#ue4-general
1 messages Β· Page 625 of 1
200 sounds steep
ohhh i think i got it
there were these weird spikes on the character when i opened it in blender so i deleted them, exported as fbx and it imported fine now
π
judging by the crash report debugging symbols are already installed
true
No one is going to mention how he bought a $200 Udemy course?
well I was wondering about that because they're usually discounted to 12 bucks
I was gonna keep quiet about it
The site so far as I can tell always shows you a 90% discount the first time you visit

But once that times out it'll show full price
well yeah for 5 seconds before it goes back to that discount
I've never not seen that discount on this course
It seems like quite a bit of a scam to me :/
Like booking.com's OMG SOMEONE JUST BOOKED THE 500th to last room A MOMENT... err... 39 hours ago
no the actual scam is that there's a course with the exact same name made by someone else for the exact same price and it's what the google ad links to
Huh
Speaking of Udemy, the new(?) Unreal Online Learning stuff is pretty awesome. I think I was a bit late about learning of it -- not really many people talk about it.
Yeah it seems like good quality stuff
It's been in flux and Udemy has been around longer so most people flock to the knowns. This year should hopefully be more traffic and sexy courses to the online learning site.
what unreal online learning?
like everything in this industry we wait for 2 months to see what the upcoming stuff is at GDC. soooooooooooo annoying to wait lol
guys lol, yeah the coarse was actully like 12$
i asked my mum to buy it when it was full price then she forgot, i reminded her and she bought it, i asked for how much she said Β£12, i was likeπ§
Oh good! That's a way better price to have bought it for
anyone want the email and password so u can learn too?
better keep that for yourself
Don't be so trusting of others.
I think everyone that need it will have it already or will be able to afford it
giving out your e-mail and password like that could be a huge security risk
never do that
well, its just a random email that i made just for udemy, but ok
it says 11hours left of the offer for like 2 days
@tawdry storm what do you do?
blue or c++#
Dont you have personal info on your udemy account?
yeah
yeah,ok, but this is such a friendly comunitym
Still, you never know who is on the other end
ok, youre right
If anyone wanted the course without paying for it I am sure they could find it another way
@maiden flax blueprints mostly, at some point I wanna learn programming, but I think I'll settle for something a bit easier than C++, probably python
I wish Java was supported like python is
python is for making like programs or smth
i learn python too, but i dont know why i learn it
well UE4 allows for python scripting. so does Blender and a bunch of other tools I'm using. I feel it would make my life easier if I actually knew how to use it
anyone made a game thats on steam so i can try it?
unity is π©
@verbal oar @verbal oar @verbal oar @verbal oar @verbal oar
yeah
there is this game like g mod called unreal sandbox, its free
@verbal oar idk i just did that
hehe
who makes money of their game here?
he
does anybody know if i can make this collision other than just wireframe i need to see where it clips thought to set up the death floor properly
wtf is that?
those red collisions are multiple functions for my mana orbs
here i hid them
does anybody know if i can make this collision other than just wireframe i need to see where it clips thought to set up the death floor properly
i need help pls
sorry, im new
can someone help me with something
@astral otter Likely, if you tell us what the something is
kk
can i have custom layers ?
i managed to put them as colors
but instead of a color how can i add a texture
how did you make them colors?
so replace the 3 with a texture sample in your material (T)
These are material layers so they should not, the actual painting of the layer is in the layer info
Replace your Vector 3 with a Texture Sample in your material
no idea what vector 3 stands for ive been messing with this alone
i call them whatever comes to my mind
dot
line
layers
idk
in your material what does your color look like, the node that you said gives it color
oh
he is saying he used the 3 Key and left clicked to create a vector 3
I am saying replace that vector 3 with a Texture Sample using the T key
you would have another layer blend into the normal
cuz i know to make a texture you need the normal thing and the blue that goes to normal
but there are 9
and only 1 normal
lol
im losing brain cells
ok hold on let me show this
so when i do colors and 9 layers every layer has a diff color
this happens
on the left
i get 9 orbs lmao
and i can apply certain colors to certain things
so the first one if i wanted it to be grass i have this
it looks like that
but if i save then i wont have 9 orbs i would only have 1
how can i make 9 layers with 9 diff textures and normals
wait so i can just make another 9 layers box and link every single normal to that ?@grim ore
correct
one layer blend for each input on the material itself is fine if you have that many you need to use
you could have a layer blend for the base color, one for the roughness, one for the normal, one for AO, etc.
yes but I would put all your normals in one spot and your textures in the other just to prevrent cross over but the result is the same
i dont know how to name them so i didnt wanna get confused
your landscape goes hey what should I put in this layer and looks at the layer blend nodes and uses whatever you tell it
that website I linked has a ton of info on landscape materials, layer blending and such
oh kk thanks
doing it this way also lets you use the landscape coords node to scale your landscape and you can scale textures different if you wanted for example or even have a more complex setup for an individual layer (maybe mix 3 rocks textures together to make the dirt for example)
there is a GD example tutorial on this somewhere but I can't find it lol
hey guys, just wondering. with a character select spawn system, how do i get the character deleted if i choose another. It keeps adding em. When i add a "destroy actor" it doesn't spawn the new character. I could just use it as set sk mesh, all characters are actually skins... Any thoughts?
