#ue4-general

1 messages ยท Page 660 of 1

green sky
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Well cansome tell me in what discrod i can find help with Cloth simulation?

opal lark
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yeah

glad karma
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Someone know what can be problem?

green sky
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how or what value i would have to use to have like a pocket or button follow cloth simulation

plush yew
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Any1 knows how i can drop items like this?

digital anchor
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does anyone know if i can change the serialization name of a prop without losing its value?

plush yew
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i been googling for hour ๐Ÿ˜„

digital anchor
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specifically bp components that are now c++ components

plush yew
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Am i going to spawn a Bp item?

digital anchor
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nevermind, i think i found it:

opal lark
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Ah the behaviour tree says inactive

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why could this be

plush yew
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@light lintel any clue where i can find such a texture?

glad quail
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Hey guys does anyone know if building an FName has any performance implications? I remember someone telling me ages ago that you should cache your FNames as the construction process is slow due to hashing etc but I cant find any info on this from epic?

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Example being that each time I fire a bullet I get the muzzle socket location using an FName

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should I cache it?

plush yew
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tidii

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is there a way i can change scale in a smooth way?

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i want it to go from 0.1 to 0.8

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but in a smooth way

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is that possible?

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TimeLine is the only option?

glad quail
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you could use interpto in tick

glad karma
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I can't find root motion in animation in asset details. Where is it?

plush yew
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@glad quail

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this one??

glad quail
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no it should be a math node

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it might e called lerp

opal lark
opal lark
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There we go its says in active could that be the reason my ai wont move

grim ore
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did you walk thru the blueprint for the character to see if the nodes are being called correctly, valid AI controller being set up, valid possess for the AI controller being used, etc.

plush yew
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This is kinda working

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but happening super fast

glad karma
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This ist ue 4.24

plush yew
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No ๐Ÿ˜„

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dont try it, dont!

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Time line

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MathewW video

grim ore
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@glad karma that is a blend space, that is not an animation.

opal lark
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I can kill him he ragdolls all that he wont use nav mesh says inactive

glad karma
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That is in animation blueprint

grim ore
glad karma
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Okey okey

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I've got it

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Sorry my fold :D

rotund scroll
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@glad karma dude please learn to take screenshots or use the snipping tool

plush yew
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i will test it again

glad karma
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Sorry I'm on phone because don't launch discord on PC and going to night shift ๐Ÿ˜…

opal lark
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i have a nav mesh

plush yew
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Alpha is not working for some reason

glad quail
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plug your currently location into the lerp nodes a

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your target location into b

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then deltatime * speed into alpha

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it will move towards that location at that speed

opal lark
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th ai is not reconizing player in it capsule

cobalt bough
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Is there a way to find all references to an instance of an actor placed in a level?

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If I try to delete something with references to it, they are listed in a warning message; just wondering if I can look at that list without beginning to delete the actor...

opal lark
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set to simulate physics but Collision Enabled is incompatible

plush yew
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I give up

opal lark
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i get this error any ideas why

plush yew
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scaling i impossible

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is*

opal lark
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hi

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just lookintg

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yeah

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he does

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but behaviour tree says inactive

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but his bp is working

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hes got a nav mesh

plush yew
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Is there any way i can make the actor launch for a sec?

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Like as it spawn launch in the air

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If it was the Character controller i would use launch character

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but in actor there is no option like this

warped tangle
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projectile movement, physics based impulse, explicitly setting location on timer/timeline, there are ways

grim ore
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@opal lark have you done any of the suggestions from earlier? walking thru the BP using debugging to make sure its all hooked up and making sure the posess for AI is correct

opal lark
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debuggin with a string

grim ore
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use breakpoints, F9 on the first part after begin play and step thru it looking at each value. Make sure you have a valid ai controller when you assign your blackboard. Make sure possess is correct in the details panel.

summer zealot
plush yew
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i can make it spawn in a random way around the actor?

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lets say in a circle shape?

grim ore
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there are some things built in like random point in bounding box and some that are based on navigation meshes but for other shapes you can do random vectors and go from there

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does implement interface is how you check if the item you are talking to ..... implements the interface

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"Hey can you do this?"

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yes

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they are different

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one adds it to the blueprint so it can do the events or functions

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the other is a node to check to see if the blueprint you are talking to has that interface added on it

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you never need it ever

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you want to use it if you want to check something easily

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I put an interface called "CanBeDamaged" on somethings

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I can use the "Does Implement Interface" when I hit something and check for the "CanBeDamaged" interface and know if it has that interface on it

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its better to use as many as you want

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organization is good

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you could have one for can be damaged, one for can be shot, one for can be blown up, one for can interact with

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and then just drop on the ones you plan on using

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casting is not bad, casting is part of programming

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interfaces just make times you need to cast easier

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they are NOT the same

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they both have different uses and you should use both as needed

plush yew
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Thanks matheww

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did the job

grim ore
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I have a barrel, a dog, and a door. all 3 are blueprints (bp_door, etc.)

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I fire a bullet and it hits something

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now I need to tell what I hit to take damage if it can (the dog and door does, the barrel does not)

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how do I deal the damage?

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hit something -> cast to dog -> if dog deal damage? if not dog -> cast to door -> if door deal damage? if not door -> cast to barrel? etc..

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with an interface I can hit something -> use the interface event to deal damage and I am done

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the dog knows it can take damage using the interface, the door does as well, and the barrel doesnt care

rotund scroll
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@grim ore you remember a couple weeks back you found the override function for SpawnDefaultPawnFor ... I was hoping you could help me out with a similar case. This time I'm looking for the same sort of relationship, but with actors and their components

grim ore
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cleaner code, more efficient flow

summer zealot
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Nobody knows how to revers gradient? :/

rotund scroll
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interfaces are generally only needed if you have multiple hierarchies though

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base classes can stand in for an interface

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class hierarchies

grim ore
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yes base classes are great but do you want the same base class for a dog and a door?

rotund scroll
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well no but a door might not take damage necessarily

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I'm not saying interfaces aren't useful, I'm just saying it's about three steps ahead of the curve

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when perhaps getting to understand one step at a time would be beneficial

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although even for unreal they made actor be able to take damage, so I reckon there is a strong preference for class hierarchies over interface use

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but that may just be my interpretation

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@light lintel yeah so all goblin types would probably be under a single "base goblin" class, which would be under a "base humanoid" class, which would be under "character" etc.

grim ore
rotund scroll
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I'm not sure what you mean by that

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it sounds like you only ever want to lock on to something very specific

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whereas the ideal way to do things is through modularity

elder moat
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Hello

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is there a place that I can ask for help

rotund scroll
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e.g. your lock on function has an input parameter of "actor" or "character" or "pawn"

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@elder moat anywhere really. here is fine, but there are also specific channels if you read #more-resources

elder moat
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Ok

rotund scroll
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I mean that can work. the way you have done it is not great but it'll do the job

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yeah if they all have the same parent class, then yes you would also get the children

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the better way is by understanding how blueprints communicate and the general rule that information only flows when it needs to. so an actor only needs to know about another actor when they come into contact with each other somehow

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timer is the best way

undone sinew
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Has anyone experienced an issue with the rotation of models when using "Import to Level"?

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I'm using it to preserve the hierarchy of the scene, and importing into Unity is flawless, but in Unreal I get issues.

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this is how it looks in max

rotund scroll
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have you checked if it's any different than importing it to the asset browser?

undone sinew
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it is, but i dont have any hierarchy if i do it that way

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whats weird is that, the model has identical meshes

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the left side imports screwed up, right imports fine

severe ibex
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I know Max swaps Y and Z

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did you flip any meshes in max?

undone sinew
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the one thats flipped, is the right side

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which is the one that imports properly

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I used the mirror & clone for that.

