#ue4-general
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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
Well I mean - for material packs on the Marketplace, is it better to include both?
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.
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
That is super useful, thank you.
No problem, and welcome to UE4 ๐
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.
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.
Ah,
This is a set of diffuse and normal maps for over 50 terrain layers.
You shouldn't have source files in there, unless as said above it's an asset you're selling
I believe you have the option to include .zip files in the marketplace pack if that helps
They're 2k textures, all have both diffuse and normal, so it's several GB just as is.
I mean, I have more maps than that for all of them, but have found terrain usually is fine with just the two ๐
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.
I only half read. I can't see most people wanting the source files in your case. I doubt it's worth the effort.
UE kind of feels like a breath of sanity
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
It's a sound idea and I'll explore it!
Mostly I have to get everything ported and tested first. ๐
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?
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.
4.24 have a collision bug?
The lovely checkerboard? Itโs in the engine folder
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?
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
Basically where ever the pivot point needs to be
yeah I know that, trying to understand any reasons to want the pivot point where I've seen it.
@fervent sigil I prefer the pivot of weapons to be where you would hold it
Middle of the grip, and put that at origin.
At the tip of the hilt? Slap that person
lol
middle of grip (=where you would hold it) make sense I guess when you think about rotations. I think anyway ^^
Yep
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
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?
Always with the good questions
Is that sarcastic? sorry for that if so :S
i know you can create sockets on a mesh, not sure about skeletons though
No. Genuine. Technically no, you donโt need to.
So long as thereโs an armature
oh cool, thx then ^^
And I might be confused but isn't armature the bone hierarchy?
Never tested it myself, take it with a grain of salt. The armatureโs coords becomes a bone
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.
If you have that disabled it (should) complain about zero weights
"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 ๐
Itโs a good question
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?
Bones are just points. When you look at a rig, itโs a visualization of those points
But what differentiates a skeletal mesh is the influence of those points. Vertex weights
A root bone has 100% weights with all other bones fall under its hierarchy.
A root bone has 0 weight
If you set the armature as the root, unreal will treat it as a root bone
yea it maps unweighed vertices to root. root will have weights in that case
Noted
Guys how do you do custom collisions for meshes having Windows??
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
"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?
Hello everyone. I'm new and have a question about Unreal Physics assets.
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?
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
Private dms are fine if chat gets cluttered so please msg me
Heh. Not quite understanding your confusion. Generally the armature gets removed as root bone, with some authoring. Hence the original stipulation.
msh if you tried it, you'd understand it
I am very new to unreal just started today
Tldr: If thereโs no root bone. Unreal will yell at you. Root bone tends to be the origin point of armature unless you set it otherwise.
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?
@normal burrow mm I'll try and report back in a few minutes then, hopefully I'll understand everything
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?
@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 ๐ but I assume that isn't what you were referring to.
Or did you mean something else when you wrote "tried" ?
if by armature you mean a single bone then yeah, that's what I did. it works great (at least the import process).
Could anyone help me with this "Assertion failed: LODIndex >= 0 && LODIndex < 8"
does anyone know how to port multiple projects together
Anyone have a solution to my issue I posted above?
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
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
99.9999999% of the time the project is open in another editor instance.
But, guessing you already figured that out.
changed a landscape material. would you say this is normal?
if your landscape is massive... yeah unfortunately.. especially if you have a lot of exposed params
@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
I've also realized its only certain folders in the content browser that wont save
Or maybe not, one is way smaller though, just end it?
@swift spindle but i dont remember such numbers before 4.24
unless i dont remember correctly
and the compilation of so high numbers happens quite often i think
https://gyazo.com/675e05fe3a497f4b0ea6ed6487f03bab is there a way to disable placing blocks when it is being overlapped ?
cos u can place blocks inside of blocks
@sleek spear yeah... just did a test between 4.23 and 4.24 .... its quite a lot worse in compile time...
Does anyone know where I can download the GPU rendering for 4.24?
Is there a way to change what plugins are active by default in UE4? I really dont want every project starting steamVR.
@pallid talon do you mean the GPU light building?
