#ue4-general
1 messages · Page 677 of 1
kk thanks 😄
Yea i tried both neither worked
Actor location, actor forward vector, multiply by like 5000 for a start, connect to end trace
And draw debug should be on for now
Lol it's a line trace, not rocket science 😂
I solved my skinned decal problem
added triplanar grunge texture to sphere mask
didn't expect it to be that easy tbh lol
God damn I need to learn materials... I have no idea what you just said lol
It's the one thing I've played zero attention to in the 4yrs of ue4 Ive clocked up
How did you calculate the spray decal location on the ground?
the one on the ground is decal
the blood and bullet hole on the character is material
Yeah I figured, but once your bullet hit the character, did it magically pass through or was there extra calc to get a ground location?
What happens if you hit the character at a different angle and not close to the ground?
how would you consider making weapon (sword) trails? Cascade anim trials or something in niagara
Still get a ground spray?
than no decals will be sprayed
you can trace for it
i used the ballistic vfx for the spray
let me see how it's done
Ahh - looks like something I need
Actually I just realised I do have some calc for it - get bullet impact forward vector, add a little distance and spawn decal
ye it just line traces a random vector in a cone to find backsplash position
Hey 🙂 First of all: I´m quite new to Unreal. I found a tutorial on the internet about creating a particle system in Unreal. Now I have my cool looking particle system (1 material and the particle system itself) and I wonder if there´s any easy way to import it into other projects just like I can do with VFX for example I bought on the marketplace. That´d rlly help me a lot! Or do I really have to recreate the whole particle system again for each scene where I wanna use it? Thanks already for your help 🙂
anyone who can point me in the direction of creating a particle system that simulates airflow?
to measure aerodynamics
@chrome cedar welcome! Right click on the asset you wish to move and click “Migrate” and you can move it to any other unreal project, there are other asset actions as well like Export, but keep in mind all dependencies will go along with the file along with the folder structure, so if you have the particle system In different folders then the materials, you will pass that hierarchy into the next project, but if that other project has the same hierarchy it will prompt you to overwrite any pre existing assets
For just migrate*
Oh alright! Thanks a lot!! I´ll try that as soon as I´m back home again from work 🙂
No problem! Also if you are talking about re using it in different levels, you can take that particle system and put it into an actor blueprint, for example I made a new actor blueprint, put in a torch brazer static mesh, then the fire particle system, and smoke particle system, then you can drag and drop that blueprint into any level or migrate it to any project! Good luck!
anybody knows a good tutorial about realistic lighting and not the basic lighting ?
@thick minnow I saw an incredibly cool one in Blender last month. It was more of a core principals of lighting than how to do it in Blender though so you might have some luck there too
Thx mate
Master Postprocessing Volumes too
Postprocessing is incredibly important for producing realistic lighting looks
setting up for LUX too
Hi there, I'm quite new to unreal, I've set up some basic movements for a pawn but it doesnt seem to be moving
Please help me, I asked in many discord chats and read multiple forum posts but none of them helped me. (sorry for bad english - i am german)
Problem:
I have a Level-Sequence where my Audio Component is in it and my Keys to trigger some functions. So my problem is, that on my...
my post if somebody has a clue how to solve please help me i cant fix it since 1 week
its just this but I dont understand why it isnt working
Could post the question in word form pascal, or paste
Hoi
Someone know this problem?
I google many run_out_memory problmens but no solves or hinds where i can find the culprit
Delete intermediate folder?
that's a lot of bytes it's trying to allocate there
Hello Guys
Ye, it certainly wouldn’t alloc
I have an insane question I'm hoping to try and simplify and get done
I want to create a Planet that has real world scale to Earth 1 to 1
I know I can do this through creating a sphere and maybe tesselating etc.... BUT Is there a way i can create a spherical level streaming system?
how hard would it be?
Idk tbh
I'm an industry professional experienced Environment artist but have no experience whatsoever with coding
Take a look at http://www.voxelplugin.com
cheers
Its still a monumental task but you’d run into other people also attempting planet sized things
it's absolutely crazy, I have no idea why I'm trying this but I really want to do it
does it need to be round though? everyone knows the earth is flat anyways :^)
Flight simulator by Microsoft is petabytes of satellite data for example
Yea flat and repeating like always
yes lol
Is it possible to remove the "hard limit" of camera rotation for the editor viewport?
I want to be able to look up and beyond, effectively rotating around. Being a space game, it doesn't make sense to stop at "up".
Would also like to know if it's possible to rotate sideways (e.g using Q and E keys).
i invested some time in testing my controller inputs and even when i dont have any controller plugged in my values are around the value of 0.5 shouldnt it be 0?
Hi everyone how are you. I am have a doubt how to import custom rigged character's into ue4
blendspace intertpolation totally broken
the moment you walk backward. it will buggy as hell
or shaked
how to fix this idiotic blendspace interpolation ?
Sync markers
If your blending X for yaw angle, yeah backwards will be bugged because it’ll go -170 0 170 instead of -170 -180 180 170
Hello everybody! I have a small issue with the shading here and it is driving me crazy because I can't identify the source of this problem. All I know so far is that the shadow errors are not caused by the landscape (I moved the landscape away and couldn't see any problems). I am using UE4.24.2 and google finds solutions for other problems but not for mine. So maybe someone here has experienced the same issue and knows how to get rid of it? Thanks in advance!
Can someone tell me why this isnt displaying anything?
I'm casting this is my player's BP, SimpleAI is an enemy character
you don't have an input for your cast 🤔
Relating to my post: Hmm maybe this is only false alarm but I tried running it in a standalone version and I can't find any issues in there so maybe it is a preview bug thing? 😮
I removed it by accident, oops
still only displays it once.. should do it more often right?
well, im trying to make indicator for the direction of the AI. So I want it to activate when a AI is aiming, for which I have a boolean. Whenever the AI is aiming I want to draw a directional indication
but the last part works, the thing I need to fix right now is how to find out if the AI is aiming, and keep checking that
I don't really see how your code snipped there would help with this at all, but okay
@normal burrow so how to fix it ?
Im drawing the HUD for the indicator in the BP of the player, this is just to reference to boolean of the SimpleAI, to find out whether it's true for Aiming
hm, my vr-controller dissaper in vr....funny..... i belive this day is cursed
3 day and the bug still presist.
SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
by the love of a god...
@true bridge : What exactly is the error? The heavy shadow on your left bank over there? Up the intensity on your skylight and down it on your main directional light to fix over-heavy shadows.
@exotic cave The two shadow "splatters" on the earth ground near the water (on the right side from it)
Looks to me like overzealous shadow bounces on static lighting, though I can't be sure.
If it's static, try switching it to dynamic and see if it goes away.
If you absolutely need static lighting for performance (this is a mobile game, etc.) then you could try messing around with the shadow cascade settings
guys, 4.24 is super laggy an unbearable at times. My Slate UI is at 300ms+ managed to get a snippet before it froze
and without the editor?
@exotic cave okay I will see if I can change it somehow. If I start the level in standalone mode, however, there is no shadow bug issue. Everything looks like it should so I am probably fine for now
Then it's actually related to your preview dynamic lighting
Probably, anyway
In the editor, UE uses dynamic lights. If your lighting is actually static, it switches when you run the game.