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and that would be along the X axis

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im trying to demonstrate how it looks in unreal, but everytime i have to delete the import, it freezes for 5 minutes

severe ibex
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I can't say for sure but I know mirrored geometry from max can often have buggered normals and x-forms

undone sinew
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yeah, but the odd thing is, the mirrored geometry is the one working

severe ibex
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maybe it's working because of the difference from Max and UE4 with the Y and Z changed?

undone sinew
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is there a better method of importing models with hierarchy, besides "import to level"

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I can try

severe ibex
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not sure if Datasmith is any better than FBX for stuff like this.

rotund scroll
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it might be

undone sinew
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yeah i just confirmed the import to level is definitely broken

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cause now, there is some kind of cache issue

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where it doesnt fully reimport

rotund scroll
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try datasmith then

undone sinew
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so i get half of the geometry imported from the same fbx

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okay, thats the issue

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positions are correct, just not local rotations

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i dont doubt its something to do with max to ue4 conversion either

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but there is something that makes me wonder something

rotund scroll
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look man why don't you try and see if datasmith does it for you

undone sinew
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unity

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yeah im gonna try datasmith too

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but im wondering what unity is doing differently

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or if maybe i can run my fbx through another program before importing into unreal*

rotund scroll
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unity has different coordinates than UE, which has different coordinates than max, which has different coordinates than maya etc.

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translating between these differences sometimes breaks

undone sinew
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yeah, thats why i was thinking, maybe bringing it into something else first

rotund scroll
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it's not going to help

undone sinew
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ive seen the weird stuff each program does to other formats, like obj*

rotund scroll
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like it stays fbx regardless of which package or engine you use

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so idk what you would hope to achieve from this

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the best case scenario is to update your fbx exporter to be the recommended 2018 version

undone sinew
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so the issue is that unreal just isnt converting properly then?

rotund scroll
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for your particular fbx, apparently

undone sinew
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ill try a different version, didnt think of that

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as far as datasmith goes, it doesnt work with the latest version of unreal, so i have to download and install the previous engine first, thats what im waiting on.

grim ore
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heh. Had a pure function that was getting an animation out of an array, using modulus to increment to the next valid value in the array, and returning the value and animation. I was plugging the value out into a setter, the animation out into a play montage node, and using a print string to make sure the value was correct from the animation. Anyone notice the problem...

rotund scroll
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@undone sinew

undone sinew
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oooo ๐Ÿ˜ฎ

rotund scroll
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I recommend that you google stuff first

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that was the first result

undone sinew
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is that the datasmith exporter?

kindred viper
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if we are talking about googling first, may I recommend googling Blender. I am current on one of those "I just got a new religion" phases and have to tell everyone about it until I annoy everyone and they say "oh no here comes that Blender guy again".

rotund scroll
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meh, I tried and gave up on blender

kindred viper
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in 2.79 or 2.8?

rotund scroll
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2.8

undone sinew
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what if you use duckduckgo?

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๐Ÿ˜‰

kindred viper
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really im surprised. It's so much faster than 3ds on the workflow

rotund scroll
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I really like the sculpting

kindred viper
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until you hit an obvious caveat I guess but thats the same with 3ds

rotund scroll
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but using it for anything else is a massive chore

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like there are so many small things it becomes death by a thousand cuts

kindred viper
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hmm I used 3ds from max 5 until 2016 and I have to say, it feels better to a non-artist. Perhaps someone serious about modelling would pick it apart but for me, it's pretty easy and quick to run up a model

rotund scroll
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my biggest issue is that it doesn't allow for modular workflows like most 3d packages do

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it's do it the blender way or don't do it

kindred viper
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well it does as its python based

rotund scroll
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and for someone brought up on extrude based workflows, it's a hard sell to move away from

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yeah but attempting that proved to be another rabbit hole

kindred viper
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definitely. its as complicated as UE4 is as a whole. So much learning curve.

rotund scroll
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the best example is the delete command bringing up a menu instead of understanding the context of the deletion by default

undone sinew
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this exporter says unreal 4.24

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but datasmith is only updated to 4.23

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<_<

rotund scroll
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pretty sure datasmith is in 4.24

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like idk where you get that info from

undone sinew
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the unreal marketplace

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and the unreal FAQ

rotund scroll
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it's already part of the engine loadout?

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by default?

abstract relic
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stay out of .24 anyway

undone sinew
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the help docs seem outdated, cause it also says 4.23

grim ore
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Datasmith was a separate item in .23 and before, it's now part of the core engine install

rotund scroll
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^

kindred viper
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thats why it randomly updated and forced a rebuild for me . hmm

grim ore
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what you see there, the install to engine, is for .19 thru .23 as it was separate

undone sinew
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Well, I'm glad there is youtube

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unfortunately, datasmith isnt any better

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it has the same issue and also adds a new issue, removes all hierarchy

abstract relic
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go to #datasmith if that's the route you want to go. Antoine keeps a close eye on it

undone sinew
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I'm just looking for a solution to the orientation issue, not specific to datasmith.

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Cause, I know this won't be the last time it happens.

fallen marten
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Did you collapse the stacks before saving as fbx? To bake the modifiers in rather than have ue4 try import a modifier

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A different way to go about it could be If the parts of your mesh don't have to move, you could add a root bone, skin all the mesh to it, and when it imports to ue4 it should lock all the local rotations.

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There's aways more than one way to skin a cat man -

undone sinew
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I was thinking of the bone method you mentioned.

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I'm gonna try a couple of other things first, and then that, and see what works.

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I suspect the issue might actually be Max, because I've had so many issues in the past with scene glitches persisting in FBX exports.

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I'll let you know how it goes ๐Ÿ™‚

fallen marten
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Cool ๐Ÿ™‚ I use max 2016 and haven't really upgraded it in any way, and haven't really had any trouble getting complex meshes like destructible cars etc into ue4

undone sinew
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I deal with alot of icky CAD conversions ๐Ÿ˜›

unreal sable
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I can't open game project anymore.
Crashes at 93%
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

undone sinew
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is that a plugin?

unreal sable
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I don't have any plugins.

undone sinew
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oh

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that might be visual studio

unreal sable
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I have that on my computer, what do?

undone sinew
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this make any sense?

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when you google the dll file, its a bunch of people with the same issue

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i was just trying to figure out what the dll actually does

unreal sable
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I think i googled that, did exactly what 2nd picture said.
Then unreal wasn't installed anymore and the unreal launcher started installing .24 ( i have .20)

grim ore
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those logs entries with the DLL are normal, chances are that is not your issue

unreal sable
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I think the last thing i did was fiddle with project settings

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Happend once before, then i used a backup.
But right now i have lots of unsaved progress ;_;

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I changed project name, project title, version name. <== i assume this is the cause.
Swapped between editor/default level.

grim ore
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if you put the entire log somewhere like pastebin there might be more accurate information to figure it out

opal lark
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still not fixed my ai

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just stands there

unreal sable
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[2020.02.20-22.52.31:261][ 0]LogLinker: Error: Bad name index -1/227
[2020.02.20-22.52.31:262][ 0]LogWindows: Windows GetLastError: Operasjonen er utfรธrt. (0)
Is this normal?

grim ore
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it's definitely weird, this is when you open the project?

unreal sable
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Yes, getting stuck at 93%.
As i've said before, i believe it has to do with changing project settings as this has happened to me before.

grim ore
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stuck at 93% or crashing? 93% might be compiling more shaders

brazen hull
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any tips on making the trigger box easier to hit? ive got so you gotta go be in a specific position

grim ore
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especially if you changed stuff like rendering types or shader permutations

unreal sable
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I get a crash report window.

grim ore
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ah in there should be what actually crashed then if you install the debug symbols from the launcher

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the actual crash stack address

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otherwise you could go thru your config directory and move the configs out of there and try to relaunch to see if it's a setting you put in

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the Config folder and the Saved folder both have settings that you might have changed, you can temporarily rename them to see if it loads (bad files) and then try to fix or go one by one and change them out to see if you can narrow it down or see about getting the full crash stack

unreal sable
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I tried to launch with debug logging enabled, not sure if it did anything.
I'll try the config swap.

