#ue4-general
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but look this part of mensage: MyProject3.uproject requires a temporary target.cs to be generated (HDRIBackdrop plugin is enabled)
yep if you look mine says that as well
but then my build starts and yours does not, your build is failing
yep
another thing to test is if you can actually create and build a normal C++ project, like the third person template
but I would try the folder first to see if that is the issue
i will try now
Sooo I have light coming from underneath the landscape during night in my daynight cycle. Any idea how to fix this?
can anyone send me some metal texture assets?
turn off the light when it is below the ground
ye I'm doing that now but still weird lol @grim ore
@pulsar kraken there is the marketplace and quixel, this chat is not an asset by request channel 
thanks appreciate the support from such a great member ๐
yeah that wasn't the question though but its fine
no reason for a discord to talk and ask questions if you can just google anything. Kind of like stack overflow ๐
it's not a question tho u r literally asking someone to go to google and google it for u
it's not like someone will just randomly give u metal textures he made
no im really not. I was asking for a metal asset anyone has made. The ones on the internet are crap. Why use one on google thats crap when you have talented artists in this discord wanting their work showed?
lol
if u rly cant find a good metal texture then you clearly dont know how to search
thats the most generic texture ever
when you have talented artists in this discord wanting their work showed?
no, artists want payment for their work, not to give it away for free for a random guy in chat
don't see why you can't just use quixel it's right there
^
nope don't know how to search bud.. guess you got me figured out. ha. Also not always I give my work away all the time.
there are free metal textures on the marketplace
I give my work away all the time.
not something u should be proud of
when u make good work u should expect to get paid
there are also plenty of epic supplied ones in their content packs and learn examples and sample projects like infiltrator
I get paid enough as is ๐
and 1000 texture websites with metal textures
all good thanks.
that sounds very hypocrite 
if you truly make a lot of money
u will know that making more is always good
do u see elon musk giving teslas for the price of production?
if you truly make a lot of money then you can afford to buy some damn premium materials lol
nope he sends them to space ๐
Pretty sure Tesla loses like $20k per car sold.
@dim plover It's still a company that aims to make profit
so my point still stands
You could invest in good asset packs for your game. That's called business.

Every good business man can social engineer to a certain point @vivid narwhal ... then you must make those business decisions.
Is there a way to change the email associated with an Epic account?
Need to change my UE4 account to another one, but I don't really want to make an entirely new account.
I have to graphics artists and an animations artist.. They can figure it out ;D Ill focus on other things.
I don't believe you have any of those things
@dim plover manage account settings
I think they added email changing in the settings
it was tied to support contact with 10 months wait time for a while

whats this
Guess you caught me @vivid narwhal ๐
o proof u have a team
lol
we dont rly care and u shouldnt care proving anyone anything either
Ah its fun though
not rly
For me.. not for you
guess you are right
I feel sorry for anyone on your team
anyways appreciate your help guys. got work to do.
says someone with no experience ๐
says with no knowledge of the person
I mean, I also have a team and a job teaching game dev but didn't you say you've got work to do? shoo
Got my own schedule bud. I can afford to make you feel dumb
but that rly only made u look dumb cuz u assumed something without knowing
it wasnt even insulting
Sure
lol
Its fine
ye it is
"Today at 1:40 AM
anyways appreciate your help guys. got work to do."
Literally said you got work to do now you're saying "got my own schedule".
lol
and flexing about imaginary wealth again lmao

I remember my first time trolling. Brings back memories watching you kids but your good entertainment.
yawn ok boomer

lmao I'd love to hear your thought process on that one
You wouldn't keep up.

what is this dumpster fire?
discord at 2am apparently
After dark edition
4am*
8pm*
international community time
zulu
@abstract relic wow blocked rip why 
inverse international community time Pat
I should really stop repeating this mistake
1.0/deltaSeconds
I wonder what a normal_brain emoji would look like
๐ง

lol
















oh this isn't lounge
or is it?
moderators aren't around, have fun
they all jamming
bit of a long shot but has anyone played around with the Over 9000 swords asset pack?
btw zeb, pfist was wondering about a build number incrementing automatically
huh
know of some thing like this?
nope
I made a
thing in my Target.cs file that copies the perforce changelist number to a define in a generated header file every time it builds
can you put an event in on build.cs for when cl.exe runs? Was thinking if cl.exe needs to run, that might be the right time to auto increment some int in a text file.
hmm you could use a pre build action
hmmm, that doesn't trigger a build?
they are executed whenever ubt thinks something needs building
it's kinda 
because that means you can't use a pre build action to cause things to build
@maiden swift 
assume you couldn't define a new preprocessor for the int without triggering a mass rebuild of the module no?
would have to imply the cpp const decl of it to build too
that's why I came up with the
idea of writing a header file instead of using a define
Well uh, my game is Blueprint only. ๐
you did not mention this lol
Sorry, I thought I did.
like everything else in unreal, there are probably 25 ways to do this and all of them are wrong
blasphemy!
probably something with packaging callbacks or something idk.
well to display it ingame you also need a way to retrieve the number from bp
you could use an editor utility blueprint to package, and have that do the int magic?
Are there packaging callbacks?
I don't think editor bps can trigger packaging?
@manic pawn Indeed. I was complaining earlier about not having BP access to the data in Project Settings, i.e. project version, description, etc.
Would be so handy.
i bet they might zeb, but i don't know either, but theres a good chunk of editor things exposed to ufunction for python
manually run uat from python to package
Of course then you'd need to define what triggered major, minor, and patch builds. That sounds pretty messy.
Honestly starting to sound more and more like I should just continue doing it manually.
Wait, no you wouldn't. If it was a plugin, you could just add major/minor/patch Package Build buttons to whatever custom menu. ๐ค
nahh, you gotta spend the next 8 hours building some unnecessary elaborate solution for updating this number that would've otherwise taken 30 minutes for life
lmao right?
yea i mean, using jenkins or someting to write to a text file the last commit or something and have packaging read said text file and put it to dt or something.. lots of infrastructure to get this change in automatic lol
but automated builds are cool
especially if you spend more time writing the build script than it would have taken to build manually every time
can be worth not-typos though
Can't you just read the ProjectVersion in the logs?
he wants to display a number in main menu tho
Yeah, just read the Project.log and parse for ProjectVersion in the main menu stuff.
lol ๐ could just get rid of the number in the main menu.
one could exploit localization too.
play in english and you get version 1, change to french for upgrade to 2
lol
You'll only find friends in #looking-for-talent
Is there a way to take a audio file and a model with facial blendshapes and lip sync it?
