#ue4-general

1 messages Β· Page 625 of 1

maiden flax
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just bought a $200 udemy coarse on C++ bcuz no one can teach me

tawdry storm
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200 sounds steep

maiden flax
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πŸ™

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yeah

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not that expensice

oak sequoia
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ohhh i think i got it

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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

wary wave
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πŸ‘

tawdry storm
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there you go

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better than downloading gigabytes of debug symbols πŸ˜„

wary wave
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judging by the crash report debugging symbols are already installed

tawdry storm
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true

dim plover
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No one is going to mention how he bought a $200 Udemy course?

tawdry storm
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well I was wondering about that because they're usually discounted to 12 bucks

wary wing
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I was gonna keep quiet about it

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The site so far as I can tell always shows you a 90% discount the first time you visit

tawdry storm
wary wing
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But once that times out it'll show full price

tawdry storm
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well yeah for 5 seconds before it goes back to that discount

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I've never not seen that discount on this course

wary wing
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It seems like quite a bit of a scam to me :/

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Like booking.com's OMG SOMEONE JUST BOOKED THE 500th to last room A MOMENT... err... 39 hours ago

tawdry storm
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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

wary wing
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Huh

tawdry storm
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oh it's not the same name sorry

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but the same price with the same discount

dim plover
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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.

wary wing
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Yeah it seems like good quality stuff

grim ore
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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.

plush yew
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what unreal online learning?

grim ore
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like everything in this industry we wait for 2 months to see what the upcoming stuff is at GDC. soooooooooooo annoying to wait lol

maiden flax
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guys lol, yeah the coarse was actully like 12$

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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 £12, i was like🧐

tawdry storm
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jeez imagine buying that for full price

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yikes

maiden flax
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lol

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yeah, but i wouldnt care, its worth it

wary wing
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Oh good! That's a way better price to have bought it for

maiden flax
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anyone want the email and password so u can learn too?

tawdry storm
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better keep that for yourself

dim plover
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Don't be so trusting of others.

tawdry storm
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I think everyone that need it will have it already or will be able to afford it

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giving out your e-mail and password like that could be a huge security risk

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never do that

maiden flax
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well, its just a random email that i made just for udemy, but ok

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it says 11hours left of the offer for like 2 days

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@tawdry storm what do you do?

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blue or c++#

whole quarry
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Dont you have personal info on your udemy account?

maiden flax
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yeah

whole quarry
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Dont trust people on the internet

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Never.

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Be trusted but dont trust anyone

maiden flax
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yeah,ok, but this is such a friendly comunitym

whole quarry
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Still, you never know who is on the other end

maiden flax
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ok, youre right

grim ore
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If anyone wanted the course without paying for it I am sure they could find it another way

tawdry storm
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@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

maiden flax
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i wasent evengive the account away anyways.

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python for what?

whole quarry
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I wish Java was supported like python is

maiden flax
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python is for making like programs or smth

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i learn python too, but i dont know why i learn it

tawdry storm
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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

maiden flax
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anyone made a game thats on steam so i can try it?

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unity is πŸ’©

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@verbal oar @verbal oar @verbal oar @verbal oar @verbal oar

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yeah

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there is this game like g mod called unreal sandbox, its free

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@verbal oar idk i just did that

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hehe

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who makes money of their game here?

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he

midnight gate
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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

maiden flax
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wtf is that?

midnight gate
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those red collisions are multiple functions for my mana orbs

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here i hid them

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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

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i need help pls

maiden flax
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sorry, im new

midnight gate
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OH OK

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i figured out an alternative

astral otter
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can someone help me with something

wary wing
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@astral otter Likely, if you tell us what the something is

astral otter
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kk

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can i have custom layers ?

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i managed to put them as colors

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but instead of a color how can i add a texture

grim ore
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how did you make them colors?

astral otter
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3 and left click

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lol

grim ore
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so replace the 3 with a texture sample in your material (T)

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These are material layers so they should not, the actual painting of the layer is in the layer info

astral otter
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english pls

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lmao

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ive beeen doing this for 10 hours

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total

grim ore
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Replace your Vector 3 with a Texture Sample in your material

astral otter
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no idea what vector 3 stands for ive been messing with this alone

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i call them whatever comes to my mind

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dot

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line

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layers

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idk

grim ore
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in your material what does your color look like, the node that you said gives it color

astral otter
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oh

grim ore
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he is saying he used the 3 Key and left clicked to create a vector 3

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I am saying replace that vector 3 with a Texture Sample using the T key

astral otter
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hold 3

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and click

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so what happens with the normal

grim ore
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you would have another layer blend into the normal

astral otter
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cuz i know to make a texture you need the normal thing and the blue that goes to normal

