#ue4-general

1 messages · Page 647 of 1

fading vector
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@plush yew You'd be better with blender tbh

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Ue4 could be used for editing materials and such but its not much of a model maker

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Also blender has a ton of support/tutorials

plush yew
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I have seen videos of blender, Can i build the whole House with the garden and the landscape ?

fading vector
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I cant say 100% but there is a blender discord

plush yew
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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

fading vector
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^

rotund scroll
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@jolly steppe I know of it, I haven't used it. you could probably try it, insofar it is documented properly

fading vector
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Cranz???

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What are you doing awake

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I should go sleep....

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Hmm, don't know much about blender. Nice to know it has those features tho

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I'm not all that artistic

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Luckily I've got some friends who mess with that sort of stuff

honest vale
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even making simple block meshes helps

fading vector
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@rotund scroll Any idea why terrain would make my ball (player) pop up when rolling across it?

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It's entirely flat

plush yew
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@honest vale @light lintel thank you. ill get to work on blender

rotund scroll
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no idea

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if it's physics based

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then the answer is "physics"

fading vector
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It is...

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Welp

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Thats for tomorrow

rotund scroll
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good call

fading vector
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See y'all have a nice day/morning/night

elfin canyon
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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?

zealous spear
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Yes

elfin canyon
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I want to do one space ship with one planet background in one week each day

zealous spear
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They are mare by other people and they can get you sued

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Make them by yourself or use websites that give "free for commercial" license

elfin canyon
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some people advise me to change something in interiors to make them own

zealous spear
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But you have to include a link in credits

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Just don't use anything from random things off google

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Make them by yourself or use websites that give "free for commercial use" license

elfin canyon
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OK... Thank You!

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Myself almost impossible! But need to try!

zealous spear
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Or if you find some models or models on unreal marketplace you can use them

elfin canyon
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Ok I will search...

zealous spear
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Like, I had to make some model by myself to not fill up my credits page and I learned how to make them

elfin canyon
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When You do yourself happened horrible! Professioanls give good models and screenshots

zealous spear
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And btw, use free programs or paid ones, that even agrees that you can use them for business purposes

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Never cracked

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And sruff

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Yes but you can become a professional too

elfin canyon
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yes yes I never crack programms as I already 10 years with Blender modelling and my work is cultural herritage

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with cracked programm all would be utilized

zealous spear
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If you need more help or you have more questions you can ask me

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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

elfin canyon
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Thank You!... I understood that need long long long and hard work to do game! As modelling takes years of work!

zealous spear
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Well

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I have to go do an exam

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If you have more questions add me and I will come back later

elfin canyon
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Thank You! Good luck to You in exams!

zealous spear
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Good luck!

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Haha I hope

plush yew
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Mixazmo animation dosent work in unreal?

zealous spear
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They do

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I use mixamo

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But you have to do some settings when downloading the animation

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So it will work in the engine

nova harbor
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Mixamo is decent

plush yew
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@zealous spear

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Am trying to import a character

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i dk why this is happeni ng

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Any thoughts?

zealous spear
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If you get no help will wait until I come back home because I can't help rn

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Ok?

plush yew
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Am trying to find the problem on google cant find the issue

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its something about smoothing groups i need to turn it on

tawdry storm
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is it causing problem on your mesh?

plush yew
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Seirei

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i fixed that one

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There is another one 😄

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it says "The following bones are missing from the bind pose:"

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and it says the bones

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i downloaded this assets from keeny 3d so it suppose to work

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i dk what am doing wrong

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look 😄

tawdry storm
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hm I haven't done too much with rigged models so sadly I don't know either, sorry

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but it looks like there are bones in your rig that don't have vertex weights

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so basically those won't do anything

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you could probably just ignore it for now

plush yew
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The character wont move if i put animations on it?

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am new to this sorry

tawdry storm
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do the bones move?

tender flume
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No vertex weights on bones yikes.

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🍚

tawdry storm
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yikes because they're not linked up or yikes because I said something wrong? D:

tender flume
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Just yikes because it's like somethings wrong if vertex weights dont exist on it

digital anchor
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those are leaf bones, u can disable that on export settings, but theres no downsides to having them

tawdry storm
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might be just some rig that got remapped to another one with more bones, so some are just useless

fading cobalt
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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.

brittle parrot
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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?

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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.

plush yew
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@digital anchor so i dont need to worry about the massege?

short onyx
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How can i change the name of a project properly ? (already change the name in the project settings)

digital anchor
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you dont, if you dont mind having some extra bones

plush yew
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@digital anchor there is no way of fixing it?

