#ue4-general
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Quixel supllies material instances which have an option that says enable tesselation or enable subdivision
when i enable tesselation it just deforms the landscape weirdly and no where close to being accurate
I haven't used Quixel materials so I wouldn't know, but deformation should be a result of displacement, not tessellation
Check what the material does
Usually though, tessellation isn't a great idea
True
Im getting an error? Can't launch the engine
What's the error ?
does anyone remember what exactly needs to be done.. to compile with a default unreal that is stupid enough to ask for VS 2017?..
"default Unreal" ?
I installed 2019, but I don't remember having to even have VS installed
yeah, like... fresh Unreal install
It was an L-something error
Which version ?
Workinf now
4.23
PackagingResults: Error: Visual Studio 2017 must be installed in order to build this target.
You need VS in order to package shipping games, or if you have C++, none of these are new. 4.23 should work with 2019 just fine
It doesn't
I had this error before, but I don't remember what I had to do... to fix it
maybe cuz I tried building, and I had no VS installed
I know I only have 2019 installed here ๐
so it was opening my browser
ok, so now..with 2019 installed, it starts packaging, and then fails
Check in your project settings which VS do you have as a target ?
where in project settings??
Try searching in "all settings" for "compiler"
Guys, have anyone worked with Subsystems yet? Is there a way to configure subsystems?
Specifically, two questions:
- is there a way to choose which subsystems are active or not?
- can I expose some subsystem's parameters to set it in the editor (the same as UPROPERTY with EditDefaultsOnly) ?
compiler was set to Default. I changed it to 2019. same error
do I have to install anything with VS?...
or just VS empty
anyone know how i can setup a landscape material that i can enable / disable each layers displacement as well as set displacement amount for individual layers?
If you think Visual is huge, wait until the local Visual Studio database gets past 10GB ๐
which error do you even have?
He posted it above
6.4 GB.... if I don't absolutely have to, I don't want to
ah, it asks for 2017 ๐ weird
I thought the C++ support is if you want to compile VS things, for C++ code, for nativisation...
It is
and UNrela comes without ability to compile? out of the box?
I have no nativisation needs... and my project is BP
There are only 4 or 5 C++ compilers in the world, it's not exactly something you write in a few years ๐
and it installs a whooping 50 GB of garbage... out of the box
well it DOES come with the Linux C++ compiler ๐
IIRC, Shipping builds require compiling a new ececutable for your game
for each version of the engine
you usually want a custom executable yeah
or at least 25+.. I forgot
Are you talking about debug symbols ?
at some point I was having 50 GB, with just one version of the engine
and some 100 GB with 2
mine is at 16GB install size ๐
I have no idea..
I mean, UE4 is a game engine
Visual Studio is a C++ environment
The two are very separate things
sadly
yeah but other engines can..
Nah
not using VS
yeah other engines don't force you to use VS
But other engines have other flaws, too
yeah, each its own
ok, so I'm trying to see with the C++ package... hope it works
UE4 is a game engine for C++ developers, so it works with a C++ environment
but I remember different...
UE4 is also BP development
I don't use C++
I don't speak C++
๐
and I don't like VS at all
you still need it for the final packaging ยฏ_(ใ)_/ยฏ
BP is C++ extended and simplified
VS is fine really
How big would the performance impact be from using 4k textures instead of 2k (FPS Drop?)
Impossible to say
50%
well your GPU will render slower and it might run out of RAM
75% ๐
xD
Mostly there won't be changes between both, other than the higher VRAM cost
Depends on the platform though
yeah.. more loading time too
on a 1660ti?
Unreal games have used 4K textures a decade ago so don't sweat it
which gamers absolutely LOVE
just use VTs ๐
Loading times will be similar actually
That's not a thing ๐
really?
Would i be getting around 60 FPS
Texture streaming ensures you don't need to wait
@edgy moat It is impossible to say, at all, ever. Build your game, profile it, and check the impact.
@copper flicker It's been enabled by default for 15 years
๐ฏ
sucks
loading screens are an opportunity to upsell and display ads
Should Texture Streaming be on or off, because mine is off.
Where ?
Can anyone recommend any ue4 books or other resources, amazon reviews on a lot of books are not very promising
The default is on and I don't see why anyone would disable texture streaming
You'd get terrible performance without it
It's not even a thing in UE4
lol
And it can't work with levels that are any large
UE taps into the ether
Because you'd saturate the VRAM
Plus the loading time would be atrocious
Texture streaming is the default, and the only real drawback is that the first frames of a new scene tend to have a lot of popping in
Which is easy to hide with a short time of black screen before revealing the level, like Remnant does
saturating ram is what it exists for (:
key is to cleverly determine what is available when needed
Saturating the VRAM prevents you from rendering
Yeah i use a fade in on my levels
oh lordie.
anyone know how i can setup a landscape material that i can enable / disable each layers displacement as well as set displacement amount for the individual layers?
And you can't "cleverly determine" what to use when your game works from 2GB RAM/512MB VRAM to 32GB RAM/8GB VRAM
double oh lordie.
look, i've worked with opengl and directx for almost 20 years ๐
That's great news, guess what my job is
discord moderator
alright, I installed the 6.4 GB of madness.. and now I can compile
thanks for helping!
Feedback on making this more realistic?
You're welcome @copper flicker
if I see a house and a midget riding a pig... that's relatable
if I see a bunch of abstract concrete.. less relatable
๐
lmao yup
ฤฐm gonna add a portal in the middle
some subtle effects to give a dynamic feel helps a lot
ok... anyway, yo were talking about realism
@edgy moat that goes into #work-in-progress
a picture doesnt give much
so... try making relatable things, if you want a relasitic look
even if it's scifi
the more abstract you go, the less realistic
specify 'relatable things'
@edgy moat Generally speaking it just lacks coherence. It looks like a video game level with things near one another, rather than a coherent room
ok, so in this case, you could try adding a ton of rubble, ground cover.. instead of just a simple textured plane
ground cover can go a looooong way
๐
๐ฏ thanks guys
That's fine
good age to start on things
@edgy moat I already specified what relatable means.. it means.. making a place that looks familiar, or at least undersatndable
before the brain stops cooperating lol
In general you should avoid flatness in your levels if you're looking for realistic looks
Thats the gun
it's really easy to put a few obejcts together, and make a game level
but it's more difficult, and takes art skills, to make it look relatable
The gun is supposed to relate to the portal, cause its futuristic and mysterious
try recreating a real environment
a room, in a house
you'll learn a lot from that
make the normal room, and then make the ruined version of it....
