#ue4-general
1 messages ยท Page 621 of 1
hi just wondering, I'm making a plugin and i'm trying to use unreal's log console to see if the plugin works, however for some reason, it does not work. and always says that it cannot find the source file that DEFINE_LOG_CATAGORY(). Any ideas or solutions to why it is doing that?
yeah this is really weird. There's no scaling in blender but it looks like my skeletons are all scaled to 10 by default
scale them back to 0.1 in blender, then reset the transform
@twilit grail have you got more information. how are you trying to use the log? Did you define a new category for the log in the header?
I'm using it when I;m starting up the module in the plugin currently
Header file with: DECLARE_LOG_CATAGORY_EXTERN
cpp file: with DEFINE_LOG_CATAGORY()
@kindred viper
Did you spell it CATAGORY or CATEGORY?
category
opps sorry for the misspell
okay had to check it wasn't like that in your code :)
for me, it's making blueprints as ugly as possible
Alright that was very bizarre. What I wound up doing was setting blender's unit scale to .01. Even in fresh blender projects with fresh skeletons the exported skeletons had a scale of 100. Which was ten times more than what I was experiencing before. Fresh blender projects have a scale of 1, so naturally by going in the opposite direction to .01 I wound up with an exported scale of 1. Very weird, but seems to be a blender problem not an unreal problem
Apply transforms?
yeah I had to do that after setting my unit scale to .01
From my understanding... thats because UE's scale is in cm and blender is in meters
That'd make sense. For the past two years I've been able to just set the blender units to meters and work in a unit scale of .1
.01 with meters in scene settings works
I guess updating to 2.8 messed with something, idk.
I'm hoping that solving this problem simultaneously solved my issue where importing a skeletal mesh to the newest version of unreal resulted in an immediate CTD
nope
Can't you just change the unit/scale in Blender?
Yeah for the entirety of my blender-ue4 career I've been fine with just setting the unit scale to .1. That way something that was 2m tall in blender would also be 2m tall in unreal. But I guess the newest blender update messed with that on my machine somehow. So now I need to model with a unit scale of .01. So that my 2m tall blender models are also 2m tall in unreal and scaled appropriately
๐ค
yeah this is really weird. With a unit scale of 1 (the default) I can model a skeleton to be 2m tall and export it over to ue4. It displays as 2m tall there, but it's also scaled to 100 times its normal size
even after applying transforms
Why decameters?
and even after not transforming at all in a fresh project
at .01 it should be cm
I could upload a youtube video
Itโs ok
I had a fresh install of 2.8 and exporting FBX to UE "just works" without any changes
Going to bed but. Should show cm in blender too. 200 should be 2m
These are the settings I need to get a non-scaled skeletal mesh in ue4
Sounds like could be something wonky on your end somewhere
Nah you need to set cm (.01) to match scale
Set length to cm
oh shit is cm the default?!?!
I'm so dumb
my fresh blender files are in meters, that's weird. Maybe it's a setting I enabled somehow
When I open a new project it tells me my length is cm
there should be multiplier somewhere for it
I assume that no one elses unreal editors crash when they import a skeletal mesh, right?
setting units to cm doesn't change anything. I can only get this to work with a unit scale of .01. My PC is cursed
No issues with skele meshes in .24 on my end. I heard some complaints from mixamo rigs but well, mixamo
yeah these are all my own rigs. I can put them into .23 no problem but .24 is a crash even on single bone meshes
so right now I put them into a .23 file then migrate them over
Any particular logs?
Yeah that isnโt telling much. Going off memory. You can find log file in [project]/Saved/Logs
Doubt itโs going to say anything useful. Do you mind dming me a sample mesh for me to try?
sure
hello
Your mesh crashed it. I double checked and made my own skeletal. That one worked
Alright, fresh install of both Blender and UE4 time
let me run a debug real quick
i'm look for same help i made dedicated server i made a menu i what know how to use text box and button i what to know how i add ip to connect
fresh install of blender also results in CTD
I don't know how to help you specifically but I have this comment saved:
the first link there leads to a playlist that should cover it
ok thanks i have a look
hmmm i can not find ware they add url in text field remote join
Having a bit of a peculiar issue... I have a mesh that's attached to an actor, and I have some nodes to rotate it when it's clicked... But sometimes when you rotate it a few times, it starts ignoring any collisions - it still renders perfectly fine and remains attached to the actor (ie. if the actor is pushed it moves with it), but in terms of collisions, it's like it wasn't there at all (I can move through it, and linetraces go through it)
(Looking into making said child mesh simulate physics as well since the actor's root mesh does, but at this point not sure if that's going to fix this or no)
Hey is there a way to write HLSL compute shaders and have it return data like faces, vectors, normals, colors in UE4?
For gameplay programmers writing C++ code.
i don't know if that help
i trip over it
@unborn hinge Technically, yes, but its not something out of the box. There is a Custom Node in the material editor you can use for HLSL.
Heya! I'm wondering... I've been an advanced Unity developer for a few years now (I went as far as networking VR and AR experiences without a problem), and I was wondering if there are good resources to look into while making the switch to Unreal Engine. I also have C++ experience, so I'm looking for engine specific tutorials. I think I've seen some official doc to help Unity users somewhere?
you would obviously have to stay within the confines of the material editor for the return value, but then you can dump that out into instanced material parameters
@olive depot The official docs are upto date on that. It shouldn't take long to read. Check out Mordentral's youtube page also. He is the UE4 VR officiando I would say.
That's nice of you, thanks! Will do!
bear in mind, its incredibly easy to setup. It's beyond that the tricks and traps appear ๐
there is a VR content project you can play with too in the launcher
or add Content Pack
Oh, I'm well aware! Some very simple stuff can be hard to do, too.
Depending on if you use a library or not too
well Mordentral has a fully fleshed out example project now with various tools and nice utilities. You can always look into those blueprints too
Thanks a lot! While I won't be doing VR with it, it's still good to look at.