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but there are 9

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and only 1 normal

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lol

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im losing brain cells

grim ore
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you should have 1 normal per texture

astral otter
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ok hold on let me show this

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so when i do colors and 9 layers every layer has a diff color

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this happens

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on the left

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i get 9 orbs lmao

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and i can apply certain colors to certain things

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so the first one if i wanted it to be grass i have this

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it looks like that

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but if i save then i wont have 9 orbs i would only have 1

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how can i make 9 layers with 9 diff textures and normals

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wait so i can just make another 9 layers box and link every single normal to that ?@grim ore

grim ore
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correct

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one layer blend for each input on the material itself is fine if you have that many you need to use

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you could have a layer blend for the base color, one for the roughness, one for the normal, one for AO, etc.

astral otter
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ohhhhhhhhhhhhhhhhhhhhh

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like that ?

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@grim ore

grim ore
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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

astral otter
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i dont know how to name them so i didnt wanna get confused

grim ore
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your landscape goes hey what should I put in this layer and looks at the layer blend nodes and uses whatever you tell it

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that website I linked has a ton of info on landscape materials, layer blending and such

astral otter
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oh kk thanks

grim ore
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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)

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there is a GD example tutorial on this somewhere but I can't find it lol

obtuse root
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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?

astral otter
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@grim ore sorry for ping last thing for now xD is there a multiply option but in the oposite way?>

grim ore
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What does your system look like now @obtuse root ? IT sounds like you are spawning them in rather than just changing the mesh out

astral otter
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instead of 2-1 .......1-2

grim ore
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I am not very good at materials but what are you trying to do?

obtuse root
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@grim ore yes you are right i am spawning

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I guess i should change the mesh instead...

astral otter
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i need 1 way in and 2 out

tawdry storm
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just drag out two lines

astral otter
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doesnt let me

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i want the base color to be the same for both layer boxes

grim ore
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drag out twice from your base color then

astral otter
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how?

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everytime i try it deletes the other line

grim ore
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every output node (the right ones) can be referenced multiple times just drag out a new wire

astral otter
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oh

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found it

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thanks

grim ore
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drag from the color (the vector 3) into layer 1 on both, is that what you want?

astral otter
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yea didnt know i could do that

grim ore
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but keep in mind the normal is not expecting a color it wants a normal

tawdry storm
grim ore
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@obtuse root you can change the mesh out or destroy the old actor and spawn in a new one

forest tree
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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?

astral otter
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@tawdry storm yeah i didnt know thanks

tawdry storm
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well it's kinda hard to explain if you don't know the names for things πŸ™‚ you might wanna get to that at some point

obtuse root
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@grim ore when i place a "destroy actor" before a "spawn actor", it doesn't spawn the actor...

grim ore
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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?

obtuse root
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i'll post a capture in a min. loading up

astral otter
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ok so idk what just happeneed

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lmao

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it looks weird

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.....

grim ore
astral otter
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do you have to pay for the course tho

grim ore
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all the courses on the Unreal Online Learning site are free

obtuse root
astral otter
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something is missing

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too much white

grim ore
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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

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Select character -> Delete old saved actor -> Spawn new actor -> save reference to that actor for later if you need to delete it.

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otherwise swap your mesh on the one actor you have in the scene at all times

obtuse root
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@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

grim ore
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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

astral otter
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@grim ore it didnt work i was trying to make a map but i was copying from world creator but it just doesnt work

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i made a custom map there transfered

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but the colors didnt transfered so i thought i could make them but idk its not working

grim ore
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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

obtuse root
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@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

umbral trout
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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

grim ore
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@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

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@umbral trout it's a good idea but it's really hard to hold open stuff like this and target kids 😦 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

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things like introducing and using Fortnite Creative in the classroom

dim plover
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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
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^

obtuse root
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@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.

violet umbra
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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?

umbral trout
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I've experienced that but only with Plastic SCM. Might be the speed of your Perforce server?

violet umbra
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might be, but all the assets are on my drive and RAM... it's really strange

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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

tawdry heath
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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

fierce forge
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hello why i get fail at cast to game instance ?

normal burrow
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Believe you can set modifiers if you click on the node for key A

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then on the details panel you will find options?

tawdry heath
tawdry storm
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oh god the spaghetti

normal burrow
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no issa

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well, first click on the Left Shift node

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then look on the right side (presumably) at the details panel

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let me verify, not 100%

fierce forge
tawdry heath
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you want a picture of the detail panel of left shift?

normal burrow
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did you set your game instance type in rules gamer liber?

fierce forge
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?

tawdry heath
fierce forge
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what do you mean p@t ?

normal burrow
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yes that gamer liber

