#ue4-general
1 messages Β· Page 646 of 1
@light lintel So I'm looking straight at the Action RPG stuff. And I found P_Sword_Trail_F As the particle system used for the sword trail
and I'm looking to see who is using P_Sword_Trail_F
And I found Anim_Blunt_Gound_Pound_C Using it
And looking at this animation I see an anim notify state called Trail
Now when I look at this notify state I see
ha, That's not the only unknown, I also don't find any Weapon sockets referenced in the SK_Blade_BlackKnight Which is basically the skeletal mesh for this sword
the skeletal message has only one bone: Root
darn it, This is confusing π
oh, I understand that
Those socket names it's what's missing in the ingredients
I was expecting to see a skeletal mesh with some bones and some sockets , plural
but I see a skeletal mesh with only one bone and zero sockets
on the weapon
It's not on the weapon
I was hoping this is the pattern: 2 Bones with two sockets on the weapon, so you can have room to maneuver your particles
which would make sense in my non-artistic head π
because long time ago, and I cannot stress enough how long ago and how not an artist I am, I imported a light saber into unreal, and I had 2 bones with 2 sockets on it
Unfortunately, I cannot answer your very valid questions, because my particular set of skills is non artistic π
But they are valid questions, hopefully someone else would be able to chime in
for 3. in c++ CurrentWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, "hand_rSocket" /*no bWeldSimulatedBodies?*/);
for Sure that's correct
I don't know for 1./2.
ah!
guys
i nneeed BIG help , there is 700$ oon the line
i have a problem in my game , if i dot fix it , i probably wont get those 700
So ask your question
When I was doing the blueprints to C++ translation, I did some streamlining of the base classes, so I decided to attach a particle system component on the weapon-based C++ class. That's way there are some changes in my final result π
my picture was meant to be from the Action RPG Original project, by accident I took a picture from my custom-made one
I apologize for confusing you
nah, I didn't even get that far, I just decided as an internal design to have on all my weapons a particle system component just in case
but I actually didn't look into the correct way to use it
yet
as I already mentioned, my focus is to learn C++ under the hood, the visuals are somewhat secondary systems for now
@light lintel
Is there a quicker way to build lighting?
@tender flume Faster CPU/GPU power. More parallel processing, such as multiple computers in a swarm. I guess...
gpu lightmass
any1 can explain macros and functins cuz they look exactly the same
modulo returns the remainder from a division operation
@light lintel if you may can you explain more plesae?
I think the most important thing to note between functions and macros is that you can call functions from outside of your blueprint
so for example you can define a function on an actor that you can call from outside of it to do some effect on it
@light lintel it's basically doing a division of a number by three and looking at the remainder. The remainder changes depending on what's being divided, so it can be used to choose an operation like that
do you know what the remainder of a division is?
correct, so for example if you divide 1 / 3 the remainder is 1, 2 / 3, remainder is 2, 3 / 3, remainder is 0
then it just loops, because 4 / 3, remainder is 1, 5 / 3 remainder is 2... and so forth
I assume the count could be any number, like 152 or something
if it's always a number in the range of 0..2 then not using modulo would be fine yes
Any thoughts how i can do a combo chain?
with a sword
Oh thanks tidii am new and i just wanna see how people doing it
Cannot construct StaticMesh_GEN_VARIABLE because we could not find its template
what now π
Sounds like the code for firing isn't correct
Sounds like the code for firing isn't correct
@cloud cobalt can u make it clearer\
the bullets shoot out of a socket in the gun
i got suggestions to change that , but i dont know how to
I have absolutely no idea what your code is like
@light lintel wew
So obviously I can't tell you which part of it is wrong
can you screen shoot what you working at mate?
so the direction of the gun is wrong ,or it has multiple posiblities so you dont really know ?
the sequence just makes things run in sequence :)
@austere scroll There is no way to help you with that without knowing exactly what your entire code is like
ok thanks
So show the entire Blueprint for it and maybe people here can help
so you could do a -> b -> c, or you can do a a -> sequence (-> b, -> c)
@austere scroll I'm not sure how you use the crosshair in this Blueprint to make it shoot at the crosshair.
i feel really bad for the people i wasted their time , i found a video on the same channel of the tutorial series ... the title was unclear tho
Thanks @cloud cobalt π¬
Hey guys
I want to scale a static mesh but not its child static mesh.
Is this possible?
pretty sure that only works if you scale the child mesh smaller at the same time
@jade ice is it inside a blueprint? how about setting absolute scale to true for the child mesh?
Yeah its inside a blueprint, i will try both options thanks!
Hey can i download unreal engine without launcher
On my pc when i download it always buffer and stop
is there any way i can get some kind of permission to contribute fixes to pages on wiki.unrealengine.org or is that access for epic staff only?
for example the page on setting up a dedicated ue4 server on linux really should mention the -nullRHI flag
i mean this notice has been there for 3 or 4 years now?
well it's temporarily, but they never said how long it'll take
Wiki's dead, @placid arrow
thats like saying the age of the dinosaurs was temporary
thanks Stranger, what replaced it?
nothing
π¦
they locked it, and threw away the key
I'm willing to bet the person who locked it doesn't even work at Epic any more
cant they unlock it?
they probably can, but they're too bussy swimming in fortnite money π¦
i feel i could contribute so much to it
if the person who locked it doesn't work there any more they would have difficulty unlocking it
i bet a lot of us do
but it's pretty much dead, anything on there is now out of date anyway
@wary wave not particularly, its mediawiki, you just go into the database and add a new admin password to the table
assuming they can get into that
and if the password for the server is unknown, you can reset it in maintenance mode
haha, I guess
or with boot media
When you already had all the "Free for the Month" assets
@nocturne dragon a widget or a plane with that image as a material or there is something else that i forgot its name.
I am trying to figure out a best practice to accomplish this. We have a game where the player checks inventory (serial numbers, location of item etc) There is a worksheet the player brings up on a widget that will display the item serial numbers and information. Since I want the game to be replayable i want the worksheet to be differnt everytime a player starts the game. im currently using a random item spawner that has an array of all possible items. It will pick one of those items. How can i associated a serial number and information to that specific random item that is selected and have it show that specific item information in the worksheet as well. cliff notes the worksheet will be differnt everygame (also the item(s) that spawn) how can i tie the two together
https://monosnap.com/file/B8zDKTq4Vz0XJ5ZZrcvVBR1IyKVG4G
what's even superstruct? 0_O
How should I make Sequencer to be able to handle animated multiple enemies' transformation that have different loop time?
