#ue4-general

1 messages ยท Page 600 of 1

exotic cave
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Unity refugee here. I finally can't take their graphic engine anymore.

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So I'm in the process of porting over about a year or more of texture work.

storm venture
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In some specific cases, an asset can be "reimported", which will of course not work if the original file was deleted or moved

exotic cave
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Well I mean - for material packs on the Marketplace, is it better to include both?

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I'd like to not add the extra gigabytes in space required, but I don't know the ecosystem well enough yet to know what other devs like to have.

storm venture
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I've seen some content creators include the source files in their marketplace packs, but some others don't bother. Personally, I like to see the source files included in a separate folder labeled Source or whatnot, but UE4 allows us to export the .uasset back to a normal format for usage outside of the engine

exotic cave
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That is super useful, thank you.

storm venture
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No problem, and welcome to UE4 ๐Ÿ˜„

scarlet birch
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You can't always guarantee the export from the engine will be exactly the same. So, you might want to keep the source just in case.

exotic cave
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I will always keep the source in my master files, it's just the size of the download I'm worried about for end users.

scarlet birch
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Ah,

exotic cave
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This is a set of diffuse and normal maps for over 50 terrain layers.

scarlet birch
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You shouldn't have source files in there, unless as said above it's an asset you're selling

storm venture
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I believe you have the option to include .zip files in the marketplace pack if that helps

exotic cave
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They're 2k textures, all have both diffuse and normal, so it's several GB just as is.

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I mean, I have more maps than that for all of them, but have found terrain usually is fine with just the two ๐Ÿ™‚

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I might just distribute the .uassets and see if I can integrate a supplementary download for licensed users who want the source files too, that would be optimal but could be hard to set up I suppose.

scarlet birch
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I only half read. I can't see most people wanting the source files in your case. I doubt it's worth the effort.

exotic cave
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UE kind of feels like a breath of sanity

storm venture
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I suppose you could omit the source files and state on the product page that source files can be obtained by emailing your support email with a copy of your receipt? I've seen some creators do similar things to that before

exotic cave
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It's a sound idea and I'll explore it!

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Mostly I have to get everything ported and tested first. ๐Ÿ™‚

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Also, I can't seem to find the default Landscape Material mentioned in the tutorial, is there an easy way to find that somewhere online or whatnot?

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I've been able to set up my own small multisplat material via the tutorial but would like to actually see the default best practices one.

upper iris
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4.24 have a collision bug?

abstract relic
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The lovely checkerboard? Itโ€™s in the engine folder

fervent sigil
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sort of following question from before: when you create a "skeleton" for the weapon (or rather, a single root bone from what I've seen),
where should I place it? I can see many weapons put it at the end of the hilt, I thought to put it at the beginning of it though. Does it even matter?

storm venture
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If it's not in the StarterContent folder (included when making a new project) then you could check the Learn tab in the launcher, they might have a copy of what you're looking for

abstract relic
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Basically where ever the pivot point needs to be

fervent sigil
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yeah I know that, trying to understand any reasons to want the pivot point where I've seen it.

storm venture
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@fervent sigil I prefer the pivot of weapons to be where you would hold it

scarlet birch
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Middle of the grip, and put that at origin.

abstract relic
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At the tip of the hilt? Slap that person

fervent sigil
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lol

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middle of grip (=where you would hold it) make sense I guess when you think about rotations. I think anyway ^^

abstract relic
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Yep

storm venture
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that spot is good because when you attach it to the player's hand, you zero out the location and it will snap to exactly where it needs to be

fervent sigil
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btw is there a way to create a skeleton from the mesh? or do I need to create a bone (even if just 1) in the blender app?

abstract relic
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Always with the good questions

fervent sigil
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Is that sarcastic? sorry for that if so :S

storm venture
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i know you can create sockets on a mesh, not sure about skeletons though

abstract relic
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No. Genuine. Technically no, you donโ€™t need to.

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So long as thereโ€™s an armature

fervent sigil
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oh cool, thx then ^^
And I might be confused but isn't armature the bone hierarchy?

abstract relic
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Never tested it myself, take it with a grain of salt. The armatureโ€™s coords becomes a bone

scarlet birch
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If you're going to go to all that trouble take a look at the docs first and the static mesh pipeline stuff. You can go ahead and add sockets or whatever at the same time.

abstract relic
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If you have that disabled it (should) complain about zero weights

fervent sigil
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"all that trouble" - if you're referring to using blender, I actually made the weapon in there so it isn't much.
And yeah I'm aware of that actually, physics meshes as well ^^ but thanks ๐Ÿ™‚

abstract relic
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Itโ€™s a good question

fervent sigil
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High Tide - I'm not entirely sure what you're talking about. I have only the mesh, and I want to create a skeletal mesh, without adding any bones (it's not really any trouble, I'm just trying to understand if its' possible). You said it is, but I need an armature; what does it mean then?

abstract relic
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Bones are just points. When you look at a rig, itโ€™s a visualization of those points

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But what differentiates a skeletal mesh is the influence of those points. Vertex weights

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A root bone has 100% weights with all other bones fall under its hierarchy.

scarlet birch
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A root bone has 0 weight

abstract relic
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If you set the armature as the root, unreal will treat it as a root bone

normal burrow
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yea it maps unweighed vertices to root. root will have weights in that case

abstract relic
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Noted

upper iris
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Guys how do you do custom collisions for meshes having Windows??

fervent sigil
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well.. yes, but when you export it into fbx it's put into it's "bones" section (I'm just assuming, I'm not aware of the format), together with the influences you're talking about, so on import UE knows it's a skeletal mesh and creates one accordingly

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"if you set the armature as the root" isn't armature the hierarchy of bones? if I don't have to create it in the modelling app, where is it? or am I confusing it with something else?

jolly steppe
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Hello everyone. I'm new and have a question about Unreal Physics assets.

plush yew
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I've made a stamina system for my game. When the character sprints the stamina goes down. When it goes to 0. My character will walk and when that is happening the value will raise again. And my charter will be jogging again and will be able to sprint. I have no idea how to turn this into UI can anyone help?

honest rune
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Is there a token such as {Version} that can be used in the Project Displayed Name value of project settings? I'd just like the window title bar to include the build number without manually specifying it each build

plush yew
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Private dms are fine if chat gets cluttered so please msg me

abstract relic
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Heh. Not quite understanding your confusion. Generally the armature gets removed as root bone, with some authoring. Hence the original stipulation.

normal burrow
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msh if you tried it, you'd understand it

plush yew
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I am very new to unreal just started today

abstract relic
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Tldr: If thereโ€™s no root bone. Unreal will yell at you. Root bone tends to be the origin point of armature unless you set it otherwise.

jolly steppe
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I'm having an issue where I can't shrink the physics asset any smaller for this character I made. I made her in Blender. She should be about 5 foot 4 inches. Is there something I'm doing wrong when exporting?

fervent sigil
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@normal burrow mm I'll try and report back in a few minutes then, hopefully I'll understand everything

honest rune
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Is appending the version number to the window title at runtime the only way to automatically include the current version number in the window title?

fervent sigil
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@normal burrow I just did, and the only warning I got is about the size of my bones being too small. Which I understand, although daggers are small it's not my fault ๐Ÿ˜› but I assume that isn't what you were referring to.
Or did you mean something else when you wrote "tried" ?

normal burrow
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what hightide said, you make an armature and parent the mesh to it

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then export

fervent sigil
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if by armature you mean a single bone then yeah, that's what I did. it works great (at least the import process).

bitter iris
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Could anyone help me with this "Assertion failed: LODIndex >= 0 && LODIndex < 8"

river magnet
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does anyone know how to port multiple projects together

plush yew
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hey guys, what is lifetimereplicatedprops ??