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and issa

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the right side there check box Shift

fierce forge
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i did this but i get cast failed

tawdry heath
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ok what does that do

normal burrow
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er

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then change it to A

tawdry heath
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I'm tryna stop my character sprinting backwards

normal burrow
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haha

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if you have it be A with shift modifier then that node will only run with A+Shift

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you could also just check if shift key is down for regular input instead of using that logic there

tawdry heath
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oh I understand now

normal burrow
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you are connecting things to the cast failed and other exec pin @fierce forge ?

fierce forge
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this work just on standalone

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whattt

normal burrow
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restart editor probably gamer liber

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some things like changes to the world settings class take a restart.

fierce forge
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i don't get cast failed in standalone

tawdry heath
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my character stays in sprint animation even when standing still

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So do I do "If speed is less than 800, disable sprint animation?"

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sprint speed is 800

obtuse nest
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Is SunSky now the most 'photorealistic' way to light an environment?

grim ore
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@tawdry heath we dont know how your code is set up. Are you using an animation blueprint? just calling the animation? a blend space?

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traditionally for something like that you would use a blend space and let it handle what animation plays based on the input speed

tawdry heath
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I have both

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wait let me mess around with blend space and see if that will fix it

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I have 3 different blend spaces. One is for walking, sprinting, and last for crouching

grim ore
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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

normal burrow
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do you have an idle state?

tawdry heath
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yes

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oh maybe add an arrow to idle?

normal burrow
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you want to see what the arrow to idle requires yeah

tawdry heath
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sprint to idle and idle to sprint or just sprint to idle?

normal burrow
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up to you really

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you could also insert a state machine inside the walk/run state

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but generally, yea you would use the same rules from walk / run to idle

tawdry heath
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oh wow works perfectly now thank you very much you guys

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Only 6 more bugs to go

grim ore
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yay we helped!

normal burrow
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yay

hushed hare
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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?

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Go in on one side, come out on that side pretty much

scarlet birch
whole quarry
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@hushed hare GetWorldRotation?

hushed hare
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uh

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what

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i dont need anything with rotation

whole quarry
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Right, you only need WorldLocation

hushed hare
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yeah but i need it relative

scarlet birch
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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.

hushed hare
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thats what im doing

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and its not working

scarlet birch
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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.

whole quarry
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Self world location - portal world location = offset location

Set self world location to: portal world location - offset location

Maybe smth like that?

hushed hare
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it almost works

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it just feels like a little bit of a jump

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its because the overlap isn't on the scene root

oak sequoia
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gah this crashing on importing fbx is annoying me

hushed hare
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im gonna try to set the tp location to the world location of the scene capture

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ok @scarlet birch lose the reaction thats just toxic

astral otter
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so for some reason i cant see the layers now

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anyone know why

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i had those

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now its like this

scarlet birch
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@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?

astral otter
hushed hare
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the camera isn't on the root component of the character

oak sequoia
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is anyone experience with UE and could help me with an issue i have?

whole quarry
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@astral otter tried the Build button?

astral otter
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ye

whole quarry
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U sure?

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The 1024 unbuilt objects is kind of a clue to the awnser

astral otter
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where is that button?

scenic hatch
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@astral otter where did u get the material from

wheat dirge
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@astral otter have you clicked the plus button next to your layers to make the layer info weight blends?

astral otter
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ah no

whole quarry
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Its 1 button left of the Play button

astral otter
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its usually just there after im done making the materials

oak sequoia
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seems to be in blender deleting armature lets me import

astral otter
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k i clicked it

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said built but still says 1000 something unbuilt

whole quarry
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Did you press cancel on the progress window?

astral otter
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um no

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says exporting lighting

whole quarry
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So its still busy?

astral otter
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this never happened before tho

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usually after im done making the layers i made the instance and apply it to the landscape

whole quarry
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Ever changed the lighting before?

astral otter
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no

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@scenic hatch i made them on world creator

tawdry heath
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@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?

scenic hatch
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oh

normal burrow
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It sounds like maybe you should disable that shift checkbox and just check for shift manually.

astral otter
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@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

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but its not letting me see the layers now for some reason

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help pls

scenic hatch
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that loosk simple should work idk

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what are the white textures

astral otter
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tundra

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ill change them later i just wanna an idea of the layers again

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but its not working idk why

tawdry heath
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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?

scenic hatch
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@astral otter try changing preview weight on the landscapelayerblend node

obsidian lily
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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?

astral otter
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@scenic hatch how do i do that

scarlet birch
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Probably, since it will include a full character model.

scenic hatch
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click on the node then in the details tab on the left it should say "preview weight"

obsidian lily
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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

scarlet birch
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You don't need one. The sample projects all have controllers setup.

