#ue4-general
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No texel density tools, shell alignment, straightening last time I checked
Sure you do
Yeah I paid about 15k for my autodesk licenses and more and more of my guys are switching to blender anyway
And there's like 50 UV add-ons for more specific features too, most of them free
@cloud cobalt let me send you a thread about it, hold on
At the end of the day for most artists it's about what your company uses
If you're doing indie / personal stuff, consider that you won't always have a student license and check what the free stuff does
If you're doing this for a living, it's a different calculation
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
I wanted to start a little discussion about the uv workflow in blender. It has not really got much attention in the 2.8 update aside from the multi object mode. First off I dont want to spend too much time on talking about nice shiny features - for instance I think we all ca...
His addon helps
I really like the mark sharp/ seam, really useful as you model and plan ahead
I feel like most of these are most about comfort than features, tbf, but okay
Yeah but its a huge time sink
Surprising that 2.8 didn't come with UV improvements really
Why can't it be industry standard?
I'm looking for them in the next planned updates, but nothing so far
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
But still, it should get some love
You also dont lose anything from 3ds with blenders modifiers
I love modelling too, but its freaking broken with modifiers (eg pose).
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 ๐ Thank you for the detailed conversation about this topic
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
Anyone can recommend a good video tutorial / text tutorial from personal experience ? Otherwise I will just start browsing youtube and google ๐
Oh I see it seems like autodesk themself provide tutorials
It's a trap! ๐
@abstract relic hey, thanks again for the assist with the character yesterday, I got it working
lol, and we put so much effort to explain how good is Blender.
But I joke, use what you want. With time you will form personal opinion.
@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 ๐
Yep, best is to try few tools, as most of them have trials. One of them will click for you.
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
I wouldn't say so. Maya got a lot of paid tutz, Blender got many free ones. Maybe such is the dependency.
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 ?
"complete series" would be like 10 years of material lol
So if I would say I need a tool to just create 3D assets and animations Maya would be enough ?
@manic pawn I meant something like a getting started with some kind of first demo project ๐
@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
@uncut vigil Thank you ๐
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
use whatever you're comfortable using, in the end it all exports to a FBX anyway @waxen narwhal
I have a bunch of gifs about how good Maya is right here https://hristew.tumblr.com/
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?
@fathom mortar hard to tell without seeing more blueprints
what other blueprints do you think you need to see? I'm quite new to UE4
what happens when sword attack is true?
when sword attack is true it plays animation
and the delay makes it so that you cant just spam it
Everyone here is "quite new to ue4" that's why you are asking.
Remove the delay
Try that
Actually hold on
That last sword attack
Remove that from the delay and put it to released
@fathom mortar
like this @jovial pollen ?
Yep
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
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
Brb
@fathom mortar you did a delay at the end of the execution thread
that will do nothing
move the delay inbetween released and the boolean set to false
@fathom mortar here's how I did delay, add it on the weapon itself and let the player spam away
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
Ok I will try that thank you
Is there a way to mass import fbx static meshes without having to press OK on the dialog for each mesh?
No
unless there is something specific set on the import (editor settings) it should mass-import on import all
I did specify it to import and create a material instance. So i guess that kills Import All functionality
Damn, that's teenyweenie
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?
So ur wanting to merge your stuff into a blank template? @plush yew Not sure if I'm reading it right.
What i want is a blank starting point with a properly set up character
and basic lighting and such
to save the work of creating those every time I start a new project
So a new template you can select from
Okay let me set something up for you and ill show
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
.24 has new hair stuff
Yea, in 4.24 you can do that
yeah? nice!
check the blog available in the launcher
Release notes for Unreal Engine 4.24
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...
@plush yew about to send you a PM on how to do it
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
@vital ice_thanks a bunch -- REALLY appreciate it
God UE 4.24.1 is horrible
Whatโs up Blake?
it uses 100% of my cpu
Iโve had a lot of problems with this patch as well, mostly crashing.
