#ue4-general
1 messages · Page 647 of 1
Ue4 could be used for editing materials and such but its not much of a model maker
Also blender has a ton of support/tutorials
I have seen videos of blender, Can i build the whole House with the garden and the landscape ?
I cant say 100% but there is a blender discord
Ok thanks , ok so lets say i can model it with blender then i want to test it with a 3rd person model , should i export the project to UE4 ? @fading vector
^
@jolly steppe I know of it, I haven't used it. you could probably try it, insofar it is documented properly
Cranz???
What are you doing awake
I should go sleep....
Hmm, don't know much about blender. Nice to know it has those features tho
I'm not all that artistic
Luckily I've got some friends who mess with that sort of stuff
even making simple block meshes helps
@rotund scroll Any idea why terrain would make my ball (player) pop up when rolling across it?
It's entirely flat
@honest vale @light lintel thank you. ill get to work on blender
good call
See y'all have a nice day/morning/night
Please explain me copyrights... If I will do 3d models if SCI-FI interiors from pictures (screenshots) in Google search engine will I break copyrights?
Yes
I want to do one space ship with one planet background in one week each day
They are mare by other people and they can get you sued
Make them by yourself or use websites that give "free for commercial" license
some people advise me to change something in interiors to make them own
But you have to include a link in credits
Just don't use anything from random things off google
Make them by yourself or use websites that give "free for commercial use" license
Or if you find some models or models on unreal marketplace you can use them
Ok I will search...
Like, I had to make some model by myself to not fill up my credits page and I learned how to make them
When You do yourself happened horrible! Professioanls give good models and screenshots
And btw, use free programs or paid ones, that even agrees that you can use them for business purposes
Never cracked
And sruff
Yes but you can become a professional too
yes yes I never crack programms as I already 10 years with Blender modelling and my work is cultural herritage
with cracked programm all would be utilized
If you need more help or you have more questions you can ask me
I had to ask good people the same questions because I am a solo indie game dev and I want to get my game in steam
Thank You!... I understood that need long long long and hard work to do game! As modelling takes years of work!
Well
I have to go do an exam
If you have more questions add me and I will come back later
Thank You! Good luck to You in exams!
Mixazmo animation dosent work in unreal?
They do
I use mixamo
But you have to do some settings when downloading the animation
So it will work in the engine
Mixamo is decent
@zealous spear
Am trying to import a character
i dk why this is happeni ng
Any thoughts?
Am trying to find the problem on google cant find the issue
its something about smoothing groups i need to turn it on
is it causing problem on your mesh?
Seirei
i fixed that one
There is another one 😄
it says "The following bones are missing from the bind pose:"
and it says the bones
i downloaded this assets from keeny 3d so it suppose to work
i dk what am doing wrong
look 😄
hm I haven't done too much with rigged models so sadly I don't know either, sorry
but it looks like there are bones in your rig that don't have vertex weights
so basically those won't do anything
you could probably just ignore it for now
do the bones move?
yikes because they're not linked up or yikes because I said something wrong? D:
Just yikes because it's like somethings wrong if vertex weights dont exist on it
those are leaf bones, u can disable that on export settings, but theres no downsides to having them
might be just some rig that got remapped to another one with more bones, so some are just useless
Hey I am having a problem when rendering a cinematic with max ray tracing settings. Basically, because the engine is maxing out the frames are taking about 2 seconds to render out each, which is fine. The problem is, my niagara system seems to be getting called and updated around 5 or so times in between each frame getting rendered. So then on playback of the rendered movie, all my particle effects appear like the are speed up by a factor of x5. Does anyone know how I can force niagara to syncronize with the level sequencer update rate? or have any other tips? Thanks.
Having a weird issue importing FBX skeletal mesh files into UE4. It only happens with some models, not all, using the same settings. It happens with no changes at all to the models. The models themselves are coming from UE4 on export, going into blender, and then being reimported. The photo is what's happening to some of the models.
I've tried every FBX export option, and when I import the blender exported files into paint 3D they look fine. Any idea what's happening?
The issue seems to go if I delete the root modifier in blender as imported, but then the mesh doesn't work right in game so it's not an option.
@digital anchor so i dont need to worry about the massege?
How can i change the name of a project properly ? (already change the name in the project settings)
you dont, if you dont mind having some extra bones
Disable add leaf bone when you export it
taikan already said that, though 😦
🤷♀️
Oh ok
Is there a shortcut for backward and forward keys? in the editor when you enter a folder
in normal cases its backspace
using the mouse buttons on the side works for me
Hi people. Is there a way to add custom shapes to this list? I tried adding an fbx model to the same folder but it didnt work. Thanks in advance!