astral otter
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its on 0

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@scenic hatch

obsidian lily
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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

scenic hatch
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@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

astral otter
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it was working like 2 mins ago

scenic hatch
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and re-building the blueprint slowing to figure out where the problem is

astral otter
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jezzzzzzzzzzz

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my brain is melting

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idk why im doing this

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omg i know what it is

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im so stupid

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@scenic hatch i didnt name the layers

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so its on none

scenic hatch
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ah jesus

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rookie mistake

astral otter
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lmao

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dude my total time on this app its 14 hours now total

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im learning shshsh

scenic hatch
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well ive been trying to figure out the same problem for like 10 hours now on and off

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need harry potter @normal burrow to come through with the cloth fix

astral otter
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lmao

normal burrow
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you haven't explained the new problem

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all i know is that it does not work anymore lol

astral otter
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lmao

scenic hatch
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that pretty much sums it up to be fair pat

astral otter
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i hate when UR starts loading for some reason and i tab out it doesnt come back in

scenic hatch
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everytime ive watched a tutorial, after they "disable" the brush here the flag falls

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mine never does

normal burrow
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your closing the window?

scenic hatch
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paint is on 1k right now but ive tried it will all kind

normal burrow
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the paint window

scenic hatch
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yeye

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i even imported that guys flag from his tutorial as i was thinking maybe i fucked something up in blender

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im lost in the cloth sauce at this point

normal burrow
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when you go to section selection and right click, have you tried re-applying the existing cloth data?

scenic hatch
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u cant

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unless i remove it and re-create or re-add if thats what u mean

normal burrow
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yeah thats what i mean

scenic hatch
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pretty sure ive tried that already but will do it again to make sure

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i think this just bugged it

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i deleted it from the red circle

normal burrow
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close the painting tab

scenic hatch
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but then when i try to "remove data" with the right click

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it dont work

normal burrow
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don't dock it like that

scenic hatch
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aight

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was just default

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i get no reaction on the "remove data" now

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i presume its because i deleted it from the tab

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and it has no data on it to remove

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its like bugged i think

normal burrow
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idk, i didn't think you'd have the window/tab open when you went to remove

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but normally

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after you remove, you can just apply the data back

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without deleting the data

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that has fixed things for me sometimes

scenic hatch
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have u had problems with cloth before

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i havent used it much but it seems buggy af for me so far

normal burrow
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it can be finicky

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idk what causes it to need to be rebound sometimes, but it does need it sometimes

tawdry heath
scenic hatch
normal burrow
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does that fix it?

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to apply the data

scenic hatch
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no

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shes still solid as a rock

normal burrow
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is the tab docked?

scenic hatch
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no

#

how do u even reopen it

#

ah just enable the paint

astral otter
#

it doesnt wanna load that

normal burrow
heady moon
#

guys whats the pc requirements for unreal engine - my pc crashes when i try to test a game

scenic hatch
heady moon
#

i saw the website but, just to make sure

#

i wanna ask somebody

#

who

#

used it b4

normal burrow
#

if you put it in a level it does not cloth realzx?

scenic hatch
#

doesnt do shit in the level

#

its like "this is what it could look like if you wasnt retarded"

normal burrow
#

what? is that in your editor?

scenic hatch
#

sec ill sow u

#

thats mesh is showing from character at the top>clothing>visualizations>physical mesh

astral otter
#

@heady moon you can lower the graphics

#

it happened to me before when i had my old pc

normal burrow
#

how many materials are on that flag realzx?

heady moon
#

@astral otter Yeah I did

#

But my pc is sooo bad

#

intel 4000 HD graphics

#

LOL

astral otter
#

rip

#

you might need to upgrade xD

scenic hatch
normal burrow
#

very curious what could cause the material to now show as cloth

scenic hatch
#

you and me both

normal burrow
#

unless that visualization is just whatever

scenic hatch
#

ive literally gone from step 1 like 4 times total now

normal burrow
#

hm

scenic hatch
#

from making the flag in blender

normal burrow
#

make sure the paint window is closed

scenic hatch
#

to importing it and painting it

normal burrow
#

then remove and apply again

#

also, check the output log as your doing this

#

maybe its screaming at you

scenic hatch
#

that pat yeah just to make sure

normal burrow
#

yeah actually, pull that tab out completely then close it

scenic hatch
#

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

astral otter
#

HOLY SHIT

#

MY MAP

#

MAKES SENSE

#

ITS UGLY

#

BUT

#

MAKES SENSE

astral otter
scenic hatch
#

looks dope

astral otter
#

YEAAAAAAAAAAAAAAAAAA

#

THE SAND LOOKS SO GOOD

#

coming into the island

#

now i have to make the ocean

#

gg

scenic hatch
#

@astral otter u should learn how to make flags its hella fun kappa

astral otter
#

ahhahaa

#

i can tell

#

lmao

#

wait how can i change the ground

#

like

#

like add noise to it

scenic hatch
#

in the sculpt tool

astral otter
#

i saw in a vid someone added a nod into the landscape

#

that makes the grass looks a bit more realistic

scenic hatch
#

fk i would just mess around with roughness or specular to tone that down abit on a basic level