@carmine garnet why is it not worth
Is it not rather convenient in ensuring players don't get stuck on each other
Bug Fix: Fixed a memory leak in Instanced Static Mesh reported from UDN.
Release notes for Unreal Engine 4.24
Good job
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
how do i use unreal engine
alt-f4
I concur
^
basically: google it yourself instead of asking low effort questions like that
Guys, is it possible to set asset thumbnail from a texture asset?
Is there a regular schedule for epic live training or a place where they announce it some time before?
can I discuss the problem about the component here?
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?
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
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.
I know next to nothing, so this probably isn't a thing. Use world space instead of local, so the axis always remain true?
Can I use a procedural mesh for a spline mesh?
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.
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
set textures to shared sampler @thin tendon
@jolly steppe you probably exported without 0.01 scale
find a blender to unreal tutorial it will explain better
oh a problem I did in Blender then? Alright, I'll try to fine a tutorial.
I followed one and thought I did everything right ๐
@digital anchor thanks mate
does anybody here know why i cant call a cast to a certain blueprint?
no idea what could be the issue
weird, i fixed it be recompiling the bp
@thin tendon you can share texture samples , just change texture property to shared or wrap.
Is there is an offline installer for it
Hi guys, to the previous question , i found this link , can someone make me understand this . https://answers.unrealengine.com/questions/474606/rotate-an-object-from-point-a-to-b.html
Is there is offline installer for unreal engine
@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
Now I think I have a new problem ._. Do I have to redo my animations because I set Units to .01?
Btw I'm not really familiar with physic assets but can't you select the capsules and scale them in UE4 ?
Yes, but they were too big and I couldn't scale them down
well
I guess they were too small technically
but I got that fixed now but it seems like I have to redo animations
@jolly steppe it seems like you are using cylinder physic assets. are you changing the size from primitives ?
Did you put the 100 scale factor when importing the model in UE4 ? @jolly steppe
Cause if you have blank anim files that's probably the issue
Your models are too tiny
Ok try reimporting with the 100 scale then
@jolly steppe are you doing this ?
I've just been clicking import all and leaving everything at default.
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
but the physics asset stuff fixed after I set the unit to .01 and scaled them up
oh, alright, I'll try that
Heard that 0.01 in Blender is not good for certain uses like simulation/physics etc. Have you tried to use Unit of centimeters?
I just want to do this stuff the right way : / I don't know what the right way is.
Yeah, I know... ๐ Saying that the 0.01 solution is frequently used.
trying that now
Didn't have any issues with it yet
and after that I'll try ryobg's way.
But if there's a better way without all those scaling shenanigans I'd be interested lol
I have my model scaled where I want her in Blender so it'd be nice if that would transfer over to Unreal.
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.
With the above workflow I have the same scales and no anim problems, without the scaling I had some issues
Ah ok
Never tried centimeters though, I'll give it a go
I think you are on 2.7x? I know about some changes after 2.80 so...
Oh ok centimeters was actually a preset for what I've put manually lol
Yeah I'm still on 2.79b, need to upgrade soon
But I recommended this workflow to some people here using 2.8 and they were able to import their models with working scale/anims
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...
Yes, its okay really. Its common advise.
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)
sorry, American here x)
What you did exactly?
I set the unit in Blender to 0.01 but I kept her model and armature at the same size.
and in UE4 while importing I scaled up 100
Did you put metric too ?
let me check
Also did you apply transforms ?
Also I'm not sure whether this scaling shouldn't be done before any asset created as it might rescale the model?
Ok try to do that
@lapis vine I basically model/anim and then at the end change the units then apply rotation and scale
So far I didn't notice any issue but maybe it can mess some things
I don't use advanced physics/simulations like you mentionned so maybe this destroys some props that I'm not aware of
Well, keep in mind. If it works - it works.
pretty much lol
Yeah same issue. Perhaps I did apply transform.
erf
Model is well scaled at least ?
Yeah
Hi friends! How to exclude Character/Actor from PostProcessVolume effects? ty
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.
but then I have to redo animations : /
Uh that's annoying
Can you manually scale the capsules ?
I'm not really familiar with the physics assets
I guess they're so small that I can't scale down anymore.
