#ue4-general

1 messages ยท Page 656 of 1

plush yew
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how to get location of instanced mesh that i clicked

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i have weird glitch with my (works only with one instance mesh blueprint)

normal burrow
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Cast hit component to instanced static mesh component then use the get transform node where you pass the hit index

loud flicker
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hey guys. i'm building a spaceship!
so, what i have is a static mesh (my ship), a blueprint for my ship, and components. the ship blueprint uses some structs to define what object goes where in the ship (doors, lights, computers that can all theoretically be changed out and interacted with separately.
so... right now i'm using sockets. I'm using the literal socket names in the structs to call and spawn objects. However, it's starting to look like i may have a few dozen of them, even on my v0 ship. is there a better method?

tiny sonnet
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@normal burrow hey there again! i still have my problem but if i turn off pak file, it works. only problem is now my file is 20 GB

plush yew
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wouldnt that play the post process if the custom depth stencil is 15?

left citrus
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Hey I made the mistake of turning up the resolution of the lightmaps on some foliage I use on a landscape, I have since reverted it to the default size, but my lightbake is taking forever and I'm getting warnings about the lightmap being too large..

Is there a way for me to work out what part of my light bake is taking so long? The errors I'm getting are about the instanced mesh foliage painted on the landscape.

normal burrow
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Pee pee stencil settings are on the material settings. You define how the masking works there

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Comparison mode and reference value

plush yew
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lmao

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i was like

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what pee pee stencil

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and then remembered my name

normal burrow
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I got it wrong?

plush yew
#

also can you show me what you mean

normal burrow
#

Moment

plush yew
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just found it

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u mean enable stencil test right?

normal burrow
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yep

plush yew
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did they added that recently?cause i dont remember that option

normal burrow
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don't think so

left citrus
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This error message suggests I should be able to adjust the lightmap resolution for the instanced mesh component, but that doesn't seem to be an option

normal burrow
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believe its talking about the baking resolution of the entire map

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but maybe not

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is redusing number of meshes out of the question?

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the thing with instanced meshes is they all need to use same lightmap texture

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so using one instanced mesh component for the entire world means you have a texture with all that lightmap data in it for the entire world (of those things)

plush yew
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just noticed that custom stencil doesnt work

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alright never mind,custom stencil works

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but I have in mind what if it doesnt show the post process cause i get the area around the player

normal burrow
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i think ideally you make another post process for that case

vocal island
#

when you go from third person to first person camera, how do you get the body move with the camera?

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right now only the camera moves

plush yew
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what if i lerp

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or add

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the scene texture post process input with the effect

normal burrow
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don't think this is how you are supposed to use stencils but i've been wrong before

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stencils are pixel perfect in a sense

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so its probably better to let the material hadnle the test/ operation than trying to read some back buffer

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again though, i could be wrong

plush yew
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I did this

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and it worked

wicked kettle
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hey guys, any1 could help me for some minutes please? I cant really apply cloth simulation even though I did it from a little tutorial and i didnt miss any steps i feel like im missing something checked or unchecked

plush yew
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aight nvm

left citrus
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@normal burrow that's just the thing, this wasn't a problem until I fucked with the lightmap resolution, if i delete the existing instanced meshes and paint a bunch more, even more than I have right now, the error goes away and the build is fine

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it's as though the high resolutions are locked on these existing meshes

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and I'd obviously like to avoid redoing all the foliage..

normal burrow
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does it refuse to lightmap catch2?

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@wicked kettle you know that the distance goes over 100?

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the paint value

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if its a huge thing you have to use bigger values than 100

wicked kettle
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its same size as ue4 mannequinn, also i exported it from blender with units set 0.001 = ue4 friendly

normal burrow
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0.01 i hope you mean

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what is the issue? it does not apply?

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how are you testing ? you must close the paint window, don't dock it

wicked kettle
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yea 0.01 sorry,

normal burrow
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And if you still receive lightmaps catch2 the warning would be just informing you that the quality is lower than you set over the map i'd expect

wicked kettle
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hold on for a sec

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Do i need any specific weight paint outside of ue4? cuz I've heard it can be done in ue4 itself

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also if I paint this area white, it should be simulation driven and not weight driven anymore right?

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its weird though cuz i tried with a static mesh too from a yt video and the guy made it work , i did the same but nothing happened

normal burrow
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things are always weight driven

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that distance value map your painting is measuring distance from the weighted position

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when the simulation point is within that distance range then it's simulated, if that makes sense. So you do need good weights in general still

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but if you could answer how your testing the weights, like you have to close that painting screen for them to simulate at all

left citrus
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@normal burrow light bake goes through, but it takes half an hour and throws those errors

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well.. warnings

wicked kettle
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making some tests ill get back in some mins

normal burrow
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may want to consider if you even want foliage to be lightmapped catch2. volumetric lightmap may be okay for it

normal burrow
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the pink and white is not weight

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its distance from weighted vertex

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weighed vertex is still used in that sense

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but its not an influence mask of sorts, its a distance lookup in cm.

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pink means zero by default visibility range, which means no distance

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with the physics asset the weights also matter because intersections at tested from the weighed vertex to the simulated one

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so if the weighed vertex crosses into the physics asset its a problem

craggy flax
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Ive somehow hidden my cursor and cant track down how. Eff.

forest tree
#

Has anyone ever set up collision/overlap events on a spline mesh actor?

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Google results are a graveyard

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Poor souls who also got slain by it, with little information as to how one should conquer this particular demon

plush yew
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As i downloaded my animation like 1 month ago i deleted the physics that it came with it

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i do have the animation FBX if i redownloaded it and took the pyhiscs they will auto apply again? ๐Ÿ˜„

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Any thoughts?

abstract relic
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Iโ€™m going off super old memory. You can right click on the skeletal mesh and generate physic asset (?). If not, open the skeletal and the option to regenerate physic asset is in there

plush yew
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HighTide

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i can do it from here?>

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cuz this is the on ly thing i got left from the animation

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@abstract relic

misty creek
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Okay, so this is going to sound really funny, but does anyone know how to undo disaster recovery?

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I crashed my project and hit yes to disaster recovery but it somehow loaded an old version that what the editor loaded originally

austere scroll
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Does anyone have a tutorial on how to make a changeable weapon skin ?

abstract relic
austere scroll
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Thx

plush yew
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hi guys

late verge
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does Unreal 4.23 support environmental destruction in runtime?

plush yew
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yes i think so.

jolly steppe
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wtf is

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Unreal Engine 4

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x)

drowsy compass
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@plush yew
From the 4.23 release notes page

"...HTML5 platform support will be migrated to GitHub as a community-supported Platform Extension and no longer officially supported by Epic in upcoming releases..."
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1617783-attention-platform-changes-ahead

jolly steppe
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imagine if Mathew actually made that vid

plush yew
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oh thanks svv3d

manic pawn
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community supported platform = dead platform

plush yew
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i mean it is still usable in the form it was originally released.

indigo inlet
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Hi all. I just found the server and its great to see so many fans of ue4 all in one place

rotund scroll
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lol

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you make it sound like you're the MC at a concert

indigo inlet
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Im only here to warm up the crowd for the headliner

late verge
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never mind, destruction in runtime still isnโ€™t supported

abstract relic
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Tis a love-hate relationship

late verge
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huh, i thought it was

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so whatโ€™s the big deal about destruction in 4.23?

abstract relic
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Well there's a new physic engine

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If you enable it from source

rotund scroll
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can't you enable it from plugins as well?