astral otter
#

specular

scenic hatch
#

then u can put real grass over the top of it

astral otter
#

that might be it

scenic hatch
#

i think u want it on 0, add a constant into it

astral otter
#

um

brave widget
scenic hatch
#

hahaha nice flag

#

does it move properly?

brave widget
#

It does, but don't have time to make a GIF of it πŸ˜›

scenic hatch
#

u shud use gyazo is super easy and quick to make gifs

#

but what is ur paint value?

brave widget
#

Eh, I could use Gyazo, but I don't want to πŸ˜› lol
Um, I'd have to check, I don't remember

astral otter
#

damnit

#

cant make the grass look rough

scenic hatch
#

do u have a bunch of parameters u can play with when u open the instance maybe daniel

astral otter
#

i dont know what any of them do yet

#

i know normal roughness and base

scenic hatch
#

just save it, take auto save off and go crazy with them

#

ur soon figure out what they do

astral otter
#

for the first time in 14 hours

#

it makes sense

#

i dont wanna go back lool

velvet flame
#

guys, does anyone know where can i find the savegame path location for linux shipping builds?

#

i couldn't find it on the docs

brave widget
#

@scenic hatch Paint value is 1,000

scenic hatch
#

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

normal burrow
#

I would do whatever you did the first time when it worked lol

brave widget
#

Hmm, weird. πŸ€”

normal burrow
#

I dunno though, maybe take a look at the material itself. Maybe its manually set to not work with cloth or something strange?

scenic hatch
#

@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

unborn remnant
#

Out of curiosity do people generally make their own meshes and assets inside UE4 or do they make it through maya/blender?

dim plover
#

Maya/Blender.

rotund scroll
#

yeah it's hard to replace an industry standard

#

but ue4 is trying to create their own mesh editor which sounds interesting

unborn remnant
#

I'd rather use blender anyway I was just curious 'cause I've heard of people doing that in unity

rotund scroll
#

ue4 has by default what unity took years to get

#

which is a pseudo BSP system

scarlet birch
#

Being able to do some basic things in engine is a big boon.

rotund scroll
#

absolutely

#

I really didn't like how constricted it felt in old unity versions

scarlet birch
#

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.

rotund scroll
#

I mean that was made to imitate bsp engines from days long gone

#

all the way from the quake engines basically

livid siren
#

Hey guys

#

I've just started learning UE4

#

and am looking for resources which explain the architecture of the engine

#

Anyone got any recommendations?

grim ore
#

the c++ source code or the documentation pages

livid siren
#

I'm trying to find out how all the components of UE4 work, without reading the source code.

grim ore
#

the docs?

#

and by components you mean what as components is an actual thing in UE4

plush yew
#

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

rotund scroll
#

@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

obsidian lily
#

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

open eagle
#

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

rotund scroll
#

that... makes sense?

#

you're modifying the pitch

#

270 = -90 = straight down

open eagle
#

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

rotund scroll
#

plug them into your blendspace?

open eagle
#

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

rotund scroll
#

pitch is the vertical axis

#

and 270 is -90

#

so that is correct

#

try inverting your values

open eagle
#

my aim offset has not been informed that 270=-90, it thinks 270=270

rotund scroll
#

or nevermind

fallen marten
#

Can you make it an alpha from 0 to 1?

rotund scroll
#

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

fallen marten
#

Might be easier than trying to convert angles

open eagle
#

Ok so what should I do with my min and max axis values

#

change them to -1 and 1?

rotund scroll
#

well if it's an alpha value it's between 0 and 1

open eagle
#

0

rotund scroll
#

where 0 is down, 1 is up

fallen marten
#

0 can be up for example and 1 down

#

Lol

rotund scroll
#

it doesn't matter

#

just pick one

open eagle
#

ok

fallen marten
#

Yeah and the use the map range node I think it is

rotund scroll
#

mm

#

I mean

open eagle
#

clamped or unclamped?

rotund scroll
#

clamped

fallen marten
#

Plug your control rotation value in and set its limits

#

Clamped

#

The out range is 0-1

open eagle
#

what about in

#

90 to 270?