In UE4 I mean
You can't access them in a browser or something ?
That's what's happening, lol
access the capsules in a browser??
You can see I have no problem scaling it up but it won't scale down.
Sorry wrong word lol, I'm a non native speaker
ah, that's ok.
alright
I don't see a way to scale there.
@lapis vine Did you say there was a plugin that fixed all that?
or something
blender plugin?
Yeah, but is paid. Are you doing only Blender to UE, not the other way around?
hmm... it might be both. idk. for now, just Blender to UE
Ok. Did you rig to UE's mannequin?
That's weird cause my little prototype characters have their physics' assets capsules scaled fine
no, I made my own rig
Even though I don't use them at all ingame
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)
I think UE4 thinks my armature is smaller than the mesh
Quite possible.
Why not start from fresh with simple assets and see how the workflow will go?
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
Good luck !
No, no something small. Like a box or two with two bones.
Make your scene (0.01 meters, 100 on export or try centimeters) make the asset and then export.
Alright.
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).
before I try making the ultimate box man, I wanna try changing to centimeters really quick.
Don't forget to measure the actual size in Blender as well in UE. These should match.
1.5 cm
I exported her in UE before I read what you said.
what do you mean by 100 units?
in the unit scale?
Well, if you are in Blender in Unit:centimeters. To get one meter its means your box should be 100 units in Blender, no?
Like this?
How can I use a procedural material to follow a spline?
No.
Unit system: centimeters
Unit scale: 1
@hard quarry ask in #graphics with more elaborated question.
ah okay. I think this is how I originally had it set up, but with imperial unit system.
Imperial units... ghh...
I'm American, lol
Yeah, okay. No time for this war.
So 100 units cube (fresh scene), using centimeters with scale of 1 and you get how big in UE?
I have to test this when at home, for once and forever.
no, I didn't start fresh yet. I'll do that now.
but in UE she was normal size and the physics asset was still doing the same thing.
Step by step ๐ถ
Figure out the scales first.
hi, anyone know of a way to drive a morph using an audio file?
well this seems to work. I was able to scale the capsole on his head down.
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
anyone know why this is the case
If itโs static, moving should clear light map texture on it
well the light is stationary but the objects are static
Static object is what I meant yes
how do I fix the lightmaps then
Would take screenshots, not sure but might be easier to do identify
@jolly steppe So what is the conclusion?
I'm about willing to pay for that plugin, lol
What happened?
I've been trying to figure this out for 2 days : /
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?
2m cube!
Is there anything i can do if one thumb doesnt follow the animation?
It works @jolly steppe At least this for static meshes.
I have hair bones.
Should I change it to a static mesh?
Then redo it from there for the animations?
the problem is the armature I think
Huh
sorry, I was talking about my issue
I can't scale my physics asset down. My model is the right size but I think the armature isn't.
This is what happens.
Maybe the armature is the issue
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.
ah, well thanks! I don't get why the armature scales down : /
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?
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 .
if any one can know what's the problem with this ?!!
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 .
maybe i did something wrong somewhere , but i follow this tutorial https://www.youtube.com/watch?v=vHeRBCNVBok&t=3s
Announce Post: https://forums.unrealengine.com/showthread.php?112732
With the release of 4.12, the Sequencer Editor has been pushed out of experimental and has received quite a number of improvements since its first appearance.
In this session Wes Bunn walks through those ...
Has anyone of you ever worked with procedural meshes and knows how they can follow a spline?
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
yikes.. got 3 custom nodes each with several hundred lines in em
that's probably not a great way to work
I need to ask you one thing about media materials in BP Widget, which is the right channel?
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
three lines and hundred custom nodes is much better 
or should i just ditch the material editor and go full glsl?
Glsl is an option?
hlsl, my bad - been on a few different projects recently
Problem is pretty much fixed but I'm going to have to redo animations now : (
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?
Hair is weird, if you look at that with performance measuring itโs interesting
Yeah
More of a comment on hair though
Looks good, itโs just confusing to me how edges of hair take more processing to get that sheen
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
@jolly steppe Since your character looks a bit anime maybe this can interest you https://github.com/pafuhana1213/KawaiiPhysics
English readme here https://github.com/pafuhana1213/KawaiiPhysics/blob/master/README_en.md
oooh that looks cool!!