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Like it will run normaly?

abstract relic
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Disable add leaf bone when you export it

tawdry storm
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taikan already said that, though 😦

abstract relic
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🤷‍♀️

plush yew
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Oh ok

plush yew
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Is there a shortcut for backward and forward keys? in the editor when you enter a folder

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in normal cases its backspace

tawdry storm
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using the mouse buttons on the side works for me

spark sonnet
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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!

abstract relic
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That’s just a quick menu. Look in your content browser instead

spark sonnet
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I know, but would be easier to just have it there. Like a basic triangle

abstract relic
plush yew
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hi, does someone know a good Ai/NPC tutorial that uses Parent/Child?

plush yew
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pawn sensing is old and deprecated. Ai perception Is there recommended framework, basic pawn sensing V2 😄 @light lintel

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Am kind of confused i made a character and i deleted the orginal 3d Player from unreal

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How i can make the camera follow me? and as i press play it spawn the Unreal player back 😄

honest vale
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the perceived pawn should be in the perceived pawns array of the component

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it should stay there until it "forgets" it

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I think

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the maximum age defines that I think

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you aren't supposed to drive movement with just ai senses alone

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have a behaviour tree that has a check "if perceives any pawn, move towards it"

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or something like that

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use normal blueprints then

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move on tick or setup a timer to check if there are any perceived pawns

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driving movement on perception updates sounds like a real bad way of doing it

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with ai perception you don't need to tick the component

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you just get the list of currently perceived pawns and work based on that

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yea, that's when it initially sees a new thing

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of course

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why would it trigger always? 😛

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you could just iterate through the perceived pawns list and let the component do whatever it does

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the perception system updates it

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call get actor world location on the known pawn

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should get you the location

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check the ai debugging tools

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on my end they work fine, just tested them yesterday

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there are ai debugging tools that can show you what pawns see and know

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hit tilde in PIE and it should show that menu

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then hit 4 on keypad and it shows ai perception debug stuff

plush yew
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where is the refresh all nodes?

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I don't have file>blueprint tab

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found it,u are supposed to be in the actor lol

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if i deleted the animation with purple and yellow one

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anything would happen?

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cuz the character just standing still in it

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Was scared to do it hehe

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am going to now

green glade
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Hey do you know where I can find a very big sample city for twinmotion?

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sure @light lintel

plush yew
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Some1 people says dont use Event tick

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is t here a reason for that?

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there*

green glade
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because calculating an action every frame is very heavy @plush yew

plush yew
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@green glade i want to use movement

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what sho uld i use?

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Play begin?

green glade
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You can use timeline or matinee

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@plush yew

plush yew
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i dont think i know how to do that 😄

green glade
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timeline is very simple to use and you can find a lot of tutorial on yt

plush yew
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@green glade i only found this one

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i did put a time

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so you can see where am at exactly

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He is using event tick thats why i asked

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i will google timeline now hope i ca nfind something good

green glade
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bot you want a character animation or move an object?

plush yew
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I am using the normal movement from unreal

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is that a bad one?

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i want to learn how to do one my own but cant find a good video

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or i dont know how to search tbh

green glade
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diepnde what you want to do

plush yew
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How to move using blueprint?

green glade
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wait a sec

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I send you an example

plush yew
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okay

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i will wa tch it really want to learn more about blueprints

green glade
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@plush yew

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you can paste the text in level BP

plush yew
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@green glade am sorry for asking too much this looks really nice but this you sent will replace this ?

green glade
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this is a character dault movement but if you want to move an object you can use my image

plush yew
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Thanks mate doing it atm

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Ale3d how i can add a jump?

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😄

green glade
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Launch Character

jolly steppe
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@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.

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also sorry for the late response 😅

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twas sleeping

rotund scroll
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@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

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for any type of combo system I would absolutely recommend an input buffer

jolly steppe
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hmm... okay

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Yeah that could be useful.

rotund scroll
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imagine if you ever need to have more than one character be able to do combos

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the input buffer will save you the work of setting up the system you have

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and it allows immediate actions to be made based on player intent

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so cancelable actions suddenly become possible

jolly steppe
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I see. Is it easy to implement? idk if I want to download a plugin, lol

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I might try to figure put how to add it myself

rotund scroll
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depends on your skill level

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I'd say it is an interesting challenge

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I did one myself

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in BP

jolly steppe
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<--- noob 😂

rotund scroll
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I mean it's basically an actor component that hosts an array and then performs actions on that array based on input

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you need to figure out how buttons matter for you, if order matters etc.

jolly steppe
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ahh

hasty owl
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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

rotund scroll
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probably answerhub or some place with official support

jolly steppe
plush yew
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what input action? sorry for slow response now I can work on the project @grim ore

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  1. 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
plush yew
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  1. other thing: I want to make death function when my health is 0 to animate death and restart the game, I made this function:
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but now I need to make a custom event and add it in the third person character bp or?

hoary silo
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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)

rare lantern
copper flicker
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ok I'm starting to get violated more and more severely.. by this issue..

