#ue4-general
1 messages · Page 683 of 1
alright building
Did you select a startup map too? Given that that's for builds n stuff
I mean a game default map
hmmm keyboard and mouse work but gamepad doesn't current version 4.15 preview i think
4.15 preview? are you from the past? :O
hm its to do with my xbox controller its not giving any input :<
So I eventually want to make it so a "computer block" object can detect all the robotic blocks (hinges, motors, sensors, etc) attatched to either it, or to blocks that are attatched to it, and so on, and then have it so the player can write some commands using those. roughly how difficult would that be to implement?
basically, to let the players build their own robots
i also just tried a ps4 controller same thing
hello guys I made text and I have menu but when I put this text with this square
I can't click the 2 buttons
either set the ZOrder lower then the buttons or set the visibility to not hit testable
so how I can keep this size of the text and to can click the 2 buttons?
what? @blissful trail
Am having these 2 emitters
One of them can be deactivated
and the other one wont deactivate
Any reason why that happening?
ty
it works @blissful trail
So I eventually want to make it so a "computer block" object can detect all the robotic blocks (hinges, motors, sensors, etc) attatched to either it, or to blocks that are attatched to it, and so on, and then have it so the player can write some commands using those. roughly how difficult would that be to implement?
anyone know how to fix controllers not working at all on windows 10 ?
Been getting this crash on UE4 4.24.1, 4.24.3 and 4.25 Preview 2 since last friday, anyone know what could cause this?
https://pastebin.com/ksSEeqFX (crash report)
Please ping on reply ❤️
I need to edit multiple objects and all objects are getting the same change.
Is there a way to edit the objects without going through all of them one by one
Not sure if this is the right channel, any1 familiar with TrueSky ? I cant get the TrueSkyPostProcessVolume to like have it owns boundries, I have tried ticking it off in its details aswell as trying to create box for it
hey everyone! I seem to have a little problem, when I drag a spline mesh actor into the world it's colored red and i can't add points to it while a friend of mine can. Is there something that I pressed without knowing, or some phantom setting? cheers in advance :p
it's also transparent and can't be seen when I unselect it
@still stag try to enable it in the blueprint? not sure
it's not a blueprint, it's the actor that you select drag and drop from the modes panel into the world
hi there, is it possible to seperate maps from an .exe and have the map as seperate, downloadable content?
Can someone help me with property matrixs' please
anyone knows how to get all instances from the foliage actor?
how can i fix this?
Mich just drag off the get all actors of class nodes array output and do a for each loop
Hi , guys, one fair question : its there any way to import fbx on runtime from a external folder? I know there is assimp as library but I have no idea how to implement it. Unreal have something for that? or I only rely on plugins and external solutions?
I did put trail for the sword inside my animation
is there anyway i can call that trail in player BP so i can turn off or on?
I used Animation Montage and made Particle system
@plush yew You can create a custom animState. I do that so I can have more control over the trail.
They're covered in the docs.
i tried to make a UV to avoid having these clear cut lines , and i cant find any "ammo box" or "green wood" material that looks decent
here's the material blueprint
and the texture it self
does your texture wrap up/down?
When I try to build - I get this error in the very beginning "PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.".
Anyone knows anything about it? I can't find anything about it
how can I overlap a sound cue that is played several times so that there is no echo at the end part of the cue?
Does anyone have advice on how to deal with corrupt or incompatible player save files (due to older underlying structs) in a production environment? (Using standard load game from slot - which simply returns null if the file won't load for any reason).
Hey all, I can't figure out why my enemy isn't using the navmesh. I have 2 supported agents (a "Large" and a "Small") and both navmeshes build perfectly fine.
All enemies have "Update Nav Agent With Owners Collision" set to false, but for some reason enemies with settings identical to the "Large" agent settings don't work, while enemies with the "Small" agent settings work fine.
Some testing has shown that whichever agent is in slot 0 works fine, but the nav agent in slot 1 cannot navigate. The visual logger gives me this. Any ideas?
I just discovered the "FNavAgentSelector" is a thing so maybe I'll look into that, but it seems like this should be workable in the editor. I would rather have unreal auto-select which agent an enemy uses rather than set it manually in C++, but as far as I can tell that functionality is broken.
which channel is best to ask physics asset creation related questions in ?
@quick kelp Probably in the Physics channel.
Anyone know of a good way to open an Uasset file?
For some reason
am hitting the enemy 2 times
....
Can anyone help please its killing me meh
@plush yew not sure what the rest of your stuff looks like but you could add the hit actor to an ignore array and then check against that so it can only be hit once per trace / overlap.
how do u keep a texture the same size across any mesh?
@regal shard you would look into using world coordinates for the Texture Coords for the material, or do some other math based on size
so do I still used the UV tiling params in texcoords?
those are the size of the material relative to the mesh size. IF you want it to be the same across any mesh you would have to swap to something like world texture or some other fixed unit size
ok il ltry that thx
i was also thinking about texture painting instead do u think thatll work too?
cus its just the floor
depends on what you want, painting is fine if you need it
im trying to make a large openworld map thats completely flat. do u think a cubemesh or landscape is better for it?
it depends on how large it is. If it's a single mesh you really can't cull it while a landscape can use LOD and culling
if you break it apart into smaller cubes they can all be culled out if they are far away
but then again if it's literally just a large plane it don't think performance would be an issue
@grim ore
Am losing my mind
He is hitting the enemy 2 times
It was working fine at the Zombie BP but i moved the blue prints to the sword BP so i organize it more
yep how many colliders are on the zombie?
so it looks like it could hit 3 times there
print out the other comp on the overlap and see what it says
Hummm
When am using
this is hit detection im using idk if it helps
oh that picws way too tiny
so when you print out other comp right after the overlap what 2 components does it print out
right after the overlap event, the first thing. before you set the actor
you said it's overlapping twice so this will tell you what is overlapping and it it's really twice
@grim ore Hello SIr, thanks for the help, but i am unable to setup that , i mean my mobile don't show there at the top, i connected my mobile via usb, and also did that usb debugger on , but nothing happen, i think i am doing something wrong from my side, no other things are installed other than UE4 on my pc, i mean that mobile things ,
yep then you have an issue already that needs to be fixed (its probably overlapping the item its on, the player I would guess?)