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I saw it was version 0.1 or something

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also why I'm not touching it

ocean merlin
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unreal engine compiles all files in project, even that is not used?

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When I use Package project and he is starting building, a have a lot of comments like

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UATHelper: Packaging (Windows (64-bit)): LogTexture: Display: Building textures: T_Leather_01_N (BC5, 2048X2048)

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but i dont use that texture. So, do I need to remove all things that I dont use?

rotund scroll
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I recall there was a way to mark stuff not to add to the cooked build

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but I can't remember where

normal burrow
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kind of makes sense that anything web related be community supported hah

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@late verge believe 4.23 still has apex destruction

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if not 4.24 as well

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but you'd be committing to something that'll probably be removed soon at this point

plush yew
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pls give me short 10 min UE4 to UNITY4D video

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what is the name of this node?

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its for material

abstract relic
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Vector3

plush yew
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@abstract relic This one?

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am watching a spanish youtube tutorial and he is using short cuts ๐Ÿ˜„

abstract relic
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vector1 converted to a parameter

rotund scroll
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readily available information on the documentation page

plush yew
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Humm cant find the last one

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Vector1

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when i search inside unreal

abstract relic
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constant

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refer to the doc I posted

rotund scroll
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^^^^^^^^

sacred inlet
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Whats the best learning source for blueprints? If I want to sit in a bathtub and watch videos?

rotund scroll
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@sacred inlet depends

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generally I don't recommend stacking up on knowledge

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but rather look for solutions when a problem occurs

abstract relic
sacred inlet
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but I am no new

rotund scroll
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in the blueprint channel there's a bunch of pinned videos

sacred inlet
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that I want to familiarize with the functions and shit in there since theres so many

plush yew
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i think i found it

rotund scroll
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I recommend going through those

plush yew
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this is it right?

abstract relic
sacred inlet
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I was learning C++ but not sure how helpful that will be?

rotund scroll
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@sacred inlet yeah but nobody knows all of the functions in blueprints

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there's too many

sacred inlet
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is C++ even handy?

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or should I jump right in to blueprints

rotund scroll
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what's your experience level

abstract relic
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you already asked this question

sacred inlet
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novice

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yea hightide but im still contemplating

rotund scroll
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then use blueprints

abstract relic
sacred inlet
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in the middle of this Udemy course

rotund scroll
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look in the pinned videos

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most of what you will need are those

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blueprint communication chief among them

plush yew
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whats a good tutorial for going from ue4 to unity?

thick herald
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@plush yew maybe ask on the Unity forums?

rotund scroll
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@thick herald the general idea of accumulating knowledge isn't a good way of learning things

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you'll forget what everything is before you learn to use it

thick herald
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I know, but he asked so he got. lol

rotund scroll
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the videos are good when you have a problem that can be specifically solved by certain nodes

abstract relic
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Trial by fire Cranz. They'll figure it out eventually ๐Ÿ˜›

rotund scroll
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I suppose

grim ore
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learn.unrealengine.com , go thru the getting started path so you can learn how the engine works at the minimum then find something to do and do it =0

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mother.... my right shift broke

rotund scroll
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explore, discover, divide and conquer

grim ore
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what do I want to do? what exactly do I want to do? how do I do part of that? how do I do part of that part? whooo 1 of 239485834 tasks down!

normal burrow
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find any more crap matheww?

grim ore
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nothing major beyond what I posted. There is something called shallow water simulation plugin in Physics but I couldnt find it in editor

rotund scroll
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@grim ore what's the issue?

grim ore
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no issues, he was asking if I found anything new in the master branch release

rotund scroll
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oh

craggy flax
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What would be the best way to approach a group of soldiers as a single selectable unit, and handling their grouping formations?

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Like hypothetical โ€œbuild infantryโ€ and a group of 5 come out as a single unit

rotund scroll
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if it's just a single unit you can arrange them to always consider the same location

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alternatively if they clip past each other it's probably not that much of an issue

craggy flax
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Itโ€™s more their standing around positions. Box, line formation, etc

rotund scroll
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depends on your grid type

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box is the most compact, which usually makes it the preferred choice

bright basin
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Can someone explain, by the way of blueprint events, how can I make item go from the inventory that has a number of similar items to the socket, when player choses so? It's probably very easy?

rotund scroll
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not sure what you mean, do you have a reference?

bright basin
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I have an inventory, I looted and item, so I pick it from the inventory and it needs to attach itself to a socket and disappear from the inventory

rotund scroll
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again it'd be easier to understand if you could show me a game that already has this? like diablo's inventory but if you equip something it disappears from inventory?

bright basin
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i was just brainstorming on how I can do this in general, Blueprints and I don't go well together ๐Ÿ˜„

rotund scroll
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well if you can't get your idea across it's really difficult to help you

bright basin
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I mean every game has this functionality right? You loot something then you later equip it as a weapon in your hands

rotund scroll
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I just gave you a counter example

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diablo's items stay equipped when they are in your hands for instance, and are part of the inventory

plush yew
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I am trying to import FBX model made with Daz to Unreal and I got this

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but

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Only unreal see double hip bone

serene birch
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this doesn't mean there isn't two "hip" bones in the exported FBX though

grim ore
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also if you collapse the hip bone at the top does it show anything else next to it?

plush yew
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oh you right

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xD

serene birch
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not to mention you only showed like 1/4 of the bones ๐Ÿ˜›

plush yew
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but

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it's two mehs inside

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so, of course they have the same rigging model

rotund scroll
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just rename it?

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the second hip

serene birch
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UE4 skeletal mesh I think only wants a single mesh inside a FBX file

plush yew
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alright

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thanks ^^

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it's a standard ?

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having one mesh inside FBX

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tho, Daz can put two mesh inside FBX

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weird

rotund scroll
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fbx is a generic format

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it's not specific to unreal

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many applications can use it

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some of which maybe allow for 2 meshes

plush yew
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alright

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Else I never know which version of FBX to choose, should I use 2018 version only ?

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latest version

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UE4 propose 2013 by default

abstract relic
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hell, 2014 works

rotund scroll
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yea

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most fbx versions will work really, don't think a lot has changed in them tbh

abstract relic
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So it doesn't really matter. Never had an issue

plush yew
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but daz propose 2012 by default

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๐Ÿ˜„

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okey

rotund scroll
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yeah but daz doesn't know you use unreal

plush yew
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so, choose the FBX version as low as possible

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2006 ?

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๐Ÿ˜„

abstract relic
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test them out

plush yew
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I still have the same option exportable, even in 2006

grim ore
plush yew
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oof

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interesting

unique kraken
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hey anyone hase some info on how to use flowmaps for hair

hidden aurora
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Are there any updated videos on how to make standalone servers?

rotund scroll
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@grim ore do you know what triggers the RMB camera function in the third person template? there is no input functionality by default, so I'm wondering where it stems from

inner heath
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Hey Guys!

I'm trying to do some cloth sim for this flag in UE4 but for some reason I can't get it to work, I have made it to this point but for some reason I can't make it sim the actual model, just the wireframe and in engine just doesn't move... any Idea about what could it be?

plush yew
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@rotund scroll there is no RMB input in this template by default

rotund scroll
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that's my point

plush yew
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what it does ?

rotund scroll
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but if you hold rmb you can move the camera

plush yew
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lol

rotund scroll
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so where does that functionality come from

plush yew
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can you show the blueprint ?

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of the main character

rotund scroll
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no

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you're missing the point

plush yew
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can you show the input ?

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of the project

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is it when you launch the game ?

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or before

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Did you click on this ?

rotund scroll
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just forget it

plush yew
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weird problem ^^

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Iray of Daz is the same thing as RTX ?