For example Enemy1 has total loop time for 120 but Enemy2 has 70. I don't know how to make sequencer have separate start and end time for each actor.
Material functions can hide some mess
Anyone got a link for it on making interactive sand?
From dust is a fun game
It's a damn fun game that was wayyy too short
And I was shocked to see it's all the way from 2011, I can only imagine what could be done with today's processors and GPU
is journeys sand even interactive?
I don't think it was super interactive but I thought it had some particle/material effects
But I mean yeah the OP didn't really specify
why is no big studio making a flight sim in ue4?
You can be one of the first ones π
Microsoft Flight Simulator is pretty ambitious. Kind of understand why ue4 isnβt used
Flight sims are pretty special tbh. You give up a lot of the engine's value just by design and instead want huge worlds, incredible view distances, etc
project wingman lad was posting here frequently before. Where did he go? Game looked very nice.
It looks amazing
Not a sim, but a very good game I'd love.
how would I make it so when my character goes into flight mode it gains a little bit of altitude
If you consider Bandai big studio - Ace Combat 7
I really enjoy the big studios moving to unreal for some reason. like namco, squaresoft
hola. I've some trouble transfering translation and rotatoin between 2 cameras. one is inside the player.. one external. I can't get the player camera to work outisde it.. without some crazy jitter.
pls help, i watched blueprint communication but i still dont know what i should do now: [picture comes one second]
it looks like every time the player turns, there;s trouble
@smoky sonnetyou put in the instance of some class that you want to cast to something
What are you trying to do?
i want to cast to my blueprint left and rightwall to get the location in world
but i need to put smth in at my cast
but idk what
I always do the simple thing, I use collisions.
The location of what?
dunno if you can cast otherwise...
so it depends on what you want to do specifically
Yeah needs all context
i want to get the location of left and rightwall that i placed in the world
to do something
im casting to it in another blueprint but dont know how to get access to it because they need an object
idk which
in your scene you have an object that;s unique. you have to find a way to talk to that unique object.
so one way is to come in contact, phisically
add two variables, actor references and pick the walls from the world, use those as the objects in the cast?
how can i pick it from the world
another is interfaces I think.. but I never used that
ahh wont work eitherway
if your wall is just 1 object in the whole world.. you can get all actors of class
and it will always get that 1
it's not efficient, but for a simple example...
for an even simpler, dumber way, I think there's level BP
which I never use..
you can get references to actors in your lvl
@cloud cobalt doesnt ue4 has huge view distance?
when far away LODs. when not in screen, no gpu active
yea the levelblueprint @copper flicker but i dont want to use it idk if im creating another level i need to copy and paste it
i already tried that
back to my problem, does anyone know how to transfer rotation translation cleanly between 2 cameras? one inside the player, one external.
the lvl BP is only good for simple tutorials and learning....
Question - What is the best method to calculate vehicles traveling by mph? For example. The "WheeledVehicles" in UE4 throttle system is a 0.0 - 1.0 system. How can I set this up calculate the speed by mph?
get world space
translate values.. from units in world space to mph
so back again to my issue......
π
the problem is we don't have simple rotation translation on a camera....
there's some offset.
the cam rotates around the player
@copper flicker Im not 100% sure what you mean to set that up. Sorry.
@copper flicker it worked
yay
Teri, you can get world space or velocity for any object. probably velocity is what u need tho
velocity is in cm I think.. or some small unit
Velocity is what Im trying now, but I'm unable to determine the mph, or set it.
why
get ABS from velocity
so it doesn't give you negatives
also... get X and Y and probably Z velocity as well, and add them up
I'll try that.
ok more explanation..... so I made an external camera actor. and I have the player camera. and I'm spawning this external camera actor from gamemode. and in gamemode tick... I tried this
Does the default UE mannequin have a run anim?
rotation works. but when I move and TURN the player, there's some rotation jitter in the new camera only
move the tick for the 2nd camera to later so it turns after your other camera?
oh..... how do I do that?
every actor has a tick group in their settings, adjust it to a later one so maybe your main camera will move first then your external camera will move after it has moved
just a guess as I can't see what is driving the 2nd camera
Hey, people, what do you think about moding?
Hello ! I have a problem since the last update UE4, I have the option to restore opened asset at launch checked, but opened asset don't want to be open at launch anymore
Someone have an idea on how to fix this ?
@grim ore oh wow, it worked with the last one! post update work!
nothing else is driving the second camera
well something is, your tick for example is making it move is what I meant
but you are right, it was working with jitter.... cuz of the first camera calculating at the same time I guess
btw, I use tick inside game mode, is it ok?...
I'm using gamemode to spawn and control the external cam
its fine if thats what you want to use, if it works it works.
this is amazinnnnnnnngggg!
I have an external camera that doesn't HOP with the player
:D:D:D
I can control horizontal and vertical lags independently now
I don't udnerstand why they didn't think of that
they should include that in the player ctrls
ctrlr
it's massively useful.. for any camera, 2d, 3d.. platformers, RTS, so on..
you can set up camera lag when using a spring arm
but you can only set it up for all 3 axes
at the same time
you can't have sharp lag for horizontal move
and slow lag for vertical
ah
and since the camera is parented under the player........................
I can't even freeze it, and have it follow 2 spring arms
well the camera doesnt have to be, a camera is a camera you can create and set up your own anywhere in the world and use it. it just defaults the camera to the one on the character
is there some node like that?..
yeah I see.. I never knew how to get another camera to work tho, it's easy when you use the camera inside the player
it automatically gets set as view
can an actor owning a component get deleted without the component stopping the ticking?
in other words, is there a point in checking the GetOwner() pointer for validity?
is there a way to force a character to move up on the Z axis when is in flight mode. so when I change its mode from normal to flying, it should move up by some amount.