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what is it used for?

river magnet
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idk

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any map designers out there give me a dm

jolly steppe
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Anyone have a solution to my issue I posted above?

zealous cloak
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If I had an array of vectors to ensure a location doesn't get used again, Would It be quicker to line trace and detect an object versus check the array at 10,000 or say 1,000,000 members

remote tide
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I'm getting "failed to save" on everything in my project, anybody have an idea how to fix this? It says nothing else so no clue what the problem is

scarlet birch
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99.9999999% of the time the project is open in another editor instance.

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But, guessing you already figured that out.

sleek spear
swift spindle
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if your landscape is massive... yeah unfortunately.. especially if you have a lot of exposed params

remote tide
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@scarlet birch I don't think so? I only have 1 instance of it in task manager as far as I can tell, if that's where it would be

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I've also realized its only certain folders in the content browser that wont save

sleek spear
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@swift spindle but i dont remember such numbers before 4.24

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unless i dont remember correctly

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and the compilation of so high numbers happens quite often i think

blissful trail
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cos u can place blocks inside of blocks

swift spindle
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@sleek spear yeah... just did a test between 4.23 and 4.24 .... its quite a lot worse in compile time...

pallid talon
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Does anyone know where I can download the GPU rendering for 4.24?

sage tree
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Is there a way to change what plugins are active by default in UE4? I really dont want every project starting steamVR.

spice canopy
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@pallid talon do you mean the GPU light building?

carmine garnet
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why would anyone ever use a capsul collider

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seems so not worth it

dark rune
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@carmine garnet why is it not worth

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Is it not rather convenient in ensuring players don't get stuck on each other

quiet token
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Bug Fix: Fixed a memory leak in Instanced Static Mesh reported from UDN.

normal burrow
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Good job

quiet token
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anyone else spend so much time wondering why their instanced meshes take ages to bp compile despite framerate being high well there u go.. time to upgrade

carmine garnet
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how do i use unreal engine

normal warren
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alt-f4

honest vale
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I concur

nova jewel
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^

honest vale
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basically: google it yourself instead of asking low effort questions like that

ruby robin
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Guys, is it possible to set asset thumbnail from a texture asset?

tender flume
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38k..

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omahgawd.

fervent sigil
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Is there a regular schedule for epic live training or a place where they announce it some time before?

vale bison
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can I discuss the problem about the component here?

supple totem
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hey all, how do I draw debug on a two bone ik node? Checking the debug box doesn't seem to do anything. I assume there is another step?

plush yew
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Hi! I want to know in which ways am i limited if developing for mobile platforms? can i use fps or tps or any other assets from marketplace? is there a limit for character animations? thank you for your answers

drowsy kite
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Hey guys, I have problem related to coordinate system.

I want to rotate a sphere on a axis.
i am making axis , by taking unit vector between two points , and angle is being calculated by taking the direction of those two point and taking a dot product , from i can take angle.
I want to set the rotation to sphere, problem is , I am not able to compute to which axis rotation should be applied,
Like in some cases yaw becomes pitch , and in some cases yaw becomes roll.
it all depends from which position i am trying to rotate the sphere.

Basically we are trying to create a Globe , which can be rotated using mouse , in any direction.
Need some guidance.

thick herald
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I know next to nothing, so this probably isn't a thing. Use world space instead of local, so the axis always remain true?

hard quarry
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Can I use a procedural mesh for a spline mesh?

jolly steppe
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Hello, I've been trying to fix this issue for a few hours now. I don't know what's wrong with the physics asset on my rig. I'm trying to scale the capsule on her head down but it won't get any smaller than it is.

thin tendon
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Does anyone know of a solution to the limited number of texture samples I can have for a terrain material? I would like to use a lot more then the 15 or so unreal limits me to

digital anchor
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set textures to shared sampler @thin tendon

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@jolly steppe you probably exported without 0.01 scale

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find a blender to unreal tutorial it will explain better

jolly steppe
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oh a problem I did in Blender then? Alright, I'll try to fine a tutorial.

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I followed one and thought I did everything right ๐Ÿ™ƒ

thin tendon
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@digital anchor thanks mate

plush yew
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does anybody here know why i cant call a cast to a certain blueprint?

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no idea what could be the issue

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weird, i fixed it be recompiling the bp

drowsy kite
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@thin tendon you can share texture samples , just change texture property to shared or wrap.

plush yew
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Is there is an offline installer for it

drowsy kite
plush yew
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Is there is offline installer for unreal engine

runic iron
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@jolly steppe When exporting animated assets this is what I do in Blender:
-Make sure you applied scale and rotation (ctrl+A in object mode iirc)
-in the scene settings put units to meter and the scale factor to 0.01
-when importing in UE4 choose a scale factor of 100

jolly steppe
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Now I think I have a new problem ._. Do I have to redo my animations because I set Units to .01?

runic iron
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Btw I'm not really familiar with physic assets but can't you select the capsules and scale them in UE4 ?

jolly steppe
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Yes, but they were too big and I couldn't scale them down

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well

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I guess they were too small technically

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but I got that fixed now but it seems like I have to redo animations

drowsy kite
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@jolly steppe it seems like you are using cylinder physic assets. are you changing the size from primitives ?

runic iron
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Did you put the 100 scale factor when importing the model in UE4 ? @jolly steppe

jolly steppe
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I don't think so.

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no I didn't @runic iron

runic iron
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Cause if you have blank anim files that's probably the issue

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Your models are too tiny

drowsy kite
runic iron
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Ok try reimporting with the 100 scale then

drowsy kite
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@jolly steppe are you doing this ?

jolly steppe
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I've just been clicking import all and leaving everything at default.

runic iron
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When importing there's a "uniform scale parameter" or something like that, default value is 1
Put 100 instead if you chose meters + 0.01 in Blender

jolly steppe
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but the physics asset stuff fixed after I set the unit to .01 and scaled them up

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oh, alright, I'll try that

lapis vine
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Heard that 0.01 in Blender is not good for certain uses like simulation/physics etc. Have you tried to use Unit of centimeters?

jolly steppe
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I just want to do this stuff the right way : / I don't know what the right way is.

runic iron
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This worked for me so far

lapis vine
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Yeah, I know... ๐Ÿ™‚ Saying that the 0.01 solution is frequently used.

jolly steppe
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trying that now

runic iron
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Didn't have any issues with it yet

jolly steppe
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and after that I'll try ryobg's way.

runic iron
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But if there's a better way without all those scaling shenanigans I'd be interested lol

jolly steppe
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I have my model scaled where I want her in Blender so it'd be nice if that would transfer over to Unreal.

lapis vine
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I'm using an fbx plugin which does something similar automatic. Haven't tried yet that approach, so... can't confirm. At some point would be nice to try it out though.

runic iron
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With the above workflow I have the same scales and no anim problems, without the scaling I had some issues

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Ah ok

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Never tried centimeters though, I'll give it a go

lapis vine
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I think you are on 2.7x? I know about some changes after 2.80 so...

runic iron
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Oh ok centimeters was actually a preset for what I've put manually lol

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Yeah I'm still on 2.79b, need to upgrade soon

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But I recommended this workflow to some people here using 2.8 and they were able to import their models with working scale/anims

lapis vine
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Yeah, I think so its kinda of preset. Point is though its likely you are still in 0.01 scale, so I can assume some flt rounding kick in in certain situation. Of course, if you had no problems in practice...

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Yes, its okay really. Its common advise.

jolly steppe
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doing that method, the scaling issue with the physics asset seems to have returned. but I scaled her back down to where I wanted her in Blender (she should be 5 foot 3 inches or 5 foot 4 inches)

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sorry, American here x)

lapis vine
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What you did exactly?

jolly steppe
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I set the unit in Blender to 0.01 but I kept her model and armature at the same size.