@jolly steppe Have you fixed the import scaling? I just did one more trial and all seems okay. Mesh + armatures are scaled correctly.
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
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.
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
OH! I'm also using centimeters
Yes, seems most easy way. Not sure about existing assets, but as a start seems most feasable.
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?
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 ๐
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.
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 ?
Yeah
Cause maybe this can do some weird stuff with the units change/rescale stuff, doesn't seem likely to me but you never know
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.
Is it because of the weld right here?
probably. the weird thing is it looks like a lot of the bones are animated correctly
Her hair's like super thin, lol
This looks sooo cooool! ๐คฃ
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?
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 ๐
what's the error? @nimble viper
with the if node
^
wow wasnt missing much thank you a lot !! :OOO
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?
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
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 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.
Yes
Make a sphere mask ogavec and make the radius big, just not big enough to hit the sun
Why is my character smol?
Wipe it @hidden aurora
So you rip the Spacebar key and just wipe it
That's what i do
rip isn't the correct term
I burned one kbd with water last year.
"carefully remove it"
Spilled on the mcu โ๏ธ
the space bar in my short experience is the worse though
it's a lot harder to remove it because it's so huge and well attached

Safety? lol
Anyone else seeing this weird yellow wireframe on light BPs? Is this a 4.24 thing?
๐ฉ๏ธ
5v man? Not gonna do anything.
are you using some light profile?
Nope
im so sad
What can I do if my character is small once i import it in UE4?
could be a visualiser for it, which would be neat ๐
make sure you are using the correct scales
Like very small.
your 3D modeler software might have a notion of "units" you can customize but UE4 ignores that at import, by default
@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.
I used it on Blender.
What's the default size?
I put the armature at 1.000,1.000,1.000
Ugh... not Blender again. That whole afternoon we talked here about it.
That's my hope to get it fixed
but it didnt.
so then i reverted back to default settings
Scene unit > metric > cm
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
Wait. Can I actually see the scale of the mesh?
there's an option for it in the model import settings, somewhere in transform I think?
I don't know blender enough ๐
If you look at the mesh properties you can see the actual size in cm as well
Always make it 1,1,1 first of all
Youโll get collision issues
And set your scene unit to cm
Huh but the mesh is really in
it shouldn't matter
I FIXED IT I THINK
If you are willing just scroll up todays talk about Blender and gonna find some setup recommendations. @tender flume
is 6.32cm fine?
Maybe its a plank?
exactly, i have no idea lol
Maybe a pencil
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?
If you just installed 4.24 it will take a while to compile the engine DDC shaders
there is a new Sky Model, which needs to be taken into account for materials
anyone ever get an error like this? I cant open any project
it just started doing this for no particular reason
Probably the quixel bridge
It doesn't support 4.24 yet
Delete the unrealenginepython folder from plugins
If itโs the quixel bridge. Youโre in for a fun time
They use an older buggy version of python
Branch
Do once
Flow control
set input game only
@sweet relic @sudden agate but it recompiles all those 40k shaders all the time, every time i make a change in a material
hmm, does it recompile all the shaders with a specific material? what happens if you create a new material?
theres someway to disable all debug lines draw from traces?
You do so in the trace node
I would make a public var that basically toggles debug mode
Letโs check console commands first
Nothing popping out for me in console
Type help and itโll give you a list
theres this macro
but im not finding it code
Hello, can please anyone find out why my cook failed? Here is the log
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?
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I search Udemy first for tutorials, it's pretty decent, I guess.
thank you
Ideas have less value than a penny. You donโt need to worry about that
But, you're not going to have a fun time with multiplayer. Or learning in general.
Just focus on learning
ok, thank you
I wouldn't recommend starting with multiplayer
in about 2 years you will be able to start with multiplayer
after learning the engine
๐
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?
or is it Unreal Academy
thank you
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.
No source control I assume ? ๐ฆ
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
delete all folders except config,content,source
and try build the project
if crashes
ure doomed
Russbo, you sure the logs complain about not being open of the dlls?
