#ue4-general

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lapis vine
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Tbh, Blenders selections I really like

uncut vigil
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No texel density tools, shell alignment, straightening last time I checked

cloud cobalt
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Sure you do

spiral burrow
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Yeah I paid about 15k for my autodesk licenses and more and more of my guys are switching to blender anyway

cloud cobalt
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And there's like 50 UV add-ons for more specific features too, most of them free

uncut vigil
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@cloud cobalt let me send you a thread about it, hold on

cloud cobalt
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At the end of the day for most artists it's about what your company uses

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If you're doing indie / personal stuff, consider that you won't always have a student license and check what the free stuff does

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If you're doing this for a living, it's a different calculation

uncut vigil
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https://devtalk.blender.org/t/uv-editing/8847 so this is the problem
Its just wrong compared to the rest and it feels useless as this guy puts it

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His addon helps

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I really like the mark sharp/ seam, really useful as you model and plan ahead

cloud cobalt
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I feel like most of these are most about comfort than features, tbf, but okay

uncut vigil
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Yeah but its a huge time sink

cloud cobalt
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Surprising that 2.8 didn't come with UV improvements really

uncut vigil
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Why can't it be industry standard?

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I'm looking for them in the next planned updates, but nothing so far

cloud cobalt
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They've been rewriting most of Blender to be just that, to be fair, and I remember when it was 3Ds that couldn't unwrap a box without an external tool

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But still, it should get some love

uncut vigil
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I would switch right now if I didnt had to do UVs

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The modeling is really cool

cloud cobalt
uncut vigil
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You also dont lose anything from 3ds with blenders modifiers

lapis vine
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I love modelling too, but its freaking broken with modifiers (eg pose).

waxen narwhal
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Ok so I think I will get my educational 3ds and Maya licenses then and start investing some time this weekend to get used to the tool itself ๐Ÿ™‚ Thank you for the detailed conversation about this topic

worldly mason
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how can i run my damage function when the player overlaps my object and run it with a delay again until my player does not overlap

waxen narwhal
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Anyone can recommend a good video tutorial / text tutorial from personal experience ? Otherwise I will just start browsing youtube and google ๐Ÿ™‚

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Oh I see it seems like autodesk themself provide tutorials

abstract relic
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It's a trap! ๐Ÿ˜›

plush yew
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@abstract relic hey, thanks again for the assist with the character yesterday, I got it working

lapis vine
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lol, and we put so much effort to explain how good is Blender.

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But I joke, use what you want. With time you will form personal opinion.

waxen narwhal
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@lapis vine I will check out blender aswell since all tutorials I own on udemy are based on blender anyway. I used blender back in 2008 ? And I hated the UI compared to Cinema4D back then. But with 2.8 it looks pretty good imo ๐Ÿ™‚

lapis vine
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Yep, best is to try few tools, as most of them have trials. One of them will click for you.

waxen narwhal
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I am kinda having trouble finding some "complete series" regarding 3ds Max and Maya atm anyway. I like complete series to learn tools and it seems like there is much more free content for blender since its open source

lapis vine
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I wouldn't say so. Maya got a lot of paid tutz, Blender got many free ones. Maybe such is the dependency.

waxen narwhal
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So I am currently kinda having trouble understanding what kinda of Usecase Maya and 3DS are used for. 3DS for design and Maya for Animation ? Is this correct ?

cloud cobalt
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Both have overlaps

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Maya is just regarded as having better animation tooling

manic pawn
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"complete series" would be like 10 years of material lol

waxen narwhal
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So if I would say I need a tool to just create 3D assets and animations Maya would be enough ?

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@manic pawn I meant something like a getting started with some kind of first demo project ๐Ÿ™‚

uncut vigil
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@waxen narwhal 3dsmax is used like 99% in archviz and rendering. ive seen a lot of studios use maya in games, and maya is also used a lot in film, vfx, animations

waxen narwhal
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@uncut vigil Thank you ๐Ÿ‘

rotund scroll
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nowadays there is no real distinction between what they can achieve. maya has become the game industry standard, but max is often used in lieu by people who started using it

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use whatever you're comfortable using, in the end it all exports to a FBX anyway @waxen narwhal

uncut vigil
fathom mortar
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so i have this. the first time that player left clicks it works. But after that it has to be a double click for some reason does anybody know how i can fix this?

heady saddle
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@fathom mortar hard to tell without seeing more blueprints

fathom mortar
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what other blueprints do you think you need to see? I'm quite new to UE4

heady saddle
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what happens when sword attack is true?

fathom mortar
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when sword attack is true it plays animation

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and the delay makes it so that you cant just spam it

jovial pollen
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Everyone here is "quite new to ue4" that's why you are asking.

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Remove the delay

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Try that

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Actually hold on

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That last sword attack

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Remove that from the delay and put it to released

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@fathom mortar

fathom mortar
jovial pollen
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Yep

fathom mortar
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now it doesnt play at all. looking at the nodes when the game is running, its as if the left mouse button node doesnt even realise that its being pressed

jovial pollen
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Drag off the red node of the false sword attack and make a branch connect the white node to the front white node and attach the delay to the end white node of the branch

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Brb

rotund scroll
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@fathom mortar you did a delay at the end of the execution thread

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that will do nothing

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move the delay inbetween released and the boolean set to false

heady saddle
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@fathom mortar here's how I did delay, add it on the weapon itself and let the player spam away

jovial pollen
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Or watch Titanic Games's tutorial on animations. When I was starting out he helped a lot, his tutorials are really good. Very detailed. Very fast and smooth. I recommend you try watching one of his animation tutorials I think itll really help for what you're trying to do seen as animations can be very tricky @fathom mortar

fathom mortar
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Ok I will try that thank you

storm burrow
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Is there a way to mass import fbx static meshes without having to press OK on the dialog for each mesh?

jovial pollen
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No

fierce tulip
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unless there is something specific set on the import (editor settings) it should mass-import on import all

storm burrow
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I did specify it to import and create a material instance. So i guess that kills Import All functionality

unique kraken
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hey can anyone tell me why i can import this img to ue4?

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๐Ÿค”

thick herald
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Damn, that's teenyweenie

unique kraken
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yea

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but i want it in ue4

plush yew
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I am working on ArchVis projects, and would like to set up a new template (I think thats what its called) essentially a blank framework for me to import my projects into. Ideally it would contain the basic project settings, as well as my customized archvis character, so that I can just pop open a copy of it, and its ready to import parts into. IM not really sure what its called, and as such cant do much searching for it online. Can someone please point me to an (ideally written) tutorial. or walk me through it?

cosmic panther
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So ur wanting to merge your stuff into a blank template? @plush yew Not sure if I'm reading it right.

plush yew
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What i want is a blank starting point with a properly set up character

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and basic lighting and such

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to save the work of creating those every time I start a new project

cosmic panther
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So a new template you can select from

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Okay let me set something up for you and ill show

golden wadi
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hi everyone!, do anyone know if it is possible to create "real hair" in UE4? i mean not polymesh hair, but the guides or... strand hair

fierce tulip
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.24 has new hair stuff

cosmic panther
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Yea, in 4.24 you can do that

golden wadi
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yeah? nice!

fierce tulip
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check the blog available in the launcher

cosmic panther
amber girder
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Anyone know the cause why landscape editing/loading procedural generated heightmaps at runtime isn't supported yet? Is it a licensing/patent issue or what? I looked through the code and the implementation inside the editor is quite simple...

cosmic panther
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@plush yew about to send you a PM on how to do it

golden wadi
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thanks, oh another question, is possible to animate a character in the scene? (not in the animation window) because i need 2 characters interacting with each other, or intecacting with objects in the scene, and it's hard to do that in the animation window

plush yew
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@vital ice_thanks a bunch -- REALLY appreciate it

drowsy turtle
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God UE 4.24.1 is horrible

turbid plover
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Whatโ€™s up Blake?