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I don't know how to detect if a saved variable has loaded

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most of them load fine.. if ti's not a time sensitive issue

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but some will not, and will break my world spawning

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I've asked here already, and googled it

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nobody knows how to detect if saved values have loaded from disk?...

jolly steppe
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My ledge grab system is so broken 😂

main fulcrum
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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?

abstract relic
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When you want the game to be playable

main fulcrum
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Thanks

grim ore
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@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
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how can i rotate this so it up right

abstract relic
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That’s new

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Open the mesh, go to reimport setting, change the rotation, reimport

grim ore
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@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

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weird question. Can you use on rep notify on a variable in a non network situation?

quartz bane
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"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"

plush yew
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In this normal defulet tree any1 know how i can make it

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when i jump i can move as well

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Cuz when you jump you keep going to direction you were jumping at

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and i want to change it

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and thanks

grave nebula
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@quartz bane There is not much you can do, 4.24 shader compilation is screwed beyond most reasonable recognition.

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Just general approach to reducing shader permutation to bare minimum.

opal lark
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hello

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can some one help me out please

grim ore
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@quartz bane did you install visual studio at all?

quartz bane
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Yeah, Visual Studio 2019 is installed.

grim ore
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make sure you did not install incredibuild

regal radish
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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

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TOMATOS!?

quartz bane
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Yeah I have IncrediBuild installed. What's the issue with IncrediBuild?

regal radish
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@grim ore 🙂

grim ore
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@plush yew in the Character Movement component on your character look in the details panel for this section and adjustr the air control.

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@quartz bane unless you pay for incredibuild it limits the # of cpu cores it uses and will cause slowdown issues

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@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

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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

regal radish
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ok Thanks! 😄

opal lark
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Can ssomeone help out please

tribal nova
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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

grim ore
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someone might be able to, what can they help you with?

opal lark
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just a little mesh evertime i build lighting looks bad has good uv ?

quartz bane
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You're a god @grim ore. That worked. 🙂

grim ore
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@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

opal lark
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ok one min

tribal nova
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Ignore my last question, the issue is somewhere else

plush yew
grim ore
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The (C)omment?

sweet relic
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@plush yew select the nodes and press C

plush yew
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oh okay thanks

opal lark
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There we go

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Thats the artifacts i keep getting. no errors on inport

grim ore
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this is after build lighting?

opal lark
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yes

grim ore
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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?

opal lark
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when i move the wall its normal again

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only whn i build

grim ore
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then more than likely its the UV being bad

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is it a UV map you created in the 3d program or did you let ue4 create it?

opal lark
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3d program

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its a simple a meas

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mesh sorry

grim ore
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yep its your lightmap

opal lark
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hmm odd it looks ok

grim ore
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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

opal lark
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ok

grim ore
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thats the lightmap you created for it, it's got overlaps

opal lark
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ill try now

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keep the mesh

grim ore
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thats the one that the engine created

opal lark
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may come in handy im rebuilding resident evil 1

plush yew
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any1 have advice on fixing compression issues for streaming? my game doesn't look so good when streamed at times

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for some reason the animation is not working

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did i miss something over here?

grim ore
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@plush yew are you referring to streaming to twitch or YT or something similar?

plush yew
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Youtbue

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Youtube yup

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@grim ore

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i dk

copper flicker
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@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.

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I went with Async load save, which has an output

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I hope it actually.. does what it says... and only serves me variables if fully and healthily loaded

grim ore
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ah yeah that would be why, async doesnt block until its done

copper flicker
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so are you saying normal load blocks ?

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I don't understand how these variables are loaded

grim ore
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the completed should not fire until it's loaded that is correct, dont know why it would fire before then

copper flicker
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hmmm.... weird then

plush yew
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VM if you can check my problem out i cant figure it out 😄

grim ore
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you can always try the blocking load game from slot and see if it works correctly

plush yew
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the idle is working fine but the transition

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as you have time

copper flicker
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again, I tested this, my game definitely loads incomplete variables. they be zero. and then a second later they be..... fine..

grim ore
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@plush yew whats i your transition rule to and from the Run state?

copper flicker
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qB, I've not used anim BPs.. I do everything in regular BPs

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if only they could allow blending animations...

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I would be like.. in the 21st century

plush yew
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Oh my god was putting it in other greph lel :d

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@copper flicker you doing normal code??

copper flicker
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no, BP

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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

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it's not a problem if you can have 1 skeleton to rule them all, or a small set

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but I wanna do weird creatures and sht

plush yew
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But

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cant you do all your needs with bp?

copper flicker
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all my needs.... minus BLENDING

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it's ok tho, I have small cartoony chubby creatures, they can be alert and squash n stretchy n fun to watch anyway 😄

plush yew
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Humm

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how i can decress my speed

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and jump high

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cant seem to find it

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tidii am searching for tha t

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really cant find it

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its not inside the player right?

copper flicker
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look for jump hold

grim ore
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its in the character, character movement component

copper flicker
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yeah, it's got its own separate tab... for some reason

plush yew
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Am searching for it

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am doing ctrl + P

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to search for it as well

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Oh my god am so stupied

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wjhere the hack is t his thing

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😄

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am googling that lel

copper flicker
plush yew
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@copper flicker

copper flicker
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on the actor itself, in details

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class defaults

plush yew
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VM you pressed on your player right?