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or even VXGI

steep meadow
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im trying to install ue and i've benn sitting at Verifying 94% for an hour and a half

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what do i do, its not making any progress

open eagle
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can someone help me with DamageTypes

wet brook
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Is it possible to switch maps with out a loading screen? Like have a ship or an elevator or something stay loaded while you are switching maps?

boreal plinth
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So I see the emissive node, but I can't fully figure it out

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Trying to illuminate these bulbs, I know to unlit for performancee

plush yew
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can someone tell me how to start adding custom animations

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im using alsv4 and nothing works or works but keeps going away when i restart the editor. all is saved though.

abstract relic
plush yew
normal burrow
#

how much ram do you have luke?

rotund scroll
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do you have a lot of lights

plush yew
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64gb of ram

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I have 1743 lights

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Ive baked maps with 5k lights before so I dont understand what is different about this scene

normal burrow
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that address its trying to reach is low

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what does your ram usage look like?

plush yew
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during?

normal burrow
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yeah leading up to

plush yew
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Normal in editor usage

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oh

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let me check

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it gets up to about 600mb used then force quits

normal burrow
#

does it give you the same address everytime?

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3b641320

serene birch
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access violation can be something else really

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do a memtest on your computer for starter ๐Ÿ˜ฎ

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if it is that sudden

plush yew
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no it doesnt give me the same address

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now gives me 2736____

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whatever

serene birch
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it's unlikely it'd give you the same address for the memory of the heap is involved

plush yew
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I know my memory is fine because lighting bakes fine on every other map

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This is the only map that doesnt work

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And Ive lit the scene the same way I light every other one

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I did notice that removing the directional light fixes the light building but I need that light in

serene birch
#

engine version?

plush yew
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4.24.2

serene birch
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could be a simple bug you found

normal burrow
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are many stationary?

plush yew
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all of them are due to how the materials are set up

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some cast shadows some dont

normal burrow
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is it just one stationary directional?

plush yew
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One stationary directional yes

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but all the lights except the skylight is stationary

normal burrow
#

familiar with visual studio?

plush yew
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barely

normal burrow
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since its not giving the same address everytime, would probably say its a bug that should be reported

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Wouldn't expect it to be your fault, if there is an issue preventing you from doing it, it should be presented better than a access critical

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that said, you might find ways around it such as that directional light

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hard to say

plush yew
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Setting the light to movable works but again, Id prefer stationary

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Its whatever though

normal burrow
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lots of overhead in stationary yeah, may be overloading what its ready for or something. regardless it should do a better job of informing you and would report

plush yew
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Okay

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I just find it ironic and funny that I just did a map last night that literally had 3600 stationary lights and faced no issues

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UE4 works in mysterious ways

normal burrow
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yeah i wouldn't be able to connect those dots really, no idea what it is

abstract relic
#

Delete /intermediate ๐Ÿฅ

plush yew
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Could try that but rebuilding shaders is a bitch lol

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Theres so many maps in my project that rebuilding the shaders would take hours

drowsy compass
abstract relic
#

Very much doubt itโ€™ll help luke

normal burrow
#

yeah unlikely, but maybe

plush yew
#

I already exceed the memory cap for ue4

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As in I have more RAM than UE4 allows

normal burrow
#

unreal will use all the ram

plush yew
#

UE4 only uses 32gb max

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Atleast according to what I read

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I've never seen it use more than 20 on my end though

serene birch
#

but UE4 lightmass computer seems to be a different exe than the editor anyway, there's no telling how much RAM it can use ๐Ÿ™‚

normal burrow
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where did you hear that it only uses up to 32gb?

serene birch
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seems a weird limit anyway

normal burrow
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I know my unreal doesn't cap at 32gb

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as exporting voxels would prove

plush yew
#

ยฏ_(ใƒ„)_/ยฏ

abstract relic
#

Lies and slander Luke. You can never have too much ram

normal burrow
#

unreal will happily eat it all hah

plush yew
#

"Never have too much ram"

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Tell that to the judge

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Which is me

manic pawn
#

is it too much ram when you run out of slots to plug it in?

plush yew
#

^^^

jagged scroll
#

this is the weirdest thing ever.
I downloaded UE4.12 to look at an old project but non of the dropdown menus in engine open. No right click menus open. Nothing. Anyone has any idea?!

plush yew
#

I was actually going to pick up 128 originally but my mobo doesnt support it

normal burrow
#

objection

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retrial

normal burrow
#

you need more computer then zeb

plush yew
#

K thats enough from me, I gotta model a star destroyer :))

manic pawn
#

you don't have enough computers until you have one core per job when compiling the engine

normal burrow
#

compiling shaders is way more of a payoff for cores than c++

plush yew
thin tendon
#

So I just found an issue with creating a day and night and I'm wondering how other people have addressed it. The issue being that Unreal engine doesn't change to a night time scene unless your light that rotates is pointing directly up. And as soon as it moves it starts a dawn or dusk scene. Every tutorial I have seen. Doesn't account for this and they end up getting dusk from like 5pm all the way through to midnight.

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I'm thinking of just putting a different set of rules for setting rotation during night time hours. But I'm curious how others have managed it.

fierce tulip
crystal jackal
#

Hi all. Inside a blueprint component section, I'd like to group some items together.. but I'm struggling to find/identify some contrainer of sorts that simply has transforms as a parent and not much else. does anything like this actually exist in ue?

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.. is that just a Scene component actually.. just saw this one

sharp crest
#

how do I check if a vehicle is on the ground or not

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latest ue4

blissful trail
sharp crest
#

@spare kernel I like your status

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It is very true

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well rip should have gone to #lounge too late now Ig

thin tendon
#

Is the far view plane something that can be manipulated at runtime in a packaged game? Or does it only apply to the editor?

normal burrow
#

Believe itโ€™s on the camera

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Default is in project settings

thin tendon
#

Thanks heaps.

normal burrow
#

@thin tendon I guess I was wrong on that

thin tendon
#

lol its all good it gave me somewhere to look. I just find it odd that the editor has a true render distance plane but I can't find a way to access it in game

normal burrow
#

There is a console variable for it, but itโ€™s perplexing to me that itโ€™s not exposed to blueprints

thin tendon
#

Yeah I can't wrap my head around it either. Because the different fogs all they do is add fog. But stuff is still rendered behind them. And the far view plane is the only thing I have seen that comes close to a true render distance plane.

carmine garnet
#

i love the feeling

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when your just throwing together nodes at max speed

sacred sluice
#

if i took a character mesh from another project and put it on my already set up skeleton would everything work the same?

normal burrow
#

Thrown nodes

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You could potentially modify the projection matrix in c++ waffle but sounds like that is tricky as well

thin tendon
#

@sacred sluice If they share a skeleton yes

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@normal burrow Thanks I might put together something hacky like a sphere that occludes outside actors

sacred sluice
#

@thin tendon how can i make them share?

normal burrow
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Assign skeleton by right clicking

sacred sluice
#

Where it says allow all animations blah blah?

normal burrow
#

Bone orientation must align between meshes otherwise youโ€™ll get twisty characters

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Hm not sure what your referring to, but if itโ€™s a warning, probably

sacred sluice
#

i dont see the assign skeleton button

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i see retarget to another skeleton

normal burrow
#

Mesh?