@grim ore sorry for ping last thing for now xD is there a multiply option but in the oposite way?>
What does your system look like now @obtuse root ? IT sounds like you are spawning them in rather than just changing the mesh out
instead of 2-1 .......1-2
I am not very good at materials but what are you trying to do?
@grim ore yes you are right i am spawning
I guess i should change the mesh instead...
just drag out two lines
drag out twice from your base color then
every output node (the right ones) can be referenced multiple times just drag out a new wire
drag from the color (the vector 3) into layer 1 on both, is that what you want?
yea didnt know i could do that
but keep in mind the normal is not expecting a color it wants a normal
works for me
@obtuse root you can change the mesh out or destroy the old actor and spawn in a new one
Having some difficulty with the landscape painting brush.
1): Falloff does not seem to work, it just paints the same strength within the entire brush size (added a gif)
2): The erase option with ctrl+shift+click does not seem to do anything.
Anyone ever seen this?
@tawdry storm yeah i didnt know thanks
well it's kinda hard to explain if you don't know the names for things π you might wanna get to that at some point
@grim ore when i place a "destroy actor" before a "spawn actor", it doesn't spawn the actor...
I cant see your code but are you destroying the actor that controls your character select or the actor that is your skeletal mesh you see?
i'll post a capture in a min. loading up
Since we were talking about the online learning stuff before I just saw this pop up. A chance at free money for some people for doing a course https://www.unrealengine.com/en-US/blog/enter-the-unreal-online-learning-new-year-s-challenge
do you have to pay for the course tho
all the courses on the Unreal Online Learning site are free
so i had an "if valid" "destroy actor" before it
that looks like you arent keeping track of what you spawn so you are going to have a problem keeping it clean. Are you posessing the pawns after you spawn them or how are you keeping track of the ones you spawn in
Select character -> Delete old saved actor -> Spawn new actor -> save reference to that actor for later if you need to delete it.
otherwise swap your mesh on the one actor you have in the scene at all times
@grim ore Thanks a lot! I'm not possessing them because it changes the camera. I want to possess them when i get them to the selected stage
yep I assumed you were not but didnt know for sure, if you possess them then you have a reference but if not you need to save one so you can delete it later if you spawn in a replacement
@grim ore it didnt work i was trying to make a map but i was copying from world creator but it just doesnt work
i made a custom map there transfered
but the colors didnt transfered so i thought i could make them but idk its not working
materials are hard to get right if you don't know what you are doing (and I don't beyond the basics). #graphics might have some more help for specific problems
@grim ore thanks a mill! one more thing though... these characters have to do contact animations with each other. Is that possible with one character bp or anim bp? right now i have them as different character bps. I'm copying info over to each one...or i can make em children
Epic should get more kids involved in game development / STEM by giving away Fortnite goodies for doing the Online Learning courses, that's worth more to them than a Visa card
@obtuse root You should be able to use one character BP and one anim bp with the new .24 systems (new sub graphs and layers) but I can't say for sure based on your project. If it's just a simple skeletal mesh swap and everything else is the same then one setup makes sense but if not multiples might be better
@umbral trout it's a good idea but it's really hard to hold open stuff like this and target kids π¦ I do know there is more initiative to start doing stuff like that at the school level directly where it's considered appropriate and more legal
things like introducing and using Fortnite Creative in the classroom
I also don't think it's really worth targeting children. That's like a whole can of worms that most don't try to open.
^
@grim ore hmmm. I have a lobby online mode too and that one was set up by tutorials. it just spawns you in and character bp based. i'm hoping the "transface bp" would let me just use one anim bp.
so, looks like my Perforce is giving me this strange lag in the editor. when I duplicate or add a new asset into the scene, the editor freezes for a couple of seconds, then I can continue. does anybody know what's with that?
I've experienced that but only with Plastic SCM. Might be the speed of your Perforce server?
might be, but all the assets are on my drive and RAM... it's really strange
the other way around would be doing all the work offline and then upload when finished, but I'm not so sure I really want to work like this
Hey guys how can I set this up in blueprints? If "LeftShift" + "A" are clicked together then disable sprint or leftshift does will have no impact
hello why i get fail at cast to game instance ?
Believe you can set modifiers if you click on the node for key A
then on the details panel you will find options?