Whoa what are you doing? Are you compiling lighting?
no
i just opened a new project
wait
i think its shaders compiling fault
wait lol weird
Does it show the pop up saying itโs compiling shaderโs?
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?
I think it uses multiple threads to compile shaderโs so that makes sense if itโs getting close to maxing your cpu
turn the option shaders off
Shading to low. I have no problem with it but i know some people do
@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
what new has been added to 4.21.1?
If you disable tick on a widget for instance it wonโt animate
I figured that was the case!
So if you do some sleuthing I bet you can find the function it calls and just call it yourself to update animations again
Thanks!
Shader compilation on first launch is entirely normal
normal
WAT
30 minutes for a very first launch ever ๐
if your CPU is a little "slow" I guess
so after its open it wont take so long to open again?
clearly not
what speed should i give to player to make the walking speed realistic (sry for my bad english)
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
whatever fits the animatoin
:v
i mean
i want to make a game like My Summer Car
but it will be mostly survival game
if i wanted a rly realistic survival id just go into a forest
lol
alr
the slower the more realistic cuz humans are lazy
Don't do it
motion sickness
oh
It's impossible to do well enough that it will always be confortable
I had the same idea and tried it. Was a really bad idea ๐ But I am considering adding some slight movement for "idle" (when the player is maybe AFK) but a very tiny amount
It's almost okay if the aim is corrected for movement, to ensure you keep the cursor fixed in the absence of player input
But that only works for one pixel of the screen
is it ok to ask a very unrelated question here about my pc?
theres something wrong with it
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?
Nope. That would require setting back renderer two decades into the past, unfortunately. You can however use dithered LOD transition.
I'll look into dithered LOD transition, that sounds promising. Any tips you have on this method would be appreciated!
@grave nebula
@pallid talon Enable Dithered LOD Transition in your material
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!
Ok - I think I am UE4 4.24 bug magnet
All of my widgets went blank
Like textures are there - nothings missing and nothings corrupted
All the opacities and alphas correct
No animations
and even if I add a new image or anything to these widgets - they are invisible
I can create a brand new widget with no problems - but all of my old widgets are corrupted
I had a TON of issues with my widgets when converting to 2.24 too.
well - im saying corrupted
Engine started crashing due to certain widgets, and others caused major hitches where they hadn't before
they function just don't appear anywhere
is there any solution?
I need to post an update in 2 hours
Our solution was re-creating much of our work sadly..
No chance I will re-create it all in 2 hours
Basically a lot of back-end code in Slate which runs UMG happened
Files were moved around etc
And things just kind of seem to have gotten fucked up
I haven't really moved anything around - in fact - yesterday everything worked and since yesterday - i changed or did nothing
Yeah we didn't move anything either, it's 4.24 that is different
Yeah no kidding, it caused a huge halt in our production and we're still trying to debug it
We've managed to get rid of the crashing but the long hitches are still around
woow
I should had never upgraded my project to 4.24
๐
I never had major issues with 4.23
Same, same
We're super reliant on the 3D text added in 24 though so we can't go back lol
Ok
I actually found a better way to solve it ๐
just tried to migrate couple of widgets to a blank project and then migrate them back - and well - they work again
I've been using device I'd in my game while developing, I am wondering now how best to authenticate players
it's definatelly then re-creating them
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.
That is a generic fatal
Indicates trying to read or write memory to an invalid address
If you launch with visual studio
Youโll be able to see where it crashed if youโve got the symbols installed
Which may help explain why itโs crashing
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.
4.24?
Yes
One of these would be good.
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
Yeah, can certainly look into it yourself too
But crashes shouldnโt be invokable by user
So it would not be your fault
I've had a couple in .24's new features that are reproducible, using virtual textures with tessellated landscape for example.
Tessellated landscape seems like something that comes up every other day here lol
Voxel Plugin does excellent with Tess
Oh? Will have to check that out
Itโs made by @silver crown
sup
Plugging your plugin
๐
Mad lad I think is the term yeah
You could sell this entire plugin as a game and i'd play it like universe sandbox
cough Astroneer cough
Hi, I need help please...