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and in UE4 while importing I scaled up 100

runic iron
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Did you put metric too ?

jolly steppe
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let me check

runic iron
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Also did you apply transforms ?

jolly steppe
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Yeah

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I maybe didn't >_<

lapis vine
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Also I'm not sure whether this scaling shouldn't be done before any asset created as it might rescale the model?

jolly steppe
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let me see

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didn't apply, lol!

runic iron
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Ok try to do that

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@lapis vine I basically model/anim and then at the end change the units then apply rotation and scale

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So far I didn't notice any issue but maybe it can mess some things

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I don't use advanced physics/simulations like you mentionned so maybe this destroys some props that I'm not aware of

lapis vine
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Well, keep in mind. If it works - it works.

runic iron
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pretty much lol

jolly steppe
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Yeah same issue. Perhaps I did apply transform.

runic iron
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erf
Model is well scaled at least ?

jolly steppe
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Yeah

forest totem
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Hi friends! How to exclude Character/Actor from PostProcessVolume effects? ty

jolly steppe
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however, the issue seemed to be fixed when I put blender Units at .01 and scaled the model and armature up and in UE4 I left the scale setting alone.

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but then I have to redo animations : /

runic iron
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Uh that's annoying

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Can you manually scale the capsules ?

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I'm not really familiar with the physics assets

jolly steppe
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I guess they're so small that I can't scale down anymore.

runic iron
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In UE4 I mean

jolly steppe
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Yeah

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in UE4 they're so small I can't scale down

runic iron
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You can't access them in a browser or something ?

jolly steppe
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access the capsules in a browser??

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You can see I have no problem scaling it up but it won't scale down.

runic iron
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Sorry wrong word lol, I'm a non native speaker

jolly steppe
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ah, that's ok.

runic iron
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Try to go to the details pannel on the right, see if you can scale from there ?

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brb

jolly steppe
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alright

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I don't see a way to scale there.

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@lapis vine Did you say there was a plugin that fixed all that?

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or something

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blender plugin?

lapis vine
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Yeah, but is paid. Are you doing only Blender to UE, not the other way around?

jolly steppe
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hmm... it might be both. idk. for now, just Blender to UE

lapis vine
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Ok. Did you rig to UE's mannequin?

runic iron
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That's weird cause my little prototype characters have their physics' assets capsules scaled fine

jolly steppe
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no, I made my own rig

runic iron
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Even though I don't use them at all ingame

jolly steppe
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it might be because I left the models and armature at the same scale in Blender. I notice when switching the units to .01 the dimensions shrink (which makes scense)

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I think UE4 thinks my armature is smaller than the mesh

lapis vine
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Quite possible.

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Why not start from fresh with simple assets and see how the workflow will go?

runic iron
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gtg rn but if you still have issues and can share your blend file send me a DM, I'll try to take a look at it

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Good luck !

jolly steppe
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rebuild armature and all?

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thanks Dimy!

lapis vine
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No, no something small. Like a box or two with two bones.

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Make your scene (0.01 meters, 100 on export or try centimeters) make the asset and then export.

jolly steppe
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Alright.

lapis vine
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If stuck also you can check out one of the recent streams from Epic. It was for some basic workflow from Blender to UE (biped animation export to UE and custom rig).

jolly steppe
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before I try making the ultimate box man, I wanna try changing to centimeters really quick.

lapis vine
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Don't forget to measure the actual size in Blender as well in UE. These should match.

jolly steppe
lapis vine
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lol

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How big it was in Blender though?

jolly steppe
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1.5 cm

lapis vine
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So looks about the same?

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Make it one meter.

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100 units

jolly steppe
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I exported her in UE before I read what you said.

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what do you mean by 100 units?

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in the unit scale?

lapis vine
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Well, if you are in Blender in Unit:centimeters. To get one meter its means your box should be 100 units in Blender, no?

jolly steppe
hard quarry
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How can I use a procedural material to follow a spline?

lapis vine
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No.

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Unit system: centimeters
Unit scale: 1

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@hard quarry ask in #graphics with more elaborated question.

jolly steppe
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ah okay. I think this is how I originally had it set up, but with imperial unit system.

lapis vine
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Imperial units... ghh...

jolly steppe
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I'm American, lol

lapis vine
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Yeah, okay. No time for this war.

jolly steppe
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๐Ÿ˜‚

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I imported her into UE with scaling set to 1 and I have the same issue.

lapis vine
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So 100 units cube (fresh scene), using centimeters with scale of 1 and you get how big in UE?

fierce tulip
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1 square meter

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reads the rest

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nm

lapis vine
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I have to test this when at home, for once and forever.

jolly steppe
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no, I didn't start fresh yet. I'll do that now.

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but in UE she was normal size and the physics asset was still doing the same thing.

lapis vine
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Step by step ๐ŸŽถ
Figure out the scales first.

jolly steppe
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okay new blender scene

plush yew
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hi, anyone know of a way to drive a morph using an audio file?

jolly steppe
vital cosmos
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After building lighting, a couple of objects appear black under a lighting when they appeared normally before. When I move the light slightly, the object gets lit up correctly again

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anyone know why this is the case

normal burrow
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If itโ€™s static, moving should clear light map texture on it

vital cosmos
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well the light is stationary but the objects are static

normal burrow
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Static object is what I meant yes

vital cosmos
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how do I fix the lightmaps then

normal burrow
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Would take screenshots, not sure but might be easier to do identify

lapis vine
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@jolly steppe So what is the conclusion?

jolly steppe
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I'm about willing to pay for that plugin, lol

lapis vine
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What happened?

jolly steppe
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I've been trying to figure this out for 2 days : /

lapis vine
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Just made one quick test. New Blender scene. Set Unit Length to centimeters. Made 200 cm cube, exported as fbx with scale of 1. And what I get in UE?

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2m cube!

tender flume
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Is there anything i can do if one thumb doesnt follow the animation?

lapis vine
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It works @jolly steppe At least this for static meshes.

tender flume
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I have hair bones.

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Should I change it to a static mesh?

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Then redo it from there for the animations?

jolly steppe
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the problem is the armature I think

tender flume
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Huh

jolly steppe
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sorry, I was talking about my issue

tender flume
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Oh. It's okay

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What's your issue?

jolly steppe
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I can't scale my physics asset down. My model is the right size but I think the armature isn't.

tender flume
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Maybe the armature is the issue

lapis vine
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I just tried new skelmesh with the same scene settings as above. And while the meshes are okay, the armature is scaled down. I don't have the time to play with this anymore tho.

jolly steppe
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ah, well thanks! I don't get why the armature scales down : /

left citrus
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Is there a way to directly sample a particular bone's animation curve values? For instances where a bone might be driving another system? Because I'm to the point where storing the animation data as metadata on the bone is more feasible than actually accessing the animation data - this seems backwards. Is there a way to do this outside of an animation blueprint?

plush whale
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Hi everyone , Here with some issues regarding the Sequencer.

Whenever we record in-game with it, it all plays nicely and the preview works well. However, when I put it to render movie or play for preview, everything goes wrong and the car or tank fly's off , and i do not know whats the reason for it and what should i do!!! I will provide with 2 videos one when i press play , and the other from the sequencer .

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if any one can know what's the problem with this ?!!

humble ridge
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are key value map values not inherited by children?

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is that default or is it a bug

plush whale
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i don't know just , start a new project with unreal vehicle advance , the same problem with the sequencer recorder !! this happed when i export to movie or hit the play .

hard quarry
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Has anyone of you ever worked with procedural meshes and knows how they can follow a spline?

wary wave
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maths

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unless you have a more specific question

left citrus
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what's the best way to debug materials?