fallen marten
#

Just play with it

rotund scroll
#

try with -90 to 90 first

fallen marten
#

You might want to adjust from those values

rotund scroll
#

it's likely to be more correct when read

open eagle
#

does the same thing

rotund scroll
#

what does your blendspace look like?

fallen marten
#

Print string the out values to double check

open eagle
#

I did print them

#

down=270

#

up=90

#

straight=0

rotund scroll
#

you probably need to use the alpha value

open eagle
#

the alpha just changes the weight of it

#

how will that help?

fallen marten
#

Don't use negative

#

The values are absolute

rotund scroll
#

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?

open eagle
#

its a 1D aim offset not a blendspace

#

yes alpha=blend weight

fallen marten
#

The control rotation value only goes from 0-360 not into negative

#

So piss the -90 off and put in 270

rotund scroll
#

try it

open eagle
#

this messes it up even more

fallen marten
#

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?

tardy yew
#

Hey guys, sorry to bother but going crazy trying to figure out what happened to the datasmith importer on 4.24

rotund scroll
mint sequoia
#

How do I stop UE4 from hiding off-screen widgets, or where is the event that tells you when they're back on screen

tardy yew
#

Thanks @rotund scroll! I posted there as well..no answer

#

i'm sure it's something really easy I'm overlooking

rotund scroll
#

then probably nobody is around who'll know the answer unfortunately

dim plover
#

How do games (mostly made in Unity) like Gang Beasts or that other one do networked physics stuff?

normal burrow
#

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

dim plover
#

Hmm, that sounds like it would be pretty simple to do in Unreal. Perhaps someone should give that a try.

normal burrow
#

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.

brittle remnant
#

Can anyone tell me where I would adjust the animation speed of my character, I'm using the side scroller template

dim plover
#

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.

normal burrow
#

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.

next ivy
#

Whats that console command to jump out of the player and move around?

normal burrow
#

you just press F8 while playing

#

so long as your in the main viewport

brittle remnant
#

@normal burrow Yea I just can't figure out where to get to that animation blue print is

rotund scroll
#

oh it's a side scroller template, maybe it's called a flipbook?

plush yew
#

when my AI die I want them to stop running their behavior trees, what nodes am I looking for?

normal burrow
#

lord, yeah its a flip book

rotund scroll
#

@brittle remnant

normal burrow
#

I dunno how to deal with paper2d unfortunately.

rotund scroll
#

same

#

insert joke about things working on paper

brittle remnant
#

It's not a paper 2D

normal burrow
#

the mannequin? it is paper 2d unless i've mistaken flipbooks as paper 2d

rotund scroll
#

look under the mannequin folder and see if there's either an anim blueprint or a flipbook

#

your template will have something

normal burrow
fallen marten
#

@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

normal burrow
#

I would like one of those please lol

plush yew
#

thanks @fallen marten. I've found detach from controller pending destroy on a forum, what's that do?

obsidian lily
#

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

fallen marten
#

Probably assets from a higher version. They dont show in lower version engine

sturdy schooner
#

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.

obsidian lily
#

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?

fallen marten
#

Umm... Idk then haha

obsidian lily
#

about says 4.24.1-10757647+++UE4+Release-4.24

fallen marten
#

Maybe the assets aren't compatible for some reason . Try them in a lower version and see if they show

rotund scroll
#

are you filtering assets?

#

that might be why

obsidian lily
#

fuh, yeah you called it, I just figured it out

#

I had some text in the filter box

rotund scroll
#

classic

#

we've all been there

brittle remnant
#

Thanks guys

solid hull
#

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?

fierce tulip
#
  1. Licence Restrictions
    You are not permitted:
    …
    (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;​
plush yew
#

I'm creating a mmorpg

solid hull
#

So there goes that idea.

plush yew
#

I think I'll take about 2 years to finish

#

and I'm creating by myself

rotund scroll
#

oof

plush yew
#

I will buy a lot of packages in marketplace

sturdy schooner
#

Unreal Marketplace: The Game

plush yew
#

@sturdy schooner yes πŸ˜…

#

Too bad I'm poor '-'

#

Brazilian is poor

sturdy schooner
#

just google the marketplace contents name

#

but dont ship without buying what you use

fierce tulip
#

banned for suggesting piracy

sturdy schooner
#

i said google

plush yew
#

@sturdy schooner ^-^

brittle remnant
#

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

normal burrow
#

you must not be using side scroller template then shepkin?