๐
and only then move on to an alien room
well, do what u like, obviously
but I think you should try some real-world setting first
of course, but how would i go about to blend groun drubble with the floor texture?
oh, don't worry about that
just make grey, non textured rooms
for starters
to learn about shapes and structure
lighting helps
im going to point this out once more. this needs to go in #work-in-progress
Ok
someone in the artsy channels on here can probably give you a lot of pointers on composition and more in-depth stuff
@fierce tulip yeah it does.. but this is a general chat, so I guess anything goes
ฤฐ put the pic in work in progress
that DOES NOT fit other channels
maybe... but the problem with any other channel here, is you can get banned for taking the conversation anywhere ELSE
meaning if you start a conversation about art, and then go into programming
they hate u
O o
in my experience the users are more salty than the actual moderators and admins ๐
while in this here channel... you can have any conversation
The point is to not be an asshole about it
Do your best sticking to the best channel
If people tell you they're unhappy about it, try listening to that
If moderators tell you to, just do it
or make your own ue4 discord with blackjack and boomers
yeah, and I agree that at least.. any art feedback shouldn't be here...
for anything else tho ๐
ue4bruhs
oohh
hm, i need to give this quixel thing a try then
so again, Vader mah boy.. your problem here is that you don't have artwork to fit, and you're not making anything yourself
I would try making low poly things
learn from simple things ๐
better reply to him in #work-in-progress :p
yeah I really wanna be able to make actual good things but Ive been trying years and not gotten far
ฤฐ started in June
I can't seem to get my landscape visible in world composition.
how do I creenshot without geforce?
....print screen button?
If you need tool to make generic screenshots:
Windows snipping tool, Lightshot, Gyazo, Lightscreen, ShareX etc...
How can i stop a particle effect immediately after a certain function?
if ue4 one -> highresshot 1
For a skeletal mesh?
@edgy moat kill them
thanks ๐ is the COALA map plugin any good?
this will destroy the system instantly however...
Is it possible to open blueprints as tabs instead of a new window?
drag the tab into the main window
its as if its weekend with all these odd questions
yeah but it sucks to manually dock the windows every single time..
they are opening in tabs...they just need a window reference to open next one
no tabs opened - > new window
new release, new interests luos ๐
i want a blueprint to open like this by default instead of new window
once you dragged it back into the main window it reopens there i think
i did notice some oddities with the message window persistently popping up like a bad boy but other than that
@pearl sonnet yep it does...if window was docked and closed, it will be opened at the same place
Jordy, look into Editor Settigns and search "open"
Then pick Main Window.
anyone else notice FPS dropping with a new 3rd person template project? Changed nothing in it and every few seconds fps drops to less than 20 or lower for a fraction of a second. 4.24
@dim plover tysm
@dim plover thank you for that information, i've searched the settings but seems i've used wrong terms
hmm...it seems like help is broken in 4.24
@thick herald my FPS dropped in general
in 4.24 it seems my footstep system breaks because there is no way to break the Phys Mat struct from a hit result to get the surface type. is this a bug or is there a new way to do this?
20 fps yes
Consider the first release of every version a release beta
Trying to port to 4.24 (for datasmith reasons), I got this crash, on the off-chance that someone has seen something similar recently ๐คทโโ๏ธ
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:105]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl()
...
[d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```
there are some significant changes and it's a trade-off
works for me, still
(Most probable culprit would be SteamVRPlugin)
nvidias 1060 has a huge marketshare and im on epic settings
its good still
https://store.steampowered.com/hwsurvey/videocard/
lol last time i checked it was 30%+
or so
1060 and lower is still a fat share
ya, seems you can't get any property from phys mat in a hit result, at least on landscape, always returns null from CallFunc_BreakHitResult_PhysMat
i did upgrade this from a 4.22 project to test. i am using a layer blend node, it appears to still use the landscape layer info data in the paint tab, all the phys mat stuff is intact there, anywhere else i should look?
@urban meadow I just checked in my .24 and I can see the Phys Mat output node from the Hit Result structure here
ya, the output node is there, but if i get SurfaceType from it throws an error
and use the result of it
landscape or other material?
landscape material
I'm pretty new to UE and trying to get a feel on how the workflow feels normally. The first question is whether normal, "real", projects take a long time to "build" (a nebulous term to me, as it's not as straightforward when you're doing a build as it is in an IDE/make script). I've been just messing with modifying the template projects, with no real complicated textures and models, and I've never had much slowdown. Even rebuilding the lighting doesn't take that long. But I did have a project where I threw some textures around and I was finding it was taking minutes every time I changed something and wanted it to do a new build. Also, if it matters, I was doing mobile builds for Quest.
@urban meadow that is weird since I get an actual result and an error lol...
lol, mine just gives me my default result and throws the error
yep
So I'm basically wanting to hear from people who have larger programs tell me if they spend a lot of time sitting and waiting for things to compile/rebuild. My friend has been having some horrendous time with it in his Unity learning.
jep, if you mean the packaging process to put it on quest, ya it takes a while usually. doing stuff inside the engine usually doesn't take very long unless it's compiling shaders, those can take quite a while
@urban meadow Yeah, I noticed that bit of it is kind of a pain. One big part of the reason I've switched to using the Oculus Link stuff lately. But that's something that's more obvious to me because it MUST happen every time and can't really happen incrementally like a build does.