drowsy turtle
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it uses 100% of my cpu

turbid plover
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Iโ€™ve had a lot of problems with this patch as well, mostly crashing.

drowsy turtle
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god shaq look at that

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wait

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78,8%

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(procesor means cpu)

turbid plover
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Whoa what are you doing? Are you compiling lighting?

drowsy turtle
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no

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i just opened a new project

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wait

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i think its shaders compiling fault

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wait lol weird

turbid plover
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Does it show the pop up saying itโ€™s compiling shaderโ€™s?

drowsy turtle
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my pc is not even hot

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ye

vernal scarab
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Hi all! I ran into a problem and I don't know what's the best channel to ask for this. I have an User Widget which extends from a custom c++ class.
In this c++ I override the NativeTick to do some logic on the widget.
For the Widget blueprint I've created a couple of animations that I will play from another blueprint, but they don't play!
It's seems that I can't use NativeTick and Play animation at the same time.
Has anyone encountered this issue? Is there a way to fix it?

turbid plover
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I think it uses multiple threads to compile shaderโ€™s so that makes sense if itโ€™s getting close to maxing your cpu

drowsy turtle
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meh nvm

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i saw i have opened two ue4 editors

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everything is alr now

cosmic panther
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turn the option shaders off

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Shading to low. I have no problem with it but i know some people do

drowsy turtle
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done but nvm

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ue uses now 1.0% of my cpu

turbid plover
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@vernal scarab widget animations use tick, probably nativetick, so if you override you probably need to figure out how to call animation updates on the widget with your override

drowsy turtle
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what new has been added to 4.21.1?

turbid plover
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If you disable tick on a widget for instance it wonโ€™t animate

vernal scarab
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I figured that was the case!

turbid plover
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So if you do some sleuthing I bet you can find the function it calls and just call it yourself to update animations again

vernal scarab
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Thanks!

wary wave
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Shader compilation on first launch is entirely normal

midnight gate
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ive been waiting 30 mins

serene birch
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normal

midnight gate
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WAT

serene birch
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30 minutes for a very first launch ever ๐Ÿ˜›

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if your CPU is a little "slow" I guess

midnight gate
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is it ever gonna load

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i gave a great 3.10 ghz

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this aint my first time w ue4

cloud cobalt
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It is normal

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For a new project

midnight gate
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so after its open it wont take so long to open again?

serene birch
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clearly not

drowsy turtle
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what speed should i give to player to make the walking speed realistic (sry for my bad english)

serene birch
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you'll see a long load again if you change some major shader option in your project but even then, it should be faster than that

midnight gate
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whatever fits the animatoin

drowsy turtle
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:v

midnight gate
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but humans are usaly pretty slow

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so gameplay will be boring

drowsy turtle
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i mean

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i want to make a game like My Summer Car

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but it will be mostly survival game

midnight gate
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if i wanted a rly realistic survival id just go into a forest

drowsy turtle
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lol

midnight gate
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set it to like 400 or smth

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maybe 300

drowsy turtle
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alr

midnight gate
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the slower the more realistic cuz humans are lazy

drowsy turtle
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btw how to make bouncing head in fps

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ya know

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i rly dont know

cloud cobalt
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Don't do it

drowsy turtle
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how to explaing that

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y

fierce tulip
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motion sickness

drowsy turtle
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oh

cloud cobalt
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It's impossible to do well enough that it will always be confortable

brave widget
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I had the same idea and tried it. Was a really bad idea ๐Ÿ˜‚ But I am considering adding some slight movement for "idle" (when the player is maybe AFK) but a very tiny amount

cloud cobalt
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It's almost okay if the aim is corrected for movement, to ensure you keep the cursor fixed in the absence of player input

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But that only works for one pixel of the screen

heady moon
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is it ok to ask a very unrelated question here about my pc?

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theres something wrong with it

abstract relic
pallid talon
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Question - Is it possible to Alpha blend a static mesh's LOD between each other? For example, I have a billboard at LOD3, and low res mesh at LOD2. But the pop between 2 and 3 is obvious when zooming out. Can I blend this some how?

grave nebula
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Nope. That would require setting back renderer two decades into the past, unfortunately. You can however use dithered LOD transition.

pallid talon
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I'll look into dithered LOD transition, that sounds promising. Any tips you have on this method would be appreciated!

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@grave nebula

brave widget
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@pallid talon Enable Dithered LOD Transition in your material

jolly slate
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Hey folks! How do you all handle scene management? AKA, loading different scenarios for the same environments.

Been working on a system of my own but was curious as to how the rest of you do it!

rapid stratus
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Ok - I think I am UE4 4.24 bug magnet

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All of my widgets went blank

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Like textures are there - nothings missing and nothings corrupted

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All the opacities and alphas correct

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No animations

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and even if I add a new image or anything to these widgets - they are invisible

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I can create a brand new widget with no problems - but all of my old widgets are corrupted

jolly slate
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I had a TON of issues with my widgets when converting to 2.24 too.

rapid stratus
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well - im saying corrupted

jolly slate
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Engine started crashing due to certain widgets, and others caused major hitches where they hadn't before

rapid stratus
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they function just don't appear anywhere

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is there any solution?

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I need to post an update in 2 hours

jolly slate
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Our solution was re-creating much of our work sadly..

rapid stratus
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No chance I will re-create it all in 2 hours

jolly slate
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Basically a lot of back-end code in Slate which runs UMG happened

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Files were moved around etc

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And things just kind of seem to have gotten fucked up

rapid stratus
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I haven't really moved anything around - in fact - yesterday everything worked and since yesterday - i changed or did nothing

jolly slate
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Yeah we didn't move anything either, it's 4.24 that is different

rapid stratus
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Ok

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Thanks

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This is a nightmare though ๐Ÿ˜„

jolly slate
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Yeah no kidding, it caused a huge halt in our production and we're still trying to debug it

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We've managed to get rid of the crashing but the long hitches are still around

rapid stratus
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woow

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I should had never upgraded my project to 4.24

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๐Ÿ˜„

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I never had major issues with 4.23

jolly slate
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Same, same

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We're super reliant on the 3D text added in 24 though so we can't go back lol

rapid stratus
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Ok

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I actually found a better way to solve it ๐Ÿ˜„

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just tried to migrate couple of widgets to a blank project and then migrate them back - and well - they work again

upbeat tendon
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I've been using device I'd in my game while developing, I am wondering now how best to authenticate players

rapid stratus
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it's definatelly then re-creating them

calm widget
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Anyone familiar with this crash "EXCEPTION_ACCESS_VIOLATION"? Happens when i open a specific material, then open a material function used in that material, then go back to the original material after i compiled the function. Doesn't make much sense to me? Not something i can't work around by just opening the material function and edit it. But seems weird.

normal burrow
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That is a generic fatal

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Indicates trying to read or write memory to an invalid address

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If you launch with visual studio

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Youโ€™ll be able to see where it crashed if youโ€™ve got the symbols installed

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Which may help explain why itโ€™s crashing

calm widget
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I tried that, for a different crash. It said i was lacking a dll file trying to debug UE. I've never tried all this before so i don't really know what i'm doing.

normal burrow
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4.24?

calm widget
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Yes

normal burrow
calm widget
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Sure thing, just thought i'd check, i'll wait for the crash too so i can see what the specific dll was. Might be a common mistake i'm making or something

normal burrow
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Yeah, can certainly look into it yourself too

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But crashes shouldnโ€™t be invokable by user

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So it would not be your fault

calm widget
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I've had a couple in .24's new features that are reproducible, using virtual textures with tessellated landscape for example.

normal burrow
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Tessellated landscape seems like something that comes up every other day here lol

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Voxel Plugin does excellent with Tess

calm widget
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Oh? Will have to check that out

normal burrow
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Itโ€™s made by @silver crown

silver crown
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sup

normal burrow
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Plugging your plugin

silver crown
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๐Ÿ˜›

calm widget
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Hehe

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Take my wallet

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Physics for voxels

normal burrow
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Mad lad I think is the term yeah

calm widget
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You could sell this entire plugin as a game and i'd play it like universe sandbox

cloud cobalt
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cough Astroneer cough

hollow ingot
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Hi, I need help please...
I have a csv that looks like this, but when Importing it is completely different, what can I do?

vale silo
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@wicked tiger @gleaming narwhal is Epic going to update roadmap (Release Targets: 2020) any time soon ?

normal burrow
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wheeze

fleet stirrup
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If I have materials set up on an FBX model from a previous version of Unreal, and I import the FBX into a newer version of Unreal, is there a way to preserve the material / texture network assignments?

gleaming narwhal
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@vale silo Most of that information will become available during our keynote at GDC

fleet stirrup
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Is there a way to export the shader network from, say, Unreal 4.21 and reapply it to a re-imported FBX model, in say, Unreal 4.24?