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other than outputting colours aha

wary wave
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it's pretty difficult to strictly debug them, unfortunately, you're just going to have to output the material at various steps and work out what's going on

left citrus
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yikes.. got 3 custom nodes each with several hundred lines in em

wary wave
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that's probably not a great way to work

pseudo grotto
#

I need to ask you one thing about media materials in BP Widget, which is the right channel?

left citrus
#

how would you suggest implementing a compute shader? I was trying to keep as much of the process in standard UE nodes and minimize the amount of raw glsl I wrote

sudden agate
#

three lines and hundred custom nodes is much better alex

left citrus
#

or should i just ditch the material editor and go full glsl?

normal burrow
#

Glsl is an option?

left citrus
#

hlsl, my bad - been on a few different projects recently

jolly steppe
neat rune
#

hey guys I'm trying to get a proper youtube thumbnail in my post on the unreal engine website, but to my surprise all of the videos I see on the forums have this

#

is it possible to have an actual youtube thumbnail?

normal burrow
#

Hair is weird, if you look at that with performance measuring itโ€™s interesting

jolly steppe
#

performance?

#

where do you see that?

#

are you talking about my hair?

normal burrow
#

Yeah

#

More of a comment on hair though

#

Looks good, itโ€™s just confusing to me how edges of hair take more processing to get that sheen

jolly steppe
#

Yeah I'm struggling with the hair >_<

#

I'm probably doing it wrong. ngl

normal burrow
#

just found it interesting anyways, your hair looks great though

jolly steppe
#

Thank you! I'm still trying to figure out how to get it right. I don't like how it bunches up.

#

You can see the bends

runic iron
jolly steppe
#

oooh that looks cool!!

lapis vine
#

@jolly steppe Have you fixed the import scaling? I just did one more trial and all seems okay. Mesh + armatures are scaled correctly.

jolly steppe
#

What I did was set the blender units to .01 and scale the armature + mesh times 100

#

but now I have to redo some animations

#

which isn't that bad, but I think that actually made my hair look better??? maybe not, idk

lapis vine
#

I see. I think this is okay approach. With regard to scene I just used Unit length of centimeters and then export/import 1:1 scale.

runic iron
#

Yeah I realized that my 100 unreal scale factor came from the fact that I changed the units to centimeters once I was done modelling

#

So changing the units at the end scaled down my model by 100 and I needed to balance it. So putting centimeters from the start and importing with a factor of 1 is the correct workflow

jolly steppe
#

OH! I'm also using centimeters

lapis vine
#

Yes, seems most easy way. Not sure about existing assets, but as a start seems most feasable.

jolly steppe
#

I have a few animations so it won't be to bad to redo them, but is there a way to make those animations work?

lapis vine
#

I can't tell. I would check what is your scale currently. Switching meters -> centimeters and vice-versa should not change anything, but if you change your scene scale, it may do something.

#

You have to play around a bit. Even if your current asset is not okay, next ones will be better ๐Ÿ™‚

jolly steppe
#

I had to change the armature and model scale

#

I increased their scale by 100 and that's what messed up animations but it fixed the other stuff.

runic iron
#

Do you have scale tracks in your anims btw ? Like when you insert a keyframe you do it for rotation/location only or scale too ?

jolly steppe
#

Yeah

runic iron
#

Cause maybe this can do some weird stuff with the units change/rescale stuff, doesn't seem likely to me but you never know

light thunder
#

Why is this saying it is static? I can't see where static is applied to any of the components on the blueprint...
AttachTo: '/Game/Spline-RopesHosesCables/Demo_Scene/UEDPIE_0_Demo_Scene.Demo_Scene:PersistentLevel.hose_yellow_C_0.spline_mesh' is not static (in blueprint "hose_yellow"), cannot attach '/Game/Spline-RopesHosesCables/Demo_Scene/UEDPIE_0_Demo_Scene.Demo_Scene:PersistentLevel.hose_yellow_C_0.NODE_AddSplineMeshComponent-2' which is static to it. Aborting.

jolly steppe
#

probably. the weird thing is it looks like a lot of the bones are animated correctly

glad quail
#

Hey does anyone here know what Transition Interrupts do in an animation state machine? I need a way to snap out of a state and I'd rather not have to add an extra flag that gets reset. Does it literally just interrupt the transition or does it interrupt the state with a transition?

nimble viper
#

Hey everyone! Im trying to use custom depth to make a post process apply only on the character. when im using a lerp or if i keep getting an error with PostProcess0 or customdepth, thankyou ๐Ÿ™‚

left citrus
#

what's the error? @nimble viper

nimble viper
abstract relic
#

Ah

#

Add component mask

left citrus
#

^

nimble viper
#

wow wasnt missing much thank you a lot !! :OOO

pallid talon
#

Question - to use Loushuang's GPU Lightmass, I need to use a bithub 4.24 version or will this work with the direct install from the Epic Launcher?

light thunder
#

I'm looking for a way to extend a spline mesh real-time, there are plenty of tutorials that involved building them BEFORE runtime, but I can't find one that shows you how to take a world position and use that to EXTEND a spline

nimble viper
#

And you why all object are not affected by the post process, my character is, but now the fog is and sun is affected by the post process ? any way to remove the post process from the sky?

normal burrow
#

Teriander you can ask luoshaungfw in #graphics

#

i've no idea on that though

pallid talon
#

@normal burrow Thanks!

#

I don't see his name on the list.. . Also, is "Graphics" appropriate for this question? This is more of a technical, install, rendering question.

abstract relic
#

Yes

#

Make a sphere mask ogavec and make the radius big, just not big enough to hit the sun

hidden aurora
#

If i spilled water on my keyboard what should i do

#

Space stopped working i guess

tender flume
#

Why is my character smol?

#

Wipe it @hidden aurora

#

So you rip the Spacebar key and just wipe it

#

That's what i do

serene birch
#

rip isn't the correct term

lapis vine
#

I burned one kbd with water last year.

serene birch
#

"carefully remove it"

lapis vine
#

Spilled on the mcu โ›ˆ๏ธ

serene birch
#

the space bar in my short experience is the worse though

tender flume
#

Just rip it.

#

We rip it with care

serene birch
#

it's a lot harder to remove it because it's so huge and well attached

tender flume
#

and caution

#

and safety is number one priority.

#

๐Ÿ‘

normal burrow
lapis vine
#

Safety? lol

vagrant burrow
serene birch
#

๐ŸŒฉ๏ธ

lapis vine
#

5v man? Not gonna do anything.

serene birch
#

are you using some light profile?

vagrant burrow
#

Nope

hidden aurora
#

im so sad

tender flume
#

What can I do if my character is small once i import it in UE4?

serene birch
#

could be a visualiser for it, which would be neat ๐Ÿ˜›

#

make sure you are using the correct scales

tender flume
#

But it is.

#

It's just small in UE4

vagrant burrow
#

WAIT

#

Yes I am

tender flume
#

Like very small.

vagrant burrow
#

Awesome, now I know!

#

Thanks!

serene birch
#

your 3D modeler software might have a notion of "units" you can customize but UE4 ignores that at import, by default

lapis vine
#

@hidden aurora Best is to dry it for a day or two and check again whether it works. Or put it on a bit warm place to speed up.

tender flume
#

I used it on Blender.

#

What's the default size?

#

I put the armature at 1.000,1.000,1.000

lapis vine
#

Ugh... not Blender again. That whole afternoon we talked here about it.

serene birch
#

UE4 uses 1 unit = 1cm

#

or 100 units = 1m

tender flume
#

That's my hope to get it fixed

#

but it didnt.

#

so then i reverted back to default settings

abstract relic
#

Scene unit > metric > cm

serene birch
#

but if you use a different scale, blender should put that info in the exported model files and you can ask UE4 to rescale the model at import

tender flume
#

Wait. Can I actually see the scale of the mesh?

serene birch
#

there's an option for it in the model import settings, somewhere in transform I think?

tender flume
#

I think theres some which made it look tiny.

#

@serene birch

serene birch
#

I don't know blender enough ๐Ÿ˜›

sweet relic
#

If you look at the mesh properties you can see the actual size in cm as well

tender flume
#

Is this the right size?

abstract relic
#

Always make it 1,1,1 first of all

#

Youโ€™ll get collision issues

#

And set your scene unit to cm

tender flume
#

Huh but the mesh is really in

sweet relic
#

it shouldn't matter

tender flume
#

No like it is way below

#

now i can see it if i zoom all the way into the grid

hidden aurora
#

I FIXED IT I THINK

lapis vine
#

If you are willing just scroll up todays talk about Blender and gonna find some setup recommendations. @tender flume

hidden aurora
#

yes

#

I opened it up and use a hair dryer

tender flume
#

Setup recommendations?