Hi there. I'm having some problems when changing the levels. I'm using level streaming so the cycle is like this. Main Menu -> Loading -> Level 1. When Level1 is loaded and visible, here comes the problem. Sometimes the level loads first and after that it loads the character and sometimes vice versa and each time, I posses a flying camera and only a half a second it posses my character camera. Why is this delay and how can I solve it?
This is how the first second look like and only after that it posses the character. (btw I've clicked outside the window to make those 3 fps and to test it)
Hey guys, if I cast to a blueprint class that is not a character, what is the "object" I need to input?
I remembered just as your answer got in.. thanks!
Hello folks, is Runtime Virtual Textures working with landscape tessellation? I'm getting constant render crashes. I have 4.24.2
@vale silo RE: 4.24.3 hotfix - Yes it's planned!
Does anyone know if the moveto in the behavior tree works with simulate physics? also does it require CMC?
Hey guys, any of you use the Chromium Embedded into Unreal ? Youtube seems they won't support it anymore
If i want to collaborate with someone. What is the best way to go about to sync files? github is not an option really since assets and other files could be rather large? What do most people do to get by this?
is that like Resilio Sync? it used to be called bit Torrent sync?
I dunno that
how do I fix this different coloring?
@near panther you said it's free. i got to their site and they only offer a trial?
Nvm, found it
team hub
Hey all, I'm working on a top-down space game and I have a really nice space skybox going, but I've noticed that since the skybox doesn't move much it's hard to see movement without anything in the background moving. I want to add a field of white dots, almost like dust that the player has to fly through so it's easy to tell that the player is moving. I've looked into using particle effects, but I'm not sure if that's correct. What are some keywords I should be looking for to learn how to do this?
Like this: https://www.reddit.com/r/unrealengine/comments/eyed2u/planet_shader_in_action_how_do_you_like_it/
Not the stars in the background, but the white dots the player is flying through
fix redirectors, you still have 1 or more of them
you moved an asset out of that folder, unreal left a redirector
and now its preventing you from deleting the folder
is the most likely scenario
Filter >> show redirector
right click on content directory
No
are you working with other people tidiii?
you can fix it then without worry, don't delete
Does AI work with sequencer? Do I have to do any hacky things to get it to work?
they simplify animation state machines by overriding what the skeleton is doing
Could someone help me with this basic AI?
jump for example: you can have state jumping, flying, landing with transitions
@light lintel Montage can put multiple animations together, and you can add things like event triggers inside of it
Well, better question. Does MoveTo in the behavior tree work with simulate physics?
or you can have a single anim montage with 3 sections - jump, fly, land
and then just manually play it when required
Thatβs the worst way to use an montage zlo
its the simplest possible example that popped into my head
Letβs preset you an exercise tidiii. How would you go about doing a reload animation. How would you run it using the number of time the animation needs to loop without knowing what the present ammo counter is
They donβt care lol
this is load it bullet by bullet scenario
Hey guys.. does anyone know if I can play AI characters in sequencer somehow?
Does MoveTo in the behavior tree work with simulate physics?
Anyone know what this error means?
hmm
Hmm
Let me run through what I have
I have a pawn, with an AI Controller, Blackboard, and Behavior tree.
my player is also a pawn
AI Controller:
Behavior Tree:
Blackboard:
Doesn't move at all
I have a navmesh
Hmm, let me see
Well the behavior tree is firing off




@light lintel So everything fires off okay, how can I see if he can find a path tho?
I did that
It's a separate matter
Trying to use the built in AI because its more efficient/better coding etc
Is it in anyway possible to make a part of an asset or a whole asset invisible?
select mesh in BP, rendering/visible (or hidden in game) option
Ahhh and it will still have physics right?
I'm pretty sure yes, haven't tried that but I'd say so
Alright thanks
I have a quick question do you guys think unreal would be a suitable engine to make an American football game
Sure
as long as you don't intend to port it to HTML it should work
an animation of... your controlled player?
or you don't do it in any way and then it's uninterruptible
Stof is right, it's a yes but how you do it is dependent on what you want
So for your player it also depends I guess. Something like this perhaps:
OnStartAttack:
PlayAnimTilEnd = True
play animation
PlayAnimTilEnd = False
OnOtherAnimation:
If PlayAnimTilEnd = False
do other stuff
You essentially just have a boolean that stops other things from happening while the animation is playing
Might be a bad solution but it's probably a solution
@light lintel you'll need input buffering as mentioned in #blueprint
I don't know any plugin, nor would I trust one tbh
if you can't see from the manual how to use the plugin, you're better off not using it
Um
Manual? You mean asking in discord surely π
How would i go about creative a massive open world in ue4
Make your terrain really big
yeah, it would .
@light lintel That was pseudo code, it's just for the idea of it
@carmine garnet you need to look into World Composition and Level Streaming.
hey guiz I'm one prson but I wanna make an mmo pls help
Making a large world "just because it sounds cool" isn't a good idea though.
^^^
@rotund scroll If you just want to play around sure, otherwise just start with something much much smaller
generally making things big is way more trouble than its worth
If you have the time/resources to fill it with game stuff, go for it.
@celest creek you must be new, I was being facetious
but
I accept that Poe's Law still reigns
Cranz has a low tolerance of certain types of questions. Levels of sarcasm vary.
I see.
Rumour has it @rotund scroll is changing his nickname to "Read #more-resources "
it's all good, glad you're at least set on putting people on the right path @celest creek
lmao
I SHOULD
I prefer starting out in a respectful tone, we all started our journey somewhere.
haha
Yeah everyone has different levels of starting knowledge and expectations based on it.
..with that said, I'm pulling my hair out trying to figure out how to play AI in the cinematics sequencer. Is that possible?
it's a good question. I haven't played around with sequencer myself... buuuuuuut
yes that
also, ahem, #more-resources is helpful π
π
and also RTFM right? π
which I did, couldn't find it
but thanks, I'll go there
See list π of channels π
I guess separating guide out into that might be a good call
people don't scroll down
I see this every time I make new documentation
@celest creek do you mean running an AI behavior tree in sequencer? because i dont believe that is possible.
you could use sequence/take recorder to record their actions to a sequence
https://twitter.com/UE4Memes I've got no idea where to put this, but apparently it exists.