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You assign a different skeleton to the mesh

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Assign the skeleton with the animations you want to the character not using that skeleton

sacred sluice
#

pic incoming

normal burrow
#

Close this

#

Then in content browser locate the mesh. Right click it and select assign skeleton

sacred sluice
#

trying that. hangon

thin tendon
#

The option to share a skeleton is also when you first import the character into unreal. Its good practice to make as many of your characters share skeletons as possible. So that you don't need a different set of animations for each character

sacred sluice
#

freak, yeah i have to redo anims for these guys

thin tendon
#

If all your characters share the 1 skeleton. You can have literally 1 set of animations used by them all. Its kind of awesome.

sacred sluice
#

sadly, they dont

#

i dont want to redo the BP either

merry gazelle
#

Does anyone know if there's an options in Unreal Editor to increase the size of the UI? I'm working from a distance on an ultra wide monitor and the text is tiny lol

uncut vigil
#

Use the window scaling instead?

merry gazelle
#

window scaling in UE?

#

not sure what that means unless maybe you mean changing something in OS settings

uncut vigil
#

Yeah i mean windows settings

#

Dpi scaling per monitor

merry gazelle
#

hmm that kinda helps actually, thanks

forest tree
floral arrow
#

hmm anyone ever have an issue with skylight radiosity baking taking forever. using the same ppv/lightmass/world settings as another project but it is taking like 100x longer to bake

shell compass
#

Do you guys check in raw source assets to version control? Like models, textures, .psd files, audio etc?

#

Or how do you manage all that stuff on a company/project level? Would a shared Google Drive with all those better than checking it in with Git-LFS?

forest tree
#

Perforce is a big thing I think @shell compass

shell compass
#

Yeah, I think that's the de-facto standard for UE4. It's just that I'm not too keen on it. Too much hassle with the locks and all that

#

It's probably powerful if you know it

uncut vigil
#

You should, perforce or maybe svn are the easiest

#

Hassle is worth it when you have access to revision history

shell compass
#

I saw that Project Borealis used Git, but they did some custom setup with scripts etc.

#

Not sure why they didn't want P4 either.

#

@forest tree btw, I've always been disappointed with the physics in UE4. For me, it's always felt floaty, starts to jitter like mad when things are forced together, and there's been many times where small things fly through walls etc.

#

I think it has to do with floating point imprecision with small scale stuff, so what has helped for me when working with physics in small environments for VR for example, has been to simply scale everything up to like 10x. It's super hacky.

#

I wish UE4 just had some... world scale parameter or something, so you could get better small-scale floating points, but be limited to smaller world sizes.

#

Cause I very rarely need those 8x8km maps

#

But often need good physics right next to the player

forest tree
#

I'm using Git for now like yourself, did you encounter issues with it? @shell compass

#

btw, I've always been disappointed with the physics in UE4. For me, it's always felt floaty, starts to jitter like mad when things are forced together, and there's been many times where small things fly through walls etc.
Interesting. I haven't done much with it myself. I want to learn, but it's another huge rabbit hole to get into I feel like

#

Adds so much life to the game though, it's amazing shit when it works

runic fern
#

Good Afternoon guys
When im trying to run 2 different game instance using PowerShell one of them working normally but 2nd one crashes show me this error

DXGI_ERROR_INVALID_CALL
#

DX11RHI

#

Im using now Version 24.2

brave gate
#

@shell compass use proper source control, not a Google Drive

  • there's no noticeable hassle using p4 - you click "check out" why saving asset initially, but that allows you to easily revert current work and you're not gonna have conflicts with other people
  • you can easily go back in time with source control (going back with entire project, selected folder or file), track since when bug appeared or performance regressed
  • you can always diff - compare changes between code/blueprint changes
    if using Google Drive would be efficient, gamedev would use it
    but p4 is common for Unreal teams and big boys - your repository size gonna grow quickly and that's where p4 shines (efficient with enormous amount of assets, file locking and easy-to-use client since forever)
    Git is obviously preferred by programmers and because it always gonna be open source and free of charge, easy to find cloud services hosting Git - but it wasn't designed for huge binary datasets
forest tree
#

You can self host P4 for free, right? @brave gate

#

Up to a certain team-size?

#

I've been meaning to get into it, but so far as a single dev, I don't feel like I really need P4 yet? Git seems to do the job

brave gate
#

up to approx 20 people (free license is like 5 "users", 20 workspace) - "workspace" is what actually a single developer use (not "user"), user in p4 is account with password, it can be shared by many workspaces/persons since you don't "personal password" on source control really

shell compass
#

@forest tree no issues with Git other than the repo being rather large. But then again, I'm just working solo right now, so no conflicts of any kind are bound to happen.

brave gate
#

depends on needs, I'd use p4 on every game project, no matter of size

  • no need for Git branches in this case and all the stuff what makes using Git annoying if we don't need branches all the time
  • P4 plugin for VS automatically checks out edited files, so no usability disadvantage compared to the Git while coding
  • still is useful to have p4 client - many "pending changelists", getting older revisions on specific folder/file easily, human-readable version numbers (integers growing from 1, 2, 3, 4) instead of Git hashes ๐Ÿ˜‰
forest tree
#

Sounds like a cool tool, I'll probably set it up if I manage to scale up the project

#

Thanks for the info!

uncut vigil
#

@brave gate can you set up p4 on a NAS?

forest tree
#

NAS is just storage, so I can't imagine you can

#

Unless you built it yourself and have a capable OS running on it?

#

If not, I'd imagine a Raspberry-Pi would work, you'd have to check the sys requirements

#

But beware that you don't have an out of house backup then. And that means you just don't have a backup, really.

uncut vigil
#

I dont know, i was thinking about other options rather than renting a server

#

Yeah, true

forest tree
#

Dirty cheap

#

You'd need some more storage probably, but yeah.

uncut vigil
#

That is pretty cheap

forest tree
#

Yeah, it's not so bad these days really.

uncut vigil
#

I was thinking of adding all my shit though, sources and all and it could be 500 gb or more. I have a 2x rack in raid, and a NAS would be cool to do. Ill search for options

forest tree
#

Don't know how comfortable you are with sysops, but it's very doable to learn. Plenty of resources.

#

I was thinking of adding all my shit though, sources and all and it could be 500 gb or more. I have a 2x rack in raid, and a NAS would be cool to do. Ill search for options
That's quite a bit yeah.

#

Hmm

uncut vigil
#

I wanted to get one of those mini intel sticks just for p4

forest tree
#

Backblaze is great if you want only a place to backup

uncut vigil
#

Cool, thx

brave gate
#

@uncut vigil I had one Intel compute sticks for p4
it surprisingly worked... kinda... it was super-slow with uploading/downloading a huge number of files, even on WLAN
it wouldn't be enough if using custom engine, but then it's often efficient to set up a build machine - a single machine for p4, building code for a team, cooking, automation tests, etc

#

although netbooks with decent amount of RAM would be ok

#

P4 works fast thanks to putting its database journal into RAM, querying entire history blazing fast

#

2GB RAM on compute stick and some Atom CPU... well... not enough for efficient P4 machine ๐Ÿ˜‰

uncut vigil
#

Hmmm I see..not doing that then ๐Ÿ˜„

thin tendon
#

Is there any option in Unreal that I can use to reduce the resolution of a texture? For example if I have an 4k or 8k texture and I want to make it 512 or 256

uncut vigil
#

@thin tendon lod bias, max texture size?

thin tendon
#

@uncut vigil Thanks it looks like max texture size is exactly what I wanted

forest tree
#

Free

thin tendon
#

That looks really interesting. Looks like you can just hit a button and it does all your textures at once

shut oxide
#

whenever i import something from quixel bridge it shows like this

#

๐Ÿค”

forest tree
#

I think I had the same @shut oxide

#

No issues so far though

shut oxide
#

so just dont mind that thing ryt?

shell compass
#

Is it normal to have a 4.5GB sized precompiled headers folder for visual studio in a pretty much blank c++ code ue4 project?