It'll probably be a third person shooter, and I'll use the experience I gain to work on a topdown, 3D fighting game. Would it be messy to use Unreal's animator along with a prebuilt state machine?
well there are pieces of it that are time savers if you do. Multiplayer controllers etc.
Noted. I'm excited to begin!
well on the animation side... you could use anything if you wanted to go the timer route. The anim graph has state machine capability though. If you wanted an external one, I can't see why you couldn't use that too.
UE4 has some nice entry points for external stuff. Sometimes its a drag to convert it, but its usually always possible
Oh, that's good news.
The animator is the thing I hated the most using Unity
Buuuut it should be reworked by the end of the year.
I've used a couple of systems before now. UE4 has the most open one I've used for general purpose. It has Pose Assets, anim states, anim events/notifies and all the general purpose stuff. Im sure a super pro animator would pick it apart but I love it.
We'll definitely see! I'm using it for an university project, and we're four progs paired with nine artists who know how to use unreal's animator and blueprints, so it should go smoothly.
@midnight gate
quick question
how do i make something in visible to a scene capture component
a moving scene capture component, might i add
and the invisible thing cant move with it
i want it visible to the player
but not to the capture component
@hushed hare what will it do
what
also can i fix it without using the visibility volume
sure
how tho
turn off precomputed visibility
help
i baked my map and it has no shadows
this is how is needs to look
@hushed hare save me
@midnight gate could this help?
https://www.reddit.com/r/unrealengine/comments/5o8k2s/no_shadows_on_foliage_lod_after_building_light/
Goofy Launcher Question: I have 360 friend requests after 1 day of turning off Auto Reject, why is this happening? How are people getting my user name to add just a bot trying every name?
Hi guy im new to unreal and i started to learn from youtube and they told me to download textures for the next step so i downloaded some texture but when i open the zip there is many PNG file what do i do?
follow the tutorial i guess
you need to take those image files and build materials out of them
well you dont have to copy every single click
images feed materials
are you a clone or smth no youre your own human
you might want to back up and work through the basic tutorials from the Epic site if you haven't already
thats what it looks like to me
and you are asking people that didnt create a tutorial about why this guy is explaining things to you in this order we wont be able to help on that. Using basic functions in windows is a requirement for game development.
Hello guys, is anyone having trouble with creating a new project on UE4 4.24?? It get stuck on initializing for me, at 39% exactly. It does the same shit on old projects...
It is compiling shaders
if you open up the task manager you should see a Shader Compiler per thread
But why would it compile on a new project tho?
I just installed the engine fresh and just created a test project so it woirks
It tailors the shaders to your GPU, CPU and the settings for that project
Ha you are right I have 5 instances of shadercompiler
It gives you the raw materials but they need to "cook"
But I think its bugged nonetheless
also been using game engines for 31 years so I getting old
yeah you dont want to do that
you want to let it finish
Yes I'll just reboot and let it do its thing
the guy is asking me to use grass_d grass_n and grass_f but which one is wich i unzipped them and got that, im sorry if im asking dumb questions but im new to those things
it will continue to process shaders
but this is taking incredibly long
if you turn off static lighting for instnace
it will redo it
or enable raytracing...
ok good luck mang
@kindred viper I need is for some proc gen work. I need it to return a point cloud which will be generated from density masks.
custom node I dont think returns a vector array
Goofy Launcher Question: I have 360 friend requests after 1 day of turning off Auto Reject, why is this happening? Perhaps, people just love you and want to befriend asap ?
@grave nebula Looks like a lot of auto generated names
So Iโm going into a College game jam in April. Any tips ?
Take Lube?
...
You need to create a game within 3 days or 2 days from a. Certain theme
Teams or by your self
oh that sounds fun do you know the theme already?
Nope. Itโs revealed on the day
But Iโm practicing by creating random things on ue4 from themes I generate
Well if it was me I would make sure I have some default templates already to go, and make a template for yourself with everything setup the way you want it
Yeah, only problem is you can only create the game at college. Canโt do anything at home
that is the first thing I do when I setup unreal is setup a basic template with all the stuff setup for me
Sure you can take a USB drive I am assuming?
I have a shit ton of free assets in my library so that will help
Nope, no usb or anything
I can log into epic games launcher at college tho, so I can use my assets
have you built games before in the engine?
so you know the templates?
Yes
so if they say build a space game but like robotron you could open the twin stick shooter template and start rocking?
Oh right I get you now. Yes you can
yeah thats what I am talking about
you know if it isn't VR or what ever you can rip out all the VR crap in the basic template for 3rd person?
like it get it ready to be clean so you can work faster and not mis click things or at least know where everything is so you can work fast
Yeah thatโs fair
that is what I would do is just create a project using all the templates and check them out so they are fresh in your mind, they might say DO A RACING game and you havent looked at the template in 3 years you might be slower to roll hard
If they say doa. Racing game Iโm pretty screwed
Although they have said we can look up youtube tutorials
also dig around for all the free stuff you can add to your account so you can have a lot of assets ready t go
As Iโm the only person in the class who actually knows how to use unreal ๐
well the racing template will give you a lot of stuff to get rolling they have two styles and you could make arcade racing like mario in a few days that would kick ass.
ah yeah if you are ahead of the rest of the group then think about being a leader helping people to build your own team
that is very good practice
try to find the good folks and recruit them so you win
My team consists of 2 people rn, me and someone else
My team mate is willing to learn ue4 . In fact heโs started now
help
my scene has no shadows when i bake it
this is how it needs to look
where and how do i turn them off
pls tell me how
you will be a life saver
Hi, has anyone dealt with UDIMs in UE 4.24? I've successfully imported my textures (see screenshot) but when I hook them up to a mat with a Texture Sample node I only see the first UDIM (1001) but not the rest. It's not describe on this page what you should do after import: https://docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/Streaming/index.html
An overview of Streaming Virtual Textures.
where is the volume sector ?
in the editor?
whats the editor
is this the editor
wich one of these tabs is the editor
i dont have a lighmass in my level
ok i got it
now i bake?