Hue
@sweet relic Yea I was afraid of that. I have AI that fire bolts and a bunch of stuff that gets spawned during the AI behaviour. How can I record all of this?
Is there any good courses that are good to start with?
project doesn't package if I have plugins in the /Plugins local folder
Are these 100% free? i wont get tax charge or anything after a while?
theyre free for this month
@tough sierra where ican find the assets i downloaded?
Everything you need to know about them is covered in the Unreal Marketplace.
in your UE library under Vault
@celest creek I believe that you can record spawend actors using "nearby spawned actors" as a source in take recorder. Or in sequence recorder "actor classes to record"
Yup yup just found it thanks
@thick herald is there any tutorials for rpg games?
i searched in youtube but is there any other place?
yes several, just do a google π
Udemy if you feel like paying for it. But honestly youtube is full of great tutorials
I was wondering if anyone had any resources on how to break down a Decal Atlas in a material in Unreal? In terms of being able to set coordinates for each decal's start and end X and Y values. I haven't been able to find anything successfully that has worked for me.
What are my options to make this neater? Those big blue nodes are anim montages and next to them are delays so I can't put them in a function. They are the ones I want to put in a function though : /
probably not much if using delays. does it need to be neater?
@rotund scroll ah okay thanks
I guess not really but it's just a personal preference. It looks kind of crazy, lol
well you can collapse it all down into sub graphs or functions but will that help readability at all?
only the delay nodes themselves need to stay out here lol
Imo it will help me. I don't think those anim montages will go in functions either.
I did put them in a node, but that ended up messing something up before, so idk if this is a good idea.
This is sorta what I'm trying to accomplish. Doesn't seem to be breaking anything yet, so I'll keep it like that unless it's a bad idea?
generally if you end up in a situation like that @jolly steppe it's more likely that there is a better structure for what you're trying to do
tbh, there probably is
This is what I'm trying to do.
I don't think I'm using Anim Montages to their fullest.
So yeah, that question I asked about interactive sand. Forgive me, I was on a break at work and couldn't find anything online about it. The ideas sounded right, journey is the most ideal. Interactive meaning, to condense to the shape of whatever is touching it, ie a barrel rolling down a dune would leave a trail behind it.
but I wanted to atleast get it working, and then polish it later
@jolly steppe yeah it's a good thought to have in mind, just keep in mind refactoring blueprints is a pain in the ass and that makes technical debt in BP much harder to manage
anyway I can't clearly make out what's going on in your video
It's a 4 combo attack pattern. What I'm trying to do is have it so on the 3rd one, she does a multi attack pattern when holding the attack button.
The sword trails are temp π They're a bit distracting.
oof, I just noticed the video started recording a big late.
Maybe this one is better.
@jolly steppe an input buffer system would be better for this
idk, perhaps there are some tutorials out there
there is a free input buffer plugin in the marketplace
the basic concept is that you capture inputs every frame, then compare each new input to previous frame's input and check what to do based on that
then you probably need an action queue to support that, realistically
but one step at a time
hmm alright. I'll try that out if I can figure it out π
I'm going to a Smash Bros, combat type of feel so whatever will help with that.
then you'll definitely be looking for an input buffer, since that is the essence of fighting games
you can capture inputs lazily, but you have to check every time an input is buffered what to do with it
so technically you can do it not per frame
but rather per input
as far as I know UE4 only allows 1 input per frame
I could however be wrong
you will also have to manage the buffer array in order to not let the size get out of hand, as well as consider that inputs over time should be removed
the removal in this case will be the most expensive operation
since it will likely be per frame
(not necessarily removal itself, just a check on whether or not you have to remove)
alright! might take me a while to grasp all that but I'll do my best! : )
it's a fairly interesting concept to work with and it can teach you quite a lot about the internal workings of games
remember to have a fixed framerate as well
ahh okay. I'll definitely see if I can figure that out. right now I'm working on an animation but after that I'll see if I can get the other method to work.
Recommendation on a new Laptop to run UE4?
I currently have a late 2011 Mac Pro which at best can run 4.14...but struggles. I'm looking under 2k and dont plan on using it for anything else. I realize how computers work, however I'm unsure how much it really takes to flawlessly run the program. As of right now, certain commands lock me up completely.
Thanks
same requirements doesnt matter the form factor. Lots of ram, lots of storage, more cores if you plan on doing material work or light maps, dedicated GPU
soo.... what do you plan on doing in it is the first question
oh and 2k in what currency as well lol
but use case matter more than cost
Right now it's open world work. Not extremely detailed. $2,000 USD
And I thought everything I saw on forums was recommending 1 core. More cores is better for UE4?
as it's a laptop first figure out your screen size and if you will be using it remotely or on a desktop with a monitor most of the time
like I personally like 14" screens as I use it remotely alot but if it was on a desk 17 is better.
ok so 15.6" is good lots of options. Aim for 16GB ram so you don't have to complain for a bit. Any idea how big your projects are?
I couldn't say for sure at the moment.
welp you can go with say a 512GB SSD and it should work, or go with a smaller set up like 256GB for a main drive and a 1 or 2tb spinner with it depending on how much you need
Here's what I was looking at
1660ti is what I would say for the minimum price to performance on the GPU, with a 2070 being better but a good chunk more (way closer to that 2k mark)
ooof. 4k on a 15'6 is just a waste of screen and cost
But I dont want to pull the trigger of that's not going to get the work done without extreme lag
https://www.amazon.com/ASUS-IPS-Type-R7-3750H-GeForce-TUF505DU-EB74/dp/B07SXTDL1S but should probably move to #lounge
I hate moving to lounge lol
the one he linked is good but the CPU throttles way too much using ue4 π¦
yeah I would have suggested a 2060 but a 1660ti isnt much different
that 7590 you linked originally if it has the 1650 is not recommended @jaunty pelican
dell has some 1660ti/2060 ones but they are all 17 π¦
$1,099.99 for AMD Ryzen 7 R7-3750H, GeForce RTX 2060, 16GB DDR4, 512GB PCIe SSD
this wins imo lol
yep lemme make sure though
it's great for normal work but once you hit all cores it drops way lower than I would suggest plus at this point the 8750H 6 core intels are cheap
the eluktronics machines are my go to for low cost good rebranded machines https://www.eluktronics.com/Max-15-1p16r is a nice 15"
Yeah i've got the same chip. I've honestly not tried ue4 dev on it. but i wouldn't expect the 8750h to do much better (or at least for double the price)
and you can of course configure as needed
the 8750 keeps a couple hundred more MHZ on all cores plus the 2 extra cores. Definitely helps on compiles
in normal use yeah the ryzen is going to do editor stuff the same
I'm still here, just kinda skimming laptops back and forth
i mean if you dont do a ton of compiles (shaders, engine, lightmass) then a 4 core is great
Desktops are good too though, portable ones even
unless your going to be developing on a plane you can still save a lot of money making a portable desktop
I work in a mine and primarily do my work while I sit around all night. Laptop is a must because its gotta move easily with me and fit on the ride down
this is a legitimate laptop scenario then.