#

(the .vs folder in the root of the project)

shell compass
#

You just create the custom event, then you call the custom event from the key event, and do the same thing on your overlap event

#

Right click and type in the name of your custom event, and it will show up

rugged sparrow
#

but is the one event for both?

#

can you show me a example?

shell compass
#

Same custom event I guess, but 2 different call event nodes

#

Or the same, shouldn't matter

rugged sparrow
thin tendon
#

Plug your custom event to the enter on the gate

rugged sparrow
#

and the e key?

thin tendon
#

Then from the E and overlap run the custom event

rugged sparrow
#

?

thin tendon
#

now drag out from "E" and type enterhaken

#

to get a blue version of your custom event

rugged sparrow
#

okay... but the isnt doing then anything?

#

right?

thin tendon
#

hold up

#

you also want your overlap plugged into the blue version

#

Then if it doesn't work try not using the enter and try open or toggle the gate

rugged sparrow
#

yes

#

ok

#

it isnt working

#

but i got another solution

thin tendon
#

@forest tree That plugin just crashes when ever I try to use it

rugged sparrow
#

my solution works

#

thx for the help

fading nova
#

does anyone have troubleshooting for getting the Chaos Destruction Demo working? I tried compiling a 4.24 build from the github source, but it fails to compile and then slowly increases the CPU load and RAM usage of the windows antimalware service until it bricks my computer and i have to do a hard reboot

#

Im attempting a 4.23 compile now but im just up a creek over here

brave gate
#

@fading nova #engine-source room would be better for that
but probably you should turn off this antimalware crap or whitelist compiler process
compiling 4.24 with Chaos works for me, but Chaos is unstable in 4.24 version + most of the Chaos Demo doesn't work ๐Ÿ˜‰

fading nova
#

that much is good to know, ill continue pressing forward in 4.23

#

but i cant really turn off the service since its Windows' antimalware

brave gate
#

oh that's weird, I'm also using Windows Defender for years

#

what's your hardware?

fading nova
#

yesterday i gave up when the memory hit about 4.5gb, and CPU at ~70%

#

uhhh 16gb ram, i5 recent gen @3.4ghz, 1070ti

#

earlier in the day i let it go until it stopped itself and it straight froze my whole computer, start menu/taskbar and all

brave gate
#

well, it should work nicely
Windows just betrayed you ๐Ÿ˜„

fading nova
#

GREAT

#

if the 4.23 source works, thats fine for me

brave gate
#

dunno, it you want Chaos, wait at least for 4.25 - it won't be enabled by default, but guys say it's stable in the game

shut oxide
#

why does my particles look dull

brave gate
#

they just started testing/polishing it with Fortnite

fading nova
#

yeah i just wanna see if its something im interested in

shut oxide
#

i mean with soo much less light

fading nova
#

for a work project

#

thanks!

fading nova
#

@brave gate where did you see that epic was testing chaos in fortnite?

brave gate
#

it's official

fading nova
#

oh shit yeah, neat

#

i was looking for news in unreal engine articles, not fortnite

#

thanks man

rotund scroll
#

what are the advantages of chaos though?

#

anything worth mentioning in terms of design?

#

@brave gate

brave gate
#

the most promoted for now: efficient and art-directable, controlled destruction

#

there are entire systems built around it, i.e. field system

rotund scroll
#

ah fair

brave gate
#

destruction simulated is pre-cached so it can be played in Sequencer, paused, rewinded

rotund scroll
#

people are gonna have a field day creating dynamic compositions with destruction then it seems

brave gate
#

plus lot of stuff better than PhysX: same cost for convex and non-convex collisions

rotund scroll
#

although the workflow might still be slower and less efficient than faking it

#

so idk

#

that's great

brave gate
#

it's just to just set explicitly the mass of object in Geometry Cache asset

rotund scroll
#

I can finally get some decent collisions on my concave stuff

fading nova
#

i like the idea of being able to break parts of an object rather than shattering a whole thing a la Apex destruction

#

thats my main draw

rotund scroll
#

I get that

brave gate
#

yep, all this thing could be properly replicated over the network some day

rotund scroll
#

does it relate to the simple collision in the engine at all?

honest vale
#

in the video they mention that the goal is to be fully replicated

brave gate
#

Tim Sweeney already mentioned they want realtime FEM physics

#

Hollywood-grade fluids and other shit ๐Ÿ˜‰

rotund scroll
#

because on more than one occasion I've had that fuck up

#

so if it fixes that I'll be a very happy chappy

brave gate
#

it does relate to every collision shape ๐Ÿ˜‰

plush yew
#

MothDoctor

#

how do you make backups for your project?

brave gate
#

with Perforce ๐Ÿ˜‰

fierce tulip
#

perforce, svn, plastic, alienbrain, etc

brave gate
#

wow, what's alienbrain? ๐Ÿ˜„

#

it sounds as good as this Brainfuck programming language ๐Ÿ˜„

fierce tulip
#

about as old as the others, but was used at bigger corps back in the day

plush yew
#

Luos Which one you recommend the most?

fierce tulip
#

they are starting to focus on smaller/indies now

#

I personally prefer svn, but they all work fine

#

Plastic has imho the best branch overview

plush yew
#

As am going to learn one of those saving my project folder where it saved at

#

that count as a backup?

#

if something got missed up with my project?

fierce tulip
#

whut

plush yew
#

๐Ÿ˜„

#

This is my project called Game

#

if i saved it as a rar for backup

#

that works ? ๐Ÿ˜„

fierce tulip
#

its a very poor way of doing it, but it works

#

problem is that this way things can break more easily

plush yew
#

I will just go and learn svn i think that will save me

brave gate
#

so AlienBrain is even more expensive than Perforce, good luck with $250 per artist per year ;)
or $150 per programmer ๐Ÿ˜‰

#

Houdini Indie costs $269year and it does provide value for that ๐Ÿ˜„

plush yew
#

Sorry this is gonna seem really bad of me, I am new to UE4, I am creating a world and I to landscape and then Paint, I see a tab called "Layers" but nothing is there. I have got lots of materials, but how to I add them as layers so i can paint with them

#

Kind Regards

#

Edward

thick herald
plush yew
#

How could i create gas planet material

#

gas planet inside*

#

clouds in sphere shape moving fast

#

like this but planet

#

@thick herald When i assign the Landscape material nothing appears in the Layers. unlike the turtorial

thick herald
#

@plush yew Can you show me a picture of your landscape material?

shell compass
#

There is

#

The lowest left one for example

#

sticks to left side, full height

#

you just specify the width

#

to 50% instead of 33

plush yew
shell compass
#

Well the easiest thing for your scenario would be to just have those be 100% wide and set them as children under a horizontal box that's also 100% wide

#

Probably some DPI scaling issue you got there. Can disable that in the project settings

thick herald
#

@plush yew no, I meant the actual material graph, not pic of the landscape ๐Ÿ™‚

shell compass
#

Not complicated. Just right click one of the widgets you got there > Wrap With > Horizontal Box. Drag the other one into it as well. Done.

plush yew
shell compass
#

ctrl+shift click the FULL anchor on the hor box to have it take up the entire screen.

thick herald
#

If you scroll down to the bottom of the page that I linked, you will learn how to add multiple textures to use in the landscape ๐Ÿ˜‰

shell compass
#

It's just a wrapper for layout. Does nothing

#

It's just a box to place widgets in ๐Ÿ˜›

#

Anchors are only valid on children of Canvas widgets

rotund scroll
#

anchor is the 2d pivot

shell compass
#

np, gl, there's lot of documentation on UMG

#

No idea, sorry :/

#

No, that makes sense. It depends on what anchor type you set.