@bronze cedar You might have to follow the docs to set it up then for the platform you want to launch it on. the correct NDK needs to be installed and running to have your device detected
dont see how it's weird. collision checks are collision checks. IF you have 2 items with collision and they are set to check the same channels they might collide
yep your weapon collision is set to overlap with the channels your player is using for those items
have to start making and assigning custom channels
like one for weapon, one for player, one for enemy, stuff like that
thanks sir @grim ore you are doing a great job on youtube, and here on discord too 😄 🙂
i am working on a 2d game,
probably lol. The docs works as well https://docs.unrealengine.com/en-US/Engine/Physics/Collision/index.html
you basically need to set up custom channels and set up their checks correctly and then start assigning
Do you use that all the time mathewW?
like I have this for my rpg test
Like this is a must to know yup?
one more question i want to ask, sometime my game lag , when i preview in editor or in other windows , my game start lagging, like if i jump it lag or when i walk it lag, a second or less than second my game hang, kinda like that, only one time the UE4 compiled the shader and it was working, now i make copy of my game, so when it lag i jump to that copy, but don'w know how and why it lag like that
am checking it
and my weapon is set up like this
MathewW you add more Collision options to the details panel thats what you doing yup?
while the enemy looks like this
yep you add custom channels, trace or object, as needed then start assigning them and setting them up
please read my question also, sir @grim ore
yoiu can even make presets if you want in the bottom part
@bronze cedar there is no way of knowing without seeing what "lag" is for you
MathewW really thanks that helped
oh ok , i will try to make a gif or video later, thanks sir
hahahahaha yeah I agreww with you @plush yew
@grim ore Sir so i have to install NDK before I can preview my game direct on my device,sorry but i am kinda lost in this, can't figure out what to do, please if you can let me know this, any video you made on this will help too 🙂
you need the NDK installed so the engine can work with android yes, https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/GettingStarted/index.html
oh ok , so after this i can preview the game direct on my device which is connect via use in debugger mode, right
MathewW 😄
Am i getting crazy or i dk whats going on today
First hit dosent knock back but dose damage
you should be able to yes. The NDK needs to be installed so it can create the files and you can use the ADB software. Once UE4 can find the android stuff it will try and find your device if its plugged in and set to allow usb debugging. if this is correct and your device is set to allow android as a target it will show up under launch devices
Second hit and third to knock back
it suppose to knock back from first one
Check the video please :d
well thats what the videos shows but without code no idea what is supposed to happen
the game is looking good @plush yew
I should get to bed xd
keep up the good work
lol
been working since i woke up
bed is good 🙂
Thanks mate ❤️
or atleast a break
i think all game devs get mad when they work on their game, hahahahaha
nothing else they see, just their game lol hahahahaha
progress is addicting and UE4 makes it pretty easy to see that
you don't spend days doing architecture work that you never see
Its true
yeah , before i use to afraid from UE4, haha because i use to think that i won't be able to learn it because i am non programmer and came from a 2D game engine which use visual script, but now after sometime i am like yeah doing something in UE4 haha
Its almost going to be 2 months for me using ue4
I wish it has like steam hours
That would look nice
MathewW
He is asking a question i wanted to ask you long time ago 😄
Anyone knows a software that allows us to make 3d characters (cool ones) without the knowledge of 3d modelling but more like a generator? Trying to find something like a few of these unreal engine in game charactor creators but then to generate characters for unreal engine itself
makehuman
i heared Z brush is quite fun
fuse
but i am not sure how much poly count they will give you, so you have to check that
I thougt about makehuman but I Wasnt sure if it allowed to make cool mmorpg kind of game chars
Makehuman, Manuelbastioni Lab
Man, I was hoping that even with GDC cancelled (postponed?) Epic will still livestream their State of Unreal... Guess not.
check fuse, maybe that can work for you, makehuman is like making real peoples haha not like making fantasy game type or something like that
thanks alot man I been googling this topic for 30 minutes but it always brings up either stuff for simple/small things or stuff like blender which requires a bit more knowledge
haha never mind mate 😄
i think there is one more software called daz, i used it like played with it, you can also check that too
yes fuse is adobe
but before putting those characters into the engine try to know the poly count and such things, so that they don't get over loaded
thats a good thing to keep in mind
do chars immediately correspondent with unreal engine without programming anything afterwords?
mixamo , check it out also
mixamo I didnt thougt was a software it looked like a gallery
do chars immediately correspondent with unreal engine without programming anything afterwords?
can't get you what you mean in that line
lol sorry
I mean lets say I make a 3d model / char is it instantly a model that functions in ue
no it won't work, you have to rig that character and after that you have to make animations for it, i don't know anything other than this, i mean other solution
wait u make chars in mixamo or u just download them?
it's like what i know, you can put your character in mixamo and than there is a presets of animation which you can apply to your character, and your character will start animating in no time
it's like that, check it you will understand it
there are lots of animations like run , walk , jump , attack , zombie walk and so on, what game needs
lol dad?
i am also searching , about making characters , haha i found character creator 3, did you know about this , i think it's paid
@grim ore Sir do i also need to install visual studio or not
you shouldnt need VS for android
Is this realistic for daz you think?
i am also searching , about making characters , haha i found character creator 3, did you know about this , i think it's paid
@bronze cedar yeah lol when the month is better ill buy it it looked sick
but as a noob I Wanna try a free thing first and experiment
yeah right
Is this realistic for daz you think? what you mean by this, do you want this character in daz
yeah it's paid, but there is a free trial , go for it haha to test what it got
I mean I Wonder if this quality is realistic to make in daz
daz got some pre loaded character i think
hello guys simple question: when I use trello can I search for other boards cus I want to get ideas from other people how they organise, what game systems they put in their boards to do? cus I add these but I don't remember for other
Well if it can outdo this then im happy
did you made those character
or you are asking to use those character, like you want to know how they look and such things
Please review #more-resources
MathewW i know i asked you this b4
am trying to make a bow
Aiming with right click then shoot
then aim again if i am pressing right click
am almost there
but for shooting while aiming is like Animation montage the aim keep looping
then when you press you jump to shoot?
