#ue4-general
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ah i understand now
So i think mayby is better to use movment component as a push?
for character with movment component
perhaps if you set mode to falling when you set transform?
yep
physic
if you tell the movement component it is falling it might not to the agressive check for the floor
But he stop falling on beginning?
i need stop uptaded walking for 0.1 sec
or something
it depends on when you set transform if it is before character movement component or after
Yes but when he change walking?
when he is almost on start i need to off that for sam small moment of time.
some
are you only using blueprints?
For now yes.
They are function c++ to prevent uptaded character movment for 5 sec?
if they are its possible to call that in blueprint by create that or its allredy included.
Or i need to waited everything by myself in c++ ?
I ask google when i write that question
i put i can change state manually.
the character movement component can be extended to work differently in c++ only
i go search google sorry but you help me thank you
but yes you would be able to keep using blueprints
you just make a new c++ type of UCharacterMovementComponent and a new ACharacter to use your new type instead
Generally i think use movement character in this situation is good ideal
or on physic simulation and forget about problem.
ya the default movement component is meant to be a generic 1st/3rd person controller that is "good enough" for most folks to pick up and use
if you need custom functionality you can extend it or write your own
Yep so what you will do in my place if you doing something for fun?
but something like adding a boolean and checking it before running sweeps to avoid z height would be okay
So go to visual studio or what ever i have and extend class?
then export back to blueprint?
const float restoreZStep = MaxZHeight; if(bResetZOnce)MaxZHeight=0.f; Super::Whatever(); if(bResetZOnce){bResetZOnce=false;MaxZHeight=restorZStep;} (example did not look up anything)
it depends on what you are trying to do but you can usually find something that works "good enough" even if it feels a bit hacky
p@t's half life swimming volume ladders is a good example
good enough for apex legends lol
until you are able get more advanced and to dive into c++ etc. its best to keep things simple
and really that is good advice even if you are an advanced programmer š
writing own solution can be danger i renember i was using log or something from math in programing in js and js use one type of integer pretty big one so my web browser almost stop.
that is point
But also last time when i use blueprint i discover is absolutely brokken when you change values by referenced.
Change boolen by referenced in function is not repair from 4.14?
So I use dictinary and also was moved in sam pleced by value on the ended i get two dictnary off states
what type of animation i want to play in flipbook?
So....
So extend movement component of some climbing the ladder
or Use character movment to simulate kick or on physic simulation?
What you will use?
I remember i was using sin and cos function to draw position of something on circle. Never use sin and cos function to do that in JS for animation.
By ref is strange in blueprints yeah
If you have a native struct you cannot by ref anything on it
With break
Hey everyone, I'm quite new and seem to be missing something rather simple here and was wondering if anyone could offer some help please?
I have a rigged animation that i exported as fbx to ue4.23, I have a the mesh, skeleton and animation all present in ue. The animation plays in the preview, but I cannot figure out how to add it to character(or create animation) blueprint to play the animation while the character is moving?
Blueprint structs are okay though with break and ref
blueprint structs are cursed
Lol but they work with break by ref
did you know that the by ref works by copying the struct to the stack frame of the function, executing it, and then copying it back
When you use dictionary for keep values for game
I donāt think so zeb
it does though
Er wait yeah it could
it also does that for bp/native transitions
Then start to update that dicnary with event its mean use more then one time you get different dictionary
when you pass a massive struct to a ufunction by const Fblah&
it copies it
if you use uparam(ref) Fblah&, it copies it twice
not even move
We thinking how to create cool and fast function then BP is implemented and its end.
Generally bast by referenced is work
When you not create a function
Work in colapse graph cool.
Zeb, please tell me at least move operators are used
no
Please tell me arrays are different
if you put an array inside your struct then no
I did not investigate what happens with an array param by itself
Blueprint is evil?
Zeb your breaking my illusions of blueprints doing the right thing lol
This is heartbreaking even
Its possible to get what was generated in unreal by blueprint?
you could be doing cursed things like take a property of an object by ref and then put a delay node
Now youāre condoning witchcraft??
if it used actual references you would now explode
Oof take the training wheels off tho jeeze
It should explode, though.
I think only point to use bprint in stable whey is to doing maxsimum primitive think try alweys copy and paste And instand of function do collapse graph
Give it a chance
Delay shouldn't even be exposed to BPs. There's actually 0 reason for it.
In the sake of stack memory
yes you can get what the blueprint compiles to
type disasmscript classname in the output log
Tell me how to create change animation after play animation without delay.
Also that still will be event and ivent when you do not use delay you get multiple values
why shouldn't you have a delay node
it's extremely useful
same for all of the async nodes
@merry oasis look at animation blueprints
I get the error when i use event so in blueprint event not sholdn't be exposed?
Animation Blueprints are visual scripts that are used for the creation and control of complex animation behaviors.
Besides the "actually-useful async nodes", delays could be replaced with timers.
I use prymitive 2d sprited
@merry oasis if you just want the animation to play statically you can set the animation mode in the detail propertys for the mesh
How positive are you on no move operator zeb?
100% sure unless it has been changed since I checked the code generated by uht
Oof
thanks @pastel glen !
I need to delay change of states information how long i jumping rolling or something so they are difrent states
Imma rewrite UHT
for calls inside bp, the function it uses to do this is actually called "CopyCompleteValue"
for native calls uht generates code that does it with copy assignment
How to get code what is generated by bluepint he generated that to c++?
File > Developer > Generate Native Code with the Blueprint open.
Oh, you need a source build, I'm pretty sure.
I wonder if there's some
way to safely store a reference
FKey zeb
maybe it could be object ptr + field offset? but that's no good, now you can't get refs of array members
You have void*stackofs[]{&blah,&blah.pufferfish};
we are currently working on building a vm for an ingame visual script thing that needs to be able to pause & resume execution the next frame, have delay blocks, etc, so you can imagine the nightmares
Then Stack memory down the call
Thank ok any why thank for help i think i use that character movement Then maybe for fun i extend character component and extend class for elegant and check its work. I think is best to make that work then refactor also from some strange reason i can get error on the end.