#

The one below will always have 960px to the left and stick to all other edges

#

The one above will always be 960px wide

#

That page explains everything you need to know

plush yew
#

hello guys I want to put progress bar in border but I can't-what to do now?

thick herald
plush yew
#

no

fierce tulip
plush yew
#

what is this :p ?

fierce tulip
#

well, while we prefer to keep the right topics in the right channel, many others should have been using #umg as well

plush yew
#

I post here because here all the people are talking for each theme and they don't keep the channels for the theme-that's why @fierce tulip

fierce tulip
#

even better if ya'all used em :p

#

its a gameplay abilities channel, for a specific tool in ue4

plush yew
#

yup I saw it now

fierce tulip
#

i blame lazy people over discord :p

plush yew
#

I am not lazy to do it in the specific channel, the problem is that the other people do it and I follow them-xD also the most people are following this channel

smoky sonnet
#

Hey is there a plugin for ue4 like a phone emulator to play your game instantly in a android environment

plush yew
#

and it is not a good idea one server to has 30 channels

#

......

#

you package the game for android and play it @smoky sonnet

fierce tulip
plush yew
#

just move it there

#

copy and paste it

#

yup @plush yew

smoky sonnet
#

@plush yew yeah but if you change some parts you need to package it everytime that isnt efficient isnt there a other way?

plush yew
#

yup but I don't think there is plugin for this-so that's why you finish the game and you package it-not to package when you add something new @smoky sonnet

smoky sonnet
#

ok there is a built in feature in ue4

#

thanks anyway found it

boreal plinth
#

Only static lights are supported on this project

rotund scroll
#

a material function isn't a material

#

all problems should really go in their respective channels

#

it's only really issues that are hard to pinpoint that should go here

#

but people aren't smart, and they are lazy

smoky sonnet
#

am i stupid is there a way to adjust your objects ingame (2d) for phone devices

#

on some devices the screen is to small so its not fullscreen

#

other times its too big

#

i mean the entire playfield*

abstract relic
#

Why not adjust camera instead?

smoky sonnet
#

i want to set the playfield fullscreen

#

that the red bar at the bottom is barely visible as well as the left and right wall

#

this should be anchored to the device resolution

#

to provide fullscreen

#

but idk how

#

and on tutorials everyone is just talking about interfaces and widgets

abstract relic
#

Hmm

#

Thereโ€™s a node called get screen resolution

#

You basically need to remake anchor point

smoky sonnet
#

where

#

you mean get viewport size?

smoky sonnet
#

which target do this node need

#

ok worked

#

any tips how i can set my playfield now to the screen resolution

abstract relic
#

Havenโ€™t work on a mobile game in unreal. Wouldnโ€™t know any tricks. But hopefully #mobile or here might. Iโ€™m curious myself

steep meadow
#

how would i add recoil to the starter gun to make the player get launched in the opposite direction the gun is firing?

grim ore
#

you can use the launch character node. You can get the forward vector of the character then multiply it by a negative to go backwards instead of forwards

#

this assumes you want them to go in a direction locked on the Z (parallel to the ground) and not a rocket jump. IF you want it to be camera facing plug in the First Person Camera, get the world rotation of it, and plug that into the get forward vector instead but.... thats weird

plush yew
#

i been searching lately if i can hit enemies and they can react with physics

#

Any1 tried that?

#

Like as i hit them i don t want a animation to happen its more like bones react

abstract relic
#

Look up physically based animation

quick dirge
#

What could be the reason of not getting any DoF, vignette or chromatic aberration in a default map. Using either cinematic camera or volume.
4.24 and 4.23, both existing projects and new ones.
It's driving me nuts

drowsy turtle
#

how to make splitscreen?

plush yew
#

@abstract relic are you familiar with cloth simulation?

#

i did everything video says

#

but for some reason its not applying

#

Any thoughts why it isnt working?

#

@normal burrow @grim ore So thank you guys for doing your best to help me with my error, apparently you can't have non-latin characters as your PC name. ๐Ÿ˜‚

normal burrow
#

appreciate the followup mei, this is something i can now add to the list of things to ask

jaunty cedar
#

ripping my hair out here

#

What could cause the whole world to turn black at random points when playing?

#

I can still see the sun in the sky shining if i pan the camera up, but on unlit, literally nothing is being rendered to screen

#

nvm... i figured it out..

placid arrow
#

epic oof.

plush yew
#

:DDD

grim ore
#

@plush yew What was the issue that was caused due to that naming thing?

plush yew
#

C# consoles don't handle non-latin very well without the "" string markings

normal burrow
#

I assume that means you had some unicode character in the path to the project file

drowsy turtle
#

how to attach character to player start?

normal burrow
#

The game mode determines spawning blake

#

I think it just picks the first one by default

drowsy turtle
#

oh

abstract relic
#

If you only have one character then simply go to project settings >>> maps and modes >>> default pawn

drowsy turtle
#

i have 2 characters

abstract relic
#

Then follow what pat suggested

normal burrow
#

for that blake

#

you'd want to make a new player spawn type

#

then edit your game mode to pick the right one

#

or

#

change the pawn selection for spawn based on which it picks

#

(this is one way to do it, its not the only way)

drowsy turtle
#

i've already found the way to do it

#

thanks

vapid coral
#

Hello everyone, can please anyone help me: when i attach some actor to my character's static mesh by using socket, character starts to move like he has a rocket in his hand, not sword, i press key to go right - he goes left, jumps throw him everywhere, etc. It happens only when i am moving character with attached actor, and i can't understand why

normal burrow
#

they might be colliding

vapid coral
#

they might be colliding
@normal burrow yep, they were XD thank you a lot!

mossy cloud
#

question about optimization and stuff, i've heard from a not-so credible source that a masked material is better render-wise than a translucent material, is this true?

normal burrow
#

yes

#

to a point

#

but when you can use masked over translucent you should

#

it won't guarantee any one masked material will run better than any other one transparent material but masked is what you should prefer when you can

mossy cloud
#

awesome, thanks @normal burrow & @grim ore

grim ore
#

actual factual google search results on the actual factual numbers from actual factual testing from actual factual companies

mossy cloud
#

yeah, searched for it and couldnt findi t, i guess i searched for the wrong thing

#

but thanks a lot

normal burrow
#

yeah actual factual actual facts

#

but yeah masking is not transparency/translucency so, you cant use masking when you need translucency

dusk brook
#

Hi guys

#

Pls help! How to disengage auto shaders compile?