So, is Volvo having an event???
Press conference?
Stream on Twitch?
Events app on SteamVR?
Bigscreen?
Is there a way to lipsync a mixamo model with facial rig to audio?
Do unreal engine 5 will exist ?
Bad grammar
Officer TimmyC Grammarly on duty!!!!
๐
@grave osprey What difference does it make, so long as they keep releasing incremental updates?
4.1, 4.2, 4.25, 4.256, etc?
Is there any reason why Datasmith wouldn't/shouldn't work with Blender?
Seeing as UE4 donated an ishtload to Blender Foundation, I wouldve thought there'd be movement on that front. But...
is there a shortcut similar to End which moves an object to be flat against the object opposite of it and the camera? so if I want to stick something to a wall perfectly
How could I play a footstep sound located at the player's feet? Right now I'm just using the character location
Is there a way to completely disable mipmaps? or can someone tell me what to use and which config file to add it to , to set the default to be no mipmaps for a texture? or to manually set the distance at which all mipmaps are LOD0 in the configs?
you can set no streaming
I have been struggling all day to fix this, Im setting up recoil on a gun and after the player is done shooting I want the gun to subtract the recoil values from the players new pitch, but I also want it to take into consideration for whether or not the players pitched has changed - in order to prevent the camera from jolting way down if they were trying to control the recoil, since it would subtract the added recoil. I have it get the players pitch before recoil begins, and then get it afterwards. But the problem is, I cant compare them with < or > since 0 is looking straight, how should I go about this?
@shell kettle You can get the position of the animation notify. Just pass that location into the PlaySoundAtLocation
Oh awesome. How would the notify know the position though if I haven't set it? I just added the notify to the default walk and run animations
Hold on a bit. I have to check.
Alright sounds good. Thank you for helping!
Is it me or does the blueprint nodes look different?
@shell kettle Would creating an component on your player controllers foot work like this?
That might work. I'm wondering if I could use the skeleton foot bone
you set it in your animation sequence, don't bother with bp
I'm not sure I understand how to do that. Am I missing anything?
scrub to your desired keyframe > right click on Notifies > add Notify > play sound
I think they want the origination of the sound to occur at his players foot.
I set it up in BPs to change the sound based on material type. Also I don't think the sound would play at the player's foot
you can enable it to follow owner. It should be disabled by default though
that is really cool, did not know that.
Oh snap so I can attach a bone
yep
get socket location > bone name, but 99% of the time character location is more than sufficient
Thank you this really helps. Now I just need to figure out how to change that sound based on the physics material I'm standing over
that's the spooky part ๐
I may or may not be back with questions on that ๐
Trace down, get physics material ,
Hello everyone, not sure where should this go but I'm having this error when I'm trying to play a new level I created
set a switch on int, or enum
I could of sworn there was a file type for that Axion. Let me check
Oh wait is the "Follow" bone thing also on notifs that I make? If so then I have no questions
Going off memory, yes
The problem is I'm using the Play Sound notify which doesn't give me access to change the sound file in BPs
Yeah, look into sound class and sound mix
That's about all I know. Too spooky for me. ๐ But I'm sure the lovely folks in #audio could give you better pointers
would see what the audio folks say axion but blueprint notify -> sound play may be needed if you need to check the ground surface. wouldn't be surprised if there is some specific approach to foot steps i don't know of though
I saw a tutorial that was checking material with line traces and playing the sound at the location of the hit which is pretty clever. I wanted more accuracy though :D I'll definitely check out what the audio folks say!
avoid that
if your using a Character actor, the movement component should hold the ground trace from the actual sweep of the player's capsule
just read the surface type off that hitinfo stored there
traces for that info with animation pile up quickly.
Yeah I'm using a Character Actor. Is there documentation on the ground trace somewhere?
Nah, those are not a big deal. You can store the material from the capsule hit event, or do a trace when the notify event happens and use the material to decide which sound to play.
I like efficient :D
for most uses a trace from character position down , or from the foot socket down is sufficient.
@shell kettle
Traces are dirt cheap, using one for a footstep notify is insignificant.
Yeah I'd much rather use what's already supplied to us if it's there. @normal burrow Thank you, I'll be sure to use that!!
3k traces per tick and about nothing else.
Worrying about the overhead of using a trace to get the ground material is not needed.
I think it also depends on the line trace magnitude
it can axion, but a trace/sweep should be not ever be used in excess to avoid lookup of an already existing variable.
Exactly, I totally agree with you
think of the players without the cpu you might have lol
The thing is, if he is worried about being so precise that the sound has to be at the location of the foot, then the sound will be wrong if the foot is over a different material than the spot the capsule hit occurs.
I want to show my superiority by using several line traces and lagging other people's computers
@p@t If one's straddling 2 different mats, problem with getting the material from capsule hit events is that you'd have to do extra work to distinguish which foot hit which material , no?
If that holds, seems simpler to just do a line trace on each footstep anim notify.
So, it will always play the wrong sound when he moves from one material to the next for at least one step
foot sound precision v. degraded performance when lots of feet hit the ground
it seems unlikely that there would be tons of footsteps in the exact same frame for no reason
I can just use the capsule hit for the ground material and then determine the location to play the sound
on average... will have <1 total from all players
the capsule is what makes contact with the ground, and if its ice or something that makes you slip, you'd probably want ice foot steps even if your over a little snow
Wanna see spider with 8 traces for legs.
Oh god
how about a millipede
they would still be distributed across multiple frames
spiders don't move 8 legs at the same time
protip: bicycle-shedding questions like 'how should footsteps be implemented?' prevents you from shipping your game
(lost in thoughts)
Yeah the capsule makes contact with the ground and has a ground material enum I can read (I'm guessing). Then get the player feet and alternate sound play location with a flip flop
3k traces per tick is of course bullshit, but worrying about one for footsteps doesn't seem to useful either
aka ship your game then come back to the dumb arguments on traces lol
for all those would be spider animators. Enjoy https://www.youtube.com/watch?v=FfOrLNXIN-8
Welcome to the invisible world of jumping spiders. These little guys put on an energetic show for us all in the blink of an eye. Luckily we were able to film...
