#ue4-general

1 messages Β· Page 577 of 1

proper crane
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I either butchered UE4s files or got Remote Play working

pseudo swift
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@plush yew epic bought quixel (megascans) so should be free to use for ue

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id suggest you watch this

smoky fable
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@wary wave i am not sure on the case with phys mats since the landscape material should work in Squad which i want to create a mod for. Also so far i have just put my textures in a big material with layerblends and some tessalation so i am rather undecided what i should do next. I could read into auto materials or generate it with world machine or what its called.

plush yew
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Thanks carl

blissful trail
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is there a way to get the size of a texture variable ?

normal burrow
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dimensions?

blissful trail
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yes

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the resolution

abstract relic
normal burrow
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what kind of texture variable is it potato god?

blissful trail
normal burrow
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unfortunately i don't know what kind of texture variable that is

blissful trail
normal burrow
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you must either use a Texture2D, or try to cast your Texture to Texture2D

abstract relic
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I think you are looking for Texture quality node

normal burrow
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There are GetSizeX and GetSIzeY (int) properties on Texture2D to get the dimensions. Unsure what potato god is looking for tbh

blissful trail
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got it thanks πŸ™‚

abstract relic
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Mysteries asunder 😜

normal burrow
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Am a bit curious too lol

plush yew
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Is using free assets frowned upon?

pallid minnow
abstract relic
swift spindle
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@plush yew I don't see why it would be.... unless your claiming said assets as your own..

ripe saffron
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so I changed my subscription with quixel and updated to a new version of bridge and this has somehow buggered the python path. I cant launch the engine now even after verify. So any ideas how I can fix this. I am pretty sure its megascan/python related as I don't actually get any errors (engine just closes), but I did try and rebuild my current project in vs and that tells me it cant find python.

swift spindle
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a few things you can try

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one.. reinstall the plung

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two.. disable the plugin from unreal

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both are easy

ripe saffron
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i just moved the unrealenginepython plugin out of the plugin folder and the engine launches

swift spindle
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that's one way of doing it

ripe saffron
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now I need to reinstall it

ripe saffron
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@swift spindle thanks! everything seems to be fine.. project is up and running anyway.

swift spindle
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awesome... however that being said.... I'd seriously look into something like perforce if the project is even slightly important to you. (you can host your own free small one)

ripe saffron
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I do have the project backed up with git .... but did a lot of asset importing yesterday.

swift spindle
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small thing to keep in mind.. "clean up" cleans up the 1k redirectors when you move files alround

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and if your using git.. make sure it's setup correctly with LFS.. or your in for a nasty shock

ripe saffron
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clean up ... the same as fix up directories ?

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maybe I should look into perforce.. I did set it up with LFS, not sure if it is correct or not though. Is perforce more trustworthy?

swift spindle
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in content browser.. right click on a folder "clean up redirectors"

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perforce is not great... but it's also not eaten any of my projects in the 2 years I've been using it

ripe saffron
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I do a weekly local full copy backup anyway , just because i am paranoid

swift spindle
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"evil voice" you should be

ripe saffron
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haha

swift spindle
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I've a 4 disk redundancy.. and I'm still paranoid

ripe saffron
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Yeah ... far too much time and energy invested to lose everything

swift spindle
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storage is cheap

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nas is cheap compared to having to redo a lot of work

ripe saffron
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I've been at it a year and a half now ... if I lose it all you may find me dangling at the end of rope.

swift spindle
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just came out of an almost 3 year contract

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with virtually nothing to show for it

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trust me... I've got a rope bar in my apartment rdy for me

ripe saffron
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such happy thoughts on a Tuesday morning.

swift spindle
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well it's a monday for me.. so extreme mondayitus for me πŸ˜‰

ripe saffron
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actually they are all Mondays now, since I started this game...all the days just blur together.

swift spindle
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haha

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aussie ?

ripe saffron
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English ...Live in Thailand

swift spindle
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was not expecting that

ripe saffron
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Been here 15 years now, seems like I got stuck.

swift spindle
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if it works.,. it works

ripe saffron
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yeah cant complain too much... not wealthy but happily married

winged crypt
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If I see this in a fully dynamic scene, it's probably not a lightmap UV issue then yeah? Even though it looks like it.

ripe saffron
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did you rebuild your lightmap after making the scene fully dynamic? It could be the old lightmap still.

winged crypt
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Ah right on, one sec

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This is with the scene fully re-built

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I'm looking at the base texture for this and it kinda looks like these darkened areas are a part of the texture itself

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But it's weird that they start/end so abruptly

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And that in static lighting, they're so exaggerated

ripe saffron
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i guess it is uv a seam issue

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or bad geometry ... could be overlapping polys or something off with the normals

stiff spoke
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Finally I still have this problem, and that in all levels, but it happens only when I want a widget that created at the beginning of the game When I created by click widget on a key the widget this creais without problem

burnt aspen
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is it a bug that ue4 has no refresh button in the content browser?

vague sable
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what material library is good to study for node tricks to make various effects beyond PBR basics?

swift spindle
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@vague sable have you looked at the "Content Examples" in the learn tab of the Epic games launcher ?

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there is great stuff in there

verbal carbon
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Does anyone know if it's possible to assign light channels to BSP/BSP surfaces?

sturdy schooner
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hey guys, does anyone know how to, within an actors widget component, get that actor from the widget?

mossy nymph
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you should push it instead of working backwards

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BeginPlay->GetWidgetComponent->GetUserWidgetObject->CastToYourCustomWidget->SetActorRef

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your custom widget should have a variable of its owning actor type, it should be instance editable (exposed on spawn doesn't hurt either) and when setting it the owning actor passes Self as the new value

sturdy schooner
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ah fuck i was hoping i wouldnt have to do that and there was a simple sort of 'get owning actor' func; thanks

sturdy schooner
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sadly widget classes dont have that func since they arent actors themselves

pearl dome
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Is there a way to look at the raw capture output from a sphere reflection capture?
Trying to figure out why two captures with the same parameters within the same hallway are creating very different specular intensity in their sections of the hallway.
EDIT: nevermind, looks like Unreal doesn't like me putting lighting inside of the blueprint as the props it's lighting, even when I set it to static. Fixed it by making the lights in a separate blueprint πŸ˜›

vague sable
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@swift spindle do you have a suggestion of which materials to look at? at first glance, they seem mostly basic and only describe standard features

swift spindle
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what exactly are you trying to create ? and how deep down the rabbit hole do you wanna go

vague sable
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don't get me wrong those examples are useful but what I am looking for is like a huge collection of experimental materials

swift spindle
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well.. you could look at the projects they have given away for free

vague sable
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something I'm trying to replicate right now is the sand in Journey / ground in Slime Rancher / snow in Overwatch winter event

swift spindle
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the specular highlights eh ?

vague sable
swift spindle
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there's a few ways to do it

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one is with a custom mask for whatever materials use it in the scene.. then just have an overlay of a 2D normal map with speckles on it

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the other is adding it into your material as a camera facing component

vague sable
abstract relic
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Still love it

vague sable
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I think the room just before the Leviathan Throne Room in Destiny 2 also had a similar effect

normal burrow
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Looks cool

vague sable
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we don't have access to light direction I think with the way the materials work which is what is stumping me atm

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I thought about using a single vector for the primary light though

normal burrow
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Primary light?

swift spindle
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so...

vague sable
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I'm not a UE4 expert only been using it a few days so far

swift spindle
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there is an automative car pack in unreal

vague sable
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I just don't know what the appropriate things would be yet

swift spindle
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and one of the shaders has sparkles

normal burrow
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You may be able to get that kind of information with forward rendering pkeod. Hmm idk maybe you could use a light function some how

vague sable
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so I can mask off other areas properly

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I tried using pixel distance + circle mask but didn't work

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I also tried a texture with view reflection also didn't work

normal burrow
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Pretty

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Hm HighTide would know better but maybe a reverse freshnel

sturdy schooner
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is that speckled effect in slime rancher not just a mask on the specular?

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the effect is super common in every game with snow materials since ue3 too - you could probably search something like 'ue3 snow material' and find it

abstract relic
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I’m assuming you want more than just a roughness mask yes?

sturdy schooner
abstract relic
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You can give it a little more of a pop if you add some iridescence on the mask

vague sable
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the slime rancher dev posted how he does the mask

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I'd like to figure out that part for now

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a problem with UE4 is that things are mostly focused on realistic rendering vs stylized so the stylized tricks have not become as common as they are with tools like Unity

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may be an opportunity for someone who knows what they are doing

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gonna give it another shot now

abstract relic
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That just an emissive with fresnel

sturdy schooner
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the lightdir dot surfacenormal formulas vanilla lambert lighting which is already handled by specular. did you try just putting a mask onto the specular to see if it takes you in the right direction?

vague sable
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can I use the existing generated specular as a mask?

normal burrow
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Does the shimmer move on it’s own ideally?

vague sable
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@normal burrow the shimmer repeats as a texture and is masked away, that's what makes it twinkle afaik

normal burrow
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Hm yea you know, the thing there seems to be entirely: light the thing from parameters. Which works ?

sturdy schooner
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also, i dunno if it was mentioned earlier above but if you want the material to get the light location, youre gonna want to send your lights location vector into a material parameter collection and use the CollectionParameter material node to read it. it really sucks

vague sable
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well at least for this effect it's okay to use a static vector for the light vector position

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as long as your sun doesn't move

sturdy schooner
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hold up. your making a game in 2019, almost 2020, and your sun doesnt move?