That’s just a quick menu. Look in your content browser instead
I know, but would be easier to just have it there. Like a basic triangle
For gameplay programmers writing C++ code.
hi, does someone know a good Ai/NPC tutorial that uses Parent/Child?
pawn sensing is old and deprecated. Ai perception Is there recommended framework, basic pawn sensing V2 😄 @light lintel
Am kind of confused i made a character and i deleted the orginal 3d Player from unreal
How i can make the camera follow me? and as i press play it spawn the Unreal player back 😄
the perceived pawn should be in the perceived pawns array of the component
it should stay there until it "forgets" it
I think
the maximum age defines that I think
you aren't supposed to drive movement with just ai senses alone
have a behaviour tree that has a check "if perceives any pawn, move towards it"
or something like that
use normal blueprints then
move on tick or setup a timer to check if there are any perceived pawns
driving movement on perception updates sounds like a real bad way of doing it
with ai perception you don't need to tick the component
you just get the list of currently perceived pawns and work based on that
yea, that's when it initially sees a new thing
of course
why would it trigger always? 😛
you could just iterate through the perceived pawns list and let the component do whatever it does
the perception system updates it
call get actor world location on the known pawn
should get you the location
check the ai debugging tools
on my end they work fine, just tested them yesterday
there are ai debugging tools that can show you what pawns see and know
Describes the different ways in which you can debug your AI with the AI Debugging Tools.
hit tilde in PIE and it should show that menu
then hit 4 on keypad and it shows ai perception debug stuff
where is the refresh all nodes?
I don't have file>blueprint tab
found it,u are supposed to be in the actor lol
if i deleted the animation with purple and yellow one
anything would happen?
cuz the character just standing still in it
Was scared to do it hehe
am going to now
Hey do you know where I can find a very big sample city for twinmotion?
sure @light lintel
because calculating an action every frame is very heavy @plush yew
i dont think i know how to do that 😄
timeline is very simple to use and you can find a lot of tutorial on yt
@green glade i only found this one
Hey everyone! In this video we're going to create a 3rd person character in Unreal Engine 4 using blueprints. We'll be creating our character using the 3rd person template and adding animations for idle and running. We will be using the Infinity Blade Adversaries pack so we c...
i did put a time
so you can see where am at exactly
He is using event tick thats why i asked
i will google timeline now hope i ca nfind something good
bot you want a character animation or move an object?
I am using the normal movement from unreal
is that a bad one?
i want to learn how to do one my own but cant find a good video
or i dont know how to search tbh
diepnde what you want to do
How to move using blueprint?
@green glade am sorry for asking too much this looks really nice but this you sent will replace this ?
this is a character dault movement but if you want to move an object you can use my image
Launch Character
@rotund scroll so a buffer system pretty much saves an input for a few frames until it needs to be called? Is that really what I need? I'm not really making a fighting game, but the movement style I'm trying to achieve is similar to Smash.
also sorry for the late response 😅
twas sleeping
@jolly steppe it saves the inputs and then checks them every time a new input is added to see if there is a combination that makes sense
for any type of combo system I would absolutely recommend an input buffer
imagine if you ever need to have more than one character be able to do combos
the input buffer will save you the work of setting up the system you have
and it allows immediate actions to be made based on player intent
so cancelable actions suddenly become possible
I see. Is it easy to implement? idk if I want to download a plugin, lol
I might try to figure put how to add it myself
depends on your skill level
I'd say it is an interesting challenge
I did one myself
in BP
<--- noob 😂
I mean it's basically an actor component that hosts an array and then performs actions on that array based on input
you need to figure out how buttons matter for you, if order matters etc.
ahh
I'm getting a weird issue when trying to record a video of ue4, and im not quite sure which channel would be best to ask in
probably answerhub or some place with official support
My ledge grab system so far x). It only soft locks you atm.
what input action? sorry for slow response now I can work on the project @grim ore
I think it is this
- the problem was that when I have loot body I can't loot it when I click E -I need to hold right button plus E which is big trash
- other thing: I want to make death function when my health is 0 to animate death and restart the game, I made this function:
but now I need to make a custom event and add it in the third person character bp or?
When I desrtoy a destructible mesh with "Debris timeout" set to true, the debris will just float in the air until I destroy the mesh again. Is there a way to fix this? (im using apex destruction)
is anyone having problems with 3d world space widgets in 1.24.2, i can view them in the actor blueprint but they are displayed like this in the level
ok I'm starting to get violated more and more severely.. by this issue..
I don't know how to detect if a saved variable has loaded
most of them load fine.. if ti's not a time sensitive issue
but some will not, and will break my world spawning
I've asked here already, and googled it
nobody knows how to detect if saved values have loaded from disk?...
What would be a good rule to follow on this, Ay what point should i consider start developing a main menu, or meany for my game? at the beginning, mid? Or it does not matter?