Is your lighting currently built or does it need to be built?
However, for the project I really need to use Nvidia Ansel in order to capture a 360 video for a vr experience. The plug-in is enabled and I start the level in standalone mode but as soon as I try to access Ansel Nvidia tells me that I need a game that supports this feature. The forum entries I found via google don't really solve this issue :/
It is build
That I can't help you with.
Making all the lights in the scene (sky and directional light) static solved the preview issue! Thank you! Learned a lot about that today
I'm working on a material for coral. Is there a way I can make this "Tint" colour node instance editable? So that I can make each individual piece of coral pick its colour at random.
@thin tendon : You actually want the SpeedTree color variation node for that
That's a parameter, so it's already editable per-material. You can't do per-mesh-instance editing unless you actually make a new material for every mesh instance, but the SpeedTree color variation node will offset your tint by a random hue amount per-instance without you actually having to do any more work per instance, which it sounds like is what you actually need.
Thanks mate. This helps a lot
Hold on, I may have the node name wrong
I'll pull up my own materials, sec
@thin tendon : Here's one approach
And another:
hm. the controller mesh in vr ist visible in editor (VR-mode) and when i click launch. but in the packed version is gone. i see the laser and the teleport point but not the controller mesh....
is this some packing bug?
in older projekt with the same setup its all okay,hm...
@exotic cave Thanks your a legend mate. That speed tree node works amazingly. I can have a main colour with random variation. So I can make it place more of 1 colour then the rest. This fits prefectly
If I were a legend, I'd know exactly why UE just ripped the heads off thousands of lovingly placed daisies I laid down yesterday. 😄
My money's on either a bug with multiple sub-meshes on foliage actors, or me not understanding how to properly set up a foliage actor with multiple sub-meshes
But I won't rule out global warming.
Or maybe deer came by and ate all the daisy heads
Could be an LOD issue
I don't remember modeling any deer, but they hide
@thin tendon : Sadly I don't think so, if I foliage-brush down some new flowers they look wonderful, if I save them and reload the level, the deer have magically eaten all the flower heads
Seems to only happen when the root foliage actor contains 2 or more sub-meshes, I can fix it by just combining it all into static meshes because I don't need separate collision on my flower stems/leaves the way I do with tree trunks and leaves
But, my poor daisies. The groundskeeper will have a fit.
(The groundskeeper is me)
Hello,
did anyone had trouble with Oculus headset and Garbage collector?
Since we a upgraded a project from 4.20 to 4.24 (Unreal) our levels loads +30 sec longer (editor and packaged as well). Only with oculus HMD.
In the Insights tool it says it tries to destruct objects by GC, for a while it says the object is not ready yet (~10 sec) then for an another 20 sec tries again, but nothing happens until exact 30 sec. Then the level loads and everything works well.
Odd...if I unload and load the foliage actor, it fixes it.
I guess I get to submit an actual bug report. 😄 I'm so proud.
so i recently changed from a 1366*768 to a 1080p monitor and my fps in unreal engine dropped from 120 in a fairly lit completed scene to 20fps in a scene with 2 lights and 5 static mesh
Anyone know why skylights stop working in packaged builds sometimes? It happened to me in 4.23 suddenly, I moved to 4.24 and it fixed it, and it just happened again. The first level the packaged game loads is fine, any level loaded after that has its skylights seemingly deactivated. I changed no setting related to this
@lyric tusk : 1366x768 is roughly 1m pixels per frame, 1080p is roughly 2m pixels per frame. A 6x decrease seems heavy but it's not entirely unexpected, you'd be expected to see at least a 50% performance drop and if your video card was already running near capacity to render at the smaller res, it could be a lot higher.
Is it possible to make high quality smooth character animations in unreal or do we have to do it in 3rd party software like blender?
latter
i m getting 20 fps in a scene with a landscape no material one sky light one directional light exp and atmosphere fog thats all
Kay thank you
What are your system specs, @lyric tusk ?
i5 6600 16gb of ram
Video card?
And you're not running anything else in the background?
its a medium spec pc
nope nothing
apart from discord
but discord doesnt take gpu bandwith
No, that does seem slow
Do you get the same framerate issues if you just open an empty scene and run it?
Optimization problem maybe?
drivers, or a fan filled with cat hairs
Is your landscape's resolution ultra-high then?
thats with the regular thing u will do to start with a landscape
thats more than 70% drop
with basically nothing in the scene
Yup it is, like Luos said, maybe update your video card drivers if possible.
they are upto date
cleaned it too like yesterday
does refresh rate of the monitor impacts it?
disable your bitcoin miner :p
be sure ur not running the editor on ur intel gpu
i went to 720p res on the monitor and it gave me like 20fps back
@spare sun i can tell u that it isnt
i literally cant work now lol
moving around the viewport hurts
well I have the exact same graphics card
I mean, hook up your old monitor for the time being and see if you get the old performance back
and im stable 120 so idk check whats eating the perf outside of editor I guess
Do you regularly clean out your system's startup code and etc.?
@spare sun nothing basically
thats coz ue is on the bg
Yeah, you've got something very badly behaved down in those 96 background processes
doesnt show up as the one consuming it though
Nope it's not, you can see that it doesn't list as the process consuming the GPU
and by default it idles in bg anyway
Show us your background processes
Seriously, hook up your old monitor
I've never heard of a case where a badly behaved monitor would make Windows eat GPU cycles like that, but it's not out of the possibility space
@lyric tusk : It seems you're not the first to run across this issue.
well i thought it was my refresh rate so i dropped it down it 60 but that wasnt the case
yes but i m not gaming
its in idle
I get that, friend
I'm not a magical guru that can fix this all for you with a magic wand. I'm just another dev offering my time.
speaking about win10, you might want to disable updates for a bit. latest update can result in unable to install drivers
somehow my pc thinks unreal is a game i believe coz nvidia gives me a pop up when i start unreal
Generally speaking, that's not a bug
Win10 treats UE/Unity/etc. as if they were games, because they do the same kinds of things with respect to use of your GPU and whatnot
i see
Honestly, if changing your monitor is what caused this, at least hook up the old one temporarily and see if it goes away again.
yea i gotta do that and see
If so, your new monitor may not be playing nice with your system (particularly if you got it on the cheap)
well its not a cheap monitor ill tell u that XD
Then it's even more important that you diagnose whether or not it's playing nice with your computer :>
ill look into it
You should have seen at least similar performance going down to 720p as you used to get on your old monitor.
You're not; ergo the next step to me would seem to be to test the old setup again.
@fierce tulip is that in update 1909?
As @spare sun noted, if you happen to have a built-in video chip on the motherboard that is slow, and somehow hooking up this new monitor kicked your system over into thinking it needs to run on that instead of your 1060, that would explain a lot of this.
