#ue4-general
1 messages Β· Page 643 of 1
but the project has gone to hell
Lol
@heady moon i think this last option
I cleaned it up but I just ended up breaking lots of stuff
@plush yew what do you mean.. like migrating?
:/
There is a migrating option in the engine to migrate things from a project to another or just copying and pasting the uproject files from a project to another one
Depends on what you are moving
Like... if you move a map and the assets, you should move it using the migration feature
If you move bp's you can just copy paste them into another project @plush yew
any idea's on how to fix my thing ?
Not too much @blissful trail
AddaRange to Add @blissful trail try
you've already defined your variable or function
Delete intermediate folder
@blissful trail so how do you get this error?
What are you doing?
To replicate it
When packaging or what?
i was adding steam multiplayer but it kinda just broke for some reaosn
Well
I can help you a bit
With multiplayer and stuff
Since my game has this too
i know how to do steam multiplayer ive done it many times its just for some reason it litterally just broke
i moved the intermedient to a backup folder
You could still try to take a template
it might build
A project already made with mp
Generate new files
And make it as you want
this is further then it got before
last time i did this it just closed imdediently
Wait for it until is done
ye
ΰ€₯ΰ₯ @blissful trail working fine
so deletintg the intermedient folder solved it ???
@blissful trail so you say you know mp and networking? Maybe you can help me if I have some questions. I am not too good with that but let me know
i only know how to set it up and stuff im terrible with replication and stuff like that
Sure, even this is good
I did most of replication but... I will need some more help
@blissful trail intermediate folder contains generate classes some time when we add apis or another framework to our code that ue system don't delete that files. So we do it manually.
Because I am planning an update before alpha that uses replication
Is there anyway to reset project settings?
@flat trail yes
i kinda gave up on third person xd
ProjectDir/Saved/Log
or the output log window if you have the editor open (window -> dev tools or something)
Is it possible to see it while playing
or the Visual Studio output log window when debugging
Yes, output log window like i said
quick question, if I have an fbx with multiple meshes, is there a way to not include the fbx name in the mesh names?
What do you mean?
Hi guys, any ideas why the terrain geometry is different inside the editor and the simulation?
well if I import something with multiple meshes, all of them have the fbx file name as a prefix
Oh you can rename the meshes
well I would prefer if there wouldn't be a prefix to begin with as it's quite a few meshes
Hi guys, any ideas why the terrain geometry is different inside the editor and the simulation?
@hard quarry It's a bit strange
well if I import something with multiple meshes, all of them have the fbx file name as a prefix
@tawdry storm Sorry I don't know how to do that, I rename them manually
sadly that's not an option with the 500 meshes that I have here π oh well I'll just pick a short filename
@plush yew What do you mean with its a bit strange?
Did this ever happen to you?
I didn't make the 3D asset, but the fbx was saved in Maya, why?
I don't know
@tawdry storm Total commander, a file utility for Windows and other OS, Has a quick rename tool,
Anyone experience a change inthe landscape Geometry insde the editor and with the finished build?
@plush yew yeah I know that, can you just rename files outside of unreal?
I thought they are outside, as FBX?
oh, my bad, dyslexia again π
I read words and I just don't understand the meaning π
haha it's fine
it's really not that big of a deal, I thought there might be an option for it
where is the "Progress" section that used to be in recent versions of UE4 when putting a UI, was it replaced or removed?
I guess I could try the 'import into level' thingy. pretty sure that's for cases like this
where was that section before?
dont mind my drawing
it had the bar fill type, and things like that..
and the percentage
@heady moon Seems to be of the wrong type
Slider versus progress bar
I'm assuming you're looking for a progress bar?
Yes
yeah that's a slider. I'm pretty sure they never had a 'progress' section
Well by what I remember they used to have
I want to make its fill from left to right
im doing a healthbar
once again that's a progress bar
like that?
Yess
that's a progress bar
happens to the best π
I just updated to 4.24 and the viewport is having serious lag spikes
is it a common issue?
Now i know why anination the hardest thing to make.
lol.
:(
what is the best colour for a health bar? orange or red?
Green
green
Oh yeah
going into red when it goes down
maybe even taking a detour over yellow in the process π
Inside the editor the Landscape gets displayed, but inside the build game, the landscape is completly missing? Any ideas why?
I found the following:
"Is it possible that the terrain is in a different streaming level, and It needs to be set to always loaded? Unusual that it disappears; When in game view try pressing Alt + L, this should toggle terrain visibility."
If I press Alt + L, the terrain also disappears in the editor, where can I set the streaming level?
in the editor at the top under 'Window' you should find a level editor or something like that
that'll show you the sub levels
you can either set them to permanently loaded or to blueprint controlled
https://docs.unrealengine.com/en-US/Engine/LevelStreaming/HowTo/StreamWithBlueprints/index.html for loading and unloading this might help
How to stream levels with a custom streaming Actor created with Blueprints
tidied up modes panel in 4.25
woah spoilers
@tawdry storm thanks, but I am a bit lost here.
What exactly is the problem why the Landscape does not get shown?
I never touched anything like streaming
I'll let you know when I've developed psychic abilities.
I have no idea what your project setup looks like π¦
what does that levels window look like?
if you only have one persistant level you shouldnt be having problem with your landscape not loading
you can look just in case if you go to Window>Level Details
if you only have Persistant Level then the problem is elsewhere
maybe there is something that is checked in the details panel on the landscape that make it disappear
It looks like that
so yeah no streaming level stuff needed. weird
it comes from something else
try creating a all new landscape
just brush it randomly
then play to see if it show
if it doesnt show then there must be some shitty option checked somewhere that make your stuff not appearing
like in the viewmode, you can filter stuff like landscape, bsp, etc...
you might want to look that too
@tawdry lodge Thanks, I will have a look at that
Hello guys I made the day night cycle but I have a little problem-I think it doesn't change from night to morning but I think the problem is from the location of the wather manager
this is what I have
where need to be located the things?
the position of the sky generator node doesn't matter
idk or I don't wait enogh? cus I star tthe game and wait 20 seconds and it is still dark π¦
hmmm
it should move from night to sun and then back to night
as cycle?