then how it come back to aim again if you holding
As you have time ❤️ @grim ore
hi
does anyone know how come i can't change the material color with:
void ACreature::MakeCube()
{
VisualMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
VisualMesh->SetupAttachment(RootComponent);
static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));
if (CubeVisualAsset.Succeeded())
{
VisualMesh->SetStaticMesh(CubeVisualAsset.Object);
VisualMesh->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
// set up material
auto Material = VisualMesh->GetMaterial(0);
DynamicMaterial = UMaterialInstanceDynamic::Create(Material, NULL);
VisualMesh->SetMaterial(0, DynamicMaterial);
DynamicMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::Blue);
// DynamicMaterial->SetScalarParameterValue(TEXT("Blend"), blend);
}
}
with this line DynamicMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::Blue);
ç
What does your material look like? does it have that as a parameter
@plush yew I don't have a ton of experience with that or how you are doing it so I don't know if I could help, #animation would be better if you havent tried before. It seems basic, change animation to a new one and then when done change it back. show crosshair if needed for example. I know there are a few video series out there for handling aiming
this is the extent of any data on the material
trying to set a generic material color just through code
@cyan robin your line to create a dynamic material out of the current material then setting a parameter on it indicates your material has a parameter called Color to change. If you are using the default world material then no it would not be able to change your just randomly trying stuff
MathewW
Am pressing right click one time
it aims
and when press left click it shoots but am not holding right mouse button
@plush yew depending on the tools some will stay in place yes (sdk's, .net libraries, etc.)
If i used Pressed and Released cuz of my animation kinda not working the right way after the first shoot it will go back to toggle
nvm mate
am searching i might find something eventually
❤️
might just need to think about the process and walk thru what you have for it
thanks @grim ore
Anyone know where i can get animation for tree?
Like tree falling down
something like that
any thoughts?
is there a property i can reference to change the material?
What i have in mind is the sword hitting the tree
how to reference that property is what i mean
thanks @plush yew trying to do this just through code
you need to make a material inside of the editor and have it set up to use a parameter that you can then change outside of it
i believe i'm doing that here: DynamicMaterial = UMaterialInstanceDynamic::Create(Material, NULL);
ah okay, thanks @grim ore
Javin
Why you using normal code?
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@grim ore
do you know
where i can get a grass like this?
I heared its an assets
i'm new to unreal so trying to learn
just cant know which one
thank you
@plush yew if you go thru the video he mentions he made most of that. the marketplace would be your best bet or the free stuff in the learn tab
How can I convert Uassets to FBX?
you can't
Can I use UE4 with Intel i7-6500U, 8GB ram, GeForce 940M?
yes but it will run slow and high quality will be un realistic
yes you can use i t
My cpu usage is 100% if i use UE4 Editor ._.
medium settings, 1920x1080, default templates should run around 30fps
i mean not like pro, but you can use it, sir @grim ore know well haha than me 😄
Annnd another added to the list of why we need #hardware
6500u is a dual core cpu, not much you can do to fix that
my computer is like 11 years old, i am working on a 2D game in UE4, for me it's work haha
i do some upgrades haha , so it's like some of the things are that old and some of them are 2 years old or so
hey guys
hi mate
i am having trouble rebuilding my engine from source
ue4 c4800 illicit conversion
error
any ideas?
6500u is a dual core cpu, not much you can do to fix that
How to fix that?
you have to change your cpu
buy a new laptop
@ruby ocean you want to convert Dae to fbx?
ok
before buying a cpu, check if your motherboard support the new cpu you are buying or else you have to buy them both, that's mobo and cpu
i do need to change my mobo and cpu, but when i get some money haha still saving some lol for cpu and mobo combo pack haha
am i missing something?
@plush yew I want to import an animation from a mod that I really like so I can study its movement, and see how many key frames it has
@ruby ocean take a screen shoot mate
@grim ore I am using VS2019 Community
it has been working
i don't know that, that it's a mobile cpu
no today
u cpus are mobile 99% of the time
@plush yew
ah okay, I can't even import it as a uasset somehow?
@plush yew make sure you only have 2019 or 2017 installed, your source is up to date, and you have your VS install up to date. there was an issue at sme point when upgrading VS and the code base that causes this
do computer build need visual studio
well i installed the latest source build 24.3
because it showed me some error when i tried to build just for checking
I'd probably be better off asking the guy who made the animation for a copy would I?
is there an easy way to access the rendering stats that are currently being calculated by the stat system? by blueprint or c++
actually, i'd like to map the gpu time on a umg text label thingy
it looks like that file is a windows SDK file, the comip.h, so maybe make sure those are all up to date as well @plush yew
well its part of the vs 2019 installer but doesnt mean its updated
you have individual components you can install and the windows 8 and 10 SDKs are part of that
i only have 2019 installed
im trying to update my install to show you the section but I know i had this before at one point when upgrading the source and VS changed the toolchain
does an experienced programmer both with unreal and blueprints, use blueprints to make things easier? or are they efficient enough to just do things through code? or a combination of both and how to know when to use code / blueprints? (i prefer working with code)
that being said i know the unreal documentation mentions uses a combination of both, but asking about this balance
- using
im gonna just reinstall VS2019 with all of the dependencies and such
thank you @grim ore
Anyone know how to pass parameters into functions? Or how to use macros instead? It would be easy af if I was coding but idk how to with blueprints
seriously the question gets asked so often and in the end you just use whatever works lol
Im trying to run this entire script with 1 argument (inventory slot) and I have no clue how to use a macro with mutliple outputs
oh maybe I should
im just watching a noob tutorial
ill look into it
@plush yew this is the stuff you have to make sure is updated, the Windows 10 SDK
you might also have to install the windows 8 SDK by hand
@regal shard in the function definition, when you click on it in the editor, in the details panel are the input and output sections you would add your parameters in there
which .net frameworks?
those shouldnt be an issue, this I think is the other one check to see which toolchain you have checked?
but uh .net 4.6.1, 4.6.2 I beleive are both wanted and it will complain if they are missing lol
guys does unreal grants include projects that are not done with unreal ?