The error should be at the end. Not at the top.
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
E:/UnrealProjects/RocketRushTest/Binaries/Win64/jeff/UE4Editor-RocketRushTest.dll
this path seems strange
It's the right path
i have never seen a "jeff" subdir in project binaries
Hmm, that seems pretty weird. Does this build in VS fine?
ya but "jeff" shouldnt apper under Binaries/Win64
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
try right click on your .uproject file and do GenerateProjectFiles
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.
It worked fine before it got munged
Now do I want to compile in Unreal or Visual Studio?
Never compile from Unreal unless you use the Live++/LiveCoding plugin.
Right that could have screwed something for sure
Also kind of annoying you can't compile with Unreal open...?
Yup, it's pretty unfortunate to work with.
Usually the issues from compiling with the editor open aren't like this, though.
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
Always build from VS
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
So I deleted all folders apart from Config, Content and Source
With Solution and UProject in the root folder
What's wrong with the solution
Regenerate it
how doth one do this?
Don't believe so - this is the first time I have had to do this
Fairly routine stuff
Build it and you'll be fine.
Not much wrong that can go bad at this stage tbh.
Yeah.
Cool, so
maybe nuke it and start over if nothing is in there at this point lol?
I will soon if it proves too hard Matt, it's useful seeing how I might recover a project in future though
does he need to really do that tho if he is not using source build?
Care to show us the log from compiling in VS to confirm ?
That's completely unrelated @grim ore
Yes he does
It's already set to Development Editor I believe
What's the build log like ?
@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 ๐
Just building again, will paste in. I saw nothing obvious
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.
awww oculus hand tracking for UE4 will not be available till next year ๐ฆ
Yeah it's fine. Try debugging.
Okay that's actually fine
"Unused" doesn't exist
Right click your game proejct in the solution explorer and hit "set as startup"
Retry
Perfectly normal error
Right looks better so far this time
Wait to see if it loads
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
๐ป
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
What's the call stack like now ?
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
Even though this manifested after a bad close of the editor?
I don't see how the two could be related tbh
Okay
I've honestly never seen something like that
Yeah I have a habit of breaking any tool I use
When you say update the compiler - it's included with VS, no?
Yeah, it's VS you should try updating through the VS installer
@crystal bone thanks that worked!
Not like, install 2019 or anything, just make sure it's the latest 2017
Yup, grabbing an update
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?
Okay updated
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 ๐
https://i.gyazo.com/85a8351672f37971cc5002e4188acce8.png best way to interpret this into a level? (the colored sky and ambient colors(?))
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
@late verge Press the +Track button on the CineCameraActor1 and add the CameraComponent as a track
Did you rebuild first ?
Make sure to verify UE4, and after that I'm officially out of ideas
How doth one verify UE4?
@sweet relic aha that's close! i don't see a dropdown below the CameraComponent however : (
@late verge press the "+" next to the ComeraComponent and add it's property tracks
@proven wharf
alternatively you can press the little โ+ button next to actor properties to add a key/track the the sequence
okiedokie trying
can i use any HDRI for ue4?
I don't think it's gonna fix it haha
I'm gonna try removing the class where that error seems to occur
@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
@sweet relic which one of these options do i choose?
thanks ill look into it, im looking for a bright color mix with fog and bloom
@late verge it depends; just add whatever properties you want to animate in the sequence
got it. thanks!
God this is taking yonks to verify
@sweet relic where are the actor properties again? trying to find the โ+ you speak of
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
@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
@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
How do I spawn an emitter like an explosion when my projectile hits another object?
use the spawn emitter nodes?
@cloud cobalt Okay got the project back up and running - I removed the problem class and I'm now going to recreate it
but what and where would I hook it up to?
in the event where your projectile hits another object, have it spawn it?
@sleek spear hmm, ya landscapes can cause a lot of shader compiling... what about a blank material applied to a static mesh?
I have this to spawn the bullet in the character blueprint
@sweet relic i will check after i compile a couple of thousand shaders more ๐
there does seem to be a problem with terrain shaders atm
@swift spindle what are you observing? 4.24?