20s? where do you see that?
also this I set it to movable to move
no, when I start the game I wait to see it moves or not but it doesn't move π
this is when I start the game
Is there a way to control cable component with a spline
@plush yew in your first screenshot it's set to 0 minutes per day
maybe set that to 1 and see if that does anything?
delete the node?
Don't worry that won't be the last time you crash the engine π
When using lots of c++ I crash the engine pretty regularly
ps thanks for the motivation π
Hitting the save button has become a habit
can you show your setup?
oh you're using C++? nvm
yes C++ & BP
I can probably help with blueprints, not so much with c++ although I would try
@valid vale so how can i reset the project settings?
Use default ini files @flat trail
Check upper corners here a option default settings
Just revert in source control
what's the keyboard command for the console in development builds of Unreal?
Defaults to Β² IIRC
sigh... need to force windows to english keyboard layout apparently π¦
@glacial pecan Or just set the console key in project settings
@cloud cobalt good tip, thanks!
@flat trail can reset all project settings or a proper option
All project settings, but i want to reset physics settings as im loosing an actor when packaging the game, thinking there is a fault within the projects settings apparently
no I didn't configurate anywhere but t doesn't change π¦ @serene birch
ok I will set @tawdry storm
yup it works now with 1 minute-nice thank you man
but 1 minute so fast it change from morning to night π¦ hmmm
then try 2 minute
So, I found a nice ambiental music for my game main menu from soundcloud free for commercial and I wanna use it in my game but is only mp3 and I need it as .wav file to import it
google: mp3 to wav converter
hey everyone. I have an issue with the new landmass plugin and would like to know if anyone can reproduce this issue?
would appreciate if anyone finds the time to check this. thanks for reading! π
@fierce tulip yes but is it safe for getting a game up on steam?
google βmp3 to wav converterβ
yes man but i am supposed to get this game to steam, i don't think is safe to use random converters from google
ffmpeg can convert pretty much anything to anything
Look at wherever you got it from for the license. If there is no license then ask the author. If not assume no
it's a bit tricky to use being a complex command line tool but it does everything :)
The .wav itself isnβt going to have a virus or anything. Thatβs not how it works
if you use a tool to convert file from A to B it has nothing to do with steam or "law things"
anyway use ffmpeg, ffmpeg is free and safe
you aren't putting the wav file on steam anyway
the engine will encore it and package it
Yes maβam
i can't trust just a random convert website....
use ffmpeg
Thereβs also audacity
no, i am not putting the wav file but the "converter" is like telling your friend to make a song but he makes it somewhere, where the program is supposed to be paid license but is basically cracked license
this would be bad
is like using c4d cracked instead of blender
if you don't have a good budget
@abstract relic "ma'am"?
both ffmpeg and audacity are opensource and licensed such that you can use them for whatever
Do you want help or no? Both suggestions are free
You kept calling me man π
i don't know your name... i don't understand what is the problem
you know what ma'am means?
Now youβre just making a mountain out of a molehill
Skylight should be Movable or Stationary?
you just called me like that for no reason
anyone know how to setup swarm over wan, if thats even possible
@abstract relic
lol what is going on
he called me ma'am and i asked him why he did that
Will you even get a prize for finding out why lol
if he knows what that mean
His insist Iβm a male π
@upper heart This is usually where the Moderators step in.
Indeed
@zealous spear High Tide was remarking that she is not a man, she was not calling you a ma'am :P
at least to understand what that means to not call every single person ma'am
There is no rule
that says you cant.
π·
You trippin
Over a name.
While 1 like and share can save a hungry pig.
lol don't worry about it
I see people linking discord messages.. How.. How they are doing it ? Sorcery beyond my grasp.
There is a discord plugin thing or something that lets you do that I think?
There's nothing wrong with being called a whamen or a boi.
No one was calling you anything, I was respectfully correcting youπ
You're making a big fuss over a small issue
while you can like and share to save a hungry pig.
π·
1 Like = 1 Food.
You need to enable developer mod Death
@grave nebula you just right click and copy id and you have the id of the message
ffs....
This is so sad.
not to call me what he doesn't know what it means
You need to enable developer mod Death Told you. Sorcery. I barely managed to master code tags.
yes, then you can do that
@zealous spear you talk about respect but you keep calling her a man still :P
no, by man i wasn't talking about him itself, i was talking to the ones that were helping me....
Itβs not scary, I promise Death
why dont we try this simple exercise
is like: man, do you understand
STFU π
or i mention
@zealous spear okay maybe it's a language thing... "him" is for men, "her" is for women
just go do your job....
Okay, lets all calm down here please
cool
@tender flume You're making a big fuss over a small issue
while you can like and share to save a hungry pig.
π·
1 Like = 1 Food.
I appreciate the advocacy zomg but it isnβt worth it
ya all better ffin behave because I am in no mood to do this gently and with care.
@zealous spear Ayeeeeee.
do it again, be the 3th time...
π
@abstract relic yeah I'm getting that feeling but I try to give people the benefit of the doubt
My native language doesn't differentiate genders in pronouns and even I mess that up from time to time even though I'm fluent in english :P
Genders should never be an issue in the first place. It's only misunderstandings but somehow someone can turn it into war. Huhuhuhu.