@urban meadow And typically, you don't have to do things like recompile the shaders unless you changed the particular object using it, right? Like, if you were just going around changing the code/blueprints for player controllers and stuff like that, or adding unrelated objects that didn't use that shader to the map, it'd never need to touch that stuff, right?
ya shaders shouldn't compile unless you're editing materials or on first load of things
Oh, and in a similar vein, I'm trying to understand how the flow is when you are switching back and forth between platforms. Like if you have an app for Quest and for Rift (PC). When he switches between those in Unity, it takes him LOADS of time. Is that something that is the same in UE? It's kind of fuzzy to me what "Launch" really does. Is that really what traditional tools would call build/make? Or is it actually compiling that final executable for multiple platforms that you have enabled, or what?
@urban meadow well that is a stupid weird change or bug. I havent read all the notes yet to see if it is on purpose. You can get the phys mat from the landscape material itself but not directly from the hit result now ๐ฆ
in unity i believe when you switch platforms, it cooks all the the stuff to be compatible on that platform, like certain texture formats and stuff have to be converted, i believe ue it does that when you package or launch to that platform
@grim ore thanks for verifying, i dunno how to use the new landscape stuff so maybe there's a new pathway to it? or maybe just regression from all the changes
my thoughts were it's part of the new material stuff but weird it would change by default
@urban meadow so it sounds like it wouldn't be all that much better in UE than Unity, in that it'd still cook it all the first time you tried to launch it
looks like there is an option to cook on the fly, but i've never used it
though you'd hope that it'd save the cooked files for each platform, so as long as you didn't change those parts, you could switch back and forth without a big rebuild
in the launch dropdown there is a checkbox
In UE you have to cook for each target platform
VR platforms might be a bit specific vs regular PC
"Launch" cooks your assets so that they work without editor
Also compiles code if any, basically it does the entire packaging process
UE4 is capable of running the game without cooking assets but only with all the editor code running
And finally yes, cooked assets are kept
@cloud cobalt yeah, so i guess you don't really get that for mobile VR, since there's no UE editor running on the hardware
Indeed
in general, would you say for comparable projects, the wait times for various things like that are less on UE vs Unity, the same, or impossible to say because it varies so much from project to project?
Depends on the platform.
On Windows you can basically edit levels while playing
On other platforms you have to cook, which will take time if you changed many assets
UE4 puts more load on developers and less on users, in my limited Unity experience
can you clarify what you mean by "load" in this case?
Waiting times if you will
okay, thanks.
Can anyone test that for me?
help console command seems broken in 4.24 (does not produce the html)
@autumn trout wrong channel?
@next badger didn't generate an html for me either
Yeah this vid has nothing to do here lol
@autumn trout Please keep the conversation on topic. Thanks
I thought I saw someone enable showing the input stack in PIE debugging, but I can't find out how for the life of me, anybody know where to look?
You can go to the Help menu at the top and click Console Variables to create that html @next badger
oh wait... it never actually creates it does it lol ๐ฆ
@grim ore yeah, filing a bug report
some weiiiird stuff snuck thru
hey, question, how to set one member in struct but dynamicly ?
like select but opposite side ?
@grim ore any idea ?
@next badger so this is the change that causes it and I have no idea why it is in there lol #if ALLOW_DEBUG_FILES FArchive* File = IFileManager::Get().CreateDebugFileWriter(*OutPath); #else FArchive* File = nullptr; #endif
@frozen pond There is a set members in struct node that you can use that takes in your struct, lets you choose which pins to change, and outputs the same struct since it is coming in as a reference
@grim ore yeah but i need to set it manually, what if i want to input pick of that ?
oh gotcha, i dont think you can
I guess you could have a select node that takes what you want to change or multiple branches and then just have that one member exposed for that branch
so same way as now, probalby i should create some global function/node(?) for this
I want to start learning how to model for UE4 (character models, world objects, etc). What program would be suitable? Preferably free but paid ones are fine too
the 'free' part narrowed that down significantly
most people would say blender, probably
Blender is a supported free 3d modeling program
Where to start learning ue4? I need something well explained! ๐ฆ
what do you call the points where ripples meet
in the context of like sound waves
do we know when the megajam winners will be announced?
yes we do
https://forums.unrealengine.com/unreal-engine/events/1693865-2019-epic-megajam-results-december-12-live-from-hq if you wanted us to be more helpful lol
@drowsy perch I have been making games for 31 years and using Unreal since version 1 and @grim ore helped me a ton they are still my favorite, quick and to the point about one thing it is perfect!
BTW I turned 50 a few weeks ago so you can have a long career in gaming and not go totally crazy
back when we had a big ue4 skype group we had sarrene, also in her 50's.
im on shader model 5 in preview and not currently playing in editor and i cant build lighting why? 4.24
i sometimes feel old, but then there are people like vex :p
happened when i upgraded from 4.23 to 4.24
I'm not too far off of Vexar in age lol
its good to see people older than me enjoy gamedev
Whenever starting up a game that runs on Unreal Engine, I get an error message that reads: failed to load discordrpc plugin. Im on an HP laptop with windows 10. Does anyone know how to fix this?
It is crazy to me that met Sweeny, Wilbur, CliffyB, American Mcgee and Rein in 1997 while working at EA
The game crashed after i click 'ok' on the message.
@burnt raft something you are making in UE4 or an actual released product?
EA Redwood Shores / San Mateo then later at EALA
i visited the vancouver one a long time ago
an actual released product, the games are Squad and insurgency sandstorm.
Yeah that is a pretty studio so was the UK office
Now you are someone with stories. Anything not under NDA? Or shenanigans ๐ฟ
you would have to ask in their support channels then @burnt raft
I was an odd ball at EA I was a producer / designer / level designer and kept switching jobs
hm okay, but its weird that it happens at all games running unreal
a friend of mine won the ssx competition, and she wanted someone to come with her to vancouver.
and it helped I was already gamedevving :p
Ah that is awesome, I remember when I first saw that game before it was released we were blown away playing it non stop
im so surprised that genre kinda died along with ps2
I remember the old Road Rash team were working on a snowboarding concept and then that came in to view and EAC basicly took a dump on them.