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Still crashing after swapping out with a backup config.

opal lark
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Is it normal for my BT To say that

grim ore
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its normal if its not running, if it was running it would be at the top

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do you have your current running character selected in the debug filter in the window at the top?

unreal sable
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I swapped out folders 1 by 1.
Still crashing at 93% when loading project ๐Ÿ˜ฆ

opal lark
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its running

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so its not working then if its running

grim ore
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ok but.

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you keep not answering the questions lol

opal lark
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sorry what was the question

abstract relic
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Donโ€™t look at a gifted tomato in the mouth

fallen marten
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Daz I had your AI working, roaming, chasing, attacking.... Wtf happened?

unreal sable
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Debug symbols are like 18GB ._.

opal lark
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oh this is a side project

grim ore
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do you have your current running character selected in the debug filter in the window at the top?

opal lark
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yes

grim ore
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do you have your behaviour tree set to run on your AI

opal lark
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i do

grim ore
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show that code

opal lark
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1 min

grim ore
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Where in there is it running the behaviour tree?

unreal sable
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Changed "Content" to "Content2", no crash ๐Ÿค”

grim ore
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one of your blueprints is fubar then

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so start going thru and pulling them out a group at a time lol

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or see what you changed last? maybe sort by dates

rotund scroll
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@unreal sable can you view any of your files though?

opal lark
unreal sable
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PlayerController blueprint
F M L

opal lark
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tis might be the problem

unreal sable
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Can blueprints get too big?

opal lark
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how do i resolve this depracted error ? Im not sure if bp can get too big

grim ore
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this is what I was asking about, are you actually running the BT anywhere

opal lark
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im not sure i think so

grim ore
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and if you right click that node and refresh it, it might give you the newer version otherwise just replace it completely with the updated node

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but thats INSIDE the BT, it wont cause the issue of it not running because it never gets that far. you kinda need to tell the AI what tree to use or should it just guess?

opal lark
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the ai is set to use behaviour tree

grim ore
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where did you set that at?

opal lark
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it was a market place pack i will have to look

fallen marten
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You have to tell it which blackboard you are using too

grim ore
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you dont have to tell it which BB you are using if the BT is set to use it

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I literally have just that code above and my BT runs and finds the player

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you literally don't have that code and yours does not work

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maaaagic ๐ŸŒˆ

fallen marten
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If there's a deprecated node I'm just guessing he is using some of my old code which uses a specific bb

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I do know a bt uses its specified BB on its own

opal lark
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its from a pack this part was ballsed up

hidden aurora
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Does anyone knows where to get the gamelift plugin for 4.24?

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The latest version that is compatible is 4.21 ๐Ÿ˜ฆ

opal lark
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how do i fix the depracted node then

unreal sable
fallen marten
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@unreal sable look in your saved folder, there might be an older version in backup that might work

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Just copy the file to your folder where the broken one is

unreal sable
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Ahh, i found it. I'll try and report back.

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Backups not working either ๐Ÿ˜

opal lark
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Ok ive done it

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thanks for the help thou

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@fallen marten some of your houses are textured

unreal sable
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File seems 100% fucked.

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Can't even migrate it without crash.

robust hedge
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Is answer hub still down for everyone else?

plush yew
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yup

robust hedge
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Yikes

plush yew
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Is there a way to make particles shine in the light. For example, if I had dust particles and I wanted them to be visible in light and not in the dark, how would I do it?

rotund scroll
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well consider that most particles are emissive, so they are light sources themselves

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it also means that they cannot be lit

robust hedge
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What if you made volumetric dust?

rotund scroll
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if you change the material you could make them accept light, especially if they are meshes and not sprites

plush yew
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i see

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@robust hedge Volumetric dust?

robust hedge
rotund scroll
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yep

plush yew
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i'll try that

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thanks guys

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is it possible to make multiplayer game with blue prints?

placid arrow
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yes

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in fact some multiplayer stuff is friendlier in blueprints

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im making a multiplayer game which is both blueprint and C++

craggy flax
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I had heard Fortnite is almost exclusively BP but dunno how true that is tbh

rotund scroll
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doubt it

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but I've heard all manners of interesting theories on fortnite

abstract relic
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Very much doubt it

rotund scroll
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someone came in saying it was all made in ue1 but reskinned with modern graphics

abstract relic
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Only so much you can do with one thread

opal lark
#

how diffucult is it to make a vr character walk instead of teleport

abstract relic
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Rated 3 out of a purple banana. You gotta be creative or be more specific

rotund scroll
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those are good odds

normal burrow
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purple banana is a high bar

opal lark
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lol

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i mean walk around as in like 1st person but vr

grim ore
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it's not hard at all you just move the character around like normal it's just really really disorienting

opal lark
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so you say telports better

abstract relic
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Youโ€™re just strapping a screen to your face. Nothing special about it ๐Ÿ˜œ

opal lark
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my characters teleporting everywhere up the ceiling through the wass its annoying

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walls sorry

abstract relic
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Itโ€™s a developing technology. You are with the wave of developers who must solve vr challenges for the (relatively) first time

normal burrow
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most games just let you put head through wall

grim ore
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yep lots of things you can do. I tend to not allow moving that close to a wall when teleporting and then you can fade out the view to black when you are trying to go thru a wall with your head

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lots of options

abstract relic
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There was a gladiator game where you have to grab the floor and drag to move. Very creative

opal lark
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how would i do this this is a resident evil 1 remake in vr no looking through walls lol

grim ore
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thats up to you and your gameplay design to decide

abstract relic
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How to do what? Find the problem, break it down.

opal lark
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I mean fade to black when close to wall

rotund scroll
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but also, lower your expectations, especially if you're a first time developer without capital

opal lark
#

just a trigger effecting post process

rotund scroll
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I think camera modifiers can fade

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so if you create a child class off that

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sorry derived class

abstract relic
#

So break it down. What would be the things you need. Where are you in relative to a boundary, how to define a boundary, how to visually fade, how to reteleport, where should it reteleport, etc, etc, etc

normal burrow
#

you also have to think of what not-behind-wall means

opal lark
#

also i got my ay working but he hits me once and thats it does not try to reattack ? Ok and thanks

normal burrow
#

remember, you don't know where the persons anything-other-than-head-and-hands are
(as in which direction to push the head out?)

plush yew
#

Any1 here made a game

#

and made money from it

#

Or an assest

normal burrow
#

on their own?

plush yew
#

yup

abstract relic
#

With a cow I assume

craggy flax
#

If assets include 3D art, yes? ๐Ÿ˜›

opal lark
#

yep

#

Making my own game and resident evil 1 vr for fun

normal burrow
#

made money or an asset from it?

abstract relic
#

Would also assume the asset made money

plush yew
#

At the exact time i placed

#

Can you see that frame pose?

#

How he dose that?

normal burrow
plush yew
#

oh move a little bit

#

as he hit ๐Ÿ˜„

warped tangle
#

"at the exact time I showed, except a little after"

plush yew
#

1:04

warped tangle
#

lol

plush yew
#

๐Ÿ˜„

#

did you see it?

normal burrow
grim ore
frail sail
#

Guys MP replay system works on 4.24?

plush yew
#

when he hit

#

there is a frame pose for a sec

#

the animation stops for a sec

grim ore
#

you can set the play rate to 0 on hit

lofty imp
#

looking for a tutorial to show me how to make a orbit camera like ark survival any suggestions?

ancient otter
#

Hey guys

#

So I skylight I have does not work...