Never thought my quick aside would make such a mess that the mods had to enable slowmode
Tldr: use ffmpeg, audacity, or do your own research
why do you keep mentioning that?
i got the information i needed, is enough. Thanks all.
That was your question
i got the information from the first... don't need it that many times
fine
oh i just realized i can talk even if i got slowmode by using edit :)
I can't really find much information on 'texture sampler source' and its options from google or documentation. What's the pros and cons of using shared or from texture asset, anyone knows? I get i can get around the 16 sampler limit with shared.
when fixing redirectos in UE, does it save progress constantly? my UE crashes at some point, and i dont know if doing it again continues the progress or go from scratch again
Treat it as it doesnβt save.
I think you can set it to save automatically in the project settings?
but don't quote me on that. I know almost nothing
i disabled auto save cause restoring it never really did anything, i think its for content and level only anyway.
i just want to get rid of redirectors, as i moved some assets around that were referenced in other level
Oh yeah I just ran into that about 20 minutes ago. I just deleted the old folders
Are you using source control. Just know redirectors are a fast way to break a project if not saved properly
no, i don't

overall everything works fine in my project, i just couldnt rename certain stuff cause redirectors existed, so i want to clear them up now... anyway doing it again seems to continue further. will report back if it crashes agian
well, i dont know what source control is to be fair. i haven't enabled or disabled it :)
Be sure to delete the /intermediate folder every now and again. Itβs known to cause such issues too.
What's that folder for?
life pro tip
Temporary files
But whats the purpose for, what are those temp files related to?
hmm, what is VisibilityCommands in GPU Profiler / Stat GPU ?
Thatβs somewhat lifeβs greatest mystery π it holds shaders but thatβs all I can 100% confirm. A dirty intermediate folder will prevent assets from saving without any warning that they failed to save and cause packaging errors.
https://docs.unrealengine.com/en-US/Engine/Basics/DirectoryStructure/index.html
Overview of the directories that make up the engine and game projects.
And I do know itβs best to regenerate visual studio project file after deleting the folder (if itβs a vs project). This is more so if you deleted binaries though. This is just paranoia
Is it possible to copy a blueprint from another project and apply it onto my other project?
Asset action > migrate
ODD, this proves https://www.geforce.com/hardware/technology/cuda/supported-gpus?field_gpu_type_value=All&page=1 ,my gtx 950 is supported for CUDA, yet having latest driver and installing latest CUDA, CUDA is not listed under GPU COPY or any other graph under task manager,,any ideas why ?
Compare GeForce graphics processors that support your PC gaming system, including GPU performance and technical specifications.
windows 10 pro
only reason I'm asking is I'm wanting to try out GPUlightmass
Sigh sorry I'mm moveto graphics
I have an issue with my animation start up when I attack. I'd like the animation to just snap in place at the start. Anyone know how I can do that?
well I guess this is fine here nvm
it's suppose to look more like this (but twice the speed)
@abstract relic It works, thanks.
@abstract relic fixing redirectors finished. crashed only once before.
I'm using an animation montage. I set it up like how it was set up in a stream on the Unreal Engine channel
didnt remove anything, just did it again
hello when this marketplace on sale end
who here knows in character targting rigg i need some help
How would I find an blueprint class inheriting from class "A" in the Content Browser?
yeah but isn't that just all blueprints classes?
you select filter to be blueprint classes and you search the class?
No, what I'm looking is finding a blueprint class that inherits, from lets say "MyClass". Appreciate the effort regardless.
oh... i am still learning unreal so i am trying to help at least however i could...
can't get it without trying at least hah :)
Hello everyone so i am retargeting some animations from anime sets i bought from epic marketplace and from some free characters there but when i retargeting it and apply it toΒ humanoid rig and i set all my bones to skeleton only pelvis to animation scale when i retarget it my character arms and hands are out of place and not doing a good job i attached a pic down below pls check it out
Are you sure all the bones are set correctly? I would double/triple check to make sure each bone is being retargeted to the right bone. It's annoying and time consuming but it looks like that's what's happening.
brooo
I do it all the time
@opaque vector You're looking for ClassIsChildOf
pls help is there is away somone can help am crying
Yeah retargeting is really annoying. I thought I set up everything perfectly then this happened, lmao
ooofff
check the bones on both the skeletons. Maybe something is named different.
@frosty bloom Thanks for the suggestion, but ClassIsChildOf looks like a BP Node. I'm looking for a way of finding the class within the Content Browser.
check the names of the bones on the other skeleton then. There might be something weird.
for example: The UE4 mannequin's forearm is called hand and if you retarget that to a hand it will jack things up, lol
@opaque vector in the search bar type in TYPE='classname'
@opaque vector Sorry about that, didn't read the whole convo.. Check the reference viewer, or that ^
@grim ore I just realized who you are, lol
ill show
you my retarging setup
and if u saw somthing weird am missing tell me is that ok ?
@opaque vector also if you actually want to find anything that matches a native parent class you can use NativeParentClass='whatever'. If you mouse over an object in the browser any of the meta data (the crap in the popup) can be searched
If I spot something. but I can't spend too much time on it. I'm also trying to work on something >_<
ooh, the TYPE thing didn't work for me, but NativeParentClass works wonderfully well. @grim ore thanks π
yeah sorry about that the type is more for the "types" which is basically the filter (bp/anim/etc.)
@crystal ruin Try the Animations channel in Discord, the likelihood of someone helping here isn't high.
it might not be the retargetting but needing to change the translation type
check the options in the skeleton tree and swap them to animation instead of skeleton for the retarget type
I cant find where to change android toolchain NDK's, does anyone know where?