We did the same to the Medal of Honor PC team at EALA, we had 5 guys and beat 40 down in LA and they laid off everyone then I ended up that same team a few years later working on PC MOH using the Quake 3 engine with Ritual scripting system.
lol
@fierce tulip Where were you working at the time?
pfff, Khaeon in Den heague Netherlands
hoolly cow you went all the way to Canada? It must have been love or a lot of lust. ๐
fun story, they went bankrupt a year or so after I left a few months or so after they launched their mmorpg.
and a few days ago I learned they are rebooting the title
@loud knoll hehe, it was quite the experience yes
also, admin luos speaking, we should prolly take it to lounge or carreer chat :p
One thing I wanted to mention is that I did get my project working on 4.24, I had to update my VS2017 and reset the .uproject file back to default and then turn on the plugins I needed.
Shh donโt ruin this Luos
I am DM'ing you
The latest UE 4.24 has raytracing or raytracing dissable options, what is the difference?
lounge is fine too though, some other peeps like these stories.
You had to update VS2017 to 2019 or just a minor update?
Thanks for the suggestions, the start is always hard you know.. I must sacrifice some time to get started into ue4
Good evening everyone
Hey dude๐ฏ
Migrating light ue4?
@edgy halo I was trying to recreate that but that is weird.... When it cant do lighting only due to wrong SM or playing the build menu icon itself is normally greyed out which yours is not. My only other thought is use precomputed/static lighting options are disabled or enabled in the options and I just tested and that would do it (Project Settings -> Engine Rendering -> Allow Static Lighting)
how could i add a camera shake whilst a certain key is being pressed?
does UE support having a different Resolution than your native Resolution?
yo
Is it a wise choice not using .pak when you ship your game?
@edgy moat there are camera shake classes you can look into using. Modifiers you can add to your camera to make it shake
anyone know where the engine.ini file is?
There are a few and it depends on the version of the engine
if using .23 and above you probably want PROJECTFOLDER/Saved/Config/Windows
I found it in the Engine/Config/OS Version
Thx tho Matthew ๐
I can now fix my z-clipping issue
z-fighting*
it just depends on if you want to change the engine config or the project config
I changed nearclip from 10 to 30 to fix my z fighting problem
you can change that in the Project Settings -> Engine -> General Settings inside the project
hello im new here and im currently working on merging two animation projects
the main one in flying and 2nd is dynamic walk/run.
ive retarteget the animations and updated all events and variables from 2nd to 1st one
the 1st animation works fine but 2nd one keeps stuck on idle animation when im moving.
i`d apreciate any help
is there anywhere here I am allowed to post a questionnaire form for research towards a game?
depends a bit on the topic
they are just pre development research questions geared towards shaping the design of the product. This is part of an education course
@honest glade You can try in #animation or post the relevant code in here. Have you walked thru debugging the anim BP to see why its not transitioning?
Is the real time ray tracing only for lighting/shadow effects?
Tip of the day: Trim the project plugin directory for all plugins that are not required for your project to lower total memory for built project.
The Ray Tracer enables raytraced results for shadows, ambient occlusion (AO), reflections, interactive global illumination, and translucency all in real-time.
Thank you, that's what I thought
@grim ore Has anyone got raytracing working with DX11 and Windows 7?
I've got a guy with a phd in optics trying to get me to use it to represent light beams
possibly but not in UE4
Uhhh is anyone else not getting the crash reporter to show on a crash in 4.24?
the Cryengine stuff works on DX11 but it needs win10
I hate to disagree @loud knoll but steam disagreens with you Windows 10 64 bit74.23%-2.00% Windows 7 64 bit18.47%+2.43%
@grim ore yeah i know I will be moving to windows 10 after I can get my new dev machine built when ever I can find a AMD processor to buy
Yeah steam is only one source do a search for world wide usage
sure if we count legacy uses XP is probably pretty high as well but in context of DXR and UE4 I don't think steam is far off
XP dropped a lot over the past few years it is very low now, Windows was still at 36% last time I checked
hey could anyone answer my silly noob question ๐
How can I move an actor in a specific direction? I'm casting to another actor and calling their function, and that says to cast to the actor I want to move, but I don't know how to actually tell it to move... thanks
@solid sierra SetActorLocation AddActorOffset
46% Win10 33%Win7 WINXP 2.2%
I know I am an odd ball I had XP, Vista and Linux in a quad boot setup up until about 8 months ago
that doesn't seem to be working @short plaza
and I don't see addactoroffset, can I not use it in a function maybe?
Hey everyone, I have an animation blendspace for idle-walk-run, it works fine with my character. I have created idle-aim, idle-walk, idle-run animations and imported them. How can I play these animations depending on player speed and IsAiming? (rightmouse button)
@grim ore yeah if i slelect walking main blueprint class its working
but when merge even on default blueprint not working
and yes no errors on debuggin window
You neeed to access your blendspace in the animation graph @merry oasis
I have been trying to work with a state machine, but I am not getting results there either. (will play Aim-Walk animation when right click, but just continues to play that animation regardless of movement or not
@vivid narwhal would I add these animations to the existing 1d blendspace?
what is "idle-walk" "idle-run" actually?
@honest glade what I mean is if you go into the anim bp that handles the animation that is not working you should have exposed variables in the preview section you can adjust to see if it works. If that makes it work (move/jump/etc) then the blueprint is good and you are not getting the right info into it. If that is the case check your blueprint graph to see if maybe you are casting to the wrong class if you changed it.
well,,, I am horrible at planning.
i mean...you can't be idle and run at the same time
you would create a blendspace with idle - walk - run with speed set between 0-100. Then in your animation graph you'd plug the speed into your blendspace
speed is just a name for variable btw
My idle, walk and run animations included head weaving back and forth. The weapon is attached to a socket on the trunk (its an elephant). I want to be able to hold right click and stop the head weaving
@next badger woops, was supposed to be aim-idle, aim-walk, aim-run
I have a current 1D Blendspace that has my working idle, walk and run animations
@grim ore yep animBP is worsking well with all transition and works with main BPclass, and ive updated and checked all variables. still nothing
one more thing if i create new project from zero and try to migrate all again still not working
i still missing something
ofc if you have no plans of making aimoffset
no offest, no
This was a bunch of projects that my wife had to do for her Game course, he didnt tell them until Semster 2 they needed to add all of these things together into a game...
then use 2d blend space
idle-aim | aim-walk | aim-run
idle | walk | run
I am going to play around with the 2d, thank you so much!
you can convert is aim from bool to float in ABP later, plus you will get nice transition between aim and generic one
oh wait a minute could it be a problem with my reference
I have tried mkaing them all into montages, I have the IsAiming IsWalking IsRunning variables set in animbp and charbp. I think it may have something to do with my character bp setup
BOOL variables needed to change states in state machine, but Blend Spaces require floats
so you may make logic inside ABP to convert one in to another
Okay, the blendspace looks good. so do I set up a state machine?
i had one with transitions set to the bool variables
but now i need one for this new blendspace instead
Is there a way to set up the launcher so it downloads marketplace content to a different directory to the main one?