When you want the game to be playable
Thanks
@copper flicker well a saved variable should load from disk once you load the save game object. Otherwise you can start making event dispatchers or other items to listen for variable changes and go based on that. Traditionally in Code based Coding you could do a getter/setter pattern and you can try and mimic that in BP if you want
@candid stratus you cannot. If it's the root, which is it, then it's imported using the world coordinates when the mesh was created. This has no "world" that is lives in to be relative to so you can rotate it. Once it is in the world you can rotate it. If this has to be rotated inside this blueprint and you cannot fix it outside the engine and bring it back in you can look at putting a scene component as the root and this as a child under it then you can rotate it relative to it's new parent
weird question. Can you use on rep notify on a variable in a non network situation?
Need help with Slow Shader Compile: https://answers.unrealengine.com/questions/946056/ue4-slow-shader-compile.html
"As per title, I'm experiencing slow shader compile times (approximately 10 or 11 shaders per second).
My workstation rig is a Ryzen 3900x 12 core processor with 32GB 3600 RAM.
I've already googled this problem and found various suggestions that haven't worked. From what I can tell, compiling shaders is set to a low priority for the CPU and so it doesn't utilize the full power of the CPU (mine when compiling shaders and multi-tasking while waiting never goes above 20%).
Has anyone else solved this problem and resolved it?
Product Version: UE 4.24"
In this normal defulet tree any1 know how i can make it
when i jump i can move as well
Cuz when you jump you keep going to direction you were jumping at
and i want to change it
and thanks
@quartz bane There is not much you can do, 4.24 shader compilation is screwed beyond most reasonable recognition.
Just general approach to reducing shader permutation to bare minimum.
@quartz bane did you install visual studio at all?
Yeah, Visual Studio 2019 is installed.
make sure you did not install incredibuild
Quick question say you have multiple inputs for the same "E" Key would correct thing to do just type in another Ekey event aka on press/release
TOMATOS!?
Yeah I have IncrediBuild installed. What's the issue with IncrediBuild?
@grim ore 🙂
@plush yew in the Character Movement component on your character look in the details panel for this section and adjustr the air control.
@quartz bane unless you pay for incredibuild it limits the # of cpu cores it uses and will cause slowdown issues
@regal radish multiple places/actors/blueprints that all listen for the key? You can have them all do that (just uncheck consume input on each one) but that would be weird unless you want them all to handle that key at the same time
normally you might take the input in your player controller, then pass that input to the correct blueprint that needs it based on well what needs it I guess
ok Thanks! 😄
Can ssomeone help out please
I have this function where each player who joins the game, theres a rest request made to get their saved information. When player 1 joins it works fine. when player 2 joins it uses player 1's saved data. I feel like when "Server Load Save" is called the request string isnt updated on the server before it runs everything
someone might be able to, what can they help you with?
You're a god @grim ore. That worked. 🙂
@opal lark we would have to see what it looks like in your scene to guess at the issue. You say it has good uv so us looking at the mesh wont help
ok one min
Ignore my last question, the issue is somewhere else
How i can create this white thing in the back? https://gyazo.com/d4fcf6e907fa89824c9959c7a4546c40
The (C)omment?
@plush yew select the nodes and press C
oh okay thanks
this is after build lighting?
yes
move the wall so the lighting breaks and does it show up on it after its moved and it tells you lighting needs to be rebuilt?
then more than likely its the UV being bad
is it a UV map you created in the 3d program or did you let ue4 create it?
yep its your lightmap
hmm odd it looks ok
importing the mesh i get the error about overlapping UV's and your uv index 1 has bad UV's. I let UE4 create a lightmap and it worked fine
ok
thats the lightmap you created for it, it's got overlaps
may come in handy im rebuilding resident evil 1
any1 have advice on fixing compression issues for streaming? my game doesn't look so good when streamed at times
for some reason the animation is not working
did i miss something over here?
@plush yew are you referring to streaming to twitch or YT or something similar?
@grim ore it takes a while for the saved variable to load tho. just because the save file is ok, and valid, and has started loading, it doesn't mean the values inside it have loaded. I tested this with tick... and variable Something cna take a second or more before it's loaded.
I went with Async load save, which has an output
I hope it actually.. does what it says... and only serves me variables if fully and healthily loaded
ah yeah that would be why, async doesnt block until its done
so are you saying normal load blocks ?
I don't understand how these variables are loaded
the completed should not fire until it's loaded that is correct, dont know why it would fire before then
hmmm.... weird then
VM if you can check my problem out i cant figure it out 😄
you can always try the blocking load game from slot and see if it works correctly
again, I tested this, my game definitely loads incomplete variables. they be zero. and then a second later they be..... fine..
@plush yew whats i your transition rule to and from the Run state?
qB, I've not used anim BPs.. I do everything in regular BPs
if only they could allow blending animations...