#

(ะตัะปะธ ะผะพะถะฝะพ ะฝะฐ ั€ัƒััะบะพะผ)))

grim ore
#

don't change the shaders

normal burrow
#

is it when you use marketplace import hakujin?

dusk brook
#

alt-f4
@plush yew very joke

normal burrow
dusk brook
#

not a joke, I am doing this if I want to stop it
@plush yew well, compilation will definitely stop

normal burrow
#

anyways, if its when you do an add to project in marketplace hakujin, always close the project first

dusk brook
#

There used to be a checkbox to disable automatic compilation in the build menu, but now itโ€™s not there

normal burrow
#

add to project only when its closed, and it wont trigger shader rebuilds of everything inside

#

don't think so hakujin, could be wrong but don't know how the engine would do that

dusk brook
#

add to project only when its closed, and it wont trigger shader rebuilds of everything inside
@normal burrow I donโ€™t add to the marketplace, I'm tired of waiting for the shaders to compile every time I save material

normal burrow
#

hmm in that case too, i don't know how the engine would be able to save the data layout without compilation

wind abyss
dusk brook
normal burrow
#

hmm interesting

#

did saving not trigger compile with that on or something?

dusk brook
#

hmm interesting
@normal burrow Previously, compilation could be turned off and saved as long as needed without compilation

normal burrow
#

It probably was removed hakujin ๐Ÿคท

#

if you set your editor to load a blank level at startup and start editor fresh when you do material work, i'd think you'd be recompiling less

dusk brook
#

It probably was removed hakujin ๐Ÿคท
@normal burrow I think so

plush yew
#

am trying to search for breaking wall stuff

#

cant find it is there a right way to google it?

jagged violet
#

why does unreal engine completely freeze the engine and my pc when i add textures to stuff

faint juniper
#

I am Exporting a character FBX from Maya. I have my "World Coordinate system" in Settings set as "Up Axis; Z" and on Export I have the same setting. However in Unreal my character is lying down on the ground. What do I need to do differently?

plush yew
#

I made a cape with cloth simulation

#

but i feel its too heavy

#

is there an option for that??

neat rune
#

Hi guys you know how you can check for only positive numbers with ABS, is there a way to do the opposite, so that the number is always negative?

sacred inlet
#

So I made my .exe file with my program, how can I share this with a friend?

tiny sonnet
#

this might be really stupid, but i added settings into my game, however, i had a corrupted variable which crashes the game whenever i turn it on. How do I fix this now lmao

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it was in game instance too btw

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it was the fullscreen functionality

smoky sonnet
#

hey i want to adjust my playfield to the screen resolution of my phone
i got the screen resolution but dont know what to do next
any tiops?

want to adjust the red bars you can see to the phone edges
(fullscreen)

sacred inlet
dusk brook
#

Can anyone help with my issue? I am trying to package my project. I packaged it and I ran run it from my machine. When I try to send it to a friend they get this error:
@sacred inlet all dlls attached?

#

and I see different slashes in filepath

sacred inlet
#

oh

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no do I need to attach all the dlls?

#

I thought I just pop that .exe sucker in there

green sky
#

Is ue 4.24.2 crashing for anyone when you try to import a character?

lost reef
#

anybody else having issues still since 4.24 with consistent crashing

green sky
#

Me 4.24.2 is completely broken

lost reef
#

even on an unopened level and simply just checking a blueprint or a skeletal mesh it will crash at random

green sky
#

exactly

lost reef
#

okay just wanted to verify it wasnt only me

#

thanks!

green sky
#

No your not alone, its happening to me actually on all 4 machines and there all extremely high end i mean i can play GTA 5 with Jesus there so beefy

lost reef
#

same

green sky
#

And theres no mention about a fix or nothing its so frustrating

#

by the way has anyone been able to export body morphs from Character creator 3 into ue4?

glad karma
#

It's possible to get heightmaps from google map/earth?

green sky
fallen marten
#

@green sky with Jesus eh? I'd be worried he would run around in 'god' mode ๐Ÿ˜

green sky
#

jaja good one ๐Ÿ™‚

#

Hey is it possible to get ALS V4 for 4.23 since 4.23 also has Anim Layers and inertialization isnt really needed

lean fractal
#

Why can't I change the light map coordinate index?

green sky
#

Dont tell me. Your using 4.24?

naive comet
#

he who wanna see what ive done so far as an eleven year old

green sky
#

So does anyone know if 4.24.2 will be fixed soon? When? Anything

brazen hull
#

Ive tried select all but didnt work either

green sky
#

what engine version are you using?

brazen hull
#

4.22

fallen marten
#

Sample use single Instance mode and see if you can pick one

#

I had this trouble too

brazen hull
#

nupe

#

I can select other foliage just specificaly not these

green sky
#

Maybe they dont like being touched

lean fractal
#

@green sky yes

naive comet
#

who wanna see my game so far im in voice chat

#

he

#

he

#

he

green sky
#

I had an issue similar to that and it turned out to be a volume was obstructing the foliage, you could check that

fallen marten
#

Sample can you pick the foliage if you are in object mode or whatever it's called ie not in the foliage tool

brazen hull
#

cant touch it at all

lean fractal
#

Is there another way to change the light map coordinate index?

green sky
#

Yes your using 4.24 if thats the case 4.24 is broken

lean fractal
#

cool

green sky
#

Thats was for Moe

fallen marten
#

If you pick some other foliage does the shit you want to get rid of get selected too?

#

In object mode

brazen hull
#

figured it out it was under paint removing procedular

#

something in the landscape itself

fallen marten
#

Cool

lean fractal
#

If I make my own light maps and bring them into 4.24 would that work?

green sky
#

Hey Moe i just filled an entire paper with a list of bugs in 4.24.2 which doesnt make it worth even using

#

You can try it but your only going to come across more issues

lean fractal
#

So what version do you recommend?

fallen marten
#

Moe yes that's a good idea

lean fractal
#

I'll give it a try

green sky
#

Good Luck

fallen marten
#

Ue4 will import and use them

green sky
#

Hey ConFucious have you been experiencing crashes with 4.24.2?

glad karma
#

@green sky this terrain.party working good? I saw few opinions and people said about few landscape not working excellent. But when I came to home I'll check it

smoky sonnet
#

hey how can i use emissive color on android

#

with bloom and hdr activated everything is grey now

half panther
#

quick (rather theoretical) question by a newbie:
how would you achieve an ingame-editable(/sculptable) landscape?

rotund scroll
#

use voxels or something like that

#

pretty sure the standard landscape doesn't have real time deformation

half panther
#

yeah, also heard this term a lot while looking up things.
could you try to expain what it roughly means and how it works?

rotund scroll
#

it's like a mesh built out of simple atomic shapes

#

like tiny squares

#

@abstract relic where you at with that voxel plugin

abstract relic
#

giving phy cookies

#

I'd kiss him but he'd probably call my bluff

naive comet
#

who wanna join voice chat

fallen marten
#

@green sky nope cos I don't use it. I'm still on 4.21 launcher version, and for another guys project I use the 4.23 source version

glossy shoal
#

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsAgent_554GM". Blueprint: POI_Component Function: Execute Ubergraph POI Component Graph: EventGraph Node: Branch

#

what leads to this?

#

its not very clear

abstract relic
#

Add a is valid node before that branch

glossy shoal
#

do i do anything with the input object?

abstract relic
#

Itโ€™s likely empty when that bit of code is being run. Hence the error. Is valid node is a quick way to check that

glossy shoal
#

im just trying to change my game mode base to a normal game mode

#

its proving harder than i anticipated

steep meadow
#

so i have a mechanic set up for rocket jumping with a shotgun

#

but i only want the player to get launched when they are close enough to a solid surface

#

how would i implement that?

carmine garnet
#

@steep meadow that would be very easy with a linetracebychannel

steep meadow
#

i have no idea what that is

#

im very new to unreal

steep meadow
#

thanks

smoky sonnet
#

hey guys pls help, i want to spawn objects at a specific time of a track what is the best option to do this?

