#ue4-general
1 messages · Page 684 of 1
Errm... Yeah that's spretty spun... If it returns true in one BP but false in the other at the same time just doesn't make sense
What bps are they?
Try it without the delay
world space
instead of screen space
thats pretty much it
you do need a widget interaction component on the PC to interact with it
@mossy nymphwhere do i find tha t??
its in details panel of the component
right next to widget class
there is an actor component called WidgetComponent
those are required to use 3D widgets
those are in the character , right ???
so you put it on an actor, configure the widget to go in world space
any actor
but none are on the actors by default
Anyone here experienced in releasing games? 😅
when i move a mesh down and go to test the game it wont let me move
please ping me if theres a solution im going to sleep sorry
@knotty vessel that happend to me yesterday , try building the project
np
it kinda worked but instead of being stuck in the floor i slid a little and i cant move again
If I create an enum on c++ with the same name that I have on blueprint and remove the one on blueprint, will that cause problems or is it possible for the engine to recognize the change?
my bullets shoot too but in really slow motion
@mossy nymph thx i figured it out
Does anyone know where I can download a Linux IDE-for-Unreal?
https://docs.unrealengine.com/en-US/Platforms/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.html
points me to
https://github.com/EpicGames but the Repository is gone.
Do u really have to download every update of Unreal engine? (Like when it comes out?)
XD
Disable the plugins @twilit quest - open the project ufile and set them all to false
Then try compile again
@plush yew nope - stick with whatever engine you want
@smoky wasp what do you mean by linux IDE?
a programming IDE?
Unreal Engine SDK is built from sources in https://github.com/EpicGames/UnrealEngine
use whatever IDE you want for programming
my sky sphere blueprint doesn't let me enable refresh material, what do i do?
Didn't work lol @fallen marten
Shit 😂 that usually works for me - is your visual studio up to date?
Did you regenerate project files before compiling?
@lost niche I'd advise against doing so
it wont generate lol
I see, thanks for the reply
it just ERROR: Unable to compile source files.
You can't right click the project file and regenerate project files at all?
Have you successfully compiled any project with your current visual studio install?
hey hey ! are here unreal people who can speak dutch ? i got some huge language barier i cant seem to get true
@fallen marten I can right click and generate but it stops and says it cant.
I havent at all, because I don't ever run into this issue lol
You must be missing something - just have to figure out what. If it can't generate project files then that's what I'd start looking Into. Either that, or start a fresh blank blueprint project and copy all your files into it
Or try compile a fresh C++ project and copy your files Into it
Seriously - Ive had to do that before
Lol
Depending on the outcome might help tracking down what's happening with your Initial issue
I have not clue
Maybe a naming issue?
Idk, but there is so much in that project xD
So that'll take more effort than to just remake it lol
No it could be a missing dotnet or SDK in visual studio
?
Just copy the whole contents folder to a new project
lol
No need to remake
Duely noted
Just throwing things out for you to try dude
Sorry I couldn't give you a definitive fix
Anyone else keep getting crashes in 4.24.3? (Windows 10 64-bit)
"D3D device lost" or something
I restarted and it keeps happening
Happened again, getting unusable
your GPU is crapping out
it could be a variety of things tbh
anything from power supply issues to heat or driver issues
hello everyone how do we enable motlenVK as default for IOS devices
Opening VisualStudios and creating ONE TINY c++ actor added 2gigs of shit to my 600mb game. how do i remove all the VS trash. please
well you package the project
i imagine it will leave out all of that excess VS data when i build project yes but
i would like to remove all VS crap from the project. is that a plugin i can disable?
i found half o fthe bloats from intermediates but
what do you mean zip from file menu ? compress ?
i want to remove VS from my project. basically
Your packaged project won’t be much larger at all
i can understand that. yes.
i like to backup my 600mb game to google every day, i dont want to upload 2.5gb worth of excess useless trash
my game was 600mb. now its 2.5, i tried manually deleting the VS folders, that fixed the mb size but, the game wont load.
Make an exception to not upload theintermediates or saved folder. As you would with git
i dont know what it added when i loaded and ran VS. but it bloated my project.
that backup would not work correctly
unless i also keep the bloat shit safe.
there is no way to remove VS ?
i dont need it. i didnt make anything for the project
i just tinkered with looking at files.