@vivid narwhal you should be able to change the vault cache directory in settings
will that move the existing cache over or do I need to do that manually
I beleive it is just for new stuff, you would have to move but its been a few versions since I used it
you'll need to move that yourself (last time I looked)
@next badger this is what I have
give me a sec Dis I'll show you something
I appreciate it!
@merry oasis you basically want to get to this point in the anim graph. If you follow the official documentation of setting up an animation BP it'll take you there
Did you see the photo I attached?
thanks, wan't sure if I was just blatantly missing something
so do you have a different animation for the trunk not moving than of it moving?
it plays the normal idle, walk and run animation,s but does not play the aim animations on right click
Yes
@pulsar badge will do sorry just woke up and I didnt get notified for some reason
what does your blendspace look like?
My Blendspace is like this:
1 | Idle-Aim Idle-Walk Idle-Run
aim |
0 | Idle Walk Run
0 --------------- speed---------375
Can you stick a Print String in your animation state for the bool to float and tell me what it says?
IsAiming? doesn't know 0 and 1, it only knows RMB pressed and unpressed
Hello fellow unrealers
go tit!
was missing this
well, i had that in there, but it was setting the IsAiming? variable from charBP, changed to default variable and it works now!
What version is that
What does 4.24 add?
UV tools, Poly tools, sky, water, landscape tools
and ofc new cleaner UI
and niagara overview mode
and new project creation tools
no more those pesky vr plugins
Idk what does that stuff mean but ok
water? : O
called Single Layer Water...it renders water in the main pass (not translucency pass)
does it include better waves that don't look shitty when on a large object
in thirdperson character template, my character slows down while turning anyway to stop it?
so the forward vector drops when i press A or D
@vivid narwhal 0 clue, not used one
I'm tempted to use ocean water project when I need water, but a default one sounds promising
@nimble moat are you rotating the pawn or model?
forward vector should rotate with the pawn
its just the standard template for thirdperson
means no slowdown
@vivid narwhal the main difference is the translucency, it's completely different shader pass that new water uses
Anyone worked with trigger volumes? I'm testing something out, trying to hide an actor during collision with the trigger volume, but the actor won't hide. If I change the "set actor hidden in game" node to "destroyactor", then it does work and destroys it, so I assume I'm just using the wrong node to hide it?
most people who made games worked with those
Fair enough lol
try visibility instead of hidden
hidden in game used for debugging/editor (like arrow components, icons, volumes etc)
also, keep in mind, that does not affect collision
I'm trying to better the performance
Would they be rendered anyway after their hidden?
yeap, destroying and creating is more expensive than hiding and unhiding
hiding will remove the actor from rendering, yet it still can tick
I managed to get the trigger to hide it with a visibility node.
"hiding will remove the actor from rendering", so it's worth it to hide them?
Thanks for the help btw
Just making sure xD
this may stop actors from ticking
but you could enable this only externally if it was disabled
since non ticking actor does nothing
So the trigger volume hides the mesh now, but it remains hidden after I leave the trigger
you need to use an "on end overlap"
you have several events
make your life easy and use print screen lol
You can merge visual scripting with C++ rite? or is it either that or that?
@crimson lake yep...it's how c++ suppose to be
BPs are "interfaces" of classes in ue4
So there is no use in learning more c++ is that the case?
use English please
only if you need more functionality than blueprint provides
Oh, there goes my plan for the week
Can blueprints overall do most of the (usual) daunting tasks?
many games made solely on BPs
Ok, I got the trigger to work like I want it to, thanks Alexey.
One last thing tho. How can I have a single node that references multiple actors? I thought maybe if I grouped everything I wanted, I could reference the group in one node, but instead it mskes an individual node for everything in the group
I got everything in the world outliner organized into folders, so I have a folder named "room 1" for example. I'd like to have one node that references everything in that room 1 folder
folders are an editor object and wouldn't have any in-game relevance at all. You would use the Actor Tag or Gameplay Tag systems for such a thing
You want to say, grab all enemies of X enemy class @swift hearth
or just a var. theres a few ways to deal with it. Interface too
?
@kindred viper Thanks, I'll look into that
@vivid narwhal Idk about that ๐ค
Anyway, I gotta go now. Thanks for the help everyone, I appreciate it a lot
Hello, could someone help me?
I'd like to lock two cylinders by their center points to add reverse torque to them and see if they accelerate. Already managed to add the torque but I do not know how to hold them by their own axes.
@quartz tapir add a constraint component
I have just started playing around with UE4, have been helping my wife with her course. I have recently tried to learn to programming (python, java, js) on my own... Is it possible to create a complex game in UE4 with just blueprints? or would I need to learn c++?