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i bet you wanna shoot me or something 😄

opal lark
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thanks for the help

fading vector
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Does anyone know why the terrain has a small bump between each grid?

sudden agate
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That's baked lighting. Bake the light to get rid of it or disable it

worldly dust
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how do I delete my listing from the looking for talent?

abstract relic
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ask a moderator

calm widget
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Good morning fellas

fading vector
normal burrow
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do you know how to use the console?

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bring the console up with tilde @fading vector while playing the game. type the below in:
show Collision

fading vector
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Hmm

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puts a red ring around my ball

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thats it

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@normal burrow

normal burrow
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does the red ring also oscillate?

fading vector
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yes

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It moves exactly as the ball does

normal burrow
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anything hidden in your scene?

fading vector
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Nope

normal burrow
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whats the second landscape for?

fading vector
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It's a wall

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The player doesn't even touch it

normal burrow
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then I don't expect collision to be doing that oscillation in z

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something making your character jump or something?

fading vector
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No, heres my reason to blame terrain

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if I do like overlap all

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and put a box collision down

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it works perfect

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it's worked on everything but terrain

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but I need terrain because its easy to scale and alter.

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So I need its collision as well

normal burrow
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bsp brushes are easy to do these things with

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have you tried them?

fading vector
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nope

normal burrow
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I wouldn't recommend them outside of using terrain this way

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they won't rtx

fading vector
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Well this is a mobile game

normal burrow
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but you can convert them to static meshes after you set their texturing etc

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more reason to not use terrain really

fading vector
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Sounds like they will be a lot more work?

normal burrow
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nope

fading vector
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I'll take a look at em

fast ocean
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I need help

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I can't launch my project anymore!

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I tried importing a 4033 landscape and it crashed

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now it won't open up

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I restarted my pc

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and rebooted it

agile sapphire
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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! 💪

mossy nymph
#

do you actually want a physical hole

#

or just something that kinda looks like one?

plush yew
#

Unreal engine is to confusing to me

mossy nymph
#

scenario 2 just plant a decal

plush yew
#

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

steep ferry
#

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

cosmic matrix
#

Hello,
I want to know what language there is behing fortnite apis anyone know?

fast ocean
#

C++?

cosmic matrix
#

no

#

i dont think

abstract relic
#

Yes, yes it is

cosmic matrix
#

They use c++ for web prupose?

abstract relic
#

The launcher? I believe it’s a weird amalgamation of the slate if I recall.

plush yew
#

How i can say
if i pressed Space
?
in bp 😄

normal burrow
#

Its c++, yeah

#

Chrome something or other (+slate)

abstract relic
#

Set up the action map. Project setting > input > action mapping. It’ll be accessible in the pawn once you do

cosmic matrix
#

So they absolutely don t use php or node js or c#?

abstract relic
#

I wish

cosmic matrix
#

yhank good to know

#

thanks

normal burrow
#

@cosmic matrix they don't tell people what they use on the server backend

#

as far as i know anyways

cosmic matrix
#

oh ok @normal burrow

#

I think is for security i don, t see any other reason

normal burrow
#

if your talking web api's it'd be hard to guess

cosmic matrix
#

yeah i m calling about web api

abstract relic
#

Ask their saleforce

cosmic matrix
#

?

abstract relic
#

Not joking

normal burrow
#

yeah for real lol

#

salesforce is in charge

abstract relic
#

I assume that means they have 3rd party contractors handling it 🤷‍♀️

normal burrow
#

I'd assume similarly, though its confusing

cosmic matrix
#

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

abstract relic
#

I thought steam handles it

normal burrow
#

You'd want to read the docs.

abstract relic
#

One of their “perks”

cosmic matrix
#

Cause player have guild and i must keep some info on my master server

normal burrow
#

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

lofty wave
#

Version 4.24.1 doesnt show up in the launcher

normal burrow
#

webtokens and such

cosmic matrix
#

to make link beetween multiple server

abstract relic
#

That’s because 24.2 is out

#

Yeah that’s going to require foundations on your end. Steam just provides ids.

normal burrow
#

Yeah I mean, when it gets to the point where you have a database of user activity

cosmic matrix
#

i know but i just need platform id

normal burrow
#

its not a great idea to use opaque public accessible things like steam ids

lofty wave
#

It doesnt show 4.24.1 either

#

Im stuck at 4.24.0

normal burrow
#

it should give you 4.24.2

cosmic matrix
#

So what can i use?