Like pass that stack pointer of ref ptr around I mean and have a look up to see where memory ends.
Phone killing me
it's actually very interesting to think about how to make a vm from scratch
I really do want to try rewriting UHT at some point
Template all that generated stuff
can a template expand to a switch
There is no template expansion for switch

Switch is dumb anyways
switch is more efficient than function ptr array
The compiler should be able to ignore difference with a expanded function call
int dummy[]{((void)someCase<Val>(),0)...};
So long as someCase is inlined and checks if itās the case immediately against switch criteria it should be same
You two nerds are adorable
I remember when phyronnaz tried this with some voxel function and vs compiled a massive if/else if chain
If you do it right thereās not overhead there in an if else vs switch
No more phone code tonight though lol
no like
it actually generated that massive chain of branches in the binary
guess the compiler is not smart enough to reduce if/else chain to a switch in all cases
Itās about if the order needs reserving zeb
if have very stupid question I do not have experience. In game dev you can use physical formulas. But to update some position i think about use math analyze graph its common why to use math graph 2+(-zx^2)? I do not have many friend i can ask. And generally this is my first game...
Int compare not a big deal but any temp with deconstructor etc
Its totally find to use graph to update location of something?
it will be interesting how much faster than bp this thing is gonna run
Iāve not dealt with math node whitedragon maybe zeb knows why one would use that?
no lol
HighTide?
I'm not really sure what is actually being asked
If custom event 2 is happening inside of custom event 1 that is replicated, does custom event 2 have to be replicated as well?
and I don't recognize that formula
That math expression node
What?
The uh math formula node thing
@neat forge no
Thank you
I just make pretty things pat. Donāt rope me into gross math š
your first event will execute the second one locally wherever it is running
why am I even still awake
pretty things are really just good looking math
Shh. Lies and slander
Dunno about this theory of math looking like things
They are different function you can use from math SIn Cos. X Y. Or some physic formulas. I'am out what is most common. Also += with var <= can be pretty not stupid + - are very fast for cpu. The problem is. I really can do strange think 2+(-0.10x^2) its absolutely fine for updated position in something arcade?
None of us know what the math expression node does tbh
So no faster?
it generates more efficient byte code
the graph you get when you double click it is a lie
allows you to hide all those terrible mathematic related nodes into one condensed algorithmš
Both of you knew lol
you can call arbitrary static blueprint functions from a math expression as long as you type the name correctly
that's how it lets you use things like sin, ceil, etc 
Dang had no idea
it's like a mini text script node
but you can only write one line that must return a single value
Man... this is so cool!
ā¢ļø
That reminds me. There was that plugin someone made where you can enter C++ code into BP nodes. Maybe that'll give you your safe BP references.
now that's just cursed and shouldn't exist
it might be better
But why, did somebody wants it gone?
just write your c++ function where it belongs.. in a c++ file
why would I want to move code into the binary garbage that is a blueprint file??
Its so thrilling
Triggered double question marks
Now you made him passionate and logically sound.
Isnāt there already a node that allows you to input cpp? I did it in materials at least
You write c++ in mats? Gosh!
the custom node in materials is for hlsl code
I don't know. Could be conspiracy.
Zeb your right I need templates in shaders
Gotcha. It was years ago
now I'm imagining how cursed shaders would be if pat was allowed to write one with templates
Question would be though, what would the first thing he make?
gpu fish sim shader
Dunno, pat, make your own choice. Thing about the others tho
Probably sparkles
Lol I was trying to think of something incredible and unheard of but your right itād be sparkles. Sparkling bubble shader
Real time RTX tfaa bubble glitter
Fishes can be added later then.
bubble fishes
There is nothing greater
Tbh templating sparkles could work
Please donāt give him ideas
why would I not be surprised if std::sparkle exists
I feel like itās good they practice some conservation of awesomeness though. Itād turn into boost otherwise
with boost you would need 10 template arguments just to use the thing
10 templates or 1 sparkle
@manic pawn one of the niagara demos does fish swarms

i think one of the dev days vids
You could do boids in niagara but not very smart ones
why not smart
Donāt believe there is a way for one particle to know of others
Our fish see each other and flock etc. niagara is further paralleled
@manic pawn https://www.youtube.com/watch?v=-UPZuuikYZ0
In this talk, Epic's Arran Langmead delivers a deep dive into two use cases of Niagara, providing an overview of the development process and how each element...
In this talk, Epic's Arran Langmead delivers a deep dive into two use cases of Niagara, providing an overview of the development process and how each element...
but ya they arent very smaret
what was the meme about fish ai?
Yea itās pretty unsuitable for smart fish. Effect is good though
There is a fish ai meme? We all just like fish I think https://youtu.be/W-u5SqKxcLY
lol i think it was like Battlefield or something. They boasted about having advanced fish ai
Call of Duty Ghosts
Aptly titled because you never actually see another player in multiplayer
Everyone is too busy camping in corners with claymores and an attack dog
Sounds fun
more like Call of Duty Ghost Town amiright
Didnāt know mesh particles were cpu bound with niagara. Cool video though
Ha! Finally got the AppFramework color picker working in UMG!
real quick: I have a mesh which will not use an existing anim bp
i can swap the mesh to another and it works fine
Hi there,
I'm experiencing a weird bug when I launch my application:
Assertion failed: OutUniformExpressionCache.UniformBuffer->GetLayout() == UniformBufferStruct.GetLayout() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 2388]. I know this issue should be fixed (https://issues.unrealengine.com/issue/UE-71973) but even though I'm using UE4.23 this is still happening. What's more, it only happens on laptops (probably due to the integrated GPU). Sometimes, deleting GameUserSettings.ini the problem disappears. Does anybody know how to solve it?
Question: Having created a landscape through World Composition, do I have to load all the levels again every time I re-open the engine? Due to the size of the landscape it takes a while to load every time.
Anyone know where a blood splash particle system is located in the InfinityBladeEffects pack
use the search for blood, splash, or something like it
yes but there is none that are particle effects apparently
do I have to do something myself to make them particle fx?
pick one and do a reference viewer
Is there a way to rotate the camera when in top view in editor?