I thought IK foot stuff involves a linetrace per foot at frequent intervals (tick).
did we upset you tundra lol
They should put that in tutz
its just that reading this is painful
Thanks now I won't sleep
like think about it, your game runs at 60+ fps, you generally don't hear "drrrrt", the average number of footsteps per frame is much less than 1
put off footsteps forever then?
That's the first thing I'm trying to implement ๐
when in comes to gamedev, there are higher priority things to be thinking about ๐
is the current floor even set for remote clients? 
Single player game so no remote clients
This can be computed tho. When you walk you have certain delays between the footsteps.
i've no idea zeb
once you know how to do more useful things... footstep sounds will be easy ๐
I once tried making a physics based door with physics handles... never trying that again
wait wait wait. if were now hacking in ghetto spatialization, can we trace from the foot to the ground, then to all nearby clients, getting the distance from them, then remote rcp'ing events out to each of them with custom 'play sound' delays on each? realism.
much more interesting than the trace is deciding which sound to play based on ground material, type of shoes, equipped items, environment, etc
I see now. Spider with different shoes.
I'm playing different sounds for different parts of the shoe touching the ground. Get on my level
look at this mess Axion ๐
yea axion, you've broke the channel with your desire of audible feet
Us audible feet lovers must rise up
make your character out of line traces just to spite everyone
@vernal compass, you need to create a volume bp which holds a specific air density var that level designers can place throughout the map to make the footstep sound switch squeakiness levels on the sneakers
clearly we should level up and fully simulate the vibrations in the air
Just got ahead and simulate the entire universe.
mike isn't wrong though, if your game does need the traces it needs it.
rewriting the physics engine right now
Announce Post: https://forums.unrealengine.com/showthread.php?131642 Ian and Alexander cover a number of ways available in Unreal Engine 4 to trace/ray cast....
but traces aren't cheap
make the world out of sound
i want to tap dance
I might just use the capsule hit event and alternate offset position with a flip flop. Close enough
UE gat new audio engine, time to use it
Wasting even a moment worrying about the overhead of a trace is too long.
Challenge accepted: use no traces
executing that blueprint function has more overhead than the actual trace
traces are actually a thing thats very easy to check overhead on mike, and there is overhead in them
while your playing axion turn on collision analyzer record
for real though, every studio ive worked at didnt even expose traces to script because designers werent trusted to use them sparingly, because the perf impact
it times every trace
Oh awesome
anything that deserves analysis tools, not cheap
it depends on the complexity of the trace
a convex sweep across the map is thousands of times slower than a short line trace to the floor
it also depends on the complexity of the area
saying short traces make smaller overhead isnt true if you've got tons of things in the same small area
I think people's thoughts on impact of line traces is all over the place online. Someone should just dig deep and compare methods to truly find out if it's not efficient.
if you do a long trace into nothing its not gonna have as much overhead as something short surrounded by things
Is a line trace just an interpolation of points from one point to another and then checking to see if there is an object at that point?
you can even move to cheaper tracing when your not looking at your feet for instance
and you don't need to trace every frame
its more complicated axion
hmm
it would be interesting to compare the performance of physx3 line traces to physx4 ones
agreed
Wolf you could try #gameplay-ai but.. beyond putting a random int on the blackboard or something idk
but that would mean having to make a build with the old version again 
spiders jump really far lol
delete all living things with more than 4 legs
Centipedes > millipedes
I only barely understood what you just said.
good thing that hellscape is on an island
The scariest thing in Australia is actually not any animal, it is the Gympie Gympie.
https://en.wikipedia.org/wiki/Dendrocnide_moroides
fruit is edible to humans if the stinging hairs that cover it are removed ........of course someone has tried eating the stuff
I wonder how they found out that the hairs aren't edible
oh you understood me... you just did not want to...
The recommended treatment for skin exposed to the hairs is to apply diluted hydrochloric acid perfect. your skin can't hurt when it's removed.
fine.. 18cm... better ?
The Collision Analyzer is a pretty cool tool. Weird how there's pretty much no results for it on Google/no one even mentions it.
Itโs valuable for finding what the traces look like heh
What does it mean if Owner is None?
https://i.imgur.com/fuvGC75.png
means it gets processed with no owner... the owner basically is like a group that the system can organise as one
knows when to stop working with it.. or reduce quality or whatever
Floss it means you didnโt supply an owner in the query
Well
If you use sweep on movement it would give that an owner too
Depends on what ultimately calls one of the UWorld functions
Hmm, alright. Thanks. I'll look into this later gtg -- I think I didn't specify an owner or something on those components (I assume those Owner Nones are components).
Itโs the query arg iirc, donโt really need to specify an owner, canโt remember the benefits beyond optionally being able to ignore the owner
Oh, it uses the WorldContextObject as the Owner. That seems pretty... not right.
WorldContextObject is just any object in context to the world iirc
Anything that doesnโt return null on GetWorld (usually self in blueprints)
if (bIgnoreSelf)
{
AActor* IgnoreActor = Cast<AActor>(WorldContextObject);
if (IgnoreActor)
{
Params.AddIgnoredActor(IgnoreActor);
}
They're using it like this, though. Just wasn't clear to me that it wasn't just some proxy to get the world.
do game instances persist differently in 4.23 than they did in previous engine versions?
Afaik no
They exist when you hit the play button I think
yeah thats how i always understood
have this sound that doesnt persist
but its fine no time to figure it out, just implement another idea
cheers Pat 
anybody know how to, when launching the game with multiple clients (in a single progress), stagger their launches? i keep running into this issue where both clients connect at the exact same frame (which gives them the same names, IDs, etc and breaks my logic)
my workaround right now is to literally dirty a bunch of assets, hit Save All, then launch PIE while everythings still saving so that the client launches and connections are delayed by my computer trying to save everything at the same time lol
Completely talking out of my arse. Why not set the clients to a dummy and then initial a switch after assigning them to a queue
what do you mean?
Have a dummy class > create an update queue > assign all existing dummy class to desired instanced player class
Spectatorish yea?
In general itโs good to have to not immediately throw someone in based on their connecting, dummy client is good idea
Alright, figured part of my problems.
UKismetSystemLibrary::LineTraceSingleForObjects The Kismet wrapped traces don't pass in the OwnerTag for the linetrace, thus Owner None.