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im just kidding. its late. im too new hear to be a dick. ill cya

vague sable
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I appreciate the help!

grave nebula
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Sparkle 101: Have two textures in material(procedural noises, whatever). One is fixed in world space, the other one is fixed in screen space. Multiply one by another, multiply the result by 0.5 and add it to specular output. In deferred light shader, add a check, if specular is above 0.5 and shading model is subsurface and it is a directional light, change the normal from gbuffer normal, to such normal that would reflect the light into the camera, proportional to gbuffer specular, that being at 0.5 or below, you are using gbuffer normal, at 1 you are using bounce normal.

vague sable
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the project is stylized so I'm not even going to have a sun in the sky

grave nebula
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And if, for some reason, you need a subsurface shading model and specular above 0.5, I gloat over your misfortune.

vague sable
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@grave nebula I can try to do that, but I'm only 4 days into using UE4 so I'm not sure how to πŸ˜„

normal burrow
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Doesn’t using screen space make the glitter uniform?

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Or is the world noise depth/volume based?

grave nebula
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Well, you have control over the strength through specular 0.5-1 range, so if you want to fade it into the distance or do something else, you are green to do it in material, whatever way necessary. Can be screen-space, can be screen space multiplied by world space mask. Can be two world space masks, where one is stationary and the other one is seeded from camera position.

vague sable
normal burrow
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Hm idea of pointing normals at the camera is interesting. You’d slerp around axes using tangents?

grave nebula
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the normal in question is a half way vector between ToEyE and ToLight.

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pff I meant to ToLight

normal burrow
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Do we have ToLight?

grave nebula
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in a light shader, yes

normal burrow
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Light shader is light functions right? Or is there some way to overwrite collectors?

vague sable
grave nebula
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No,it is the shader, that runs light calcs. You are mainly interested in GetDynamicLighting function in DeferredLightingCommmon.ush

normal burrow
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Hmm I have no idea how to edit / override that stuff yet. Can it be done on a per material basis?

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(Also interested in glitter lol)

grave nebula
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You can't override it, it needs to be engine shader edit. I wish one could optionally replace engine shaders from plugins.

normal burrow
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Ah yea that’s what I thought

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But still, very cool

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Any room on the gbuffer to mask glitter?

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In a way that one could tap that lighting func?/available at that time

grave nebula
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You don't really need a room, because you can add an extra shading model. Shading model ID has enough space.

normal burrow
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Oh what, dang

vague sable
normal burrow
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Does adding another shading model affect performance negatively overall?

grave nebula
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The fact of adding one, does not at all.

normal burrow
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Wow cool

vague sable
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if anyone knows how to get the terrain components to work right with this please ping me

honest vale
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@vague sable does that happen with movable lights too?

vague sable
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@honest vale does not appear to

vague sable
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oh, I think I know why it's happening

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I don't know enough about these things to know what to do about it still though

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doesn't appear to be the light vector causing it

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lightmass importance volume didn't help

honest vale
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@vague sable is that with a stationary light?

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and not static?

oblique tangle
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Yo, I was wondering if anyone could give me some insight into how to create this sort of seamless menu which goes from running realtime to gameplay? Any response would be greatly appreciated, cheers πŸ™‚

glass walrus
bleak elk
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So confused by this one....

Why does the material graph compile shaders when you change the color of a comment box?

tame delta
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Hey, I'm working on a VR project (although I think it's irrelevant), and I'm seeing actors from multiple levels in my scene. Can anyone give me the rundown of how that works, and how can I move a couple actors to their own levels to modularize my scene?

I need a sort of base level which contains a background warehouse scene, lighting, and VR setup, and add machines to it in great number (10-20k actors)

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I need to do this because when I want to delete my actors, 10-20k actors takes multiple hours to delete

normal burrow
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@glass walrus you start insights then the packaged build afterwards

civic hound
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Did someone had trouble migrating materials, textures or functions from 4.22-4.23 to 4.21?? It doesn't seem to work at all, the assets didn't get discovered

glass walrus
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like this?

silent lark
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Hi there, does anyone know if there is a way when reimporting a landscape from world creator to unreal engine, to not loose the layer infos ?

glass walrus
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Oh I open the UnrealInsights first and then open ue4 editor, it will work normally!

plush yew
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My cameras acting funky, controls are inverted, up is down, etc, in the basic Thirdperson blueprint, anyone had this issue?

plush yew
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Does anyone have experience developing multiplayer and steam stuff once a steam ID has been given from Steamworks?

zealous cloak
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i want to make a tank that will be filled with water through a particle system

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so basically after 8 seconds or so i want to give the message, that the tank is full

radiant haven
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Blueprint Runtime Error: "Accessed None trying to read property Component". Blueprint: FlightFunctions Function: Get Socket LRV Graph: get_socket_LRV Node: Get Physics Linear Velocity at Point

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idk whats wrong

cloud cobalt
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Sounds like GetSocket LRV returned nullptr

midnight gate
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i need help

cloud cobalt
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Don't we all

midnight gate
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tru

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i figured it out tho

worthy flame
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how can I make a funcion where it disables a variable from decreasing?

plush yew
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I want to import an animation and upperarm_l has 0 scale value

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I need it to have 0 scale value though

radiant haven
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@cloud cobalt whats wrojng

plush yew
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any ideas on how to make it work?

cloud cobalt
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@radiant haven I told you

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There isn't one really

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This is more of a development channel

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You should be looking for players

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This isn't a gaming community though

radiant haven
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@cloud cobalt what does this mean returned nullptr

cloud cobalt
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It means the node returned nothing

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Probably because you use it wrong

radiant haven
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yeah where os this nothing

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its exactly ass in the video

fierce tulip
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@raven beacon how about not spamming this everywhere?

radiant haven
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nice

worthy flame
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anyone know how to make a variable stop decreasing?

honest vale
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what

radiant haven
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@worthy flame not make i editable

worthy flame
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what?

wary wave
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@radiant haven there is only one thing in there that can even be 'none', and that's the thing you are passing in...

radiant haven
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@wary wave is none and unspecified name or a function

wary wave
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'None' means no value

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it means you're calling the function and not passing a valid object into it

cloud cobalt
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Which in this case is what the first node on the left returns

fierce tulip
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lol

wary wave
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the error does explicitly say what the problem is

pale forge
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Anyone know why UE4 git plugin would ignore my Source directory? It's not the gitignore.

cloud cobalt
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IIRC it's meant to help you use Git for UE4 assets only

pale forge
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yeah but how is your c++ source code not considered part of the game?

cloud cobalt
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I didn't say it wasn't part of the game

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Just that it wasn't an UE4 asset

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As in, .uasset

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You're going to need a real Git client anyway

pale forge
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yes ... I understand. It's just bewildering why they have a plugin that excludes directories that are not in the gitignore

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I can do better by just running from the command line, which makes the plugin useless

cloud cobalt
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The plugin isn't useless by any mean

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It's meant for editor users, not programmers who will use a real Git client because they need more advanced operations (mainly branches) that the editor can expose

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Artists on the team can still use Git transparently

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If you've ever tried to teach an art team to use Git, you'll understand the value of the plugin real fast

pale forge
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but what is the point of excluding Source directory? It's there regardless. Why not include it? And why ignore the gitigore file?

cloud cobalt
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The point is that Epic didn't want to have a C++ solution explorer in the editor, I guess.

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Or code to read gitignore files

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Git is huge

pale forge
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So it's not even Git then

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because it disregards the gitignore file

cloud cobalt
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This isn't even about Git, I'm pretty sure it works exactly the same in every other VCS

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The point of in-editor version control is to handle UAssets and that's pretty much it

pale forge
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well... git is a standard and it's simply about files. Your gitignore is how you tell the client what to add or ignore. There are plenty of Git clients that do that. Why change that?

cloud cobalt
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Because it's not a Git client

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It's a friendly helper for your art team

pale forge
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Anyway .. the way it works renders it useless to me.. and that's too bad because it looked pretty cool.