I install both targetting and SDK because it complained. Your C++ tool is the important one
the .net stuff is what causes the issue when you generateprojectfiles
if you havent done that recently that might be why you havent had an issue with that
im guessing you dont have the 14.22 C++ toolchain installed but a newer one
https://www.unrealengine.com/en-US/megagrants / " doing amazing things with Unreal Engine or enhancing open-source capabilities for the 3D graphics community. "
sorry for the question in general, but not running into luck in #animation. I'm having trouble getting a MontageTimeLapseCurve to work as specified, I think I'm doing something silly, anyone who has used that successfully please drop me a message so I can ask you some questions. Thanks!
yep I am 99% sure not using the .22 toolchain is what causes the 4800 error
UE4 installer?
@plush yew unreal grants the things epic game is offering money to support indie creators
am not sure that it includes projects done for examble with blender
if you are using Blender to make art, probably not. IF you are using it to make something that helps with UE4 (plugins, addons, etc.) then possibly
sigh it's wednesday and no fun stuff from EPIC with GDC closed down 😦
why it's closed down
@grim ore what can we expect?
we dont know thats the problem lol, they havent broken silence on anything for this year
no one wants to get the virus
yea there is chaos
what is the best way of going about adding code through scripting (perhaps as a component) to the pawn first person template in unreal? or can i create a pawn c++ class and attach that to the first person pawn template?
today was supposed to be the keynote and all the new stuff for the next year
prolly a bunch of RTX, say something about new console gen
but i also heared nothing after control rig and chaos
i heard they will stream some of the GDC talks free from their homes
yeah i know about covid , spreading in our world, but i was not sure that's why i don't want to guess
GDC themselves have been doing that all week, just nothing Epic specific
everyone ended up cancelling
maybe this way?
would this be inside an actor class?
#cpp might be more helpful for this, it looks like you are trying to skip the learning part and go right to the coding part
can anyone help me get a better head wrap on creating a destructible mesh
I have a barrel that I purposely made in blender to be hollow so it would break satisfyingly in UE4 but it has some issues, such as the fractured components having holes in them
I see an option for importing FBX fractures which I can only assume is drawing out my own breaks
can anyone give me some tips?
Ok, so I was able to get the player's username from Steam, but how do you get the player's profile picture?
ok 2 things. do you have only the .22 C++ toolchain installed now?
and did you generate the project files again after reinstalling all of VS and such
Ah man, I feel you. Hate building anything with visual studio. I built my project just to put in the python plugin and now I'm glad I don't need to touch it again. All Emacs and Hy from here 
Anyway, I had a simple question if anyone knows off-hand. I know how to control the blend rate between animations for blendspaces but I can't seem to find any parameter for setting the blend speed of animation states in the animation blueprint
It's skipping the first frame of my shooting animation and it looks pretty weird
it's a pain in the butt yeah
i forgot to regenerate the files
let's see if it works now
I found that having more than one of the toolchains can cause an issue as well as it will try and use the newer one unless you force it to use the older one. Just having the .22 installed is fine
i had 2 toolchains
and it still didn't work
ill see if i can use the older toolchain
if it works it will be good
if not ill just use a newer one
yep I have just .22 installed, no others, and it compiles fine
Do you guys think that UE4 will change much for next gen consoles? I know that the SSD speed is pretty important for loading large sections of memory (like game worlds).
There is also a way to supress the error if that doesnt work lol
UE4 will change yep but it will be invisible to the dev more than likely. Stuff will just be better. It's the benefit of using an engine 🙂
like right now they are designed around the number of cores principal of most modern consoles and in the future they can expand to being able to use the higher core/thread count and the dev will just benefit from it without having to change
Ok, so I was able to get the player's username from Steam, but how do you get the player's profile picture?
is it possible in UE4?
I know some games do it, but idk if they're UE4 games
any help on here? looks like its the steam avatar https://youtu.be/LyvWLVQ_FHY
error: duplicate level info. How to get rid of it?
@grim ore That looks like it! Thanks! I'll try it out
yeah I guess the extra steam stuff isn't part of the base engine 😦
Kinda wierd that getting the name is, but getting the PFP isn't
yep noticing that now, I guess it's more just a basic basic super basic interface and the rest is on you
why is it so rare for anyone to respond to me? am I doing something wrong here? I'm trying to learn but barely anyone will help me
The question you asked was pretty specific and this is the general channel. It's also a very small section of the engine you are asking about so the people who know about it are a small percentage of the people in this channel.
haved you looked at the documentation for it?
a rough skim but nothing detailing what I'm trying to do or my issue
it might also be a good time to check out Chaos
papa nurgle?
also have you tried with other meshes, maybe solid ones. Perhaps its your source mesh and you might have to adjust that
Hey everyone,
I'm building and deploying my AR project but it's giving me some errors. The Following is the last part of the Android Log:
Precache HighWater 384MB.
Assertion failed: Memory [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/PakFile/Private/IPlatformFilePak.cpp] [Line: 4010]
Some Observations:
- It's working perfectly on Galaxy S8
- Crashing On Galaxy Tab 6 & Galaxy s20 ultra
Really need to get to the bottom of this. Any help would be appreciated.
I'm getting excited
@lofty forge try running it in an emulated android to rule out software/hardware problems
@fleet scroll which emulator do you recommend for android?
the android sdk come with one that you can setup to emulate any device you can think of
so, open android studio and you should see this
click on configure then select avd manager
@grim ore so what is chaos?
and this window will take you to where you need
I use it all the time with QT5 to test applications without needing the physical device
to sum up the choas destruction, it simply takes a mesh and divides it up into smaller meshes that fall apart with physics enabled
Chaos looks great but I think it's too high end for what I'm making
Update: I tried it on another mesh designed the same way and with basically no problems and it looks perfect
I think it has something to do with the curves and how the model is made.
is there a way to see buffer visualizations in PIE? Or alternatively, get post process materials to apply to the editor view?