@whole quarry kb4535996
Check your System Configuration too and see what video card is currently active. I've watched systems turn from hares to turtles when driver misconfigurations kicked in some built-in wonder chip by accident that the motherboard manufacturers built in for emergencies.
i m 90% sure its running on my 1060 coz if it was the onboard it wont go upto 144hz to begin with
Fair enough. I've reached the limit of my present ability to help, in the absence of further tests with your old monitor. :>
thx
are the resulting pak files when packaging compressed?
Hey guys, which chat can I ask really basic URE questions? I am new to the program and have issues executing commands
either here, or the channel most related to the questions
yea I read the rules for each channel but I couldn't figure out which one would be the most fitting for basic beginner questions
and I mean really basic. "Hello World" kinda basic
wording
but I wanted to learn the programming stuff :(
there are some decent to good getting started with blueprint and/or coding tuts online
The issue I am basically having is that my "hello world" is not being executed in the console in the URE
I am not getting any errors. It just doesn't show it
- Send code
- Use "```" to sectorize large code Blocks in the future btw
And I'm fresh to c++ came from c# not sure if i can help you ._. xD
Dm
what?
this is not your public soap box to point out and complain about people
I can't take it to dm cus he blocked me..... that's why I write it here @fierce tulip
ignore it and move on. ¯_(ツ)_/¯
ok 😦
if he blocked you he cant see your messages anyway
he can see here that there are 2 messages that are blocked or something
are quixel megascans , ok to use commerically ?
if you use em in ue4, yes
line trace?
How do i put collision in foliage , the mesh it self has collision but when i put it as a foliage it doesnt
wait , is foliage supposed to be for grass only
any UE4 Linux Developers here?
Man 4.24 has to be the most unstable version I've seen in a while
One of the things that was a guarantee crash on 4.24 I tested on 4.25 and no crash
what bothers me most with 4.24 line trace not returning physical material
it broke the vehicle system that i made
That's unfortunate, I hope they heavily test 4.25 before they consider any release candidates
Somebody know why when I walking/running my animation is like too fast? It's looking like be lag and getting character back. I tried with root motionbut animation looking ugly
Thats looking like animation os faster than character
anyone able to create an FX texture for us? We need the blink power FX from the game Dishonored
#looking-for-talent read pinned message
My God, GC is such a problem! Why is it taking so much time?!
Editor?
No, develoment build
does everyone making the same game?
Is it not collecting anything?
couldn't count how many times i've seen a flying car with synthwaveish neon viusals latelty
@normal burrow I think it does collect things. And I think it has to do with the level streaming (I use world comp)
@cosmic veldt Yeah this is probably to compensate the lack of games that did that in the past
lack of games?
I will do too
We need more future hover taxi games tbh
don't say more
i like the synthwave but come on man it become so unoriginal right now.
well, no if you're me
Alright that's your opinion, and I just don't agree with it x)
there's ton of fps out there as well and that doesn't prevent people from making them. Same for horror games. Every games, even similar, can have something unique to them.
@normal burrow Sorry I didn't respond to your question. What's a redundant uobject* tar rays?
Do you use c++?
I've just been informed that I can't use any datasmith editor related code for any reason, this true?
@normal burrow not so far, I'm using only BP. But I do have a little bit of experience with C++
Ok, do you have a lot of object reference arrays?
@mint raptor you can use it, for any editor purposes - it can not be redistributed to users though, and therefor not used at runtime
@normal burrow No actually, Not that much. I have an average of 50 static meshes and depending on the streamed sublevel, I may have a around 20 BP actors with HISM components in it
And the world is splitted in about 50 sublevels, so it streams levels in and out very often
Hm that could be it then
the number of BP with HISM? or the number of sublevels? @normal burrow
If I want to set and get a float value associated with an Animation Notify is there another option that comes to mind rather than setting a curve value and getting that value?
Hello everyone, I have an issue with a terrain while using an Oculus Quest: part of the terrain that's close to the camera look REALLY pixelated, while what is on the background looks good, is like an inverted LOD... Any advice?
@worldly swift thats probably not LOD (meshes) but mipmapping of textures. You changed any settings there? Sorry, i'm completely new at UE4 so I don't really know where to find those options 😅
mipmapping you say mmm... gonna check it
I do know you can invert mipmapping on a lot of graphic API's such as opengl.. so maybe thats going on - the effect looks very similar. But as I said, might be something else, i'm a complete UE4 noob
animations are generally created in a DCC program, such as maya or blender, then brought into the engine.
then you can create a new animation in the animation editor using keyframes but there is no real documentation on that
Heya @grim ore I saw a lot of videos of yours! Really usefull stuff!!
Maybe you could help with my issue? @grim ore
When I'm in editor terrain looks good
@plush yew Google, like I said the docs dont have info on this so you will have to find other peoples help. or you could ask in #animation
but when I launch it on quest i see it pixelated when is close to me
Like so
DukeSoft suggested to look into mipmaps, but I've realized that in editor it works
This is in editor
what could be causing this "inverted lod" effect?
it still might be the mip maps that certainly looks like it
But why I see it correctly in viewport?
Wheres the best place to store data such as collected resources amounts?
your editor and in game can run at different settings so that is possible
your editor and in game can run at different settings so that is possible
@grim ore Ok, mipmaps are enabled on a single texture level right? Is there a fast way to disable them all at once?
just to try if the problem is there
cause terrain material has several maps
Wheres the best place to store data such as collected resources amounts?
@craggy flax Depends on your game... If its an RTS, some controller. If its an MMO with just 1 player, it'd be an authorative server. If its a single player game, a controller would do too. Maybe the player actor. Really depends
or are you looking for a technical answer?
@worldly swift I dont really know, I am not an artist. #graphics might have someone who knows the exact problem
@worldly swift I dont really know, I am not an artist. #graphics might have someone who knows the exact problem
@grim ore Ok thank you anyway and keep up with ur usefull vids! 😉
@wanton wadi RTS for example, I was originally planning gamestate but I wanna know what the best would be for optimization in needing casts and such yeah
Im relatively new to the non-art side of UE4 and dont wanna build bad habits
I currently have time management in gamestate, and assumed global values such as money and resources would be fitting there but I figured best to check with the more experienced in here
I am very inexperienced in UE4 (this is my first week) but have been programming games for years. In case of an RTS I would always have 1 "controller" or "god actor" that is basically controlling units (not pathfinding, but giving orders), uses the minimap to scroll around, has the resources etc. This way there can be multiple of those "god units" (be it AI or humans, in an online match). All units / buildings always have a reference to their owner, so thats how you can check for stats / resources / bought upgrades etc.
maybe even just an integral value for player ID would work (not needing references to objects). But I'd always have 1 controlling object that holds all the "players" values such as resources. You'd have some publicly exposed functions in there (hasWood(), giveWood(), takeWood()) etc.