Yeah it's really hard to tell like that. you should look at the bones on the mesh you're grabbing the animations from. Look at the bone names.
even if you get the retargetting right check out the translation retarget type like I linked above. If the bones match but other stuff is odd like the lengths between bones are not close even if the bone names are correct changing to the animation type helped me when I was having issues with the nvidia sol characters
Are there any knowing issues from upgrading a 4.22.3 c++ project to 4.24.2 ?
My hair looked blurry af when I upgraded.
whenever I moved the character, the motion blur on her hair looked like garbadge.
I'm sure there's a fix for that, but I'm lazy, lol.
Aight, i'll give it a try and hope nothing breaks xD
gl
Does anyone know how to change android toolchain ndk's?
@maiden sundial if you look at the release notes for .23 and .24 there are upgrade sections at the bottom that call out specific changes you might have to look out for
I'll take a look. Got enough time with the backup i'm doing rn xD
@stuck chasm if you go into your install folder for your NDK, possible NVPACK if you used the ue4 installer for it, you can run chooser.exe and modify your NDK install
if you mean where do you change it in the project, to point to another diretory or settings, it is in your Projects Settings -> Android -> Project SDK Override and Project Settings -> Android SDK
hey anyone got a hint as to why epic is such an amateur pos company? i havent been able to get a single verification email for my account since last august, every other kind of email including password reset, marketing spam, etc go through perfectly, but the codes don't even appear in my email servers queries nor any sign of such mails being sent at all
is this a joke or some passive agressive way of ridding people of their accounts? ty
it's not like i got over 2k$ worth of asset store bundles on it nah
support hasnt responded
Did you try resending the codes ? I haven't had issues here, maybe they went to spam
purged all registries, theres no codes
just reset password again, yep arrived instantly
????
"amateur pos company" is pretty harsh
having a non functional 2FA is not harsh
So did you try resending the codes to log in ?
ah, if you want to change the NDK itself completely you need to redownload it from Nvidia at https://developer.android.com/ndk/downloads/older_releases.html or use the included installer with the engine located at INSTALLFOLDER\ENGINEVERSION\Engine\Extras\AndroidWorks\Win64 @stuck chasm
its not non functional. I used it just yesterday to change my email and it worked perfectly
somethings wrong on your end
they arrive from the same domain anyway so theres no filtering going on, both the security code and password reset come from help@epicgames
except the codes dont arrive
everything else does
unfortunately, I don't have the wherewithall to actually help you or else I would have
cause frustration is the worst
I can only say that I have no issue here - might possibly be an icloud problem here, tbh
I get 2FA codes to gmail every day as I swap machines and VM's daily. no current issues so it sounds like it's on your providers end or something specific with your provider and Epic's email service
why wont my remote agent work? enabled all i can do in firewall etc but it wont get any work
it doesn't mean it's the same system on their end
this pops and
nothing, crickets on my inbox
and they want to compete with steam
... lol
The 2FA address is help@acct.epicgames.com
Maybe add that to your contacts and retry
It's a common mesh that is used for showing materials
@dense tundra Last I got was a different one
in the sample map, you can delete it. just don't delete the actual mesh from the engine lol
This month
i introduced no blacklists or blocks, i dont get the code, i get every other type of email
The address changed september last year, so maybe it goes to your spam folder now because it's a new one with an identical message and your provider decides that's suspicious
In any case, everyone here gets these emails just fine, so it's logical that your email provider does something
I don't think Epic specifically wants you to not log in π
I've seen some large email providers reject and even ban email senders for way less than that
but dude
i got a few friends who use apple email too
they got no issues with it
so how
im the only one who cant get anything since august
"Epic is an amatuer POS company, everyone I know has no problems with them and everyone I talked to said they had no issues but Epic has got to be the worst company ever who can't handle this simple thing"
nah, its the fact that im the 1% where their 2FA fails to work
a perfectly reasonable review
and from all the research ive seen, epic has had dodgy email certificates last year and was banned from google anyway
so yeah, not professional
fantastic, i'm locked out of over 2k$ of asset purchases and can go fuck myself because support thinks im trying to hijack the account or whatever they think
10/10 company
@light lintel https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/LightTypes/index.html but basically the sky light is more of an ambient light that adds an overall light to your level
@dense tundra Contact epic.
Is there a general "Help w/ UE4" channel? Would that be this one?
Finally figured why my skeleton broke.
@light lintel Make a new level, the one with the platform in it. Adjust the light source (directional) and skylight to both movable so they are realtime. Go to the light color on the sky light and change it to something obvious like red. now manually slide the intensity scale up and you will see your scene takes on an overall color of the red from the sky light
I forgot to check the other fingers.
π«
So it was like doing a thumbs up when it was attacking lol
@whole vine This is the general help channel unless the question fits better in a specific one (my animations are broked might be better in #animation for example)
π
one is just a file full of names and hierarchy information
... playing with animations I used the Disable Movement node when playing attack animations to prevent them from moving. Apparently if you are in mid air in a jump and use that node you kinda just hang there lol
yes the mesh file will utilize a skeleton file
as well animation files, utilize the same one
skeletons are spooooky, you better put a mesh over it
Why is the feet stuck to the ground for the animation?
when you export the character from mixamo if you use one of the characters it should be a skeletal mesh
unless you are just talking about exporting the animations, then there is an option in the download to include the mesh
Retargeting default UE4 animations work.