as an example here is a cheapy baseline https://www.bestbuy.com/site/hp-omen-by-hp-15-6-gaming-laptop-intel-core-i7-8gb-memory-nvidia-geforce-gtx-1660-ti-256gb-solid-state-drive-shadow-black-carbon-fiber-pattern/6356994.p?skuId=6356994 that I wouldnt be ashamed to use. A couple small upgrades and it hits the mark
but yeah aim for a 1660ti/2060 or higher on the GPU
16gb ram
and as much storage as you need lol
i mean an itx or something could be as small to carry, and they make laptop size displays
may be able to get a little better quality of life on it, but would have to compare that to the daily setup
Number of cores?
4 core / 8 threads is fine, more is better if you can get it and need it (compiling, shaders, materials, lightmass)
you pretty much only have a choice between 4/8 and 6/12
definitely want to add some ram there, yeah
I mean there is a ton of options but it will come down to what feels right as well since you have to use it (keyboard feel, screen size/panel type, refresh rate)
but try and hit those core parts on the cpu and gpu
Sounds good. Thanks. If anything pops up later just @ me. I probably wont order anything tonight
Back to comparing.
does anyone know where 4.23.2 is?...
it was never a thing
there's a bug that crashes fullscreen builds
and it appears as fixed in 4.23.2
4.24.0
yes, that's what I'm doing
no, I can't use 24
so I can't fullscreen my game...
24 comes with even worse bugs
there is no 4.23.2
target fix means the thing they were planning on fixing it in
and 4.23.2 isn't a thing.
I'm not positive on what version the fix is in tbh
but i know that 4.23.2 isn't a version that was released
I tried 24 a month ago or so.. and it was building builds that don't launch
is there any other way to fullscreen? or only c++ code?
I need a new Inventory system. The video I watch that the dev doesn't want to help unless I give him more money. I need a good video that just tell me how to it shows me what to do. step by step
I need a Crafting, Action Bar and a inventory system, Using slots and drag and drop
youtube has some in depth tutorials
yes, I been looking. Just haven't fount one that does both. I see most of them and they miss too much detail
start with what you can and then find more tutorials
see if I do that. The options cause change. That means I mite have to make more changes to code I all ready have.
get one to work, move on to the next, maybe from a different tut
yea it's possible.. for 2 tuts to have very different aproaches
That's why I'm asking, hoping that a few of you mite have watch the same set of videos.
do you know any that are simple and easy to under stand, that are step by step
once you understand what you need you might be able to find the right tutorials
what you are trying to do is not simple
I'd recommend an in depth tut, and watch it many times
and try to copy the code while you're doing that
ok, cool, do you know of any.
again.. youtube
In this video i will showcase an inventory system i worked on lately in Unreal Engine 4.
If you are interested in seing a tutorial series on how to create a system like this yourself hit the like button, leave a comment or subscribe to my channel :D
that one is quite detailed
and there must be a few more
even if it doesn't fit your game, you can at least see how he does stuff, and steal some ideas
ok, that video the guy doing it has no mic
Anyone here running Pop!_OS 19.10 and have Unreal Engine working?
iceman... r u kidding me
have you even tried opening that link in youtube?
there's an entire series
and yes, he talks
?, no, The 1st one I watched he has no mic. Let me try is again and see.. when he didn't talk on the 1st one.
do mixamo animaitonjs have like
royalty
does not making some of the animaitons i use make me a bitch pussy
cuz ill tell you right now buddy i dont wanna animate strafing
@copper flicker Thanks. He talks about meshes and it says Slot inventory in the description. so he has me all so lost
best free C++ IDE for windows?
iceman.. making an inventory system is not easy. if you can't research and you have no patience, it's gonna be even less easy
see that's not the issue. I have an inventory system all ready. It's just the guy that makes the videos wants more money to make the videos I need to make the game that I want. It's this is how most of them are.
@silver yoke for use with UE4 VS Community works well
thanks
so I installed 4.24.2 .. latest and greatest. converted my project in place. made absolutely no changes. built. no errors. the built game doesn't start. not even the slightest attempt at starting...
wtf is going on in 24?
I'm not using any plugins, nothing custom, only basic BP stuff
Can someone help me with the trapserency not working on my decal? Please and ty in advance.
In the material section, the fist step is to set the blend mode to mask. I haven't tried the other options but I'm sure the setting you want is masked
And then you take the alpha channel of your png and place it here.
np! You caught me before I stepped out π
Make sure it's the "Opacity mask" one
Did you set the blend mode to Masked?
I think also Translucent will work in your face.
@boreal plinth
oh is that the texture?
Yeah I see the problem
it's white where the alpha channel is suppose to be
I forget how people work with that. I think there's a node that turns white into alpha channel or something.
Thank you so much! Been kinda messing through each option to see what works but it definitely is the alpha, I'll look into what node I need.
As noted, you need a texture or some other way to mark where something is not clear and something is.
Overall, Unreal normalizes values from 0-1, with 0 being transparent (masked out) and 1 being fully opaque.
0-1 works for each of the material properties like 0 = no specular/shiny and 1 being fully-shiny.
I'd suggest these 3:
https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/MaterialProperties/LightingModels
https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/PhysicallyBased
https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/MaterialInputs
This document breaks down the Material Shading Models property options.
An overview of the primary Material inputs and how best to use them.