@quartz tapir
you can create complex games with blueprints, yes.
it depends on complexity, and target platforms
im having trouble with this error right now while packaging my game
UATHelper: Empaquetado (Windows (64-bit)): Took 7.7017159s to run UnrealBuildTool.exe, ExitCode=5 ```
this thing has been bothering me for two days already i really need help :l
@glossy scaffold actorpickermode is part of editor and cant be included in packaged game
how do i exclude it from the package?
i cant find it anywhere in the game build files...
or any setting that allows me to remove it
@glossy scaffold one of your modules may be including UnrealEd
you need to look inside build.cs files
hello, slackers. Anyone here has an idea of how to set up a car engine sound
if there is any tutorial i would be happy to watch it
documentation on this seems low, or at least im being dumb at finding it
@wispy plume use set pitch on the sound of the engine
or use new audio synth features
not sure any tutorials exist
there is an FMOD tutorial, if you gonna use this middleware
yeah, unreal gives such a nice environment i cant believe car documentation is so low
ill try to figure it out thanks for the input
@next badger How can i track down the moduels that use unrealed?
i just have 3 build.cs files
and none of them specify much
#cpp and #packaging
okay thank you
Discord had an outage
is there a way to render a cinematic with mesh edges?
um...what are mesh edges?
like a wireframe, you can toggle them in the regular editor viewport
show> advanced> mesh edges
Going to guess something like outline. Look into toon shader
ok, how about rendering a cinematic with entire scene unlit?
@frosty heron why would one do that
because I want to showcase the albedo maps
it's odd that these are easily editable in the viewport, but not for the cinematic viewer
edit every object in the scene?
so, cinematic uses game mode to capture, so you can only use things like PP
if my screen was 1920x1080... I would use obs to record directly :P
ah lol
wait you can do that
dont record your screen
Just use the editor in full screen
and use obs to record a that only
like this
My obs is in french sadly
but I think this might help you
click here
and choose to capture a game
here choose to record any process in fullscreen
and simply open the editor, go into fullscreen and click on your recording keybind
as long as your output is 1920x1080 it should be good
don't forget to hit f11 and crtl+shift+t
^^
yeah, I've messed with obs before, wasn't that happy with how it chops the edges of the screen off xD
this should work for you
I always use obs for recording, if you need help feel free to ask
I'm trying to create some demo videos for the shoreline generator I built for the film jam
that's pretty cool
i've asked on #cinematics ...maybe there're some hidden options
I suppose most game artists use marmoset to do this sort of showcase stuff
but I think unreal could be really great for doing breakdowns of special effects
@grim ore hey thx bro, found the problem, there was 2 Delta and 2 Tick events wich is duplicated with another name.
@honest glade oh that's a weird one but yay!
I think they need to fix the datasmith issue so you can build no errors and get all confused in the Engine Build off the Repository
Wasted all day trying to figure this out
if i want to set the LOD distance step manually, how should i choose the digits for it?
https://www.youtube.com/watch?v=li5qraDIZIM could watch this but i think you set numbers in and zoom in and out in the preview to see what lod is active
Its in the documentation that I linked you to yesterday: https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/LODs/index.html
For the purposes of this demonstration, we are going to uncheck Auto Compute LOD Distances. Once you have done that, find the Screen Size value under LOD1 and change it to 0.01. This means that when the cube mesh that we have in our level takes up less than 1 percent of the screen size, our cube will switch to the mesh you imported as LOD1 (In this example, a sphere.) We can also change the material for each LOD, as well. Just to further demonstrate the power and usefulness of LODs, we will change the material of LOD1 to M_Metal_Gold.
How To Create and Use LODs.
Did the node Material Attribute Layers get replaced by something else? I'm trying to create a layered material stack
lol
depends on if you mean attribute material, material layers, layered material or material attribute layers
i don't think the last one exists though
I was following along to this tutorial https://www.youtube.com/watch?v=N2S5D6ikFIM
Follow along as Arvin from GameTextures demonstrates the super simple process of enabling Material Layers inside of Unreal Engine 4, update 4.19. This is par...
What I'm talking about is about 1:25 in
that node he's using doesnt seem to exist in 4.23
i'm betting earlier in the video he turned attributes on?
i'll double check
weird yea I did that
i know they deprecated one of their layered materials or material layers things
We're excited to announce that we've added support for Material Layers in Unreal Engine 4.19 as an experimental feature. Below is some basic documentation to get
its confusing because it sounds like it got shelved, but idk those last pages
i'm not sure what the person is doing in the video there
but with material attributes you can do a similar thing with material functions
yea hard to say, maybe its an experimental engine plugin?
ah do you have the node now? (may take a editor restart)
aww its in 4.24 now
Sorry to interrupt you guys. I have a weird question. If I put a piano in my game and make certain songs do things in game, could I get in legal trouble if the notes players need to play are copyrighted songs? I don't have the actual songs in the game, players would just have to play a few notes from that song. Ideas?
I guess they took it out of 4.23. Thanks for your help
don't have 24?
whippy, if you don't own it you'd be best to use public domain things.
I do but was sticking to 4.23 for now since I use megascans alot for my textures and its not updated yet
if someone says otherwise, it's their interpretation of the law. I don't think there is precedence for responding to music played by a player which has copyright
I know but I'm not really using it. So for example in my christmas level I want players to play the first few notes from "frosty the snowman" on the piano, then the door will open. I don't have the song in the game. I just have individual piano notes.
theres not really a yes or no whippy, if someone feels they could win in court they will argue against it
it'd be a risk you'd have to evaluate
if your specially telling them that is what they need to play I.E referencing the copyright material in your own work i would imagine that is a no go. But for any legal questions ask a lawyer from your location its your safest bet
or just use things you have rights to lol
I think I'll just stick to the Public domain christmas songs like Jingle bells lol Forget Frosty the snowman. I don't want any risk or legal trouble
hahahahaha let me just edit that hahahaha
lol
I think jingle bells is but I'll have to research some more
yep it is, according to the internet.
Nice! ๐ Thanks for the help. It was kinda a weird question lol
hi guys, sorry if this is borderline nsfw but trying to get breast physics working and I'm at a loss as to what's causing this
this is what it looks like without simulation
I assume there's something colliding with something in a bad way but as far as I know I've disabled everything
Boobs are too big and perfectly spherical for some reason. If you want real-world boob physics, make `em realistic shapes first.
Put bras on it
Will be no longer nsfw, and will hold them together.
Soft body physics is called btw
they're physics bodies
That's different.
I was talking to Victor
?
What's one have anything to do with the other
Flex UE4 branch available here: https://github.com/NvPhysX/UnrealEngine/tree/FleX Flex 0.9.0 SDK available here: https://developer.nvidia.com/gameworksdownlo...
dang those octopuses are cool
In the first tutorial on how to use Flex in Unreal Engine 4, I will go over the proces on how to create a rigid body object a soft body object and cloth from...