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(assuming that the various parts of the FBX model are still named the same)

normal burrow
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shader network hm

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are you referring to material?

fleet stirrup
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yes, material assignments, and the network of textures connected to those

normal burrow
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you may be able to migrate the material from 4.21 to the 4.24 project

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it'll take all the textures with it supposidly

fleet stirrup
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That would be cool! So that's the right phrase to google for "migrating a material" in Unreal?

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I think I found something:

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And also:

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Thanks for giving me the right phrase to search for!

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You rock @normal burrow !

normal burrow
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I always thought the migrate tool was only for entire projects but yeah @winged crypt showed me the way

heady quartz
normal burrow
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what kind of surface is that?

heady quartz
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terrain

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landscape

midnight root
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try 'end' key on keyboard

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won't work if object is below terrain

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also is view window selected

heady quartz
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how do i check if view window is selected and using end key is... why.. normally it automatically attach to the surface when you drag and drop

normal burrow
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Unsure why its not snapping to the floor tbh

heady quartz
fierce tulip
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anybody else having trouble logging into mixer with epic account?

calm widget
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Failed to recieve data?

fierce tulip
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tells me its forwarding, then stops

normal burrow
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can tell you its come up here before luos

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on and off, so its not out of character to have issues

zealous spear
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Hello, i have some effects in my main menu when switching the characters and i would like to change it, can someone help me tomorrow or these days with that?

midnight gate
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WTF?

cloud cobalt
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Did you read these errors ? Seems clear enough

jolly slate
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Your skeleton has multiple roots

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It can't have that, and thus the import will fail

unique kraken
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hey guys, does ue4 forces the bones to be connected?

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i had some parented bones but in ue4 they get forced together? did i miss to turn of some option or something?

red geode
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Can I host a game I designed on UE4 on discord for just me and my friends?

digital anchor
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if youre talking about this @unique kraken

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its just that ue4 shows in a different way

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blender shows the bones from pivot as a handle, ue4 shows from parent to pivot

unique kraken
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okey but it seems to freak out some anims of me

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@digital anchor

digital anchor
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show what it looks like and what did you expect

unique kraken
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hard to see but the cloth clip around

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here they just dont

red geode
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Does anybody know anything about designing a multiplayer game?

open eagle
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I have this weird issue
for some reason, my weapon is unable to change the value of my Player's total ammo unless I am playing as the server
but my fire event runs on the server

grave osprey
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Whats better than event tick ?

Delay function ?

open eagle
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I declared the variables in C++

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but they are public though

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Ok now I have narrowed the problem

tawdry sigil
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Guys i need some help !
I cast to my Gamestate from the Gamemode at Postlogin ...
And then i do a simple spawn actor
But nothing really nothing happen .. not on server not on client ..

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But the cast is correct cause it triggers a print ...

cosmic panther
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@open eagle You should move that to the #cpp channel

open eagle
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I fixed it

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dont worru

next ivy
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When I was playing games a lot my wasd keys would always wear out faster. Now in UE4 my alt and tab keys are wearing out....

steep ferry
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Hey guys i have a problem, since when im adding lerp to a pickup object so it lerps to the socket it just works once and doesnt work anymore until i restart the game

sweet relic
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That graph ๐Ÿคฎ

normal burrow
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lol ๐Ÿ˜„ shows you a blueprint -- vomits --

exotic thicket
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I see so many people post graphs like that and it really makes me wonder how they make any sense out of it :D

steep ferry
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well i do

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tho i cant get how its not working properly

abstract relic
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Technically youโ€™re not making sense of it in that case ๐Ÿ˜œ

steep ferry
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Well it depends lol

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that pickup system was surely made by the mistakes and things like that method

normal burrow
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this is a pickup system?

steep ferry
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yeah

normal burrow
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maybe you need to connect something to reverse to put it away?

steep ferry
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nonono

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its like you know, how to say that. When you pick up the object it moves to the socket

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thats all i want

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but when i pickup another object it just teleports

normal burrow
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use the debug target and watch the graph

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when you pick up the second item see if the line lights up to play from start

steep ferry
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aight. I'll check that out later

normal burrow
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when you call that play from start, you could also save the item position and use it in the lerp, instead of getting it every frame

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that will make your movement linear

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but i have a feeling that play from start pin is not lighting up on your second object

abstract relic
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#askpat

normal burrow
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hahah

worldly widget
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Does anyone have advice or a pipleline on building an open-world city> I've imported a couple thousand base meshes from sketchup via datasmith (Ik not the best idea). Im going to replace them all eventually. Also the city is based off a real place so any info on using similar or identical heightmaps will be appreciated.

normal burrow
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houdini

worldly widget
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Damn lol, I had a feeling that would be the answer

normal burrow
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ikr? it's always a gut punch lol

worldly widget
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thats cash i dont have tho lmfao

brave gate
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so you want to build open world city and not gonna spend few bucks on indie license of Houdini? ๐Ÿ˜‰

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doesn't matter though, with such goal you gonna learn a lot while building pipeline around it

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that's gonna be interesting journey, I hope ๐Ÿ™‚

worldly widget
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it's not impossible. I literally see people build their own procedural generation tools in the engine. I'm just not much of a coder. More of a level designer.

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then again, I don't see many people building big scale cities in the engine outside of AAA studios so maybe this is still a mystery to most.

red geode
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I'm new to discord. I'm curious is Unreal Slackers the only chat room for UE4 or is there other ones I can check out to get help?

brave gate
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there are so many people than you can get help 24/7

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it's better than calling 911

coral shoal
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i havent found a more active one yet

brave gate
#

@worldly widget are you doing this alone?
either you'd have to get strong in technical skills or find a reliable and passionate guy for to help - obviously the first one it's the better choice ๐Ÿ˜‰

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at least UE4 has a lot tools ready for AAA scale stuff

worldly widget
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@brave gate its an army of two as of now sir

brave gate
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and engine is now going into open world direction, so you'll lot of goodness for free soon

worldly widget
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and you're right. Just guidance on using them isn't always clear lol

brave gate
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like true open-world solution for working on and handling large maps

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2 guys is already a team then ๐Ÿ™‚

worldly widget
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yeah I see levelstreaming a lot. and its crazy to me how big of a landscape you can make but theres a lack of support for a dynamic open world

brave gate
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yeah, but support is coming

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maybe already 4.25 will have real open world streaming - no assigning actors to levels, no sublevels at all, just engine controlling tile-based streaming for assets
you'd able to define streaming distances for every actor

#

and every actor instance would be a separate file on disk, so a lot easier to cooperate

#

and more engine optimizations for large scale world, they're working on faster async loading now

worldly widget
#

Wow, I did not know that. I'm glad you told me about that update. I've been battling this issue since 4.21.