#

Not sure on what to do

grim ore
#

@lofty imp a camera that moves around automatically or one you control?

lofty imp
#

one i control . the character is the center point and it can spin 360 around the character and move up and down

grim ore
#

uh have you checked out the default third person character template?

normal burrow
#

lol

lofty imp
#

thats not it

grim ore
#

what does it not do?

lofty imp
#

my bad tinkering i made it turn the character

grim ore
#

ah

lofty imp
#

when i moved the mouse

#

thanks for bringing me back to earth

#

it is a bit different tho, in ark survival when you go into orbit cam and you're pressing wasd it doesnt turn your character toward the camera it makes it to where you cant accurately play in that mode.... i wonder what the heck they did lol

normal burrow
#

maybe its orbit with follow?

lofty imp
#

๐Ÿค” not sure... you can walk in all directions but your character doesnt turn

grim ore
#

well you can lock movement or the camera or lock movement to the camera or camera to movement theres a ton of options to fiddle with in the character, the spring arm, and the camera itself

halcyon flame
#

when using absolute shape keys in blender (as in importing a skeletal mesh that has multiple shapes as keyframes in a single, linear progression)

what is the name of the shape key/morph target according to UE4?

idle compass
#

hi everyone, I'm new to UE4 and currently reasearchig on material blending by painting vertex map, I tried looking for tutorials on utube but everyone has a different technique. Can someone recommend me a good and easy to follow tutorial?

normal burrow
#

If you make your mixing materials in material functions that return material attributes you can properly author each layer felixonaorato, then take the output from the function in your master material and interpolate them pin by pin

merry galleon
#

hey

#

Im new to unreal

halcyon flame
#

hey

normal burrow
#

Believe the term is blend shape

halcyon flame
#

thanks dude. they're called morph targets in blueprint and shape keys in blender

#

I have a bit of a different case bc I'm using absolute shape keys (where each key is a single key frame on a linear progression) as opposed to relative keys which each have an individual value

normal burrow
#

Hm

#

Interesting

halcyon flame
#

most of these tutorials are related to facial animation, which is fine

#

but if you had something that you wanted to change between multiple shapes, kindof like a transformer, which had multiple shapes all along the same line, you'd use absolute shape keys

grim ore
#

it has examples for like cube to sphere and such

idle compass
#

@normal burrow do u have a good tutorial on utube? since understanding by text only is pretty difficult for me

halcyon flame
#

@grim ore @normal burrow it looks like UE4 doesn't import absolute shape keys...

#

I just did some basic testing with mine. when you set the shape keys to absolute their times are set on 10 unit increments, however, plugging time seconds % 10 into set morph target value did not have the desired effect. it treated it like a relative shape key which has t from 0 to 1.

normal burrow
#

Yeah Iโ€™ve never heard of absolute keys but Iโ€™ve not worked with normal ones much either

winged crypt
#

Do we have a friendly way to allow modding in our UE games? I've been digging around and I'm only finding very old posts that talk about giving the full source project to modders to have to recompile and work inside UE to do this

normal burrow
#

Mechwarrior might be a game to try sinn

idle compass
#

@normal burrow I couldn't find anything related to blending materials :/

normal burrow
#

Apologies I got mixed up

pulsar badge
#

Got a question

#

so do i set the objects to static or stationary or even movable for a AAA open world game?

#

which is best

#

for my modular buildings

normal burrow
#

Troy if the light moves it must be moveable, if it changes color it must be stationary, use static otherwise

pulsar badge
#

It doesnt move it just sits at a light place lighting the place up

#

What do you mean changes color?

normal burrow
#

If you want to turn the baked light on and off or to different colors you must use stationary. If itโ€™s not baked then itโ€™s moveable

fiery summit
#

Hi all, working on a music sequencer right now. Wanted to know if there was anyway to view waveforms in the editor? I notice when you import it shows a thumbnail of the waveform...

idle compass
#

from what I see the blending is just directly on the material, what I meant to study was for example having material a and then vertex paint it so there's some part that's material b

normal burrow
#

Felixonorato, itโ€™s how you do it. Theres no built in way

#

If you have the material functions return attributes you just interpolate multiple of these with vertex color

idle compass
#

ah okay, because a while ago I saw some utube tutorial that kinda paints the texture, but on the video that u gave me he doesn't use any brush

abstract relic
#

Thereโ€™s a difference between painting texture and painting material

#

Which are you referring to

#

@idle compass

idle compass
#

I was talkimg about this

#

@abstract relic

normal burrow
#

This is vertex color

#

@idle compass

abstract relic
#

That's exactly what I posted

idle compass
#

but I feel like the setup in the node editor is way too complicated for a beginner like me lol

#

the one in the video I mean

abstract relic
#

Couldn't be simpler. I don't know what to tell you. Study the basic of materials first if this is the case

idle compass
#

got it, thanks guys !

#

damn that's a lot of videos ๐Ÿ˜‚

normal burrow
#

Mathew does not disappoint

abstract relic
#

I donโ€™t understand how there can be a 15 min video on the basic of vertex painting. It takes less than a minute to actually make it

idle compass
#

I was actually really excited to start making things in unreal

#

but I guess I'll need to learn the basics now ๐Ÿ˜‚

#

I actually have a 3 years experience of doing 3d but this game engine is kinda new to me

normal burrow
#

By all means, connect things to other things and see how it goes

idle compass
#

I make things like this

#

yea that's the point of Node editor hahaha

abstract relic
#

I love the sparkles, hide the calcified baby corpse though.

idle compass
#

haahha thanks ! it was just a simple practice though

#

I am tempted to try unreal is bcs my laptop is just so outdated that I prefer baking light shadows than waiting for 5+ hours render time :/

abstract relic
#

Did you run a post process pass or was that all in the scene?

idle compass
#

It did use post process

#

the original plate was by using octane in c4d

#

i used z depth pass to add some smoke and particles

#

It'd be too heavy on my laptop to use smoke directly on c4d

abstract relic
#

Limitations are great. Forces you to get creative such as you did.

normal burrow
#

Are those sparkles sparkly or dusty?

idle compass
#

it was actually dust but I added some gloom to make it sparkly ๐Ÿ˜‚ @normal burrow

abstract relic
#

Glitter dust ๐Ÿ‘Œ

rancid lynx
#

How do i lesson the contrast between light and dark on the opposite sides of this grass, other than addding a second directionl light..... ? Im already using a wonderfully balanced cubemap and skysphere skylight for even lighting ,

#

From one side, soutth view, light is very nice, even contrast sith terrain texture , but from the other, muxh different

#

Maybe a lighting option from the material shader, when you click on texture sample inside the material? Default lit, or something? Opacity by .5 isxone interesting option, it cuts the contrast down alot. And an interesting effect

#

In one smll way, i like the grass, but the artist side of my thinking says, the light is so terrible, no grass would be much better

scenic storm
#

Hi all
<----new here

brave salmon
#

finally I'm stuck in something pretty easy and someone can help me)
what could be the reason pawn rotation not replicating to clients while it's changing on server?
double checked all settings, everything seems default, net load is almost 0

scenic storm
#

hope someone can help me.
for a projekt in unreal i use the collab viewer template (because its easy to change fly-, walk- and VR mode)
is it possible to change the settings in flymode so the camera can not through evething?
collison and camera blocking volumes not working in fly-mode...
(yes my english is bad^^)

plush yew
#

Hey everyone!
I am looking to have a chat with a few individuals who regularly hire freelancers. Anyone would be open for a few minutes to answer some of my questions? Thank you! ๐Ÿ™‚

glacial pecan
#

wtf, did 4.24.2 change the way Unreal compiles shaders?

#

it completely tanks my computer performance, locks up all CPUs 100%!