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but it's not called a "friendly helper".. it's called "source control", and it should work like every other plugin out there.

cloud cobalt
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It works like every other source control plugin for UE4, AFAIK

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Look, I think you're being a bit unreasonable here

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A real Git client is no joke

pale forge
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Yah ok ... well.. yes I've been using Git for years so I have some expectation about how it works... and there are several gui clients out there that are not hard to grasp.

cloud cobalt
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So just do what everyone does and use one

pale forge
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I will ... thanks for your input.

cloud cobalt
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When you work with 50 artists who have never used Git before and teach them how, I guarantee you'll have some fun

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And you'll probably tell them to use that plugin

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Or you'll use Perforce like the rest of the industry because well, your artists are going to break everything with Git

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If you're a programmer or otherwise tech-friendly person, you already have a real Git client

pale forge
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You could do all of that in still include the source file.

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source directory

cloud cobalt
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Not easily at all, no

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Since the editor has zero knowledge of C++ files

pale forge
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neither does git have any knowledge of UE4

cloud cobalt
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Git doesn't need the knowledge

fierce tulip
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i remember being told by the admin of the team that I was not allowed to update perforce, as any other version than the one installed would break the whole system for some reason XD

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#justversioncontrolthings

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one time my vita crashed during a pull and it took the admin a whole day to fix everything.

cloud cobalt
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Git tech support is next level stuff

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You can actually just erase the entire history from any Git client, so there's that

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And you can rather easily lose work if you stumble through it the right way

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Well, not lose

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Since there's the reflog and all

manic pawn
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git tech support:
"something's wrong"
"ok, delete the entire folder and clone it again"

fierce tulip
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lol

cloud cobalt
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That's one way, but then if the guy didn't push for days...

fierce tulip
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or the artist that goes "I uploaded all the quixel content to the project just in case"

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in 4k AND 8k because reasons

fallen flower
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So, how are you capturing your video output? OBS just isnt't cutting it

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too hard on fps

fierce tulip
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OBS, because its cutting it :p

fallen flower
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Really? Are my settings wrong? I get awful compression

fierce tulip
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i record uncompressed

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unless streaming, then whatever streaming setting

vocal flume
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Is there a way to create a blend space without a variable attached? Like blendspace 1d requires 1 variable and 2D requires 2 variables. I just want to make a transition between 2 animations. Without any dependency on any value.

fallen flower
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Okay. I think Google drive compression was throwing me off.

cloud cobalt
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Using OBS too here

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Lossless, of course

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It's pretty much the best video capture software you can get

fallen flower
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Yeah, I'm looking back over my footage. it's not compression, that's just Drive being 'helpful'. It does noticeably stutter thought

cloud cobalt
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usually the stutter is your hardware lacking

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I recorded my previous game only at 30fps, capping the game framerate etc

plush yew
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if i make it that a wolf attacks me do i first have to make the machine state before i go do behavior ?

pseudo swift
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guys how can I prepare a handbag with straps for a character in ue if I want the bag to jiggle around with physics ?

fierce tulip
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kudo's for plastikman avatar

pseudo swift
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haha thanks:)

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love that logo / char

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i was thinking of adding a socket to my character, and then attach the bag to the socket, and then cloth paint it maybe?

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but not sure how that would work with the cloth / physics

radiant haven
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@wary wave something is wrong with this node

cloud cobalt
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No

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Something is wrong with Target

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We told you so, multiple times

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Just try printing it on screen

fierce tulip
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@solar latch #old-rules buddy.
try the designated channel for it.

solar latch
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my bad

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sorry

fierce tulip
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np, first warning is free :p

rough cedar
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Hey, everyone, hope you're doing okay. Got another issue with mobile cascaded shadow maps/shadow distance fields, on a mobile project I'm working on and previewing (ES2). In mobile preview gameplay, the shadows look awful, just like they do when I scroll all the way out in the editor window. Been tweaking various projects settings and stationary lights settings for a whole day now and I'm losing it~ Take a look:

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In this a shadow fields distance thing? Should they even be enabled in a mobile game? How about the combined static and CSM? Is this a project setting issue, or something to do with the meshes? Rendering volumes? Stationary light's properties? Lightmap resolution? CSM distances? Aaaaaaaah

pseudo swift
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im trying to attach this radio to this character armature which has an animation, kind of making it look like the character is holding the radio, it doesnt have to be perfect, just trying to figure how to attach a static asset to my animated armature. If I right-click and try attach it I cannot choose my armature in the list, any tips?

rough cedar
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Can a static mesh be even attached to a socket? Doesn't it have to be a skeletal mesh instead?

pseudo swift
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maybe you are correct

dim plover
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Pretty sure you can attach static meshes to static meshes by socket.

fierce tulip
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yup

rough cedar
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But the character seems to be a skeletal mesh

dim plover
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Should be fine too.

frosty bloom
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Can be attached to a skeletal mesh as well.

pseudo swift
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so how would I parent a static mesh to a skeletal one?

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I am not using a BP, only a skeletal mesh with a premade animation

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an imported animated fbx so to speak

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@dim plover or anybody else know how I would attach my static radio mesh to my skeletal character?

rough cedar
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New socket maybe. Another one

opal berry
#

trees that have lods cant be static right

vocal flume
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I’m trying to implement a cover system with the third person character. I’m using state machine to switch to cover state. Character turns and gets into the β€œin cover idle” animation when I enter the collision box of the cover(wall). Problem is there is a space between the character and the wall. If I move the character close to the wall and then hit cover button, it works correctly. But if I’m at the edge of the collision box and press the cover key, the character turns immediately and there is some space between him and the wall. How to fix this? Any ideas?

visual belfry
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accidentally undocked my viewport, does anyone know how to fix it? I can't seem to find a spot to drag it so it snaps back in the middle

opal berry
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I get that weird thing that when I have my Trees(that have LODs) on static and my Directional Light on stationary my when I build my shadows for my trees they look awful for some reason, but when I have my Directional Light on Static it works fine but I need to have it on stationary because Trees can be destroyed

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how do I fix that/

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?

ruby folio
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Change the trees to moveable?

#

I cannot get Quixel Bridge to export 8k textures consistently. Even if the object downloaded is using 8k textures. It wont export via live link with 8k textures intact

radiant haven
#

@cloud cobalt sry I didnt understand

opal berry
#

@ruby folio Movable costs alot in renderings

#

rendering*

digital anchor
#

if trees get destroyed you dont have a choice

opal berry
#

but why does it not work with Stationary?

vocal flume
#

My question got lost among other questions πŸ˜•

grim ore
#

yay .24p3 is out.... we are so gonna get .24 final for christmas

radiant haven
#

@cloud cobalt and idk how to fix it acutally I am a bit pointless

grim ore
#

@vocal flume it might not have been lost, no one here might be able to answer it right now

plush yew
#

So i have a quick question:
I am trying to create a game like wither 3. So i have the combat system set up already but since i am creativless af idk what things i could implement into the game itself. I was thinking of a Inspection System. But i cant really think of smth else hahah. U guyz have ideas or aspects that are must have for an open world game?

zealous linden
#

Anyone else having problems using Substance LiveLink with 4.23? Right-click -> Send to Substsance Painter crashes the UE4 every time.

pseudo swift
tame delta
#

Typing stuff like "physical control panel/array USB" on google didn't net me any result

opal berry
vocal flume
#

@grim ore hey you are the WTF is guy from YouTube! I remember the profile pic and name checks out too. Great work on the videos! Helped me a lot!

grim ore
#

πŸ™‚ glad they helped

#

@opal berry what is the lightmap resolution you have on the floor mesh?

#

uh oh... I ran into that stuck at 74% when installing bug... I can't use UE4. I am panicking here....

pseudo swift
#

any1 able to help with getting physics simulation to work for a static mesh attached to a socket?

tall crow
#

@opal berry your lightmap resolution your floor is too low, up it a bit and it should be fine. You can check whether your lightmap density is good enough by clicking on the β€˜Lit’ button in your viewport. Green generally means your density is okay. Blue means too low and red means too much resolution!

plush yew
#

hello

#

im pretty new to UE4

#

started using it like 2 months ago

sturdy schooner
rough cedar
#

Oh hi

plush yew
#

I have a goal for my first 2 months in UE4

radiant haven
#

Accessed None trying to read property Component". Blueprint: FlightFunctions Function: Get Socket LRV Graph: get_socket_LRV Node: Get Physics Linear Velocity at Point

plush yew
#

make a over shoulder 3rd person camera

#

that works like 3rd person pubg or forknife

rough cedar
#

Does it have a spring arm? I'm guessing it does. Never played those two.

plush yew
#

I have already watched that and it really isn't what im looking for

rough cedar
#

I see

plush yew
#

I was able to do it in unity by having the body rotate on 1 axis and the head on 2

#

anyone ever work with geo brushes? Im looking for a way to give em proper collision. as of rn it doesnt seem to block the "playercamera" properly even after converting them into static meshes.