But, retargeting Mixamo ones end up like this somehow.
mixamo stuff has a few issues, #animation might have more help otherwise I know there are a few videos/docs/plugins out there to help with that
mixamo needs cleanup on ue4 and mixamo characters have no root bone, so they are not super ideal
I think the root bone is the biggest issue people run into, it can be fixed outside of it in like blender but man it causes issues
yeah thats what i was referring to clean up as well matheww
best case, it treats the root bone like a disconnected pelvis
Virtus has an updated video so maybe he covers it all? https://www.youtube.com/watch?v=bHv8masC28s
I just simply gave up on using them lol
your best to watch that video mathew posted
i haven't seen it but imagine its correct. I just use constraints in blender to re-export and yes its tedious
an issue with mixamo is it used to be directly supported back in the day as an export with the correct skeleton but now it's not
I guess I will take one for the team and watch the video lol
go go 2x speed
Hey all, is im looking for a way to give the end user the ability to create a custom camera path and export video/stills from a simple scene, is that possible?
VehicleMovement Question:
There is a "Set Throttle Input" and a "Set Break Input" option. When I set the Throttle to 1.0. Vehicle moves. Perfect. But when I want the vehicle to stop, setting the "Set Throttle Input" to 0.0, it quickly stops without using the break. Shouldn't the vehicle coast when Throttle and break are 0.0? Otherwise, the Break Input is useless.
epic marketplace, gumroad, the interwebs
INB4 GODOT GETS RENAMED UE4 LITE
if you are bored you can get the cambridge mocap files and fix them all up manually lol
Yep. It's the way I retargeted it.
Time to find what's the issue with my retargeting
Because the default anims retargeting to my custom character works fine
But if it breaks for Mixamo anims, then its my retarget.
Yes because of the retarget
There's an issue somewhere
aww I take it back, that virtus video won't help it's using pure mixamo and not the default UE4 skeleton/anims at all π¦
It's okay this is on my end already haha
@grim ore Hey Mathew, would you happen to know the answer to my Vehicle question?
Since I made a small system for me to use Mixamo on all rigs which i have.
just meant in general I was hoping it was an updated video to help out people
It works 90% but 10% is mostly bugs.
@pallid talon I don't. I have not used the vehicle movement components
And if you are 1 person doing everything, there's always the need to have automated systems doing it for you i guess huhu.
I figured out the solution but I need to think a little because i have lots of backup project versions for me to test rigs on yikes.
@grim ore No problem, thanks for replying!
That video you sent helped a little @grim ore
there is a UE4 plugin for mixamo stuff so I guess money might be able to fix all the problems lol
Lol. But I prefer to learn how to create something similar to that kind of system
So at least if my skeleton does break or anything, i know where's the issue coming from since i set it up haha
is it possible to make a flight sim with whole planet in ue4?
or do you need a special engine?
oooh I did find a free video and some source code tho lol http://jollymonsterstudio.com/2018/11/10/animation-re-targeting-with-unreal-using-mixamo-assets/
I think the end result of all of this is the Mixamo stuff is sooooo janky that it takes an army to fix it π
@plush yew You can make anything inside Unreal Engine, it just takes time and skill
I think it took me a few months to figure out how rigs work and all just to implement something that is automated.
That was difficult but worth along the way
yeah it is doable but man it's not a simple click click download import whoooo free animations
Hahah
Anyone know how to fix this after updatin the project version ?
(sry for german)
Didi Install the NDK the right way?
I have really tried to look for an answer and can't find out anything to help. when I import my maya model into unreal engine and no matter what I do it creates this weird dark shadow around certain parts of the model. I have tested adding diferent textures/lighting ect. I appreciate any help with this.
@stuck chasm that looks like what I have
@light lintel But it's not with UE4 skeleton
@maiden sundial you need to change the target project it is building. In VS in the top change it to your project or right click your project in the right solution explorer and set it as the startup project
It's with my custom rig haha
And that never goes well with just Mixamo's help.
Mixamo ruins it more
Somehow.
you need to change the target project it is building. In VS in the top change it to your project or right click your project in the right solution explorer and set it as the default project
I actually don't understand both ways ^^"
@light lintel Some has capes and stuff like you mentioned, tails yes.
@stuck chasm It should default to using that one, otherwise you can force it in the project settings -> android SDK or I guess unistall the newer one
Like this?
@maiden sundial
change the Set as Startup Project from the UE4 project to your project
@stuck chasm the first one is right, you dont need to change the API levels (and that is not the correct way either heh)
@light lintel Wait. Cloth can be done in UE4?
@stuck chasm keeping the SDK api on 'latest' or 'matchndk' and NDK api on 'android-19' should be safe
@grim ore ty β€οΈ
Ok, testing it now @grim ore
Hi,are 2 million tris with post processing shader too much for a completed level?(I use about 5 materials in it)
is it too much? What is the performance on your target machine
Hey all, is im looking for a way to give the end user the ability to create a custom camera path and export video/stills from a simple scene, is that possible?
Guys which is better, MakeHuman or Blender?
It must run at 30-60 fps in 1080p on mid-level pc @grim ore
@plush yew What I am saying is we cannot answer that, you need to test it.
@heady moonIt depends for what you will use it
character design
@grim ore oh,ok
I suppose "MakeHuman" since they have alot of built in tools for such things right?
like character designing
@heady moon if you want a quick prototype mesh, Make Human. If you want a base mesh to work from for your custom chars, Blender
oh okay
Yep.
That took a while to figure out haha
But that video you sent helped, thanks @grim ore
π«
That thing which is in the middle
Pelvis and root.
yep the root bone strikes back... dun dun dun
the good thing tho if you use Unity they all work great lol
@grim ore have you seen fs20?
@plush yew I have heard of it. Yes you can make a flight sim in UE4. doing something exactly like FS might require some custom code and obviously a ton of data. UE4 is just an engine that you can make do whatever you want, sometimes it might be quick and sometimes it might take skill and time
@grim ore why arent xplane and p3d using current tech? their engines are soooo old and shit
That's mixamo right there for you.