๐ค
i still dont have shadows
it didnt work
i will cry
yes in the preview
and in the last version of this level
but i had to remake it cuz of playability issues
yes it is
this is how it needs to look
idk about the quality settings
seems good to me
here yes?
yea its set to preview
so its fine
the preview lighing is perfect
but i get the preview thing everywhere
so i need to bake it
but when i bake theres no shadows
hmmmm
lighing only
hm
idk
but its still building
and the lighing is gone again
yay
i will cry
how do i check it
i have no errors
only map check complete
SEE
BUT WHY DONT I GET FUCKING SHADOWS
i used to get them
but i guess i acsidently clicked a settings and broke it
i DID
i send a screenshot
its fine
HMMMMM
in sky ligh the dynamic shadow was off i blieve
i will try to bake with it on
that might have been the issiue
AAAAAAAAAA
it did not work
and i do not know where the recapture button is
my ray tracing sample is 1
thats all there is in ray tracing
no i do not
theres only ray tracing > sample , 1
oh so its in the sky ligh
you see my scene is very simple
i dont need the hdri to cast shadows
i only need the damn sun light to work
hey all
i do have a sky ligh but it doesnt need to cast shadows
what
@steep ferry you still have not helped me and i will haunt you now
Oof, sounds like you're in for a scary time, Mik
lma0
move it into a shadow
ok this is unbuilt
it looks absoloutly perfect
and when i build it theres no shadows
everything becomes a shadow
ยฏ_(ใ)_/ยฏ
i will kill mysel
that action is generally not recommended
well i cant seem to fix it
ive been asking all over the place for weeks now
and nobody has an answer
either nothing has lightmaps or enough lightmap res to capture shadow detail or you have some sort of GI setting that causes shadows to be in light when baked or something similar that results in that effect
or all your materials are emissive only or blah blah blah
Or you could just use dynamic lighting
for some reason this is the only one thats stupid
if you have no lightmaps there is no where to store baked shadow information
but other levels with no lighmaps look fine
so the uv cant be the issue
also it looks fine in previe
maybe you're not viewing with with static lighting
Preview is dynamic lighting
if you have no lightmaps, baked shadow information will be wrong
is a fact with almost no exceptions
but other levels have no uvs = no lighmaps and look fine
and theyre allmost identical to this
are you baking those levels
yes
are you sure
YES
but are you though
yes
well then they might have lightmaps
i even packaged the game and my friends played it all works
even the same level worked before idk what happended to it
i know for fact that they dont have lighmaps
did you disable static lighting
hey guys , how do you handle non traversable areas of levels? Should i just use blocking volumes? I have a couple of rivers and i was wondering how i could keep the player and AI from walking on top of it or get close to it
Are your lights set to movable in those other levels?
^
how do i globally disable static lighing
i checked my lighs in other levels are stationary
maybe that will fix it i noticed the level were talking about had static ligh
you can't have static lighting with no lightmaps
any lighting you see must be dynamic
then how did i manage to do that for other levels
by using some form of dynamic lighting
hitting the "build" button will do nothing good
if you have no lightmaps
stationary are a mix between dynamic and static
they are dynamic until baked
but they can't bake properly with no lightmaps
so their lighting is probably dynamic and not baked
so i guess this whole level has to be dynamic too yes?
how do i make it all dynamic
look up force no precomputed lighting
ok i found it in world settings
it's in world settings I believe
ill turn that on and try to bake
...
Donโt tell them to google Allar, they stated they canโt ๐
i actualy tried finding a way to fix this on google a million times today with multiple keyboards but nothing worked
i found nothing
@polar hawk
googles "allar" .... eeek.
fucking
This tutorial will quickly teach you how to avoid having to use Unreal Engine 4 Swarm Lighting Builds & Lightmaps. In many cases this will give you improved game performance and reduced file sizes. Most importantly you'll save a bunch of time!
This method is suitable for ...
1 of 100 results
its not like i can do anything else
and start over
then the issue exists elsewhere
it did not help at all
how big is your project on disk
if it isn't that big, File -> Package Project -> Zip Up Project
send it to me, I'll take a look
Careful, heโll steal your soul in exchange
i replaced a mesh from a level that works with the broken level mesh
guess what
the level stoped working
that means its in the mesh
i assume its too big to have dynamic shadows
but can i force it to have dynamic shadows
@polar hawk
how big is your project on disk
if it isn't that big, File -> Package Project -> Zip Up Project
send it to me, I'll take a look
I vaguely recall that you had a warning about Lightmass Importance Volumes, did you try that?
it will take me forever to upload it to google drive but sure
lets see if you can fix it somehow cuz i do believe it is imposible
if it isn't that big
alright
thank you for explaining some things about the engine
Please post the solution to the "no-shadows" issue when you find out.
perfect
does anyone know how to fix a missing module error
I just manually transferred all of my files to a new project to try and avoid this problem, however it still happened.
What's the error?
Just made a new project and redid a plugin with the same code, but I;m getting a missing module error saying I need to manually rebuild the plugin
Yeah, you gotta rebuild it.
specifically what do I need to rebuild?
The plugin in Visual Studios.
do you rebuild the project?
That probably will work too.
I never really understood how rebuild in unreal
Right click your project in Visual Studio and press build.
just to be sure the project or the solution?
the project
beware
go down the wrong road
and it'll become a task you do hundreds of times a day
ye I have been stuck on this problem for about 4 hours
I'm getting a weird lighting problem when I press play in the editor. It's not the material as I've remade it from scratch and it use to look fine but now I'm getting dark shadows when facing the light
Just to double check, you generated vs project file and build yes?
hello guys I want to create a multiplayer game but dont know if it is going to be hard to create it as a multiplayer
can anyone tell me if it is extremely hard or managable for a c++ beginner
?
Hard
@fierce yew is your green channel in your normal map flipped
Stupidly
Is it possible that unreal doesnt like to recompile on encrypted harddrives?