rotund scroll
#

sure looks like the third person template

brittle remnant
#

its the 3D side scroller

normal burrow
brittle remnant
#

was just providing reference

normal burrow
#

yeah intention was just to avoid problems with rules, am watching

brittle remnant
#

ah

#

well anyway yea

plush yew
#

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

rotund scroll
#

something something physics material? idk

brittle remnant
#

Thanks for the help @normal burrow

#

Got her working nicely

#

I would never have made it down that rabbit hole so quickly lol

plush yew
#

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

rotund scroll
#

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

plush yew
#

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

rotund scroll
#

oh so you're not tracing

#

then change it at transform level?

plush yew
#

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

rotund scroll
#

you can split a rotator into floats

#

for a projectile I think once fired that's pretty final

plush yew
#

Does it treat -1 as 359?

rotund scroll
#

sure

#

or -1, but it's the same

plush yew
#

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

open eagle
#

I think i got it working

open eagle
#

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

rotund scroll
#

welcome to the wonderful world of IK

normal burrow
#

two bone ik is in use?

#

lol cranz

open eagle
#

Yeah

normal burrow
#

turn on stretchi8ng

open eagle
#

I knew I would have to venture in to it

normal burrow
#

or pull gun closer

open eagle
#

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

rotund scroll
#

well every animation can't accommodate for every single gun out there

open eagle
#

true

rotund scroll
#

that's why IK is used

open eagle
#

how complicated would It be for me?

normal burrow
#

6

rotund scroll
#

trust @normal burrow he knows his shit

normal burrow
#

lol

open eagle
#

I know he does

normal burrow
#

do you know how to animate?

open eagle
#

like made an animation in maya completely myself?

normal burrow
#

or blender yeah

open eagle
#

yeah eh, no

#

animation is my weakest point in UE4

rotund scroll
#

ngl it looks like an uphill struggle

normal burrow
#

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

rotund scroll
#

but then I don't know if hand IK has the same issues as foot IK

oblique tangle
#

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?

rotund scroll
#

unlikely

#

I don't see marvel suing bionic commando

#

sorry, capcom

#

for bionic commando

open eagle
#

for some reason, ik_hand_gun does not seem to move my gun with the hand

#

i'm assuming this is normal

oblique tangle
#

true true

normal burrow
#

what socket is the gun parented to? is this first person template?

open eagle
#

no, it's the animation starter pack

#

third person

normal burrow
#

do you know what socket the gun is parented to?

open eagle
#

yea

#

GunGripPoint, it's a socket i made on the middle of the index finger

normal burrow
#

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?

open eagle
#

uhhhh

#

hol up

#

wait a sec

normal burrow
#

does it move?

open eagle
#

nope

#

stuck in ref pose

normal burrow
#

how about ik_hand_l?

open eagle
#

none of the ik

#

all of the ik are stuck in ref

normal burrow
#

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

open eagle
#

the gun will always be with the right hand

normal burrow
#

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.

rigid ocean
#

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 ?

brave widget
rigid ocean
#

thanks

brave widget
#

np πŸ™‚

rigid ocean
#

hopefully it help me

#

also need to remind me to not be too ambitious with the first game i make

brave widget
#

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 πŸ˜‚

rigid ocean
#

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

brave widget
#

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.

rigid ocean
#

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 )

plush yew
#

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?

lapis vine
#

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.).

plush yew
#

cool I'll try that thanks

rigid ocean
#

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 ?

cloud cobalt
#

Yes

rigid ocean
#

oh lovely

blissful trail
#

lol i tried to make orbital gravity and it went a bit weird

tame delta
#

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

crisp fable
#

i wish i could track down this memory leak 😦

red prairie
#

Anyone here have a picture of the node setup required to vertex paint whilst blending 3 materials? .-. im at a loss

sudden agate
#

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

red prairie
#

appreciate it!

heady moon
winter gale
#

This documentation page just keeps refreshing itself instead of redirecting

floral aspen
#

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?

abstract relic
#

UVed? Honestly, just put the plane over the monitor

floral aspen
#

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.

abstract relic
#

How does it look in PIE?

floral aspen
#

same as descriped

abstract relic
#

What’s its mobility set to?

floral aspen
#

dunno what that is

abstract relic
#

Is it baked or dynamic for lighting

floral aspen
#

aah static

#

I've just tried the others with no luck

#

The plane is static too where it works just fine

abstract relic
#

I noticed you have a spotlight in the scene. Could you temporarily remove it

floral aspen
#

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

twilit grail
#

Sorry but how would you send multiple strings to a txt file without overwriting it?

lapis vine
#

Maybe read it and replace what you need, then write it again?

calm widget
#

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?

modern ginkgo
#

i am searching for someone to help me

twilit grail
#

I just want to write strings multiple time but it only shows the first string

abstract relic
#

Wouldn’t you just append the strings?