#

give what proper collision?

#

the geo brushes

#

or the static mesh converted from them. doesnt matter

#

uh

#

make a mesh collider?

#

or some sort of one

#

how would I do that?

sturdy schooner
#

looks like the camera might be attached to your player meshes head, so it could be a case of 'the players head is being told to rotate into the geometry' rather than a geometry collision issue

plush yew
#

let me remember

#

@sturdy schooner yea exactly. but the assets from the game dont seem to have the same issue

#

so there must be a way to block the view for geo brushes as well

sturdy schooner
#

try lowering your cameras near clip to something tiny like 1 as a test to see if it helps

grim ore
#

does your static mesh you made from the geometry brush have collision and what collision settings is it using.

plush yew
#

cameras near clip?

#

I dont think I can change basefunctions like that of the game

#

using complex to simple collision

#

ive tried every setting there

#

I can give it collision but the playerviewcamera can always bug through

sturdy schooner
#

set that to 1 or something and try it out again

plush yew
#

right away

#

didnt seem to change anything

#

by the way is it worth trying to get the default 3rd person camera in ue4 to make it work like I want it or should I make my own

sturdy schooner
#

another potential easy fix would be to increase the player collision width. try upping it 16 or so units and see how it feels

plush yew
#

nah I dont think the game allows for such modifications

sturdy schooner
#

oh, like youre modding a shipped game?

plush yew
#

I need a fix for the geo brushes not any feature of the game

#

no

#

im just making a map

sturdy schooner
#

hm well, if your wall has collision and blocks the player from moving into it, the player pawns camera clipping issue would not be a level design issue

grim ore
#

geometry brushes and static meshes are 2 things so try and keep them correct if you are looking for help, if you changed these into static meshes then refer to them as that

plush yew
#

but the official game assets dont have the problem

#

only custom stuff

grim ore
#

if these are static meshes do they have collision assigned to them, simple collision

plush yew
#

theyre ofc static meshes now but I have the "before conversion" backup as well. so It doesnt matter in which state I fix em as long as I got that camera clipping issue fixed in the end

grim ore
#

it does matter as you cannot add collision to a geometry brush,

#

so if these are now static meshes, did you add collision to them

sturdy schooner
#

on the level design side, you could keep players away from walls by putting some buffer collision between them and the wall. any idea if the games other levels is doing something like that?

grim ore
#

geometry brushes have default basic simple collision on them when they are in the brush state. When you convert them to a static mesh they have no collision and you need to add it.

plush yew
#

I know

#

I did assign collision to the static mesh

#

I have collision, u cannot run thorugh it or anything but u can clip ur playercamera in

#

maybe its the clipping on the camera

grim ore
#

is your camera on something that prevents it from clipping thru, like a spring arm? it's weird it would clip thru this item and not other items. if this is a FPS camera then perhaps the items its attached to is not using the correct blocking.

#

but all things the same if you are using correct collision on the item and it's set to the same collision settings as a mesh that came with the engine they should behave the same as they are both static meshes.

#

I just tried using the default FPS template and converting a box brush to a static mesh and adding simple box collision worked as expected

crude robin
#

when creating a behavior tree it telling me both are the same node and failing the patrol not sure how i can fix this issue.

plush yew
#

confusion

crude robin
#

and sad thing i follow the exact unreal documentation

plush yew
#

its outdated then

severe pulsar
#
  1. Records and Audits

You agree to keep accurate books and records related to your development, manufacture, Distribution, and sale of Products and related revenue. Epic may conduct reasonable audits of those books and records. Audits will be conducted during business hours on reasonable prior notice to you. Epic will bear the costs of audits unless the results show a shortfall in payments in excess of 5% during the period audited, in which case you will be responsible for the cost of the audit.

#

whats this actually mean

abstract relic
#

Try and falsify your records = bad things will happen

crude robin
#

how is it outdated it just says a value failed/both are same node

viscid jetty
#

What is the path I should use for the OpenLevel component? I used to have MyLevel as the input, but then I moved my levels into a folder, so it's now located in Content -> Levels -> MyLevel So now my OpenLevel's input looks like: Levels\Mylevel yet I'm getting an error:

stiff spoke
#

Why when my character with the animated offset, he's at the feet under the floor, but when he's at the offset anim and he's arguing this does not produce it

#

?

grim ore
#

@viscid jetty if using the Open Level blueprint node you should just use the level name itself, nothing else regardless of where it is

plush yew
#

hello

stiff spoke
#

Hi

plush yew
#

do any of u smart peoplez

grim ore
#

you can use the full path format if you need to tho like "/Game/Levels/MapName" and it will work just like "MapName" would work

plush yew
#

know how to make a 3rd person camera were the body rotates with the camera

viscid jetty
#

Oh πŸ€” Thanks

keen moss
#

My swarm seems to have stopped working entirely, any engine version, any scene, when i try and do a light build fails and gives me the "invalid class" error. Anyone have this issue

grim ore
#

@plush yew if you are using the default third person template you can check the "Use Controller Rotation Yaw" option on the Character and it will turn the character when you rotate the mouse. It's basically a fixed camera behind the character

plush yew
#

o

#

thanks

#

very smart

pallid talon
#

Question, I have my Skylight Source type to Cubemap and a Custom HDRI selected. When I shutdown and restart UE4, my custom HDRI is no longer selected and replaced with "FlatTexture HDRI" default map. How do I get my Skylight to remember my HDRI selection?

grim ore
#

getting stuck with were sorry we suck try again later?

#

because if so yes I am and its the engine stalling out, i unchecked all the other options and just can't get it to finish 😦

#

upgrade and clean install

#

restarted pc, restarted launcher, reinstall launcher.... I guess work is off the table today!

#

the percent you get stuck at depends on what options and if you are upgrading but I think we are all stuck on the same chunk of data

#

I'm on a time limit and needed to work in .24 so this is a kick in the crotch for me lol

plush yew
#

just

#

reinstall

#

I think

grim ore
#

nopers

plush yew
#

bc the same thing happened to me

grim ore
#

I've done everything reasonable on my side short of reinstalling windows, something is fubar on their side

fierce tulip
#

lol

pallid talon
#

@grim ore Dun, dun, dun, dun.... Tomatoes?

grim ore
#

Affirmative πŸ™‚

pallid talon
#

What am I doing wrong here. I have a custom HDR in my SkyLight Cubemap, but soon as I start a light build, it disappears and resets to the default FlatTexture_HDRI? What I am missing?

crude vessel
#

So if I star a project in 4.24 preview, will it be converted to 4.24 when it's released it will I still need to make a new project?

ivory pine
#

unreal 4 is killing me rn

#

keeps deleting all my values

pallid talon
#

@crude vessel If you started in 4.24 preview, it will remain 4.24 after official release. Wont need to convert.

crude vessel
#

Nice

#

I skipped 4.23

#

But there is a material pack I want to play with that is 4.23 so I can't open it in 4.22

pallid talon
#

Keep in mind a lot of plugins and addons are not officially supported in 4.24 yet until 4.24 is official.

cloud cobalt
#

Maybe

#

Maybe it will just be broken

#

4.24 is not for use

pallid talon
#

Never mind on my skylight issue. I solved it.

grim ore
#

nah this is not a serious project it's for educational stuff once .24 is out. Kinda can't do .24 stuff without using .24 lol

next badger
#

@gleaming narwhal where is hte proper place to leave a feedback for 4.24?

gleaming narwhal
gleaming narwhal
#

We highlight important feedback to the devs, but it doesn't always mean that we respond to the threads

next badger
#

okay...it's hard to tell

stiff fossil
#

hi

#

someone knows why when i export from bridge to unreal, is not exporting the albedo texture?

safe rose
#

Just do what I do

gleaming narwhal
safe rose
#

And spam it until someone notices

#

Also, twitter the shit outta people

#

link with your forum post

#

Hashtag

#

post everywhere until someone bites

pseudo swift
safe rose
#

Although...

next badger
safe rose
#

It took FOREVER to get non-VR projects

plush yew
#

You cant migrate C++ into a BP project, can you?

safe rose
#

?

next badger
#

@pseudo swift there's a checkbox, combine meshes in import settings

safe rose
#

That doesn't even make sense

pseudo swift
#

@next badger im aware, but I need it as a skeletal mesh

safe rose
#

I mean, you can convert a BP project to C++

plush yew
#

How does one do that?

crimson lake
#

Is there a thread or a good reddit post on basic to advanced unreal vfx stuff bois ?

stiff fossil
#

@next badger ou, where is the configuration?

next badger
#

advanced

stiff fossil
#

thanks

#

πŸ˜„

safe rose
#

two years πŸ˜‰ good luck with your feedback!