that makes sense, I hadnt included AI management in my plan yet but as soon as you said it I realized the error of needing multiple 'banks' so to speak
yeah exactly
an AI would then receive the same input possibilities as a human can give
this way your AI / online layer becomes so much easier to test (you'd write game rules once, and they then apply to everyone)
right. I hadnt planned multiplayer because of my mechanics which is partially why the AI management had slipped my mind as well
beyind what the user does I mean
ah yeah
Still, it makes a lot of sense. Ty 👍
well, even if thats in the back of your mind it wouldn't be bad to keep that in mind while developing :+) making an offline game support multiplayer afterwards is hell
you're welcome, glad I could help 😄
well its part citybuilder part rts. Sort of like a different take on total war with less cities
so multiplayer I dont think will fit as well at least for now 😛
its actually so integrated in my workflow that even my offline mode in one of my games spawns a local server and the campaign characters / AI also talk through that
as the game develops more I might take features away that make multiplayer more applicable
aah cool 🙂
anyway, back to work haha. Thanks again
cheers, good luck! 😄
@worldly swift might be something to do with bad device profiles. If that is landscape only issue, it might be something to do with cooking, for a few versions cooked landscape would revert to lowest lods and so on
first one is more likely though imho
@worldly swift might be something to do with bad device profiles. If that is landscape only issue, it might be something to do with cooking, for a few versions cooked landscape would revert to lowest lods and so on
@plush yew Hello, thanks for the info, where I can check those "profiles" ?
umg, sequencer, abp etc
developer tools -> device profiles
I think there is some documentation on the website too, but it might be out of date
there was a big push for changing how they organized those things some time ago
I have a question
When you paint foilage, does it paint over other static meshes in the area, or does it sense a static mesh is there and won't paint?
It can't "sense" static meshes by default
I don't think so, I'm not sure. Unless you configure auto-foliage...Maybe that's something that can be done but I'm not sure of that either.
The painter will only trace for landscape - to my knowledge - so the paint tool itself can't "detect" if there are static meshes and avoid them.
developer tools -> device profiles
@plush yew where is "developer tools" menu?
window -> developer tools
holy moly, you're right lol
it's probably not an simple answer but does anyone know what causes light and shadow chattering? I have an example of a scene I'm working on here showing it https://vimeo.com/396762803/57db410f9f
could be AA, shadow distance, AO maybe? Not a lighting whiz but those things come to mind
@warped tangle good call. looks like changing the aliasing to FXAA helped fix it
What would be the simplest way you could think of to save stuff using blueprints only where the stuff can be interacted with. For example I have 5 coins in my level and 3 doors. I want to save the state of the doors (open or close) and the coins (collected or not) and reload that state when I choose to (load game). Primary issue is some of the items (coins) can be destroyed when interacted with so they are not there when you "save" the game state later.
@thorny locust be aware that disabling TAA might break reflections
@spare sun is there a way around that?
@harsh tiger did you put them there?
i found the fix. i made a construction script to add side pieces to buildings. an i have it set for a fire escape. but the visibility was false, but the collision was still there
So i have a landscape with foilage i painted on with the paint brush and a few static meshes. Would there be a way to figure out if a space is un-occupied then spawn a static mesh there if the size of the mesh can fit into that area?
I would place these by hand but i want the tent and vehicles to be random generated across the tarrain
can you try the opposite, fill it up with your junk then spawn in the items you want randomly and remove any of the junk that is in that area
can you elaborate more? I don't get it
I want the tents (the gray things) to spawn in a open field where foilage is not occupied
but i want them to be separated @grim ore
thats not what i mean
I want randomly generated tents where there's no foilage
but i dont want the tents TOO close together
oh so like fill up the terrain with tents and do a collision check?
@light lintel I'm not that familiar with the Unreal terms of actor / controller, but in my case I mean an instance of an object thats pretty much not visible but handles input (being either AI or User) and holds values.
@wanton wadi what was your query? was there one?
No, I answered someone who had a question about where to store his "resource values" for his RTS game
so I answered it from my abstract development knowledge (i have very little specific Unreal knowledge)
Is it okay to ask questions here?
bruh
I know it is probably an easy question for you guys but i dont know how to make the gray part of a progress bar transparent.
look at the Tint section for the background image and adjust the alpha
Thanks a lot
Is there a way i can unlock the aspect ratio on my level sequence?
It has an aspect ratio and i dont want that
i"m trying to learn lighting and theres still some light source in the game scene anyone know how to make completely pitch black?
i shouldn't be able to see the model 🤔
Hey guys. Im trying to find a good way to build large cities with enterable buildings. Any suggestions?
Make a BP that can assemble some static meshes and vary how many floors it has. Add some randomisation too that can run in construction script. Or build every building by hand
@halcyon basin Just want to preface this that I am still very new to unreal.
Something like this? I just opened up a completely blank level and it is nice and dark. Perhaps your pointlight/directional light are bleeding through somehow?
Delete the directional light and skylight and set your post process to not enabled
well, at least it works now 🙂
Anyone know if paper2d has gotten better over the years? I can't find any up to date posts about if it has improved. Don't know much about its drawbacks, but I know that many prefer other engines when it comes to doing things in 2d.
I have a question regarding 'SceneCaptureCamera2D', I am using this for avatar and during inventory to show the current character with loadout. It works fine in single player but when I go to multiplayer it seems all capturecameras are the same user instead of being the current user. Is there anything I need to know/do to get capturecameras working for current user in multiplayer? (Do I need to create a new render target at runtime for each user?) Any direction would be great thanks 🙂
@crystal geyser someone is creating a replacement of sorts
Hey,
For the past year or so I've been working on a secret project for the marketplace. It's called Pixel 2D and it's sort of a beefed up sequel to my previous 2D platformer pack. While that was in development for 2 months or so, this was developed by a 2 man team in the span ...
Interesting... I'll definitely save this. Thanks 🙂
it is on gumroad, though very much beta
Hey guys, could you please help me figure out whats going on with my project? Suddenly it demands I put all source code for the project in the engine folder? Any idea how I can fix that?
Anyone know why UE4 would be using 100%CPU and basically no GPU?
I would think that using the GPU would be much more efficient....but it isn't being used for building or compiling
nothing
A GPU is useful for graphics
So it's used for graphics
A lot of the auxiliary tasks are much more complex to implement with the GPU than with the CPU
Lightmass is moving to the GPU from what I understand, so I guess there's that!
@tidal totem compiling is not a task that GPU can do well 😄
Well frick...looks like I need a much better CPU then
I thought that it was much more GPU intensive than CPU
balls
gpu's are fast but dumb.
I really suck at vector math, could someone point me in the right direction please?
I have an array of objects I want to spawn, they've been saved to an array previously, each with their own location variable.
I would like to loop through the array and spawn the actors with the same relative locations, but the point of origin being where the player now has their target (an object used for placing down objects)
So using two vector variables (each actor's original location, and the 'target' location), how would I make the transform of these actors to spawn into the player's target?
cpu does alot of heavy lifting for compile side of things because it can be slow and complex
How to fix blendspace that wiggle when walk backward (that i add interpolation to 0.4) ?
@gleaming lotus if by target you mean the new origin around which they spawn, I believe simply doing original location + (target location - original location) should do the trick
Thanks chief 😄
That didnt seem to be what I was after, instead it messed up all the locations
it made all the objects a little further away from eachother
by original location I meant original origin location
by target location I meant target origin location
aka actor loc += (target origin loc - starting origin loc)
ah
let me see here
So this is a little hard to explain, but essentially this object is created as the target location, then all of the bricks are loaded into this actor.