Hello everyone.
I have a strange question, I want to get all the project code, but this project is made on blueprints
So there's no code
hello every one ,i have an issue reagarding the apk . i installed the apk which i deployed by unreal engine in quest using sidequest ,it installed in unknown source but not working
so any one who try this type of issue plzz help
it is a app which we own created in unreal engine and followed all build process as per oculus guidelines
my app is running in quest when i deploying it through unreal engine
but you can get all blueprints from the project no matter how bul
its when you have a polygon that is not 3-sided. So you split the polygon into triangles so each polygon has 3 vertices, which is easier for overall calculations in a gamedev environment. Often models made in 3d apps are not triangulated because they dont need to be for rendering out artwork or videos and such. But when performance is key, triangles > quads.
I see
what about LOD
How To Create and Use LODs.
I understand this is usually used for scenery
Like mountains
Right?
its used everywhere
particles, terrain, meshes, skelmeshes
etc
think you could even use it for sound, where sound actors reduce amount of sounds played to open up sound channels for stuff closer by
Wonderful will bring great benefit
thats why we use it :p
š
ok, found something really odd.
This is my content browser folder structure:
https://i.gyazo.com/a7e01b77d7b5d07e7c3fabdf2d9054f4.png
all redirectors are fixed/gone, everything works.
I migrate one map in that maps folder.
tells me itll migrate from those three folders.
the 4 elements and marketplace folder do not exist
not in ue4, not in explorer
Oh, you never know what hides in dark corners of content...
ikr
it makes no sense that ue4 still thinks those exist though
including the meshes in those non-existent folders that have been moved to existing folders.
imma migrate and see
Had it a few times, but it seems to have fixed itself with project restart.
no shit sherlock that these do not exist
yet, everything works after migration
so its just references from previewers that are messing up
btw @grave nebula you seen the new 4.24 and 4.25 stuff they showed off last night?
š®
@fierce tulip any chance you have a link to them showing off 4.24/4.25 stuff from last night? Or is it the "4.24 Feature Highlights and Landscape Tools" video on youtube?
thats the one
thanks!
Yas I did.
hng new atmosphere stuff
so content browser in 4.24 is broken?
this is 4.16 :p
funny, the umap file is in the 8elements folder, yet ue4 cant open that folder in content browser
thats a new one for me
Hi can you help me with capture animation in UE4.. so i have car and recorded it with a sequence same i did with camera. but 2 problems. 1 wheels driving during the play but not in sequence. 2 when i capture(render) car totally stack and start to fall through ground. How to fix it ? thank you so much
oh sry
jus wanted to show more an experiment
can anyone tell me how to make a game like this?
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learn all there is to gamedev, have a few million dollar budget, and make no mistakes while making it else you run out of funds.
game dev links are a fiercely guarded secret.
Hello, I'm struggling to wrap my head around destructibles so I'm here to seek some advice... I have managed to setup my player destructible pawn class, its an asteroid with physics enabled and its reacting to collisions with other asteroids. So far so good..
I can fly it like a space ship and everything works until it gets fractured, in fact when there's enough impact damage to fracture the mesh the pawn "looses" the asteroid, what I mean is that the reference to the asteroid seems to break and I cannot fly it anymore, while it just flies away in pieces, why is that? How can I keep it attached to the class?
The desired behaviour is like: I'm driving a car/plane, I hit something and part of my vehicle breaks apart but I still can drive it.
Maybe I'm doing the wrong thing? If so how can I make the player character destructible and keep control on it?
I've seen people talking about pre-made fractures in blender or houdini
But I wonder why you should fracture things outside the editor if there's a plugin for it š¤
If anyone has some hint to point me in right direction, send me a DM, I would be really grateful! š
-_-
I dont trust that debug visualizer ¬_¬
it's zero
and there is no set anywhere?
nope
crazy
second weird random error I've had in this BP
I also had a bool with the wrong value yesterday; was false when was set to true
My only guess is that you did something weird with function returns.
Do you always explicitly return things from functions with returns?
there are no functions involved here
shit's just broken
ergh, this is so weird
duplicated the var, still zero
but create new one from scratch, and it works
https://youtu.be/I13kw6M0jFY?t=160
This is the reference video timestamp which i am trying to replicate.
How do i replicate the pulling and creating instance mesh of the desired product.
Thank you.
VRAF Planogram Virtual Retail Store Shelf Simulator - Test your packaging designs in a virtual 3D retail environment - See your new designs on the shelf next...
When replicating, if the server is seeing the clients events, but the other client is not seeing them, is that because its not multicasting?
@neat forge i did not get you ? I have shared the time stamp, i am trying to replicate that part only, i.e the part where we place a product and then pull the v handles to multiply or decrease objects according the the space it takes, if you watch a little bit more ahead you will get what i am saying.
?
oo sorry
Oh I am asking a question
no worries
@neat forge Yeah like you said. Clients can make stuff happen on the server but not on other clients. So you want to call an event on the server from the client and then multicast from there to propagate to everyone š
@sullen rain you have some box that you alter the dimensions of by pulling corners. You add instances in width and depth to fill out the box. So the number of instances depend on dimension of items and the dimensions of the box :)
@upbeat kite Thats a great breakdown, i will try that and will let you know !!
Sweet! You can pm me if you got issues š
This is how I have it, isnt this doing that?
https://www.youtube.com/watch?v=5gLURzPp1QE&feature=youtu.be this is what it looks like
Just the sword issue, Im not done replicating everything yet. But all of the clients see the sword being used but the server does not
Oi bois
Oi boy
Please lower your sarcasm bullets as I understand it but spare me giants š
Copy pasting this from career chat
Any head jumps keywords or tutorials to start with technical art guys? I want to get more into unreal but also want a job at some point, so anything you monsters can recommend?