You misspelled she ๐
@polar hawk just checked on an external unencrypted harddrive and it works. The encryption is os-based
@polar hawk Both of those settings give me the same results. I should clarify, it looks normal in the editor, but once I press play it looks like the second image.
both of what settings do what now with what in what image
yes in the logs i found this
LogFileManager: Error: MoveFile was unable to move 'E:/UE4_NoPerforce/mordentral-vrexppluginexample-08aee74c552a/mordentral-vrexppluginexample-08aee74c552a/Plugins/AdvancedSessions/AdvancedSteamSessions/Intermediate/Build/Win64/UE4Editor/Inc/AdvancedSteamSessions/SteamRequestGroupOfficersCallbackProxy.generated.h.tmp' to ..."
so I don't think UE4 has an issue with encrypted drives directly
it appears to write a file like it would normally on any other drive
and for whatever reason that is failing
Flipping the green channel for the normal maps of my clothes still gives me those dark shadows
it only appears to 4.24 projects
there could be something causing an issue with encrypted drives but I wouldn't have any idea what that could be
@fierce yew oh yeah that issue
if its only in pie maybe it is an actor rendering setting? something like 'recieve light' is disabled? iunno
@polar hawk Thanks, i gonna unpack on the external for now. Have a good day y all
Ignore the error list. Just look at the output log.
ah
your shit is in program files
anything you do is gonna require admin
open visual studio manually as admin
then do the thing
or open ue4 as admin
really just open both as admin
if that still happens
make sure all instances of ue4 are closed if error is happening in visual studio
all of them
even that one on the 3rd monitor behind you
also close bob's who is on the other machine
it might be affecting you too
so close both VS and Unreal?
uh, well if you close them both then you can't do whatever it is you're doing
but if you're doing anything with building
close all unreal instances
and try to only have one VS instance open
unreal is incompatible with itself
Youโre producing many mildly amusing quotes today Allar.
today is community service day
this still poped up
so if you nuked it and destroyed it and then ran a magnet over it, life would be okay?
Now youโre just being coy with quotables ๐
not particularly
now im just embracing this pipe i got for christmas
This is my first time making a plugin
okay
in that case
I'd say
start over
the number of annoying issues that could cause your error is so high
that starting over is diagnostically faster
can making new directories on the plugin directory could affect it?
like making it outside of unreal
and not remove the first copy
and have technically two nested submodules named the same
because maybe
your fingers slipped and hit Paste on accident
and then you forgot about it
terrible things like this can happen where no matter what you do the error won't go away
I did look at the files from the previous project and Ctrl a and Ctrl V
I think that would cause it at that point
make sure your structure is exactly how it should be
but if you're copying files from unreal to outside unreal
that should do nothing
and affect nothing
unless you mean you are opening those files in unreal later
in that case that isn't outside unreal
just start over
is easier
if it happens again then you know something else is wrong
I'll do that thank you
So, your project compiled properly and this still happened?
Corrupted how?
no clue all I know is that when I removed all of the copied files, the project worked perfectly
Well, I think you should continue trying to make it work this way. I'm not familiar with plugins or modules, but still.
Maybe you had to have specifically tried to build the plugin. ๐คท
ye, Its ok though, there where alot of errors in my previous code. Starting fresh would be easier now that I know what I'm doing
hey how can I disable the way that the player sticks to ground surfaces?
for example if something like a fast moving platform moving up suddenly stopped, the player should fly up a little bit from the velocity if that makes sense
hey slacker lol. i have a question. im trying to render one of my cutscenes from sequencers into video. but it never bounces the audio. lol does anybody know how to fix this?
i want to change a scalar parameter in the material of a wiget, how do i do this?
does painting foliage cost more than foliage tool? grass for example
ah, bindings
so many questions, so few answers
One day we'll get there guys :(
Is there a hotkey for adjusting brush falloff? I know [ and ] adjust the brush size, just wondering if anybody knows about a Falloff hotkey?
I suppose I could make a AHK Script..
Anyone using TrueSky? I'm considering getting it, looks very powerful. Curious about experiences with using it.
hmm does anyone know workaround?
Truesky looks sick, how much is it? $$
im surprised Quixel doesn't have skyboxes that would be 2sick
I want ask about size of content in unreal project. How I need storage for Open World game? When I installed some texture packs, it took 20gb of memory. And I was scared because I don't have enough memory for apps and programs. Anyway I can cook size?
Scanning skys may prove difficult @elfin ridge lol
( ;
@burnt tangle you definitely should invest in a few TB worth of SSD's
Quixel has nice 2k textures I noticed they were around 25mb at that resolution
Perhaps https://opengameart.org/ is more acceptable for textures considering your allotted hard drive space for this project d =
thanks, I had idea for new PC with 8gb card to run. It has 3TB and it is enough?
@elfin ridge
For now I using HDD drive 500gb :/
I have a problem
The server is full with people with problems. Anyway, just ask ๐
I got a problem that i can t solve with google in blender anyone could help me?
i got a cube and a curve and i want the cube deform to morph the curve but without any reason he stop morphing at a certain point.
If anyone knows of a nice way to do scene view render targets for UMG i'd greatly appreciate some help ๐
@calm widget we can talk in private if you want
no i don t for now
cause i have problems
I am experiencing an issue with 4.24. I used to be able to make a new cpp class and select public. In 4.22 it used to be able to include right from the public folder. Now I have to add ../Public before my file. Is there any way to set the Public folder to be a folder you can automatically include from?
Hello folks. I have created a multiple landscape using world composition. What is the correct way to load the sub level through a menu system? Also, my AI cant move in this level but works fine on a third person template map. Thank you.