#

Height is fine?

normal burrow
#

is 6.32cm fine?

lapis vine
#

Maybe its a plank?

normal burrow
#

exactly, i have no idea lol

abstract relic
#

Maybe a pencil

sleek spear
#

there seems to be a problem with 4.24 i cant exactly put my finger on it though. but scene loading times and are much higher i think and more shaders are being compiled every time i make a change in a material. i havent seen numbers like this in previous versions:

#

anyone else has similar observations?

sweet relic
#

If you just installed 4.24 it will take a while to compile the engine DDC shaders

sudden agate
#

there is a new Sky Model, which needs to be taken into account for materials

tender flume
#

Fixed it.

#

:p

#

Which FBX export comp is good?

dire panther
#

need help

plush yew
#

it just started doing this for no particular reason

crystal bone
#

Probably the quixel bridge

#

It doesn't support 4.24 yet

#

Delete the unrealenginepython folder from plugins

abstract relic
#

If itโ€™s the quixel bridge. Youโ€™re in for a fun time

#

They use an older buggy version of python

#

Branch

#

Do once

#

Flow control

vivid narwhal
#

set input game only

sleek spear
#

@sweet relic @sudden agate but it recompiles all those 40k shaders all the time, every time i make a change in a material

sweet relic
#

hmm, does it recompile all the shaders with a specific material? what happens if you create a new material?

plush yew
#

theres someway to disable all debug lines draw from traces?

abstract relic
#

You do so in the trace node

plush yew
#

i would like to just temp disable it

#

like some show flag?

abstract relic
#

I would make a public var that basically toggles debug mode

#

Letโ€™s check console commands first

#

Nothing popping out for me in console

#

Type help and itโ€™ll give you a list

plush yew
#

theres this macro

#

but im not finding it code

fallen wing
#

Hi guys! I really need this. Please send me all the tutorials you have, I haven't been able to find any to help, if not, please may you explain to me? I am very new to Unreal and I know that it's stupid of me to want to make this right away but somebody's going to take the idea and I am eager.

#

I would like to play a gamw like this but multiplayer, i feel like I have seen aa bunch of multiplayer tuts already but how would I execute a game like this?

dim plover
#

I search Udemy first for tutorials, it's pretty decent, I guess.

fallen wing
#

thank you

sweet relic
abstract relic
#

Ideas have less value than a penny. You donโ€™t need to worry about that

dim plover
#

But, you're not going to have a fun time with multiplayer. Or learning in general.

abstract relic
#

Just focus on learning

fallen wing
#

ok, thank you

runic iron
#

I wouldn't recommend starting with multiplayer

plush yew
#

in about 2 years you will be able to start with multiplayer

#

after learning the engine

#

๐Ÿ™‚

fallen wing
#

Yeah ok thank you

#

:)

#

does anyone have a starting point? I try and look for these all the time but i just find a tutorial on how to make a cube move ect then they don't go onto more elaborate things, does anyone have a course that will get me on a really good path?

abstract relic
polar hawk
#

or is it Unreal Academy

fallen wing
#

thank you

proven wharf
#

I have a completely screwed project - I can't remember exactly how it broke, but I essentially can't open the project without unreal crashing - logs just complain about not being able to open one of the build dlls. I fixed it last night but then none of my C++ classes were in the project anymore. I tried rebuilding outside of Unreal after that and that once again broke the project. I want to scream but I have no mouth.

runic iron
#

No source control I assume ? ๐Ÿ˜ฆ

proven wharf
#

Yeah I haven't done a lot but I figured I'm likely to keep breaking the editor one way or another

#

Would be nice to learn how to recover from this, since all the source is still there

plush yew
#

delete all folders except config,content,source

#

and try build the project

#

if crashes

#

ure doomed

dim plover
#

Russbo, you sure the logs complain about not being open of the dlls?
The error should be at the end. Not at the top.

proven wharf
#

hahaha

#

Lemme pastebin

#

One sec

#
Windows GetLastError: The operation completed successfully. (0)
Failed to load 'E:/UnrealProjects/RocketRushTest/Binaries/Win64/jeff/UE4Editor-RocketRushTest.dll' (GetLastError=1114)
ModuleManager: Unable to load module 'E:/UnrealProjects/RocketRushTest/Binaries/Win64/jeff/UE4Editor-RocketRushTest.dll' because the file couldn't be loaded by the OS.
IME system now deactivated.
Engine exit requested (reason: EngineExit() was called)
Slate User Destroyed.  User Index 0, Is Virtual User: 0
Preparing to exit.
Cleaned up 0 splitscreen connections with owner deletion
#

Didn't even need to pastebin - that should give the info

#

It's just complaining about not being able to load the file but I think the issue is deeper than that

sweet relic
#

E:/UnrealProjects/RocketRushTest/Binaries/Win64/jeff/UE4Editor-RocketRushTest.dll

#

this path seems strange

proven wharf
#

It's the right path

sweet relic
#

i have never seen a "jeff" subdir in project binaries

dim plover
#

Hmm, that seems pretty weird. Does this build in VS fine?

proven wharf
#

Jeff is the user on my system haha

#

Yeah VS doesn't moan

sweet relic
#

ya but "jeff" shouldnt apper under Binaries/Win64

proven wharf
#

I think what broke it might have been that it seemed to freeze compiling one of the C++ classes I added, so I force closed Unreal

#

Interesting

#

I'm gonna delete the folders as suggested above

sweet relic
#

try right click on your .uproject file and do GenerateProjectFiles

dim plover
#

The Jeff thing is pretty weird, but if it was auto-generated, it's probably fine.
Delete your Binaries/Intermediate folder. And regenerate, yeah.
Then build again in VS.
And never compile with the UE4 editor open. Disable HotReload when adding a C++ file from the UE4 editor.

proven wharf
#

It worked fine before it got munged

#

Now do I want to compile in Unreal or Visual Studio?

dim plover
#

Never compile from Unreal unless you use the Live++/LiveCoding plugin.

proven wharf
#

Right that could have screwed something for sure

#

Also kind of annoying you can't compile with Unreal open...?

dim plover
#

Yup, it's pretty unfortunate to work with.
Usually the issues from compiling with the editor open aren't like this, though.

proven wharf
#

Yeah that's almost certainly due to something getting broken after Unreal froze and I force closed it

#

I've come from messing about with Unity and got cold feet about performance down the line in my project - figured Unreal would give me more opportunity to tweak performance

#

Didn't realise it would be a downgrade in terms of usability lol

#

so after removing those folders, the jeff directory is now gone, but I get the same error about not being able to load the module

#

I didn't build the solution using VS first though, I opened it in Unreal. Figure I need to build it in VS?

#

o

#

The solution doesn't work either now hahahah

cloud cobalt
#

Always build from VS

proven wharf
#

So I clicked yes to this before and it created all the folders anew

#

My issue now is that I can't build from vs because the solution doesn't seem to work properly

cloud cobalt
#

Well let's fix that first

#

Nothing will ever work if you can't compile in VS

proven wharf
#

So I deleted all folders apart from Config, Content and Source

#

With Solution and UProject in the root folder

cloud cobalt
#

What's wrong with the solution

proven wharf
#

It be done screwed

cloud cobalt
#

Regenerate it

proven wharf
#

how doth one do this?

cloud cobalt
#

Right click uproject, generate

#

You didn't do that before ?

proven wharf
#

Don't believe so - this is the first time I have had to do this

cloud cobalt
#

Fairly routine stuff

proven wharf
#

Now I know!