Hey, I'm currently using Windows Remote Desktop to remote into a computer to work in UE4. Sometimes if UE4 is left open when logging back in it will be completely frozen, so I have to stop execution from Visual Studio. Anyone have any ideas how to get this to work correctly?
it's likely less to do with unreal and more to do with how remote desktop and windows in general handles stuff like this
I don't recommend keeping stuff open, if only because memory leaks are real
I'm pretty sure it's something related to audio. It's more stable when I use remote desktop's no audio option
why not just eliminate the possibility and boot up a fresh instance when remoting
Unfortunately I have some requirements that I need to leave it running when disconnecting for my work
anyone want to chat in vc?
HAY EVERYONE, guys girls, whatever ... we are all here for the love of unreal , games and cgi... i just wanted to say whoever you are, wherever you are, whatever you are. I wish you healty and safty in these craZY TIMES. stay safe everyone,. stay well.
please be well everyone. sending out love and postive vibes. WE WILL PREVAIL !
is there a limit as to how many global vector fields we're allowed to have in a scene?
iirc (at least for cascade) it can be influenced by up to four or 5
not sure about how many we can use, I assume as many as we want
Alright, doing a really tough challenge of combining several vector fields together
forming something like a curve
why not make a curve vector field?
its a combined vortex and a curved vector field
areo dynamics of a car
looks like it cant handle any more than 4
vectoraygen can do that, but its not a free tool
im using that now
I spoke to the dev who made it
he suggested using small combinations of vector fields
i know the dev who made it hehe
it can't do complex shapes
I do remember them testing aerodynamics though hmm
then my suggestion is out of the window
They did do aero dynamics for a mercedes car I believe
I'm trying to do it for an F1 car
does a skin weight profile have anything to do with physical weight
which is much more complicated
Is there an unrealengine IDE for linux?
you can compile the editor for linux yes
I tried to download the editor and got an MSI. Where can I download the source to compile for linux?
Thanks matt.
nah you got it right but I guessed what he meant 🙂
I assume if you can compile the engine for Linux you don't need help finding a code editor for C++ for it lol
good point
I have not tried VS Code on linux tho, I wonder if its a good fit for UE4 on it
For some reason, something in here is causing the first Widget Switcher, "SteamEnableSwitch", to just not display anything, even though it shouldn't be running yet
awesome, good to know I might try it here at some point
I mucked with getting UE4 running on my chromebook but it lacks 64bit support on the CPU it uses 😦
got hard blocked at that point
I got one: how do you multiply by -1 in a math expression node?
because it seems impossible
have to cheat it looks like
its treating the -1 as a minus 1 so convert that into (0 - 1) to make a -1
or you could always have a single input and put in your -1 and re use it as needed
Heya, how do you set a timer that's not connected to a Funtion or Event? Because I can't figure it out
I just want my code to wait 5 seconds before proceding
oh, right; I can try that; I forgot about that and tried "wait" and "timer"
@grim ore christ dude, thanks
i added a cube as a child to Mesh2P of the first person template and when i try to scale the cube nothing happens?
okay, nevermind, when i created a new cube as child of the capsule component i was able to scale that
for some reason that in red doesn't work, while
this does work
it's the same code, I don't know what's going on
What's a good way to do an animated jumpscare?
bruh
No i mean like
I thought about doing an animation sequence but thats too hard
Should i do it completely in blueprints or level sequence?
so i finally got this working, but for some reason this is only working on one instance, and not new instances dragged into the scene, how do i make this work with all instances?
I thought about doing an animation sequence but thats too hard
Should i do it completely in blueprints or level sequence?
@plush yew
only one of them is referenced by the level blueprint, so how you make the level blueprint reference all instances?
@plush yew You're being really impatient; my question was before yours and hasn't been answered either
do i replace OnActorHit with another component, and then make the whole node local to the blueprint instead of the scene blueprint?
like EventHit?
@modern sinew check that branch is firing, check to see if the steam enabled switch reference is valid and go from there
ok
Also, I was following a tutorial, and there's a forEachLoopWithBreak, and an array; when I drag the "array element" to the "set array". there's a make array node, but in the video, it's not there
will it make a difference?
wait, i see why
nvm
Hmm.. I was going to say i don't really have any context
@cyan robin maybe you could get all actors of class, for each loop, bind an on actor hit event?
Or set some code to run in the projectile instead
@plush yew I would suggest doing some research on your question, and figure out what method would be easiest for you and your skillset
thank you @fallen marten
No problem man
Does anyone sell in marketplace like this grass interaction system? (Or it is possible?)
Tried dynamic grass lite asset but its not fast to like this, works so different than i thought.
Also i looked other assets preview videos. all the same.
At the video(Referenced BDO) looks first getting all grass component inside (depends radius) and makes timeline to wind speed and strength. I tried same thing but.. Well first obstacle is how to get reference from foliage or overlap. 
but its work with skeletal meshes and physical collision. so this is high cost for low game. 
im gonna add HISM to reduce draw calls already
the paper goes over how it only goes to skelmesh when interaction is done, else its a mesh iirc
i will look more to that link gimme min
set char location in a global params asset and use location in grass material to bend the leaves away from center pos
i dont want to bend them. i want to animate them like i posted video
thats going to complicate things indeed
just want to make wind speed and strength. nothing else
the video you posted those are not really animated
maybe you require a rendertarget or something to play around temporal data, thus allowing leaves to calm down periodically
it doesnt even look like more than just moving the meshes in a shaking pattern. If you look at some of the leaves its more distorting them out in a bubble
so something a simple shader can do
yes simple offset does just that, but he wants to animate them thats difficult i think
I think he assumes they are animated
but that animation isn't work like "speed up instantly and slowly down wind material that included from UE4"?
Can someone help with this? PackagingResults: Error: Launch failed! Missing UE4Game binary. You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline: UE4Game <Platform> <Configuration>
that's an idea noira, you can try makes sense.
or this, this is another error : ERROR: Stage Failed. Missing receipt 'C:\Users\----- Desktop\Documents\Unreal Projects\MultiplayerTutorial\Binaries\Win64\MultiplayerTutorial.target'. Check that this target has been built.
cook had issues with space in folder/file names before i think maybe that's why it cannot find
Im already trying, that what i'm saying about "obstacle". The restriction is how to get them reference depends radius for set speed wind...