Don't need to be tutorials honestly just a couple of keywords I can get into would be nice
Wanna focus on something that can actually get me somewhere yknow? I really enjoy trimsheeting - technical stuff, going into some material and shader works
small vfx was very fun to doo aswell with some photogrammetry
so any strong keywords I can follow through ?
trying to learn some python for maya and stuff and really interested in more technical unreal stuff and how you can make things look sculpted and v sexy with trims and solid modular work
so
any help ? š
Become the master of Niagara
@neat forge to me that looks like a correct implementation. There might be another issue. Try doing a print string in the multi-attack event and plug the "IsServer" variable into it. Then you can see if the event fires and work from there :)
@kindred viper strictly vfx stuff ya mean?
Thanks! It was working earlier but I went to replicate more stuff and it stopped so I thought maybe I had done it wrong
I feel a bit better now lol
@crimson lake well its the new Particle engine. It's still being built upon, but its worth diving in early because its not going anywhere but forward now
ooh, that should be cool to get into, anything else in mind?
There are not many people who know what to do with it currently either. So its ripe for someone to be "the master of Niagara" š
Chaos destruction. That will fit nicely with Niagara when its integrated too. I think that happens soon, either 4.24 or 4.25
its beautiful
the old method of destruction was a pain in the ass.
On the shader side, if you know HLSL you are already good to go
aren't people using IdropIt or something like that
like in god of war?
HLSL -- time to google
its not necessary, it just helps. Most of it has been turned into nodes now so you can visually script it
These are badass words to look into, god damn thanks boss ā¤ļø
but I like to go custom node + HLSL when I can afford the performance hit
Niagara stuff should be fun
I was always v interested in vfx and stuff
but the houdini aspect was always annoying to me lmao
houdini is actually really cool with UE4. Im not sure it will be replaced in terms of quality with Chaos/Niagara wombo-combo any time soon, so it's still a very viable external system.
Will be fun to do a substance designer trimming, plus cool modular stuff with some badass destructions and Niagara vfx
indeed. I'm not an artist and I want to learn it because its so freaking cool.
I just don't want to end up jobless after grinding something specific lmao
I did some chaos stuff and it was super simple to setup, but you can tweak it forever. Its so nice
Don't wanna be jobless? Go self-employed. Then you always have a job :p
Doing comissions is like selling your soul to the devil lmao, I just want a cute 9 to 5 job where when I finish my work time, I can go and chill and forget anything ever existed
do what I want for fun and to improve, not because I'm struggling to get payed lmao
if you do solid artwork, you will probably always find work. VFX seems especially good for freelancing but I dont do it so that just speculation based on what I see around the job forums/discord/sites etc. Coding tends to be required but you have to have a really solid C.V./Portfolio. There are a billion audio people, so thats a bit watered down as an area. There will most likely be more Chaos destruction jobs required as it moves out of experimental stages. Niagara is like coding, just have a good portfolio and people will want you if they are moving away from a pure Cascade approach. Specialising is the key thing. Pick something, master it, then master it more.
Mad respect g
no drama today? ooh.
I mean, beyonce has 2 kids
Is it nice to make my animations in unreal or is it better to make them in blender?
well although you can make animations in Unreal, it is always better to use an external app. The system for doing it in Unreal is clunky and misses some of the tools you would want
although you can do some crazy stuff with Pose Assets
My Character is low poly tho
that means nothing
ok
and is it easy to do them later on?
I would like to start without animations already
can I put them in easily later on?
well if you have the workflow between your DCC and UE4 setup ok, then yeah its simple as editing in your app and it can update live in the editor
I rigged the character already + made the model
I want to put the character in rn make the controller etc
and add the animations later
wdym with workflow between my DCC and UE4
how are you going to control it without animations?
DCC = digital content creation. 3dsm/blender/maya etc.
getting your anims from DCC into UE4. You can set it up with Unreal Studio and have a live setup (where your actions in your external app are reflected in editor) or you can do it the old way. With FBX import/export
DLCC
r u familiar with Blender @kindred viper ?
not particularly. Im a programmer/generalist so I know how to get stuff in and out of it
Cuz I rigged my character
but I want to bound the bones to the mesh now
but it didnt worked for me idk
if its a basic humanoid, then I would suggest using the UE4 skeleton. Then retarget your anims to it
really?
not an own one?
This is the player
is tht good with the baisc humanoid UE4 Skeleton @kindred viper =
well kind of . The UE4 skeleton does have hands and fingers so you would have to exclude some bones I guess
but thats is just one path. You can use a custom skeleton too
is tht easy?
I dont really want to make own animations š
its the most annoying part for me
of all
r there standard animations for it too which would fit to this character?
for the standard Skeleton
you can retarget anims from any source as long as you can match bones. Most humanoids share the same hip/spine/arms/legs/neck/head approach, and some have the hands and fingers and toes. But you can skip them if needed.
r there free idle, walk and jump animations which fit for my character?
yes
AND so I just delete my rig and put the character in UE4 and can then set the standard bone thingi to my character?
and it will work fine?
Cuz tht wud be awesome for me
You can either stick your character up on Mixamo and get it rigged with basic free animations or you can give it an unreal skeleton and use the free animations. HOWEVER, those animations are for realistic skeletons so would have way more bones than you require
@brittle badger its good for ue you can off some part of skeleton
I love coding, designing and modelling but animating I hate
so its easy to just remove bones?
also you can redirect
you can do that. I've been animating on and off for 20 years, and I still cheap out and retarget all my stuff because I know where to get the animations. But I can also tweak them when I need to. I also make new anims from old ones using Pose Assets, which really are epic.
I never did tht do I just throw the bones on the character and then it works? Tht sounds crazy
you need to skin it
I do not think you removing bones removing bones its from 3d external software
I do not know i am wuite weak
is tht hard?
But i almost sure its more like redirect skeleton and you can also off some part of skeleton
Its very easy And its created to do this same animation in difrent situation
right?