I would be like.. in the 21st century
Oh my god was putting it in other greph lel :d
@copper flicker you doing normal code??
no, BP
I made my own animation system, cuz I dislike very much anim BPs and having multiple files and having to recreate skeletons and nonsense... for every new skeleton type
it's not a problem if you can have 1 skeleton to rule them all, or a small set
but I wanna do weird creatures and sht
all my needs.... minus BLENDING
it's ok tho, I have small cartoony chubby creatures, they can be alert and squash n stretchy n fun to watch anyway 😄
Humm
how i can decress my speed
and jump high
cant seem to find it
tidii am searching for tha t
really cant find it
its not inside the player right?
look for jump hold
its in the character, character movement component
yeah, it's got its own separate tab... for some reason
Am searching for it
am doing ctrl + P
to search for it as well
Oh my god am so stupied
wjhere the hack is t his thing
😄
am googling that lel
thanks for the help
Does anyone know why the terrain has a small bump between each grid?
That's baked lighting. Bake the light to get rid of it or disable it
how do I delete my listing from the looking for talent?
ask a moderator
Good morning fellas
Does anyone have any idea why my physics ball is getting bumped? The wood floor is just a terrain thats completely been smoothed out. I've tried adjust the mip level, changing collision settings on my player but nothing works.
do you know how to use the console?
bring the console up with tilde @fading vector while playing the game. type the below in:
show Collision
does the red ring also oscillate?
anything hidden in your scene?
whats the second landscape for?
then I don't expect collision to be doing that oscillation in z
something making your character jump or something?
No, heres my reason to blame terrain
if I do like overlap all
and put a box collision down
it works perfect
it's worked on everything but terrain
but I need terrain because its easy to scale and alter.
So I need its collision as well
nope
Well this is a mobile game
but you can convert them to static meshes after you set their texturing etc
more reason to not use terrain really
Sounds like they will be a lot more work?
nope
I'll take a look at em
I need help
I can't launch my project anymore!
I tried importing a 4033 landscape and it crashed
now it won't open up
I restarted my pc
and rebooted it
Hey folks 👋 I'm seeking some guidance on how I could go about having an Actor (PlayerCharacter) who is equipped with a shovel use that shovel to actually dig in the ground, and have a visible effect? Something very similar to what you can do with the Brush Tool in the editor: first, it's just grass, then you dig and you've got some dirt?
Sorry if this question is very generic - I am an experienced programmer but most of my game work has been in 2D. In 2D, I would simply take the X/Y position of the dig and place a new "hole" asset in that location, which would cover the previous.
If I had to take a guess at this, I imagine that the technique would be something like:
- get impact location of shovel on ground
- somehow imprint the geometry with maybe some subtractive geometry
- slice a square out of the impact location and place a new piece of geometry over it, with the same cutout shape (slightly higher so it appears above)
- change the material of the new geometry to be one with dirt in the middle and grass on the outer edges
I figured I would seek some more experienced opinions before doing anything crazy, because I imagine there is a wiser way to accomplish this. FYI this is for a school project, so I am looking for guidance rather than copypasta or plugins - just trying to understand a good approach, then I will do the research in the docs to implement 🙂 (side note: I did browse google and youtube, but all my searches lead me to the terrain tools in the editor. In my case, I am trying to do this in my game, via player character action)
Cheers and thanks! 💪
do you actually want a physical hole
or just something that kinda looks like one?
scenario 1 i'd look into https://voxelplugin.com/
Unreal engine is to confusing to me
scenario 2 just plant a decal
Am trying to do a animation as i jump
how i can do that in bps?
i saw something like Is falling
is there a better way ? and thanks
Hey guys I wanted to ask for help since im struggling with big problem. I made animation in blender etc. Everything is exported. Tho after i import it to ue4 there's like 40 animations files
Hello,
I want to know what language there is behing fortnite apis anyone know?
C++?
Yes, yes it is
They use c++ for web prupose?
The launcher? I believe it’s a weird amalgamation of the slate if I recall.
How i can say
if i pressed Space
?
in bp 😄
Set up the action map. Project setting > input > action mapping. It’ll be accessible in the pawn once you do
So they absolutely don t use php or node js or c#?
I wish
@cosmic matrix they don't tell people what they use on the server backend
as far as i know anyways
if your talking web api's it'd be hard to guess
yeah i m calling about web api
Ask their saleforce
?
Not joking
I assume that means they have 3rd party contractors handling it 🤷♀️
I'd assume similarly, though its confusing
do you know if we can store steam id of a plyer in our data base guy
Is it legal?
i dont see other way to achieve what i m looking for
I thought steam handles it
You'd want to read the docs.
One of their “perks”
Cause player have guild and i must keep some info on my master server
Yeah, I mean privacy concerns and stuff are a thing too. The thing to do is likely to make your own user id and have some restful api lookup for steam id -> your id system and not the other way around
Version 4.24.1 doesnt show up in the launcher
webtokens and such
to make link beetween multiple server
That’s because 24.2 is out
Yeah that’s going to require foundations on your end. Steam just provides ids.
Yeah I mean, when it gets to the point where you have a database of user activity
i know but i just need platform id
its not a great idea to use opaque public accessible things like steam ids
it should give you 4.24.2
So what can i use?