It would then be Array Element Location + (get actor location - 0,0,0)
ah but I was talking in worldspace coordinates
like when you move the origin it moves in worldspace coords
I'm sorry, vector math really confuses me haha
its a bit hard to understand especially since I never loop in blueprint but I imagined you have a certain point around which you initially spawn actors
basically when you're far from world origin (where the actor was originally made), the new origin is super far away which makes it hard to place down. This is from a duplication system
and you just want them to move with the point
I want that white actor to be on the origin point where the raptor billboard is
@tidal totem videogames are GPU intensive, but the development tools are generally CPU intensive (except when they are explicitly GPU-accelerated for the reason of speed)
is the origin point a point chosen by you or the default world origin?
The origin point of the saved variables is chosen by the first brick that is placed down
Oh wait no, its world origin
the default world origin is just 0,0,0 though
so if ur white actor is a single object consisting out of components you just move it to 0,0
Its not though, its multiple instances of a mesh
if it's multiple actors and not components you just pick an average point that makes up the object aka center and move by the negative x and y
when the object is created, it creates its instances based off the saved data, so its location is placed at where it originally was before it was saved
all that matters is the center point you decide on
if its per brick, all bricks that make part of the table will center themselves
if its per table, it's form will stay and the tables themselves will center on the origin
if its per table row, the row will center itself on the origin
okay
so the thing that I'm having trouble with, is taking all of these object's locations, and changing those locations so they are in relation to their new origin point
So their old origin points would be 0,0,0
and their new one should be the location of the actor that is spawning them
im a bit confused with 'their old origin points would be 0,0,0' and what exactly you understand under an origin point but let's move it to #blueprint if you dont mind
Sure
how would i make the camera the child of the mesh if it is inherited and i cant move it?
can't
Is the camera inherited?
the inheritance prevents any kind of hierarchical movement
ye
i need to attach it to a socket on the mesh tho
apparently this is a c++ only thing cuz on a blueprint one i can move it just fine
if it's inherited you can't move it in BP or in cpp
conversely if you can move it it's not inherited
can i make it not inherited?
in order to make just about everything with the camera to work i need to make it attached to that socket lol
You'll have to reparent it in the class it's inheriting from
Or add another camera and use it instead
in the character header file?
or the regular .cpp file
looks like its this
would i set SetupAttachment to be (Mesh, USkeletalMeshComponent::head);?
Is there a way I can stop particles from vanishing when their emitter is off screen?
@hollow zinc google "ue4 particle bounds" that should give you the info you need.
how do i make it use the new MeshCamera camera and not the FollowCamera?
what is the parent class you are using for this?
and if you want the easy way just disable the camera you don't want to use and it will use the active one.
keep in mind your controls will be all wonky as the default TP Character is set up for third person and with a spring arm
There is nothing stopping you from removing the spring arm and camera in the code by the way and then adding the ones you want in the blueprint
or just making a new character using Character as the base class and writing your own code or adding your own camera etc.
@fierce tulip worked perfectly thanks
would this math use LESS CPU in a timeline or on a tick ever frame? shouldnt it be the same ? because it happens every tick, either way ?
is this the cheapest way to rotate a scene every frame ? is there a more effecient rotate every frame method ? or is timeline the best idea ?
@rancid lynx
There is a component in the player Bp
Called RotatingMovement
i dont know if it works for scenes as well
but check it out saves alot of time
tyvm. id seen that term before. i just wasnt aware it was a built in BP comp.
thanks . it should work for a scene i bet. or at least a group of children
comps
is that actually more effecient than a timeline or a tick? or would it still be roughly the same ?
im not spamming the actors, im just curious.
In a multiplayer setting with post processing disabled, how would I go about attaching transparent spheres to each players camera to simulate a drug effect?
Does any one know how to send a character that is moving very fast off a ramp or jump. Currently the character is glued to the floor without jumping no matter how fast you are going. I want to go up a slope and if I am going fast enough jump the other side of the hill. You can set a max walkable slope angle but that does not help.
is there a way to trigger the character fly after a certain amount of speed
i have a post process outline effect, except it works when Render CustomDepth Pass is off, and disables when it is on. does anyone know what I may need to do to reverse this?
nvm got it
Does someone know what mostly thing increases RAM memory usage?
Just loaded one map with shortcut command and this.... so much..
at least 500mb arround fine for me
it says 300mb but thats not true
any ideas why i can't build any project in 4.24. I can build just fine in 4.23 but no c++ projects in 4.24 can build?
i have vs19 with .net sdk 4.6.0 - 4.8
how could i create something so when t is pressed, a widget isremoved and another is put in its place, and when pressed again it goes in reverse order?
i have this but it doesnt work correctly.
Anyone know if there is a generic way of drawing something (lines) inside the blueprint viewport that doesn't involve an editor only line batch drawer component?
Where can I find the "Landscape Content Example project"? The tutorial wants me to migrate some assets from this project, but I'm not sure where I'm supposed to look for it. Did a search of the drive for the specific textures and no results there either...
hey, does anyone uses Quixel?
ye si do
behind my 3d asset that i important, it doesnt the whole thing
its like see through
the front looks normal
but the back is see through
do i do that in unreal or quixel?
k
there is a two sided option there?
when you click on the material twice to open up the nodes
anyone know whats happening? -- I have an fps character that instead of moving normally, whenever I press any key, it will cause me to fly in the opposite direction indefinetely (for example when I press W it launches me backwards)
Im kinda new to ue4 excuse my ignorance lol
I have the default movement bluescripts for third person game
if anyone has a solution please @ me
thank you for all your heklp
I don't know if this is the right channel s please excuse me if im doing this incorrectly
@rain pumice yea i did but it still didnt work
senpai can you screenshot the problem
When I packaged my game and launch a dedicated server i get an error of "plugin 'advanced sessions' failed to load because module could not be found"
@ashen frost what does it look like from the other side?
normal
just rotate it 180
thanks
and ptu two together if you need it to be closed
or just put in a bp and add a back with another mesh attached to that one
def listen to this guy I am not an expert
will try that when I get more advanced
does quixel have meshes that are fully meshed on both sides tho?
they are not a good library for solids
they are mostly displacement and landscape stuff
Its kinda nice not having both sides, yet it gets annoying, you'd be able to add interior paint.. etc
yeah but those meshes are a big downloads
i see
compared to normal meshes
yea be careful with quixel dont go 8k on all the models just to do it
yea
you can add quixel materials to any mesh so
Has anyone here made a dedicated server using Advanced Sessions before?
i take the lowest lod and delete the others
ah i was wondering what all those extra lods was for
any recommendations for 3d asset mesh?
blender
wide ranges pretty much, from medieval to modern
You looking for a software to render those or just from the asset store?
buy assets from cg trader or unreal marketplace and rematerialize with quixel
or use blender to 3d model
Yeah
I've bought many assets and made it better by just combining all the other assets together
Iventory & Weapon, Character, Brushify, Some village one I forget the name, ocean, etc
like an whole ocean?
pretty much
You can customize it to your needs
Kind of acts like a texture/material
That too, check every month for free assets
epic is very generous
Part 2 of our great adventure around the map of Hyrule! Thanks for the suggestions and feel free to continue listing cool places YOU found in the game, the just might make the next video!