Hi guys, this is my first post here. This is both a question and kind of a discussion of opinions. I'm attempting to build a item and inventory system for an action RPG game. I'm trying to figure out what the best route for setting up items is. Some videos seem to be setting up datatables to add all the item data to, and other seems to creating actors and creating child classes to those actors. So the question is, for items that I want to both interact with in the world, use as equipment on the user, and be able to store in an inventory (IE a sword, you can see it on the ground, you can hold it in your hand, you can see it in your inventory.) What's the best practice, or in your opinion the direction I should be going towards? I'm sure there are questions about what I want it to do that might better narrow down the best direction to go.
@frail sail wind is stronger close to player and weak from afar. isnt this what you meant earlier?
Dude that idea of "wind" is how i animate them. i dont think it will work to other way to so. Cheap and Perfect than physical collision for big fights
you're correct
@wet gazelle if the items are combinable, then probably the data table route. For just general items I guess just child classes
Depends how deep you want to get with it
it would be good if UE4 possibly can do this. or maybe its work with special shader of material?
My games guns derive from a base class, the melee and body part weapons a seperate base class
And a heap of child classes from them
I'm guessing I want to get pretty deep with it, as I'm attempting to learn how to build a system that I eventually want to base a game around. When you say combinable, do you have an example?
Add metal to a piece of wood to make armour or something
like a crafting system
and if I want those items to display with meshes in my world? How would that work?
Can you add meshes to something using a datatable?
The child class actor would hold the mesh Info. The data table would hold all the info about what that item can do and what it can combine with
There's a heap of ways you could go man - and heaps of tutorials on YouTube that set this shit up anyway you want
There's no one way to do it
So you would call the datatable from a variable (ie array) inside the actor? Yea, I've been spending a week+ watching a lot of different tutorials, they all do it a bit different and I'm trying to figure out WHY one did it this way and another the other way, and which one fits what I'm doing best.
Yeah you would do that with the data table, exactly
I'm sure there are countless ways to do it. I'm more or less in a place where I'm trying to iron out the differences. There still going to be general rules that every system follows though.
You would use it like a struct, the difference being you can change a structs data on the fly whereas a data table you cant
Exactly
I'm actully watching a video while I'm here talking and I think it's going over almost exactly what we are talking about.
I've never written a crafting/inventory system before, just modded/added to them, but the general jist is using either of those things
My biggest concern is orgnization when building things as child classes, I feel like things would get cluttered real fast.
Is anyone getting directed to the Chinese site when visiting unrealengine.com? Or is it just me?
It does seem to be way more dynamic though.
And you can override functions too if you want to
@blissful field just you
Use interfaces so you can avoid casting
took me to the US one
Oh boy. alright.
ConFUcious and Ratt, are you two done? I'm waiting to post my question bc posting it in the middle of a conversation is both kinda rude and will also get it ignored))
Can someone help with this?
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:```
or this, this is another error
```: ERROR: Stage Failed. Missing receipt 'C:\Users\----- Desktop\Documents\Unreal Projects\MultiplayerTutorial\Binaries\Win64\MultiplayerTutorial.target'. Check that this target has been built.```
I don't know how to fix either ;-;
I'm looking up tutorials on interfaces right now.
🤔
@modern sinew please dont repeat the same question, at least give it 2-3 hours before asking again.
not up for debate
looked through the rules, didn't see anything it would fall under
it doesn't count as "spam" because the posts were too far apart to be spam, and everything else isn't really relevant
"Be patient when asking for help. This isn't an official support channel or a paid service. This server is run by the community, for the community. Repeatedly begging for support or sending unsolicited DMs asking for help is considered harassment and may result in an infraction or a permanent ban, depending on severity."
I've seen people doing that without people caring, and with a much shorter time in between posts than mine 😓
fine
last time I asked was 40 min ago, is all
I'm not trying to argue, but 40 min seems like it would be acceptable
me today irl
When you built the game, did it compile properly? Were there any errors that might make a difference in the log?
it built fine
There has to be something that will give you an idea where to look
Well I don't know where, and those error messages don't make much sense to me
Javin, wait your turn please 😓
i'm waiting patiently
no, he can ask whenever he wants to, as long as he doesnt repeat the question
You need the correct settings reference
Luos, I wasn't saying "you can't post", I was asking them, politely, to wait their turn
¯_(ツ)_/¯
what do i search for the correct settings?
oh man, @fallen marten I've been looking for this information for a while!
Is settings a widget or something? You need it as an object reference, and I thing casting to it would be better suited in a menu where that settings widget would likely be
settings is a custom blueprint actor i made
Sorry Red, Ive never seen your error before so will have to think about it
Alright :/
just a generic actor i'm trying to cast to
Ok Javin well that actor would have to trigger your actor begin overlap event to get that object output to be settings, which you would plug Into the cast
@modern sinew have you recently changed the directory for unreal? it looks as though, form the error, that it's trying to pull source from your desktop. But, if you moved the application to a new folder, you will have to redirect its libraries as well.
ah okay, can i do this without the actor begin overlap, like maybe on event play or something
do i create a blueprint component in the actor i'm trying to reference to connect them?
@blissful field no
i'm just trying to reference a variable found in the actor
this variable player damage lives in the custom settings actor
so i don't know what to drag off the object slot
@modern sinew https://www.reddit.com/r/unrealengine/comments/86i96f/missing_ue4game_binary/
This may help
Packaging failed
since no questions get answered in the animation section ill ask here. im exporting my simple idle animation from blender into UE, the animation is smooth in blender but has these weird stutters in UE that you can see in this video. exporting at 30fps
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-MultiplayerTutorial-Win64-Development.txt for full exception trace)
PackagingResults: Error: Windows SDK must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 1.34s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-MultiplayerTutorial-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-MultiplayerTutorial-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error```
@blissful field
Well, if it's in the level, it has to physically touch the actor that blueprint belongs to, to set the actor overlap event running, and the object from that will plug into the settings cast
so does that mean i have to modify the blueprint of 'settings' first?
that belongs to "Creature"
Basically the settings actor you dragged into the level, has to touch the actor your blueprint above belongs to to set that code off
And the object from that actor overlap node, will plug to your settings cast
forgive me i'm totally new, and i don't understand
i tried looking up this on the internet
I don't know
That'll be part of the problem I'm guessing
I don't recall installing any SDKs, but it worked fine before @fallen marten
They should bother have a capsule or something that can overlap eachother
When the capsules overlap in the game world, it triggers the overlap events
But you have to set collision channels so they recognise eachother
if i just want a blueprints as a pure data class can i declare that other as an actor and then create a reference without the physics overlap?