You should see a little update button next to it
nope
Screenshot
checkout sails.js, this advice to check this thing out may be hevily dated though @cosmic matrix as its been years since i've touched anything web related
wtf now its there i swear to god i know that normally its there and I even checked

Uh huh 😜
i can used hash id version
😅
hmmm no useless
Thank you!!
At least you didn’t fall into the trap of 24.1
I heard it crashed a lot
It has a lot of avoidable bugs
oh
the great unreal bug lottery
Good that I was too stupid to download it xD
every release requires 100 random features to be broken, guess which to win prizes
Svn 🔪
Isnt that where built stuff is saved?
Yep
compiled shaders and more as well.
It shouldn’t work. But it does
don't think I had to delete intermediate in like a year
same
I really dunno how to explain it zeb
It’s back with a vengeance
then its probably a problem with saving or opening the saved data
i had a problem, was advised to delete it, it fixed it.
It’s a blackhole of nonsense
damn
@abstract relic @normal burrow Got another curve ball for y'all
How come the engines built in gravity is on an event tick without any sort of multiplication of delta time. I noticed if I lower my fps I can moon jump, my other movement systems are designed to counter this.
Im just a dumb artist. Ask a quantum physicist 😜
lol 
42
Forces add @fading vector physx does a lot of work to keep delta time out of it. if you add force -gravity every frame it cancels it out
timestepping?
idk about that allar lol
i said help not solve
yeah nah, it just complicates things more than anyhting
It's a physics game afterall
xD
wise



So I am actually launching windows for the first time lol
one of us
I will definitely let you guyss kno if unreal works on windows > linux
So I have Geometry box, I want to take away one of its sides. I made it hollow, is there anyway I can get rid of one side?
anyone know how long the UE4 install takes on windows off hand?
Its gonna be a while
why the hell does steamVR insist on loading every time i start ue4 ?? i like steam, but if i dont open it, i dont want it open. ESPECIALLY if its going to throw another entire HOME layer I have to click through every gd time i try and push play on ue4
is there a way to disable SteamVR from starting with ue4 ?
Disable the VR plugin in your project
disable the vr plugins for your project
thankyou. im not sure how, but ill look
but wait
im making a vr game.
disabling that plugin wont disable all my vr abilities i hope.
this steam ---- didnt automatically load with 4.23
i could VR just fine with no steam trash
well you kinda need the vr stuff if you want to use vr
i dont need steam
settings > plugins manager at the top of the editor
it's weird how they're not just all off by default
thanks ! that did it.
i left all the rift plugins on, and turned off steam.
id love to leave steam enabled also, but not if its going to force autoload Steam Home Trash X_x
actually, even if i minimize the steam home... the real problem is that, it sends me right back to steam home every time i exit a desktop UE4 app.
anyways sorry. spam.
😞
@twilit grail been a bit, but I was wrong about rtti. you can enable rtti for your module. I'm not sure how it taps with unreal objects though, if at all.
So I have Geometry box, I want to take away one of its sides. I made it hollow, is there anyway I can get rid of one side?
I found out ye just not really documented. Thank you tho
@normal burrow
are you talking about brush geometry?
@normal burrow Yeah
Also how can I change all the sides of a geometry shape at once
geometry brushes have 2 modes, addition and subtraction. To remove part of the brush add another brush, set it to subtract, and make it subtract.
and you can multi select in brush edit mode if you want, ctrl to select multiple faces
or I guess edges or vertices but that would be odd
or just YOLO it and use the new brush editing tools
I would recommend the latter as the former will be removed at some point due to the latter replacing the former
Wait
I know how that works
I want to delete one face of the Box
Without subtraction
Is that possible
delete it or move it, something
go to geomtry edit mode, select the face(s) and delete
This node was instant in 4.22. now, sometimes its instant and sometimes it locks up my oculus for 12 seconds, then loads. anyone have any idea why ?
Might need to blow off some dust
tested with fresh projects, same effect. same time "steam intigration" came around.. this started happening.
you will have to repair the missing faces tho on the edges of the box once you remove the face
easiest is probably the 2 brush method to open the face then turn it into a mesh
@rancid lynx the node issues a blocking call that lasts as long as it takes to load the level. this is intended behavior
it depends on the level size
it was instant every single time for 1 full year
it will block execution until that level is loaded
then suddently around the time 4.24 happened, it now locks up for 12 seconds. my levels are very small and instant to load
that is what that node does
if you want different functionality you'll need a different node
i think we are talkinga bout two different things.
awesome. then i dont understand. so i can understand.
my question is, the same map, loaded instantly, as many times as i wanted to push it, for all of 2019
recently, sometimes its instant and sometimes its 12 second lockup.
the map didnt change. im not swapping areas or maps. just reloading the same area.
that map will take as long as it takes
1+1 is 2. cant argue with that.
if you want it to not be blocking (e.g. if you want to do it while doing other things in game) then you need to find a different node
the loading times depend on the level size usually or actor complexity, if applicable
it doesnt require 12 seconds of hard lock to reload the blank starter map
Can someone help me with lighting please?
lucky. my spaghetti finished
the "hard lock" you speak of is a blocking call
if you don't want that, use an async node
i agree
Can someone help me with lighting please?
and the new steam vr intigration added a layer in there somewhere thats blocking and reloading oculus or steam for 12 seconds
@feral crow spamming your message will just get you banned
electrogames. ill try and answer your question if you type a simple question.