abstract relic
#

You should see a little update button next to it

lofty wave
#

nope

abstract relic
#

Screenshot

normal burrow
#

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

lofty wave
#

wtf now its there i swear to god i know that normally its there and I even checked

normal burrow
abstract relic
#

Uh huh 😜

cosmic matrix
#

i can used hash id version

lofty wave
#

😅

cosmic matrix
#

hmmm no useless

lofty wave
#

Thank you!!

abstract relic
#

At least you didn’t fall into the trap of 24.1

lofty wave
#

I heard it crashed a lot

abstract relic
#

It has a lot of avoidable bugs

lofty wave
#

oh

manic pawn
#

the great unreal bug lottery

lofty wave
#

Good that I was too stupid to download it xD

normal burrow
#

we're still kinda figuring out what is bugged

#

but one thing is certain:

manic pawn
#

every release requires 100 random features to be broken, guess which to win prizes

abstract relic
#

Svn 🔪

normal burrow
#

deleting intermediate folder fixes a lot.

lofty wave
#

Isnt that where built stuff is saved?

abstract relic
#

Yep

normal burrow
#

compiled shaders and more as well.

abstract relic
#

It shouldn’t work. But it does

manic pawn
#

don't think I had to delete intermediate in like a year

lofty wave
#

same

normal burrow
#

I really dunno how to explain it zeb

abstract relic
#

It’s back with a vengeance

lofty wave
#

then its probably a problem with saving or opening the saved data

normal burrow
#

i had a problem, was advised to delete it, it fixed it.

abstract relic
#

It’s a blackhole of nonsense

normal burrow
#

damn

fading vector
#

@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.

normal burrow
#

force is not a factor of time

#

rather it includes time

abstract relic
#

Im just a dumb artist. Ask a quantum physicist 😜

normal burrow
#

lol squint

wide talon
#

42

normal burrow
#

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

polar hawk
#

switch to physics timestepping

#

it'll help

fading vector
#

timestepping?

normal burrow
#

idk about that allar lol

polar hawk
#

i said help not solve

fading vector
#

I dont want to negate the gravity

#

I want to fix it

normal burrow
#

yeah nah, it just complicates things more than anyhting

fading vector
#

It's a physics game afterall

polar hawk
#

well

#

things are complicated then

fading vector
#

xD

normal burrow
#

wise

abstract relic
normal burrow
polar hawk
plush yew
#

So I am actually launching windows for the first time lol

normal burrow
#

one of us

plush yew
#

I will definitely let you guyss kno if unreal works on windows > linux

fading vector
#

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?

plush yew
#

anyone know how long the UE4 install takes on windows off hand?

fading vector
#

Depends on your internet and hdd

#

or ssd

plush yew
#

i get about 1mbs

#

and its a seagate hdd

fading vector
#

Its gonna be a while

plush yew
#

yeah

#

i get up to 4mb/s if Im lucky

rancid lynx
#

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 ?

rigid berry
#

Disable the VR plugin in your project

manic pawn
#

disable the vr plugins for your project

rancid lynx
#

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.

rigid berry
#

It will :)

#

That's uh

rancid lynx
#

this steam ---- didnt automatically load with 4.23

#

i could VR just fine with no steam trash

manic pawn
#

well you kinda need the vr stuff if you want to use vr

rancid lynx
#

i dont need steam

manic pawn
#

there are several vr plugins

#

disable the ones you're not using

rancid lynx
#

i use VR allday long without steam.

#

ok ty. ill try and test em X_x

manic pawn
#

settings > plugins manager at the top of the editor

#

it's weird how they're not just all off by default

rancid lynx
#

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.

plush yew
#

😞

normal burrow
#

@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.

fading vector
#

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?

twilit grail
#

I found out ye just not really documented. Thank you tho

fading vector
#

@normal burrow

normal burrow
#

are you talking about brush geometry?

plush yew
#

Ok so how do I lean how to use unreal engine

#

Learn”

grim ore
fading vector
#

@normal burrow Yeah

#

Also how can I change all the sides of a geometry shape at once

normal burrow
#

there are only 6 haha

#

you can do it one by one

#

like

#

put 6-1 brsuhes in

grim ore
#

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

fading vector
#

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

grim ore
#

go to geomtry edit mode, select the face(s) and delete

rancid lynx
#

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 ?

abstract relic
#

Might need to blow off some dust

rancid lynx
#

tested with fresh projects, same effect. same time "steam intigration" came around.. this started happening.

grim ore
#

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

rotund scroll
#

@rancid lynx the node issues a blocking call that lasts as long as it takes to load the level. this is intended behavior

rancid lynx
#

im not sure what you mean

#

sometimes its instant

rotund scroll
#

it depends on the level size

rancid lynx
#

it was instant every single time for 1 full year

rotund scroll
#

it will block execution until that level is loaded

rancid lynx
#

then suddently around the time 4.24 happened, it now locks up for 12 seconds. my levels are very small and instant to load

rotund scroll
#

that is what that node does

#

if you want different functionality you'll need a different node

rancid lynx
#

i think we are talkinga bout two different things.