- blueprint
https://www.microsoft.com/en-us/download/details.aspx?id=56046
@modern sinew @fallen marten This seems to be the common SDK missing with this error messgae.
basically i just want global data in the inspector to have all the settings in one place
i don't know what best practices are
but having everything in one panel that i use a lot would be nice
@cyan robin no. For a cast you have to have a physical object as far as I know
ah okay, thanks
so is there a way that i can pull a global variable into the blueprints, from somewhere where i can keep all the commonly testing settings in one place, apologies for the dumb question lol
so i can update the player damage while testing
thanks
You can get those from your context menu and cast to them from the value it returns
Even player state would be good
yeah i just want a little state machine
@blissful field I downloaded it and got the same error
Is your visual studio up to date with the SDK etc?
Just trying to narrow down the solutions for ya.
Hi guys,
i've recently gotten and error during the build process for windows. I've worked on a project for a few months now and sent over a lot of builds to
okay, cool i created a GameState class
hopefully i can reference this now without the object or locate the object without using the physics system
You easily will
do you know what to drag in here for the object? or i shouldn't be casting and do something else?
Well you just made a game state, so, right click, get game state, drag off that and cast to you game state you made. Right click it and make it a pure cast. Then drag off it and get your player damage variable (assuming you made one in that game state)
Easy as that
thanks!
No problem man
@blissful field when I plug in the path it gave for the output log it says it doesn't exist- could that be a clue?
@cyan robin is your game mode you are testing with, using that game state?
Yeah, you can change the game state in any game mode in the world details panel
It's an override
can i reference the game state in blueprints?
You just did
so i guess the issue is "not in scope" when i hover over the player damage value
It has to be created in the world, via the game mode on begin play
ah okay
literally node called GetGameState, returns game state. then cast to your game staet
thanks, i did that
and the variable in game state says out of scope
perhaps because i didn't set up game mode, sorry i don't know what i'm doing
Red I had to upgrade my visual studio with some development SDK when I had to compile the source version of 4.23. Maybe that's what you have to do as well
in world settings, setup game mode
@fallen marten When I tried to go to the path listed for the output log, it didn't exist- could that be a clue?
I really don't know man
oh I just saw your previous post ^-^"""
alright, thanks
I just know your sdk warning means you are missing something, probably in visual studio which is why it's so quick to fail the build
It's shitty it isn't saying which one tho. When my compile failed it told me which one it needed
@modern sinew @fallen marten it probably needs SDK 8.1. That seems to be the one unreal runs best with. Is there any chances you can upload the .txt file? There may be more of a breakdown there.
I had that and the win10 sdk installed, and it needed some development one from the ms site
okay, set up the game mode still not in scope, hmmm
But yeah let's see what the log says
okay
assigned the game state to the game mode also here:
not getting any output
Print string the cast failed. Also, check the game state is valid with the is valid node
cast failed
Right, well then the game state object isn't correct for the cast
So that's either in your world game settings details, or the cast name is incorrect
Or something like that
Whats the best website used for a database
@modern sinew I would suggest installing SDK 8.1. It appears that there was a point in which it was going to be phased out, but Epic has yet to do it.
ok
I would also check the documentation (https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html) if you need to setup VS.
No Javin the settings/details panel on the right, under world outliner
Make sure your game state is in one of those enums
Or game mode or whatever
Red idk which sdk it wants still. That log didn't give anything up
But yeah, install em all lol
Under that man
The other tabs
C'mon it's right there
If it's not, click windows and select details or settings or whatever it is and the tabs will appear
I'd be more specific but I'm on my phone at my workshop bench making shit for a piper aircraft
Working from memory 🙃
@fallen marten is rocking out all the answers! 🤘
@ancient lotus Were you able to fix the stutter issue you were having?
found the window settings and turned them on! works now, but hanging entire engine for some reason
Oh shit I totally forgot to check that out - does that stutter happen in the same spot every time?
Well, progress! Now it's not saying I'm missing the Windows SDK, but that I'm missing the Universal CRT
perhaps because the template was set up not to use this custom game sttate
@cyan robin open that selected game mode arrow and check the settings. Make.it the same as a game mode that works, but just change your game state to the one you created
@modern sinew sweet 😁
@modern sinew probably have to download Universal CRT. Haha let us know how it goes!
the game state is set
the yellow balls from the template controller are freezing now, perhaps that's because the template game state was replaced?
@ancient lotus you may have to delete one or two of the last keyframes to fix the stutter. (https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/AimOffset/index.html)
Idk Javin. Hard to say without trawling it
Does the error get thrown still by not in scope?
If the error is still there - buy a new computer 🙃
@modern sinew This may be a long winded solution to your problem but, you might be better off uninstalling unreal and visual studios; then reinstalling VS and checking the box to install unreal in the VS launcher.
You can do that without uninstalling @blissful field
thanks for your help @fallen marten, i treat all these failures today as success in learning a lot more than what i did yesterday
is there no way to just install UCRT?
- successes
Just run the installer and it'll let you change stuff
No problem Javin 👍 glad you learned something today man
thanks agaIn
@fallen marten I know, it's just that sometimes I (personally) would rather just re-install something than continue getting error messages. But, to each their own.
Also, I'm aware that will come across as snarky, which is not my intention.
Whatever floats your boat bro 😉
I modified VS to include the Windows 8.1 SDK, but didn't see an option for the UCRT, and I still get the error saying I'm missing UCRT
@modern sinew do the same for Windows 10 SDK.
@blissful field It already had the Win10 SDK included
well, one of them
there's a lot
uhhh
Okay. Did you run the Universal CRT installer?
are any of these the installer? because that's all that came with the download
It'll probably be this one: Windows8.1-KB2999226-x64.msu
the installer is the .msu
What computer are you using?
whats the error code refer to?
good point
I guess that one of the problems that @modern sinew is running into is the Universal CRT, when it downloads, only gives you .msu files. I'm looking at the folder on my computer and that's all I'm getting from Microsoft.