So will I have to use a branch?
oh god the spaghetti
no issa
well, first click on the Left Shift node
then look on the right side (presumably) at the details panel
let me verify, not 100%
why i get cast failed at this ?
you want a picture of the detail panel of left shift?
did you set your game instance type in rules gamer liber?
what do you mean p@t ?
i did this but i get cast failed
ok what does that do
I'm tryna stop my character sprinting backwards
haha
if you have it be A with shift modifier then that node will only run with A+Shift
you could also just check if shift key is down for regular input instead of using that logic there
oh I understand now
you are connecting things to the cast failed and other exec pin @fierce forge ?
restart editor probably gamer liber
some things like changes to the world settings class take a restart.
i don't get cast failed in standalone
Now how can I fix this?
my character stays in sprint animation even when standing still
So do I do "If speed is less than 800, disable sprint animation?"
sprint speed is 800
Is SunSky now the most 'photorealistic' way to light an environment?
@tawdry heath we dont know how your code is set up. Are you using an animation blueprint? just calling the animation? a blend space?
traditionally for something like that you would use a blend space and let it handle what animation plays based on the input speed
I have both
wait let me mess around with blend space and see if that will fix it
I have 3 different blend spaces. One is for walking, sprinting, and last for crouching
it looks like that one only has run/sprint animations. It sounds like you are swapping from your walk blendspace to the sprint one and not swapping back when done sprinting
do you have an idle state?
you want to see what the arrow to idle requires yeah
sprint to idle and idle to sprint or just sprint to idle?
up to you really
you could also insert a state machine inside the walk/run state
but generally, yea you would use the same rules from walk / run to idle
yay we helped!
yay
quick question, how would i set the relative location of an actor to another actor (I dont mean within the actor, like components)? basically, i'm trying to make a portal system. When the player enters the portal not exactly on the root of the actor, the player gets teleported sideways. How do i make the player walk out in the same position relative to the root as where they walked into the portal?
Go in on one side, come out on that side pretty much
@hushed hare GetWorldRotation?
Right, you only need WorldLocation
yeah but i need it relative
It's two steps. You get the vector that represents the difference between the current location and the start portal and then add that to the target portal location and set the actor location to the result. You'd be better off spending a bit of time learning some basic vector math for video games.
Why not share what you're using from the start? That way people can see it from the get go and point out any problems, rather than painfully pulling information out. It saves a lot of time.
Self world location - portal world location = offset location
Set self world location to: portal world location - offset location
Maybe smth like that?
it almost works
it just feels like a little bit of a jump
its because the overlap isn't on the scene root
gah this crashing on importing fbx is annoying me
im gonna try to set the tp location to the world location of the scene capture
ok @scarlet birch lose the reaction thats just toxic
so for some reason i cant see the layers now
anyone know why
i had those
now its like this
@hushed hare It's not clear what you're doing there. It's obscured. Why are you getting the camera location? and why the get owner? I thought you were moving a character?
the camera isn't on the root component of the character
is anyone experience with UE and could help me with an issue i have?
@astral otter tried the Build button?
ye
where is that button?
@astral otter where did u get the material from
@astral otter have you clicked the plus button next to your layers to make the layer info weight blends?
ah no
Its 1 button left of the Play button
its usually just there after im done making the materials
seems to be in blender deleting armature lets me import
Did you press cancel on the progress window?
So its still busy?
this never happened before tho
usually after im done making the layers i made the instance and apply it to the landscape
Ever changed the lighting before?
@normal burrow ok so the sprint only works when "Shift + W" is pressed but not when "W" is pressed first. How can I fix that?
oh
It sounds like maybe you should disable that shift checkbox and just check for shift manually.
@whole quarry im starting over the same map cuz i added things i didnt have to and i didnt wanna go back and fix it so i jusut started over
but its not letting me see the layers now for some reason
help pls
tundra
ill change them later i just wanna an idea of the layers again
but its not working idk why
ok it's fine for now Ima just set sprint by default. Now my other problem is when my character sprints and he is going left or right the speed still applies so basically my character can sprint sideways. Do I need to create a new variable to fix that?
@astral otter try changing preview weight on the landscapelayerblend node
hey so, I am about to start "porting" a partially complete game from unity to unreal. It's primarily first person, but it's possible to switch between first and third person, and all vehicle control is third person. Should I start with the third person template?
@scenic hatch how do i do that
Probably, since it will include a full character model.
click on the node then in the details tab on the left it should say "preview weight"
also is there a goto character controller in the marketplace? my character controller is nothing special, I am hoping I can just use something off the shelf instead of having to implement stuff like crouching
You don't need one. The sample projects all have controllers setup.