An in-depth look at the various inputs available on a Material and how they are used.
alright, np. tbh, if it were me, I would either look for a png with an alpha channel, or see if I could remove the white and make it a transparent png, (That might be really tough/not possible without it looking bad with that texture though)
In this case you can use a multiply node, plug in your texture sample and change the "B" pin on the multiply node to be -1, this will invert the map for you.
oh
ok.. can anyone help me pls, in my game build logs I have this...
LogPluginManager: Error: Unable to load plugin 'EditorScriptingUtilities'. Aborting.
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
that might be the reason the game doesn't load?... what does it mean
O O
Weird as the game should not need that plugin
If you don't use it you can disable it in the plugins
I'll check
this was not a problem for 23
I don't understand why I'm building the game, all fine, no errors
and then this happens, and the game aborts loading
can this EditorScriptingUtilities be used for.... my editor widget?
It should be for editor utility widgets
But disabled in a built project as it should not be used then
yeah... but it shows up in my log, when I try running the built game
Disable it and try again
yep
maybe cuz it's experimental?
the strange this is that my widgets still work, with the plugin disabled
ok, it works
so this is a legit bug then
few people probably need EditorScriptingUtilities running...
I'll try figuring out how to submit this... but thanks MW!
you may want to examine your build scripts before and after the version upgrade. The way things are marked for Editor vs Build has changed a bit, depending on the previous version of Unreal you were using. You may just have to adjust those
Are there any common mistakes that would lead to a project failing to build lighting?
I odn't know what build scripts are Geo, I don't use C++, I'm BP all the way
@glossy shoal read the error log otherwise if you disabled the network request it would do it
@copper flicker they are the C# files that control the build process. https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/ModuleFiles/index.html
An overview of UBT Modules, including property descriptions.
and you can open the main .uproject file and look at that in a text editor
they are easy to read, don't be afraid @copper flicker Compare the old and new ones after conversion
uhhhhh what does this mean
if it's c# @night charm I can understand. if it's C++ I won't
means you got a big thing in the sky @next current
do you have 2 sky shpheres?
i dont think so
i dont think it should cast a shadow in the first place
it cant hurt to just do what it says
i dont understand what its telling me to do
thank
spelling
@thick herald https://www.unrealengine.com/marketplace/en-US/product/input-buffer-advanced-edition
Is this what you were talking about?
@rotund scroll Do you know about this ^^?
I was wondering if that would help achieve what you were saying.
How do I animate multiple platform locations in a scene? Should I use Sequencer? But what if each platform has different ending time?
How would I change the color of text on a widget?
Like I want to make it where when you hover over it it changes its color
Nvm i got it
Is there any way to switch 4.24.2 back to 4.24.1?
Is there anyway to make a Cube hollow in ue4?
well you could disable collision
I suppose I should watch a level design tutorial
I think I'm going about this wrong xD
Any suggestions, anyone?
it might be easier to set the collision on the Cube to No Collision, this way players can walk threw the cube
It's not that I want them to walk through it
I want to create a hole for jumping over and such
maybe try using a plane to overlap the side of the cube you want to appear open, it could glitch the side invisible but it may also be fixed.
would you like me to attempt to create a mesh for you?
im starting to learn UE4, should i do blueprints or c++?
(im learning c++ in uni right now)
Yes. Learn both. Use what works for what you want. If you are learning standard c++ now that's good once you learn it you can learn the way ue4 uses it.
but for my first project ever which one should I start on?
Learn the engine. https://learn.unrealengine.com/home/dashboard
ok ill check it out thanks!
Is there anyway to scale the UV mapping on a cube or custom mesh? I dont want to edit the material itself.
Texture coordinate node
if you don't want to edit the material, you'd need to edit the mesh I think
Or just use texture coordinate node πͺ
And parameterise it to get an adjustable x-y scale
with the texture coordinate node.
Jays
Stupid question .. but does UE4Editor Run better on Windows than on Linux?
Wouldn't expect it to unless the hardware is better.
I'm on a dualboot system.. so same hardware
Would there be any factour to it being os dependent
I'm just having trouble with it on my linux setup so I didnt know if it might be more compatible on windows or sumn
Yea linux isn't gonna support rtx i don't think, so it might run better.
Its something you'd need to test yourself i'm betting. It'd matter what features your using
Isnt rtx nvidia related?
its dxr, direct x raytracing acceleration
no one needs rtx at this stage
you'll need to package the game on windows i think too?
As linux requires source install which only.gives you the editor
I may be wrong, but I don't think the editor runs on it
Doesnt run on what?
ah interesting
It runs on Linux if that's what you mean..
I was thinking you had to package for linux on windows, but no
Yeah, its what I meant but was wrong
Nah, you have to sign up for the Unreal git and compile from source.
I'm having a lot of weird buggy issues too though, like its resetting my preferences on each launch.. and not actually letting my save the preferences config sometimes.
Super glitchy and freezes up if you click 2 things in a row.
Delete /intermediate folder (half joking)
I'll try windows tomorrow. Luckily, I can access my windows files from linux
this half joke usually fixes things for real
I could do that but it wont help. It's a fresh install
It could help maybe actually..
But I don't think that's gonna fix everything.
did you build/install it with root or something?
Idk. I'm gonna just go with windows so I can at least get the unreal menu and visual studio connection.
No
not sure why those ini's wouldn't be writable
It's all in my local user partition
It saves sometimes but most of the time it becomes unresponsive
For example.. it started with font size 6 ..
So after alot of squinting with my face to the screen.. I found where I could change it to 13.. and trying 5 times it saved and said restart.
20 minutes later after it restarted.. it still said size 13 but was still displaying size 6 font.
Some other settings reset itself. Idk
Level design related question. I'm trying to create a wood floor, however I want to put cracks to jump over, and add some curves here and there. I'm having a struggle trying to figure out how to do this, any suggestions?
Windows will probably be more stable in this rare case (but I wont tell my linux friends)
Would genuinely like to know if Linux build is the problem. Iβd greatly appreciated it if you shoot me a ping if you find out.
Yeah. It may be MY linux build also.
kind of doubt it unless you changed things. which distro?