I have a csv that looks like this, but when Importing it is completely different, what can I do?
@wicked tiger @gleaming narwhal is Epic going to update roadmap (Release Targets: 2020) any time soon ?
wheeze
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?
@vale silo Most of that information will become available during our keynote at GDC
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?
(assuming that the various parts of the FBX model are still named the same)
yes, material assignments, and the network of textures connected to those
you may be able to migrate the material from 4.21 to the 4.24 project
it'll take all the textures with it supposidly
That would be cool! So that's the right phrase to google for "migrating a material" in Unreal?
I think I found something:
And also:
Thanks for giving me the right phrase to search for!
You rock @normal burrow !
I always thought the migrate tool was only for entire projects but yeah @winged crypt showed me the way
Why is my object not snapping to the surface โ๏ธ
what kind of surface is that?
try 'end' key on keyboard
won't work if object is below terrain
also is view window selected
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
Unsure why its not snapping to the floor tbh
unlit for better vision
anybody else having trouble logging into mixer with epic account?
Failed to recieve data?
tells me its forwarding, then stops
can tell you its come up here before luos
on and off, so its not out of character to have issues
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?
From niagara fx to a dissolve material like that one https://youtu.be/_ZdDTrj7W2k
A simple dissolving material, and a brief intro into how it can be used in blueprints.
As always, any requests let me know!
Did you read these errors ? Seems clear enough
hey guys, does ue4 forces the bones to be connected?
i had some parented bones but in ue4 they get forced together? did i miss to turn of some option or something?
Can I host a game I designed on UE4 on discord for just me and my friends?
if youre talking about this @unique kraken
its just that ue4 shows in a different way
blender shows the bones from pivot as a handle, ue4 shows from parent to pivot
show what it looks like and what did you expect
Does anybody know anything about designing a multiplayer game?
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
Whats better than event tick ?
Delay function ?
I declared the variables in C++
but they are public though
Ok now I have narrowed the problem
I can't change this variable at all
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 ..
But the cast is correct cause it triggers a print ...
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....
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
That graph ๐คฎ
lol ๐ shows you a blueprint -- vomits --
I see so many people post graphs like that and it really makes me wonder how they make any sense out of it :D
Technically youโre not making sense of it in that case ๐
Well it depends lol
that pickup system was surely made by the mistakes and things like that method
this is a pickup system?
yeah
maybe you need to connect something to reverse to put it away?
nonono
its like you know, how to say that. When you pick up the object it moves to the socket
thats all i want
but when i pickup another object it just teleports
use the debug target and watch the graph
when you pick up the second item see if the line lights up to play from start
aight. I'll check that out later
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
that will make your movement linear
but i have a feeling that play from start pin is not lighting up on your second object
#askpat
hahah
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.
houdini
Damn lol, I had a feeling that would be the answer
ikr? it's always a gut punch lol
thats cash i dont have tho lmfao
so you want to build open world city and not gonna spend few bucks on indie license of Houdini? ๐
doesn't matter though, with such goal you gonna learn a lot while building pipeline around it
that's gonna be interesting journey, I hope ๐
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.
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.
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?
i havent found a more active one yet
@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 ๐
at least UE4 has a lot tools ready for AAA scale stuff
@brave gate its an army of two as of now sir
and engine is now going into open world direction, so you'll lot of goodness for free soon
and you're right. Just guidance on using them isn't always clear lol
like true open-world solution for working on and handling large maps
2 guys is already a team then ๐
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
yeah, but support is coming
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
Wow, I did not know that. I'm glad you told me about that update. I've been battling this issue since 4.21.
rendering is already working with dynamic lights, we got layered landscape now, virtual texturing, pretty decent shit ๐
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
it's not easy even for Cyberpunk guys - have seen any footage of actual living world there? because I haven't ๐
is it project for the next months? years? are you getting into industry or already working here?