I was redirect mash and skeleton from difrent 3d character
but they have already skeleton icluded
Good you do not need do much when you have skeleton and animation you can simple redirect skeleton
But creating new skeleton need to be in animation software
So if you have mash i think you need to add some skeleton
first in blender
but I can use the standard UE4 Skeleteon right
Yes
so I dont have to do it in blender
you can apply that skeleton to dinosaur
Good day, does anyone know if it is possible to make it so the cable component in unreal engine retains it's bouncy but is static in during play mode? I want to make a flag line but I dont want the cable moving.
I remember skeleton was created in external software and i do not know how to apply skeleton to something without skeleton
But if you have one skeleton and animation from unreal you can redirect that animation
So you do not need to animate so much
Generally forget for some time and lived for letter.
and wht did @kindred viper said then with Standard UE4 Skeleton I can apply
cmon man dont tag me when im not in the convo anymore :p
sry
no worries
but idk if @jolly cairn knows wht u meant
I just get busy and im all over the show keeping up
you need -some- sort of software to add bones and skinning, whether that's mixamo or blender. You will then need to make sure your bones are set up for UE4's skeleton. Alternatively you can take UE4's skeleton and manually skin it to your mesh, but again this requires 3d modelling software
I think you need to applay first skeleton to clean mash than you use standard skeleton im not sure clean mash without skeleton can be used with ue animation but when you have that skeleton you can do redirect to standard ue skeleton this is good think
For Blender there is Mannequin rigged free plug.
I dont want to make an own bone thingi
I think Jack have right try to create any skeleton from tutorial redirect skeleton is not so hard
https://github.com/enziop/mixamo_converter this is golden. Blender plugin for mixamo
Lokee alternative is wors then use skeleton!
becauses if you not use skeleton you need create animation step by steps from moving mash
yes
you have to go through the wizard
upload a t-pose'd character to mixamo and it'll calculate the rest via the wizard
I dont want things like fingers etc. aight?
Do nto care where to put bones they have some name so you redirect name buy name but absolutly do not care
I have the T-Pose character
If you create to much redirect still will work
white dragon that's, I'm sorry but, that's awful advice
so I use this converter from Marc?
This subject interested me also š so i want to say something
so the pipeline is as follows
Create character in Blender - Upload T-pose to Mixamo - Go through wizard - Download animations and rigged character - import that to Blender - use Marc's link to convert that to UE4 ready
Generally thank you all
ok I have the T-pose character as an FWX right?
wht do I do now
where to upload
how do I get to this menu?
you need to log in
Yes
it doesnt change anything except add a rig aight @vivid narwhal ?
correct, it adds a skinned rig
I did it my character isnt showing up
did you t-pose it
nope
there is this when Im exporting to fbx
shouldnt camera etc be off?
it did work now š @vivid narwhal
sometimes it takes time
but it looks like this @vivid narwhal
idk why its so strange
it shouldnt look like this
this white parts
@brittle badger Materials won't correctly export from Blender to Unreal, at least Cycles, I think it sometimes does a diffuse color though
I just want tht the parts r still right ya know
which part has which material
you know why it looks like this? ^
if it has different material slots, they should show up when you check out the skeletal mesh asset
if the materials are simple, make a master material in Unreal f.e. with a Color parameter hooked into the base color output, a scalar parameter for the metallic and a scalar parameter for the roughness, then you can make material instances of it and copy the hexcodes from the blender nodes into the colors, I forgot if it has to be the linear or srgb code
I mean the pic Ive sent
what is strange about it?
yeah the materials are missing
oh
and one leg is like this / and the other like this |
is there maybe another object in the scene that you exported with it?
no i did just selected export
there is nothing in the entire game looking like this š
is it just a bug maybe?
no idea, never encountered this
š
Perhaps a vertex with no skin info?
but there is no part at this position
looks like you've got an ngon
My usual fbx export settings are:
Main: Selected Objects checked
Geometry: Smoothing on Face
Armatures: Add Leaf Bones unchecked
Animation: Depends on wether you want animations
how you've got an ngon on a model made out of cubes is beyond me
Yea in blender remove double vertices?
Edit->Select All->Remove Doubles under vertices
Edit Mode -> Select All -> Space -> Merge by Distance (in 2.80 i think)
Ah nice
is there a remove doubles button?
It's in Edit Mode under Mesh -> Clean Up -> Merge By Distance
I don't know what caused this though
the texture is gone now
I didnt think it was doubles
why is my texture gone now?
go through the wizard and see if the texture loads when you download the fbx
oh you're still in blender ignore me
so wht do I do now?
Open in edit mode, select all, apply material
At least to the parts you want the material applied to obviously
I did it its still not there
If that doesn't work open it in the UV editor mode and make sure the UV are correct
they r
Just for shits and giggles make a new material and apply it
Change the color
Just to make sure that works
its an image texture xD
Your in blender right?
You made a new material?
but in texture paint its still there
should I restart?
š
What I'm saying is
yes?
Make a brand new material. Unrelated to your existing stuff'
Apply it to your model
Okay
but in texture paint its there just not in shading
So that's concerning, can I see your material window
Forget texture paint
Go into object mode
Set rendering to material
Also make 100% sure to manually save your painted texture
where can I set rendering
yes
Upper right of the 3D view should be some little spheres
yes
It may be worth your time to watch a blender tutortial on materials
it wasnt at material preview >o<
press Z also
so I try it out again in mixamo aight?
No idea
What I'm saying is
Go to your material slot
Take a screenshot of that and post it
So I can see what your settings are
it worked already
š
I said it wasnt at material preview xD
@plush yew now its no longer showing up in mixamo š¦
thanks a lot @crude vessel
;D
Never used Mixamo :/
@vivid narwhal
did you wait for it to load? š
has it given you any errors messages at top of the screen
no?
now it works
but the bug is still there
also in the UV is this / thing
but it shouldnt be there
there is no face for it
I assume thts the issue but how do I find which object is it?
@vivid narwhal
Might be that your mesh isn't compatible with mixamo sorry
and why D:
You can rig it yourself and use mixamo animation. Just following their bone naming convention
but it didnt worked
I'm curious if there's a more efficient way to make enumerators? I'm worried about inputting lots of data and later having to make changes to the order, etc
nope. ENUMs are compile time objects. So you can't even make them dynamically. Unless you do some C++ magic that I wouldn't know how to
you could cheat and upload a spreadsheet
ok got it, I will check out if spreadsheets is a good workflow to use
You want a dynamic list of names?
hi ! how add i those 2 2gether ?