"he" lol
@burnt tangle check out the Megascan 2k scans they should be small enough for you to use on that 500gb hd just when you Download them make sure you set it to 2k and then export to 2k as well - I messed up and started downloading them all in 8k and then exprorting to 2k, thought it would save my settings at 2k but it didnt' so I had to go change them all to save HD space because I am in the same boat as you <500gb on this machine actually
https://quixel.com/pricing <<FREE for UE4 Users
the good thing is you just download what you are going to use its simple with the Bridge to import them in when you need them that way your not taking up all that space with a texture pack when you may not even be using the majority of assets
does anyone know how I can edit my collision more percise in this mode? I can only stretch it using the mouse and its making it to big
You cant really get more accurate controls than that unfortunately
If you want better collision youll want to look into manually making it in a modeling program
does the proxy geometry tool use up a lot of memory
because my editor seems to always crash when changing certain settings while using it
Anyone got problems with landscape displacement in .24? Tesselation is working fine but it just wont displace. Tried it on static meshes and it's working.
DOES USING TRANSLUCENSY USE ALOT OF RESOURCES
i set my actor to have alpha and emisive controler thought a collection instance and everything i try to play my game it crashes cuz i think i run out of memory
Don't think translucency is your problem
Check the log
I take my previous statement back, Tesselation is NOT working in .24 on my landscape material, works for static meshes. Any ideas?
Tessellated landscapes are a frequent topic here. I donโt know of any documentation stating: Do not tessellate your landscape. But given no one really having success with it, it makes me think itโs not intended
Well, i updated my project from .22 and landscape tesselation is working just fine there, tesselates and displaces
No splotches in lightmaps?
Yes
Most tessellated land scape issue I know of is related to malformed lightmaps. Curious if they maybe did something to address that in 24 which is affecting your dynamic lit solution
Hey guys I'm having a weird issue. Why can't I drag procedural foliage spawner volumes into the editor window anymore? It just does nothing
This is a problem new to 4.24 afaik.
Hm, not sure how lightingmaps could affect the displacement of a mesh at all?
Not saying they should, just curious if the fix is affecting you somehow
Or it should at least tesselate, even if there's something wrong with displacement or lightmapping.
Should the fix be to disable them I mean. Yeah hard to say
What is the multiplier set to?
@calm widget Landscape Loding changed a bit. Check tessellation screen space size for component on landscape itself.
@grave nebula Thanks! Tried disable default falloff and that seemed to have worked, sliding it from 0-1 doesn't seem to affect it at all.
That's one issue solved, thanks for help people. I do have another issue with light shafts in .24
This is a problem new to 4.24 afaik.
Flickering as i move the camera, i really like the old version better than the new
Specifically an issue with light shaft bloom
I have a reflective window, but standing too close with a light source (like a flashlight) to it, makes white squares appear. Anyone knows why?
How reimport Mannequin (skeletal mesh) with obj or fbx without errors? I got some message that physic doesn't match and textures is missing. After all my actor standing in T pose.
I want just link to the guide because I can't find on Google search and Youtube. Maybe you have?
anyone else unable to load 2 4.24 Unreal projects simultaneously?
if I have a project loaded and try to load another one it never loads
hello guys. I asked this question before here, but people were not sure how to solve this issue. So i come again in hope maybe someone will have an idea on it. I have a BALL : d . This ball which u see on the screenshot. Its a magic ball, that only appears in the "play" mode. Its not created in my blueprint. I have only 1 bluprint. For walking with my manequin.
this is the only blueprint i have
and that ball appears when i press play button.
and T - for getting into manequin. It doesnt appear when im out of the character mode.
i have made a progress guys . I ve managed to localize it in the outliner. I deleted it, but it respawns when i reopen the play mode again
its what your gamemode spawns for your character
those usually aren't pre-placed on a map
if you set default pawn class in game mode overrides in your world settings to none it will go away
or you can set it to your third person character class, and remove the pre placed character, let the thing work out of the box
I have a small tiny question can someone dm me pls tyvm
anyone know when 4.23.2 engine update will be released for binary?
I have a reflective window, but standing too close with a light source (like a flashlight) to it, makes white squares appear. Anyone knows why?
Does anyone know if the radial blur of wheels has been fixed?
And does the workaround they use in the comercial is good? The one we can get on the content examples...?
what did I do that my level's cue is playing when PIE isn't even open? it has to do with the auto activate. It shouldn't be playing outside PIE though eh?
4.22.3
no sure why but when launching game standalone there is a black screen for 5 seconds before starting anything. ( same on andriod phone, works fine when launching in editor window)
hey so, when I look at an object in the outliner, I see a hierarchy of components attached, but I have a couple questions -- 1. What does "inherited" actually mean when it's next to a component in the component hierarchy window? This component is Inherited from what, exactly? 2. I'm confused about what exactly I'm seeing in the window just below that which is also part of the details window. Does it contain all editable settings from the component, including child components? What if the parent and child have the same type of settings as each other, like a transform? Or I don't know, say the parent has a mesh and also a child has a mesh, how does those show up in the details list?
for games is it generally better to have a building made of several cubes or one made of a very high poly single cube with insets and loopcuts and such
well having a single mesh, nicely UV unwrapped can help with some lighting issues. But the important factor really is the material. Having as few draw calls as possible.
goddamn this learning curve. I tried making a simple change to the FPS template player controller. I added a field to header and then initialized the field in the ctor. A bunch of problems came up (I'd tell you what, but there were dozens, and I have since reverted), so I reverted the change to figure out the issue and now UCLASS above AFPSTestCharacter has the error "Unknown type name 'FPSTest_Source_FPSTest_FPSTestCharacter_h_12_PROLOG'" and the GENERATED_BODY right below that says "C++ requires a type specifier for all declarations" -- I'm guessing I fat fingered something, but I have no idea what's wrong. Just frustrated
can anyone help me with my reloading system, I got 2 major problems with it.
Hey all, have anyone had this issue with ribbon trails in ue4? https://imgur.com/aVDvyy2 I'm using UE 4.21. The ribbon appears to be respawning, at full length, when the particle the ribbon is attached to, dies (actor collision set to kill). To make it weirder, if I set my actor collision to freeze, this issue does not happen. I also tried updating to UE4 v4.24 but then I get this issue with the actor collision set to freeze and kill 100% of the time. Without collision, it also occurs randomly but less frequently. :/
Hello! do anyone know how can decent lighting be achieved on a game everything is destructible and has both interiors and exteriors?
when i say interiors i mean caves for example, where there should be near to zero light (maybe some emissive mats here and there and a couple dynamic lights)
Hey there, I'm trying to do a top-down shooter game and I'm having trouble with rotating the characters. If the character's X position is negative then it won't look north. The opposite is broken as well: If the character's X position is positive, then it won't be able to look up. Here's what it looks like.