next badger
#

@safe rose yeah, i know -_-

safe rose
#

Honestly..I don't care

#

It's in now

#

I'm happy

pseudo swift
#

im importing my mesh as a skeletal mesh, and I never seen a single polygon object import as this

#

I checked normals and geo in blender, looks ok

stiff fossil
pseudo swift
#

@stiff fossil do you ever watch an intro video of the software you use?

stiff fossil
#

yes, I was using the software before and it worked fine but now it doesn't work anymore

rapid iris
#

Question if I was making a multiplayer racing game ran on discarded server how would I go about making check points local to the client

#

Dedicated*

grim ore
#

if the client spawns the check points then they would be local to the client

rapid iris
#

Hmm ok that makes sense

#

Thank you

#

Would there be a way to let the server create them for the clients though? I read somewhere is not good to let clients control key gameplay functionality

worthy flame
#

ok Ive been stuck on this for the whole day, and I cant figure it out. How can I make it so a float value doesnt decrease if something happens. it can increase but it shouldnt decrease

#

and I cant even figure out how to sketch it out since I dont know what node to use

vivid narwhal
#

why is it decreasing?

worthy flame
#

because of damage

vivid narwhal
#

you storing Max HP somewhere?

worthy flame
#

I have max hp but will need to redo it since the current system is bad

#

im just doing a small project and this is all that its left to make it work perfectly

pseudo swift
worthy flame
#

i just need to know how this will work and then I can do the health system

solar swift
#

does anyone know how to fix this? i cant see any of my windows in my car blue print:

grim ore
#

@rapid iris probably not but why would you want the checkpoints to be on the clients only and not the server?

digital anchor
#

@pseudo swift explain by what you mean one piece, how its two pieces right now?

#

is it two meshes? or are just the edges split?

pseudo swift
#

its just a simple object from blender

#

i need to import it as a skeletal mesh

#

so I export it as fbx, as one object, one piece and leave the skeleton blank so ue generate a simple one

grim ore
#

@worthy flame you are in charge of if it goes up and down, just don't change the health down unless I am missing something

digital anchor
#

and it generated two assets?

pseudo swift
#

correct

rapid iris
#

@grim ore well idk rn they aren’t distinct for individual racers for example if I have two racers if racer one goes threw checkpoint 1. Racer two can’t

pseudo swift
#

which I dont get since its one object, which geometry should be ok, i checked it so many times and its seems ok in blender

#

not sure why ue split it

grim ore
#

it sounds like your code tracking racers and checkpoints should be updated to track separately for the racers

worthy flame
#

well kind of but the value could change in game if the character is damaged, and I want it to for example when I pickup a isInvincible pickup it wont decrease its health

digital anchor
#

yeah i never seem it that happen

plush yew
#

I got my third person camera to work better

worthy flame
#

saying this right now, it could be easier to just make it not change at all and stay with the current health

plush yew
#

this is gonna be epic

rapid iris
#

Yes how would I do this how would I update checkpoints separately for the racers

pseudo swift
#

i exported a default cube with a extruded inward face, mimicking my object and that was ok

worthy flame
#

and not allow increase health

pseudo swift
#

so must be something wrong with my mesh

worthy flame
#

ok ill try thtat

grim ore
#

@worthy flame so you check to see if they are isInvincible and if they are you dont adjust the health down?

vivid narwhal
#

@worthy flame have a Float as MaxHP and a Float as CurrentHP and a Bool as CanTakeDamage? and if you pick up the invicible pickup, set CanTakeDamage? To False

worthy flame
#

yes, if they are invincible then not allow health -

#

that is smart

rapid iris
#

@pseudo swift when you import donyou see a checkbox that says import as one object?

worthy flame
#

but still i dont know how to set it up as I need the same thing. how do I make it not take damage?

grim ore
#

@rapid iris how you would do it would depend on how you do it now. You can have an array of checkpoints on the drivers and just update them on the driver itself as they go thru them. You could have these arrays on another object for example. You could have it on each checkpoint and it could track who has activated it.

vivid narwhal
#

you use a Branch node when damage is occuring and if CanTakeDamage? is False then the branch node would go out False and not change CurrentHP

worthy flame
#

ok i think I got it now

#

ill try it thanks

rapid iris
#

Ahh ok I see thank you @grim ore

pseudo swift
#

@rapid iris thats only if importing as static mesh, i need it as skeletal

rapid iris
#

Ohh I see

pseudo swift
#

which usually is no trouble

#

but for some reason my mesh is broken but idk how

rapid iris
#

So it’s two different skeletal meshes?

pseudo swift
#

it imports as one object, but inside the editor I can select different parts of it

keen moss
#

I have uninstalled and reinstalled unreal and my swarm is still failing. all lightbuilds throw an invalid class error, and when i try and clear the cache i get a [RequestCacheClear] Request ignored because of active, open connections error

pseudo swift
#

which is bad since I want to cloth paint the entire area

#

and it shouldnt be seperated into different parts since its one in blender, its basically a box

opal berry
#

@tall crow How do I change the lightmap res?

#

and what do u mean by pressing on lit

digital anchor
#

thats not what you told me before lol

#

that just means you have 2 sections, probably because of edge-splitting, set the mesh as smooth so it doenst create different smoothing groups, it will cause bad shading but you can fix with bevels

#

also check if you dont have two different materials, on different faces, it also causes creating new sections

grim ore
#

@opal berry click on the mesh, the floor in this case, type in lightmap in the search box in the details panel or go down to lighting. Check the overridden light map res and change it to something higher like 512 and build again

opal berry
#

how about if its a landscape

pseudo swift
#

@digital anchor importing as obj works, but lost my materials, I do have different materials assigned on different faces, i thought i had used that before, but might be diff. with skeletal meshes?

digital anchor
#

yeah different materials create new sections, as it will split vertices

grim ore
#

@opal berry for a landscape change the static lighting resolution option

pseudo swift
#

@digital anchor hmm ok, then thats my problem, is there a way of baking all my different materials into one tex map in blender? ill of course google around

#

or somehow tell ue not to split

digital anchor
#

should be as easy as creating a texture and baking the base color

pseudo swift
#

ok thanks i feel like I can see the light in the tunnel

opal berry
#

@grim ore What should I like increase it too

#

and why is it not good by default

grim ore
#

that's all up to your level, try higher and go from there. and it's static lighting is why

opal berry
#

sorry

#

i dont get it what your mean by "its static lighting is why"

grim ore
#

static lighting uses textures for shadows. If you have a really big area and a small texture you won't have much detail in it.

#

if you were using dynamic lighting it renders the shadows in real time so you get much higher quality at a cost of performance. Putting a texture down to fake shadows is basically free but at the cost of quality.

true leaf
#

So in my game I added a Spring Arm to my character and then attached a Camera to the spring arm. This way with a third person camera if I back into a wall, the camera spring automatically retracts in so it doesn't clip into the wall. However.... I have an issue. If I walk right up to a wall infront of me, my camera sometimes snaps right up to it, immediately collapsing the spring arm completely

digital anchor
#

id argue that stationary shadows have better quality than dynamic, when done right :p

#

(bounces, soft shadows, translucent shadows etc)

true leaf
#

What is a better approach? Is there a way for me to allow my spring arm to only collapse with an intersection from behind and not from one from the front ??

#

Like a unidirectional spring arm ?? Or no

opal berry
#

but I think the textures I am using is 2K @grim ore
They are the ones from the Environment Set Got them when they were free last month

grim ore
#

textures on the landscape, your material, is not the same as a lightmap

#

you might also be using a crummy lightmap UV setup on the tree as well which isn't helping

opal berry
#

No I ment the Texture on the trees

#

@grim ore

grim ore
#

your problem is the shadows from the trees on other objects right?

opal berry
#

no

#

the shadows from the trees on the ground

grim ore
#

yes the ground is another object

opal berry
#

ya

grim ore
#

so the object the shadows are on controls how the shadows look

#

so the resolution for the lightmap texture being used on that object (landscape in this case) needs to be higher for higher quality shadows

opal berry
#

I improved the landscape static light res and it fixed it

grim ore
#

yep

opal berry
#

now I am just trying to further understand it

grim ore
#

ok so lets say you have your landscape and its 1000 units across

#

you use a lightmap for the landscape to show the lighting results and shadows

#

it makes a texture to fit onto that 1000 units

#

if you have a small texture to fit ontop of your landscape its going to have very little room for details

opal berry
#

so if the landscape is larger I will have to turn up the Static Light Res on the landscape?

#

will this affect performance or only build times though?

grim ore
#

you don't have to unless you need the finer details. Houses for example might not need higher resolution due to not having many fine details (walls, edges, etc.)

#

it will affect memory use, performance shouldnt be an issue. Build times as well of course

#

I could swear there was a doc page on all of this but I can't find it lol

opal berry
#

is there a way to make the landscape res affect the trees and not the house so I limit the ram usage?