π·
But when you figure it out and all
Wows, that library of animations is yours to take.
#Freeloader
@plush yew money, time, effort
I don't know if I enabled something by accident, but I now get that effect in blueprint editors:
I'm sure they didnt upgrade their engine because of performance.
Their engine might be optimised to run on older versions of Windows
@primal furnace the giant orange button at the top
"Hide unrelated" Thanks @grim ore ! Useful feature in the end!
@primal furnace It's super handy in the material editor if you use that
Use it at a beginner level for the moment, but I can see that!
I'm trying to finish the movement system before 5AM
It's 3AM currently haha
Just fun stuff to do yeee.
Thanks alot @grim ore It worked and next time I launch to my oculus go will it overwrite the file or should I delete the previous file?
it should replace the files with the new ones as needed, if you are just launching on device it doesnt really package it but more move over the files needed individually
so yep you can update the project and just hit launch on device and it should launch with the latest changes
@grim ore Skylight movable or stationary is ideal for performance?
I guess I assumed you are talking about the Quest but if you are talking about a rift then the project is on your machine always up to date
hey guys, does anyone know where to get blood particles?
that's free
@tender flume performance? best is static -> stationary -> movable is worst but what you choose depends on what lighting you need.
best and worst being subjective to the scene and blah blah art
Do I need movable if I want the sun to move with the lighting?
Or stationary will do?
for the skylight that won't matter, for the directional if you want the shadows and such to move and the sun to look like it's moving (using a sky sphere) then it should be on movable.
there is an actual light class called sky light
but the directional light in the scene might be named sky light as well lol
Yes thats the one, Skylight.
You get when you create a scene with just the rectangle floor.
skylight is super important
that gives you ambient lighting, its not the equivalent of the sunlight
yep if it says "directional light" as the type on the right then thats the one that is your primary light that makes shadows and stuff and where your sky sphere fakes a "sun"
So, the light should be set to movable?
@grim ore do you have any games you have completed
@tender flume it depends on what you need from the light, check out that link it tells you. If you need moving shadows you can use stationary or movable, if you dont you can use static.
hello, how can I make my particle spawn only once so it doesnt spawn more when I press a button?
I need moving shadows.
hi, does anybody know if there is a separate documentation for fps/third person games or are they all just in the normal documentation??
So, i'll go with movable in that case
Thanks.
So, I only have to apply this to the skylight and the shadows would be dynamic/realtime? @grim ore
I can install UE4 on my local drive right?
I'm running low on space on my D drive because of various updates for other programs
I installed UE4 on my D drive
same
so i'm sure you can install it on C drive too.
okay perfect
π· Huhuhu
The ark dev kit had a 30 gig update the other week, and I'm 8 gigs short on D
my project just took off too lmao
Ark dev kit?
@tender flume Stationary on the light will let the item's shadow be dynamic when the item moves. Movable on the light will let the items shadow be dynamic when the item OR the light moves.
@heady moon the documentation is not seperated on project type, it's the same documentation for the engine regardless of how you use it
It starts with the bone. @light lintel
It wouldn't be flying without any bones.
:p
What. Haha
It has to be a bone.
It can't fly without a bone, thats the thing
Hm.
It can't be. Haha
Has to be something
@heady moon I don't have a velocity
Yes
the negate vector
I have that but I can't edit the inputs
Hello, I was wondering if anyone was available to speak a bit on paper2d character and showing cursor and to use said cursor to move the direction of the character
@pulsar cove Like a point and click kinda thing?
@dawn gull no sir, talking about a top down and were your mouse cursor would be would be the direction your character is looking.
Hmmmm
Ok so this is a tutorial for a point and click and you can edit the code from making it so that when you click it gets your cursor x and y but hook it up to event tick so it is always doing that
In this tutorial, I show you how to create a Point & Click control set-up using Blueprints within the Paper2D project in Unreal Engine 4.
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Thats it in the character those were all of them
@dawn gull its wasd movement, and paper2d characters. So the option like said video that you linked does not have the mouse options since its a paper2dcharacter
But the video tells you how to add that
sent you a video on the what im trying to say
Yes @heady moon
aight let me have a look
@pulsar cove it is a series go to the guys channel and search up point and click
and you dont have to use the point and click?
yes
@dawn gull try setting Alpha in each lerp vector to 0.0
that is something i saw in the documentatioon
*tion
Mk
Hello everyone, I just joined, I have a question and Im not sure which channel should I post at? Im getting different results in editor and actual build, if that helps
what results?
do you mean by editor unreal and do you mean by build visual studio?
or are you using Blueprint
Im line tracing the spline mesh, and trace complex doesnt detect the mesh at all, while in editor it works fine, If I untick the complex, it traces as if the spline was zigzag, you know, without any smoothing
I mean Editor and if I make a packaged build from the project in editor
Im using blueprints
@grim ore Can you or anyone else explain this to me? Why am I getting a negative output when I have a "Normalize to Range" and a Lerp from 1.0 to 0.0? The final output should not be a negative number. Am I missing something?
@pallid talon if your max is a negative number it can certainly be normalized between 0 and a negative
@grim ore I watched a ton of your youtube, you are an amazing person thank you
@grim ore Hi, sorry if I am interrupting, but I am following this tutorial:
https://www.youtube.com/watch?v=pwtKcDA-RTI
I finished but I can't move the character at all. The inputs do nothing. I have checked the commenta and done what they say, but it still won't work. I am willing to get in a screenshare call or get in a TeamViewer call. I have tried everything I know
This is my solution for scripting nice feeling Jet like movement in Unreal Engine 4.
@grim ore Thanks! I'm looking into this now.