Oh wait, my mouse isn't showing up... It's supposed to be in the top left corner of the screen.
I guess the same happens with the Z position? If I go to the left, it won't look right. This time the mouse is supposed to be in the right of the screen.
Here's the Blueprint code
It's a character controller
@slow scarab I think you are going about it wrong. From what I see your rotating the control. Is this what your trying to accomplish? https://www.youtube.com/watch?v=cNxQhQmnGkg
Yeah, pretty much. The character would look at the mouse position, like in Hotline Miami.
yea that is how ours is set up but we use last position and current position to determine the direction that the player is walking.
I posted it on paper2d channel. Its all the logic we use within the character blueprint to set the direction the player is facing.
scroll up to 12/30/2019
we base our logic on the rotation that code determines so we can set our projectiles to leave the player at the correct rotation.
I tried searching but I couldn't find anything
Oh, found it
The code produces a value from 0-7 that is 8 direction
in the idle attack skill or walk functions it just uses that number to play the correct flipbook
The blueprint is really big, is it at the start or at the end?
Oh, by the way, it's for a 3D game, not a 2D one
oh lol my bad
hey guys was this after effect mostly done with post processing? https://youtu.be/BcSvcUjOTUQ?t=452
Facebook: http://bit.ly/Unreal_Environments_Fb
Discord: https://discord.gg/bh6KuDk
Instagram: http://bit.ly/Instagram_Unreal_Environments
Assets:
Add this asset packs...
I downloaded an asset from the Ue4 marketplace and added it to my project, but i cant find it in my project. where is it?
i clicked "add to prroject"
in epic games
look in your content browser
mp stuff usually all goes to its own directory named after what it is.
i dont see one thats the thing
maybe check in file explorer
what kind of asset?
It goes without saying. Donโt install while the project is open
Yeah, that.
oh wait i see what happened
i have 2 projects with very similar names
so i added it to the other one
lol
@slow scarab are you using control rotation check box? your character should rotate based on that. you should not have to be setting the rotation. Have you tried looking at the top down example. it should be set up for you.
I have the "Use Controller Yaw" on the Character's root, if that's it
Under the pawn settings
all three should be checked I believe. pitch yaw and roll
Looks like if its not post processing alone @tawdry heath its probably the world settings for lightmapping and a lightmap build.
Ambient color etc. it could be tonemapping too, part is cut out from the video so its hard for me to tell at least
ok thanks I was just tryna follow along because I want a similar map like his
actually none of them are checked in the top down example.
Hmm, I tried both and neither worked
Checking none made the rotation stop working, checking all made the behavior stay the same
I think I'll just create a project with the top-down example later and take a look at that
Thanks a lot :)
sounds good
anyone found a fix for the slowmo on time dilation not rendering as slowmo?
hm?
is this real or shot on a camera??? https://youtu.be/Ivc-dXKRewg
โบ Patreon https://www.patreon.com/hodi?ty=h
โบ Humble Bundle Monthly https://www.humblebundle.com/monthly?partner=hodilton
Toronto Condo
Created by Beyond Architecture https://www.beyondarchitecturestudio.com/
UE4 Marketplace https://www.unrealengine.com/marketplace/profi...
it looks rendered to me. RTX for video stuff is pretty neat
ooh a walkthrough too. bit of lag with it but expected
i was wondering
sometimes a construction script in unreal bp doesnt run
on level load
does anyone know how to edit variable names on blendspaces?
Hello everyone! I've join this discord as a last resort in hopes that maybe someone can help me fix a rather frustrating issue I've been having over the last month or so. I've searched far and wide to no avail, and i would really appreciate it if someone more knowledgeable in UE4 could help me pin point what's causing this issue and how to fix it. Thanks to anyone in advance for their time.
Briefly, The issue is: All of my static lights are turning off and aren't providing any light at all, after i bake lighting. Nothing is getting changed on the lights and if i move them physically, just a little, they turn back on, but as soon as i bake again, they're off.
I am using engine version 4.22.3.
@rotund scroll
@plush yew thanks
Does someone have a skeletal mesh that they made in blender 2.81 that they can send me the fbx of? It can literally be a single bone cube, as long as it is a skeletal mesh. I'm trying to figure out what's wrong with my setup here since skeletal meshes made on my PC are now crashing my unreal engine
Is there any way to make a secondary viewport tab stay on-screen when not in the main viewport window? I saw something ab out opening them as windows, but not sure how to do that
Do you mean like example: blueprint editor tab stay above the main viewport?
Window >>> Viewports
I have a main window with viewport and tabbed content browser and BP editor windows... I added a second viewport tab to my second monitor from the Window menu and then put a bunch of other tabs to it like layers, etc. When I click on the BP editor tab, that second viewport and all its other tabs hides. It's only visible when I'm in the main map viewport window
yeah, @abstract relic that's what I mean... having a second one of those on my other monitor only is visible when I'm actively in the main viewport window
Oh, wow I never realized you can have those additional viewports ๐
I just tried to replicate what you have going on and I was unable to get it to do what you want. Like you said, it hides unless the main viewport is active. I'll keep playing around and if I figure it out, I'll let you know
https://answers.unrealengine.com/questions/266107/viewport-2-is-minimized-when-opening-an-editor-in.html says the workaround is to open that viewport tab as a window. Any idea how to do that?
might work for me even though that person said it wasn't for them
I'm not sure what they mean by opening the viewport tab as a window. But, a work around is you can dock the additional viewport say next to the World Outliner for example. Not optimal but might do the trick
Does anyone know how to call or get everyone on the level from a dedicated server?