@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
wow, that's sounds good ๐
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
@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
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
@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
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
myself alone? no ๐
although I'm building different games for 10 years now, and some massive open world project happened to me, yes ๐
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 ๐
@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
and the engine isn't built for any of our games specifically, you have a lot of tools
but also "tools to make tools" ๐
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 ๐
so... I get feeling I don't need to advise you browsing GDC talks or Unreal Fest ones? ๐
nahhh i done spent some time looking at those lmfao
ugh. How do you show the FPS in the upper right of the engine?
i had to blow away my settings and cant remember. ๐
stat fps in the command line
yeah editor
Performance section I guess
@brave gate most definitely. A lot of their pipelines are dedicated or predesigned specifically for their needs
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 ๐
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
@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.
its just tidbits i thought ild share my experience so far
i appreciate you for that
im 4k$ invested into "dreaming big"
and if i could help another realize what i see now
i thought i would
I WISH I HAD $4K lmfaooooo
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....
do u mind telling me what u intended on making?
sure can i pm you
okay
Tutorial simple e improvisado sobre una correcta utilizaciรณn del sistema blueprint en Unreal Engine 4
Discord:
https://discord.gg/3Qfsf2P
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)
Looks good imo
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.
How can I change Row Name and NewRow_0 ?
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?
I believe those are structs @warped current
that is a weird looking struct
arent structs the darker blue ones?
it must be split?
like its a Get Font
and then split the struct. still doesn't look like a get node though
https://gyazo.com/f514794480df220537f609565f561d3d
See, struct ๐
hm i see okay ๐
just with a target yea
Structs are created in the content browser
That, I do not know how they did that. Unless its another type of node with the same color ๐ค
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)
#looking-for-talent read the pins
@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
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
can anyone help me with changing graphics settings through ini
how do I make everything medium through the ini file
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.
oh I can help
what does it offer?
\
OH
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...
?
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
Omg thanks alot what you did fixed it also thanks for the heads up about the mouse wheel
Does someone here has fast a sit animation for the Mannequin ? only 1 simple one xD ?
fast sit?
Fall on your butt animation?
You can,t sit faster than freefall acceleration though.
tactical sit fall
Plant a blackhole beneath you. Simple
delegate sit?
Pressurized toilets?
toilet vacuums
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??๐
Is there a reason youโre using input axis instead of input action?
what is the best to use when u need a action while you still holding?
@formal pebble Look into the nodes Set Timer by Function Name and Clear Timer by Function Name for starting and stopping a delay.
also #blueprint if you need more help with BPs
Do you mean, set a timer after I destroy the item?
I mean if the player lets go of the hold, you want to cancel the timer right?
or well, I guess I misread
u wanna see what I'm doing? cause I'm in stream now
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?
(issue was solved in stream chat)
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 ๐ค. 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
Looks like you extruded twice and have doubled, overlapped vertices
Select all vertices and merge/weld them with a low treshold?
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? ๐ค Shouldnt the number be different if there were extra vertices on one site ?
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
I will have a look at it thank you ๐
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
can I limit how much ram the ue4 builder uses when building/packaging project so that I can still use the pc
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
Greetings
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.
Do you guys also experience that weird physics in ue4? For example when i collide with box it freaks out and gets crazy
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
Either
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
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
yup
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?
what do you want to add?
just the simple opening and closing animation
do you have the door and frame separate?
yea, I imported it separately
added keyframes too, but when I hit play, nothing happens
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
I've not tried it before, but I'll give it a try... Thanks for taking the time man... Appreciate it
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
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
How to get a physically simulated ponytail to follow your character's head? Watch.
This is the setup if you want to use EXTRA skeletal meshes for your hair/clothes. Note that these still need bones in this setup. But atleast you don't have to add these bones to your player c...
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?
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
this is the storagemainUI
this is the Slot of the StorageUI
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?
why cant i connect these two... ? using a blueprint class actor
@ember shadow because you're trying to use component reference on actor reference, you have it clearly communicated in the error message ๐
just use there actor containing this camera component, camera manager will find camera component on its own
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?