Music-
NoteBlock- Romance in the Air
https://www.youtube.com/watch?v=irZCqPiCcrY&t=114s...
i did put the time
When he picks up the item
any1 know how i can do that On the right side that it shows you picked up somehting
its an UI thing
if any recommended videos for this or what is it called so i can search it ❤️
create a widget that shows that info and add it to a vertical box
Is there a way to make the foilage tool ignore a static mesh or a material tied to a physics material?
the asset manager should be able to pick up subclasses of a primary dataasset right?
Is there any c++ (not blueprint) tutorial for doing raycasts with VR motion controllers?
Everything I’ve found uses blueprints.
https://www.amazon.com/dp/B082SW2BDJ/?coliid=IY1KBNS8YXJI3&colid=1D6YPSLVS6EFS&psc=1&ref_=lv_ov_lig_dp_it Would this laptop work well with unreal when I'm out of the house?
Maybe, if you ask it nicely.
@plush yew I use the listView widget for that. It can be a little confusing at first to get the hang of, but it's perfect for that type of thing.
@sullen forge Ya that should work for unreal. For reference I have a Lenovo X1 that works well enough to run unreal on low settings with just the integrated graphics
Shop the ThinkPad X1 Carbon Gen 6 business laptop, 15 hours battery life, Intel processing and RapidCharge technology.
Can anyone from the unreal team know how they debug these:
I have a power tool that automatically attaches to all child processes, but debug points still don't hit for these programs
How do i create a variable that is accessible to every blueprint script?
Don't think blueprints have something like this
If it's a constant then you could put it into a function library i guess?
Trying to follow this landscape tutorial: https://docs.unrealengine.com/en-US/Engine/Landscape/QuickStart/index.html
But I can't figure out why two of my landscape layers don't have any texture applied? https://puu.sh/FjmZr/0b44e16880.png
Getting up and running with the basics of the Landscape System in Unreal Engine.
Where should I be looking to fix this?
Hello everyone,
Has anybody ran into an issue with the FBX camera import from Maya into UE4 where the rotation of the camera is incorrect, but the translation attributes and focal length work good? Anyone know a solid fix for it during the export process in Maya? This issue is caused when I go to import while using a new camera in the sequencer.
The only solution I managed to figure out was by offsetting the rotation values from the cameraComponent layer to get the exact same result as my Maya camera, but not too sure about how to get it fixed on the cameraInstance layer.
Hi anyone know how i can fix my Problem --> (PackagingResults: Error: Visual Studio 2015 must be installed in order to build this target.)
Do note, Nintendo is very protective of their brand. That aside, some key words to look for on Unreal’s end; render target, decals, vertex paint, and blood splatter (good example on how to use particles to spawn decals or affect render target)
decals aint what im searching for lol
not sure why'd you not want to use decals in this case
it'd basically be an enhanced version of decals that propagate game functionality
https://forum.unity.com/threads/how-do-they-do-the-painting-in-splatoon.460663/ this has some good information on this topic, as well
I was watching my younger son play Splatoon yesterday, and it's got me thinking. First, about what an amazingly good game design it is (but that'd be...
I cant @Koro so I guess he left? 🤔
https://www.neogaf.com/threads/so-how-does-splatoon-keep-its-60fps.838049/page-5#post-116699387 is also insightful
lol
well it's good info if someone else wants to pick it up 😄
Indeed
I guess he moved onto unity
lol
I always wonder what weird stories unfolded when I was afk
and this one is funny
removed koros message because he left mid-replies
you mean someone deciding to plagiarise a game in UE4, seeing it's not easy and then abandon it all withing one hour? isn't that normal
You removed them as I was reading them le gasp 😛
@tawdry storm at least it wasn't mmo-fps with destructible world
Out of curiosity, cause I'm new here. What are you guys working on yourselves?
I'm watching youtube, wishing I had pizza 😢
i packaged my project, but after some time it randomly ejects me from my player (controller?)
should be this
My main goals are to improve my overall development skills so I can help my company upgrade it's current engine to Unreal.
Also, allowing me to do hobby game dev on the side with a personal target of making a hack and slash rpg (e.g Grim Dawn, PoE, etc) 🙂
oh it happens in editor also, but i dont get any error messages
Really enjoying the new Unreal content coming out, such as niagara and blender tools!
@zealous cloak I have had similar issues with in editor when making a multiplayer game. No idea what was causing it, I just had to test it diffferently 🤷♂️
@spark niche yeah but its also happening in the built project
Ohhh, that's weird. Mine was just in editor, building or running standalone didn't have the issue.\
??
@spark niche found the problem some object on my vehicle that get detached get out of bound of my level and then it stops
Nice! Good job on finding that one out 😊
@spark niche is there a way to fire an event without event tick to check if my actor is destroyed?
Hey guys, is it possible to make an emmisive material that only emits light when touched by something else?
Sure, make it a dynamic material instance
Then you can change the material paramaters from a BP
The thing is, lets say i ahve 2 cubes.
2 cubes witht he same material
if x oject touches 1 of those cubes, only the one touched should light up
doesnt change remco's suggestion
Hello people, does anyone know how to update a wheel vehicle's wheel's on runtime? like change the friction of the tires, different suspension stiffness depending on the physical material that the wheels are running on?
I want to get this done without adding seperate wheel meshes on the skeletal car body ( or setting up a wheeled vehicle from scratch)
pretty sure you should be able to just set those variables to whatever you need them to be 🤔
I'm trying to make one animation go to the next in an animation blueprint... How do I do that? I can get it to play the last animation or the first animation only...
No wheeled vehicle variables cannot be modified
except speed i think
but not wheel friction, damping, weight etc
Is there a way to pause a level, load a new level, then go back to the original level later with it having been unchanged in state? Like a moving platform would be in exactly the same position etc.
Does it have to be done by manually saving the state of pretty much everything and adjusting on level load? random battle trigger -> save state -> load battle level -> finish -> load original level -> update the state of everything
I'm trying to figure out the proper way to do turn based random battle in ue4, where when you come out of the random battle the world looks the same as when you entered it instead of shifted
Another thing I was considering would be pausing the game but having everything happen in a side area with everything set to tickable on pause so you could navigate the battle UI while things still ticked
Has anyone come up with a good way of doing this?
Anyone use Maya here? I'd like to know how to remove all the constraint of the selected objects at once
better off asking in a maya discord
I did, but the autodesk discords are so quiet compared to here. I thought I'd give it a shot here x) I use maya since a while now but never found out how to do that.
"LogAssetTools: Warning: Failed to import 'E:_Work_\ZeldaTest\HLD\SM_HLD_Walls_Rock_01.fbx'. Failed to create asset '/Game/ZeldaTestContent/HLD2/SM_HLD_Walls_Rock_01'.
Please see Output Log for details."
thats a first.
<_< triangulating it myself fixed it.