Binaries folder is the only thing that you’d need for playable. Idk the process of reversing cpp project. But no reason to think you need anything in intermediates
i tried deleting those folders and the game said "needs to rebuild" and failed to rebuild.
intermediates folder was only 50 percent of the trash
the VS folder was another 500
Which folders?
ill peek again
Deleting those two shouldn’t trigger rebuild if they are built already
. vs is 800 megs alone
when you say build, do you mean, like, the lighting build? or a package project?
Binaries folder holds the dll files built
Intermediates is for quickly rebuilding it, .vs folder is settings and probably intellisense
You don’t need more than dll files to stick to launch editor
ill try again. tyvm.
i wish it would have warned me that it was going to bloat the holy hell out of my project.
one other question. is there a way to package it, and then continue editing the game with that built package?
i dont think so.
that should remove the trash
It’s something you set an exception or ignore file up when using source control. It’s nothing you need to keep history of. Even the binaries folder can go if you plan on just rebuilding
sorry. maybe i dont understand something. i tried moving these 3 folders to a temporary folder, to test removing them. next time i try to load the game , i get this error message
would cooking or packaging or building help?
If you press yes, all three of those will be remade in place
Thus why you don’t source control them normally
If you don’t want that dialog to come up, then you keep only the Binaries folder
ok tyvm. at least thats only 50mb
is there something i can do to finish those binaries?
build them, so i can delete that ? or something ?
Built binaries are in binaries folder. They belong there
brilliant. replacing the binaries at least semi solved the issue.
is there a way to get rid of those binaries? i didnt create anything actually
Your cpp is in there. Compiled
I don’t know how to revert a project that has had the cpp switch flipped to not do it
i didnt actually make anything i want to keep or use in the cpp.
ok. tyvm. issue nearly resolved.
2.5gigs back down to 750 at least . shew.
Is your floor still supposed to change colour and stuff like in this picture when using NavMeshBounds?
@plush yew nope - stick with whatever engine you want
@fallen marten
I mean those updates (they are huge XD) {10 GB+ usually}
(Sorry for jumping in-between)
u have to press in the edidor to do that
(Ignore me :) )
🤔
the colour is for showing how the ai goes around
were they can go
Yeah, but why am i not getting it.
i dont know xD i just press P to show it and if u want ai to walk on it you need to build path
Is there a way to filter user-uploaded images?
I'm looking for a way to stop players from uploading NSFW content as ID cards
what camera does the engine use when you eject? I'm trying to set camera position manually, but it's getting offset in a weird way - even when I eject and shouldn't even be in that camera anymore
is there a way to build a game using opengl instead of directx on windows?
Are there any data types that shouldnt/doesnt work in a datatable?
@hearty walrus I bet any solution to this would be custom.
Off the top of my head I'd consider either moderating (which is slow) or plugging in a trained neural net (which is unreliable)
on a shipped game does these errors worth it to look at ( the game works fine)
@spare sun Can you recommend a network?
I'm a one person team at the moment - I don't want to have to hold everything for approval unless I have to.
no, this kind of a problem is new for me haha
And, humans are dicks, so god-knows what i'll see
there gotta be some nudity detecting neural nets in the open
interesting. thanks, I'll keep looking for just something to keep everything in the clear
Is there any ideas about how to:
use a brush to edit on the ground "where is Team0's territory, and where is Team1's territory"?
Let the code detect , and auto determine whether my unit gets buff on this
can anyone tell me the best tuts or courses to buy for learning blue prints
@brazen wolf I think Udemy has a new one that looked good
Otherwise there's plenty free stuff on youtube
Or read pinned message 😜
sorry didnt see the pin messages !! thanks ,3
Daym thats a nice carepackage ! 😅
How can I break out RGB components of a texture2d in the shader network?
sample > breakout v3
object > you cant
breakoutFloat3Components does not work...
object > need to hook it into a texture sample first
so i applied cloth paint to the belt tie but then it just fell down like this
ooooooooooooh
anyone know what the problem is?
@fierce tulip Thanks! So technically, why do you have to do that?
because an object is just a reference, and not being sampled
oh.. of course
Thanks again!
oh, one last thing - how do I then combine a float3 into a texture2d object?
I essentially want to do this TextureObject -> Invert some channel -> Go back to TextureObject
append vector
that one's output is a float, I'm looking for something that brings my float3 back into texture2d
hey everyone, why is it that everytime I apply a material to my 2017x2017 landscape, my unreal always freezes ? I don't know what to do
@fierce tulip Some way to connect the red arrow essentially
cant, need to do it after the mat function, or copy the mat function and edit its workings
And before you ask, I've tried to just hit the 'invert green channel' in my texture but it doesn't seem to do anything, hence my trying to do it this way instead.. :/
it should work, always have worked.