Because tessellation happens after vertices and you probably used world offset
i have it on world displacement and i also multiplied the height map with vertex normals
@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?
i want to use it for landscape material actually
just pulled a mesh from starter content, the floor
the same happens in landscape
default falloff?
@plush yew well, that didn't do the trick
look in wireframe view
it changes the triangles (it changed them before as well) but doesnt use height info for some reason
i'll try unchecking adaptive tesselation
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
@plush yew neither adaptive nor vertex normals solved it
it is working normally on other meshes with more polygons but not on landscape -.-
its some settings of lod or tesselation in landscape
ok gonna try stuff there, thanks
Hello guys, I have problem with the pause menu
@plush yew its only been 10 mins
Also its better just to ask here
I asked
No one will dm you
Explain the problem, etc
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)
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?
@plush yew yes
Are you switching to input mode game or ui or something like that?
removing datasmith plugin from engine fixed it
set game paused
this is all the script @uncut vigil
you dont need that console command
Hello, i have some problems with a Character Mesh dosent appear in the skeleton to be selected. What have done wrong ?
@rose depot is the mesh using a compatible skeleton?
when you import the mesh, you need to select the skeleton you want to use
@sonic pagoda Yes because it's a Mesh from another skeleton.
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
It was a preset donwloaded and it's automatly use a custom skeleton
and assign the other skeleton
So maybe i need to export and import the Mesh ?
or reimport it, and select the skeleton you want to use
How to assign ?
right click the mesh
no, I mean where to switch it with set game paused- I know how it looks @sonic pagoda
on the top
where to change the command with the set game paused
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
@sonic pagoda Thanks
ok so what to do? @sonic pagoda
are you setting input mode to UI
the escape key
whern you click on that node
there is a checkbox
for it run even when paused
does enyone know how to use the device manager to remote deploy the project to another windows machine
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
I did it with prints string-when I unpause it with the button resume it doesn't print this:
@open eagle as far as i know, its not possible, ive asked a bunch of people
the same thing
because I'm working on a multiplayer steam game and I need to have each client instance run it's own steam account
when i click on the button resume game it removes the pause menu but the character can't move
i see it says deploy , and all that, it looks possible, but
no one so far has been able to explain how
when I did it now with pause menu in the remove from parent it doesn't remove it so I should remove it
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
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
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
i dont think you realize what source control is
source control is the management of source code
from a remote machine to a local machine
it's not made for bianaries
but
can use perforce(free server if you host it yourself) but yeah man, sorry i cant help more
im just saying
@open eagle get a digital ocean droplet and setup perforce. I think its 5 bucks for 25 gb
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:
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
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
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
like this?
ye
then what?
now you can use that reference to Set Visibility
ok
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
like this?
if false-the upper? and if yes the down?
yes, right now you set it, so that if its paused, pause it (that doesnt make sense right?)
also, this is usually how these thigns are handled regarding widget creating
if its already valid, you dont want to create it again
you just want to add it to the viewport
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?
I did this
but when i click escape it pauses, when i click again escape= do nothing ๐ฆ
@sonic pagoda
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?
When you press escape, right(not click)...
I told you when I click on escape it pauses, when I click AGAIN it doesn't unpause
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
You dont click a keyboard
And its confusing
the box needs to be checked
@plush yew the answer is right in front of you
it is not
then I suggest you uninstall unreal
the issues you will have to solve will only be harder than this
I know
and if you don't have the reading comprehension, it's better to find a different hobby
so will you help me or you will tell me what to uninstall and what hobby to change?
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
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?
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.
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
@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
tbf that did seem a little harsh
consider it a reality check
like I often can spend hours trying to fix something when it could end up being like one tickbox I missed
I suggest you read the full thread before passing judgment @azure shore
Immerse yourself with tutorials, and remember that the answer will 9 times out of 10 be something silly. This is why we google stuff ๐ Discord should be looked upon as secondary to googling. ๐
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
Did you read the "no one DM'd me to help me, boo hoo" part?