rotund scroll
#

nope

#

you can try and find an async node that does the same

rancid lynx
#

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.

rotund scroll
#

that map will take as long as it takes

rancid lynx
#

1+1 is 2. cant argue with that.

rotund scroll
#

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

rancid lynx
#

it doesnt require 12 seconds of hard lock to reload the blank starter map

feral crow
#

Can someone help me with lighting please?

rancid lynx
#

lucky. my spaghetti finished

rotund scroll
#

the "hard lock" you speak of is a blocking call

#

if you don't want that, use an async node

rancid lynx
#

i agree

feral crow
#

Can someone help me with lighting please?

rancid lynx
#

and the new steam vr intigration added a layer in there somewhere thats blocking and reloading oculus or steam for 12 seconds

rotund scroll
#

@feral crow spamming your message will just get you banned

feral crow
#

?

#

I have not spammed.

rancid lynx
#

electrogames. ill try and answer your question if you type a simple question.

#

"yes, someone can help"

#

question #1 answered.

#

proceed to #2 please

feral crow
#

How can I light up a whole room?

rancid lynx
#

now thats a damn good question. that i struggled with for a year.

rotund scroll
#

@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

feral crow
#

Ive tried sooooooooooo muchhhhhhh

rancid lynx
#

let me try and remember X_x

feral crow
#

WHy cant it be simple

rancid lynx
#

i agree. it almost can.

feral crow
#

Like change the light radius

rancid lynx
#

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

feral crow
#

Im confuseddddd

rancid lynx
#

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

abstract relic
rotund scroll
#

study light videos. or quit
@rancid lynx

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.

tawdry heath
#

IT WASN'T LIKE THIS WHEN I SAVED IT

rancid lynx
#

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

rotund scroll
#

are you saying that SCREAMING IN ALL CAPS won't solve his problem???

tawdry heath
#

Yes sorry but I swear when I saved it it was not like this

rancid lynx
#

well it sure will, if his problem is a tiny little rodent on the desk

feral crow
#

Hi Issa

tawdry heath
#

hi

#

what happened to my game

fallen marten
#

Check your directional light

rotund scroll
#

or check that you didn't accidentally press any of the shortcut keys on the keyboard

rancid lynx
#

add a new directional light,jus tto see if that makes a difference, then delete the new one, if it doesnt.

tawdry storm
#

I love how stubborn some people get in here

feral crow
#

unfortunately it didnt like you so it decided to resign .

fallen marten
#

It'll be a simple thing - just check things systematically

feral crow
#

@rancid lynx Directional lights dont work for some reason

rancid lynx
#

i believe you. i promise

tawdry heath
#

no I have all my lights

fallen marten
#

Select one and press f

#

Maybe it's zoomed out

tawdry heath
grim ore
#

did you change your near camera clip distance ?

#

because you probably did

tawdry heath
#

I did

grim ore
#

and thats why you dont fuck around with stuff

rotund scroll
#

if everything else fails reload from source control

rancid lynx
#

@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

tawdry storm
rancid lynx
#

there are no magical 3 options.

feral crow
#

I could just make like 50 point lights in eat room

rancid lynx
#

but.... play with post processing "global illumination" thats a start

tawdry heath
#

@grim ore you're a fucking genius

feral crow
#

😮

#

you swore!

#

lol

rancid lynx
#

well he is a fkn genious

#

so seems pretty accurate to me

tawdry storm
#

I bet it's the hat

grim ore
#

not a genius, I just remember all the stuff

rancid lynx
#

the answer is so simple. but it didnt pop into my brain

#

haha

tawdry storm
#

but what do you have to set the near clipping plane to to behave like that?

tawdry heath
#

how though, is it like a common setting or something?

#

cuz my camera can clip through models

grim ore
#

you set it to 0 or too low and it will happen, its not supposed to be that small

tawdry storm
#

oh lol, yeah I guess that makes sense

grim ore
#

the default near clip should be fine if you design around it

tawdry storm
#

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 🤔

rotund scroll
#

or just use another camera

grim ore
#

yeah I guess sometimes you have to drop it but atleast be reasonable, it has to have some sort of valid value lol

rotund scroll
#

idk

tawdry heath
#

is "1" fine?

tawdry storm
#

what's the default again?