MSU are just Microsoft Update packages, such as a KBA.
@blissful field wasnt able to fix it
@ancient lotus even with the deleting of the keyframes?
Is the stutter in the same spot every time?
im not making an aim offset, this is just a normal idle animation. ive removed some of the ending keyframes, moved them inward and such with no effect
yes
copy
Umm.. yeah that's odd
do you guys want the .blend?
actully @fallen marten when I do some googling its saying that the error he is running into is a limitation of MS Visual C++ redist and can only be resolved through an MSU
Well there you go lol
Did you check to see if there are any Windows 10 updates?
tried several times
Ok umm.. thinking
@modern sinew 👆
@modern sinew have you checked to see if you have any windows updates pending?
@modern sinew wait... Win 7?
Last updates were September '18
thought you said you were on windows 10?
@ancient lotus you've changed the export in blender to be 30FPS?
no??
yes
9/16/18
Windows 7 is no longer supported, Microsoft is not longer updating
The redistributables may not be compatible?
Okay, wait ... lets start from the begging because I wasn't here. What are doing that isnt working?
Install vs 2017 with every dotnet option enabled in individual components
look at it, and tell me if you have met all those.
Then delete intermediates folder
can someone please explain SLEEP, on event SLEEP, to me ? i read the wiki . im still not smart enough
Hello, is there any expert willing to give a full 1 to 1 mentorship sessions to a complete newbie ? I have a game idea that I want to implement, and learn in the process. Seeking an expert who will walk me through and of course, you will be compensated financially for all the teaching / mentorship efforts
google youtube wtf ue4 sleep didnt workalso
Sleep is usually when the physics object becomes fully at rest and no longer actively poled by the environment for dynamics
Which is also how you’ll describe what im about to do
@knotty valley https://www.fiverr.com/search/gigs?query=unreal&source=main_banner&search_in=everywhere&search-autocomplete-original-term=unreal might be a good place to start.
@wet gazelle Awesome. thanks !
@knotty valley I could use a couple.bucks lol
@knotty valley there's also plenty of learning resources on epic's site.
@wet gazelle Whenever I try and download the file, the page says 404 - File or directory not found. The resource you are looking for might have been removed, had its name changed, or is temporarily unavailable.
@normal burrow thankyou but.. i dropped a physics item, then walked away and waited 20 seconds, and it stilll didnt trigger the sleep - print "hello" event.
hmm no longer polled.
messaged Microsoft support
that sounds like setSim false.
i did. bill gates was coughing.
too soon.
i find it funny that google told me "we might flag your videos for false copywrite, because of coronovirus. but.. if anyone could "work from fkn home" it should be "omg internet google".
so i guess they will be revoking that notification shortly.
Notifications of a physics object sleep status may need to be enabled somewhere rob. When trying to sleep getting an event on such can be restless and make falling asleep more difficult
@modern sinew I could probably resolve this if I had access to your computer, but doing it over chat would be extremely difficult. I can tell you how ever it's 100% not an UE4 issue, but an Windows issue, and to be more specific its an issue with the Microsoft Visual C++ 2017 Redistributable. Those prerequisites are required for it to work first. So I would be checking my programs and features to make sure they are installed.
I'm trying to generate a grid of nodes so I can implement A* pathfinding. Right now my grid is made up of "node" actors. Is that efficient? Is it even possible to do it another way?
@modern sinew also, here is the web download for the MSU that contains the KB for the Universal CRT for Windows 7 another thing I would check is in your installed updates list is search for the KB number and see if it's listed in there KB2999226 https://www.microsoft.com/en-us/download/details.aspx?id=49077
ok
Look for Windows Update
Right click and say start or restart
then try again
Might need to reboot your computer as well
same error, I'll reboot rq
If the reboot doesn't fix it, you might have an issue with your OS
@modern sinew also, here are some other options to possible fix it https://www.800error.com/error-code-0x80240037-error-2012-from-info-Failed
@modern sinew not to sound like a jerk, but this really is a google scavenger hunt.
yea didn't work
Try those steps i posted just before.
Your Windows Update Services aren't running, which explains why you are getting the Universal CRT is missing error because it isn't installing as it can't reach the KB to install the windows update that holds that bit. So until you can fix that, you can't install the windows update. Any way, this kind of goes back to the fact that Windows 7 is no longer supported. If this is an issue occurring in the OS then you might be SOL.
it said it'll take a while so I'll go make dinner in the mean time
alright then, hopefully that helps ... you're lucky I'm a IT Support Analyst LOL
This is shit I do daily ... well when I have a job.
Is Chaos in 4.25?
hi, how do i check out the project settings file with perforce? found it
Hello everyone. Please I need help with the menu bar. I can't seem to find the menu bar for collisions for static meshes
@wet gazelle I did all the steps and, same error
Well I'm in bed now, the only thing I can really think to do is see if you can find any more answers on Google, or install a fresh OS
Any help guys
@modern sinew Or maybe see if you can find a windows support forum/discord
@rough hound i don't see where to add the collisions. The one next to bounds only shows the collision box if there's any
Think you have to add collision by code if you want a custom collision box.
There are probably more experienced people here who can give you a better answer though.
I have a seemingly dumb question I need answered. Would having "Unreal" in the title of your game make it liable for copyright strike? Say you made a racing game and you call it Unreal Racing. Unreal is trademarked by Epic afaik but I'm not sure how all this works.
Does unreal engine support oval collision boxes? I can't seem to adjust the sphere collision to be oval
Is it just a matter of best fit and deal with it or lots of circles?
Cylinder is the closest you'll get @gentle agate
I guess i don't need to be exact. If you have a pawn thats a weird shape do you fill it with lots of cubes?
There's convex hull collisions which may be what you're looking for @gentle agate
Hey 🙂 First of all: I'm pretty new to unreal. When I build my lighting I receive this message:
LightingResults: Warning: InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.
Can anyone tell me how I can fix that?
found why this isn't working at least; even when Steam is on it's returning false- I just don't know why it's returning false tho