Shoot! I want some of that floppy Bacon! hahahahaha
Flex is cool and all until you remember that it's hardware exclusive.
Maybe Chaos will finally bring soft bodies.
has anyone ever run into widget animations not playing at the commanded speed?
I have an animation that clearly takes 3 seconds (a countdown) and it seems to go at about 1.15% speed inexplicably
nevermind, it was because I was experimenting with a fixed frame rate. UMG uses real time for animations so they were unaffected.
Hi guys,
someone knows how I can turn on all connections in the material editor again? working on 4.22.3
Hey all.. does anyone know what causes this kind of lighting
its like further objects are more lit then closer
@humble ridge are you using a heigh fog?
yeah i am
This can cause this issue
Yes you have to adjust the settings of the fog a little. can you show your setting for the fog
alright give me a moment to reproduce it
thanks man ๐
heres a gif
Also my horizon colour seems to be white when it should be black
thats my sky sphere
yes this white color is from the fog.
ahh yes it is
thats horrible haha
how do i remove that
i will make the fog dynamic eventually but yeah would be awesome to understand how it should be setup
So to do this you will have to add a cubemap into inscattering Texture tab of the height fog
So you would choose a fitting cubemap to your skysphere, and then you can adjust the color of this texture to render it darker.
i see
But this will override your fog color
It would have the color of real fog (grey-ish)
You can turn the texture black with the color tab.
Or you need to see if there is a texture fitting to the night scene
GetDeviceID is different when game is builded with source engine, and for example if is builded for shipping (for google store) , can i trust to this ID that is going to be same if i update source engine version and create new shipping build?
Thats alot better thanks @undone cape ๐
Now its 2 dark and i need to fix it haha
much better ๐
So you can increase the density a little of the fog, or add maybe a second fog layer
Looks pretty good ๐
So I would decrease it a little again, and brighten the skylight a little.
yeah i think you are right
Im going to add a moon so ill do that before i go any further
to see how it affects the level brightness
If i wanted to do a rpg-typed shooter with weapons that has stats etc like borderlands, whats the easiest way to implement that? baseWeaponbp and create all subclasses like sniper, shotgun, pistol as child blueprints? also should i do damage calculation via weaponBP and pass to the projectile the information?
Hey guys,
So recently i started out with C++ and Unreal, i'm fair new to programming overall tho, and i'm following a programming course on Udemy, but it is getting a bit dry after doing that constantly, and i would like to get started on building stuff in unreal tho xD
Has anyone some proper resources that i can have a look into?
Just start doing stuff then
basically think if something you want to achieve.. something small
like adding a component to a character that does something
research how to do it and do it.. then move onto the next
only way to learn properly
I see, just take it step by step right
I started out playing around with some models and adding stuff to it
@dry sierra So I can advise you to start with Blueprints in Unreal (even tho if you have c++ knowledge), bcs its faster and you will be able to learn the unreal environment faster.
Also true
also you will get the idea of how several functions are working in Unreal without going through plain documentation. It will be more fun than reading
Maybe make some c++ base and then create child blueprints and work with them
so you can do both
visual scripting is faster
Ah yeah that's a clever one, in that way i learn to do simple stuff in programming and able to use what i learn on the courses, and turn them in to blueprinting
well, not every script has to turn in to a blueprint right?
You should start with Blueprint to get an idea of how the engine works
No of course not, you can work completely using cpp. But i think most people like to do custom stuff in cpp and do the rest in BP.
@tiny prawn this feels like a nice light intensity on the skylight
Can i change the fog colour?
with that texture
i feel like it needs to be more white
@humble ridge well I think you cannot. What cubemap did you use?
Thanks for the tips @humble ridge @undone cape @cloud cobalt โค๏ธ!
oh wait
i think i can change it
there we go
thats nice
volumetric fog colour
Albedo
oh thats nice
yeah looks awesome.. thanks for your help man
getting silent hill vibes there :D
Your welcome
pretty much exactly where i wanted it to be for now ๐
Yeah going to add some dynamic behaviour to it soon
is anyone having undo not working on material instance parameter changes in 4.24? I've recorded this behaviour https://streamable.com/ggjxz
@dry sierra the other benefit of starting with BPs is that many tutorials and simple problems are often discussed in BP space.
BPs are limited but imho faster for exploratory development, like when you start building your own anim bp and wiring it to the character actions. As you work a lot with co-dependent assets and see results only in editor it really helps to avoid compilations and re-opening is the editor.
At the end of the day, porting any BP to c++ is straightforward, so you are not loosing anything.
@vale osprey Thank you ๐
Gentlemen, I'd appreciate it if you could help me with one thing.
I want to do face and body animations. I even have a Perception Neurone suit and Kinect equipment to work with Ipi soft.
I can do body animations, but how do I add facial animations to them?
Please give us some advice on how to make a low-cost decision.
How can i get transparency to work for a png image?
GetDeviceID is different when game is builded with source engine, and for example if is builded for shipping (for google store) , can i trust to this ID that is going to be same if i update source engine version and create new shipping build?
@cloud cobalt how would i go about doing that?
You should explain what you're doing first
ฤฐ need a image of a stickman running for my HUD but i dont want the background, ฤฐ just want the stick man running
In this particular case you don't need anything more than a single-channel "alpha" texture in UE4
So ฤฐ must create a material out of the image (texture)
Just import a grayscale alpha mask, create a masked transparent material, use a solid color for albedo and your texture for opacity mask
25% less memory use than a transparent PNG, same result
Alright, thanks
I encountered a bug in 4.24 where the landscape doesn't work if you try to use the new Landscape Layers system with Raytracing enabled. I submitted a bug report and I'm waiting to hear back - but wondering if anybody here ran into this issue?