Good to keep in mind that if you have IgnoreSelf = true, the WorldContextObject must be the "self" -- I usually just passed in GetWorld() which in this case wouldn't work.
I haven't figured out why my components have Owner None yet, though.
Do you know why when my character is in animated offered, it's feet are under the ground
?
Hi, does anyone know when the Quixel Library will be accessible? I've read a few posts but they often tell different stories ^^ thanks in advance
Hmm remove from parent doesn't null widgets ๐ค
Quite odd how they destruct and keep a valid pointer
Ah ok thanks, you just have to log in via epic games, didn't see that option thanks
๐
when i install UnrealEnginePython (through quixel bridge) , unreal engine doesn't launch , it stucks at 73.I deleted unrealenginepython and it worked without any problem.Why i can't install this plugin ? I tried so many solve way but didn't work.
are you sure it's not just compiling something?
i am sure i watched over 5 videos for this and tried.
Itโs a problem with the python and deps they pack with it.
Doesnโt seem to work for everyone
Itโs pretty complicated to fix.
You have to delete python.exe out of the bin/win64 folder inside plugins/unrealenginepython, install python 3.6 (I think?) AND add to PATH then run
pip install clipboard pyrper PySide2
If you can find what version they pack thatโs the version you want. Iโm sleeping but will look it up later
thank you
Spent yesterday looking into the same issue. Got it working on python 3.8 without ui (the button, which ainโt required)
I have installed VS2019 and get an error from UE 4.23 saying 14.22 toolset is not supported and has errors, what do I need to install to make VS2019 work with it?
Please don't ask the question on every channel
welp the main reason I came to 4.23 doesn't work ๐
https://docs.unrealengine.com/en-US/Engine/Performance/UnrealInsights/index.html read. You need launch args on your packaged build
The Unreal Insights system for performance profiling
is it for build only?!?!?!?
I swear I remember them talking about editor on stream
#if !IS_PROGRAM && !UE_BUILD_SHIPPING && (PLATFORM_WINDOWS || PLATFORM_PS4 || PLATFORM_XBOXONE)
#define LOGTRACE_ENABLED 1
seems NOT meant to work in shipping for me
Could try the args on editor, packaged build != shipping
packaged != shipping
You can't profile anything in shipping ever
Nor can you meaningfully profile in editor
Uh ?
imagine bulding the project 100 times a day
meaningfully profile doesn't mean you can't profile editor tho
Packaging dev builds is quick
60GB projects should still package rather quickly after the first time if nothing changed
To answer your question, the point of the packaging tool is to precompile shaders on every supported platform, trim unused assets, and generally speaking have the game work without a 10GB editor
I know what's the packaging is
I don't use profilers for graphics
whatever
I guees we going to revert to 4.22
thanks !
always being helpfull here @cloud cobalt
You can always profile your title in editor build in game mode and accept that it runs slower than the actual game, with large differences in performance to some methods
yeah but not Insights apparently
Apparently not
You sure? Iโve never tried booting editor with the 3 args
do I need to specify args to enable this profiler?
Did you read the doc ?
yes ๐
there are customizing args and net related
On
Engine/Source/Runtime/TraceLog/Public/Trace/Private/Trace.h
Master control for the entire system
LOGTRACE_ENABLED
On
Engine/Source/Runtime/Core/Public/Logging/LogTrace.h
Controls whether log messages are reported to Unreal Insights
MISCTRACE_ENABLED
On
Engine/Source/Runtime/Core/Public/ProfilingDebugging/MiscTrace.h
Controls tracing for bookmarks, frames, threads, and thread groups
CPUPROFILERTRACE_ENABLED
On
Engine/Source/Runtime/Core/Public/ProfilingDebugging/CpuProfilerTrace.h
Controls tracing for CPU timers and timing events
LOADTIMEPROFILERTRACE_ENABLED
On
Engine/Source/Runtime/CoreUObject/Public/Serialization/LoadTimeTrace.h
Controls tracing for events related to load Assets```
some stuff should work by default
The following UE4 command-line options, combined with some of the macros above, enable additional trace data.
-tracehost is obvious
also I don't need Android
so
there is no any other commands or args on that page
additional doesn't count ๐
^
From the page
I'll try
oh shit
It broke everything :)
PC crashed
But i saw some info
So i could tell it works. Thanks guys
Thing spits out so much data idk if itโll be usable in editor but good luck heh
I know pixel perfection is always a hassle in 3D engines but i still have hopes. Any hint on those artefacts ? Sometimes it's black lines (padding might solve it) but here i'm lost. Camera is at 0, ortho is at power of 2, textures at nearest neighbor
What does the texture look like ?
You probably should make sure you're displaying it 1:1, too.
Google Drive is a free way to keep your files backed up and easy to reach from any phone, tablet, or computer. Start with 15GB of Google storage โ free.
@cloud cobalt at 1:1, what ? the camera ?
The texture should be displayed on screen exactly at the size it is stored, if you want pixel-perfect.
agreed but how do i do that
Well, you need to control the camera based on screen resolution
but it could actually be displayed as power of 2 anyway, but not sure even how do i display at 1:1
Basically pixel perfect is about displaying the texture as-is.
No scaling, no rotation, integer translations
i understand but i do not scale or rotate anything and position is floored
If your screen is 1920x1080, your background needs to be exactly that
Well, you do scale
If you have a moving camera
it does not move atm for that very reason i don't want to complicate things for debugging
You still need to ensure that the texture is displayed exactly at the size you authored it
ok but how
i am reworking my game and deciding to use Behavior Trees, its my first time ๐ wish me luck!
Where to warn people of scammer developers? A friend has worked a contract for 4 months adn teh contractor hasn't payed even a tenth of what had been agreed
The contractor is using ue4 so I thought it be fitting to warn people on this server
problem is, even with proof it'll turn into a he said, she said kinda thing
and since this is an unofficial channel, and we cant do anything about what happens outside of this discord..
we cant do much
its why you make proper contracts
Yeah I know that but people should still be warned if someone says they won't pay you because tehy wanmted to pay artists instead, so they don't go into contracts with the guy; My firend has sveral screenshots of their conversations I'll ask him to share them if needed
But I agree with you on the point of making proper contracts
I just feel bad for my friend ๐ฆ
yup, never a good thing :/
On a side note; live coding feature, is that any differnt from hot reload, and in what way is it different?