If you can go into detail about why you're looking at enums I can try and help
"Use Attach Parent" (If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.) It might be a language barrier here for me.... but thats "bounds" mean that it also makes use of the Parents variables?
@vivid narwhal look how strange tht looks
I dont want it to make the mesh like this
Use it for prototyping. Until you're able to animate yourself. Like I said, mixamo and unreal's free animations are designed for a human rig, not squares
but I thought I can use them for mine easily ? D:
Easy does not equal good
If you want an easy animations use the free tools available. These are good enough to test with.
Correct animations and you're either going to have to buy animations specific for your mesh or do them yourself.
Luckily your mesh is simple enough to learn animation with
wow but I rigged it and it didnt worked
It worked. Just not the result you desired
@brittle badger set your UV editor mode to mirror mesh selection, then hit the focus camera button (numpad .) ?
Ye jacks not wrong
wdym @crude vessel
Maybe if you mark your edges as hard and sub divide lokkee youāll get something that deforms better
@brittle badger you could just retargets existing animations in ue4
You said you had an unknown object on your UV space
but I dont have one
If I don't know what an object is in my UV space I mirror to mesh selection
You said you did
?!??!??!
Google ue4 animation retargeting
Also check out and see if mister manniquin plugin for blender would work for you?
Maybe rig your character to that and use it to export so you won't need to retargets?
to that?
Humm?
so wht do I need to do now to get nice animations on my character the easiest + rig?
If you don't want to animate
Rig your character to the ue4 mannequin rig
If you can't, rig it close as you can, and retarget
Also keep in mind you'll need edge loops to defom your joints properly
That's a whole nother topic
and do I have to rig myself or can I put the rig in mine?
You'll want to search for low polygon joints
Okay to clarify
You can take an existing skeletal armature
wht r edge loops? bevels?
And you can assign vertex groups to your mesh and assign the armature so it will be deformed by that armature
You can do this automatic but it always looks like garbage but may be a good starting point
so I download the mannequin rig now?
Sec.
sure
https://www.reddit.com/r/unrealengine/comments/e6hloj/blender_to_ue4_free_mannequin_addon_update_12/
I don't know if this will gelp
Maybe you can join the discord
The guy who made it is pretty active
You need to learn how to make your character defrom properly from blender turtoials
Or looking at existing low poly character joints
I look into it
But basically when a animation moves your character, there have to be polygons in the right layout so they can deform without crumpling up or getting all weird looking.
Even a boxy character needs some edge loops to deform smoothly, unless you went completely segmented
so wht r edge loops now?
So if you have a mesh made of quads
And you have a line of edges that loop around the mesh
These are broadly speaking used to easily set up the topology of a mesh to deform properly
Hey, are you able to share textures through Quixel Bridge between users?
?
fingers
its low poly
ik im kidding
xD
@abstract relic lol of course but we both use UE4
Lokkee
I just dont want to use a flash drive
Im soo confused now
You need to figure where your character has to bend
ahhh D:
Then youāre fine
ok and how would I do tht? @crude vessel
This is a very broad topic
You'd need to find some tutorials on character modelings but I'd focus on people diacussionung joints
So your arms can bend without them collapsing
@abstract relic I just dont want to give him textures that i made in mixer through flash drive just want to save me time but not sure if its possible
using bridge to share
Can you experts help me with a question? I'm no programmer, or game designer. But I am an architect & graphic designer. I'm making maps / guides for the game I play and I was wondering if there would be a way to open up the ingame world with unreal engine and export it to AutoDesk 3D studio, or export to a flattened image. Then I can trace overtop of an image that is not distorted by ingame perspective. I have had success extracing and opening up images from the .pak files for other projects.
Basically, you will need to cut some extra polygons at the joints so they can bend, even if the character is essentially a series of boxes
For the pelvis and shoulders you'll need to add some polygons so they can deform without twisting the body up
This is a bigger topic than I discuss here, but for now you can just use your model as an experiment, just make a lot of backups and saves so of you mess up your can go back
ok
I've been doing revisions on my model for months, trying new stuff, don't be afraid to try and fail.
but does it need to be a polygon
The game engine is going to have it be tris
But I reccomend modeling as quads if you can
I'd avoid ngons
I don't want to spam.this channel anymore. aceoil had a question and I don't want to bump him off
https://youtu.be/I13kw6M0jFY?t=160
This is the refrence video timestamp which i am trying to replicate.
How do i replicate the pulling and creating instance mesh of the desired product.
Thank you.
VRAF Planogram Virtual Retail Store Shelf Simulator - Test your packaging designs in a virtual 3D retail environment - See your new designs on the shelf next...
Is this the right channel for that sort of question?
I assume
Are you trying to make a minimap or something
and how do I get the rig now? @crude vessel
I'd like to sketch over top of the game elements in autocad, and then print them out to a simplified version viewed from the top. @abstract relic
Go to that link to Mr mannequin
Go to that diacord
See if that'll work
I haven't tried it yet but I think it may help
Because you can then just retarget existing ue4 animations
You can make new static mesh by combining static mesh in the scene. You could simply use sequencer and render the scene. You could make a separate render channel, add simplified mesh and render that out.
Alright, so it sounds like its possible to do this. Once I get home I'll have to go about opening the world in the unreal engine.
So do any of you work for any big companies?
Or is this just a hobby for a lot of yall?
you will find people who do both here as well as indie devs and everything else
My company is massive. Mostly because I need the room for my head so I bought a tall house.
Thereās several people in here that work in AAA studios (not that theyāre silly enough to publicly declare there employment), many indie devs, just as many freelancer, a couple of epic staff, and probably an army of hobbyist.
The Hobbyist Horde as we like to be called š
And MathewW. He has his own category.