#

lol

unreal comet
#

I'm sorry to interrupt the conversation. @grim ore Remember when I was telling you about a person I knew's game crashing when applying settings to file? Well I had a few other people have the same issue. I sent them a 4.22 version of the same project and it doesn't crash anymore. So from my deductions I would say something in 4.23 is causing the crash but IDK. What do you think I should do to try and fix this? I still can't recreate the crash on my two PC's. But I'm on Windows 7 where everyone else is on Windows 10. Am I doing too much on the apply function? https://i.gyazo.com/ae812472782897efddb465cb893587c2.png

grim ore
#

@opal berry I believe there is a way to do that but I am not an art expert, #graphics might have the exact settings for that.

#

@unreal comet my only thought just seeing that is you are mixing game user settings and console commands and that might be causing issues

viscid jetty
#

So I've got a custom cursor, made via Project Settings -> Engine -> User Interface -> Software Cursors it shows perfectly when I launch the program, but as soon as I close a widget and open another, the cursor goes back to default.
Any ideas why? and how to fix?

opal berry
#

Thanks for you Help Mathew my mind would have exploded if I moved on without understanding this lol

#

your*

grim ore
#

there is a TOOOOON of stuff once you start getting into graphics and lighting and so many options to tweak. Once you start getting to that level 80.lvl has some good articles about proper lightmapping if you get bored

plush yew
#

hello everyone πŸ™‚ nice to meet you all

grim ore
#

aHoy hoy

plush yew
#

hows everyone doin? im BRAND new to unreal engine and have no prior experience, but am excited to get started

unreal comet
#

@grim ore Thanks. Yea I think I'll have to redo some of the video settings stuff so that it doesn't use console commands anymore.

grim ore
#

@plush yew doing horrible, having to work in UE4 all day is the worst

tall crow
#

@opal berry is your problem fixed?

#

or still need help

grim ore
#

the last thing he said was he got it fixed, he increased the lightmap resolution on the landscape

vivid narwhal
#

I know you can retarget animations to a different mesh and animation blueprint, but can I retarget a mesh to be an alternative mesh of an existing blueprint?

storm venture
#

this is going to sound stupid but i dont know how else to phrase this:
when i have a ue4 scene open, my computer makes clicking sounds, if i minimize ue4, the clicking immediately stops, what gives?

frozen pond
#

not sure is this channel is correct, i need to reearange this static meshes, but i can't drag them...

#

(i need to change order of static meshes)

grim ore
#

@storm venture perhaps one of your fans is speeding up due to the extra GPU/CPU use?

storm venture
#

@grim ore wouldnt that be delayed? it's definitely an instant reaction

vivid narwhal
#

@storm venture are you using a SSD or HDD?

storm venture
#

both, but ue4 and my OS are on SSD

grim ore
#

it should be delayed yep but I dunno your system 😦 Super weird tho, could be the drive like above or something like coil whine from the GPU (but thats not ticking)

storm venture
#

yeah ive heard the whining before when i have certain scenes open or if im rendering something, but this has a very distinct noise

grim ore
#

is it every UE4 project, like a new blank one does it?

storm venture
#

maybe not as harsh as a click, but definitely click-esque

#

not sure, ill check

vivid narwhal
#

I'd recommend testing it by disabling your HDD and see if it still clicks, clicking noises are usually a HDD. Otherwise you'll have to check each fan using the fan manager to speed up each fan to see if it makes a clicking noise

grim ore
#

@frozen pond re arrange them how? they look like they are all children so the order shouldnt matter in that list

storm venture
#

seems not to happen in a blank scene

grim ore
#

maybe you have some sound playing lol

frozen pond
#

@grim ore they are static mesh component but i'm changing materials in loop so it don't look good

storm venture
#

lmao it's definitely mechanical and in the pc πŸ˜›

#

if you can imagine the sound of a handheld airpump being pumped with a small click sound, it sounds like that

#

which worries me because i have a liquid cooler, lol

frozen pond
#

@grim ore

storm venture
#

about 4 clickypump sounds per second

frozen pond
#

geting all static meshes and looping on materials

grim ore
#

oh yeah you might want to not do that because the order is never guaranteed. what if it changes later?

#

make an array on begin play or construct and put them into the array in the order you want then you can use that array for looping thru

frozen pond
#

not possible, got main class for building blueprint then creating multiple diffrent childs of that one so i can't define what order will be

grim ore
#

you can have the blueprint that has these items in it contain the array and then get that array

frozen pond
#

you mean, make array in mother ship class and then fill them manual inside of each child ?

grim ore
#

yes I guess? You showed a components list you wanted in a specific order so that must be in a BP. Inside that BP have an array which is just those components in the order you want.

frozen pond
#

just can't pick element from form list

#

need to use add ?

#

on begin play ?

grim ore
#

begin play or construct -> make array -> hook up the components to the pins in the order you want yep

cerulean sundial
#

Hey guys, I was wondering if u guys could help. I have a problem, where basically I have made my sequence animation where at the end I have my screen faded so its black and from this point I want to play media track with End Credits and then quit the game, could anybody give me tips how could I do that?

frozen pond
#

k thanks !

grim ore
#

that should work just make sure it's called of course

frozen pond
#

just small question, how i can have acces to that in child blueprints ?

grim ore
#

the event or the variable?

frozen pond
#

event

#

or just make empty event in parent then add array in childs ?

cerulean sundial
#

From here, sequencer make my screen black and then I want to play the media track, however if I simply put media file into squencer it doesnt do anything, any idea how? Plus I also want to make it quit the game..

grim ore
#

you should be able to override it by just calling it in the child and doing the same thing

#

either would work if the child calls it the parent should not get called as well unless you call parent. If you plan on just overriding it in every child then yes a blank event is perfect

frozen pond
#

thanks !

grim ore
#

@cerulean sundial you can add an event track, call an event at that point, in the event you can play your media track and then call quit when its done

#

I've never used media tracks inside of sequencer itself so that might work as well somehow lol

#

lets find out lol

cerulean sundial
#

Bascially I made animation after I reach roof of my game, it play an animation and after that animation ( made in sequencer) I want to play media file I made in another program and then quit

#

Yes, I read that documentation but was unable to make anything out of it :(

#

I dont think thats exctacly what I want

#

For example every game has it, after game ends they play end credits

#

and then game ends

#

this is what I want to do also

#

I already have a video with end credits

grim ore
#

I would assume for UE4 you would fade out after your animation, show a UMG widget on the screen with your media texture material on the image, play the media file, then call quit when it's done

cerulean sundial
#

But I think If I fade out screen and play umb widget it wont be visible cuz I faded the screen alrdy

#

I thought it would be alot easier

#

Like its basically in every game there is on the market

frozen pond
#

@grim ore works πŸ™‚

#

thanks for help

grim ore
#

@cerulean sundial let's assume it's basically in every game there is on the market, how do they all do it?

cerulean sundial
#

Exactly, I am sitting for like 7 hours already trying to figure it out :P

vague sable
#

it appears that when UE4 exports a FBX if multiple material slots are using the same material they get discarded? so you have to temporarily change the materials in additional slots on export to preserve their definitions

grim ore
#

I just tested what I thought would work and it does. I have a media player with the media file saved as a playlist. I created a UMG Widget with a fullscreen image and set the image brush to the media player material. I added an event track to my sequence and created an endpoint in it (custom event) that would create the widget and add it to the viewport then I told the media player to play and it plays full screen video

cerulean sundial
#

Oh wow, I will try to do it now, I am beginner so fingers crossed :P

#

Doing now the widget with tutorial

plush yew
#

I have a generalized question for you guys

vivid narwhal
#

I have a generic answer for you

plush yew
#

I'm about to start my first project. Where would you guys recommend starting?

#

Lol nice

vivid narwhal
#

blueprints or C++?

plush yew
#

I'm gonna have to go with blueprints

cerulean sundial
plush yew
#

No. I have no experience

cerulean sundial
#

Weird, I cant add my media texture to image brush

cloud cobalt
#

The answer is the same, programmer or not - Blueprints

plush yew
#

I've always wanted to make games and being my imagination to life

vivid narwhal
#

pick a genre of game you want to make and make something really simple from tutorials then expand on that as your knowledge grows beyond following a step-by-step

plush yew
#

Bring*

rotund scroll
#

start small

#

actually cross that

#

start tiny

plush yew
#

Maybe a simple demo?