brave gate
#

rendering is already working with dynamic lights, we got layered landscape now, virtual texturing, pretty decent shit ๐Ÿ˜„

worldly widget
#

I mean I got a semi close to real world landscape from scaling it and eye'ing the city and all the buildings are placed appropriately. It's just giving the world life (kinda closer to a gta style environment) hasn't been easy

brave gate
#

it's not easy even for Cyberpunk guys - have seen any footage of actual living world there? because I haven't ๐Ÿ˜›

#

is it project for the next months? years? are you getting into industry or already working here?

worldly widget
#

@brave gate it's a project for years

#

I'm okay with a 5 year development cycle. At least with blocking the general idea out

brave gate
#

wow, that's sounds good ๐Ÿ™‚

#

so now one of you would to have to become generalist technical designer

#

if your goal is to make world truly living and not crappy

#

and yeah, get into Houdini, you can build entire content pipelines with it

worldly widget
#

@brave gate yeah houdini is definitely going to be part of the pipeline in the future. I'm just doing what I can with what I got until I get the money to buy it

brave gate
#

I'd advise to watch a lot of materials on custom tools for big games, try to copy some solutions
think of custom editors - it's not that difficult to write that once somebody feels fine in C++

#

and you need know the engine well, check how mechanisms inside actually work

worldly widget
#

@brave gate Yeah Im getting to the point of saying fuck it an just learning C++ to build tools and make life easier. I'm not fond of coding but if it makes working in ue4 easier then so be it lol

brave gate
#

keep the clean project as much as possible, refactor systems and features instead of "it's barely working, let it be" approach if you about building something huge and maintanable

#

it's always worth for you, even not just for a project

worldly widget
#

I'm most definitely seeing that now

#

Have you built a large scale game yourself?

brave gate
#

myself alone? no ๐Ÿ˜„

#

although I'm building different games for 10 years now, and some massive open world project happened to me, yes ๐Ÿ˜„

#

experimenting with something smaller, but ambitious at home, that's why I got into C++ finally

#

gotten sick of waiting for features and force to do "small tasks" because I can't do decent systems - and you can't you very limited by scripting and being unable to understand what happens in the engine

#

also didn't want to be a guy to have to handle execution of critical things to others - better do it myself ๐Ÿ˜„

worldly widget
#

@brave gate I feel you on that. A lot of common sense features just don't drop or come out in a timely manner. And if they do they're not very optimized

brave gate
#

and the engine isn't built for any of our games specifically, you have a lot of tools
but also "tools to make tools" ๐Ÿ˜‰

#

well, you're not gonna optimize the engine, but you can understand it better and optimize game and pipelines, or build the proper pipelines finally ๐Ÿ˜‰

#

so... I get feeling I don't need to advise you browsing GDC talks or Unreal Fest ones? ๐Ÿ˜‰

worldly widget
#

nahhh i done spent some time looking at those lmfao

marsh swallow
#

ugh. How do you show the FPS in the upper right of the engine?

#

i had to blow away my settings and cant remember. ๐Ÿ˜‚

brave gate
#

stat fps in the command line

marsh swallow
#

not that one

#

there is one that is in the way upper right

brave gate
#

of the editor?

#

not in the viewport?

#

it is Editor Preferencs

marsh swallow
#

yeah editor

brave gate
#

Performance section I guess

marsh swallow
#

ahhhh THANK YOU

#

its not called DPS

#

FPS* noooo

#

Frame Rate

#

^^

brave gate
#

๐Ÿ˜„

#

@worldly widget so probably you found a lot of good materials ๐Ÿ˜›

worldly widget
#

@brave gate most definitely. A lot of their pipelines are dedicated or predesigned specifically for their needs

brave gate
#

making big world is always a long journey for entire team
the best thing you can do probably it's to always think how to do open world without doing it - cutting the work, using clever tricks, picking up tasks by the "work to effect" ratio

#

that's what every sane studio would do, especially open world

#

that's also why open world games loves to be so repetitive ๐Ÿ˜›

sly coyote
#

I started learning unreal about 8 months ago, I coded c++ for 8 years tho...what ive learned so far wanting to do something similar to you snakekilla, is that while every boost you into learning unreal and everyone supports you, no one tells you that a massive open world city game is probably not what you want to do. infact if you are alone it seems if you want to do anything with unreal it will mostly be small mobile games with tiny levels becuase the amount of work required to actually do a massive scale game is just, not possible for a single person....not in any amount feasble time...lbut imagine spending 6 years on something that fizzles...yeah...stick to small scale

#

even with tons of assets....i dumped 1k into kitbash3d, and it will be 1k that will now sit there doing nothing

#

even with modular procedual tools

#

other thing i learned, fantasy games is literally the easy mode of game design

#

doing something real like a massive city, people will just judge it too harsely cause its based on something real

#

where fantasy is all forest and caves

#

a rune here and there

#

literally every fantasy game is skyrim

#

or diablo

#

oh and by god dont invest in iclone and character creator pipeline for making npcs....

#

stay away from them, reallusion monitizes literally everything

#

they might as well have loot boxes

worldly widget
#

@sly coyote I get you bro and respect that point, however, a project will only come alive as much life you breathe into it (not literally) I see too many copy and paste mobile small scale games and it makes no sense to keep that cycle going if we are using an engine that could technically make something greater. I am also blocking up the idea and don't intend of finalizing this project by myself. I do intend on finding a legit skilled, talented, and inspired team. But sometimes people need some inspiration or just takes on person to break the mold to start something that seems "impossible" or not feasible. I hope one day you return to your project and chase what dreamed of creating. Settling or giving up isn't an option for me it shouldn't be for you either.

sly coyote
#

its just tidbits i thought ild share my experience so far

worldly widget
#

i appreciate you for that

sly coyote
#

im 4k$ invested into "dreaming big"

#

and if i could help another realize what i see now

#

i thought i would

worldly widget
#

I WISH I HAD $4K lmfaooooo

sly coyote
#

even with unreal market place assets...be careful, cause everyone want you do "create thier project" or "base your character bp off thiers"

#

making thier assets a headache to mix with other peoples assets

#

the best assets ive gotten so far on the market place are things like pivot tool plugin, and morph tool plug in....and anything thats just 3d assets....

worldly widget
#

do u mind telling me what u intended on making?

sly coyote
#

sure can i pm you

worldly widget
#

okay

golden minnow
slender vale
#

I'm new to substance designer, and this is my very first PBR material. It's supposed to be dirt, and I didn't follow any guides or anything, just exploring. How does it look so far? Any suggestions? (4K, tessellation)

smoky zenith
#

Looks good imo

slender vale
#

Thank you ^-^

I need to figure out how to add some more details. Obviously I don't understand how to put true color onto it and I don't understand how to create separate objects on the material but I'll try and figure that out right now.

hollow ingot
warped current
#

hey guys i have a pretty noob question lol

#

i run into these types of variables all the time

#

what are they and how do i create them?

brave widget
#

I believe those are structs @warped current

warped current
#

ohh okay

#

thanks ๐Ÿ˜„

normal burrow
#

that is a weird looking struct

hollow ingot
#

arent structs the darker blue ones?

normal burrow
#

it must be split?

#

like its a Get Font

#

and then split the struct. still doesn't look like a get node though

warped current
#

hmm

#

is it like a custom variable?

brave widget
warped current
#

hm i see okay ๐Ÿ˜„

normal burrow
#

just with a target yea

brave widget
#

Structs are created in the content browser

warped current
#

you can add targets to structs?