tawdry heath
#

10

abstract relic
#

10

feral crow
#

I got lighting to kinda work 😄

grim ore
#

just keep in mind the near clip issues don't come into play until you restart so change it, restart, see what breaks

tawdry heath
#

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

grim ore
#

hence the "it was working before I restarted"

normal burrow
#

yeah, go as high as you can

tawdry storm
#

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

normal burrow
#

the closer the near, the more distortion you'll get away from zero

tawdry heath
#

alright I got it, thanks for all of you who helped 🙂

#

oh I got it

plush yew
#

Holy cow.. I'm getting between 2 and 10 mb/s from unreal servers rn

#

Avg about 8-9.. that's crazy

manic pawn
#

that slow?

plush yew
#

.. really?

manic pawn
#

that's a lot faster than you just said

abstract relic
#

That's called luxury

ruby ocean
#

Lol

vivid delta
#

Is Paper2D maintained? It doesn't look like it's had any major work since 4.8

abstract relic
#

no

#

it never was

vivid delta
#

Should I just avoid it entirely and do all the 2D physics systems myself?

polar hawk
#

you should switch engines

vivid delta
#

big yikes

abstract relic
#

unreal isn't a good 2d engine

vivid delta
#

let's assume I'm considering moving from Game Maker 1.x series over to UE4

polar hawk
#

my statement is nothing against you and all against ue4

vivid delta
#

especially since Game Maker 2.x is very expensive

normal burrow
#

free things are out there like cocos2d

vivid delta
#

I'm fine with writing these systems myself; I've worked a ton with custom systems on XNA etc.

polar hawk
#

then you should definitely switch engines

vivid delta
#

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

digital anchor
#

unreal has literally zero 2d tools, thats the problem

vivid delta
#

custom stuff on MonoGame makes it much harder for the other team members to work or add content

polar hawk
#

yeah, you'd be much better on construct or godot or, gasp, unity

digital anchor
#

it has same power as notepad out of the box

polar hawk
#

if I ever have to make a real 2d game

#

and not a fake 3d as 2d

#

I'd probably pick construct

vivid delta
#

well if we're not switching engines, we'd probably just stick with GM

polar hawk
#

ayyy

vivid delta
#

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

polar hawk
#

I've got 10+ years of professional unreal experience and am a die hard advocate of ue4; but 2d is whack

abstract relic
#

construct is pretty fun

normal burrow
#

Would always recommend against unity. I know they have better and newer 2D stuff but you get trapped on the platform.

polar hawk
#

construct just looks nice

normal burrow
#

King's engine has quite the suite of 2D stuff too

polar hawk
#

construct also takes 0% royalty

#

and is much cheaper than unity

normal burrow
#

free dark theme?

polar hawk
#

afaik it is only dark theme

normal burrow
#

even better

polar hawk
#

oh wait

#

no

#

free is non-dark

#

lmao god damn it

digital anchor
#

lol

normal burrow
#

GG

polar hawk
#

TIME TO RE-EVALUATE

#

fucking construct y u do dis

normal burrow
#

lord

polar hawk
#

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

normal burrow
#

is it subscription based?

polar hawk
#

yeah

fast ocean
#

I need help

polar hawk
normal burrow
#

i really am not a fan of the sales pitch of, trying to keep people in development

polar hawk
#

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

normal burrow
#

lol

#

pretend

plush yew
#

I just bought a legit windows 10 pro activation key for 14$

#

Js

#

Random a.f. ^

polar hawk
#

there ya go

#

you coulda bought a month of Construct

#

:p

normal burrow
#

says who? lol

plush yew
#

But like I'm all for licensing

normal burrow
#

group volume licenses aren't really legit keys but yeah

plush yew
#

Okay. Fair.

polar hawk
#

leave my $3.99 ebay key out of this

plush yew
#

But..

normal burrow
#

you know they sell the same key over and over right? haha

polar hawk
#

actually windows has been disabling those keys

#

I've had to repeatedly buy $3 keys

plush yew
#

This is supposed to be "lifetime" .. although the lifetime could be 1 year..

#

Idk

normal burrow
#

i bought an oem key that doesn't work, and i can't make my taskbar autohide. everything else is fine.

polar hawk
#

im fine as long as I don't need to reinstall windows again

#

then its $3

plush yew
#

OEM for your Machine?

#

Lol

polar hawk
#

you used to be able to fake an oem key server easily

#

maybe you still can, iunno

#

not that you should

plush yew
#

You used to be able to find keys floating around pirate bay lol

polar hawk
#

but really what you should do is

plush yew
#

But.. I'm all for licensed software

polar hawk
#

go install windows 7

#

literally any version from anywhere

plush yew
#

Meh.

polar hawk
#

then get the free upgrade from microsoft to windows 10

normal burrow
polar hawk
#

valid lifetime key if you ugprade from windows 7 for free

normal burrow
#

two of those, one didn't work

plush yew
#

I thought about doing that but it woulda required alot of more work

polar hawk
#

yeah thats why I just pay $3

normal burrow
#

they let you do this still? I thought that was over like long ago

plush yew
#

OEM means Original Equipment Manufacturer

polar hawk
#

microsoft never stopped allowing free win 7 upgrades

normal burrow
#

don't you have to say you need the accessibility features in 10?