@cloud cobalt got it working by setting the ortho to window width ๐๐พ
is that mean the ai will stop moving for 5+ sec?
the behaviour tree will stop at that node for 5 seconds +- a random value out of 3
how to make my own character move like a tps character , 3 animation is enough
Is it possible to set particle system at a specific time, like with animations? in-editor
Yep, It should go under lifespan,
should be a move tool in landscape sculpt mode ....
@stray smelt Use an animation notify
Hey guys
I haven't tried to mess with this in specific yet, but is it true that the wind stuff in UE4 is only for speedtree?
does automation screenshots save somewhere else? calling Take Automation Screenshot at Camera but not getting any file
usually it's project\Saved\Screenshots\Windows
i have a problem with ai patrolling
its not really following the path
it just went to the middle for some reason
hey how do i stabilize the "fill" , because with this setup it has to be like 1000000 for it to be fully masked
and only 5 for half masked
im doing simple health bar
I'd say that's the wrong way to do it
find some other way to do it instead of using power there
Good Morning. I have this blueprint that allows me to pickup an object and bring it into a closer view for inspection. Works great! But if I click the object real fast then unclick the physics will fling it across the room. is there a way to avoid that?
https://www.youtube.com/watch?v=7Xp9RNd33NE&list=PLNTm9yU0zou51F_LFSz7e8-AaR9rTV6qU&index=2
i have follow this tutorials and then after everything i kinda have follow
for some reason my patrol ai is not following the path
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code Today, I am going to implement an enemy AI which follows a patrolling path. The pa...
anyone please help?
anyone?
you have to ask specific questions about specific things that are not working
- nobody is going to watch a 23 minute tutorial to guess where you've gone wrong
alright thats fair
Why not contact the video maker directly, assuming your following their whole series?
im gonna try one more time, then if it happened again i will try contact him
or you could use this as an opportunity to learn to debug your stuff :p
following along with a tutorial is all well and good, but if you've been learning anything from it, tracking down the issues should be perfectly doable
--
I need help with the save game object, it saves the transform but corrupts it somehow
this is saved build
this is loaded
I cannot figure out the problem, any help is appreciated
Really impossible to help without knowing more
Looks like you didn't save correctly
Or load correctly
There's a high chance the data that came into save came out properly
I spawned all parts with ignore collisions, they are static at the moment. I don't know why they change positions
there are only 2 fault lines there
They probably change positions because you didn't save correctly
that looks like it should work
try just spawning then teleporting them instead
see if its SpawnCollisionHandling that's causing this
Ok thanks I'll try doing that
yep
That worked
Thank you for the help
@mossy nymph
look like i found the problem. its all my fault lol
i didnt create child blueprint class
any recommend way for beginner to learn how to open a drawer from a desk in Ue? should the animation better be made in something like blender and then be exported or better use a blueprint on the drawer mesh with a set location ? i found many ways on youtube, but the all dont work and only confuse me more and more
There is more than one way
Animations are probably the most efficient and artist-friendly
Programming the drawer to open is a more programmer-oriented solution, works fine if that's the only thing to animate in the entire game
for the programing way, do i need sceletal meshes for it or static meshes ?
You could use two static meshes - desk and drawer
lol, installing a new pack to a project that is currently open, and deleting that content in the contentbrowser before its done installing causes quite a system interrupt XD
im shocked ๐
I use UE4 but cant write C#
A games uses UE4 but mainly for mods and scripts uses c#
Am i able to make mods?
ok i tried it with a simple desk and drawer. i put this blueprint on the drawer only, but if i right click nothing happens. what i made wrong ?
Anyone knows how to add relative torque? I can't find any information about it
ok nevermind fixed it..
Hey, Im trying to add different footsteps for different surfaces, i have it mostly set up i think, but I need an AND gate if that makes sense?
I have the setup for one the footsteps to play in a delay interval, which i think i can duplicate but change the sound cue.
I think im doing it a real convoluted way but im sure im almost there
is there a way to disable orient rotation to movement in blueprint?
Yeah there should be a boolean in the Character movement component
bOrientToRotationToMovement or something like this
@plush yew
Anchor points? Text alignment?
Not sure where to ask this, but I used megascans assets to create a 3D model. This one in particular https://cdn.discordapp.com/attachments/226110055328514048/646914471255605298/KuX6aVra3j.gif
I have a personal licence, and my question is; if someone hires me for something similar, am I allowed to create 3D models using the megascans library and hand over the models to them (edited to the pont where just using the megascans assets as they were would be hard) if they dont hold their own licence?
please @ me with replies
you accepted a license for Quixel, the terms are inside
@dire sentinel https://quixel.com/terms
Thx. Does anyone have a shorter, TL;DR, answer?
Tldr: Read
Can someone give me a inveite of the group ?
I can't copy the link, it's saying that's invalid
Yes
Shoot
I sended to a friend, take a look
Go to #server-feedback and let them know. Ping the moderators if youโre brave
Thanks buddy
Hi, noob question here: How do I set the viewport camera rotation pivot on unreal engine? You know, like F but focusing on where the mouse is, Most softwares use Middle mouse click or alt+MMB
hold lmb on view port > move mouse around
yes, I use alt+mouse to pan rotate and zoom, but I cant seem to find a way to set pivot point for the alt+LMB rotation
Oh gotcha
I think you should ping them, having a valid server invite it's kind of important. *I'm not doing it though, :P.
Itโll always orbit around the center point of the screen. You can however enable it to orbit around selection in your editor preference
General info on that https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Viewports/ViewportControls/index.html#orbitaroundselection
Learn about the various control schemes for the editor's viewports.
Fine floss ๐
Never mind pfist is on it
yes, Seen that, and I was afraid the navigation I was looking for doesn't exist
Thanks
One more: Is there a way to import a model's full hierarchy or do I always have to either break it into its subparts and combine into a bp or import it all as a skeletal mesh?
is there a way I can paint only a specific layer
so I want my paint to only paint grass layer and not snow
hello, how could I find the location at a u-coordinate for a spline?
trying to figure out what is this? Unhandled exception
UE4Editor_Engine!FActiveSound::Stop() [d:\build\++ue4\sync\engine\source\runtime\engine\private\activesound.cpp:625]
UE4Editor_Engine!FAudioDevice::ProcessingPendingActiveSoundStops() [d:\build\++ue4\sync\engine\source\runtime\engine\private\audiodevice.cpp:4251]
UE4Editor_Engine!FAudioDevice::Flush() [d:\build\++ue4\sync\engine\source\runtime\engine\private\audiodevice.cpp:5021]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1846]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```
I haven't updated anything as far as I can tell
@plush yew It looks messy Idk
@light thunder maybe wonna to tell us where this error is from?