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
Good. Don't give up but try to make sure you've properly researched your problem.
Im just saying I myself get stressed very easily and say some things I kinda regret so I think I know how he feels
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
Knowing what the problem actually is and knowing the right way to pose the question helps a ton.
does anyone know the material name of the original master material that all new materials derrives from? it should be in the Engine Content
Hi
I have a question
Which course is suitable for game making in high school and university?
@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 ๐
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.
good is debatable, but it's definitely useful
@midnight bolt No such thing
how do I get started making 2D games in unreal?
is there a Turk here?
how do i get the SET node
@ember shadow grab a variable, drop it on the graph, choose SET
no i mean like this node:
I have a general question, do profesional developers put lights on their own seperate level or do they make it for each level?
@ember shadow Pull off of the reference, drop on graph, search for the variable you want to set
THANKS!!!!!!!!!!
Anyone know why UE crashes when importing fbx file? New to UE
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
@ember shadow what are you trying to do?
Bascially trying to switch camera when the user presses the quit button
Hey guys, I can't add anything to the my main menu widget, I think the teacher locked it. How do I unlock it?
when the user enters the npc talk camera it works, but they cant seem to exit ti
my guess is that the call to destroy all widget overrides it
try putting a delay between the destroy and the set view target
mind if i dm you the code and a gif that may help @rotund scroll
ok ๐
have you tried the delay though?
no idk what u mean
because the destroy all widgets is probably overruling your functionality
just try it
ok ๐
if it doesn't work we'll look for a different solution
so in this where would i put the delay https://cdn.discordapp.com/attachments/225448446956404738/670727085773422598/unknown.png
I just told you
try setting the delay higher
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
i know that but the event tick was constantly checking where the user had pressed E while in the collosion box
that's not good practice
so once the user had pressed E, it would constantlly be setting that view
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
Can somebody help me please
what with ๐
I can't add anything to my Widget
can you send some pics
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
have u tried dragging something from the palette to the canvass panel?
Yeah I tried, but it still does not want to work
Yeah they did, I just want to know how to unlock it
im quite new to ue4 so im not sure
4.11 is completely broken XD
when i run AutoFire it wont start my line trace and i dont know why
Please help :)
put a print string after the line trace
does the socket name exist
otherwise you're tracing from (0,0,0) to (0,0,0) in the level
^ yeah also watch the values for start and end
thats true ๐
watches show up in the debug util, where it makes sense btw
especially if you want to compare the values
yeah i forgot all about it tbh
What's your favorite Unreal Engine documentation resource? Of course there's docs.unrealengine.com, but the API reference has such little detail
I don't have a favorite
i just use the docs
yea
source code
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?
why is this clothing physics not working ?
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
nothing
you see that window
it says Clothing
it needs to be closed
cloth sim is frozen util its closed
go to skeleton tree
and it is not working on viewport
nothing
right click the mesh section
and remove clothing data
then apply it again
it will be saved on the list when you apply
i have this problem with every flag
and it's not working
i need to rig it ?
or i can use to default bone ?
no
i tried with some clothes on a character who are rigged but nothing
anyone know how to safely return a null actor value?
or prevent an object null value from being returned
guys, do i need to look important settings after upgraded 4.24 from 4.20 for a multiplayer game?
if yes, which options
i hope it builds now
been 3 weeks trying to fix errors lol
im a pro coder dont you know xD
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 
@rotund scroll ask if its valid if not do nothing?
@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
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!
i dont think thats bc of the widget
?
looks like an empty scene
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
How do I make everything load in?
....
wait, do you have anything in your level?
It's a blank scene
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)
Which channel should I post in about getting help with an engine crash?
@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
Thanks!
@keen dew there aren't really any. this isn't an official Epic channel. your best bet is answerhub tbh
you could post it here @keen dew just attach your log file
explain what triggered it
Cheers, I think I may have fixed it, but if I get the crash again I will certainly post.
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)
same happens to me