#

i thought to get every second out of the track where i want to spawn something and put it in an array and check in an if loop if the "get time seconds" function is equals with one of the elements of my array where i put all those numbers in

#

is there a better and efficient method?

green sky
#

What are you trying to spawn?

smoky sonnet
#

an object

#

basically

green sky
#

Ok, but what are you looking to accomplish

smoky sonnet
#

in my track there a sections where i want to spawn an object

green sky
#

A track like a train track

smoky sonnet
#

no a sound music track

#

*music track

#

sorry for not writing it detailed

green sky
#

Oh i see, you know i saw something similar but it was done with Fmod, and they used Fmod because it allowed you to use something similar to anim notifies but with sound

abstract relic
#

Thereโ€™s get audio time seconds. Assuming youโ€™re going to use that once you have a track to test

steep meadow
#

how would i use line trace to make it so that recoil will only propel the player when they are close enough to a solid object

ancient lotus
#

check the distance of the line trace (either by starting/hit point subtraction) or i think theres a function for the distance to the first hit on the HitResult it returns

green sky
#

Yeah you can use track time but take game time into acount. Which may or may not be consisten

abstract relic
#

Very true

smoky sonnet
#

yea but my problem is that my event tick runs randomly, it looks like that because if i save the adio time where it overlaps with my music track and if i then put it in my array it skips this second

#

what is track time @green sky

green sky
#

that's what i mean about game time, even the slightest lag or frame drop will skip. That's why i recommended looking into Fmod, im very positive that you can accomplish what you want to do with it and it's free. Also it's indepent to ue

#

Look i personally use Fmod, actually i did an entire replica of GTA 5's Radio staion mechanics with fmod and it ran flawlessly

smoky sonnet
#

so you mean i can accomplish what i want to do with fmod

green sky
#

It has events that can go off at certain tracks too

smoky sonnet
#

is there a function that calls another function at a specific second of the music track

green sky
#

It's also way lighter on the performance side than ue4's audio system both new and old

#

If you ever used programs such as froot loops it looks similar

smoky sonnet
#

i never used one of them

green sky
#

There are tons of tutorials on fmod

smoky sonnet
#

but is it possible ? to call a function at a specific second of my music track? @green sky

green sky
#

It's actually quite easy

smoky sonnet
#

okay

#

any recommendations, i mean a good video that fit in my current problem

green sky
#

Yes with Fmod at least

#

As for videos you would have to search i dont remember off the top of my head at the moment

#

Try searching for like fmod radio station and have a look, something should click

carmine garnet
#

i love unreal engine

#

right

#

right?

#

isnt it so good

marsh swallow
#

how might you apply a texture to each face of a cube?

#

right now the texture is wrapping itself around the cube

carmine garnet
#

unreal engine is absolutely orgasmic

#

except material editor

polar hawk
#

iunno

#

about that

#

I have many a emotional struggle with the engine

green sky
#

Hi Darinius , Unless your cube is UV'd for separate materials or a mask it's going to rap around, normally you would want to do this in maya, 3dmax or blender

steep meadow
#

how do i change the model used for the default fps gun

#

i made my own model and want to use it

marsh swallow
#

Yeah i just saw this. The default unreal one is unwrapped by each side

#

so i just created one using the unreal

torpid badge
#

Is it possible to unparent the racket from the box collision, I am fairly new to Unreal

marsh swallow
#

@torpid badge you removed your default scene

#

so something has to remain a root

torpid badge
#

I see ppl on tutorials remove it

#

oh i see

#

is it a good practice to remove the defaultt root

marsh swallow
#

yeah without it, something else has to be the root. in this case you made you Collision box root

#

i often dont.

green sky
#

Well if your using UE's to create boxes you can select a face and apply a material to each face then you can create a staticmesh out of it

marsh swallow
#

depends on what its being used for

#

i need to create a destructible mesh

#

im making a transition screen like the kind you see in Final Fantasy or other similar games

#

with the screen shattering

#

i tried for months to get a screen shattering effect with materials and it just doesnt seem possible

thin tendon
#

So I'm starting to look into optimisation. And there are soo many different things that come into play. And I'm just wondering if anyone here had any success with large open world maps? And what things did you do that you felt made a huge difference to performance?

green sky
#

Lod, Lod Lod

somber quail
#

HLOD specifically will help you immensely

thin tendon
#

Yeah I have LODS set up and world comp. FPS is still shoddy. been looking at lowering textures lately. Whats the difference from LOD to HLOD?

somber quail
#

HLOD combines actors to save on draw calls

#

so instead of a village being made up of 100 actors say, it gets proxied into one actor, but iteratively in clusters.

#

Furthest LOD will be one actor, but clusters will be made up based on objects distance relative to eachother. So like the fist stage of HLOD might group together a table and chairs into one mesh, then the next step up, the whole room and so on

thin tendon
#

Doing that am I able to still access individual things? Like if I combine a house but want to be able to loot a cupboard?

green sky
somber quail
#

It's a LOD system, when you're up close the actors will be individual

thin tendon
#

ahh ok awesome

somber quail
#

it's only once you leave the area HLOD will kick in and swap out the actors for the merged variants

#

I'm not sure how you handle inventories in cases like that as I don't know if actors are actually destroyed or just made not not to render

#

HLOD isn't something I've really had to use so I don't know much about it in practice but I understand it's overall purpose

green sky
#

also use world composition and poll distance checks. As well as use culling where ever posible

somber quail
#

world composition can also proxy LOD an entire landscape component and everything on it

thin tendon
#

That looks like a great plugin but can't use it as I'm on 4.24.2 Atm I have everything handled just using LODs and render distances.

somber quail
#

so you could have a whole city still render from a distance except it's been proxied into only a handful of decimated meshes

thin tendon
#

That would actually be super helpful

somber quail
#

I'm sure the documentation shows how it's used in fortnite

thin tendon
#

So it kind of works like billboarding at a certain distance?

somber quail
#

even then you can boot up fornite and see it in action by looking at buildings in the distance, you'll see they're merged and the geo is really low poly. As you approach the buildings start turning into their individual pieces - the same thing can be spotted in a lot of UE4 titles such as insurgency

green sky
#

We are currently working on an open world apocalypse game which takes place in Manhatttan New York, Bronx, Queens, Brooklyn, Albany and NewJersey with ton's of fully detailed buildings, streets, Along with all of its detail, vehicles ect

somber quail
#

it's not really billboarding. I know Simplygon had a proxy function that would treat the mesh as if you could only ever see it from one direction and cull anything not visible. Afaik the only implementation for that in UE4 is for complex intersecting geo like that in CAD models

green sky
#

Are you using world composition?

thin tendon
#

I'm working on an open world Australian themed survival. Its hard to manage performance. Because of the very large amounts of open space with tons of foliage.

somber quail
#

HLOD is essential for open world

idle cedar
#

Hi, I have a little question if anyone can help. I made a blue print so taht the input of my character movement moves him along a spline, I modified the third person character to do this. I also havea blueprint that used to work for a moving plat form, but since ive made the character follow the spline , he doesnt ''stick'' to the moving platform anymore. Anyone has any idea what could cause this ?

somber quail
thin tendon
#

Thanks. I'm going to do some research on HLOD. Does limiting texture resolutions have much impact?

green sky
#

Well we have accomplished that and our map is 3x bigger than gta 5

thin tendon
#

Mine's 36km2

green sky
#

Oh thats just Manhattan

somber quail
#

largest map I've ever done was 200km2 but that wasn't in UE4 ๐Ÿ˜›

green sky
#

Where pushing a bit larger

thin tendon
#

Wow nice

#

Thanks for the help. I'm off to research HLOD and how to implement it

somber quail
#

Good luck, hope it turns out to be what you need ๐Ÿ™‚