#

im guessing just input target?

brave widget
#

That, I do not know how they did that. Unless its another type of node with the same color ๐Ÿค”

normal burrow
#

it wouldn't be a local

#

it'd be a member on another type

azure ridge
#

not sure where this belongs, but i have a question: Where is a good place to find UI designers for games? And what's a reasonable price for some UI work? I mostly need designs, not necessarily Unreal implementations of those designs (but that would of course be a plus)

normal burrow
azure ridge
#

@normal burrow yeah, i saw that, but it wasn't clear on how to use it, nor was I sure if it was effective. Since there is no activity other than posting, i wasn't sure if people actually respond to those

#

plus, the other part of my question was, wha'ts a reasonable price

normal burrow
#

pins explain

#

you likely work out the price with people who are interested

agile spruce
#

If you're ok with remote then I would post there and find other indie game dev groups. Paid offers usually get plenty of attention in my exp

open eagle
#

can anyone help me with changing graphics settings through ini

#

how do I make everything medium through the ini file

agile spruce
#

Also, does anyone know how I would get version 4.20.3? My new gig requires that but the Epic Launcher doesn't seem to offer it.

open eagle
#

oh I can help

normal burrow
#

what does it offer?

open eagle
agile spruce
#

OH

candid stratus
#

so i need help

This blueprint is for my first person game which makes a hit scan weapon and when testing it works fine but i cant tap fire meaning i can only hold done mouse one to fire. This is because when i start shooting it has a delay. I think the problem is that it only runs the code when mouse one is holding and not when mouse one is pressed.

Please help...

normal burrow
#

that would shoot on mouse down, but it also does not limit the refire.

#

so you could run into trouble if someone binds shoot to mouse wheel

candid stratus
#

Omg thanks alot what you did fixed it also thanks for the heads up about the mouse wheel

tawdry sigil
#

Does someone here has fast a sit animation for the Mannequin ? only 1 simple one xD ?

normal burrow
#

fast sit?

abstract relic
#

Fall on your butt animation?

grave nebula
#

You can,t sit faster than freefall acceleration though.

normal burrow
#

tactical sit fall

abstract relic
#

Plant a blackhole beneath you. Simple

normal burrow
#

lol ๐Ÿ˜‚

#

instant fast sit.

#

fastest sit

lapis vine
#

delegate sit?

abstract relic
#

Pressurized toilets?

normal burrow
#

toilet vacuums

formal pebble
#

I'm using a input axis to remove a item from the enviroment, the player have to hold the button for a second and then It'll remove from world. I want a delay after this and make sure the player released the button. Any ideia of how to do this??๐Ÿ˜Š

abstract relic
#

Is there a reason youโ€™re using input axis instead of input action?

formal pebble
#

what is the best to use when u need a action while you still holding?

lament saddle
#

@formal pebble Look into the nodes Set Timer by Function Name and Clear Timer by Function Name for starting and stopping a delay.

formal pebble
#

Do you mean, set a timer after I destroy the item?

lament saddle
#

I mean if the player lets go of the hold, you want to cancel the timer right?

#

or well, I guess I misread

formal pebble
#

u wanna see what I'm doing? cause I'm in stream now

lament saddle
#

if I'm reading you right, you need to verify if the player held down an input for 1 second? And then if that's true, it waits for the hold to be released and then Destroy Actor?

formal pebble
#

aaah

#

interesting

#

I can use in that way

lament saddle
#

(issue was solved in stream chat)

formal pebble
#

and I'm setting false after destroy item xD

waxen narwhal
#

Hey I am pretty new to Maya and currently I am modeling my first low poly character. I am following a tutorial for it and it looks ... lets say decent so far. I have started with a cube and working on it with Symmetry Object X turned on since I started. I am currently designing the hand and I noticed that on one site some vertexes glitched out. How can something like this happen so I can prevent it in near future ?

#

Actually there are some how more vertexes on the left hand than on the right hand ๐Ÿค”. But those only "spawn" if I rotate the hand on the other site. If I switch sites I have the exact same thing on the other hand

uncut vigil
#

Looks like you extruded twice and have doubled, overlapped vertices

#

Select all vertices and merge/weld them with a low treshold?

waxen narwhal
#

But how come that if I select the vertices (noticed iam spelling it wrong the whole time) on the right hand with symmetry on it shows me 42 vertices selected and if I rotate, the right hand looks good but the left glitches out. And if I select the left hand with symmetry on it shows me 42 vertices selected and if I rotate, the left hand looks good but the right glitches out? ๐Ÿค” Shouldnt the number be different if there were extra vertices on one site ?

uncut vigil
#

No idea, Maya is like that

#

Tools sometime glitch out

#

I suggest working only on half the mesh and instance it mirrored for the other side

waxen narwhal
#

I will have a look at it thank you ๐Ÿ™‚

uncut vigil
#

For the record 3dsmax and blender have symmetry modifiers that cut, mirror and weld the model for you and you can just turn them on or off

remote roost
#

why does epic games launcher use a shit ton of battery on mac at idle?

dark rune
#

can I limit how much ram the ue4 builder uses when building/packaging project so that I can still use the pc

mossy nymph
#

its rarely RAM, its usually the CPU

#

unless you have 8GB, then you should really get more

#

there is also a BuildConfiguration.xml somewhere

#

that can be set not to use all the cores, but i don't remember where, google should know

runic fern
#

Greetings

sharp nova
#

In UE4, I get see through arms when exporting via Character Creator. I clone exports fine though. I'm wondering if there is some setting for the clothing textures in UE4 that is causing the issue. Any thoughts.

steep ferry
#

Do you guys also experience that weird physics in ue4? For example when i collide with box it freaks out and gets crazy

sudden agate
#

either model them to be two sided or let the material be two sided

#

@sharp nova your clothing is set to be translucent. dont do that

cloud cobalt
#

Either

copper flicker
#

howdy. question. can I check is a saved variable has been loaded? after loading.

#

so I load save game.. it takes a bit of time for HDD or SSD access..

#

and then the values are available

#

how do I know when they have been loaded?

#

: O

smoky zenith
#

Bool you should be able to play a sound, or with something like a float you could have it print the string

#

that's what I did to test fall velocity

#

though I'd say get a second opinion on those methods, since I ain't that good at coding

granite spindle
#

yup

tribal sphinx
#

Is it possible to add cinematics to objects imported into unreal engine? I Imported a door into unreal as an fbx file, but I cannot animate it... Any ideas on how to animate objects imported into unreal?

smoky zenith
#

what do you want to add?

tribal sphinx
#

just the simple opening and closing animation

smoky zenith
#

do you have the door and frame separate?

tribal sphinx
#

yea, I imported it separately

#

added keyframes too, but when I hit play, nothing happens

smoky zenith
#

if its for when the player interacts with it you could use a lerp to rotate it by 90 degrees and a timeline to make it so it rotates rather then snapping to the angle,

#

Like if you want the door automatic have it have a collision box and when the player enters that the door opens and when they leave that you'd just reverse the timeline so it closes, I'm not too sure how to do it with a keypress (to close it again) but I assume you'd use a DoN command in the blueprint with two pins where the first one plays the timeline and the second one reverses it

#

Also for a time line you need two keyframes, one at the very start time with a value of 0 and one at the end (for example a second later) with a value of 1, that should by rights make it rotate open

tribal sphinx
#

I've not tried it before, but I'll give it a try... Thanks for taking the time man... Appreciate it

dark rune
#

Where is the unreal build/package config located? Been trying to find it but cant

#

Ive tried looking in the project folder but its not in there

versed agate
#

hey how can i attach a model with physics to an existing character model without a blueprint?
like a tail for example

#

like this but without blueprint

tropic horizon
#

I have a question regarding HISM. I have a blueprint which has a HISM component. The blueprint adds ~200000 instances of a mesh at BeginPlay and it runs just fine. The problem is that when I in the editor during play click the blueprint actor in the hierarchy and then click the HISM component in the details window, it freezes the engine and I can see in task manager how RAM utilization rises quickly with many gigabytes, not really stopping. Is this normal, a consequence of so many instances? Or is it perhaps a bug? If it is normal, is there any way to hide the HISM in the details window of the blueprint actor, to prevent anyone from accidentally freezing their engine, potentially losing work?

white escarp
#

Hello. Someone have seen the Tutorial of PyroDev for the PUBG Inventory? If yes someone got an idea how to setup a container where the player can store his items he has in his inventory? ive seen only tutorials with the InventoryComponent but that havent helped me out. (im a beginner / 2 months in UE4) ive set up an linetrace to interact with containers but how ill manage to store my items in it?