@hollow chasm please read the rules, also this goes into #released
@fierce tulip Sorry about that. I read the rules, I just didn't consider tutorial as promo. But sure I will post it there. 🙂
@surreal glen your solution to pause the existing seems easier than recording literally everything...
Quick question, what is the name of the folders that i can delete from the project files that save on storage size??
you shouldnt delete project folders
but you can empty some backup/shader related folders
there is thsi weird bug about unreal that makes the models all over the place but when you press play or move em they go back to normal
Hello there ! Quick question, is there a way to export the value of a slope as a bitmap map and reuse it ? I'm doing this and want to blend a texture only on grass
Quick question...... How do you effectively get rid of stair-stepping shadows
hi 🙂 does anyone know how to create a plane that only 'captures shadows' (does not have any sort of material on it) please?
typically, if a bunch of materials are in your project that are never actually used, will those get factored out of your project and not included in the built version? Trying to decide how best to try to trim down the final packaged size
you can enable some option to not cook unusedcontent
How do I stop a Niagara sprite from continuing to face the camera and face off a world alignment?
@fierce tulip Posting in Niagara usually takes hours or days or a response. Here is a lot quicker. But I'll move my question.....
I think that's just an effect of how few people are knowledgeable within niagara
@pallid talon
@fierce tulip Are you thinking of "Game Discards Unused Material Quality Levels"?
no
@rotund scroll Could be, or just far less traffic visits those sub channels than this one.
if people knew or were interested they would visit
I'm specialized and I barely hang out in this channel
@hexed dock I dont cook much so I dont know the option its name, but it has come up quite often over the years.
Finally found it under Project > Packaging > List of maps to include in a packaged build. Had to click the arrow to show the hidden options (always frustrating). At least, I THINK this is what I need.
what's the best place to reach devs? We are experincing huge issues with garbage collection on 4.24.3
objects are randomly dying
If there is a way to catch the bug...
forum is long time dead
yeeeeeees. Dropping from almost a gig to 158 meg. Thanks again, @fierce tulip
I have a question
Is there a way instead of using target points to shoot a line trace down into terrain, see if a area based on size is occupied, and if it's not, place an actor?
I want it to do that for like 30 actors
This is my piece of terrain. I want it to scrub across the terrain, line trace down as it goes across, spawn a actor there as many as i want but make them spread out
I've tried the foilage tool but that isn't what I want
or https://www.unrealengine.com/en-US/support under dedicated support
was not that hard to find
i guess no one can help me
@light lintel what matthew said. you need to up your google game :p
@plush yew woof that was like less than 10 minutes and you gave up lol
@plush yew if nobody replies, it often means nobody is around to give advice.
@grim ore gave up on what?
Here are the forms https://www.unrealengine.com/release
Unreal Engine 4 is a suite of integrated tools for game developers to design and build games, simulations, and visualizations.
@plush yew you can do what you want without much issue, there is a sphere overlap actors that you can use to see if anything is inside of a sphere, you can run that from the middle of an item you place down, see if any other actors are near it and if not place a new one or move and try again
There is a node called Sphere Overlap Actors that will let you make a sphere trace from a point and tell you what it overlaps
And then should i move it across the terrain?
depends on your goal, the terrain paint should have worked tho as you can set it to have distances between foliage actors
for crouch in particular you need to enable can crouch on the character movement component
two question on the stamina use. What is your default and you should be saving the timer handles out to variables and not pulling them directly off and using them in another part of the code.
uh.. if max stamina is 1 and you subtract one after 0.05 seconds wont that make it stop immediately?
@light lintel clears a timer and ensures it cannot be reused
unhook everything after the set max walk speeds for both pressed and released and see if it actually works and your stamina code is bad
Thats my face too
Hello there ! Quick question, is there a way to export the value of a slope as a bitmap map and reuse it ? I'm doing this and want to blend a texture only on grass
@gilded sierra
Why does that set the speed on both paths of the branch but the bool for sprinting on only one?
For the camera moving with crouching you have it attached to the mesh, should be the capsule.
Seeing that there is not much simple documentation on how to do it, I decided to record a video showing how to setup Pixel Streaming for remote access over the internet with the latest 4.24 version of the engine.
Hopefully it will help some of you.
Enjoy
https://youtu.be/9V6Iy-OSlc4
With the new 4.24 engine version, Epic Games changed a bit how Pixel Streaming works, embedding Web RTC directly into the plugin and simplifying the setup process.
In this video, we are going through the setup process of an Unreal Engine project in order to be able to stream i...
Sounds right. Are you following a tutorial? Have you looked at the ShooterGame example?
Is there a way to increase the projectile scale over time
I'd download it from in the launcher and tear it apart for a while.
Can you add animated materials to terrain?
and/or some of the other example projects.
@fair needle If the projectile has a transform then yes you can change it's scale
Hey guys I am looking into upgrading my desktop processor (i5-6600k) to something that will better handle the workload of Unreal and make things much faster and efficient. I'm seeing the R9 3900X is pretty good with threading and clock speed, but is there a better option around the same price range?
@plush yew I think i can help you
I'm unable to create a nav mesh bonds volume- as it only appears on the tables when I want it to appear on the floor
please I ned help
lower it or set the ground to walkable
ok thanks
maybe set the tables to not walkable
unlesss.. they are walkable
yeah tables are walkable
@tidal totem you will get redirected to #lounge at some point for that question so might as well ask in there. but no the ryzens are very efficient for the cost right now just get one that matches your needs
Man, I am so confused as to what info will go into what channel. I figured that was a general UE4 question lol
but cool beans, appreciate the info @grim ore
since its not directly related to UE4 they will redirect you there. Its weird but its the pattern so far
Any insight into how to load chunks? I've got my chunks in CloudDir but IDK how to load them in.
I'm having some problems. Trying to launch Unreal today, it gave me a bunch of errors about missing dependencies - stuff like "plugin X requires dependency 'Static Mesh' which is not found, continue?". Obviously something weird going on with my engine install. Trying to verify/repair the install results in a "file error". Any ideas how to fix this?
Are you launching a specific project or just the engine?
anyone got a solution for this?
I haven’t developed telepathy yet
Can you just uninstall reinstall? If it's not any of your projects I would start with that
instead of trying to repair
Sure, will try
Can you guys help me
my packaged game is not working properly. When I say that i mean the mechanics. Everything is fine in the engine
its installed on C
So in my game editor, I have a cutscene where a car is driving down a road, but in the packaged version, the cutscene doesnt show the car riding down the road
Delete /intermediate folder and repackage
Im trying to make the monster in my game chase you when he sees you and wander around aimlessly when he does not. This is my code. He wanders around aimlessly but even when he sees me he does not chase me? Any fix?
nevermind, got it to work. His sight radius was so low he could only see like 1 feet in front of him
Not sure about others but the resolution of picture is very low hence for me anyway unreadable
Do you have weird lingering processes that failed to terminate?
Not really any that I'm seeing, unless some other software interferes with Unreal?
@brazen hull
anyone have experience building road system for city builders? Just looking for a good direction for research and implementation.