Hmm... I've double checked but maybe triple checking is needed..
It's a bit of a convoluted setup so thought that might be the problem
viewport tab is selected. there was a button command for it
esc + something
iunno
worldinfo is doubled says errror log. how to fix?
So I'm trying to compile 4.25P3 and I keep getting these errors, I tried increasing the page file and I have 16 GB RAM, something else I could do? They seem to skip the module they're compiling
For extra context, I'm attempting to compile with Chaos on
Increasing the page file to 64 GB seems to have "fixed" it, but that's a ton of space and it wasn't required before
the build is probably bugged its unreleased to be fair
If anything I hope requiring that huge amount of page file is fixed for release
@dense gate that doesn't seem unusual at all tbh. Consider what it's doing. Compiling an entire 3d engine with a custom physics module that is core in the process. You can imagine it needs to shuffle files around and run diagnostics to make sure it compiles properly. 64gb might seem a bit harsh but it depends on what else is running and if there is a set value for requirement. Could just be that something is broken though, you are on a preview build. It's like trying to drive a car on a highway when the wheels are definitely going to fall off at some point.
4.23 was fine with 32 GB page and a rather low-end laptop, that's why I'm baffled
anyone have issues with UE editor built from source locking up randomly? It's not locked up while in the middle of using it, but I'll come back after lunch or something and it's not responding. Still visible and all, but can't click on anything. Never had the issue at all with the binary version, just when I built the Oculus branch from source.
@dense gate 4.25 is a different beast I guess. I mean, it does depend on what else is going on with your swap file.
How do you enable gravity on meshes?
The Gravity options are enabled but its still floating.
@hexed dock there was talk of a framerate bug with the editor in a couple of versions where it would lose framerate over time. Might be that. I hear there is a fix in the 4.25 timeline
Jep, you may also want to make sure drivers are up to date. nvidia has some editorial driver too which may be newer than regular channel
Thanks
oh, yeah, I should say this is 4.24.1 @kindred viper
set global time dilation?
Greetings all. I have an odd issue: When I launch my packaged game, it starts like this (see image). PIE works fine. For reference, the user picks Desktop or VR on start up. This ONLY happens if a VR headset is not hooked up. If I have my headset hooked up, the Desktop mode works fine.
any ideas?
not sure what the problem is
@flat idol could you elaborate on the editorial driver? quick google search didn't ring any bells
@whole quarry if you are asking me about my issue...it should look like this:
Jep, example url: https://www.nvidia.com/Download/driverResults.aspx/147971/en-us
its old tho hmm
there is a dropdown select it when search for model and os match
some reason or none?
let me rephrase
sorry
it lags without reason
try run older editor build if runs good then it may be limited to new editor build, driver ocmpatibility or simply project is wonko and need restart
could it be my pc?
the specs?
quick opinion needed
What would be the best way to handle none root motion climbing to move the capsule to the mesh's location at the end of the animation?
Hello Guys how can i rebuilt my navemesh?
benjaim cmc implement root motion for character can drag the capsule with him, you must enable root motion on the sequence i think thats all basically
it wont be good in networked game tho beware of hickups and stutering
chances are you can read pelvis (or any root bone) location in component space that moves her and use that to adjust the capsule
alternatively transfer this movement to root motion and try with cmc as usual (maybe switch to flying mode so it can move capsule freely)
fair enough. go with pelvis location and use that for capsule adjustment
you may have to offset the relative mesh location in an opposite direction too
so the capsule cna be in the middle
kinda hacky and you will dislike it eventually
hi guys, I'm still pretty noob in UE4, so bear with me. I exported a material from bridge and it is imported as an instance in unreal
The question is
is it really optimal to import every textures as instance ? if no, how do i import it as a separate material ?
@idle compass Look at that material's detail panel, there should be a 'parent material' pulldown towards the bottom - that's your material
bridge creates a material as well as an instance
and yes, that's the preferred method
why is it that people always create instance if they want to mess with the parameter ? why not do it directly ?
Draw call optimizations, as well as organization
having one base material for a branch of stuff makes your (and everybody on the team) life easier
so can I still edit the node if I use an instance ?
If you have 20 rock materials and you realize you want to add functionality X you can add that to the parent only and all instances get that
also yes engine likes it better to use instances
instance - change parameter - instant. master material - change parameter - recompile entire material
And yes, as MathewW says, it's faster to iterate looks on once you have exposed all parameters you think you'll need in the master
Speaking of materials...