#

Right okiedokie, have a working project now

#

Rebuild solution?

cloud cobalt
#

Build it and you'll be fine.

proven wharf
#

Haha wouldn't be so sure

#

Something somewhere is broke

cloud cobalt
#

Not much wrong that can go bad at this stage tbh.

proven wharf
#

We'll see, compiling now

#

So, build succeeded

#

Now open the project in Unreal?

cloud cobalt
#

Yeah.

proven wharf
#

Yup same problem

cloud cobalt
#

Cool, so

grim ore
#

maybe nuke it and start over if nothing is in there at this point lol?

cloud cobalt
#

Make sure you build Development Editor, first

#

This is what the editor will use

proven wharf
#

I will soon if it proves too hard Matt, it's useful seeing how I might recover a project in future though

cloud cobalt
#

You should see this

grim ore
#

does he need to really do that tho if he is not using source build?

cloud cobalt
#

Care to show us the log from compiling in VS to confirm ?

#

That's completely unrelated @grim ore

#

Yes he does

proven wharf
#

It's already set to Development Editor I believe

cloud cobalt
#

What's the build log like ?

jolly steppe
#

@runic iron @lapis vine Thank you guys so much for your help btw. I'm reworking the animations now it's not as bad as I thought it'd be ๐Ÿ˜…

proven wharf
#

Just building again, will paste in. I saw nothing obvious

cloud cobalt
#

Nex step if the log is fine is to launch as debugger by clicking the "Local Windows Debugger" green arrow thing next to the build settings. If that doesn't work, it's definitely an interesting issue.

grim ore
#

awww oculus hand tracking for UE4 will not be available till next year ๐Ÿ˜ฆ

cloud cobalt
#

Yeah it's fine. Try debugging.

proven wharf
#

wat

cloud cobalt
#

Okay that's actually fine

proven wharf
#

"Unused" doesn't exist

cloud cobalt
#

Right click your game proejct in the solution explorer and hit "set as startup"

#

Retry

#

Perfectly normal error

proven wharf
#

Right looks better so far this time

cloud cobalt
#

Wait to see if it loads

proven wharf
#

Editor is loading

#

Alright sweet looks like it's one of my classes having an error of some description - I thought it might be something like that

#

I dunno what the actual issue is

abstract relic
#

๐Ÿป

proven wharf
#

Looking for a detailed error

#

These are mostly empty classes atm

cloud cobalt
#

Well, that's weird.

#

You can try compiling in DebugGame Editor and retry (don't forget to go back to Development Editor after)

#

But I'm skeptical it's a code issue at this point with basic UE classes

proven wharf
#

Okay trying DebugGame

#

Exact same place

cloud cobalt
#

What's the call stack like now ?

proven wharf
#

Same I think

cloud cobalt
#

Okay

#

Looks a lot like your compiler has a problem

#

I'd suggest updating it, and make sure to "verify" UE4 in the launcher options for the engine, too

#

This is not a project issue

proven wharf
#

Even though this manifested after a bad close of the editor?

cloud cobalt
#

I don't see how the two could be related tbh

proven wharf
#

Okay

cloud cobalt
#

I've honestly never seen something like that

proven wharf
#

Yeah I have a habit of breaking any tool I use

#

When you say update the compiler - it's included with VS, no?

cloud cobalt
#

Yeah, it's VS you should try updating through the VS installer

plush yew
#

@crystal bone thanks that worked!

cloud cobalt
#

Not like, install 2019 or anything, just make sure it's the latest 2017

proven wharf
#

Yup, grabbing an update

grim ore
#

so random question but the new .24 Animation Layers, would this be useful for like swapping out entire animation sets based on something external (weapon change, etc.) rather than 1 graph with booleans determining the animation set you should be using?

proven wharf
#

Okay updated

grim ore
#

heh. "Using Animation Blueprint Linking" documentation example (4.24) references the Animation Starter Pack for the tutorial but that asset pack is not updated for .24. Oh epic... you guys are silly ๐Ÿ˜›

nimble moat
late verge
#

hello! i'm currently watching a tutorial on the sequencer. i've added a Cine Camera Actor to a camera cuts track. the camera should have a dropdown with options, but i don't see it on my end. this is what it looks like on his screen:

#

scratch that

#

this is what it looks like for him

#

the top is my screen but i don't see those options

proven wharf
#

@cloud cobalt exact same problem

#

Latest compiler

sweet relic
#

@late verge Press the +Track button on the CineCameraActor1 and add the CameraComponent as a track

cloud cobalt
#

Did you rebuild first ?

proven wharf
#

I regenerated the project files

#

And then launched debugger which built the project

cloud cobalt
#

Make sure to verify UE4, and after that I'm officially out of ideas

proven wharf
#

How doth one verify UE4?

late verge
#

@sweet relic aha that's close! i don't see a dropdown below the CameraComponent however : (

sweet relic
#

@late verge press the "+" next to the ComeraComponent and add it's property tracks

cloud cobalt
sweet relic
#

alternatively you can press the little โ—†+ button next to actor properties to add a key/track the the sequence

proven wharf
#

okiedokie trying

nimble moat
#

can i use any HDRI for ue4?

proven wharf
#

I don't think it's gonna fix it haha

#

I'm gonna try removing the class where that error seems to occur

plush yew
#

@nimble moat You could use a post process volume to simulate the effect of the color, the new atmosphere light scattering also offers some options for absorption to achieve certain color gradients

late verge
nimble moat
#

thanks ill look into it, im looking for a bright color mix with fog and bloom

sweet relic
#

@late verge it depends; just add whatever properties you want to animate in the sequence

late verge
#

got it. thanks!

proven wharf
#

God this is taking yonks to verify

late verge
#

@sweet relic where are the actor properties again? trying to find the โ—†+ you speak of

sweet relic
#

the details panel when the actor is selected in the level

#

when you have a level sequence open there will be a little button next to animatable properties that will let you add a key the current time/vaule

late verge
#

ha, i see them now

#

thanks again

proven wharf
#

@cloud cobalt nope, screwed

#

Verified UE4 which took a year

#

If I remove the C++ class, it should still work, right?

#

I tried excluding from the solution but it still included the source file in the build

sleek spear
#

@sweet relic now i applied a new material on the landscape and it compiled 10k shaders

#

i have the layered materials enabled, they dont seem to work properly

wet robin
#

How do I spawn an emitter like an explosion when my projectile hits another object?

grim ore
#

use the spawn emitter nodes?

regal hollow
#

Does anyone know if the 4.24 works with bridge

#

?

proven wharf
#

@cloud cobalt Okay got the project back up and running - I removed the problem class and I'm now going to recreate it

wet robin
#

but what and where would I hook it up to?

grim ore
#

in the event where your projectile hits another object, have it spawn it?

sweet relic
#

@sleek spear hmm, ya landscapes can cause a lot of shader compiling... what about a blank material applied to a static mesh?

wet robin
sleek spear
#

@sweet relic i will check after i compile a couple of thousand shaders more ๐Ÿ˜›

swift spindle
#

there does seem to be a problem with terrain shaders atm

sleek spear
#

@swift spindle what are you observing? 4.24?

wet robin
swift spindle
#

basic terrain.. small.... 40k + shaders... on an almost blank material... 4.24

sleek spear
#

@swift spindle yes, me too

#

and it happens every time, even with slight changes to the material, right?

swift spindle
#

yup

#

iteration time is basically non existent for me now

proven wharf
#

So I really have to shut Unreal every time I want to compile in VS?

