of Shakespeare, randomly mashing nodes together until they work isn't going to get you anywhere - you're literally wasting your own time when it would be so much faster to actually learn.
@inland kettle - what do you mean simulate at run time?
you can press resimulate in the editor to spawn the foliage. i want to do this at runtime
you can geht the foliage spawner and then the simulate function. but it does nothing 😦
Pretty sure it's an editor tool, so it will never be useable at run time
all that stuff is literally compiled out
yeah. i thought so to. but the i found the simulate function.
Simulate is in editor
again a question i explain it like if it was a multiplayer game with server.
you have mage, archer and guard
-
Mage Heals a wide area on himself with archer and guard in it so the replicate is a multicast ?
-
mage heals only himself so you need a run on server
-
Archer attacks the Guard so its a run on server
-
guard do a special attack on the archer ( run on Server )
-Archer has bleeding effect from the special ( ?? )
- when do i need the ( run on owning Client ) ?
if im wrong please adress me
Health generation ( run on owning client ? )
Anyone? 🙂