ConverseFox has a road system I think Deadmon
Im unfamiliar with them p@t but ill try and dig them up. Quick google search didnt land anything
ty
got it working
has anyone had a packaging issue with shader compilation making no progress
i just switched my project to 4.24 and its a new issue for me
Anyone tried to get UnrealInsights to work? I'm running 4.25 from launcher, loaded the UI.exe. When I load a project I don't even see anything appear as a live trace target. I'm running the exe on the same machine as well.
read the documentation for it
yes it works, you need to start game or editor with arguments
How do you view the EQS points inside the editor?
I remember once seeing that you could color shape components so that the area between the lines would be visible in editor. does anyone recall how this is possible?
no but most of these things for visualization can be found in the Show menu
Not familiar with EQS specific ones but they'd probably be hiding somewhere in there
I'm pretty sure you would have to implement in custom. shape does have shape color exposed
but it's just for the line color
I added a testing pawn, but still don't see any points. Are they supposed to supposed to always be visible, or is there a way to toggle their display on/off?
Thanks. I will mess with it more.
Ah, I didn't have my navmesh lowered enough. I guess it needs it to generate points.
Thanks for the help.
@normal burrow What documentation and arguments? The one doc page says you don't need -tracehost=X if running on same machine and it doesn't work for me with that also.
link to the document page your looking at please
The video made it look like it should just pick it up as well
Overview of Unreal Insights application profiling tool
"When launching on Windows (and if it's discoverable), the runtime will automatically connect to Unreal Insights."
yeah the next page is where you need to be
they don't elaborate on "discoverable"
Unreal Insights reference covering input shortcuts, macros, and command-line options
-cpuprofilertrace -statnamedevents -loadtimetrace
these are likely what you want
I tried -cpuprofilertrace like the video, I added it to lauch parameter of editor settings though, maybe I should try with shortcut
I'll try all 3
yeah it should work. its really best to use a packaged build if you want realistic numbers but you can profile the editor too afaik
just want some general metrics while working in editor, still can't get it to work. 🤔 Thanks for the help anyway
shortcut or bat file is what you want to use yeah, with your uproject
So I'm making a game where there's a monster that roams around randomly but if it sees you it chases you. And if you manage to outrun it, it proceeds to roam around randomly again. What happens is that the monster roams around correctly and chases u correctly. But if you outrun it then it just stands there and doesn't do anything. When I want it to continue roaming around
I speak soon, that must have done it! I think there was just a delay.
@elder moat what are you using for behavior?
yeah so if I'd probably recommend that you look at the behavior tree feature of the engine
Hi, who has a simple idea of game to create ?
Try a rolling ball game
I made one like this
Essentially, you use the third person character as your character
And the rolling ball template as the enemy
If the balls hit you, you die and ragdoll (and fly at high speed)
It's quite fun to play around with
DM me if you need any help
@cursive salmon
OK
I could show you a vid of mine tomorrow if you remind me
I've been getting stutters in Unreal Engine, both just using the editor and playing in editor, anyone have advice to point my in the right direction?
I don't believe it to be an issue with anything to do with the level since it happens when I'm not playing
hey, i'm not sure if this is better suited in #graphics , #niagara or #legacy-physics but, i'm trying to play with the new hair system and i highly suspect that it is broken in the current 4.25 release.
some hlsl function signatures have changed and the niagara blueprint didn't get updated
should i file a bug or just wait?
I can't seem to find the material M_SkyTimeOfDay anywhere. Where do I find this material?
Googling for UE4 M_SkyTimeOfDay returns nothing
@slate basalt file bugs yes, 4.25 is still beta
Time of Day Example Level - no where to be found
I just want to play with the atmosphere sky component and see night/day examples.
time of day is in the engine content, right next to volumetrics and fluid simulation 🙂
Would anyone with some good lighting experience in unreal be whiling to tag up with me, ive got some issues and general questions and its blocking me from progressing in following the documentation/guides.
Basically running into this issue where I cannot get indirect lighting to work
Is there a way to activate or desactivate physics with sequencer?
You can probably set up an event track to do that
event track? @grim ore
ye
Hey, I have a question. There's something called 9-splice in many engines, when you take a border image and divide it in to edges and corners. How is it called, or how should I google it in UE4?
Anyone know anything about incredibuild? It is installed and I don't think that I installed it. It is turning up as a virus. Any ideas?
incredibuild is installed as part of visual studio @misty creek and you should uninstall it if you have not paid for it, it will slow down compiling
@grim ore thanks. Also I watch a lot of your youtube channel!
pom pom pom pom, tomatoes
@grim ore I have to admit, I recognized you by your picture.
@ancient otter did setting the physics fail or creating the event track?
what are you changing the physics on?
wdym
you want to activate and deactivate physics
is this for the entire level or on an individual item?
yay
Is there an event that detects once the value of a variable has been changed?
if you are using networking, yes. if not you need to create your own. You can make a getter and setter and bind to an event inside of it using event dispatchers. then whenever you want to set the value you call the setter instead, it sets the value and calls the event so anyone listening can be informed of the change
Seems rather complicated, would there be an easier way to set the Hud Text value to a variable value?
I was thinking of an infinite loop, but it doesn't let me create any.
there is, you can bind in the umg widget, but you should not do that.
you should whenever you change the value update the hud
unless this is something that does change every frame and the player needs to know of the change immediately, then you can use the umg binding
It's for coins, so I won't need to bind it then.
then whenever you collect a coin, or a coin is used, or whenever you basically set the coin value to a new value you tell your hud the new value and to update it
Alright
How do I change the value of a text element from another blueprint script?
Blueprint Communication. You need a reference to the UMG Widget then you can get access to the text widget inside of it and change it.
better call an event dispatcher in your gameplay script and bind to it in your widget
@thick herald I switched to the pre-built editor for quick testing and since it didn't have my layout I got really confused lol. I couldn't find the "Show Engine Content" checkbox. I found it.
it's quite easy if your gameplay class is something easily accessible, i.e. player controller
k
Event dispatcher, or an interface are both good options. I often just use a current hud reference and interfaces.
I like interfaces becuase if I have a standard UI interface then it gives me stubs for everything I need which makes it easy to go down the list. Anything I don't need just quietly fails.
with the ED you still need to have the UI Widget bind to something else, character or controller or something, right?
@grim ore they are all bugged
😦
remove the transform track
if you aren't changing the transform you don't need that track
Would mouse cursor work on phones?
I plan to have the character move to the finger/cursor but would cursor work?
why does landscape suck so much? my fps drops immediately when i put one to my lvl
its the resolution. Lower it or use static meshes instead of the landscape tool. Alternately upgrade the target specs for the project to one that can handle them.
upgrade target specs?
how
reflections can be bad depending on which ones you are using. Unless you are using ray tracing they are not going to be perfect
and screen space is only guessing
the way you ask questions is rather demanding @ancient otter
ANSWER NAOW
kinda vibe
if you open up a new level, and select the VR template, and check out ray traced in that template do they look clean?
@plush yew I mean your machine might not be able to handle the quality you are expecting so upgrade your machine to match the goal you want
yes machine can handle well everything.
yep that is super weird, maybe its the emission causing an issue?
d2 :DDD
probably