#

Is there a smoother workflow than this?

swift spindle
#

there is hotloading now... but if you need to do a full compile...

proven wharf
#

I don't really know whether I need to do a full compile. For instance I want to test incremental features I add to my class

#

Every time I make a small change I want to compile to make sure it works

sweet relic
#

@proven wharf here it helps to compartmentalize your development between c++ and blueprint

#

ie: any stuff you want to iterate on do in a blueprint

#

and foundational/expensive stuff in cpp

proven wharf
#

I kind of felt like I wanted to add a whole bunch of functionality in C++ that I could then implement using blueprint

#

Like all the fields I need for my class

#

Functions etc.

rocky slate
#

hi

sweet relic
#

Ya, it just takes some practice to know what *needs to be c++ and what can be blueprint

#

usually I will create a C++ class and have a blueprint that inherits from it to do incremental development on

rocky slate
#

trying to learn unity can someone tell me how i can make an event like here at 52.57

grim ore
#

@wet robin it looks like you have a Play Sound at Location node already set up to play the sound when it hits you can just do a Spawn Emitter at location node at the same location to play the particle effect

proven wharf
#

"trying to learn unity" hahahah I keep nearly making that mistake after playing with it for a month

rocky slate
#

@proven wharf lol what do u mean

proven wharf
#

unless Unreal has some feature called "unity" I'm unaware of... that would be really confusing

wet robin
#

@grim ore would I place that before it or after it?

rocky slate
#

o shet

#

i meant unreal

proven wharf
#

:^)

rocky slate
#

im stupid af xD

#

but do you know what that event is called

grim ore
#

@wet robin depends on when you want it to play. you can try both and see what works better

proven wharf
#

I know literally nothing, I'm starting out hence why I'm here lol

rocky slate
#

haha welp we are in the same boat

grim ore
#

compiling UE4 does have a unity build option so..... technically yes

rocky slate
#

what videos have you been using to learn, any 2d side scrollers ones would be of interst to me

#

interest

#

@proven wharf

proven wharf
#

I haven't thus far, I just grabbed an exemplar project and started poking it

#

I'm doing 3rd person 3D so used the example project

#

Making comparisons to Unity

granite token
#

You can make a keyboard event but first you need to add it as an input. Is that the question you had?

proven wharf
#

Seeing what it takes to implement the same features I did in that (so much in Unreal is built in to things like Characters that I had to implement manually in Unity)

rocky slate
#

@grim ore you seem infromed on it could you tell me how i can make an event where i press a button to activate something

granite token
#

First, go to project settings, input

#

Add a button mapping

#

Then, you can reference that button event on any event graph

rocky slate
granite token
#

Yes, you're on the event graph

#

Go to the project settings

#

Add an input mappping

rocky slate
#

im in project settings 1 sec

granite token
#

This is the equivalent of adding an input in Unity

#

It's very similar workflow in both engines

proven wharf
#

OKAY I have found how to break the editor ๐Ÿ˜„

#

I tried to do this as I would in C++

proven wharf
#

Just wanted to create an object which I could populate in constructor or whatever

#

Engine just shits itself and crashes

#

But the integer variables and related are fine.

rocky slate
#

thx @granite token btw sorry its just ive never coded a game before haha took me 2 days to go through that hr video

granite token
#

That's fine take it slow. Unreal takes a while to get into even for people experienced with other gaming tools/engines/environments.

proven wharf
#

I find it interesting that Stranger didn't see my syntax issue earlier, unless it's not creating an object here that's the issue but something within that object...

rocky slate
#

thank you

proven wharf
#

I also find it strange that VS doesn't flag up what I've done as an error and compiles no problem

#

I'll post this in cpp now I've figured out that it's a code error.

storm venture
granite token
#

Did you set blend mode to translucent?

storm venture
#

yup

granite token
#

What happens if you set opacity to a constant 0.1?

storm venture
#

he goes slightly darker than the previous picture

granite token
#

What happens if you set opacity to constant 0

storm venture
#

sorry, i see what you mean

granite token
#

Should make it disappear unless you have a weird issue somewhere

storm venture
#

compiling shaders is taking a bit

granite token
#

Maybe your editor is not in a shaded view? That screenshot you have looks kind of odd

storm venture
#

correct it was unlit, good catch

#

so when opacity is 0, he's invisible

#

but only if his child is hidden

#

but the tutorial instructs to place a child with some small tweaks

granite token
#

Ah there you go

storm venture
#

in which case, he's no longer translucent

granite token
#

You're using custom depth?

#

Might need to turn a setting on for that in project settings

storm venture
#

yessir, as an input in the opacity channel

#

ohhhhh

granite token
#

That may or may not be your problem

#

Make sure to follow all the transparency stuff on the left side of the screen

storm venture
#

i cant seem to find a relevant setting

#

yup, i did

sleek spear
#

@swift spindle looking forward to 4.24.1 but will they notice it?

storm venture
#

did the tutorial twice over to make sure

granite token
#

Oh hey what's wrong with that?

storm venture
#

but the tutorial is supposed to deal with the demonic expression on his face

#

he's scary lmao

swift spindle
#

@sleek spear we need to report it to them

storm venture
#

the tutorial is supposed to remove any overlapping opacity within him

granite token
#

I see

swift spindle
#

with reproduceable bugs

granite token
#

Now I get why it's using custom depth

storm venture
#

๐Ÿ˜”

granite token
#

untick "render in main pass"

#

Did you do that?

storm venture
#

on the child? yup

granite token
#

Darn

storm venture
#

and then checked to do custom depth pass

sleek spear
#

@swift spindle i will try to

granite token
#

I'm pretty sure there is a custom depth setting in project settings

rocky slate
#

is this right

storm venture
#

i checked but i couldnt find one

rocky slate
#

so when i press q should i take damage

storm venture
#

my only guess is the Z-Pass stuff but i dont think so

granite token
#

@rocky slate looks right

#

Does it work

rocky slate
#

ill test it 1 sec

granite token
#

Custom Stencil is disabled by default, to enable go to Window > Project Settings > Rendering > Post Process > Custom Depth-stencil Pass and set it to Enabled with Stencil.

#

You don't need the enabled with stencil part

#

You just need enabled

#

I think it is enabled by default though... so this could not be it

rocky slate
#

@granite token hmm doesnt seem like the healthbar is updating

granite token
#

You need to make the healthbar update I'm assuming

#

Unless your healthbar is constantly changing

storm venture
#

yeah it's already enabled

granite token
#

Darn

storm venture
#

such a weird issue ๐Ÿ˜ฆ i have raytracing enabled and im praying thats not the cause

swift spindle
#

๐Ÿ˜

#

it should not be... but.....

sleek spear
#

@swift spindle though i cant reproduce it

rocky slate
#

not really sure how ive followed everything and tested everything and it seems to work soo far and for him aswell

granite token
#

@storm venture One thing you can do is clamp opacity? Does that help?

swift spindle
#

@sleek spear is your material a material instance ?

granite token
#

Other than that maybe someone else who knows graphics can help ยฏ_(ใƒ„)_/ยฏ

rocky slate
#

well thank you anyway

granite token
#

@rocky slate your HUD rendering code needs to update

sleek spear
#

@swift spindle yes, but i am trying to make a new scene and reproduce it in order to make a bug report

storm venture
#

@granite token clamped it between 0.25 - 0.5 and still no luck ๐Ÿ˜ฆ

granite token
#

@rocky slate Your HUD is drawn every frame but you need to either tie it to your health value, or when your health value changes you need to tell the HUD to change the healthbar

sleek spear
#

@swift spindle can you reproduce it in a new project?

granite token
#

Can you screenshot your material graph?

#

And what it looks like in editor

storm venture
rocky slate
grim ore
#

is this on a slider or a text?

granite token
#

Tyler, that's very odd. Child object should not be showing up if render has been disabled. Can you try hiding the child and tick render custom depth on the parent?

sweet relic
#

@storm venture Im not sure that scenetexture is valid outside of a postprocess material

storm venture
#

@granite token didnt make a difference ๐Ÿ˜ฆ

sweet relic
storm venture
#

@sweet relic thats weird, i think it should, i followed someone elses guide and they used it successfully

granite token
#

What does it look like if you just have the parent?

storm venture
#

it looks like the demonic face guy i showed earlier

granite token
#

Ah

storm venture
#

opacity works as normal, but normal means teeth and eyes

granite token
#

Even if you check render custom depth on that?