yeah I've looked at the first person controller, and it's enough to press play and navigate a bit, but it's missing a bunch like running and crouching and headbob and step sounds--just stuff that of course I'll need, and I'd rather not write myself if I can help it
@astral otter try 0.5 or 1 if that dont work, the only thing i would try after that is deleting some of them white textures
it was working like 2 mins ago
and re-building the blueprint slowing to figure out where the problem is
jezzzzzzzzzzz
my brain is melting
idk why im doing this
omg i know what it is
im so stupid
@scenic hatch i didnt name the layers
so its on none
well ive been trying to figure out the same problem for like 10 hours now on and off
need harry potter @normal burrow to come through with the cloth fix
lmao
you haven't explained the new problem
all i know is that it does not work anymore lol
lmao
i hate when UR starts loading for some reason and i tab out it doesnt come back in
everytime ive watched a tutorial, after they "disable" the brush here the flag falls
mine never does
your closing the window?
paint is on 1k right now but ive tried it will all kind
the paint window
yeye
i even imported that guys flag from his tutorial as i was thinking maybe i fucked something up in blender
im lost in the cloth sauce at this point
when you go to section selection and right click, have you tried re-applying the existing cloth data?
yeah thats what i mean
pretty sure ive tried that already but will do it again to make sure
i think this just bugged it
i deleted it from the red circle
close the painting tab
don't dock it like that
aight
was just default
i get no reaction on the "remove data" now
i presume its because i deleted it from the tab
and it has no data on it to remove
its like bugged i think
idk, i didn't think you'd have the window/tab open when you went to remove
but normally
after you remove, you can just apply the data back
without deleting the data
that has fixed things for me sometimes
have u had problems with cloth before
i havent used it much but it seems buggy af for me so far
it can be finicky
idk what causes it to need to be rebound sometimes, but it does need it sometimes
hey guys how would I be able to set a function to deactivate sprint?
restarted my game it worked now pat
is the tab docked?
this is on?
guys whats the pc requirements for unreal engine - my pc crashes when i try to test a game
i wish it wasnt
if you put it in a level it does not cloth realzx?
doesnt do shit in the level
the character>cloth tab is teasing me π
its like "this is what it could look like if you wasnt retarded"
what? is that in your editor?
sec ill sow u
thats mesh is showing from character at the top>clothing>visualizations>physical mesh
@heady moon you can lower the graphics
it happened to me before when i had my old pc
how many materials are on that flag realzx?
@normal burrow
very curious what could cause the material to now show as cloth
you and me both
unless that visualization is just whatever
ive literally gone from step 1 like 4 times total now
hm
from making the flag in blender
make sure the paint window is closed
to importing it and painting it
then remove and apply again
also, check the output log as your doing this
maybe its screaming at you
yeah actually, pull that tab out completely then close it
nada
can u follow this guys tut and do the same steps
tell me if it works for u
its 7 min long including blender
i just downloaded his flag
as it worked for him
i feel like its working though as that physical mesh replicated how it should look? like i dont get it
looks dope
YEAAAAAAAAAAAAAAAAAA
THE SAND LOOKS SO GOOD
coming into the island
now i have to make the ocean
gg
@astral otter u should learn how to make flags its hella fun 
ahhahaa
i can tell
lmao
wait how can i change the ground
like
like add noise to it
in the sculpt tool
i saw in a vid someone added a nod into the landscape
that makes the grass looks a bit more realistic
fk i would just mess around with roughness or specular to tone that down abit on a basic level
specular
then u can put real grass over the top of it
that might be it
i think u want it on 0, add a constant into it
um
@scenic hatch Like this? π
It does, but don't have time to make a GIF of it π
Eh, I could use Gyazo, but I don't want to π lol
Um, I'd have to check, I don't remember
do u have a bunch of parameters u can play with when u open the instance maybe daniel
just save it, take auto save off and go crazy with them
ur soon figure out what they do
guys, does anyone know where can i find the savegame path location for linux shipping builds?
i couldn't find it on the docs
@scenic hatch Paint value is 1,000
yeah like every1 else i seen aswell
when pat helped me fix before had to up it to like 60k
now, no value works
so weird
I would do whatever you did the first time when it worked lol
Hmm, weird. π€
I dunno though, maybe take a look at the material itself. Maybe its manually set to not work with cloth or something strange?
@normal burrow i actually spoke to the guy who made the tut
he was very helpful
said hes guna try it again and make a new vid or let me know if it didnt work in the next 24 hours
so fingers crossed
will let u know if i get it fixed
Out of curiosity do people generally make their own meshes and assets inside UE4 or do they make it through maya/blender?
Maya/Blender.
yeah it's hard to replace an industry standard
but ue4 is trying to create their own mesh editor which sounds interesting
I'd rather use blender anyway I was just curious 'cause I've heard of people doing that in unity
Being able to do some basic things in engine is a big boon.
I use BSP mostly to block things out and then work on it in a modeling program. It'd be nice to be able to make UV maps in the editor too.
Other than the auto generated ones.
I mean that was made to imitate bsp engines from days long gone
all the way from the quake engines basically
Hey guys
I've just started learning UE4
and am looking for resources which explain the architecture of the engine
Anyone got any recommendations?
the c++ source code or the documentation pages
I'm trying to find out how all the components of UE4 work, without reading the source code.
unreal engine setup is telling me to close epic games launcher and i forgot how i solved this
it was downloading just fine like a bit ago untill my mom closed my computer
@grim ore do you know if GetControlledPawn the only way to get the character associated with with the PlayerController?