@grim ore and this is the bullets blueprint
basic terrain.. small.... 40k + shaders... on an almost blank material... 4.24
@swift spindle yes, me too
and it happens every time, even with slight changes to the material, right?
So I really have to shut Unreal every time I want to compile in VS?
Is there a smoother workflow than this?
there is hotloading now... but if you need to do a full compile...
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
@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
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.
hi
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
trying to learn unity can someone tell me how i can make an event like here at 52.57
Developer Relations Technical Artist Alan Noon shows you the basics of building a side-scroller, using Paper 2D. You'll cover creating sprites, flipbooks, tilemaps, basic movement/abilities, creating obstacles, and a simple UI using the UMG UI Designer.
Announcement Thread: ...
@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
"trying to learn unity" hahahah I keep nearly making that mistake after playing with it for a month
@proven wharf lol what do u mean
unless Unreal has some feature called "unity" I'm unaware of... that would be really confusing
@grim ore would I place that before it or after it?
:^)
@wet robin depends on when you want it to play. you can try both and see what works better
I know literally nothing, I'm starting out hence why I'm here lol
haha welp we are in the same boat
compiling UE4 does have a unity build option so..... technically yes
what videos have you been using to learn, any 2d side scrollers ones would be of interst to me
interest
@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
You can make a keyboard event but first you need to add it as an input. Is that the question you had?
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)
@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
First, go to project settings, input
Add a button mapping
Then, you can reference that button event on any event graph
im in project settings 1 sec
This is the equivalent of adding an input in Unity
It's very similar workflow in both engines
OKAY I have found how to break the editor ๐
I tried to do this as I would in C++
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.
thx @granite token btw sorry its just ive never coded a game before haha took me 2 days to go through that hr video
That's fine take it slow. Unreal takes a while to get into even for people experienced with other gaming tools/engines/environments.
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...
thank you
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.
can someone give me a hand, im following this tutorial: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4023-make-character-semi-transparent
but my character is not transparent
Build powerful visual scripts without code.
Did you set blend mode to translucent?
yup
What happens if you set opacity to a constant 0.1?
he goes slightly darker than the previous picture
What happens if you set opacity to constant 0
sorry, i see what you mean
Should make it disappear unless you have a weird issue somewhere
compiling shaders is taking a bit
Maybe your editor is not in a shaded view? That screenshot you have looks kind of odd
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
Ah there you go
You're using custom depth?
Might need to turn a setting on for that in project settings
That may or may not be your problem
Make sure to follow all the transparency stuff on the left side of the screen
@swift spindle looking forward to 4.24.1 but will they notice it?
Oh hey what's wrong with that?
but the tutorial is supposed to deal with the demonic expression on his face
he's scary lmao
@sleek spear we need to report it to them
the tutorial is supposed to remove any overlapping opacity within him
I see
with reproduceable bugs
Now I get why it's using custom depth
on the child? yup
Darn
and then checked to do custom depth pass
@swift spindle i will try to
I'm pretty sure there is a custom depth setting in project settings
i checked but i couldnt find one
so when i press q should i take damage
my only guess is the Z-Pass stuff but i dont think so
ill test it 1 sec
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
@granite token hmm doesnt seem like the healthbar is updating
You need to make the healthbar update I'm assuming
Unless your healthbar is constantly changing
yeah it's already enabled
Darn
such a weird issue ๐ฆ i have raytracing enabled and im praying thats not the cause
@swift spindle though i cant reproduce it
not really sure how ive followed everything and tested everything and it seems to work soo far and for him aswell
@storm venture One thing you can do is clamp opacity? Does that help?
@sleek spear is your material a material instance ?
Other than that maybe someone else who knows graphics can help ยฏ_(ใ)_/ยฏ
well thank you anyway
@rocky slate your HUD rendering code needs to update
@swift spindle yes, but i am trying to make a new scene and reproduce it in order to make a bug report
@granite token clamped it between 0.25 - 0.5 and still no luck ๐ฆ
@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
@swift spindle can you reproduce it in a new project?
is this on a slider or a text?
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?
@storm venture Im not sure that scenetexture is valid outside of a postprocess material
@granite token didnt make a difference ๐ฆ
How to author and blend custom Post Process passes with the Material Editor.