Unclean!
lol š
Some of us are teachers too
Shoot. Forgot about the educators
some are pro gamers too
some are neuroscientists
did not know this
neither did I, but we learn every day
I can't wait to get my PhD and become a Dr. of Games
We have Dr. Death
They got a doctrate in death?
the hardest part is to find a Video Game Medical School that's acreditted
vr medical credentials: good enough
hey, im new here, should i be asking about animations or cinematics questions within unreal here?
okay, well ive been a fan of unreal since i was like 13 modding maps for unreal tournament haha, and as of no i am a photographer/cinematographer wanting to branch to animation and i love the way unreal works
there are specfic tabs for animation and cinematics too
here there tends to be general questions and it moves faster so most people just ask here
okay if i dosnt abuse community guidlines
well, if you don't know which it fits in better, thats what this channel is for i think
Considering what you said #cinematics will be the most interesting channel for your future questions probably
But yeah you can always ask here if you're not sure, just remember that it gets burried pretty quickly because the traffic here is higher than on specific channels most of the time
awesome! I'm also new to discord so its kind of confusing but i see the tab, thank you :]
you can press up to quick edit, this is something i wish i knew early on lol
Also a good way to find some answers sometimes is just to use the search function with the right keywords, I found some great tips sometimes (it's on the top right, you can filter by user and channel too)
holy shit I write some ugly and confusing blueprints sometimes
perfect, thank you guys for your help! really look forward to discussing future projects or whatever is happening in the community, i got really excited when epic bought quixel and have been trying to find ways to incorporate it into a film project im working on
No problem, good luck for your projects ! š
š„°
So I had 3 blueprints doing all the same job... '-_-
ah, its 6 months later time? š
basically I've been "refining" code in 2 different places, and it's been working, but it, oh god it was dumb. very dumb.
Nah not dumb, just class it as a backup š
So are you a teacher of game dev in college or something? @vivid narwhal
yeah college. Begininnig UE4 next week and some theory.
I'm tempted for one theory lesson being "Why do people SUCK at Mario Maker?"
Lmao, I bet you're pretty clued up in this then, I had a friend who did game dev at college, he made a CoD replica was pretty impressive
lol critiquing mario maker
I didn't study it, so gutted I didn't though would be so much more knowledgeable, but I guess now a time good as any lol#
Could've done with a 2 year course just in blender tbf lol
I really need to improve my 3d skills tbh
It's not an easy thing to grasp at all to be honest, there's so many different tricks
Also knowing cross-software skills. I'm fine in 3ds max but useless in maya or blender
blender is the one coz it's free lol
different companies will ask for different things
wait, you're supposed to cover all areas of game dev by your lonesome?
I'm following the tutorial for the first hour of unreal engine. In one of the topics the instructor is able to preview a fire effect without pressing the play button. When I drag on drop the same effect onto my viewport, I can only see the flame after pressing play. How can I change the viewport to display effects like his?
wait, you're supposed to cover all areas of game dev by your lonesome?
Me?
I'm following a tutorial for the first hour of unreal engine. In one of the topics the instructor is able to preview a fire effect without pressing the play button. When I drag and drop the same effect onto my viewport, I can only see the flame after pressing play. How can I change the viewport to display effects like his?
@fathom glade is it a particle?
Anybody has a clue on how to create a data-moshing effect using a postprocess material ???
@fathom glade make sure "realtime" is enabled in the viewport settings
This is an example https://youtu.be/FBjO_7El7uM
@sweet relic Awesome! Thanks! It works like his now.
Hey folks, anyone managed to get a dedicated server build running on linux (and built from linux, not cross-compiled?)
@coral folio you can probably output the screen buffer to a render target so you can reapply/mosh it in the post process
https://youtu.be/zFjLSlTMV2k?t=158 theres kind of lots of ways to do it
Ae there any examples out there I can flow along ? I'm new to render targets/frame buffer @sweet relic
Can I get people's inputs.
I'm (trying to) creating a modular AI that spawns basically random mages, warriors, archers etc.
And I'm wondering how to store all the information.
I'm wondering, can I cause animation montages to trigger off things like line traces and stuff in the montage using the anim graph, or do I need to do that in either the actor or component BP
I'd like my mage class's BP to basically just be "Run short-range attack" then the anim montage contain things such as spawning the correct particle and doing damage traces
@normal burrow any leads ? I couldnt find much around other than the usual glitchy stuff
motion vector video source on top of some other color buffer idk
@coral folio i haven't done that specific effect myself
In this webinar, Technical Artist Matthew Doyle goes through the different post-process effects that can dramatically enhance the visual quality of a scene i...
@vivid narwhal You could trigger particle effects/traces with anim notifies maybe
This week we'll be diving into Post Processing in UE4. Tom and Sam will go over some basics of post-processing before building a couple small shaders, one fo...
Then all the info would be contained in anims
check out those vids they go pretty in-depth with using post process
And your animBP will manage them, if that's what you want
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
there are also some really good courses on post process @ https://learn.unrealengine.com/
I read that I had to put video files in Content/Movies for them to be packaged with the game
Now I imported my video and it juts created a FileMediaSource - is that fine? Or do I have to actually copy the .avi over into the folder
@mossy nymph I cover game design theory, blueprints, and (very basic, aka move-to) AI.
A character artist whos worked for AAA covers 3D art and 2D art.