@sacred sluice your import scale is tiny
and also your door doesn't need bones to animate
hey this is a real newbish question but
how do I disable something in the outliner?
like there's an object in my scene right now
I want to make it not there temporarily while I test something
not just visibility in the editor, but disabled completely, even at runtime
Ok I have successfully made a 1D aim offset for mu gun looking up and down but my pawn control rotation spits some weird values
for some reason, looking down is a pawn control rotation value of 270 and looking up is 90
and straight is 0
How am I supposed to plug that in to my 1D Aim offset
yea in my aim offset the range is -90 to 90
but what should I do to the values coming out of pawn control rotation
the up is fine
plug them into your blendspace?
I did
whenever I look up, it works, but looking anything under straight makes it look straight up
my axis settings are like this\
I can't make it range from 270 to 90
pitch is the vertical axis
and 270 is -90
so that is correct
try inverting your values
my aim offset has not been informed that 270=-90, it thinks 270=270
or nevermind
Can you make it an alpha from 0 to 1?
no you misunderstand
270 is the same as -90
there is no difference
those two angles are the same
and yeah perhaps that is the key
to make it an alpha value
Might be easier than trying to convert angles
well if it's an alpha value it's between 0 and 1
0
where 0 is down, 1 is up
Yeah and the use the map range node I think it is
clamped or unclamped?
clamped
Plug your control rotation value in and set its limits
Clamped
The out range is 0-1
Just play with it
try with -90 to 90 first
You might want to adjust from those values
it's likely to be more correct when read
what does your blendspace look like?
Print string the out values to double check
you probably need to use the alpha value
the weight is what carries it up or down
unless you mean it's ablend weight, but that does not seem the case since it's not a blend node?
The control rotation value only goes from 0-360 not into negative
So piss the -90 off and put in 270
try it
In what way?
Can you hard set the alpha to a value and force the thing to look down?
If you can then it's just a matter of fiddling around with the math until it works. If you can't set it to look down then there is a problem somewhere else
@open eagle?
Hey guys, sorry to bother but going crazy trying to figure out what happened to the datasmith importer on 4.24
@tardy yew try asking in #datasmith
How do I stop UE4 from hiding off-screen widgets, or where is the event that tells you when they're back on screen
Thanks @rotund scroll! I posted there as well..no answer
i'm sure it's something really easy I'm overlooking
then probably nobody is around who'll know the answer unfortunately
How do games (mostly made in Unity) like Gang Beasts or that other one do networked physics stuff?
not so well
Not sure what Gang Beats is but standard procedure for rigid body networking over there is to timestamp a transform, velocities and then use extrapolation on the client
Hmm, that sounds like it would be pretty simple to do in Unreal. Perhaps someone should give that a try.
I've not done networking in unreal yet but, trick to mp is to consider the latency as a reality. such as setting an interp time to abide by, meaning you have data for the future your using to interpolate with. your not giving the most up to date information but your painting a picture most representative by what occured.
Can anyone tell me where I would adjust the animation speed of my character, I'm using the side scroller template
Yeah, btw pat, you might like doing the multiplayer prediction stuff -- might be very easy for you. It's just slightly over my grasp to do it properly.
But even with latency considerations, physics still act really strangely. Even something going from transform to transform with physics is results in random-ish results sometimes.
I'm really looking forward to it tbh
Prediction is kind of not what it used to be though in the old 56k engines
But still looking forward to it
@brittle remnant don't know for certain but perhaps in the animation blueprint for the character.
Whats that console command to jump out of the player and move around?
@normal burrow Yea I just can't figure out where to get to that animation blue print is
oh it's a side scroller template, maybe it's called a flipbook?
when my AI die I want them to stop running their behavior trees, what nodes am I looking for?
lord, yeah its a flip book
@brittle remnant
I dunno how to deal with paper2d unfortunately.
It's not a paper 2D
the mannequin? it is paper 2d unless i've mistaken flipbooks as paper 2d
look under the mannequin folder and see if there's either an anim blueprint or a flipbook
your template will have something
@plush yew in AI controller there's a stop logic bool. Just tick it true when your AI is dead
Or branch check for death in your top bt service
I would like one of those please lol
thanks @fallen marten. I've found detach from controller pending destroy on a forum, what's that do?
Hey I have a third person template project, and I see the content folders like Animations and Character under Mannequin but none of the uassets will show in the content browser -- they are there if I look is file explorer, but not there when I look in UE
Probably assets from a higher version. They dont show in lower version engine
hey guys, anybody know of a quick way to check if all plugins within a project are compatible with a different version of UE4?
to do this now, im opening my projects .uproject file and manually googling each one to see if their marketplace pages support 4.24. and its a drag.
even weirder, I tried adding my own animation to the folder and it disappeared immediately -- like I saw a flash where the icon existed for a moment, then it was gone and folder was still empty
I am running 4.24?