Crashes at runtime
4.22.3
seems like an audio component, I've disabled a plugin I thought was the culprit
The oepration I'm doing involves playing sounds and parsing multiple wav files and playing them one after another but I had it working fine
Hi, its my first time downloading anything from the unreal engine market place, do I have to download everything in full size or can I download things in a scaled down quality to shorten the download time?
https://www.unrealengine.com/marketplace/en-US/slug/megascans-forest-undergrowth
Question - In sequencer I created a series of keyframes. But I need to make my timeframe longer. How can I drag the last keyframes to the new end of the timeline and the previous keys stretch accordingly?
@rich reef They don't separate things like that but you might be able to check the item you've bought for a demo link, which would probably be smaller
Im afraid I dont see any button like that
You'll have to check the description of the item
Yeah I am ๐คท๐ปโโ๏ธ
It isn't going to be very common, particularly for 3D assets like meshs or environments
Hey people anyone knows why all my features dependent on Structures doesn't work when using the option "Play Standalone Game"
My advice would be to watch the demo videos of the products and be sure it's the thing you want and just be patient while it downloads
If I play in the editor eveything works fine
if I play in a separate window all fine
but if I play in "Standalone Game"
all my quest actors doesn't have content, my inventory
I have an odd problem that is not google-able - I can't edit config files and it is returning giving me the message "failed to add the configuration file"
you got an UE process hanging @wary wave ? crash report or some such, locking them
no, I don't think so
I can delete them in windows etc just fine
edit them in notepad, whatever
just not from the editor?
aye
Does anyone know sequencer?
๐ค so um idk why my grass is black if the landscape component is 100% painted grass
@pallid talon What do you need to know?
@main chasm I have a bunch of keyframes, and I need to extend my timeline. Is it possible to stretch these keyframes to match the new timeline?
Without having to manually place them again one at a time?
Do anyone know of any good UE4 starter guides? โค๏ธ
Yea. On the bottom of the sequence window there should be a bar you can size the timeline with. To it's right there is some numbers that allow you to change the timeline length. As for keyframes you should be able to shift select them.
@rich reef yes
Yes, I've got that. But I mean stretching them to automatically fit the new timeline.
For example, if my keyframes are at 0, 250, and 500. And I move my last keyframe from 500 to 1000, then my second keyframe should automatically move from 250 to 500. Does that make sense? Is that possible?
@pallid talon No idea. I've just been doing it manually
Hello guys!
I've been expierencing a weird issue where a white wall would turn green probably from the green ground
I dont know what causes it but it probably is the material, but i dont know what about the material is causing something like this since the material is just a simple diffuse
I found this helpful since it covers a lot of ground to give you a good overview
@main chasm Ok thanks
Cool ๐
And I prefer it over a video format
I've been deep diving into Blender in the past month and found Blender Gurus new donut tutorial quite nice
Its like as far as I know the most well known guide out there for Blender (Pretty much everyone knows of it), is there anything equal to that here on the UE4 side?
Can someone please help me?
@lofty wave if you are using static lighting you might have bounce lighting turned up, it will bounce the light off a surface and then transmit that color to nearby surfaces.
it should not be very high by default unless you adjusted it https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/Lightmass/index.html diffuse boost on the objects can increase/decrease it. Dynamic lighting will disable it as well but that's not a good way of solving it
@main chasm I figured it out! Retiming tool inside the Sequence Curve editor. Works awesome.
There is also a transform tool.
@rich reef Matthew Wadstein on Youtube has awesome tutorials, also Virtus I find to be pretty good too!
Thank you ๐ I will check them out
Do cascade particles not work with Raytracing in 4.23?
An overview of Ray Tracing in Unreal Engine 4.
Looks like N
A hilarious clip from Monty Pythons: The Holy Grail. Also for all you Python fans out there have yourself a gander at this fine collection. http://www.amazon...
Nee: too long to abbreviate, partially? Nah full word
I wish you could subdivide a bone in game
Question - Using "Particle Color" on a material that goes on a particle while having Raytracing enabled, produces an error. Is there a workaround for this?
MaterialEditorStats: Error: [SM5] Ray tracing closest hit shaders cannot read from the SceneTexturesStruct.
After looking into more details, cascade is not supported.
Looks like I would have to update my particles.
But it should draw, just will not raytrace
Oh! Well its not drawing at all.
Like BSP brushes. They do not show up in reflections at all. But they do draw triangles. One way not-mirror style
Yeah idk. Thatโs not cascade either way.
Yeah, I think you're right.
I figured it out. I added an "EyeAdaptation" and my material didn't like that.
A tutorial will show you this. Itโs a module
Im importing an armature, leaving the skeleton to "none" in order to create a new one makes the import button go grey, what am I missing?
ah
you cant import a skeleton without a mesh
my export from blender was wrong
exactly, it didnt export my whole scene
only the armature
thanks!
Hey also this common error of UE complaining about "no smooothhing groups found"
how should I prepare my FBX exports from blender?
I right-click and set shading to smooth
and I messed around with the FBX export settings
but I still get this everytime
do I need to use a modifier in blender to define the edges smoothing angle or some shit?
Itโs just a false negative, it wonโt affect you if you choose to ignore it
but if you want to get rid of the warning just for the sake of getting rid of the annoying popup:
Smoothing groups are super old, imagine that error gets removed entirely soon
setting the export to smoothing: edge removed it
but now I get this
unsure if that is because of something else
maybe I didnt tick tangent space like in high tides img
means you have a non quad poly[s]
ah
i can live with that for this project
thanks alot guys I learn a lot! appreciate it
is there any way of adding full material as parameter in other material ?
perhaps a material function?
What would cause my volumetric fog to not render when rendering a cinematic?
totalover yea, no not really. what matheww said. there was this layered material or material layer feature but its deprecated if not removed now.
what mathew said is the best way of sharing functionality
material attributes as well
@safe rose I am in a great confusion, your guidance will be a great help ...