plush yew
#

So if it's not the original key for your equipment it wont work properly

#

They still allow 7 -> 10 free

polar hawk
#

afaik its completely automated

normal burrow
#

i need to look into that then

plush yew
#

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

marsh swallow
#

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

plush yew
#

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

spare dust
#

So, which is better practice? Fewer, larger terrain chunks? Or more, smaller terrain chunks?

fading vector
#

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?

next current
#

could anybody suggest what i should read to figure out how to make an in-game login page?

plush yew
#

sounds like C++

small prism
#

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

normal burrow
#

@next current do you have a backend

next current
#

no

normal burrow
#

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

fading vector
#

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?

normal burrow
#

you could do that yeah

#

in world settings there is a kill z setting too

fading vector
#

kill z setting?

normal burrow
#

anything goes below that value it dies

fading vector
#

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

normal burrow
#

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

fading vector
#

I have a playerstart

normal burrow
#

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

abstract relic
#

#askpat

normal burrow
#

I enjoy the non unreal engine questions the most 😄

fading vector
#

Hey guys, I'm changing my direction a bit here. Has anyone played the old school arcade games like gunsmoke?

silk ivy
#

nah

fading vector
#

More or less it's a scroller game where the camera will keep moving up and you are forced into enemies

silk ivy
#

Oh lit

plush yew
#

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

vale radish
#

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.

rancid lynx
#

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

gritty arrow
plush yew
regal mulch
#

#work-in-progress ?

zealous spear
#

you can see how it rotates

regal mulch
#

Set the Pivot properly before exporting the door.

zealous spear
#

but i don't know how to fix this

#

@regal mulch how???

#

oh

#

wait

regal mulch
#

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

zealous spear
#

so i set its point but i reset the pivot to the middle of the map after

#

isn't that the problem?

regal mulch
#

The problem is that your Blender object has its pivot at the middle bottom

zealous spear
#

@regal mulch does it matter if is a different object...?

#

i mean

regal mulch
#

And you exported the door with that same pivot

#

So it rotates around that point

zealous spear
#

oh

#

now i got it

#

thanks @regal mulch

#

but it might get me confused a little bit when doing it

regal mulch
#

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)

zealous spear
#

@regal mulch is this good?

regal mulch
#

Then do:

  1. Go into Edit Mode (Tab)
  2. Select the Vertex it should rotate around.
  3. Press "SHIFT + S" and select "Cursor to Selected".
  4. Exit Edit Mode (Tab)
  5. At the top left in your Viewport, find the "Object" button.
  6. 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.

zealous spear
#

so that was all?

regal mulch
#

Yeah, you need the Pivot properly set, so yes :D

zealous spear
#

ok, thanks

zealous spear
#

@regal mulch it works perfect... thank you mate.

plush yew
#

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

blissful trail
#

im making minecraft in ue4 just wondering is it possible to have sprites have a 3d effect like this ?

plush yew
#

🤔

serene birch
#

that's just a mesh really

plush yew
#

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

blissful trail
#

yes but then id have to do that for all 300 items :/

serene birch
#

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

plush yew
#

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

blissful trail
#

how much storage would 300/ish models use ?

plush yew
#

very little

blissful trail
#

is there a method that doesn't include a heap of models ?

serene birch
#

procedural mesh component and doing it at runtime

blissful trail
#

ill try the 3d model thingy and see how performance works quickly

plush yew
#

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?

blissful trail
#

is it possible to import png files into blender ?

plush yew
#

dunno

#

you can import images, that's sure

#

so i assume png too

blissful trail
plush yew
#

it's a square?

blissful trail
plush yew
#

if you thicken it, will it still be transparent?

blissful trail
#

if i thicken it nothing happens :/

plush yew
#

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"

blissful trail
#

just found that

#

is there a way to fix the bluryness ?

plush yew
#

not sure

#

let's first look at if it's even possible to do what we're trying and worry about the details later

blissful trail
#

still cant extrude it :/

plush yew
#

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 😐

blissful trail
#

mine isn't showing at all its just a flat 2d plane with no texture

serene birch
#

funky things happen with PNG alpha

#

I don't think what you are trying to do will work

#

not with the basic Blender tools 😛

blissful trail
#

so ill have to use a procedural mesh

#

?

plush yew
#

or a blender plugin

#

if something like that exists

blissful trail
#

if i turn on texture paint it appears and if i add a solidify and add thickness there this happens

plush yew
#

i made a small step

#

but it's not filling the object

blissful trail
#

i think because mines so low res (16x16) its blury :/

plush yew
#

there's probably something you can do in the shader setting to make it less blurry

#

i think it's this setting

#

i can't tell because my texture isn't low res

#

i got this now

#

don't think this is going to work this way