Hello everyone, I suspect that my question would be appropriate for the CPP section of this Discord, but I also consider it to be abstract and general enough to ask it here. Can someone tell me what is the relationship between the CDO, UClass and StaticClass. I tried reading source code, but couldn't quite figure it out. Are functions like GetClass() and StaticClass() interchangeable?
anyone else had big trouble with 4.24 landscapes? flickering and smooth & flatten not working correctly?
Explanations of the basic gameplay elements, Actors and Objects.
@cerulean nova Thanks, already read that. Perhaps I'm confused. The UClass is a class generated by the reflection system which contains all kinds of useful data. The CDO is contained within the UClass. The function StaticClass() returns a UClass*. Does StaticClass() return the same thing as the GetClass()? I will debug it.
@cerulean nova Do you have Raytracing enabled?
@shadow pawn No it wasnt light flicker it was visibility flicker ^^ and the smooth and flatten tool set the whole landscape down in a square form below the "created" height...super weird ^^
I just tried to reproduce with a blank 4.24 project - no issues here
hmm interesting...
i mean its still in Beta so.... who knows ๐
i would have liked to migrate my project but ill better wait for now ^^
so today's dilemma..
let's say I wanna spawn George..
and George has a small.. ehm.. hat. and a large hat
how do I pass this value to the spawn Actor
so I can decide beforehand which hat spawn with George
?
I'm trying to avoid making 2 georges.. and then spawning one with the correct settings
is this possible, or am I thinking wrong about it?
separate hats. attach them to george, as needed
Anyone else having trouble building 4.24 with Chaos?
@thick herald the problem is that the hat is not an actor.. but a mesh, in a large array of meshes
and I set mesh
Create a base class of "Hat"
Have it have a Mesh component
On the George class, have a "Hat" variable (array if you want) that's of this new Hat type
Set it to Instance Editable and Expose to Spawn
In the Begin Play of George, spawn each Hat class and attach it to his head
I can't spawn each hat
because this story is not really about a george and a hat
it's about modular world building
the george was just a simple example

haha
ok, so in reality.. I need to spawn ground elements, of which I have many
that too
so I have a spawn actor that loads randomly from a large array of meshes
with set static mesh
and then adds collisions, so on
I could have a different actor for each ground type
that goes with a different world
but I wanna have one ground actor in all
that is like a hub actor, for all ground types
only.... the problem is I don't know how to spawn it
it would have to have a selector
and chose ground type based on a selection
and I have to pass this selection to the Actor Spawn
O o
Is your game singleplayer or multiplayer?
single
Try spawning the ground from the Gamemode class
Get All Actors of Class "Ground" and if Length is 0, spawn one
but that's just something different
also.. my ground is not an actor
it's a mesh
that's why I set mesh, as a way of loading a ground element
I don't know btw.. if this loads all the array
O o
I hope not
it doesn't seem to be slow
If the meshes are simple and don't have many and/or complex materials, it won't seem slow
I load my world really fast for now, like.. almost instanly
the meshes are huge
I mean they are ground elements, and come with a ton of stuff
but only polys, shading is simple
one texture for the entire world
๐
Yeah, if you try to have a complex material for each mesh, things will be slow
I have no need for that
so anyway.. what I'm trying to do is impossible?
I can have individual georges, each with its own array
I'm kinda not understanding your use case tbh
well, that's why the simple example in the beginning
george has two meshes. only one needs to be set.
in fact no, haha...
George has two arrays of meshes, and he choses randomly from the array
but I have to tell George which array to chose from
and that is done in a spawner, so in a different object
Then move the mesh setting to the spawner?
not possible
I mean .. the idea is that all the information about hats is on Geroge
and I only wanna pass George the info about which world he is in.....
maybe I can do this inside George
O o
so if he is in Blue World, he spawns a blue hat
so on
Are your worlds divided in squares or in weird shapes?
Hmmm
hah yeah.. I mean let's say george spawns on an island. and another george spawns in a cave.
One way would be to calculate the world off of George's current location
the two georges have to automatically, or manually.. be set to spawn a different hat
based on where they are
and the island and the cave can be inside the same level
Alternatively, have a "zone" plane on the world object that's way below and has a custom collision type like "WorldType"
yeah.. that's possible
On George, multihit trace down, then for each hit get the world type
And based on that combine arrays to randomly choose 1 from
Or even better
If it's 3 worlds overlapping and you filter them through with the multihit
they will not overlap
Then you don't even need a multihit trace
Just trace down from George or have a calculation based on George's location
I worry about one thing tho.. what I asked before
how do i make it so it does not just make block files and fits the terrain fine?
if george has 100 arrays of 100 objects each..
and only sets mesh to show 1
am I loading 10000 meshes in memory??
That's why I'm saying you should load using soft references
what do you mean by that
I use those for mod support, you should be able to for things already in the game
Soft class example
But you can do the same with things that aren't a class
Yep
and that would make a difference...?
It wouldn't load them immediately
as opposed to using obj ref
Soft classes are generally used for things that can be used
Obj references tend to be loaded in memory
hmmm... I have to test this
Also soft class loading helps with not creating a massive lag spike when loading something new
because, again, I'm not spawning 100 actors, I'm spawning ONE actor that has 100 static meshes inside, and choses 1
You probs won't need all 100 of them loaded, so use soft references
I will try and see
StaticMesh'/Game/ThirdPersonBP/Meshes/Projectile.Projectile'
This is an example of the reference you'd need
if you have the normal hard reference it loads all the assets in to memory that are referenced in the blueprint at once
if they're soft references it will only load it when you request the asset for use
I don't get that part, where I have to point to a text path..
You're telling the engine where to search for an asset
When you right click on an asset then Copy Reference, you get the text I pasted above
can't I just drag n drop a bunch of meshes in an array?
Using that text you can add into an array for loading later
Instead of referencing the mesh
hmmmmm
but if he's doing it in BP
it clearly does not work with drag n drop
he can just use a Soft Object reference as varialbe type
yeah I'm in BP
Yeah, I use text since I'm doing additional magic to allow modding
But for content that's already in-game, you should be able to soft reference the mesh directly
All of a sudden my furniture meshes are not visible - they are still in world outliner and nav mesh still responds to them and I can still see them when rendering player collision......but they're gone from normal view