I guess in other words, I can get all actors of class but I want it to be from server side. (EX: Server starts up, 30mins later all players receive a message (or a sound... etc)
You could probably set it up on BeginPlay with a has authority check
begin play -> is authority -> set timer to call custom event
custom event -> grab players, post RPC?
But would that tag the server?
and go off of the server and not client
I was looking at gamestate but how do I access gamestate?
@manic hatch Try ask the same question in #graphics , there may be some specialist there at some point
if you check that you are the authority, that means it only runs on the server
Meaning the timer starts before the client even joins the server? I guess I'm confused on what authority is.
authority is only being read on behalf of the server?
if it says you are the authority it just means you are the server
so that means either listen server or dedicated server
Ohh gotcha
with dedicated servers it would potentially run before any clients connect depending on where you put it
I want it
id wear it
lol
There is also no get pin
Bugs happen ๐
Come on man, it's a feature
the game is so broken it broke the blueprint editor?
My Game | Is Valid | Branch | Awesome
My game is a string?
At least that is definitely pink. Not purple
Itโs nothing but empty words after all ๐
XD
Oof.
๐ฅ
haha
Shots fired
Any here knows how I can set opacity for flipbook
for some reason when I try to lower the alpha in sprite color option it stays the same until it's 0.3 then disappear
Hey someone awake who can tell me how to get a object "driveable"... ik how enter etc stuff but not how to et it to move xD
You can make it a pawn and give it a movement component like floating movement
Then add some input events that move it around and there you go :)
iam at the point giving him some input events ๐ i added the pawn and movement etc
what is the thing i need to call kfrom the input
Add Movement Input
ahhh thx xD
if you intend on rotating it based on the inputs you'll need to use the actor's forward vector to make sure the input is in the correct direction
But other than that that should be enough :)
it depends on how you want your object to move
uhm forward backward with rotation
sure that should work
ye it works fine atm ๐ instead of rotation and that my char is still running arround xD as a ghost while i drive away xDDD
I've noticed it can be a bit tricky to attach characters into other moving pawns like vehicles... you can try using "attach actor" and disabling the movement component on the character and seeing if that works, or try spawning the default ai controller and possessing the character with that
not sure if there's a better way of doing it, still in the progress of making that work in my own project and those are the methods that at least somewhat worked
Okey nice thx ๐ ye i used possd way which is ending atm in weird stuff. I guess i will attach him to a Socket in the Vehicle cause its a open boat ๐ Something like that
how i do it with the rotation atm its rotate but not going in the direction xD
the actors forward vector should always point into the direction it's facing, so you should be able to use that
uhm i dont get it xD
so if you rotate the pawn, it moves into the same direction as before rotating?
ye
right, so actors have a "forward vector" which is basically just a way to get which way the actor is pointing
if you multiply the forward vector using the forward movement input value, that gives you the correct movement direction
you can then plug that into the add movement input node
ye the x vector which gets atm as input the Axis Value from MoveForward
i only have aadd input vector here
oh nvm I'm not even telling you the right thing lol
xD
You know your game is going to be trash when you get coil whine only when you are testing your game lol
Trash Awesome
Well you don't really want to hear it so you test less often so then it becomes trash lol
My computer sounds like someone is taking a shower so meh
But I can follow your logic yeah
I have heard people using hot glue but I am not doing that to a 1500 cards. I will just live with it.
Noise cancelling headphones pal
How i turn the mesh with my rotatkion xD at a tfloating pawn stuff
get a be quiet case lokl
I have good headphones that helps, my dogs Love the noise lol. Well I guess I should get back to testing lol
i'm having the strangest issue atm. Whenever i open unreal it causes my entire system to think the down arrow key is being held. I've swapped keyboards, restarted my PC, shut it down for 30m, completely power cycled it and it still happens. It only happens after I open up an unreal project, it doesn't occur if I don't open unreal. Any ideas what could be causing this?
Your game pad is laying on the floor
LOL
Did u tried to turn it on and off ? xD
Yeah I had that happen to me too with a joystick once
xD @open gorge ... u laugh .. happend to me cause i let the drive wheel controller connected... 2hrs until i got why i running against walls
ye xD
perhaps
i was about to reinstall my keyboard driver and if that didn't work I was going to reformat my system
at least I didn't need to go that route
And now you know that the editor is gamepad navigatable
Itโs a fair exchange
Dunno who goes through content browser with their controller but Godspeed to them
i dont get my boat rotating ... cmon xD
nahh xD i want that it turns with the input like left it turns left xD .. atm it drives in the direction but the mesh or object itself is pointed fix to one directikon
#weird boat
Did you try using the add movement using the forward vector?
Turning tho
ye it is moving fine but not turning
Right so with the forward vector movement as I showed, it moves, but it still just goes in one direction?
Make a new float var and assign the value of MoveRight to it in the event
Then in tick multiply this value by 540 and DeltaSeconds (3 things multiplied) then add that value to actors yaw
Unless that works, what you just posted
nah what i posted dont work xD its whats atm
@normal burrow it also can navigate the startmenu too, TIL
xD omg when its 8am and u oversee the half
Get Controll Rotation > Set Actor Rotation ....
idk if its the correct way but it works
...not having a whole lot of luck trying to set up custom collision meshes in Blender ๐คฆโโ๏ธ
Spider maaan Spidermaaan
someone still awake who can help me xD ?
@exotic thicket there is an auto-generate collision in UE4
or you can use complex (per face) collision
Yeah both of those are a bit problematic :)
floating movement component for example completely ignores collisions with static objects for some reason if you use complex collisions
and I had some problems where the autogenerated hitboxes were a bit outside the mesh, causing some things to clip into each other and as you can imagine that also causes problems
I did eventually get some progress with the custom collision mesh, it's just a bit of a pain lol
yeah usually they need to be created by hand to be optimal, it should be possible to use the per-face collision with floating movement if configured correctly
yeah it seemed to be colliding with some physics-using objects just fine so I'm not entirely sure why it ignored some other things (and characters for example collided with the other things just fine)
guys i have actors like coins right? and they have particle effects right? and also when the particle effect appears the material turns very emisive but when i collect it it doesnt turn back the problem is that ALL THE ACTORS ON LEVEL get +50 emisive
i only need the one that juts did the particle effect
any way to fix this
I assume you're adjusting the emissive with a material parameter collection?
i have a glass material
and a light
how can i make the light ignore the glass object and shine through it
you disable shadow casting on the mesh
Unless I'm unaware of a feature, that can't be done by the material, it has to be done at the mesh level.
so cast shadow off
ehm that didnt change it
the light still doesnt go through my window
Wait. It should just shine through it like you'd expect. I have one of my buildings with glass windows and the sunlight peers through it just fine.