#

and I tested this both on a PC workstation and a Mac Pro, same issue

#

it didn't used to be like this... befor eyou could actually work in the background

#

even typing is slow now

tawdry lily
#

Hi guys, we have a tricky problem (please redirect me if another channel would be more helpful). Our project does not package anymore in 4.23 and in 4.24 it crashes when trying to open any of our blueprint assets. The error message is extremely vague. And our attempts to identify the cause have not lead to anything after 2 days. This is the error message:

Ensure condition failed: ReferencingPin->LinkedTo.Num() > PinData.ArrayIdx [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 1733] 
[2020.02.19-09.20.57:778][634]LogOutputDevice: Error: Ensure condition failed: ReferencingPin->LinkedTo.Num() > PinData.ArrayIdx [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 1733] 

Does anyone recognize this or know a way to solve it?
@tawdry lily

Just reporting back for other people that might encounter this issue. In our case it was caused by a math expression node. Not sure what the problem with it was exactly but deleting it made the problem go away. Hope it helps someone in the future ๐Ÿ™‚

honest vale
#

@glacial pecan compiling shaders has always taken 100% of cpu

mossy nymph
#

@tawdry lily are you using custom engine or do you have an editor customization module?

tawdry lily
#

@mossy nymph I do have an editor customization module in my plugin, but it I don't think it has anything to do with this math expression. Not using a custom engine btw

mossy nymph
#

well, should be easy to check, just don't load the customization module

#

EditorGraphPin error strongly suggests it is the culprit

#

if it is, you should be able to open blueprint assets that don't use any of the customized types just fine

idle compass
#

hey guys, what is the meaning of modular workflow?

mossy nymph
#

also, running a DebugGameEditor build from VS should provide a full callstack how it got to that error

plush yew
#

hey guys, what is the meaning of modular workflow?
@idle compass depends? Are u talking about 3d art or software engineering?

idle compass
#

@idle compass depends? Are u talking about 3d art or software engineering?
@plush yew can u elaborate in both aspects?

tawdry lily
#

@mossy nymph Yeah I've done that, it was failing on a float / float node... so I got a little bit stuck there.. But as I said, I managed to fix it by deleting this math expression node. There was a float / float node in there with the exact same values as the node that it failed on. So I assume this was the culprit. The mystery remains why unreal would crash on a valid math expression though..

oblique tangle
#

Can someone help me out with recreating the movement @0:10?
Where the player can only move on the railing

plush yew
#

I formated my PC and reinstalled UE (4.22.2) a few days ago. Visual Studio was installed automatically with UE4. So, did it automatically install the last version of Visual Studio ? Is it up to date ? Or should I download the last update ?

glacial pecan
#

@plush yew when I make a build on a fresh PC, I always get an error message telling me to run the VS installation manager and add an option or two, so perhaps just try to package your project and see what errors pop up?

languid flax
plush yew
#

So yep, I think I have a problem with Visual Studio... ๐Ÿ˜†

#

( I was asking this because I have many crashes with UE each time the shaders are compiling... )

#

Moreover, I see that I have tons of Visual Studio's versions installed on my PC. I don't know if it's normal... ๐Ÿ™„

#

Ok, I've just try again to package the project. No blue screen this time but I have a message error which says, in resume : "No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components."

#

However, you can see that Visual C++ 2017 is installed on my computer, in the screenshot above...

#

I don't understand...

somber quail
#

Did you install the necessary components

glacial pecan
#

@plush yew you don't have visual studio installed at all according to that list

somber quail
#

Oh yeah, I didn't even look at the image ๐Ÿคฃ

plush yew
#

Ah, my bad ! You're right ! It's Visual C++, no Visual Studio ! I was confusing !

#

So I think I've figured out why my UE crashes all the time ! ๐Ÿ˜…

#

Thanks !

crimson lake
#

oi bois, anyone got an idea on how to make a similar system to the ocarina in legend of zelda?

honest vale
#

you somehow program it ๐Ÿค”

#

sorry ๐Ÿ˜›

brave gate
#

yes, I've heard programming is a pretty usable way of making systems ๐Ÿ˜„

icy egret
#

it works but camera still moves when I release aiming although my character canceled aiming

unreal sable
#

Use a Gate

unreal sable
#

Or create boolean on press > false / release > true
Aim then takes bool into a branch to enable / disable

placid arrow
#

question: if ive made my game so it isnt using pak files, and someone who doesnt have the source for the game wanted to make a map, could they just make a map in any instance of unreal editor against any dummy project, cook that project also without pak files, and take the cooked umap, drop it into my games content dir, and play that map from the commandline? assuming of course that my game has no requirements for any special code within the level blueprint?

#

or will it just break horribly.

icy egret
#

@unreal sable Thank you!
Using gates works well!

brazen hull
#

Does texture streaming pool over 167,478 MIB budget matter?

#

Would I need to delete materials or how does one fix it?

pulsar badge
shy goblet
#

is doing that what? and please make a screenshot, don't take pictures with your phone

iron pilot
#

@shy goblet

Not lighting the full object

pulsar badge
#

Those lines in the lighting

lean crown
#

hi guys would anyone like to help me with a very basic project, im a student and have no experience in ue whatsoever

unreal sable
#

@lean crown Pick up a tutorial relevant to your idea.

#

Better to learn yourself then to expectsomeone to do your work for you.

lean crown
#

i just need guidance to what i should exactly do, i have tried tutorials and now im stuck

unreal sable
#

Solving your own problems and googling is part of the learning curve unironically.

honest vale
#

@pulsar badge that's due to the realtime shadows the light casts

#

shadow map acne

unreal sable
#

@lean crown I sorta just recommend following a tutorial religiously until you feel confident enough to take liberties and add things yourself.

lean crown
#

alright thanks

#

btw is there an assets site i can download other than the marketplace?

unreal sable
#

I haven't found any good places for FREE assets if that's what you mean.
Even if models and such are free they come with a lisence that can make commercial release a problem.

lean crown
#

thanks alot

unreal sable
#

The models aren't animated either, but it's pretty simple to swap animations from character to character in UE4.

pulsar badge
#

@honest vale how is you fix that?

lean crown
#

@unreal sable i have tried inserting from sketchfab but that doesnt work

#

although it says that its compatible

honest vale
#

@pulsar badge the light should have some settings for changing shadow map bias

mossy cloud
#

Any way to remove the absolute "center" in a sound? i'm trying to put a sound effect (rustling trees) in a forest, and there's a very clear "middle" that makes the sound. any way for the inner radius to just be a constant sound with no stereo settings?

#

(using attenuation)

#

Spartialization! figured it out.

grave radish
#

How can you share an unreal project between 2 computers? I want to work on my game stuff on my desktop and laptop.

thin tendon
#

Has anyone else had issue setting screen resolution? My code should be working but the screen size is always the same size

#

But swapping from fullscreen to window works

grim ore
#

@grave radish traditionally one would set up source control and use it to keep multiple machines in sync on a project. if you don't want to do that you can just zip up the project folder and move it to the other one

hexed dock
#

hoo boy, Epic's bug reporting responses are a comedy of errors

thin tendon
#

I reported a bug waited 2 weeks for a response. They asked if I tried setting a particular option. But the first line in the bug report said I ticked said option. I pointed this out in my reply to them. A week later and I still haven't heard back

hexed dock
#

report bug. wait for response. finally get response. read response and realize it's clear they didn't even pay the minimal amount of attention. reply and point this out. repeat.

#

I reported this bug: https://issues.unrealengine.com/issue/UE-89272 (feel free to vote for it!)
The first reply was "you're not assigning the texture object". I reply back with "yes, I am. Right here in the blueprint where it says "Set (TextureVariable) to result of Create Object From Class". I even attached a screenshot of it being debugged, with a mouseover showing the value that got assigned. They replied that they had created the bug report. I checked it and it said "The Texture is never assigned a value".
๐Ÿคฆโ€โ™‚๏ธ

#

I replied back and basically told them "didn't I just show you that wasn't true". Luckily, they updated it to what you see now (incredibly verbose, isn't it? so glad I put all those details in the bug report) before someone else could jump on it and close it.

plush yew
#

@plush yew can u elaborate in both aspects?
@idle compass yes.