My volumetric fog is visible in the editor, but when I render with cinematics, its gone. Any reason?
when you say.. render with cinimatics... are you talking about rendering to disk ?
if so.. plz check to see if your fog shows up in the standalone play mode ๐
Hey, so my texture gets stretched over one part of the mesh and on another part of the mesh its kinda okay. Mesh was created in Maya.
needs to be UV mapped
fix your uvs
@swift spindle You're right, it turns off when I hit Play. Why???
@pallid talon most likely something in your Device Profiles is off.
Hmm.....
Window > Developer Tools > Device Profiles
WIndows > CVars > Console Variables > Rendering > r.VolumetricFog 1
how can i switch to camera from character to blueprint one ?
cast - > get camera -> actiavte dont work
@swift spindle Fog still turns off when I hit Play
@pallid talon Something about your "defualt game engine.ini" is overriding it then
Looking into it now.
Thanks!
Yep! Using a custom sky system and it was overwriting my fog on play! Entirely my fault!
Fixed.
ah... np ๐
wont work, any other way for switching camera ?
should I check the tickbox for Tangent Space when exporting FBXs from blender for ue?
every time i build my lighting the the scene goes dark, even when the directional light preview seems to be working
says something about a lightmass volume? but when i add that and build it makes no difference, scenes all black
turn off cast shadow in the bp
trying to find it
I have a question about packaging a game. I am using Paper2D and my code compiles in the editor but when I package it I get the error that error: no member named 'GetSourceSize' in 'UPaperSprite'
take a look at the definition for GetSourceSize Nick
if its inside something like
#if WITH_EDITOR
...
#endif
then you can't use that function outside of editor, and should also stick that same #if around your code using it, as to not use it when editor is not available.
Oh, thank you. I didn't know that was a thing. Thank you for letting me know!
It is in that
If you never package the game and just give them the source you never get the errors ๐ค
That is very good to know. I will hopefully remember that if anyone I know has the same question
that's the spirit
one of us
Does anyone know if Unreal has support for HAP Codec Playback Support for mobile? I am trying to build a build for oculus quest but I am always in error. ๐ค
@grim ore Uhumm thanks for the link! It really doesn't seem to work. Do you know any way or hack that I can play a video with transparency on StereoLayer or UMG?
not that I have seen for translucent stuff ๐ฆ
how hard is it to make telegraphed attacks?
7
7 ?
out of ten
well idk, it matters how comfortable you are with things
well i dont evne know how to approach it from a programming perspective
So ig its gonna be hard
and i dont seem to find any reference to guide me
you'd have to make decisions ahead of time to telegraph them
How hard is it for pat ๐
I want to make for example
a static enemy like a necromancer that stands there and cast spells
by telegraphed attack i mean i want it to have some time for you to react
pufferfish on a scale of 0..47
like, while he is casting , some red dots appear in the floor showing you where to avoid
yep, theres not really one way to attack any one thing stolas
you mean there is a lot of ways i can tackle this?
well, i guess thats applicable to a lot of stuff
That wouldnโt be too difficult. More so, you want to lay out a good system before going Willy nilly
planning time is good time spent
well, im trying to make an action combat based
in a sense that you need to avoid attacks
i think that makes it really action like even if youre attacks are automatically driven to the enemy
yea, get creative while you lay things out, then stick to your thoughts
is there a way to set a mat param on material billboard?
is it a primitive component?
yeah
would have to double check but i think primitive components have a set float/vector node on them
Look into Material Instance Dynamic
that too, that would be the better way
engine internally makes a instance where you have less control over it otherwise i believe
its to switch colors, maybe if reassign a new material
do what high tide said and you'll understand it
Guys what you think about
Point and click vs dynamic combat
im trying to come up with a system that takes stuff from both worlds
So it doesnt feel so repetitive but at the same time its more quicker to handle when programming or adjusting
i think #design-chat might be the place to talk about this stuff but not sure
oh
channel is kinda all over the place
Any discord server with gay game developers
@plush yew 100% you want the 3950x, only down sides are dual channel memory and less pcie lanes. 3950x is gonna be much better of an experience in game dev (and cheaper too).
You have an overwhelming statistical chance
well if you look at benches, the 10980xe which has two more cores / four more threads loses out to the 3950x in most all tests.
quad channel memory is only really gonna help you for things with lots of memory movement and little processing, like video encoding
i'm waiting for them to start taking preorders on the next threadrippers personally
ue4 just cares about clock speed and cores for the heavy stuff in the end the price savings on ryzen are worth it for how amazing they work in ue4
probably talking about computer in the 6k range yea
i think the 10980xe is probably gonna require equal investments as a threadripper would in terms of more expensive mainboards and yea... double quad channel kits hurt the wallet
sounds like some of the thread ripper boards will have 16 slot quad quad
max my 1950x out daily heh
nahh in the end it will speed things up why wait for light bakes haha
3990wx will be 64 core / 128 thread
and probably an absolute slug
if its not just a stripped down epyc, it might be interesting
Anyone got an an idea of what variable I need for a level/map. I want to get / save it in a function. Is it level streaming or level actor?
you need 4 ints just to set the affinity lol, its like a personal computer lab.
I hope epic implements GPU lightmass soon
is the idea with that to preview lightmaps faster?
RGB lightmass ftw
Excuse me, I need help with something in UE4.
how in the blue heck do you increase the size of an editable text box, increasing the font does nothing
can't find any other settings
god I hate UMG sometimes
everything in it is so counter-intuitive
@wary wave size to content, or by the sizeX/Y
cheers, ended up using a size box
what's the proper term for making textures specifc to a uv map?
Just uploading it to itchio already counts for UEJAM?
TIL you can double click a blueprint path to add a reroute node to improve readability
I'm learning Maya in the context of UE4, are Materials, Paint Effects, Animating with Dynamics, and Cameras and Lights useful?
These (for the most part) don't transfer over to UE, do they?
generally no
some tools have ability to setup Unreal Engine setups which can transfer somewhat
material groups do matter
animations matter
you should test importing other things but I'm not sure if they would
Are material groups just like material slots?
hey guys, my client straight up crashes when I try to retarget a skeletal mesh
v 4.23.1
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 61 from an array of size 61
is this something on my part?
or am I doing somtehing wrong
when I hit "retarget" it straight up crashes UE4
Yes floss
They have names and can be renamed too which can be helpful
And Mejko, it happens to me when I try and retaget something with many animation assets inside it, like an animbp or blendspace. Not sure how to fix (I was retargeting a dolphin to a shark using humanoid bones though so I didnโt think too much of it)
so should I go about retargetting individual animations first? @normal burrow
if I retarget the individual animations instead of the BP, will then retargetting the BP work?