Arch
^^ that's why I'm thinking it could be MY build, because Arch will do some weird things sometimes.
this is its reputation yeah
Yeah. Sometimes it has multiple drivers installed and a program might pick one over another or whatever.. I havent configured my gfx card or the software in any way either so..
did you try the intermediate folder deletion?
How come level design is so.. complicated. Am I doing something wrong?
I'm not near my PC right now.
Itll have to be tomorrow.
Follow some guides @fading vector ?
I've tried to look up tutorials
Unreal has tons of documentation and excersizes online for free
grey boxing
The only thing I found was a guide on splines
Follow the Unreal tutorials. It's like free training
which is somewhat useful
If you missed the last episode of the VLOG: https://youtu.be/fJps8QxOh4s
Follow Me on Artstation for more: https://www.artstation.com/pixelmasher
In this video I give away my 3 big tips for blocking out 3d environments. I have used this process on almost every game I have wor...
Polygon has come a long way. Gotta give em credit
Thatβs more for visual composition, not level design
The only thing that sucks about dual booting is have multiples of the same program..
Js
yeah tbh, i'm more used to bsp with level design.
I guess that would be the thing to do after laying out the landscape
Bsp?
old corridor style design
Oh
Those old box brushes
I like doing alot of my asset design in blender and importing into Ue
Blender is actually how I got into learning gamedev, and programming, and then linux.. complete accident lol
Hi Everyone, I have some questions about character design for VR. I have to give the designer some guidelines...
We have a project where we need to create characters for a multiplayer VR simulation. but we need some level of customization like a character selection screen with skin tone, head type, etc. and there will be 5 or 6 characters in view at the same time.
-
Would it be better to use a separate head and body or would this be too harmful on performance. (I imagine a screen where you choose from 5 heads and 5 bodies and adjust the skin Colour etc.) or is it better to use whole body meshes??
-
Materials - How many slots should we use..... should we combine shirt trousers and shoes into 1 UV? I know this affects the number of draw calls but would this make much difference?
-
Materials - If we want to change the colour of clothing with performance in mind.... would it be better to
a. have 1 UV and switch out the diffuse texture for different colours
b. Have seperate UVs for trousers and use hue in the material? -
Polycount - What is a good number to aim for on a VR character. Will be used on Samsung Odyssey
Thank you
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
Shouldnt that be in #design-chat ? Js ?
its a technical question... so maybe not
Cranz would be rolling in his bed-grave right now
High Tide you know cranz?
design chat is more "what do you guys think i could do here?" and less "how can i do this?"
Game design is about the art of fun to put it simply
thank you but Its not the method I am asking for, we know how to do it... I am asking for advice on what is the best practice and best for performance in a VR environment.
Ohh, theres that word again. Best....
might try #virtual-reality if the answers don't come in here
Unfortunately itβs down to what you need as a team and what the target specs are
yes, i know there is no best, it depends, but i am giving the scenario
approves
@normal burrow Hey, can I explain something to you real fast?
or anyone who can assist me and is not busy atm
Iβm a fan of making assets as modular as possible. That can lead to comparably limited texle density but less random textures being thrown around
Thankfully itβs not difficult to transfer textures from two different uvs -albeit with some data lost- regardless
There should always be a high poly version of your models anyway so poly budget also not an issue in the long run
Transferring skin data is annoying but can also be done if any major changes need to be implemented
This is an example of my level layout, it's a 2.5d game. At the bottom I have a wood floor, which is a cube with a floor material attached. More or less the same concept for the wall, now my issue is that I would like to create some variation, holes in the floor, ups and down etc.
Only thing Iβd encourage you is consistency
Any suggestions?
Yeah modular assets are the thing for sure
Time to learn about normal maps π
to get your wood grain to look more wood grain
Like texture
oh
@abstract relic thanks, that helps. I also like to make things as modular as possible just concerned about the cost of this as its going to be quite a complicated project and need to get these decisions right from the start
Fakes the appearance of 3D detail on a flat surface. Uses light data in the scene to add the illusion of bumps.
I see
@abstract relic i think the client is expecting photorealistic multiplayer VR which obviously isnt gonna happen.
nope
lmao
On a Samsung phone? Did I read that correctly?
photorealistic multiplayer vr
it will be on a 1070 and an odyssey
oh nooooo
we use laptops as this simulation goes around the world
Big yikes
I mean half life alyx will probably be the best looking vr game for a while and thats gonna be pretty demanding. Not to mention its no where near "photorealistic"
i started playing walking dead saints and sinners and that works so well
and its singleplayer xd
the people who want projects are not video game people so they never have a great understanding of what is or is not possible
The tech isn't here, not yet
Next gen maybe
you probablyh want 100% baked lighting and forward rendering ryan
@normal burrow yes... i think they also have the vive
Will it be good,
I think Sony will yeet everyone out if I had to guess.
https://www.youtube.com/watch?v=3Yx9IEOc5s4 @bright root
Announce Post: https://forums.unrealengine.com/showthread.php?141558
Robo Recall is Epic Games' hot new VR title, but how did it get to be so fast and fun? VR developers know that maintaining a steady framerate is key to a good experience, so Nick Donaldson and Jeff Farris a...
The PSVR was essentially a beta, and Sony is notorious for making massive progress behind closed doors..
I mean we don't even have the hardware to perform at photorealistic
gpu, cpus etc
Im not even talking about headsets
@normal burrow yeah i watched that one before, and theres one about occulus quest too. I have another project that has to go on a quest
Use colour mask to control changes you want made to a particular item of clothing
Photorealistic vr is a scary concept to me.
#MeltMyGPU
By the time that technology is made readily available, I think hologram tech will really take a leap forward.
So youβre down to skin mat, clothes mat, fancy eye ball mat, and hair mat
Interactive game rooms and fully submersible 3d
UNREAL ENGINE 4 - Photorealistic Graphics (2019)
SUBSCRIBE β https://goo.gl/wiBNvo
A Demo made by Quixel check out the Channel
https://www.youtube.com/channel/UCNTZFGRsyqNtvI4T2syNkIw
Original video: https://www.youtube.com/watch?v=9fC20NWhx4s
Official Quixel Site: https...
I'd say that's semi photo realistic, no?