I've flipped the green channel in the bottom half of the image... does not look flipped to me?
hey ! I watched a lot of your tutorials ! hahaha thankyou for the lesson @grim ore
@flat idol @celest creek but why is my unreal engine when importing a texture from bridge, it only creates an instance of 1 parent, so if I imported 10 textures, they only have 1 parent
The left side is my texture applied to a landscape, the right side texture is applied to a plane (different material). To me it looks like the light is just hitting it slightly differently once the 'Flip Green Channel' has been set to on.
Also I have no idea why the landscape looks constantly flipped.. I'm driving the normal straight through, no mucking about..
@idle compass Those instances are all based on the same set of rules inside the master.. so all instances should point to the same thing. That way you can add functionality to the master and all children (instances) get that same functionality added all at once.
why the heck is this spawn failing? im just spawning an actor from a class
@plush yew Yup... it just doesn't look like it's changed much to me. The bright edge is still closer to us on the left landscape, and opposite on the right plane
when i print the location, it shows a 3423 1231 3123 location. but when i connect that location to the spawn location, it says it cant find it
It feels like a fire in here. Throw a is valid node in there Rob
ok
the location comes true on branch test, but the actor spawn never happens. i know tha tmuch
the location is valid. but the actor doesnt spawn. thats what i dont understand.
locations TRUE on valid check
also, non 0 0 0
maybe its happening because im calling this custom event from a constructor.
ill try begin play
that was it. constructors can call custom events, but they dont like events with spawn other actors.
thank god i tried to spawn from construct last year X_x
only 3 minutes down the toilet X_x next issue !
@idle compass Those instances are all based on the same set of rules inside the master.. so all instances should point to the same thing. That way you can add functionality to the master and all children (instances) get that same functionality added all at once.
@celest creek but for example if I want to create a new node setup, then I'll need to create a new material right ?
i have a question regarding touch input. Is tehre a default solution in UE or do i have to write my own Code to differenciate between swipe and touch press?
direction of swipe and so on?
in terms of built in, no. There is handling of the input but "events" such as swipe or hold would be up to you to handle. There are plugins on the marketplace that can help with this and the mobile example in the learn tab for the match 3 probably has some examples built in
What's the difference between Dynamic and Static Runtime Generation for Nav Meshes?
ooo thats where i ask
wow navmesh stuff seems to be completely missing from the docs 😦
@grim ore thank you, i already did my own code, just some maths between 2Vectors TouchStart and TouchEnd. and checking the values for the direction
If speed would be relevant, i would have calculated it since i have all variables including deltaTime
In first place it seems too logical that Unreal could have default set up for touch input
with?
well yeah because the higher the value the closer it'll look to be white than the actual color
just like a colored light in real life
this is pretty normal for emissive yea
don't set the multiply so high
have you tried 10?
did you disable bloom, running on low scalability, or using mobile shaders?
Boom
Is there a way to make a subtractive BSP into a static mesh while keeping the subtractiveness?
@idle compass Yes, you'll need to create a new parent material (node setup) if you want different functionality that can not just add into the existing parent material
You'll just switch the 'parent material' in the material instance if so
Would it be possible to change this model so that it's just the bit in blue?
is there an easy way to access the gpu stats from c++ or blueprint?
is there an easy way to access the gpu stats from c++ or blueprint?
Just execute console command via blueprint or gpu
or do oyu mean reading
i want to read the values
i know stat gpu will render the values but i want to query the values
Is it possible to change the resolution of a small area of a landscape?
Hey guys I have a question about the UE4 framework in general. Let's say there's a class that you want multiple classes to have references to either to pass info or subscribe to delegates, how would you do that? Would you just do that in the gamemode?
can you make an example
Like for example a game loop manager or save manager or audio
With the save manager I would want the UI to have a reference to it so that when the save button is clicked it saves through the save manager
right now I have all the saving functionality in the GameMode but I would want to put it in a separate class
@little warren try programming subsystems
https://docs.unrealengine.com/en-US/Programming/Subsystems/index.html
An overview of programming subsystems in Unreal Engine 4.
there's also World Subsystem since 4.24, but they didn't updated docs obviously
I need help please
I made basic shapes into a static mesh but auto convex collision wont notice the doorway as subtractive
IS there a way to fix?
what do i need to do?