@sick stirrup MF_ nodes are normally material functions and there is a good chance that was a custom one they created and not one part of the engine
@grim ore I think my Distance By Velocity is incorrect, would you this is not the correct way to determine the distance by velocity to a location? I'm basically trying to smooth the breaking of a vehicle when it reaches a location in the world...
@pallid talon velocity is not normalized in a direction so it's going to be plus or minus depending on which direction you are going and which axis you are going on. do a print string on the Get Velocity and see the results
@grim ore That's what I didn't wanted to heaaaaaar ahah, but thanks!
But actually, they didn't write about how they made it (what's pretty bad for understand the tuto) and if it's a custom, it's shouldn't have empty case right?
its possible they are using a sample project, like content example, that has that node in it and they didnt realize it
@dawn gull have you tried to debug to see if the inputs are being called in that blueprint?
Ho okey, that's bad new ahah, but thanks for your help!
@grim ore i will try that now
I've been working on a system for playing AI broadcasts, thinking of putting it up on the Marketplace.
Kind of looking for some advice on if it sounds useful enough, or what someone might want from such a system.
Right now it's really just about picking a line to play on a given topic from a voice set, with support for various rules based on states that can be passed into the request.
(For example: Play a line about having spotted an enemy, with the tag that the enemy is standing near some crates)
@grim ore could you please take a look in the packaging channel π
Hi, I am trying to create a target board for my game and I am not sure what tools I can use for it. Can someone please guide me or share some links that i can use?
I would love to help but I haven't worked with splines much π¦ I saw the question earlier all I can think of is whatever code you are using that uses that spline do a print string or another sanity check to make sure it's actually valid. If it's not you can use the packaging section of the project settings to force it to be packaged (maybe it's being skipped) @restive mist
what do you mean exactly? sorry language barrier and also pretty new to this stuff
I know there is a way to make all of the debug stuff to appear in the package, is that what you meant?
Are you packaging to mobile?
Because mobile has limited support for spline meshes IIRC.
no, windows x64 and 32, neither works
You may have to bake the splinemesh down to a static mesh before packaging
how do I do that?
would work for me because I delete the spline after I trace it anyways
You definitely do not have to
I would like to try
I have spline meshes in my shipped game
I know I had someone who used my Spline Tools ask me about physics not working in shipping, but it was specifically for Android. I don't think they ever came up with a good solution other than converting the splinemesh to a static mesh before shipping
I can attest that spline meshes work perfectly fine on packaged PC, inc physics
you mentioned that I can bake it into static, how do I do that @cloud cobalt ?
@cloud cobalt sorry, mistaken with @gleaming creek
This is what happens if I drop a ball on top of everything, notice the spike, thats a trace hitting the ball, also ball treats spline same way as if it wasnt complex
Oh, you just select the splinemesh(es) in the editor, right-click, and Merge Actors
you shouldn't have to do it, though
@gleaming creek can I do that in runtime? because the spline is randomly generates every time I start a level
@grim ore for some reason whenever I try to add anything other than the code that I was told to put it immedietly quits
Ahh. No, probably not

@dawn gull that is weird. You should be able to either breakpoint (hit F9 on the node for input) or add something like a print string after it to see if it works when you press it
ok so I am trying to make it so when you press the boost it says joe mama once but instead it says it immedietly forever @grim ore
I made a respawn system and it works great other than the fact that it randomly crashes after a few seconds, can anyone help me with this? Could it be because Im using player controller? This is whats causing the crash
@dawn gull Paste a screenshot of your code when you press the button or wherever this is at maybe we can figure it out
@grim ore ok I will do that later when I get back on my pc
How can i setup input for my oculus go controller in 4.24?
the VR Sample template has input example maps that show how VR controls are handled, it should work out of the box and you can migrate them over to your project if you want. Alternately you can add the VR template pack to your project and remove what you don't want
@grim ore Do you have any videos covering setting up a character from scratch?
Ill try that out @grim ore
Howdy all. I'm completely new here, and trying to make a simple project in UE4. I had one question regarding scaling pixel art if that's ok. I have a pixel art character created in photoshop. 32x32 dimensions. I put it in game and created a flip book and everything. But it came in as blurry and extremely small. Is there something I'm missing in regards to turning off the blur and being able to work in those pixel dimensions without the game making it extremely small?
@fading vector technically a FPS character in the MVP FPS Series but no animations since its FPS
hey so UE4 wont display info if the lighting in the game engine needs to be rebuilt
does anyone else get crashes when trying to use material layers?
@tacit girder I tested a little bit around with sprites before. could it be your flipbook is 32x32? So if you have 4 pictures, it will be 8 x 8 per picture at the end and that causes the blurriness?
Every time i try to launch a vr template, it stops at 45%
@harsh comet yeah, i have a run cycle flipbook, 4 images. I throw it in the test level and it's extremely tiny and blurry
where can i check the size of the lfipbook?
I think there was 2 methods in UE4 if IΒ΄m not wrong. I just checked my project. Also I used the classic method from UDK. That is 9 images included in 1 image. That means 512x512 -> x9 images = 2048x2048. And then I setup the UV inside the material.
If someone could take a picture of the input page in a vr template, I would gladly appreciate it, thanks in advacnce
@tacit girder And maybe important for you. I used a tool called GlueIT 1.06 very useful to easy create flip books for UE4.
i'll check that out then. thanks. I was just going to result in scaling up my pixel anims in photoshop.
but its just an extra step i dont wanna deal with ya know?
but i'll check out that tool
it's a really minimalist game, just an infinite runner copying 8 bit NES style
@stuck chasm 45% is normal you just have to wait for the shaders to compile.