I gave up once I realized how dumb I was retargeting a dolphin to a shark. Itโs something you could try but iirc it will try and retarget everything.
well i need to retarget in my case
I'm using the AdvanceLocomotionSystem (ALS)
and I'm retargetting a skeletal mesh with the same assets
the thing is, I've retargeted to that system before and it's worked perfectly
but for some reason, this time it doesn't work
I really want a 3D print of the Epic Mannequin for my desk, any ideas where I could find one if it even exists?
Hi everyone! Who can tell me, why this groups not show in the Material Instance?
no matter how I call them, the situation does not change
Save and compile (if you heven't already)
Find the location of the folders, and cut them out
Revert in your version control
Make a new project, and then re-add in the floders (should be same version or UE4 or wont work)
havnt set it up, since my pc wasnt set up properly
(do that via windows folders)
i tried and it also crashes
ko rupt!
yep seems so
if the project is big then yeah, version control... if its not, then remake.
Try open with different version of UE4 in case you get lucky when it clones the project
Version control should be your first step after creating the UE4 project
Just nuke intermediate folder. Fixes most issues
And saved if that fails
( you can rename them )
The only thing you can do is remove particular folders until it doesn't crash
Next time, do use version control immediately so that such problems are impossible
can i open bp sepeated if it crashes while openeiing a bp
i think it is because of my pawn
Question.... when you say it crashes .... like windows error or stops responding. Or acts like itโs loading forever
Question regarding virtual production. Is there any feature in Unreal that allows one to sync a tracking system(like a Vive tracker) with the timecode of a camera, to make sure the correct tracking pose is being used for the right frame?
Hi everyone, i'm trying to create multiple landscape with world composition and houdini.
i have created a landscape in houdini, then split it in 4 heightmap , and recompose it inside world composer, but i get those line :
does anyone know why i get those ?
i tried to import it in a new project when closing and reopening the project it crashes when opening the BP
@rugged haven couldn't you just export the mesh from engine and then just.. print it?
@timber minnow those are artifacts from your bit depth. There is no way to totally hide him. But you can minimize them with dithering and proper scale
@glacial belfry as of 4.21 there was no prebuilt way to do those. But you can certainly code one up in BP
@honest vale Shhh... ๐
@swift spindle yeah I was thinking the same, my only issue is how to figure out what data from Vive Tracker matches what frame from the camera. I guess the easiest way is to do manual sync, but thats also prone to errors
Unreal now supports timecodes
yeah from the camera, but I dont think the Vive tracker reports any kind of timecode with it
Mmm you might need to use an external timekeeper signal
Unreal seems to hate system clock
Not sure why
Best thing would be to have the timecode from the camera passed to the Tracker that sends that data along with it
Well... you could lerp your positional data to your film timecode
@swift spindle thx for answering :)
what do you mean by dithering ?
Alternative, since the Tracker data comes so fast into UE4, if you can make a sync step that gets the exact delay from the camera catches the frame to its available in UE4, you could just make an array that stores tracking data for each frame with the totalt length of the delay
(if that makes sense)
You only need the average saved really
but during jancky hand held movement, the tracking would seem too smooth compared to the camera if you go with averaging
is my guess atleast. Think I will have to try it out ๐
i found out, i have problems with opening a desk drawer which i made in blender. trigger boxes do nothing, but the same blueprint on a ue4 cube works . what can i change/what i made wrong in blender?
Yeah... but you donโt mostly want that jerkynrss in video
That depends on what style you're going for ๐ We've recorded lots of stuff with handheld REDs to get an "action" feeling
Basically, any virtual production setup should use the camera as ground truth
@timber minnow afraid youโll need to google tonight. Pass out time
Ah
@glacial belfry Ping me tomorrow. I worked on a system like this awhile ago. I gotta sleep
Will do ๐ Thanks for the input mate, appreciate it
Np good luck. There are solutions ๐
What's there, mesh seam ?
is there a normal map on the landscape material ?
IIRC there is a problem with heightmap imports between components
Try adjusting it with the landscape tools ?
i should report this ?
i don't want to , everything must be procedural and not touch by hand if poss
but yeah if i smooth with the tools
It's not really a bug, it's more that heightmaps have no normal information by design
So UE4 generates some for you
it fixes the pb but i dopn't want to fix it by hand ๐
ok
and there is no fix arround this ?
Dunno, I haven't used heightmaps myself. It's probably possible to handle it, but it's not easy
Basically you'd need to take the normal from the neighbouring component
What is a cooking filepath and what to do, if they are too long?
ok thanks
and then put it back where thewere?
can, they be relative?
The full path including your assets may be
C:\Users\xxx\Documents\Unreal Projects\a\Content\ExampleContent\Interaction\Blueprints\xxx.uasset
Could anyone give me a little bit of insight into how I could implement a sort of outward force from building meshes next to my player while swinging to keep him centered? Any help would be greatly appreciated!
heyho, someone here willing & experienced to help me with a mobile issue? Already asked several times in the mobile chat but got no responses
Anyone here knows their way in PerForce?
I need help reverting back, never done it and I am very worried I might mess something up.
what's the best way to check if a spawnpoint is in the field of view of the player?
EQS maybe?
Hi all! I'm currently working on a vr project for uni and for what ever reason the motion controllers (oculus rift)have stopped working on my project. I have tried it on a starter vr project and it's still not working. Unknown sources have been selected on oculus. Oculus vr plugin is selected on unreal and I'm using unreal version 4.21.2. Please help
Has any feature in ue4 been depreciated but picked up as a community plugin?
Hi is there anyway to export unreal scene with baked lightmaps to sketchfab
Very unlikely
does anyone know why when i pull out my weapon the weapon gos all big?
it like bugs out
Anyone mess.with the hair in 24 preview?
Yo can someone help me out? I've got a .fbx static mesh of a city, but everytime I import it in, the collision is set up so that there is a massive box around the city model, and I can't move into it - Does anyone know how I can set it up in engine so that each building has its own collision?
export/import separately. you should not have one massive city mesh