And another teacher covers level design and 2D art
@vivid narwhal encapsulate all Pawn actions into components, the Pawn should know how to execute its own actions - you should be able to swap controllers with no adjustment to Pawn code
i don't recommend having AnimMontages drive the actual gameplay logic, but they can be used as a timer of sorts (hooking OnMontageEnd to execute the trace)
curious zlo, how much stress does that put on spawning to have everything componented like that
not much, those are not primitive components
but for truly modular AI you want to be able to reuse the action code as well - its where components come in
but for truly modular AI you want to be able to reuse the action code as well - its where components come in
I try and stay conscious of that and how long the gc pass takes but unsure of the exact overhead
but yea that amount of organization is great
AI controller itself should just tell the Pawn what to do, not how to do it
Yeah my other idea was to create a sort of "spellbook" as an actor component that can be attached to the AI's pawn. As long as spells of different spell books have the same event names it should work fine
meaning as long as they share a base class
without the same base, its very error prone, and scales poorly
@vivid narwhal you may want to look into the gameplay abilities plugin
it is pretty advanced but it sounds similar to what you are trying to achieve
Can someone tell me for what the Lerp is?
hello, if someone can help... my project is doing something weird and not saving the Maps & Modes in the Project Settings..every time i re-open the project the game mode get's saved but the DefaultMap get's reset to none ... can someone point me into some direction?
using source control ? or did you use a template from somewhere else ? it's most likely your file is just set to read only mode
!serverinfo
alternative for clamp?
saturate, max, min, ceil, floor https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/ExpressionReference/Math/index.html
Hi there, amb following the SpatialOS tutorial from improvable.io once i have downloaded using CMD unreal. I installed succesfully the SSH. But now when i run the SETUP.BAT file am getting this message. Any idea what can be going wrong? thanksš
@radiant haven you have those textures plugged into the alphas of the last two lerps. is this intentional?
@plush yew check your network connections, firewall etc
it is really hard to say without looking at your setup
it is a connectivity issue though
There is a good chance the cdn is down right now. I had the same hiccup earlier
anybody can ping this link please?
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-3794511-fdda41a8b03d4909b2eb7e47d3317d2b/02659e39c1dbc41b98e65cba6eb918e4c5ccf35d': Unable to connect to the remote server (WebException)
@grim ore i have the same gut feeling
The path might be up for me but down for you
I was able to connect and download the .gz file
had problems previously today when downloading the LINUX CROSS-COMPILATION TOOLCHAIN https://docs.improbable.io/unreal/alpha/content/get-started/dependencies after 2 hours it worked
Yep other people reported they just waited and it worked again
weird couse if i click the link from discord it downloads fine
but from the command shows the error
Do you think i can Jump Over the error? When i copied the error link on the browser it downloaded this new file. Do you see it efective if i skip the line from the bat file? directly to read from the downloaded file, will work?
this is the bat file open. Maybe skipping this line?
mmm.. š¤ i thought that it could be maybe that the SpatialOS fork of the unreal 4.22 was wrong.. but am getting the same result after having downloaded and tested a fresh version from unreal engine of 4.22.. š¤ seems to me a UNREAL ENGINE problem with their server..
would be awesome if somebody could run the SETUP.BAT from another PC if the downloads failes for everybody or just me.. š¤
I want to solve this... The other window always blind main window of unreal. https://forums.unrealengine.com/unreal-engine/feedback-for-epic/20963-feature-request-ability-to-turn-off-always-on-top
Tell us how to improve Unreal Engine 4!
hey guys, i am trying to understand unreal engine. and i dont know the differenace between
pawn. character, and player controller
for me all of them are able to be controlled so what is the BIG difference between them ?
pawn: can not show walk animation
character: can show walk animation
player controller: can order to pawn or character to move
What do you mean by "can not show walk animation"?
what do u mean buy show walk animation ?
so if i have a car this car would better be a character so i can animate it ?
sure. you're right @alpine zephyr
its also not correct
yes. not correct:)
Anyway, Characters are built on top of Pawns. i.e. Characters are Pawns but with more features.
And PlayerControllers control Pawns.
you can freely slap a skeletal mesh to an actor and animate it, doesn't have to be a Pawn or Character for that
"with more features" that is more correct.
so a character doesnt have to be the main player ?
how can i control an actor via network ?
character is just a pawn that has more out-of-the box features working
in my project, camera is main player. because this is strategy game.
and if you just asked what is pawn/character/pc, you should stay away from the network for at least a few months
i am just want to have a good idea
so i can avoid developing bad habits
so if am making an multiplayer game
i would have a master PC that recive the commands from the server
then commands each pawn ?
not even close
look, any answer i can give you would be either comically oversimplified, or impossible to follow without knowing anything about game framework
i think i can follow
You can look at eXis multiplayer guide.
http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf
ok... unreal uses a network authoritative system, where the server (listen or dedicated) has a full authority over all network actors. Each player has a PlayerController, which takes their input and invokes functions/events to handle inputs, those inputs are then sent to the server via Remote Procedural Calls (RPCs), which then server processes and applies the changes. The changes are then replicated to simulated proxies via either variable replication or Multicast RPCs
thanks @dim plover i will definitely read that
You should probably get more familiar with the engine before doing multiplayer stuff.
you shouldn't even try before you can do at least basic stuff with single player
so player controller send infromation to server
the server proccess it then send the infformation to all other players
that was the oversimplified version, yes
but how does the other recive it ?
pretty sure all information goes and comes from the server
yes. but how does the client recive those info. what is the name of the component that hurdles that?
is it the game mode. or another type of actor ?
All NetworkActors (read: replicated) are registered with the NetDriver. NetDriver figures out which Actors should replicate when and in what order. Each Actor also has an ActorChannel. When its time for the Actor to replicate, the changes to it are serialized into an array of bits, wrapped in an FBunch, and sent to all connected clients via their NetConnections. When a bunch is received, its deserialized, all members received via replication are set to a new value, then the replication callbacks are called on that Actor, if any are declared.
except for Actor that is being replicated in this story, none of the objects/classes involved are Actors
or exposed to blueprints in any way
@mossy nymph thanks.
what about outside editor?
does it have input focus?
is it a pawn?
are you checking the log
output log/error log
Windows -> Developer tools -> Output log i think
press the button and watch if something comes in the log
viewport is selected?
The engine often asks me to check out levels I have done nothing too, is there any way to make it less extreme about automatically checking my level files out to perforce?
this works fine for me
try something other than open level
perhaps you have an action bound to L?
it might be esc is just not meant to be used in PIE
I didn't have to set any of that for level bp
yea would try other letters too, if the pawn is looking for L it might receive it over the level blueprint
unless you uncheck consume input
if you are in a pawn, and it is also checking for L hen pawn will eat the input before the level bp most likely. Same goes if L is set to an action most likely.