"yes, someone can help"
question #1 answered.
proceed to #2 please
How can I light up a whole room?
now thats a damn good question. that i struggled with for a year.
@rancid lynx Open Level is a function that is thread blocking. it will always be a "hard lock" for your system, for however long it takes to load the level
Ive tried sooooooooooo muchhhhhhh
let me try and remember X_x
WHy cant it be simple
i agree. it almost can.
Like change the light radius
im terrible, but imo, the number one most difficult thing to "deeply" figure out is ue4s lighting. its almost simple. until you no longer want to settle for those terrible default shadows
im trying to remember what the most important 3 things were. wait a minute. im looking
one thing you can try is, find a free marketplace addon or scene that has lightning you want, and then just copy the
open 2 unreals, the project with the good lighting, and yours, then just drag and drop those files to your world outliner
if bpskysphere doesnt want to copy over, make sure "show engine content" is ticked on
i want lighting like windwaker, nothing too bright nothing tood ark, but medium shadows
Im confuseddddd
more youtube is your only answer
study light videos. or quit
one thing to try
is, set all your color bars in all the lighting options to 50% grey, not pure white not pure black. that might even things out
study light videos. or quit
@rancid lynx
lightning in ue4 is a bitch. but itgets much easier after you watched 10 videos and fiddled with every option . i promise.
or copy files from another free marketplace project with lighting that you like.
skylight cubemaps were what eventually gave me the best windwaker lighting. not too bright not too dark. there are like 8 free cubemaps with ue4, some have much less drastic .. much less drastic lights than the default setting. sorryspam finished.
just relax, youll figure it out : ) my first gues would be to check the TICK boxes inside the "SHOW" option inside the main gameplay window
perspective - lit - show - but that may not be it
are you saying that SCREAMING IN ALL CAPS won't solve his problem???
Yes sorry but I swear when I saved it it was not like this
well it sure will, if his problem is a tiny little rodent on the desk
Hi Issa
Check your directional light
or check that you didn't accidentally press any of the shortcut keys on the keyboard
add a new directional light,jus tto see if that makes a difference, then delete the new one, if it doesnt.
I love how stubborn some people get in here
unfortunately it didnt like you so it decided to resign .
It'll be a simple thing - just check things systematically
@rancid lynx Directional lights dont work for some reason
i believe you. i promise
no I have all my lights
also everything is flat
I did
and thats why you dont fuck around with stuff
if everything else fails reload from source control
@feral crow sorry bud. lighting in ue4 is tricky if you dont like the default setup. its almost easy, but you will need to watch like 8 or 10 random lighting videos on youtube to begin to understand. because changing 2 options only 5 percent really makes a huge difference everyhwhere
if you want better lighting, your going to have to actually review review review half a dozen videos
reload from sourc.... oh
there are no magical 3 options.
I could just make like 50 point lights in eat room
but.... play with post processing "global illumination" thats a start
@grim ore you're a fucking genius
I bet it's the hat
not a genius, I just remember all the stuff
but what do you have to set the near clipping plane to to behave like that?
how though, is it like a common setting or something?
cuz my camera can clip through models
you set it to 0 or too low and it will happen, its not supposed to be that small
oh lol, yeah I guess that makes sense
the default near clip should be fine if you design around it
I hate UE4's default, but I usually just add a 0
well for most stuff it's fine
but if you wanna do visualisation for some nitty gritty details, you kinda can't get around lowering it
I guess you could scale your whole scene up by 10 🤔
or just use another camera
yeah I guess sometimes you have to drop it but atleast be reasonable, it has to have some sort of valid value lol
idk
is "1" fine?
what's the default again?