@tacit girder It could be that was the problem. Or maybe it was another setting in the material? Did you tried to change inside the material setting to change the "Material Domain" or maybe the "roughness"? But it sounds to me like the flipbook reduced the resolution, maybe IΒ΄m wrong. But this GlueIT 1.06 is very helpful. Not sure if photoshop could do the same job, because I use another software.
NES retro is always cool. ^^
@harsh comet It came into the engine blurry also, without the flipbook
so maybe its a setting i missed or don't know about
i'll check those attributes you mentioned
hm? okay IΒ΄ll try it too. I will import a 32x32. But you used 4 different images, not like me 1 image with 9 images combined to eachother?
OH I think I know what you mean now. The engine blur it and you donΒ΄t want it to be blurred. I think it is the anti aliasing from the engine blur it.
yeah!
sorry, i should have made it more clear, my fault
where would i find the anti aliasing check mark? lol
Oh itΒ΄s okay. I wasnΒ΄t aware when using a very very low res texture the anti aliasing blurriness would have such a big effect. Yeah that is a good question how to deactivate it... xD
Got it. Click your image and there is a group Level Of Detail, change Texture Group to 8 Bit Data or 16 Bit Data.
And I learned something too ^^
lol, now i gotta figure out the sizing lol
Can someone help me? My box collider isnt working
i have both my player and box collision on generate overlap events
@dawn gull so that is an axis, and if it's printing that means it is atleast getting input into that blueprint. for the first one, inputaxis thrust, if you put an actual # into the set physics linear velocity (like 200,0,0) does it move? If it does then your code is bad (using a lerp with a fixed value for example is not going to work well.
please someone help
how do you know it's not working?
does the overlap not happen or the create widget not happen?
the overlap
if you change the collider box to block all does it block the player?
hold on
and we dont know how you set this up so it's hard to figure it out besides random guessing
quick q, how can I set the color of a plane. Turned into a blueprint and have a begin overlap with box collision.
ok so what is your setting, or what was it before you changed it to block all?
its working now for some reason a new node was randomly placed in the bp
i didn't do that
Is there an easy way to change color via BP?
you would adjust the material by making a material that has a color parameter you can change.
meshes use materials to show stuff on them (textures, colors, effects). materials use parameters to allow materials to be changed by a blueprint.
so you need to look into making a material that you put on your mesh that has a color parameter you can change. Then you can use the blueprint nodes to change the parameter on the material that is on the mesh
Why donβt we define functions in header files? Sometimes I do it and I donβt really notice a difference
hi, i have this problem, anyone can help?
no, because there is literally zero information on that screen
you have not installed debugging symbols
this is KOVAAK'S FPS Aim Trainer, and just need to ectract files
and after this it will work (theoretical)
Good evening. Any way to get integer input?
Player in game need to set price, it should be an integer.
Text box, gives only value as text
@summer zealot rich text?
Will check it
Ah wait, thats an output no?
I need window, where player enter price. Atm using spinbox, but hate that it's float
@summer zealot I would recommend using the built-in text to string to int conversion methods from Kismet library. Would that work for you?
Dang that asking price is a scam
@fast berry Wrong channel
how do i make this an enemy that attacks
How do I use the Behavior Tree to create simple basic AI in Unreal Engine 4. We cover from a blank scene creating everything we need to have an AI chase down our player.
Source Files: https://github.com/MWadstein/wtf-hdi-files
thx m8 π
Yikes.
its a big number yes
Any way to prevent it when adding things like megascans or marketplace items?
Gonna take hours π¦
depends on how you install them
i think materials lay dormant until they are needed.
if your using bridge or something, it makes the materials so i don't think that'd work
Just straight from the epic launcher library > add to project
It's odd since i just put one grass material on a landscape
your project was closed when you did that yeah?

Bad idea?
mh yeah you should close it when you do such things
engine is like: the hell is going on right now, check everything
just let it run though, too late
Aha, i've been using UE4 forever and have never known this. Duly noted π
you only keep the project open if you're using quixel bridge
you'll get a port error otherwise
same with source control, your better to close editor first
I'm wondering if it's more efficient in blueprints to go down a logic tree or use logic nodes to do determinations?
gosh it's so hard to explain what my question is LOL
pictures, pictures
one sec
answer will likely be: test it
you can dump the bitcode and see the difference between the two, but you'd likely just want to time the different approaches
ok so I can do it like this
or I could use a ton of branches so that I don't have all those red lines all over the place, the middle part is what confuses me
when I initially did it, I was thinking a decision tree, but then I realized there are only 3 possible outcomes
if you are using landscapes and 4.24 there is a bad shader compiler bug with the new layer system. https://twitter.com/HighlySpammable/status/1224228113913008128
so I made a truth table based on the inputs of 4 condition types
if your saying you can use an OR node for the first two, go ahead and do it q0999
but i'm assuming that the boolean values your getting are not heavy to retreive
oh right I should have done that lol
It all depends on how crazy you are for optimisation
so that OR node will decomplicate redundant calls between the two potentially
I think technically two branches are more efficient than a single branch with an AND, because it has to calculate both sides
you see that sequence node nameless voice?
Yeah you're right this is more of an efficiency question
Blueprints doesn't use short-circuiting
it'll run the whole thing either way, one has the added overhead of an exec
Yes, that was my next point, they should be if/else not three ifs always checked
But at the end of the day, unless this is being run every frame or something, you probably want to just go with making it readable over being the most efficient
turn it into a switch on XXX node somehow and profit!
Also, if you're really looking for efficiency.... write it in C++
Blasphemy!
yeah
If anything, when not using C++ looking for efficiency is more attainable
with blueprints the thing that does the least lines wins usually.
overhead from cast is more that its an exec or a pure get than the actual cast itself
but what if it's a pure cast.... π€