#

It's a turn based rpg

cloud cobalt
#

Start with Pong

grim ore
#

@cerulean sundial right click the media texture in the content browser and tell it to make a material out of it, you use the material

vivid narwhal
#

yeah whatever idea you have, half it, then half it again, then half it once more

plush yew
#

P0nG

cerulean sundial
#

@grim ore right, thanks alot bro!

plush yew
#

That's a lot of halfing. But tiny pieces are easier than a massive project

cloud cobalt
#

Actually start with FizzBuzz, but... in UE4 it's a bit pointless.

plush yew
#

How much of a p.i.t.a. is Nintendo about fan games

cloud cobalt
#

Very

plush yew
#

Darn it

rotund scroll
#

very

#

yes

#

nintendo is the most pita of all the game companies tbh

plush yew
#

If it somehow managed to get popular, they'd shut it down right?

cloud cobalt
#

Yes

rotund scroll
#

absolutely

frosty bloom
#

I'd have to go with Bethesda tbh

plush yew
#

Rats

crude vessel
#

@plush yew I found this helpful

plush yew
#

@crude vessel thank you sir

cloud cobalt
#

Your first game won't be popular anyway, either

vivid narwhal
#

no harm in doing a fan game as your first project to learn, just don't think about ever publishing it

crude vessel
#

I like it vs video tutortials because you can go back and overview stuff easier than having to follow a strict video timeline

#

Yeah I mean, you can do a game just for yourself.

rotund scroll
#

a fan game is terribly vague, especially for a first project

#

a first project should be well defined

plush yew
#

Yeah you're right. As disappointing as that is, it wouldn't work. I'm just really really upset with the quality of the new pokemon games and wanted to make something of my own

rotund scroll
#

so that you don't have to think about scope

#

but about execution

cloud cobalt
#

Doing a complete game by yourself that isn't too terrible is a great achievement

#

A very rare one, too

#

Think less Pokemon and more Angry Birds

rotund scroll
#

but muh pokemans

plush yew
#

Ah I see

cloud cobalt
#

Even a clone of Blue is a shitload of work

plush yew
#

I tend to jump face first in the deep end without thinking. Or even a plan

cloud cobalt
#

Everyone does, and spends years doing a shitty game that no one wants, at best

#

Usually people just give up

swift spindle
#

so many years.... wasted....

#

but... learned lots of other stuff lol

cedar snow
#

stranger handing out hopelessness πŸ˜›

cloud cobalt
#

Oh no, I'm not

rotund scroll
#

not today

#

πŸ˜„

cloud cobalt
#

This is actually me hoping that someone won't do it

plush yew
#

Really? Dang I'm sorry to hear that guys. But I appreciate your advice. I'm 22 have I started late?

cedar snow
#

give up or start game dev?

cloud cobalt
#

No, you haven't started late

rotund scroll
#

way too late

cedar snow
#

lol 22

#

that's nothing

vivid narwhal
#

if you don't start at 2 you're too late

rotund scroll
#

at 22 I had my first director job

#

nah jk

plush yew
#

Lol

cedar snow
#

mozart wrote his first symphony before he turned 10

#

so we all suck

rotund scroll
#

we can't all be savants

frosty bloom
#

That's the spirit

vivid narwhal
#

I started at 23

plush yew
#

Lmao I'm not looking to be Mozart πŸ‘€ I just wanna make things

rotund scroll
#

also a symphony is something that can actually be written a single person

vivid narwhal
#

but my students tend to start at 16 with the real basic stuff

rotund scroll
#

by contrast making a game requires a skillset that goes far beyond the spectrum Mozart used

#

so what I'm saying is, successful one man indie teams > Mozart

cloud cobalt
#

Basically, modern games are made by 300 people with 100 different jobs that each require years of training, so you're not going to make PokΓ©mon alone. But you can do something much smaller, learn a whole lot, and then find other people with experience who want the same game idea.

rotund scroll
#

or at least > Mozart, aged 10

cerulean sundial
#

@grim ore I have a problem with this material, after I assign it, it says 'This material doesn not use the UI Material', no idea whats that

pallid talon
#

Question, I saw a video once where someone had their exterior directional light set to 8000. Is that overkill or am I missing something? I thought a good sun light/directional light was around 16-24 on a bright clear day?

rotund scroll
#

@cerulean sundial you gotta set the category for your material to UI

#

domain*

#

or whatever they call it

cerulean sundial
#

@rotund scroll I right clicked on the Media Texture and just clicked Create Material

#

@rotund scroll How do I set the category for it?

#

Ohh I got it!

#

thanks

graceful stream
#

Hi there, so i completed the online tutorial called "your first hour with unreal engine" from the official unreal website. And now im looking for what to do next
So if you have suggestions on some tutorials to build up some basic knowledge/skill, it would be great^^

#

(if this is the wrong channel for that question im sorry)

cerulean sundial
#

@rotund scroll But I have the problem, I do all the same as a guy on tutorial and he has his video played and mine is only black screen, any idea what I do wrong in the widget?

rotund scroll
#

short answer: nope

viscid jetty
plush yew
#

Is it normal that if I digest information by watching somebody do something? It doesn't always stick

#

Like, I need to do it myself many times before I get it mastered

vivid narwhal
#

well glad I just did a backup because I broke my project

plush yew
#

OUCH how

vivid narwhal
#

Yeah that's normal

cloud cobalt
#

Yes Banksy that's how most people learn

vivid narwhal
plush yew
#

Oh that's a relief

unreal comet
graceful stream
#

@viscid jetty thanks, i am very new into unreal engine and i am a bit more interested in enviromental design like those unreal engine speed build videos on youtube. (im aware that they are at a very high skill level but yeah, something in that direction would be great^^)

vivid narwhal
#

@plush yew I was trying to replace one of the paragon assets with the blank mannequin skeleton to get rid of the fact that the paragon asset has a sword attached, and rather than go through the long process of retargetting all the animations I needed and making a new animation blueprint from scratch, I tried to import the mannequin to use the greystone skeleton, which broke everything (Hence why I made a copy of the project before attempting)

#

If you don't get into the habit of making backups and version control, you're going to have a bad time as an indie dev

plush yew
#

O.O I tend to forget doing that. I'd better work on that

#

Maybe a simple, 3d platform game would be a start?

vivid narwhal
#

yep, that'd be a good place to start

#

you'd learn about animations, such as jumping, add in some moving platforms and that'll teach you basic sequencer

#

my first project was a jump puzzle and it taught me all about creating and importing assets (If you have 3D modelling interests)

plush yew
#

I do actually. I'd like to know a good program for making 3d models

vivid narwhal
#

Well

#

Maya/3DS Max would be what big studios use, but most indies will be using Blender

rotund scroll
#

blender is almost usable now I hear

#

so it may be worth getting into

#

keep in mind learning any 3d package is its own little slice of hell

swift spindle
#

beware... trying to lean this many things will become unattainable very quickly.. pick an area and focus soon

vivid narwhal
#

yeah, pick one thing and get kind of good at it

short geyser
#

random rant I love when I'm typing a super long comment in a blueprint and autosave kicks in and just erase what I typed. Yay.

plush yew
#

Awwwww that's a thing...?

vivid narwhal
#

yep, autosave will get annoying sometimes, but it's better than not having it on imo

plush yew
#

So is Ray tracing as painfully confusing as I imagine it to be

vivid narwhal
#

not at all

plush yew
#

What's the difference between current lighting techniques and Ray tracing

short geyser
#

as you can tell by the no-response, this is a huge question. There's many great youtube videos that does explain the difference very well

viscid jetty
#

Hey I'm importing a .obj from Blender, and a tutorial I'm following says to make sure Auto Generate Collision is turned off but Unreal won't let me uncheck Auto Generate Collision. What am I doing wrong? or what do I need to do to let me uncheck that box?

sturdy schooner
#

not sure about the checkbox, but you could always just remove it after importing it

vivid narwhal
#

Is there a way to change the search filters to only affect the current open folder

graceful stream
#

hi my unreal engine is "very slow" i have an i7 7700k a gtx 1080ti and 32gb ram, is this normal?

dim plover
#

No, those specs are pretty good -- shouldn't be "very slow".

uneven tundra
#

It seems i changed the base starter kit items in UE4, is there a simple way to "reset" them?

viscid jetty
grim ore
#

@uneven tundra which "base starter kit" items? Is this the starter kit that you can choose when you create a new project then yes click the Add New button at the top and go to feature packs at the top and go to content packs in that window then try and add the starter content again. Resetting them? Not really depending on what you did you would just have to replace them.

plush yew
#

Fallen Order seems to suffer from pop up and freezing

#

is streamming bottlenecked by HDDs?

graceful stream
#

@dim plover i had my taskmanager opened while working and my cpu was at 100% while my gpu was practicly inactive, do i need to select my gtx as the graphicscard (maybe its using the intel hd)

next badger
#

Have anyone see the issue with sky reflected very dark?