10
10
I got lighting to kinda work 😄
just keep in mind the near clip issues don't come into play until you restart so change it, restart, see what breaks
yes that was why I didn't understand why that happened cuz I was doing so many things then saved so wasn't sure what caused it
hence the "it was working before I restarted"
yeah, go as high as you can
I mean isn't it just in world units? so figure out how close you want to be, if 1cm is enough then use 1
the closer the near, the more distortion you'll get away from zero
alright I got it, thanks for all of you who helped 🙂
also how can I get my viewport back?
oh I got it
Holy cow.. I'm getting between 2 and 10 mb/s from unreal servers rn
Avg about 8-9.. that's crazy
that slow?
that's a lot faster than you just said
That's called luxury
Lol
Is Paper2D maintained? It doesn't look like it's had any major work since 4.8
Should I just avoid it entirely and do all the 2D physics systems myself?
you should switch engines
big yikes
unreal isn't a good 2d engine
let's assume I'm considering moving from Game Maker 1.x series over to UE4
my statement is nothing against you and all against ue4
especially since Game Maker 2.x is very expensive
free things are out there like cocos2d
I'm fine with writing these systems myself; I've worked a ton with custom systems on XNA etc.
then you should definitely switch engines
so I don't mind if I have to write my own 2D systems in UE4 (I mean, what we're doing is pretty custom anyway)
but I do want to take advantage of the fact that the designer and artist on the team are much more comfortable in UE4
unreal has literally zero 2d tools, thats the problem
custom stuff on MonoGame makes it much harder for the other team members to work or add content
yeah, you'd be much better on construct or godot or, gasp, unity
it has same power as notepad out of the box
if I ever have to make a real 2d game
and not a fake 3d as 2d
I'd probably pick construct
well if we're not switching engines, we'd probably just stick with GM
ayyy
it's just that it's platform SDKs are realllllly out of date, so my concerns with continuing it's usage for a sequel is that we can't port to anything
I've got 10+ years of professional unreal experience and am a die hard advocate of ue4; but 2d is whack
construct is pretty fun
Would always recommend against unity. I know they have better and newer 2D stuff but you get trapped on the platform.
construct just looks nice
King's engine has quite the suite of 2D stuff too
free dark theme?
afaik it is only dark theme
even better
lol
GG
lord
but you're not really meant to use construct for free
unlike unity where they claim you can use it for free but really you end up paying in some form
is it subscription based?
yeah
I need help
i really am not a fan of the sales pitch of, trying to keep people in development
thats why I'd just buy the year license at $100
and pretend it is a one time buy
and if I end up doing anything worthwhile then well, its worthwhile
otherwise, eh, I've bought dumber things with more money
says who? lol
But like I'm all for licensing
group volume licenses aren't really legit keys but yeah
Okay. Fair.
leave my $3.99 ebay key out of this
But..
you know they sell the same key over and over right? haha
i bought an oem key that doesn't work, and i can't make my taskbar autohide. everything else is fine.
you used to be able to fake an oem key server easily
maybe you still can, iunno
not that you should
You used to be able to find keys floating around pirate bay lol
but really what you should do is
But.. I'm all for licensed software
Meh.
then get the free upgrade from microsoft to windows 10
valid lifetime key if you ugprade from windows 7 for free
two of those, one didn't work
I thought about doing that but it woulda required alot of more work
yeah thats why I just pay $3
they let you do this still? I thought that was over like long ago
OEM means Original Equipment Manufacturer
microsoft never stopped allowing free win 7 upgrades
don't you have to say you need the accessibility features in 10?
So if it's not the original key for your equipment it wont work properly
They still allow 7 -> 10 free
afaik its completely automated
i need to look into that then
I went from 7 to 10 and it didnt pick up the key because the HD came out of a different computer.
I believe windows stores everything humanly possible in the kernel, so that's why it didnt get picked up. It wiped the whole drive
It wouldnt actually upgrade because the hardware didnt match the win configs I'm guessing
so in the new UE4.24 how do you play with DoF?
in a regular camera. It looks like in 4.23 they removed many of the "known" settings
So Unreal runs on my windows seamlessly
And installed in 1/100th of the time.
Like on the highest settings theres no lagging or glitching or anything. So it was something in my linux setup
But blender runs better on linux. Hmm
So, which is better practice? Fewer, larger terrain chunks? Or more, smaller terrain chunks?
So I created a Sequence, more or less a fade out. I'm not sure how to reference it or call it tho, could I get some help with this one?
could anybody suggest what i should read to figure out how to make an in-game login page?
sounds like C++
That kinda delves into straight up software engineering
Honestly You'll have to know some real coding for that, and have a data solution. Its not super complicated but idk what common solutions are available for Unreal Engine
@next current do you have a backend
no
its more of a question on how to do all that stuff?
or are you just curious about http post/get or ui?
I tried sails.js a few years ago. it was very easy to make a backend rest thing from it. there are packages on marketplace for blueprint post/get to send / receive to a restful api
Hey @normal burrow any suggestion on how I should go about death in my game? Such as falling into a pit.. for that example should I do a box collision with begin overlap?
kill z setting?
anything goes below that value it dies
Mmm, I see
@normal burrow So with the kill z
How can I use this in bp?
Like on death I want to play a sequence
and restart the level
There is an OnDestroy event
if you've got game rules spawning the pawn for the player, it could also listen to the ondestroy to respawn a player for it, or reload the level
I have a playerstart
know where your Game Mode blueprint is?
you can override SpawnDefaultPawnAtTransform, and bind an event to OnDestroyed after its made, before its returned.