@sweet relic thats weird, i think it should, i followed someone elses guide and they used it successfully
heres the guide for reference: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4023-make-character-semi-transparent
Build powerful visual scripts without code.
What does it look like if you just have the parent?
it looks like the demonic face guy i showed earlier
Ah
opacity works as normal, but normal means teeth and eyes
yup, that didnt change anything
ยฏ_(ใ)_/ยฏ
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.
@storm venture im not so sure, from testing here a scenetexture node returns garbage data when not in a post process materia
Anyone know where I can get that cloud material setup that Ryan showed off recently?
@rocky slate If your cast fail prints, you know something is wrong
@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
@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
@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
Good luck
Make a character invisible in Unreal Engine 4, with a stealth-game distortion effect in the silhouette. Custom depth in post-process is used for high performance, eliminating the need for any translucent material.
Get project files: http://cbr.sh/od53nz
Nodes screenshot: htt...
interesting, ill check it out, thanks!
scenetexture works on translucent materials
except a few options
and also except custom depth, since 4.23 i think
maybe related to this one: https://issues.unrealengine.com/issue/UE-82587
Oh huh I had that problem but I just assumed that's what that setting does
hey, Iโm using soul city assets pack. Iโm 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
What would cause functions defined in a function library to not show up for me inside one of my classes?
not having UFUNCTION defined usually
this is a blueprint function library defined in actual BPs in this case
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
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?
each object has a Bounds
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?
So who won the unreal film jam contest? I've heard nothing about it
@fathom glade It's measured by the bounding box
Does any one know how to fix this? Its the triangles on the hair some of them are dark and some are light.
looks like double sided geometry
make sure the cards don't have thickness and only the material is double sided
the material is double sided. What do you mean by "cards don't have thickness "?
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?
yea, a triangle can exist on each size user619, turning off double sided would tell you if the triangles are there
looks enough like z fighting to me tbh
it's hard to say without seeing it in motion
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
Sounds like you havent set it to auto possess
and/or have another player start somewhere
It looks like this if the material is not double sided
definitely double sided geometry
How do I fix it?
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
alright i will try that now
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
is your editor set to start at current camera location?
then rotate the pawn?
Should my player pawn class be in public or private folder?
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
public/private folder split is so pointless
Is there any way to find out which index I'm looking for (without previously assigning the int) whilst using hierarchical instanced static meshes?
only if you know it already
you could attach a text render component to every spawned instance for debugging
Really just need a 'find index by component' node ๐
Or just the component itself
the instances on the thing are just matrices
This is for a basic prototype I'm working on. I'm trying to cast at one instance and delete it in runtim
i think
Yeah thats what I figured too
just kinda gotta keep track of it, and when you remove, you deduct one from each above it
I could compare every single mesh in the hierarchy until I find the right one...
probably a terrible idea.
your better maintaining the list yourself tbh but you mentioned hierarchical instanced static mesh component, which i'm a bit unfamiliar with
Yeah, I think so too - was just hoping it wouldn't come down to that.
still a little confused at what you're trying to do
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
yep
there you go
Yeah I know that, I'm trying to find the specific index of the instances though
line trace >>> get array item?
um can you see my msg's
There may be something in the hit result?
hit results should be enough
I know that you can have physics on the instances. maybe the hit result exposes an index?
standard gets
ah okay ^
What does this do? I looked at documentation for this earlier and I dont really understand it.
out hit hit item what, idk tbh
that looks like split struct pin was used
Yeah
so all property names in it are prefix with the variable name that was split
but what does the 'face index' value mean?
so hit item int?
ignore the 'out hit', its just when you split a struct it also splits the name and joins them together
you want hit item to get instance index from instanced static mesh
yes sir
ah HighTide was right yea
the face index gives you the face index when tracing against a triangle mesh collider
didn't know you had a hit result to work with haha
Yeah thats used for terrain, right?
I'm not sure what a real world use case would be
hm
Either way, I'm not sure how I can store an index for each instanced mesh
maybe with maps?
nah grandma
adding and instance returns its index, so I could map that to the transform?
hit item gives you the instance index