Umm... Idk then haha
about says 4.24.1-10757647+++UE4+Release-4.24
Maybe the assets aren't compatible for some reason . Try them in a lower version and see if they show
Thanks guys
I've got a game here made in Unreal Engine. I'd like to open the map and explore the map inside of unreal engine. So, I've already got the paks extracted with quickBMS. Can I use the Unreal Engine to open the map?
- Licence Restrictions
You are not permitted:
β¦
(b) except as expressly permitted by this EULA and to the extent expressly permitted by applicable law, to rent, lease, sub-license, loan, exploit for profit or gain, copy, modify, adapt, merge, translate, reverse engineer, decompile, disassemble or create derivative works based on the whole or any part of the Game or use, reproduce, distribute, translate, broadcast, publicly perform, store in a retrieval system or otherwise deal in the Game or any part thereof in any way;β
I'm creating a mmorpg
So there goes that idea.
oof
I will buy a lot of packages in marketplace
Unreal Marketplace: The Game
just google the marketplace contents name
but dont ship without buying what you use
banned for suggesting piracy
i said google
@sturdy schooner ^-^
Well I found the animation folder with the animations in it but I need to take a look at the blueprint code that handles the animation I guess
the default animation is a running one and a walking animation exists that I'd like to switch to but
I think I need to mess with that ThirdPerson_AnimBP
but no idea where that is
nvm im an idiot it was right in the animation folder lmao
now to figure out how to use the walk speed vs the run speed
you must not be using side scroller template then shepkin?
sure looks like the third person template
its the 3D side scroller
was just providing reference
yeah intention was just to avoid problems with rules, am watching
Is there a way to check what part of the body got shot without using a physics component? Like, how do they put blood decals on shot characters? Because physics assets take a lot of resources and I only need one to check which part of the body got shot
something something physics material? idk
Thanks for the help @normal burrow
Got her working nicely
I would never have made it down that rabbit hole so quickly lol
I'm trying to implement shot deviation, does this make sense?
projectile moves itself, so the gun just adds a small rotation to it once its spawned
not really since you're doing it on a scene component, it should be the entire actor
I'd do it at trace level
and I think there are nodes that better support what you want to do
oh nice catch thanks
I'm not sure how I'd change this on a trace level, do you mean like hit scan? Because these are firing projectiles
I tried that but I wasn't sure how to add/subtract from a rotator
since doing it like I did in my screenshot has caused problems for me historically
you can split a rotator into floats
for a projectile I think once fired that's pretty final
Does it treat -1 as 359?
I'll try it but I've kind of got it nailed into me that directly adding/subtracting floats and then plugging them back into rotators causes issues
looks good, thanks for the tips
I have another problem though.
the hands on my weapon are not aligned in some animations
the other hand_L is not touching the weapon sometimes
welcome to the wonderful world of IK
Yeah
turn on stretchi8ng
I knew I would have to venture in to it
or pull gun closer
no, sometimes the other hand goes through the gun
I am using the Anim starter pack
it's almost as if the animations are not rigged properly
or even made properly
the hand_l does not always align with the weapon being attached to hand_r
well every animation can't accommodate for every single gun out there
true
that's why IK is used
how complicated would It be for me?
6
trust @normal burrow he knows his shit
lol
I know he does
do you know how to animate?
like made an animation in maya completely myself?
or blender yeah
ngl it looks like an uphill struggle
if you want the one gun animation everywhere, you need to first check that the animations animate the ik bones. and the ik_hand_gun bone is the parent of the gun
but then I don't know if hand IK has the same issues as foot IK
Don't know if this is the best place to ask or not, but if I released a system that basically mimics Spider-Man 2's web swinging and movement, without and resemblance or reference to the character of Spider-Man, could I legally still get in trouble?
unlikely
I don't see marvel suing bionic commando
sorry, capcom
for bionic commando
for some reason, ik_hand_gun does not seem to move my gun with the hand
i'm assuming this is normal
true true
what socket is the gun parented to? is this first person template?
do you know what socket the gun is parented to?
ah okay, well if you can move it to ik_hand_gun that would be most ideal.
but it would require that the ik bone is animated
which we'll hope it is?
does it move?
how about ik_hand_l?
That makes it pretty hard to do something like this https://youtu.be/AgdiT5Mrx8k?t=32. You could copy the FK bones to IK, apply an offset. but without having smart meaningful gun bone concept it will make the logic hard.
I use ik_hand_gun in animations for the barrel more or less then when i offset the two hand bones for ik under it, they are always relative to it.