In general it means modules. Entities that are seperate, and reusable.

In 3d art if you build a house you may have 1 model.
How about having 30 models (walls, windows, furnitures, pipes etc..) allowing you to build many variations and reuse the same assets.

In software it's kind of the same. You can splitting an application into modules so each part is separate from an other.
For example a webshop may have a product listing module and a cart module. They may interact, but u can also reuse these building blocks in an another application.
For example you may turn your product listing block into a blog module by just swapping a few elements around.

The benefits are obvious, but they also have cons.

And others please don't beat me for this. I tried an ELI5.

tulip sigil
#

not sure where to post this, but i need some help with my custom model/ its animations. The right is what should be happening, but for some reason it appears upside down in the test area. if i rotate the mesh, most of the animations work ask well, but some still use this vertical pose.

any ideas on what i did/ can do to fix this?

plush yew
#

You could reimport the anims with an applied transform?

#

sorry it made me laugh xD

tulip sigil
#

i retargeted them from another animation tho. plus, the way that the bugged animations are, if the montage works, its the normal animation thats off, and vise versa

unique kraken
#

anyone knows what ue4 does with the tangent/binormals when importing?
im not importing the tangent space.
just would like to know how they get created

thin tendon
#

Could be an issue with your skeletons pose when retargetting

tulip sigil
#

maybe? but both are identical.

thin tendon
#

If the skeltons are identical, why not just make both meshes share a skeleton so you don't need to retarget animations at all

tulip sigil
#

theres a significant size difference, would that matter?

thin tendon
#

Thats probably your issue if there is a significant size difference

grim ore
#

the skeleton setup might be the same but is the rotational of each bone the same?

tulip sigil
#

they should be identical

#

i took the original skeleton and model, and just duplicated them, and then scaled down both. and of course the new mesh is slightly different (as in, thinner neck, different sculpting and normals etc)

#

plus, if a bone was rotated, wouldnt all the animations have that issue? and not a select few?

thin tendon
#

Didn't you say it was only the retargetted animations that are broken?

tulip sigil
#

no, i retargeted like 2 dozen animations, and only 3 or 4 are goofed up

#

(its 3 animations and 1 additive animation)

thin tendon
#

ohh wait I think I remember seeing this before. Try checking out your root motion settings for those animations

tulip sigil
#

what should i look at/ check for?

hot grotto
#

how can i call a socket from sequencer (a sword that is already attached to my character) to make the socket to appear at a specific frame?

thin tendon
#

there are only like 4 things in the root motion section

#

Try playing with these

tulip sigil
#

are those available for both montages and normal animations?

thin tendon
#

I just got that one out of a regular animation

tulip sigil
#

ok cool.

idle compass
#

@plush yew ah I see, so it just basically means kitbashed model right ?

tulip sigil
#

i played with the root stuff, and there was no change

#

just doesnt make sence. ive retarged animations before, and never had this issue.

azure shore
#

hahah I love how I only just realised selecting geometry verts from the right ortho camera view selects all the vertices that are lined up, before that I kept going into perspective then selecting them all then going back again

plush yew
#

I did never understand this point about this kind of licenses... I understand that it means that you can't resell assets itselves to make money but, what if you use the free assets within a commercial game (compiled and packaged) ?

#

Those licenses almost never interfere with releasing a packaged project. They just want to make sure you're not redistributing the model in a format accessible by the end user.

#

Ok so it was my understanding. Great ๐Ÿ™‚

mint raptor
#

With the Demo Replays what are Checkpoints?

plush yew
#

How i can change this particle that it ends
cuz it keep looping

fierce tulip
#

set loop to 1 (or whatever) in the required module

#

also, again, please dont ask the same question in multiple channels. thanks

brazen hull
#

how does one fix ?

fathom abyss
#

my guess would be either less textures (or lower res) or increase budget

plush yew
#

How would I add "weight" onto a physics constraint?

spare steeple
#

im having and issue where my engine stops loading my project at 73%, which is always an asset loading issue

#

i found the blueprint causing it, and removing it allows it to load

#

it works after dragging it back into the content folder

celest creek
#

@spare steeple How long did you allow it to try loading for? I've had similar problems and it just took a very long time

spare steeple
#

a while

celest creek
#

Otherwise I'm not sure what to suggest, apart from waiting a bit longer... :/

spare steeple
#

cant package either

#

i remade the blueprint from scratch since its small and it still happens

#

ive also got it narrowed down to a few different nodes causing it

celest creek
#

Hmm... hard for me and my so-so skills to help troubleshooting without digging in, sorry.

spare steeple
#

but i dont see any reason theyd give an issue considering they exist in other blueprints

celest creek
#

Maybe rebuild the BP from scratch?

spare steeple
#

tried it

celest creek
#

I've done that a few times, works sometimes.

#

Sometimes I've had to disconnect a few things and connect again to get things up and running, recreating BPs usually clears dodgy connections etc up

#

It's not a sexy process

spare steeple
#

yeah ive had the issue before especially if i accidentally hot reload with changes to a cpp struct

celest creek
#

Luckily copy/paste nodes between BPs, compile, then use 'create variable' on the red nodes after the compile makes it not super annoying

#

yup, it can be a little flaky at times

#

Does anyone know how to disable navmeshes?

I have some characters running around that I record, but when I play those back in sequencer the navmesh updates as they run around.

pallid talon
#

[Niagara Question] I have two Emitters inside my system. The first one has a โ€œGenerate Location Eventโ€ and spawns one particle. The other Emitter has a โ€œEvent Handlerโ€ with the source set to the first Emitter. But when the second Emitterโ€™s particles spawn, they do not link off the world space of the first spawned particle. What am I doing wrong or missing?

plush yew
#

Fuck ! I've just realized that I don't have the crash issue in 4.23. So that's clearly my 4.24.2 which does'nt work... ๐Ÿ™

#

^ welcome to our hell aswell

#

We've been dealing with lots of crashing on our end here

pallid talon
#

Are you using datasmith?

plush yew
#

@plush yew Oh, you too ? ^^ I know at least two others persons that are exactly the same issue (crash when the shaders are compiling if clicking or moving the cursor in the viewport). Hope that Epic will fix this but if we are just 3 or 4 guys, I doubt about that... ๐Ÿ˜…

#

We have more issues in compiled game than in the editor

#

One of our main issues is if you alt tab before the game loads it crashes

#

We're unsure what causes it but it only happens on 4.24

fathom abyss
#

oh, so all these crashes aren't the fault of my slow CPU?

#

good

plush yew
#

No, we are using strictly Ryzen 7's for development

#

Which are meant for this workload

fathom abyss
#

these crashes are annoying

plush yew
#

They are

#

1060 GTX here ^^

#

What makes it worse is the crashing during code compiling

fathom abyss
#

oof

#

didn't happen to me

plush yew
#

Our programmer has had to redo code countless times because of it

#

Because when it crashes, for some reason it corrupts the files

#

damn ๐Ÿ˜…

fathom abyss
#

Yeah, I nearly lost whole map (few square kilometers) because of these crashes

plush yew
#

Tell me about it. I lost an entire map I was working on for months because of these issues

#

I was extremely pissed

fathom abyss
#

ue4 did recovery after start

plush yew
#

Source control saved my ass but we only really push maps when we have massive changes to them to not overload our bandwidth

#

It did for us but there was so many things lost

fathom abyss
#

I learnt to save manually every few changes (even small changes)

plush yew
#

And the last upload was like a month previous because if we pushed every day we'd reach our data cap pretty quick

#

Well it corrupts the files for us

#

@plush yew "What makes it worse is the crashing during code compiling" -> Do you mean it crashes like during some compilations when you're working in the editor or during the final packaging of the project ?