You could also just handle the ondestroy event inside your player pawn blueprint but that gets a bit messy
Hey guys, I'm changing my direction a bit here. Has anyone played the old school arcade games like gunsmoke?
nah
More or less it's a scroller game where the camera will keep moving up and you are forced into enemies
Oh lit
Dude..
My dualboot is LIT lol
Anyone know if I can move my Unreal Engine version from one disk drive to another in the launcher?
That's ironic.. I had no idea you just used that word right before me
is there a way to make AA softer? In offline renderers you can increase the filter size of the AA to have a softer look and help with AA issues.
Is there a way to stop physic actors from passing though each other more? Other than ramping up depenatration volocity? Ue4 does great but, collision boxes are really easy to mush together during vr
Hey. I'm asking a question.
is it possible to activate the show tab in blueprint, as in a scene?
more specifically, I need to enable the option to display the center of mass
https://media.discordapp.net/attachments/268348644837687296/673922595485384711/mass_center.jpg
https://cdn.discordapp.com/attachments/357887918183940096/675618857431597073/bp_show.PNG
Been working on this for a while
#work-in-progress ?
Hello, I've just made a fuse box in blender and its door... this is how is supposed to open https://gph.is/g/4L539K3 and this is how it opens https://gph.is/g/EGg706o
when i place the door on a map and rotate it... https://gph.is/g/Zrd5Yol
you can see how it rotates
Set the Pivot properly before exporting the door.
Make them 2 different objects in Blender. and make sure the bottom corner of the door is at 0,0,0
That's at least one way iirc
so i set its point but i reset the pivot to the middle of the map after
isn't that the problem?
The problem is that your Blender object has its pivot at the middle bottom
oh
now i got it
thanks @regal mulch
but it might get me confused a little bit when doing it
That's Blender stuff and not UE4 though
What you can do is, if your door is an extra object in Blender
Select the vertex at the bottom
the one it SHOULD rotate around
And then use the object settings to set the pivot to selection
Actually, one sec
Let's say that#s your door. Mine has it's pivot in the middle atm, but that shouldn't matter.
(you can see that via the dot in the middle)
Then do:
- Go into Edit Mode (Tab)
- Select the Vertex it should rotate around.
- Press "SHIFT + S" and select "Cursor to Selected".
- Exit Edit Mode (Tab)
- At the top left in your Viewport, find the "Object" button.
- In the context menu that this button opens, look for "Set Origin" and then "Origin to 3D Cursor".
Now you have the pivot properly set and you can export the door.
@zealous spear Yeah, that looks like the pivot is properly set.
so that was all?
Yeah, you need the Pivot properly set, so yes :D
ok, thanks
@regal mulch it works perfect... thank you mate.
@honest vale
ue4 dev detected
it is not related to user error
unless there is a setting somewhere that disables casting between blueprints and that setting is disabled by default for the 2d sidescroller template
and even then user error is a questionable way of labeling something the engine does and doesn't notify it's users of
im making minecraft in ue4 just wondering is it possible to have sprites have a 3d effect like this ?
🤔
that's just a mesh really
Maybe you can import them as 3d objects that look almost completely flat, but are actually not flat, and then you can increase the scale of their thickness if you need them as 3d objects, or decrease the thickness if you need them as hud elements?
kind of a derp solution though
yes but then id have to do that for all 300 items :/
somehow Minecraft didn't use the correct vertex coordinates and this mesh has holes between the faces 😢
you would most likely create a custom tool to generate the models
you could also try tricks to do it in runtime I guess
the texture isn't big so you could maybe go through your own procedural mesh component
or you could import all the 2d sprites in blender, and select them all while extruding a new face for all of them at the same time
how much storage would 300/ish models use ?
very little
is there a method that doesn't include a heap of models ?
procedural mesh component and doing it at runtime
ill try the 3d model thingy and see how performance works quickly
I can't compile my function inside an actor component
no errors
Are there perhaps nodes i shouldn't be using inside a function or actor component?
is it possible to import png files into blender ?
hm
it's a square?
if you thicken it, will it still be transparent?
if i thicken it nothing happens :/
i'll try something myself hold your horses
ah right
it imports as an image
not as a 3d object
so you can go to preferences and then add-ons
search for images
and you'll probably see the add-on called "import images as planes"
not sure
let's first look at if it's even possible to do what we're trying and worry about the details later
still cant extrude it :/
i can
just the transparent png i have isn't showing it's texture
ah
i saved an image from my browser and it just saved a black image apparently. nice 😐
mine isn't showing at all its just a flat 2d plane with no texture
funky things happen with PNG alpha
I don't think what you are trying to do will work
not with the basic Blender tools 😛
if i turn on texture paint it appears and if i add a solidify and add thickness there this happens
i think because mines so low res (16x16) its blury :/