You could look into virtual bones i suppose. but I am a bit surprised theres no concept of gun bone in the anim starter pack
So copy bone in component space hand_r to ik_hand_gun, hand_l to ik_hand_l, hand_r to ik_hand_r before two bone ik nodes will set you up for being able to attach the gun to ik_hand_gun. you can then offset the two ik hand bones in parent space to have a reliable offset per weapon or whatever before finally running two bone ik nodes for the arms.
it wont work for any animation where the gun is supposed to be pointing any direction other than the right hand though
the gun will always be with the right hand
yeah, though operating choking the gun or something
its something you can't do
but it will let you at least offset the arm positions, just mentioning the proper way if you do look into animating it yourself.
Hello, im new here, starting with Unreal engine but i got no idea where to start, anyone got any tips on where to start or what tutorial to watch to start ?
thanks
np π
hopefully it help me
also need to remind me to not be too ambitious with the first game i make
Its a good starting place and there are tons of tutorials and information everywhere.
Yeah, thats important too. Like, don't do what I've done and start with a huge open world π
well, i almsot started off too big, i had in mind to try a dynasty warrior like game but gotta keep it for later
when im more experienced
The nice thing about mine is, its just the world thats big. The game itself is scalable and can be as big or as small as I want it to be.
oh thats nice, i wonder if i'll be good enought at world building, i know i'll have no issue coming up with idea (im a game master for my own rpg game )
UE4 is Real Life
Unreal = real?
ye
this makes no sense! compile error
Real Engine 4
File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp]
fatal error is giving me that line
I don't have anything related to UE4 on my D drive, is the D in that line suggesting that unreal is looking there for something?
That the debug info in the binary.
Maybe you can browse the corresponding source, just remap the root of the path to whatever you are gonna looking from (github, local drive, etc.).
cool I'll try that thanks
i got a question, the "free for the month" stuff on the marketplace, is it like the game offerered by the epic store, if you get them do you keep them forever ?
Yes
oh lovely
Alt + Middle click is very convenient to set the pivot temporarily (I mainly use it to place actors more finely), but somehow, sometimes, the pivot just ignores geometry (in this instance it goes to the floor). Any idea why that is? https://puu.sh/F0KQm/6cc75c781b.mp4
Anyone here have a picture of the node setup required to vertex paint whilst blending 3 materials? .-. im at a loss
VertexColor.R -> lerp alpha1
VertexColor.B -> lerp alpha2
VertexColor.G -> lerp alpha3
lerp2 -> lerp1.a
lerp3 -> lerp2.b
Plug the materials in the remaining slots
appreciate it!

This documentation page just keeps refreshing itself instead of redirecting
This page provides an overview of supported graphics drivers for Linux game developers.
I've got a tv-screen playing a mp4 video, it works on a plane made ue4 but if I apply it to an imported mesh it just shows default grey checker map. Any idea why this is happening?
UVed? Honestly, just put the plane over the monitor
I did move the plane over the monitor at first. But when I build the lighting. It shows the grey checker map until I move the plane again. Strange how that works.
How does it look in PIE?
same as descriped
Whatβs its mobility set to?
dunno what that is
Is it baked or dynamic for lighting
aah static
I've just tried the others with no luck
The plane is static too where it works just fine
I noticed you have a spotlight in the scene. Could you temporarily remove it
Sure, it was for projecting the video onto the montre infront of it. It just doesent reflect in the glass, only on solid diffuse.
Building Lighting again to test
Sorry but how would you send multiple strings to a txt file without overwriting it?
Maybe read it and replace what you need, then write it again?
I'm trying to use virtual texture on tessellated landscape and getting error:
"[Line: 1500] Shader expected a uniform buffer of struct type LandscapeContinuousLODParameters at slot 3 but got null instead. Rendering code needs to set a valid uniform buffer for this slot."
Only happens when i have tessellation on, is it not supposed to work?
i am searching for someone to help me
I just want to write strings multiple time but it only shows the first string
Wouldnβt you just append the strings?
how would you append because I cant seem to find out how to
be in mid this is in c++ not blueprint
Doesn't append/overwrite in C++ depend on what mode you opened the file in
guys do u know a way thaat i can learn c++ easily?
I'm not sure if UE has its own file writing primitives, but at least usually you would have to open the file in append mode vs write mode
@modern ginkgo hire a personal teacher and spend days together.
any idea on getting a FString appended on a txt file?
.Append() ? π€
Not familiar with UE's api for files, but in the standard library you get enough methods for that. And internet is full of such examples.
ok
idk the FString are just overwriting
i got no idea what to do to practice using unreal engine, should i just do some world building with assets and actors ?
https://www.raywenderlich.com/771-unreal-engine-4-tutorial-for-beginners-getting-started bro finished all these in two weeks doing it 1h a day and only had to ask me for help once
so they should be thorrough
are you responding to me ? (its late here so brain no working)
yuz
ok thanks, i'll check it out tomorrow
Also, obvious question but should i store my project on an external hard drive rather then my internal D stockage ? Or whatever its called
Anyone let me know if you've tried virtual texture with tessellated landscape
guys, has the (Chaos) Fracture Editor been moved somewhere else in the editor GUI from 4.23 to 4.24?