#

reflection capture one

grim ore
#

@graceful stream what was the engine doing when this was happening? compiling shaders?

graceful stream
#

yes

grim ore
#

then that is why it is running slow, once that is done it should be fine. Compiling shaders is 100% cpu and the engine is near useless when it does that

sturdy schooner
#

@next badger thats a limitation of screenspace reflection technology. youre going to want to look into applying a cubemap (or similar) to your waters surface to supplement the screenspace reflections

basically, screenspace reflections rely on manipulating whats already rendered and, when those objects like the tower are outside of the players view, they cease to render, which is why they arent visible in the reflections

graceful stream
#

@grim ore ah okay i see, thank you^^

vivid narwhal
#

Let's see....
Animation Montage plays when I drag it in the scene
Character Blueprint has the correct mesh and anim class
But when I try to trigger Play Anim Montage which the montage dropped in, it doesn't trigger

grim ore
vivid narwhal
#

Ahh beginner mistake. I didn't set up my slots

#

Thanks!

uncut osprey
#

What are the options in UE for deforming meshes?
I've heard of 4 possible approaches I can look into: rigged, morph targets, procedural meshes, and mesh deformation along splines.
I want to be able to have terrain that changes shape... like a road that undulates, etc.
Any other/better approaches anyone might know of that I should think about?

vivid narwhal
#

you want to create terrain seperate from using the terrain tool?

#

you could use tesselation to create bumps and cracks or you could paint the road directly onto terrain

uneven fractal
#

snap point systems suck

sharp crest
#

SSD questions:

  1. Does an SSD make the engine load and save files faster? (Not only initial engine loading, I mean specific files too when working with the editor)
  2. If it's a yes to 1, then should I put the engine files on the SSD or the project files, or both?
uncut osprey
#

Can the terrain tool let you make terrain that moves?

sharp crest
#

what does 'moves' mean? lol
u want to animate it? not possible

gloomy apex
uncut osprey
#

Yes animate, undulating like a wave

sharp crest
#

not possible

gloomy apex
#

for the life of me I cant figure out why objects paranted to the camera jitter like that with emmissive

uncut osprey
#

So no terrain tool then

autumn turtle
#

anyone know of any tutorials in creating a spherical map? basically trying to create a small... planet, I guess, to free roam in.

uneven fractal
#

does it need collision?

#

if not you can use tesselation

uncut osprey
#

Xanjis, not critically. And ok, I'll google around that term

#

ty

uneven fractal
#

it's part of the material

uncut osprey
#

Do you know if that would at least allow raycast hits?

uneven fractal
#

you could make the verts of the landscape themselves behave like waves but it's merely visual

grim ore
#

@sharp crest the SSD has faster access time and read/write times. Anything that can benefit from that would benefit from that. For UE4 the engine/editor usually loads only once so not a big deal but your project might access non engine files a bit depending on what you are doing. If you have the space I would put both on as in the end it's just simply faster than a mechanical drive.

uneven fractal
#

not only that some projects get massive so you end up enabling on demand loading which makes the ssd more noticable

uncut osprey
#

A long time ago I found (or at least, I thought I found, could've been wrong) that I couldn't use raycasting against a deforming mesh unless the physics engine was rebuilding itself each tick it deformed

sharp crest
#

@grim ore for a blueprint only project will ssd help with saving and loading?
so say I save/load a map or a blueprint I want it to be faster

uncut osprey
#

I imagine I'll find out how UE behaves in that way

uneven fractal
#

what do you need this for anyways?

#

an ocean?

uncut osprey
#

No, I literally want ground that moves

uneven fractal
#

why

uncut osprey
#

because it's fun?

#

So I can have a guy running around terrain that moves

uneven fractal
#

landscapes probably aren't the tool then

#

making the verts move around is one thing but if you want the player to walk around on it then that's just not a great idea

#

might want to check out some sort of voxel system

uncut osprey
#

When you say tesselation and landscapes, are these referring to the same tools?

uneven fractal
#

landscapes have a material on them

#

materials can make the verts tesselate

uncut osprey
#

ah

uneven fractal
uncut osprey
#

What makes that a bad approach?

uneven fractal
#

but it's all visual my players feet are still at the original landscape level not the landscape + snow

grim ore
#

@sharp crest literally anything accessing the SSD will be faster, it's just the way a SSD works. for your saving and loading a BP it might be CPU related as well if it has to load/compile your code and systems

uncut osprey
#

Do you know if a raycast can hit the snow after/as it deforms?

uneven fractal
#

landscapes were created to allow players to sculpt a static landscape in engine instead of with a 3d modeler

#

they aren't really designed for dynamic stuff like that

uncut osprey
#

Yeah I see

frosty heron
#

is there a way to see the center of mass for a static mesh?

uneven fractal
#

I don't think they can since materials are client side only...

uncut osprey
#

But it sounds like it could be a possibility still

sharp crest
#

@grim ore I see
thanks for the help

uncut osprey
#

I'll check out a voxel system too

#

I don't think they can since materials are client side only...
Ah ok

#

Thanks for the pointers

main chasm
uneven fractal
#

just procrastinating working on my current abomination

dim plover
#

Pretty sure that just means you saved that asset.

sturdy schooner
#

@gloomy apex those objects are in the final scene and subsequently included in the velocity buffer (for motion blur). move those objects into the UI to prevent them from receiving motion blur

gloomy apex
#

that the only way?

#

they are 3D objects tho, how do I move them to the ui

light vigil
#

When dropping actors into my level, it positions them below the floor - seems to do with having a scale on their capsule component

#

Anyone know how to fix that?

grim ore
#

@frosty heron if you click on show in the viewport, then advanced, then mass properties a new round widget should show up that shows center of mass but... I dont know if it works right all the time

uneven fractal
sturdy schooner
grim ore
#

@light vigil it should use collision on the object you want to drop it on and the pivot point of the actor is where it should be trying to snap to the floor

gloomy apex
#

thanks

uneven fractal
#

snap points are really quite miserable to make

main chasm
#

OH MY GOSH

#

IT'S STILL THERE

#

HOLY CRAP THIS FREAKING ASSET PACK IS THE BANE OF MY EXISTENCE

grim ore
#

the green words from earlier was just you saving the material, nothing weird about that

frosty heron
#

@grim ore thanks! I was able to find the center of mass, and now my thrusters don't add tons of extra torque :D

main chasm
#

Thanks mathew

#

This particular thing is something different though

grim ore
#

πŸ™‚ yep you can adjust the center of mass if you didnt notice that as well @frosty heron in the details panel

frosty heron
#

harder to know where to offset it to if I can't find it in the first place xD

grim ore
#

yep makes sense to want to see it then lol

plush yew
#

anyone ever had their controls inverted? Idk why but my third person BP(the base starter content one) has its controls inverted

#

up is down, down is up, etc

light vigil
#

@grim ore How do I change an actor's pivot point?

vivid narwhal
#

@plush yew sounds dumb but is your gamepad inverted on anything else?

uneven fractal
#

he did a whole video on pivot points lol

frosty heron
#

um... I have one other question, I have three thrusters, but I can only fire one at a time

light vigil
#

I didn't realize I was talking to that mathew

#

HE IS A HERO

#

OF THE PEOPLE

#

πŸŽ‰

#

I have watched millions of his very helpful videos

#

❀

plush yew
#

@vivid narwhal i dont think so, gamepad?

#

is it some setting i can check?

grim ore
#

πŸ™‚ @light vigil glad some of them helped

#

@plush yew is it just up and down that is backwards? what is your input axis scale set for look up? and is it using mouse or gamepad lol

#

@frosty heron is it only 1 event that is firing at a time? have you checked to see if more than one can actually fire at a time (keyboard buffer not letting more than 1 key down at a time?) add a print string at the end of each FIRE event and see if when you press A it prints the string then holding A you press D and it shows another print string

#

that atleast lets you eliminate the keyboard being an issue and then at that point it's your code lol

frosty heron
#

good point, it might be my keyboard

light vigil
#

@grim ore I'm not sure if the pivot point is the exact culprit here, could you confirm for me by chance? In this case I am not changing a static mesh actor, but a regular actor for a character with a collision capsule. So the pivot point is center, but as I drop it in, it'll correctly snap to the bottom of its collision capsule and looks normal. If that collision capsule gets scaled (either at start, or after dropping it in, breaks in both cases), it no longer obeys the collision capsule needing to be above my floor

#

Whereas if I scale up a static mesh actor for example, it does snap correctly above the floor

#

Ahh but that thing's pivot IS at the bottom, hmMmMmMmmmm

grim ore
#

well the difference I can see there is yep

light vigil
#

nevermind, I am maybe dumb

grim ore
#

your scale is going to always be up on the bottom one heh

light vigil
#

can I change the pivot of an actor too? Or just static mesh actors

uneven fractal
#

just change the offset of the static mesh in the actors components

light vigil
#

The static mesh actor is correctly set to pivot, but that doesn't seem to be the pivot point of the actor itself