#

The interaction with the container works but no inventory shows up

plush yew
#

hi, is it possible to have a landscape layer that sort of "sits on top" of other landscape layers? I want to use one of the layers as a mask for runtime virtual texturing but I don't know how to approach it. I don't want that layer to be removed by other landscape layers while painting I want it to exist in it's own bubble. Is that even possible?

ember shadow
brave gate
#

@ember shadow because you're trying to use component reference on actor reference, you have it clearly communicated in the error message ๐Ÿ˜‰

#

just use there actor containing this camera component, camera manager will find camera component on its own

mint thunder
#

Why my tessellated material doesn't get the details from the height map(pebbles don't go higher) no matter how much i crank up my multiplier?

cloud cobalt
#

Because tessellation happens after vertices and you probably used world offset

mint thunder
#

i have it on world displacement and i also multiplied the height map with vertex normals

plush yew
#

@tropic horizon its due the widget try loads all instances positions, creating a widget element for each instance

#

the blueprint insterface doesnt has virtual list yet

#

@Larry u using which mesh?

mint thunder
#

i want to use it for landscape material actually

#

just pulled a mesh from starter content, the floor

#

the same happens in landscape

plush yew
#

landscape has a option in the tesselation

#

at details pannel

#

u need uncheck it

mint thunder
#

default falloff?

plush yew
#

ye

#

so it will usr the material specified value

mint thunder
#

@plush yew well, that didn't do the trick

plush yew
#

look in wireframe view

mint thunder
#

it changes the triangles (it changed them before as well) but doesnt use height info for some reason

#

i'll try unchecking adaptive tesselation

plush yew
#

vertex normal ws

#

it will force it to be using vertices

#

instead the displacement

fierce forge
#

why is this not working ?

hoary silo
#

Just the other day, i started to get these graphics artifacts, it only happens in games made with unreal and in the editor. I have an RTX 2070

#

The artifacts are the bright spots on the right

mint thunder
#

@plush yew neither adaptive nor vertex normals solved it

#

it is working normally on other meshes with more polygons but not on landscape -.-

plush yew
#

its some settings of lod or tesselation in landscape

mint thunder
#

ok gonna try stuff there, thanks

olive sandal
#

Hi to everybody

#

Who is online?

#

Who can Help me about Unreal?

plush yew
#

Hello guys, I have problem with the pause menu

uncut vigil
#

@plush yew its only been 10 mins

plush yew
#

ok

#

and?

uncut vigil
#

Also its better just to ask here

plush yew
#

I asked

uncut vigil
#

No one will dm you

sonic pagoda
#

everytime i try to open a 4.23 uproject i now get this message

uncut vigil
#

Explain the problem, etc

sonic pagoda
#

i cant even set it to 4.24 because it wants me to compile the project (but there is no code, and therefore i cant generate VS files)

plush yew
#

SO I did the pause menu-I pause the game when I click on "escape" it works, then appear pause menu, after you click the "resume" button it removes the pause menu and SHOULD recover the gameplay (when the game is paused the character can't move) after resuming it should move but he can't -this is the problem-how to fix it?

#

@uncut vigil satisfied?

uncut vigil
#

@plush yew yes

plush yew
#

ok

#

I am happy ๐Ÿ™‚

uncut vigil
#

Are you switching to input mode game or ui or something like that?

sonic pagoda
#

removing datasmith plugin from engine fixed it

plush yew
#

let me check

sonic pagoda
#

set game paused

plush yew
#

this is all the script @uncut vigil

sonic pagoda
#

you dont need that console command

plush yew
#

ok

#

where to switch with set game paused?

rose depot
#

Hello, i have some problems with a Character Mesh dosent appear in the skeleton to be selected. What have done wrong ?

sonic pagoda
#

@rose depot is the mesh using a compatible skeleton?

#

when you import the mesh, you need to select the skeleton you want to use

rose depot
#

@sonic pagoda Yes because it's a Mesh from another skeleton.

sonic pagoda
#

if you use a different skeleton, or dont select/create a new one, they will be incompatible until you assign the same skeleton to it

#

if they have the same bone hierarchy and names

#

you can just right click the mesh

rose depot
#

It was a preset donwloaded and it's automatly use a custom skeleton

sonic pagoda
#

and assign the other skeleton

rose depot
#

So maybe i need to export and import the Mesh ?

sonic pagoda
#

or reimport it, and select the skeleton you want to use

rose depot
#

How to assign ?

sonic pagoda
#

right click the mesh

plush yew
#

no, I mean where to switch it with set game paused- I know how it looks @sonic pagoda

sonic pagoda
plush yew
#

where to change the command with the set game paused

sonic pagoda
#

right where you had it

#

with the console command

#

but it could be what the other person said

#

if you set input mode to ui , you need to set it back to set input mode to game

rose depot
#

@sonic pagoda Thanks

plush yew
#

ok so what to do? @sonic pagoda

sonic pagoda
#

are you setting input mode to UI

plush yew
#

to change with set game paused or set inut?

#

as you see in the 2 screenshots-NO

sonic pagoda
#

the escape key

#

whern you click on that node

#

there is a checkbox

#

for it run even when paused

plush yew
#

I did this now

open eagle
#

does enyone know how to use the device manager to remote deploy the project to another windows machine

sonic pagoda
#

also, promote that widget to a variable, and when you unpause, use that variable to remove from parent, or else the widget is just going to stay there

plush yew
#

I did it with prints string-when I unpause it with the button resume it doesn't print this:

sonic pagoda
#

did you set the escape key

#

to run when paused

plush yew
#

yup

#

when I click escape it pause

sonic pagoda
#

@open eagle as far as i know, its not possible, ive asked a bunch of people

#

the same thing

open eagle
#

because I'm working on a multiplayer steam game and I need to have each client instance run it's own steam account

plush yew
#

when i click on the button resume game it removes the pause menu but the character can't move

sonic pagoda
#

i see it says deploy , and all that, it looks possible, but

#

no one so far has been able to explain how

plush yew
#

when I did it now with pause menu in the remove from parent it doesn't remove it so I should remove it

sonic pagoda
#

your best bet, XZ, is either use source control, that way you can easily clone the proejct and update it on the other machine and launch that way, or make the build and put it on a local folder that is accessed in your network

plush yew
#

yesss, I DID IT

#

I FIXED IT

#

YES THANK YOU

#

โค๏ธ

open eagle
#

I have been having to package the game, put it on a flash drive, transfer it to my laptop and play

#

And I can't use the editor standalone because my laptop has to recompile all the shaders because the scalability settings are different

sonic pagoda
#

yeah its a pain in the ass... mapping a network drive, that you can access from your laptop is a bit easier, that way you just put the build in that folder.. but yeah... ive asked around and researched the forums as well.. no one seems to really know how... but its also because people use source control

open eagle
#

I want to deploy a packaged build

#

not an editor source

sonic pagoda
#

i dont think you realize what source control is

open eagle
#

source control is the management of source code

#

from a remote machine to a local machine

#

it's not made for bianaries

sonic pagoda
#

yes but then you can clone the project/and pull the latest version

#

to your laptop

open eagle
#

my project files are 8GB

#

github maxes out at 1

plush yew
#

but

sonic pagoda
#

can use perforce(free server if you host it yourself) but yeah man, sorry i cant help more

#

im just saying

uncut vigil
#

@open eagle get a digital ocean droplet and setup perforce. I think its 5 bucks for 25 gb

sonic pagoda
#

ive asked that question

#

and the answer has been... not possible

plush yew
#

I have also one more thing that I want to do: when I click on escape to pause the game and show the menu, I want also when I click AGAIN the button escape to unpause the game and remove the menu-how should I do it? Cus I have this now:

sonic pagoda
#

you have to check if the game is paused .. or if the widget is visible

#

thats also why

#

you promote that widget

#

to a variable

plush yew
#

yup

#

I have the menu as variable

#

usually your design would be the widget is created once

#

and never you destroy it

#

just collapse

#

so what should i do here?