@rigid ocean I would advice against storing them on an external drive, if you're actively working on them. As a backup or just long term if you're done with them, then sure.
ok I got it to work all I need to do was to create an array of string s then save them
in a largish open world where you want ai to spawn at random locations, do you guys use one large static nav mesh or nav mesh invokers and dynamic runtime nav mesh? or something else? watching my nav mesh building from 168,000 is just so painful
Has anyone been able to collapse landscape edit layers? This option crashes my editor:
(I tried collapsing the SecondaryForest layers)
The menu option isn't available if you do not first click into a spline layer and then right click on another layer you want to actually collapse though. So perhaps this option isn't ready for users yet and normally hidden?
hi, why it seems to me that most people are usinig Unity instead of Unreal for VR
Hello, my name is Daniel Schmidt and i would like to learn to programm 3d games. I have a few basic skills in programming Java and Python, donΒ΄t know if that will help me but yeah. My go-to platform will probably be Oculus Quest and IOS devices. do you have any tips how to get started? Guides, Books, Youtube series etc. best would be on German... so yeah any tips or tricks how to get started?
ah and i have a few experiences with 3d modeling and photogrammetry
hello friends.
how to stream UE4 process (EU4EDITOR.EXE) in OBS in window/game mode? Its possible?
i see its not important problem, all people stream/capture in Monitor mode,but for streaming Full Monitor not good (folders, browser, txt files,etc).
all streamer use monitor capture for UE4 streams.
well clean your desktop and use monitor capture like the rest π
I have taken the starter level of the architectural template, removed the sample meshes and some of the cameras etc. I would like to save this as a starter setup (is it called a blueprint???) for my uses, so I dont have to be removing stuff all the time, How do I do this?
any tips for me how to get started ?
think of something and get to work. if you're stuck at something try to figure it out. it's the best way to learn and gives you better work experience than following any tutorial
depends on your objectives, but probably not
getting a game up and running on another platform is just an extra layer pf abstraction that can bite you in the ass
and Quest is probably quite poorly documented / supported by UE4
so should i start with PC?
usually a safe bet
I mean try to build something that works without VR, but maybe can be adapted to VR later and just keep it in mind while designing stuff
if you've got the basis down and you feel comfotrable with your skills and you think you're ready to go further see if you can adapt it for VR
ok then ill start with pc
obviously easier said than done, but maybe that's better than starting out with too many unknowns from the getgo
well clean your desktop and use monitor capture like the rest π
@tawdry storm its not solution for streaming on twich, one time i forget and open passwords
yeah but if you just capture the main window you won't be able to show any other stuff from the engine without constantly changing the captured window
If you can't get window or game capture working with the editor, not much you can do other than monitor
UE4 has to many floating elements for that
With monitor capture my recommendation would be to use a second monitor and move all your other stuff there, and then you just never do anything but the editor on your main monitor
just be mindfull with what's on the screen, that's what the rest of us does
Third eye vr please
I wish eos trello worked
does uninstalling and reinstalling ur engine cause any problems with current projects?
depends if you have any custom changes inside the engine folders
Hi, how to make my actor have a reflection ?
Sphere reflection do nothing to my character
(My character have glass. It didnt show the skybox.)
add a refraction of 1.0
well either you move it by setting it's position or you add a movement component. have you taken a look at the example scenes and how the characters are set up there?
Nvm i fix my own problem.
Well done
Progress
the third person sample has a fully rigged character @plush yew maybe take a look at that and see if it helps
is modifying landscapes during runtime possible in ue4?
No
Might want to look into voxels. They're pretty cool from what I saw.
Hey guys
i have a problem.
I added audio volume into the level
i turned on the reverb and set the type of it
but its still not working
@dim plover voxels?
I don't know what they are. But Google should give you some idea.
aw man I just brushed up my c+= skills yesterday π¦
its a lie if you find a "real" c++ expert
nobody can reach that super status
ok so
i want a character i can controll with wasd with which i can look around in first person and which can jump
have you looked at the sample projects you can use when creating a new project? Pretty sure one of them gives you exactly that :)
i dont want these samples but ok i will try
yes the first person shooter example is exactly this. just take a look at how it's done, and dissect it. then recreate it to your own needs
oh ok so it looks like i can create a character by dragging character into my level
but it is in a ghost mode
so no collision or gravity
but i think i can use a different preset
Hi
hi
hi
can anyonne send me an unreal engine toturial
How are u all
noice
meh, I had better days
At least we love unreal engine
what did u put on my comment?
But Yeah I having trouble with level streaming and don't know who I can ask
either #blueprint or #cpp might be a good start I guess
Kk tu