#

it can be both

#

ok ๐Ÿ™

plush yew
#

@plush yew can you show me your sprint code?

rugged sparrow
abstract relic
#

I have no idea what camera behavior you want. Youโ€™ll want to enable either Orient Rotation to Movement or Use Controller Desired Rotation. And make sure you donโ€™t have an axis locked

celest creek
#

Ah cool, check out the Mandalorian featurette on the launcher's main UE4 page - shows some shots I was lucky enough to work on. @^_^@

brazen hull
#

If I resize a image using compression does it resize the size of image file or only just resizes image but still takes same file size

#

tryna optimize file size and got some 4k textures I need to lower res on

#

and dont want to use 5 hours reimporting

carmine garnet
#

@plush yew looks like the walk speed on the charecter movement is less than what it sets it to when you leave spriint

#

anyone know a good source of free particle alphas

#

or particles

obsidian nimbus
abstract relic
#

in the marketplace, there's some free ones plus I believe a particle project within the Learn tab

carmine garnet
#

thanks frens

#

dark

#

darn

#

thats a good resource

obsidian nimbus
#

np ๐Ÿ™‚

carmine garnet
#

oh my GOD

obsidian nimbus
#

i like the animated flowerfun

carmine garnet
#

did you see the normal map version

obsidian nimbus
#

you can also do animated spritesheets

carmine garnet
#

flameye

#

they just

#

keep getting better

obsidian nimbus
#

yea that site is super dope, im not 100% sure u can use it in commercial tho but i think u can

delicate needle
#

Is it possible to modify a static mesh's UVW's after the fact. For instance I created cube with a 3x3x3 meter Box UVW, and in unreal I would like to scale it to 6x6x6. Possible? I saw something about a new tool, but I don't see it in 4.24.2

midnight bolt
#

is it possible to limit search in Details window? like i want it to filter only to 'material' and 'nav'

dull hawk
#

has anyone ever had a problem where, when they go to create a new level you choose the default and it still comes up as a blank level?

unreal comet
#

How do you make a copy of a level in UE4 without crashing the editor? Everytime I make a copy it crashes. ๐Ÿ˜ฆ

abstract relic
#

Logs please

unreal comet
#

So I'm not sure where to get the logs but here is what comes up: ```

Assertion failed: LightMapCoordinateIndex >= 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Rendering/StaticMeshVertexBuffer.cpp] [Line: 603]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll```

#

does that mean anything? lol If not where do I find the log file you need?

abstract relic
#

/Saved/Logs

unreal comet
#

So I think by just clicking "file->save level as" I can just save a copy of my level and it works. Instead of duplicating and crashing

abstract relic
#

That is

#

Clever

plush yew
#

How i can change my camera scene color whne i get hit

#

i do have a cam particle ready to go

#

any thoughts?

craggy flax
#

Aight somehow I screwed up my entire project lol. I click "play" and it looks essentially like im in editor still and then gives me a list of errors. If I right click landscape and click "play from here" everything functions properly.

#

if I launch it works too

plush yew
#

How i can change the camera color as the exact time in this video

#

i did put the time just press it ๐Ÿ˜„

craggy flax
#

fixed. It wont simulate but will play. Weird.

crimson plume
#

Is there a modelling channel

opal lark
#

Material option missing on function input what do i use instead

#

Anyone know

plush yew
#

How i can place these particles on my camera?

#

Yup ๐Ÿ˜„

#

only the effect hit

#

when you get hit the screen get red

opal lark
#

Material option missing on function input what do i use instead

#

?

#

Hello

#

Anyone here to help ?

manic pawn
#

start by asking a more sensible question in #graphics

opal lark
#

Ok the question is. I dont see a varible named material no more

#

Varible type sorry

abstract relic
#

<@&213101288538374145> spamming

opal lark
#

thats from a video tutorial Its says material. is this option not avaible in new engine or is it caled something else ?

plush yew
#

Is there away to make this random?

#

Sometimes it happen and sometimes not?

#

is that possible?

manic pawn
#

use random bool node

#

then a branch

abstract relic
#

Sure, you can use a variable with weights (random success percentage)

grim ore
opal lark
#

Thank you matthew Im doing the course. learning bp.

plush yew
#

@abstract relic can you explain more?

#

@manic pawn thanks mate i will test it now

manic pawn
#

the random bool node has an input for the probability of it being true

plush yew
#

Something like this?

manic pawn
#

no

#

there's another random bool node

opal lark
#

For the record i dont see how i was spamming by asking a simple question. Matt helped me with. Nice community

manic pawn
#

I don't think you were spamming, just really had no idea what you were saying until the screenshot

plush yew
#

๐Ÿ˜„

grim ore
#

sigh this side project for learning animation has grown large enough that I should put it into source control. Stupid real work lol

#

It's got me curious tho. Let's say you were watching a course or sitting thru a lecture on "intro to ue4" that was intended to be... and introduction to unreal engine 4. Structured around going from the launcher to a finished product you can show someone and touching on what I think are the basics so far (blueprint, landscape, materials, meshes, the editor, sounds, etc.) would you consider personally any of these to be important in an intro course? AI, Sequencer, Niagara, Animation

lapis vine
#

Intro to UE marketplace ๐Ÿ’ก

#

Animation + AI seems okay

manic pawn
#

from the launcher to a finished product sounds like a 3 years long video

lapis vine
#

Oh, like it ๐Ÿ‘

#

But heard people watch in 2x or so speed. So 1.5 years

manic pawn
#

but you can only reasonably watch for like 8 hours a day, so we get to 4.5 years

lapis vine
#

@grim ore Anyway, my idea was that if you can replace something with pre-made asset might be better for introduction. Only exception if you target freakin' long course or multi volume one.

#

Bah, if you look 8h you never gonna be game dev. Need optimizations, hacking.

manic pawn
#

well you also have to actually do the thing after watching the video

#

so you're looking at 16 hour day + no weekends

normal burrow
#

bar for source control should be lowered :)

manic pawn
#

what if instead of mega scans, epic provide free p4 for everyone

normal burrow
#

dislike p4 personally lol

#

would prefer megascans lol

manic pawn
#

works great for all those binary assets tho

kindred viper
#

free source control is easy to come by. I mean, you get some free with Visual Studio, but Megascans assets are tangiable assets. Everyone benefits

manic pawn
#

well the problem with all those free source control is it's always git garbage

tulip sigil
#

i just got this error. im trying to add a saddle to a creature. they both need the same skeleton to work. any ideas on what i can do to fix this issue?

normal burrow
#

svn tho

kindred viper
#

yeah thats what I learned from my experience too, and also why I run my own p4 server now. Perhaps thats a good experience for users to have in order to make them learn they need something more like p4 ๐Ÿ™‚

normal burrow
#

@tulip sigil take a picture of the each characters bone hierarchy as reported by the engine

tulip sigil
#

well, one is being imported from blender.

normal burrow
kindred viper
#

my real issue with git right now is LFS requiring cloud storage. I dont have the upload speed to facilitate that, so local P4 server to backup disk to hard copy is my preferred method. If I had upload though, I would probably use git a little more for engine purposes these days. It's getting there.

abstract relic
#

You donโ€™t need fancy rocks but everyone needs source control

normal burrow
#

but svn is free and p4 is no good

tulip sigil
#

oh! i didnt relize that my model's skeleton is differnt. i coppied it right from unreal to make sure they matched

kindred viper
#

tortoise svn is the only thing like that I used and it was easy enough to manage. But then I've had no issues with p4 except the learning curve with it. The initial setup was a nightmare for getting old projects setup

normal burrow
#

if you have a root bone, you can name your armature "Armature" and re-export

tulip sigil
#

yeah, i did that

kindred viper
#

sorry didnt realise this was unreal chan. should talk about this in source control. ๐Ÿ™‚

tulip sigil
#

is there a way to clear the bone history? so its as if this saddle model had never been rigged b4?

normal burrow
#

tortoise svn works well

kindred viper
#

@tulip sigil just import it as a static mesh

timber birch
#

not cool ๐Ÿ˜‚

tulip sigil
#

ah i see. ill have to see how to do that

kindred viper
#

you can select no skeleton under skel mesh options tho

abstract relic
#

Iโ€™m curious what a humanoid saddle looks like

normal burrow
#

me too

tulip sigil
#

its not for a humanoid lol

kindred viper
#

dont google it

#

trust me

abstract relic
#

You are using mannequin

#

That is a humanoid skeletal mesh

normal burrow
#

saddle with 3 spines

abstract relic
#

Now Iโ€™m really curious

timber birch
abstract relic
#

300 isnโ€™t bad

normal burrow
#

lol ๐Ÿ˜‚ i was gonna say

trim pike
#

10000 is

normal burrow
#

326.220 isn't horrible

timber birch
#

You guys had more?