#

save the reference

#

?

#

you created the widget and show it in screen

#

I have the pause menu as variable

#

but u didnt connected it to set the reference

#

that's why I screenshoted the whole screen to see the variables

#

why I need to do it?

#

your variable is null if you didnt set it anywhere

sonic pagoda
plush yew
#

variables are like slots, it will assume the value after you set

#

ok I understood

#

ok

#

after the create widget to set the reference?

#

yes

#

ye

#

then what?

#

now you can use that reference to Set Visibility

sonic pagoda
#

instead of the flip flop as well

#

id just use that

plush yew
#

ok

sonic pagoda
#

if the game is paused, do this, if not, do that

#

if its paused, run the unpause logic

#

if its not paused, run the pause logic

plush yew
sonic pagoda
#

reverse it lol

#

but also

plush yew
#

if false-the upper? and if yes the down?

sonic pagoda
#

yes, right now you set it, so that if its paused, pause it (that doesnt make sense right?)

#

if its already valid, you dont want to create it again

#

you just want to add it to the viewport

exotic cave
#

Any experts with the grass node here?

#

I'm wondering if I can pass it a map/texture for a layer instead of just a 0 or 1?

plush yew
#

but when i click escape it pauses, when i click again escape= do nothing ๐Ÿ˜ฆ

#

@sonic pagoda

rotund scroll
#

so in the order of actor instantiation, when do components get instantiated? and in BP, is it possible to pass a construction argument to them?

sonic pagoda
#

When you press escape, right(not click)...

rotund scroll
#

@plush yew your player controller is paused

#

so any input is truncated

#

afaik

plush yew
#

I told you when I click on escape it pauses, when I click AGAIN it doesn't unpause

sonic pagoda
#

Thats why i asked as well (in that escape node) when you click it/the details panel did you check the execute when paused

#

Option

#

Again.. you say Click

plush yew
#

a ok

#

what should be?

sonic pagoda
#

You dont click a keyboard

plush yew
sonic pagoda
#

And its confusing

rotund scroll
#

the box needs to be checked

plush yew
#

which box?

#

๐Ÿฅฑ

#

I want to do it with click a keyboard

rotund scroll
#

@plush yew the answer is right in front of you

plush yew
#

it is not

rotund scroll
#

then I suggest you uninstall unreal

plush yew
#

.........

#

you are not interesting

rotund scroll
#

the issues you will have to solve will only be harder than this

plush yew
#

I know

rotund scroll
#

and if you don't have the reading comprehension, it's better to find a different hobby

plush yew
#

so will you help me or you will tell me what to uninstall and what hobby to change?

rotund scroll
#

I've already helped you

#

but I can't help your attitude

plush yew
#

so I think it should be this:

#

you cannot help me on my attitude-what about your? you make fun of me and you tell me to unistall the engine and then you tell me that I have bad attitude

#

yup

#

it works but doesn't remove the menu

azure shore
#

hey, I have a strange thing with my physics assets, they work fine in the physics asset window when simulating but when placed in the map theyre pinned at the root bone, why is that?

plush yew
#

I fixed it

#

yes

thick herald
#

Many questions asked in here can be solved with some googling and watching tutorials. They are by far the best way to solve issues on your own. Asking very basic questions, especially when the answer is in a picture you have posted yourself only irks people.

plush yew
#

other question: server from azure can be used for hosting and saving info on it? I mean like the people to connect to the serevr for multiplayer, there to save their info and progress

#

but I understood where ss my problem and if I have it in future I will know how to fix it @thick herald

rotund scroll
#

@plush yew I'm not making fun of you. you had the answer in front of you all the time. I'm saying that game development is complex, and solving the issues will only get harder. if you don't want to look for yourself how to solve a very simple problem that you had the answer to all the time, then that's your attitude needing improvement

azure shore
#

tbf that did seem a little harsh

rotund scroll
#

consider it a reality check

azure shore
#

like I often can spend hours trying to fix something when it could end up being like one tickbox I missed

rotund scroll
#

I suggest you read the full thread before passing judgment @azure shore

thick herald
#

Immerse yourself with tutorials, and remember that the answer will 9 times out of 10 be something silly. This is why we google stuff ๐Ÿ™‚ Discord should be looked upon as secondary to googling. ๐Ÿ˜‰

azure shore
#

nah I did read and Im not saying either of you are in the wrong but hes clearly not gonna want to give up from that

uncut vigil
#

Did you read the "no one DM'd me to help me, boo hoo" part?

plush yew
#

when I have problem I try to fix it, when i can't I google or watch tutorial, and then I write here

#

and I am not givin up

rotund scroll
#

@azure shore like I said it's a reality check

#

I don't care if he gives up or not

thick herald
#

Good. Don't give up but try to make sure you've properly researched your problem.

plush yew
#

yup

#

I did \

azure shore
#

Im just saying I myself get stressed very easily and say some things I kinda regret so I think I know how he feels

plush yew
#

and then I wrote here

#

other question: server from azure can be used for hosting and saving info on it? I mean like the people to connect to the serevr for multiplayer, there to save their info and progress

thick herald
#

Knowing what the problem actually is and knowing the right way to pose the question helps a ton.

plush yew
#

yup

#

I told you what is the problem and yup we fixed it and now it is better

exotic cave
#

@ebon linden : Turn on two-sided in your material

#

Happy foliaging! ๐Ÿ™‚

midnight bolt
#

does anyone know the material name of the original master material that all new materials derrives from? it should be in the Engine Content

olive sandal
#

Hi

#

I have a question

#

Which course is suitable for game making in high school and university?

exotic cave
#

@olive sandal : These days, math and art classes primarily.

#

I would suggest taking math through AP Calculus at least, also Sculpture/3D Modeling/Computer Animation

#

Further work could include advanced Physics classes as well as Audio Production.

#

Oh, and of course Computer Programming, and any specific classes in the software you plan to use ๐Ÿ˜„

#

Take a UE class if you can find one! Other good software to learn for the industry these days includes Maya or Blender for modeling, Photoshop for texture/image editing, Substance/Filter Forge for texture authorship, Fuse/iClone/Mixamo for character models, Pro Tools or Ableton for audio work...list goes on and on, maybe others can suggest the best pipeline parts they know of as well.

thorny perch
#

+1 om blender, free Good software

#

Blender guru om YouTube is Good

rotund scroll
#

good is debatable, but it's definitely useful

cloud cobalt
#

@midnight bolt No such thing

hearty walrus
#

how do I get started making 2D games in unreal?

pliant bridge
#

is there a Turk here?

neon wigeon
#

hele everyone

#

hello everyone

ember shadow
#

how do i get the SET node

sweet relic
#

@ember shadow grab a variable, drop it on the graph, choose SET

ember shadow
tawdry raptor
#

I have a general question, do profesional developers put lights on their own seperate level or do they make it for each level?

sweet relic
#

@ember shadow Pull off of the reference, drop on graph, search for the variable you want to set

ember shadow
#

THANKS!!!!!!!!!!