Oh, you want it to not shine on the glass itself, not that it can't go through it. My apologies for misunderstanding. You may have to utilize lighting channels. I'm not entirely sure the process for that. Beyond that, I'm unsure of how else to accomplish that.
So from what I can find, lighting channels is the only method according to Tim Hobson as of 11/21/2016
https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/LightingChannels/index.html
Lighting Channels ia a rendering feature that enables you to choose what renderable surfaces are lit by specific lights.
Lighting channels seem like a particularly heavyweight solution to the problem
Does the glass need to receive light from anywhere? Could it just be an unlit material?
Hey guys! im working on creating some sprite particle effects in Niagara. The pictures i use mostly have transparent backgrounds and i always end up using photoshop to edit the transparent background to black. Is there a way to make the transparent areas black in UE4?
@red prairie What's in the colour channels for your textures where there's alpha? Is it black anyway?
Have a play with Min Alpha in Adjustments on a texture asset
If it does what you want at 1, give Compress Without Alpha a tick too, it's up under Compression
If not, you can use your alpha channel as a mask in a material
That would look something like this
The original background for that is grey so the Min Alpha thing probably won't work
that probably explains why translucent gives me an off white background
Yeah I should think so
The background is near mid-grey
But
You can maybe chroma key it. Maybe
Grey is like a super bad colour for that
Hmm I take that back it doesn't help
Its not all that much of a problem tbh ^^ it just happens to add a process i have to deal with in the pipeline
Without the material you'd have anyway
Why does it wound up being grey anyhow?
Whoever made the image gave it a grey background
really? its transparent in any other software .-.
What a design flaw hahaha
Maybe tell your sprite author to use black instead?
well that explains a whole lot, i was wondering why translucent wasnt working. And yeah! intending to
Thanks btw!
No problem ๐
Translucent with the proper alpha should have worked though
The alpha channel looks fine
You don't want the alpha channel at all?
I need the particle to work like this https://gyazo.com/7bf40a1b24c3a5b8c6f050afeca9e4b4
this is the one i edited myself, i just wanted to avoid the extra step of using photoshop
Could that be alpha on a black background?
What should it look like with a lit room behind it or something?
Cool
How do I make an object receive less light?
Was hoping for a way to change the settings in the specific object so it receives less light ๐
@wary wing missed the obvious answer, Paint It Black
Heh well that's just "make the base colour less bright" taken as far as possible ๐
But base colour isn't anyone's song name so is less cool
"make the base colour less bright" isn't a song by the Rolling Stones though
Yeah I know ๐ฆ
they should get on that
I'm on the phone with their producer now, it's a glaring omission
about time someone rectified this injustice!
Quite!
@floral aspen What are you doing that you need an object to receive less light anyway? We might be able to suggest something else if we know a bit more about what you want to do
I need help. I didn't even click or change anything. Had just opened the engine. And all of a sudden one of my sub-levels is completely broken and way bigger then it should be. I need a fix
Ctrl+Z?
That didn't work and neither did restoring my project from a back up
Hi, on 4.24 when I try and delete a or create a game save it will freeze for 30seconds, the save game is 2kb holding one variable in it.
Is anyone else experiencing this?
โโโโโโโThanks
4.24.1
man, this project feels like it would be much simpler if I didn't suddenly get the idea of making multiplayer an option ๐ค
it's not really even that the idea relies on MP it's just a "nice to have"... it just feels like bolting on MP later down the line would be harder than keeping it in mind now :D
@wary wing Hi, I have these watches that really is mostly black but they look grey. Was hoping to find an easy way to make them look black again.
What sort of lights are you using? Movable? Stationary?
To me it looks like they do indeed have a grey material applied. When you say "really" what are you using as your source of truth?
why can't you just make the material more black?
^ question seconded
When I look at the object alone without light it looks quite dark. I use static light IES, 5 lumen, spots.
Well, not to be glib, but of course an object will look dark without light
What does it look like in Unlit mode?
Dynamic Depth of Field and 4.24: since they've removed the Bokeh DOF Method, what is the right approach? Now my DoF really became weird:
I can try ๐
Cool! Feel free to PM me if you need a hand with changing it
@wary wing thanks for helping out
@latent moth
We had the same problem when deciding whether to use 4.23 or 4.24
We decided to go with 4.23 because the loss of the DOF options was too much for our project
it looks like it is for yours too, so I'd downgrade to 4.23
Hello guys can someone tell me how i can make it that if the player is pressing a key a new level opens and after that if i hit another time the key the next level opens. I already got the first part where the first level opens but after that it doesnt change hitting again the key. thx โค๏ธ
Create an array of levels, ++ the current index every time key is pressed, profit
Does anybody know how to import a .dx format unreal level map into unreal engine 4? Or at least if it could be imported into 2, then 3 to upgrade into 4?
@sharp willow ouch. There must be other options....?
We looked into it thoroughly
it seems Epic are in a transitional period where they don't want projects to use the old DoF methods while they implement something different
I wish I had a different answer for you and my team
guys i have actors like coins right? and they have particle effects right? and also when the particle effect appears the material turns very emisive but when i collect it it doesnt turn back the problem is that ALL THE ACTORS ON LEVEL get +50 emisive
i only need the one that juts did the particle effect
any way to fix this
@sharp willow ok thank you. Will remove it as well then.
@latent moth No big deal. New DOF is much better than old Bokeh