#

Man im happy i upgraded my pc tho. my i7 would be stucked at 50.000

normal burrow
#

I assume your commas are our decimal points

timber birch
#

Why so many tho? i mean. everytime i hit apply, it adds up. so is it compiling the same shader a couple of times?

frail sail
timber birch
#

Wich tool is that? @frail sail

frail sail
#

hwmonitor thonk

abstract relic
#

Itโ€™s compiling everything. Every single material. It shouldnโ€™t, just the material you are updating

timber birch
#

It shouldn't?

abstract relic
#

No

#

Unless you are launching the engine for the first time

timber birch
#

๐Ÿ‘ it crashed

abstract relic
#

Afterwards it should be cached

timber birch
#

Ah

#

It crashed at 424.xxx something ๐Ÿ˜„

normal burrow
frail sail
#

Wh3eres world record guinness?

normal burrow
timber birch
#

Look at that threadripper

#

3k was enough for me

#

didnt want to buy a threadripper lol

#

Gotta say tho Ryzen 9 is holding up very nicely

abstract relic
#

It looks like itโ€™s crying

manic pawn
#

a very nice cpu

#

threadrippers are way to expensive

normal burrow
#

not really with the leverage they have

timber birch
#

@abstract relic Oh no not at all, can open anything i want, while its loading a level haha

manic pawn
#

not really

frail sail
#

Gib some cores to me pepehands

manic pawn
#

thread ripper are overpriced af

timber birch
#

ugh

manic pawn
#

the 3970x has less than 3x the performance of mine yet costs more than 4x as much

#

where is the logic there

#

things are supposed to get cheaper as you buy more at once

timber birch
#

Good point ๐Ÿค”

abstract relic
#

Brushfy Revolution?

timber birch
#

@abstract relic Nope, its my own landscape mat

abstract relic
#

Very nice! That was a pleasant surprise

timber birch
#

Thank you!

abstract relic
#

Do you have an ArtStation or something similar?

timber birch
#

I was in the process of adding subsurface to the snow. not sure if its worth it yet

#

Yeah i do

polar hawk
#

scrolling through messages

#

the snark in here is exceeding nominal levels

#

nice

abstract relic
#

You got some lovely trees in here Revolution

normal burrow
#

trees are good

timber birch
#

Thanks @abstract relic

#

Ive improved the redwood trees much further now. But haven't got a good shot yet

polar hawk
#

are you on like a 100:3 aspect ratio

#

super mega curved display

timber birch
#

32:10 yeah super ultra wide haha

#

43" โ€ข 3840x1200 โ€ข 120Hz โ€ข VA

normal burrow
#

what is wider than super ultra wide?

polar hawk
#

me

timber birch
#

Hahaha

abstract relic
#

Super duper 64bit ultra wide

manic pawn
#

you just keep chaining it now

timber birch
#

I think super ultra wide is the most?

manic pawn
#

super super super ultra wide

normal burrow
#

/w blast processing

timber birch
#

๐Ÿ˜„

polar hawk
#

super turbo hd remixxx wide: the embiggining

abstract relic
#

Pigeon eye mode

normal burrow
#

pigeonhd

polar hawk
#

you were assimilated by the borg and all they had for an eye was one of those 360 vr cameras

timber birch
#

yeah thats the furthest they go, unless you put 2 of them beside eachother

manic pawn
#

we need a monitor that is like 3 normal ones but one

#

48:9

abstract relic
#

You forget about the other axis

polar hawk
#

depth

normal burrow
#

up

polar hawk
#

I have 100 screens behind my first screen

timber birch
#

Its fun when you game

#

But i downgraded from 2x 27inch 1440p

abstract relic
#

Hamster ball monitor

timber birch
#

And im not very happy with this new super ultra wide... might sell it

polar hawk
#

is it not wide enough

timber birch
#

its the resolution

#

I had alot more space with 1440p haha

manic pawn
#

wtf its not 1440p?

polar hawk
#

so it isn't wide enough

timber birch
#

its 1200

normal burrow
#

if you take two ultra super wides and put them on top of eachother, is it double ultra super wide?

manic pawn
#

๐Ÿšฎ

timber birch
#

3840x1200 ๐Ÿ˜›

polar hawk
#

thats probably a firehazard

timber birch
#

@polar hawk yeah fair enough

normal burrow
#

two x super ultra wide tall

polar hawk
#

lmao I have more screen real estate on my 40" 4k

#

thats whack

manic pawn
#

but it's not wide enough

#

you need a wider 40" 4k

normal burrow
#

i also have 4k, i do think people with the crazy fov have it nice though

polar hawk
#

you're right I don't turn my head enough

timber birch
#

yeah my 52" 4k tv maybe i should use that ๐Ÿค”

abstract relic
#

Skip all those steps and move your office into a redwood forest

timber birch
#

I'd sign for that ๐Ÿ˜„

normal burrow
#

my 43 inch 4k display has been broken the past two days of houdini, doing things on 1080p is a struggle

manic pawn
#

how come no one tried ultra tall monitors yet

#

imagine an ultrawide but turned on the side 90 degrees

timber birch
#

borders

#

bezels?

normal burrow
#

what application would that even have lol

#

startrek door monitor

timber birch
#

my 43 inch 4k display has been broken the past two days of houdini, doing things on 1080p is a struggle
@normal burrow Indeed

#

this is the one i had

#

or still have, but its in a closest

#

Don't want to sell it, because it is beautifulllll

manic pawn
#

that looks like it has no gsync

timber birch
#

Yeah its a design monitor not a game

normal burrow
#

gsync is kinda garbage

manic pawn
#

nah

timber birch
#

I don't game often honestly

manic pawn
#

gsync is fantastic

timber birch
#

I just develop games

manic pawn
#

especially if the resolution is so high that constantly running all games at 100 fps is impossible

timber birch
#

but its hard to swallow going from 1440p IPS to a 1200 super ultra wide VA ๐Ÿ˜ฆ

normal burrow
#

its still vsync though

manic pawn
#

its not

normal burrow
#

game waits on it to show at the refresh rate

manic pawn
#

not if the game is running slower than the monitor can display

timber birch
#

4k on 32inch is to much and not enough. 2 of them is insane

normal burrow
#

yeah it wouldn't wait if it were faster :)

manic pawn
#

then the monitor will display immediately when the game has a frame ready, inverting how the sync works

#

which is exactly what you want

#

no stuttering or tears

normal burrow
#

with frame dependent physics like in unreal though, you give up smoother simulation by enabling vsync, its why the pro-gamers don't enable gsync

abstract relic
#

Is there even such thing as a pro gamer dev?

normal burrow
#

I think we had one on here awhile back

abstract relic
#

I mean beyond self proclaimed ones

normal burrow
#

By what authority then?