silk locust
#

Anyone know why UE crashes when importing fbx file? New to UE

ember shadow
#

can someone explain why this bit of code doesnt work? the destroying widget works but it doesnt even seem to activate when i click/press the quit button

rotund scroll
#

@ember shadow what are you trying to do?

ember shadow
#

Bascially trying to switch camera when the user presses the quit button

plush yew
#

Hey guys, I can't add anything to the my main menu widget, I think the teacher locked it. How do I unlock it?

ember shadow
#

when the user enters the npc talk camera it works, but they cant seem to exit ti

rotund scroll
#

my guess is that the call to destroy all widget overrides it

#

try putting a delay between the destroy and the set view target

ember shadow
#

mind if i dm you the code and a gif that may help @rotund scroll

rotund scroll
#

nope

#

just post it here

ember shadow
#

ok ๐Ÿ™‚

rotund scroll
#

have you tried the delay though?

ember shadow
#

no idk what u mean

rotund scroll
#

there is a node called delay

#

use it

ember shadow
#

but how would delay help

rotund scroll
#

because the destroy all widgets is probably overruling your functionality

#

just try it

ember shadow
#

ok ๐Ÿ™‚

rotund scroll
#

if it doesn't work we'll look for a different solution

ember shadow
rotund scroll
#

I just told you

ember shadow
#

oh ok so i did that, i got a tiny bit of movement

#

but still didnt work

#

OH wait

rotund scroll
#

try setting the delay higher

ember shadow
#

its cos of the event tick

#

left side

rotund scroll
#

mm I see

#

generally I don't advise anyone to ever use event tick

#

set view target doesn't need to be called constantly either

#

just once is fine

ember shadow
#

i know that but the event tick was constantly checking where the user had pressed E while in the collosion box

rotund scroll
#

that's not good practice

ember shadow
#

so once the user had pressed E, it would constantlly be setting that view

rotund scroll
#

why not instead have a check when the player presses E that it is within range

#

and then once you overlap you set the player to be "in range"

#

then you can do away with event tick

ember shadow
#

yeah ill try that

#

IT WORKS!

plush yew
#

Can somebody help me please

ember shadow
#

what with ๐Ÿ™‚

plush yew
#

I can't add anything to my Widget

ember shadow
#

can you send some pics

plush yew
#

Im trying to drag something from the pallete, but it seems to not work

#

I think the teacher locked this for some reason, im not sure how to unlock it though

ember shadow
#

have u tried dragging something from the palette to the canvass panel?

plush yew
#

Yeah I tried, but it still does not want to work

ember shadow
#

hmm

#

maybe they locked it?

#

save and restart ue4?

plush yew
#

Yeah they did, I just want to know how to unlock it

ember shadow
#

im quite new to ue4 so im not sure

fierce tulip
#

4.11 is completely broken XD

plush yew
#

All good

#

I'll just create a new one from scratch

candid stratus
#

when i run AutoFire it wont start my line trace and i dont know why

#

Please help :)

tough marsh
#

put a print string after the line trace

rotund scroll
#

does the socket name exist

#

otherwise you're tracing from (0,0,0) to (0,0,0) in the level

tough marsh
#

^ yeah also watch the values for start and end

rotund scroll
#

just put a breakpoint

#

as long as it's in scope you don't need to watch

tough marsh
#

thats true ๐Ÿ˜›

rotund scroll
#

watches show up in the debug util, where it makes sense btw

#

especially if you want to compare the values

tough marsh
#

yeah i forgot all about it tbh

final stratus
#

What's your favorite Unreal Engine documentation resource? Of course there's docs.unrealengine.com, but the API reference has such little detail

rotund scroll
#

I don't have a favorite

tough marsh
#

i just use the docs

rotund scroll
#

yea

normal burrow
#

source code

candid stratus
#

thanks guys

#

tring to get a debug of it right now

crude osprey
#

Realized Ctrl+Tab does not work with sub-windows that are always in front (like the Blueprint editor). Read I should try putting all tabs in back. What keystroke is that?

fierce forge
normal burrow
#

you must close the painting window

#

it might not do anything after its closed because it's resting. but i imagine it'll jumble a bit once that window is closed

fierce forge
normal burrow
#

you see that window

#

it says Clothing

#

it needs to be closed

#

cloth sim is frozen util its closed

fierce forge
#

it is closed

normal burrow
#

go to skeleton tree

fierce forge
#

and it is not working on viewport

normal burrow
#

and rotate the bone

#

see if its doing nothing when not resting

fierce forge
#

nothing

normal burrow
#

right click the mesh section

#

and remove clothing data

#

then apply it again

#

it will be saved on the list when you apply

fierce forge
#

i have this problem with every flag

#

and it's not working

#

i need to rig it ?

#

or i can use to default bone ?

normal burrow
#

when you move the bone in the mesh

#

does the mesh move?

fierce forge
#

no

normal burrow
#

that is your problem likely

#

yeah you need weight/rig to at least one bone i think

fierce forge
#

i tried with some clothes on a character who are rigged but nothing

rotund scroll
#

anyone know how to safely return a null actor value?

#

or prevent an object null value from being returned

frail sail
#

guys, do i need to look important settings after upgraded 4.24 from 4.20 for a multiplayer game?
if yes, which options

hardy granite
#

bruh, i couldn't package my game and it took me forever to find out about that

frail sail
#

Struct fails?

#

sadbongo same happens to me

hardy granite
#

i hope it builds now

#

been 3 weeks trying to fix errors lol

#

im a pro coder dont you know xD

frail sail
#

yea i still remember i did recompile and re-save every one bp that given errors. it takes a lot hours than without drinking,walking or smth cryrage

tough marsh
#

@rotund scroll ask if its valid if not do nothing?

rotund scroll
#

@tough marsh can't return nothing however

#

I guess this is why they add a bool as a return to check if it's a successful venture

#

not in BP that is

#

I'm sure there's some way of doing weird procedural inputs in cpp

#

as return values

deep jay
#

Sorry to jump in. Quick question and I dont see an appropriate channel for it. UE4 has a lot of pixel streaming documentation etc, but is there an example of it currently working anywhere? I dont mean a video of it, but an actual demo. I've looked a lot on and off over the past couple months, but haven't been able to find anyhting. Thanks!

hearty walrus
tough marsh
#

i dont think thats bc of the widget

hearty walrus
#

?

next jetty
#

looks like an empty scene

tough marsh
#

i dont think the black screen is being caused by the widget unless you are scaling the text to be as large as the the screen

hearty walrus
#

How do I make everything load in?

tough marsh
#

....

next jetty
#

wait, do you have anything in your level?

hearty walrus
next jetty
#

if not, add a border to the widget and colour it white

#

or any other colour really

#

right click on the canvas panel in your hierarchy, select wrap > border (not sure of exact wording)

hearty walrus
keen dew
#

Which channel should I post in about getting help with an engine crash?

frail sail
#

@hearty walrus during game, can you look at that option "no debug object selected" if there no have your widget name, then you need to create widget and add viewport to see it

hearty walrus
#

Thanks!

rotund scroll
#

@keen dew there aren't really any. this isn't an official Epic channel. your best bet is answerhub tbh

normal burrow
#

you could post it here @keen dew just attach your log file

#

explain what triggered it

keen dew
#

Cheers, I think I may have fixed it, but if I get the crash again I will certainly post.

red geode
#

I'm trying to package a project but I keep getting this error and the package fails. What is causing this?

UATHelper: Packaging (Windows (32-bit)): ERROR: System.IO.FileLoadException: Could not load file or assembly 'file:///C:\Users\Owner\Documents\Unreal Projects\MultiDemoBackUp1\MultiplayerTemplate 4.21\Intermediate\Build\BuildRules\MultiDemoBackUp1ModuleRules.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)