twilit grail
#

how would you append because I cant seem to find out how to

#

be in mid this is in c++ not blueprint

exotic thicket
#

Doesn't append/overwrite in C++ depend on what mode you opened the file in

modern ginkgo
#

guys do u know a way thaat i can learn c++ easily?

exotic thicket
#

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

lapis vine
#

@modern ginkgo hire a personal teacher and spend days together.

twilit grail
#

any idea on getting a FString appended on a txt file?

brave widget
#

.Append() ? πŸ€”

lapis vine
#

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.

modern ginkgo
#

ok

twilit grail
#

idk the FString are just overwriting

rigid ocean
#

i got no idea what to do to practice using unreal engine, should i just do some world building with assets and actors ?

fierce tulip
#

so they should be thorrough

rigid ocean
#

are you responding to me ? (its late here so brain no working)

fierce tulip
#

yuz

rigid ocean
#

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

calm widget
#

Anyone let me know if you've tried virtual texture with tessellated landscape

weary gale
#

guys, has the (Chaos) Fracture Editor been moved somewhere else in the editor GUI from 4.23 to 4.24?

tawdry storm
#

@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.

twilit grail
#

ok I got it to work all I need to do was to create an array of string s then save them

west jewel
#

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

forest tree
#

Has anyone been able to collapse landscape edit layers? This option crashes my editor:

#

(I tried collapsing the SecondaryForest layers)

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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?

astral spindle
#

hi, why it seems to me that most people are usinig Unity instead of Unreal for VR

plush yew
#

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.

tawdry storm
#

well clean your desktop and use monitor capture like the rest πŸ˜„

plush yew
#

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 ?

tawdry storm
#

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

plush yew
#

ok

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is a oculus quest game really a good platform to start with?

wary wave
#

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

plush yew
#

so should i start with PC?

wary wave
#

usually a safe bet

tawdry storm
#

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

plush yew
#

ok then ill start with pc

tawdry storm
#

obviously easier said than done, but maybe that's better than starting out with too many unknowns from the getgo

plush yew
#

well clean your desktop and use monitor capture like the rest πŸ˜„
@tawdry storm its not solution for streaming on twich, one time i forget and open passwords

tawdry storm
#

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

exotic thicket
#

If you can't get window or game capture working with the editor, not much you can do other than monitor

tawdry storm
#

UE4 has to many floating elements for that

exotic thicket
#

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

tawdry storm
#

just be mindfull with what's on the screen, that's what the rest of us does

normal burrow
#

Third eye vr please

vast pine
#

I wish eos trello worked

scenic hatch
#

does uninstalling and reinstalling ur engine cause any problems with current projects?

tawdry storm
#

depends if you have any custom changes inside the engine folders

grave osprey
#

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.)

tawdry storm
rotund scroll
#

add a refraction of 1.0

grave osprey
#

Didnt exist in my pbr setting ?

#

Do i have to separate it ?

plush yew
#

hi i have a problem

#

how can i make a character that can move

tawdry storm
#

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?

plush yew
#

i found a character in basic but it has no geometry

#

i have to eat sorry for being afk

grave osprey
#

Nvm i fix my own problem.

whole quarry
#

Well done

normal burrow
#

Progress

tawdry storm
#

the third person sample has a fully rigged character @plush yew maybe take a look at that and see if it helps

late verge
#

is modifying landscapes during runtime possible in ue4?

wary wave
#

No

dim plover
#

Might want to look into voxels. They're pretty cool from what I saw.

steep ferry
#

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

late verge
#

@dim plover voxels?

dim plover
#

I don't know what they are. But Google should give you some idea.

modern ginkgo
#

anyone knows c+=

#

i mean expert in c++

tawdry storm
#

aw man I just brushed up my c+= skills yesterday 😦

modern ginkgo
#

lol

#

why u bully me

#

XD

plush yew
#

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

exotic thicket
#

have you looked at the sample projects you can use when creating a new project? Pretty sure one of them gives you exactly that :)

plush yew
#

i dont want these samples but ok i will try

tawdry storm
#

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

plush yew
#

oh ok so it looks like i can create a character by dragging character into my level

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but it is in a ghost mode

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so no collision or gravity

#

but i think i can use a different preset

tacit harbor
#

Hi

modern ginkgo
#

hi

tawdry storm
#

hi

modern ginkgo
#

can anyonne send me an unreal engine toturial

tacit harbor
#

How are u all

modern ginkgo
#

noice

tawdry storm
#

meh, I had better days

tacit harbor
#

At least we love unreal engine

modern ginkgo
#

what did u put on my comment?

tacit harbor
#

But Yeah I having trouble with level streaming and don't know who I can ask

tawdry storm
tacit harbor
#

Kk tu