#

I see

storm venture
#

yup, that didnt change anything

granite token
#

ยฏ_(ใƒ„)_/ยฏ

storm venture
#

lmao, yeah its weird

#

thanks for taking the time though, i appreciate it

granite token
#

Tutorial seems like a workaround I hope they haven't patched it out or anything

#

@rocky slate Is the cast working? Drag a Print String node out from the Cast Failed in that screenshot.

sweet relic
#

@storm venture im not so sure, from testing here a scenetexture node returns garbage data when not in a post process materia

ruby folio
#

Anyone know where I can get that cloud material setup that Ryan showed off recently?

granite token
#

@rocky slate If your cast fail prints, you know something is wrong

storm venture
#

@sweet relic thats weird, so if it needs to be in post process, i probably cant use this technique then

#

because i need it to work on just this human

sweet relic
#

@storm venture you would make the effect part of the post process

#

the point of using custom depth is to allow you to constrain effects to certian object

rocky slate
#

@granite token sorry ive turned off ny oc already because i have school tmr, i aprreciate it ill save the message so i will know where to go tmr <3

granite token
#

Good luck

sweet relic
storm venture
#

interesting, ill check it out, thanks!

digital anchor
#

scenetexture works on translucent materials

#

except a few options

#

and also except custom depth, since 4.23 i think

granite token
#

Oh huh I had that problem but I just assumed that's what that setting does

dire parcel
#

hey, Iโ€™m using soul city assets pack. Iโ€™m trying to light up a sign how can I achieve that?

#

the sign that hangs on the side of the building

#

just trying to light it up red

light vigil
#

What would cause functions defined in a function library to not show up for me inside one of my classes?

kindred viper
#

not having UFUNCTION defined usually

light vigil
#

this is a blueprint function library defined in actual BPs in this case

kindred viper
#

uh I've never used them, but the two things in C++ that allow it are UFUNCTION and BlueprintCallable in the meta

#

not the actual meta. I should stop calling it that

#

in the params

fathom glade
#

I'm following a beginner tutorial that is using a culling volume, I was wondering how the culling volume determines the size of each object? Is it from the volume of the object? How would I be able to tell the size of an object normally?

kindred viper
#

each object has a Bounds

remote tide
#

I'm having trouble saving and not sure if this would be considered a second instance of the editor, is it safe to end the smaller one or are there supposed to be 2?

fervent apex
#

So who won the unreal film jam contest? I've heard nothing about it

hoary locust
#

@fathom glade It's measured by the bounding box

grave marsh
#

Does any one know how to fix this? Its the triangles on the hair some of them are dark and some are light.

somber quail
#

looks like double sided geometry

#

make sure the cards don't have thickness and only the material is double sided

grave marsh
#

the material is double sided. What do you mean by "cards don't have thickness "?

somber quail
#

it looks like z-fighting which could occur of the hair cards are actually made up of duplicate geometry that have had their normals flipped, do the triangles go away if the material is made single sided?

normal burrow
#

yea, a triangle can exist on each size user619, turning off double sided would tell you if the triangles are there

somber quail
#

or just totally busted normals

#

it looks a little too consistent to be z-fighting

normal burrow
#

looks enough like z fighting to me tbh

somber quail
#

it's hard to say without seeing it in motion

dire parcel
#

i am trying to change the camera so its facing the other way, and every time i click play another side scroller player comes out not the one i placed

somber quail
#

Sounds like you havent set it to auto possess

#

and/or have another player start somewhere

grave marsh
somber quail
#

definitely double sided geometry

grave marsh
#

How do I fix it?

somber quail
#

You have to edit the model

#

remove the faces on the backfacing side of the geometry

dire parcel
#

hm, @somber quail i checked to see if i had another player start

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i did not

somber quail
#

that's not a second player spawning, that's your collisions being broken by the looks of things. Switch to collision viewmode and zoom out to find the offending mesh

#

your character is spawning inside a collision mesh and being forced outside its bounds

dire parcel
#

alright i will try that now

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appreciate it

#

i added another player start @somber quail

#

and now it fixed that

#

but now all i want to do is change the camera

somber quail
#

is your editor set to start at current camera location?

dire parcel
#

want it to change the other way

somber quail
#

then rotate the pawn?

open eagle
#

Should my player pawn class be in public or private folder?

somber quail
normal burrow
#

doesn't matter if nothing else reads your module @open eagle

#

but cpp goes to private always, if you have one. header is the question

manic pawn
#

public/private folder split is so pointless

gleaming lotus
#

Is there any way to find out which index I'm looking for (without previously assigning the int) whilst using hierarchical instanced static meshes?

normal burrow
#

only if you know it already

somber quail
#

you could attach a text render component to every spawned instance for debugging

gleaming lotus
#

Really just need a 'find index by component' node ๐Ÿ˜›

normal burrow
#

what would you be searching for lol

#

matching transform?

gleaming lotus
#

Or just the component itself

normal burrow
#

the instances on the thing are just matrices

gleaming lotus
#

This is for a basic prototype I'm working on. I'm trying to cast at one instance and delete it in runtim

normal burrow
#

i think

gleaming lotus
#

Yeah thats what I figured too

normal burrow
#

just kinda gotta keep track of it, and when you remove, you deduct one from each above it

gleaming lotus
#

I could compare every single mesh in the hierarchy until I find the right one...

#

probably a terrible idea.

normal burrow
#

your better maintaining the list yourself tbh but you mentioned hierarchical instanced static mesh component, which i'm a bit unfamiliar with

gleaming lotus
#

Yeah, I think so too - was just hoping it wouldn't come down to that.

abstract relic
#

still a little confused at what you're trying to do

gleaming lotus
#

So I've got some randomly placed objects in the scene

#

These are all instanced

#

I want the player to be able to remove instances by just clicking on them

#

Problem is that I am not storing their indexs

abstract relic
#

question pat

#

aren't instances technically in an array?

normal burrow
#

yep

abstract relic
#

there you go

normal burrow
#

they are just a transform though i think..

#

However

gleaming lotus
#

Yeah I know that, I'm trying to find the specific index of the instances though

abstract relic
#

line trace >>> get array item?

gleaming lotus
tight needle
#

um can you see my msg's

normal burrow
#

There may be something in the hit result?

tight needle
#

cuz i need help in ue4

#

ive got an annoying as packaging error

abstract relic
#

hit results should be enough

normal burrow
#

I know that you can have physics on the instances. maybe the hit result exposes an index?

abstract relic
#

standard gets

normal burrow
#

ah okay ^

gleaming lotus
#

What does this do? I looked at documentation for this earlier and I dont really understand it.

tight needle
normal burrow
#

out hit hit item what, idk tbh

manic pawn
#

that looks like split struct pin was used

gleaming lotus
#

Yeah

manic pawn
#

so all property names in it are prefix with the variable name that was split

gleaming lotus
#

but what does the 'face index' value mean?

normal burrow
#

so hit item int?

gleaming lotus
#

ignore the 'out hit', its just when you split a struct it also splits the name and joins them together

manic pawn
#

you want hit item to get instance index from instanced static mesh

gleaming lotus
#

yes sir

normal burrow
#

ah HighTide was right yea

manic pawn
#

the face index gives you the face index when tracing against a triangle mesh collider

normal burrow
#

didn't know you had a hit result to work with haha

gleaming lotus
#

Yeah thats used for terrain, right?

manic pawn
#

I'm not sure what a real world use case would be

normal burrow
#

hm

gleaming lotus
#

Either way, I'm not sure how I can store an index for each instanced mesh

#

maybe with maps?

normal burrow
#

nah grandma

gleaming lotus
#

adding and instance returns its index, so I could map that to the transform?

manic pawn
#

hit item gives you the instance index