@abstract relic yes
Photorealism is almost as gross as the word βbestβ π
Holy nvm
also i wasnt sure if we need to keep the materials as simple as possible...
Anyway
@abstract relic so these normal maps
I understand they will bring my wood floors to life
- buys stock in quixel *
quixel is bought already
but I'm still at a loss for how to actually create my level with more depth.
Let me provide another example
if I use a cube with a grass/dirt material
and I want to turn it into a hill, how can I do that?
Make a hill
How do I curve a cube?
Oh like blender?
You canβt make much with only 6 polys π
Mmm, good point
Will I guess thereβs Minecraft
xD
Shhh
Another question to whoever can/will answer. Since my game is 2.5d any suggestion for setting up the background?
Are you looking more for landscape sculpting tool?
Obviously in like a house, I can have a wall.
Mmm, I tried landscaping it was kinda odd.
It seems very.. tedious to say the least
Obligatory plug for voxel
Hmm, that seems kinda useful lol
For background, you can slap an hdri backdrop
Use the HDRI Backdrop to quickly set up product visualization using an HDR image projection with real-time lighting and shadowing.
Guys i have a strange problem.
I record my player movements.
Then unposses and have the ai controller take over.
On replay the aicontroller moves my recorded axis.
Everything goes well until sometimes the ai looses collision.
I dont know why because from my understanding it only controls movement?
Thereβs a link to get some free hdri at the bottom of the page
your sweeping savvy? with the move
I dont know how to sweep.
Or if its set by default
how are you having the ai move with the recorded data?
I checked its not sweeping
Recorded the gamepad axis into a array.
Playing that data back and feed it back in to the ad movement input.
In a nutshell.
your sure nothing else is moving it? 
You mean like a doubled data somewhere?
This is the result of the ai jumping on a platform the second time and falling through.
Found the issue, the capsule gets ofset somehow on replay.
Solved! Phew Been hammering this one for 3 hours π
your sure nothing else is moving it? :fishthonk:
@normal burrow Thanks for the tip! This made me think straight again.
How the hell do companies determine "minimum" hardware? Do they just keep testing until they reach a bad performing setup?
Like required specs for running a game
Good question, my guess is for bigger companies, a lot of experience and lots of hardware to test on.
Feedback from beta testers also would give much info about their problems with it running on their hardware.
i 100% guarantee to myself ill just throw "a good pc" under minimum specs LOL
If UE4 isn't running under 10 fps then you don't know how to live.
Hi, anyone knows why updateMeshSection aint doing anything?
Hello! Please help with making Cloth in Blender and move it to UE 4.24 before lessons worked for before versions of UE but now it does not work! Help me please!
Hello everyone, I have an fbx made of several animated meshes. Is there a way to import it in unreal? If I import it as skeletal mesh I get the animations but not the hierarchy, if I import it into level I get the hierarchy but not the animations. Of course recreating the hierarchy in unreal by hand is out of the question since the fbx comes from a CAD with hundreds of pieces
What kind of art style does Pokemon Sword & Shield use?
is anyone awake who could help me with a terrain issue?
It's evening here though? How is everyone asleep
Time zones.
Oh.
I sleep well... Now learn how to tune environment light in Unreal Engine well
Will You help me?
Too bright, too many reflections
Too many lights casting.
Okay, thats all. Time to rest.
This is my style too bright and many reflections
I need to have universal light that it wont make big shadows and would light all scene in good way with no need to add additional point lights... do you have such example scenes with good light... I want to just build in 3d without work with light but for this I need good ready to go environment... for example with this picture I showed I have shadows inside spaceship and under it I would like there wont be such big shadows and everything will be light smooth and the same way
Please teach me how to do this!
are you using ai perception components?
there's this https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/AIDebugging/index.html
Describes the different ways in which you can debug your AI with the AI Debugging Tools.
Thank You for Unreal Engine!
well... no help, I return to learn myself...
please write me here invitation for this channel... I would like to login not from browser but from my account on computer
oh I already see invitation link... well, good bye my another account is Andrey
@golden crescent do you have a refernce for the look you want to achieve?
Unfortunately no! I do all by moving different parameters and see what changes
well it would be better to have a reference to work with, otherwise everything is pretty much up for debate and helping you will be really difficult. especially with a look like that
I know that need to ON main light (Global Illumination!) And then light will spread smooth over all objects and inside them
and no need after this to play with LIGHTS!
Help me to do this I press Global Illumination and nothing changes
Where to switch it on
?
in realtime?
Yes
that's not possible without RTX
Maybe this will help you in general
https://www.tomlooman.com/lighting-with-unreal-engine-jerome/
There will be planets and spaceships only next years of work! For this I need standard good light and this is all
I would like to get lesson in two clicks how to do this
without difficult tunings
that doesn't exist
not true in all engines is this function and light is smooth over all lines of objects and shadows even can do not such dark
This is GLobal Illumination but how to activate it in Unreal Engine?
Raytraced too expensive
need before generation
If you want everything to have some light by default instead of it being dark, one way I found you can do it is by using an Ambient Cubemap
all engines do this? that's news to me
in a post process volume
you can adjust that to choose what level of ambient light is everywhere by default
(assuming I understood what you're looking for)
a skylight will also help with that, but it's pretty similar
I just need good environment light all over the map... then make shadows more white and this is all
but that won't be GI, that's just some ambient light to make the shadows less black
then use a skylight or ambient cubemap like zomg said
or turn off shadows if you don't want any
This is so frustrating
skylight and cubemaps I'll try them now
I cannot figure out why
but terrain for some reason has small bumps between each square
and the player is a small ball so as you can assume, hitting these bumps is super annoying
Thank You for help!
May I see a video or gif for my own amusement crypto
that looks surprisingly intentional
Iβm tickled pink. Thank you

Any idea on fixing this one?
Youβve made quite a bit of progress since Iβve seen you join. Congrats.
Thanks, I've been working hard. Hopefully I can continue to grow π
Truth be told, I've only be able to accomplish this much due to all the support from the community.
I have an awful solution to my problem
I stick a blank box collision barely above the terrain
Hi guys, im not a game developer but im interested in how ue4 works, i want to model my house and make a releastic final view of it, Can i use ue4 to build the house model with the garden and everything included using the engine only ?