@brave gate That looks like it might be what I need, I'll read more on it, is it in the context of the world? Like can it get a reference to the world?
what do i need to do to get it working?
besides that it's pretty terrible
you'd need to export it to a 3d package and edit it there
like blender
or maybe you can make tons of small rectangular collisions
how?
but that's hardly going to be worth it
@little warren you can obtain World from World or Game Instance Subsystem
in Editor Subsystem you'd get world from the world context
Thanks for the help, might be exactly what my project needs
when launching on android device, do i need some kind of app for my mobile, there are some errors in launching and i cannot launch to my android device
😦
FUdpSocketBuilder: Failed to create and initialize socket UdpMessageMulticastSocket (last error: 0)
LogUdpMessaging: Warning: StartTransport failed to create multicast socket on 0.0.0.0:0, joined to 230.0.0.1:6666 with TTL 1
my log is filled with these two msgs
i'm using "actor begin overlap" to detect a collision and take away the player's health
but i'm getting way too many collisions
do i use a delay to slow this down or is there a way to just detect one collision at a time?
print out the component that is being hit and you might find its multiple colliders
thanks, so this should just fire once?
it should fire every time there is a collision or overlap
if there are 3 items overlapping it would fire 3 times
thank you very mcuh
i'm subtracting the player's health while they enter the collision area
however after setting up the keep taking damage while in the collision area part is not working:
How can i scale multiple BSPs together without having them scale at different sizes?
don't use scale
just resize them using their values
or convert to static mesh and scale that
Hey guys. I'm not sure if this is the server for it, but I have a problem with the engine itself, I believe. So using Help Wanted as an example (though it also occurs in Unreal when making games), in any Unreal program running the engine, the audio in my active program will be fine when loading a level for approximately 30 seconds. But then, (shown in the video), the audio will lag immensely while the game FPS also goes off the wall. I meet well above the minimum requirements for UE4 and the games I've tried. I have also tried tweaking the game and engine's properties via .ini files, but to no avail. Any clues? Thanks.
And once again, YES, this does happen in UE4 editor as well
@cyan robin I'm not too familiar with Blueprint so I don't really understand everything that is going on but to me it seems you when the overlap is changing you are setting a bool value to false (bottom of screen) and then you do nothing with it. Shouldn't that node also be connected to a node? Maybe the "Cast to GameSettings" one?
Help!!
I upgraded to 4.24.3 and now VS 2019 builds the game, instead of the ue4 editor.. any tips?
Using the collision presets, any one know how I can make an actor interact with my world but not my pawn? I want it to fall to the ground, but I dont want it to move if my Pawn Actor touches it.
thanks @junior vessel
To be more specific I'd like my Pawn to be able to walk through the actor, but I want the actor to be effected by gravity.
Has anyone here worked with mobile passthrough materials for AR? My material looks correct, but I get constant flickering when running in-app. Any way to prevent this?
2/2 = 1, right?
why does UE4 think 2/2 = 0?
oh, wait, now it thinks 2/2 = -1
why is it so hard for me to write this:
for (var x = -size/2; x <= size/2; x++) {
for (var y = -size/2; y <= size/2; y++) {
spawnEmitter(x, y, -2000, rainParticleEmitter);
}
}
@weak cypress That's awesome 😄 What do you like about it? What is the biggest differences from Unity?
@cyan robin You're welcome 🙂
I like C++ better too 😃
yes
Not sure. I also get that sometimes in the preview window
You can change the render quality and resolution if you want to speed it up while you work
where do i get my system specs again...
search for dxdiag
Are you using the geometry?
wdym
There is "geometry" under the place mode
Only use these for quick demo stuff, not big scenes
i only have the starting scene
🤔
Under Volumes you will find "Lightmass importance volume". When you build with it will basically do the cool lighting within that area and it won't focus as much on everything outside of that. So that can speed it up a bit. Only put it where you are working at the moment
Platform-specific collection of settings that control certain aspects of the game and engine based on the hardware capabilities.
Here is a list of all the things you can change, there is a file. So if it lags you can turn off some unneccessary stuff you don't need while working
i only have this
no
@weak cypress type in console stat UnitGraph
and graph is flat like that?
no it jumps around
The only thing I can think of is maybe it was a while since you vacuumed your PC?
i have no idea
Then it probably was x)
It does a lot. Just turn of your computer, set a vacuum cleaner on the lowest succ-setting and clean the fans
All the fans, gfx card and cpu and everything
CPU-Z, GPU-Z
Yeah in those programs you can see the temperatures
It is probably thermal throttling. That means the graphics card is getting too hot and to protect itself from overheating it slows down. = you get bad performance
only reading half of it, has it been established that ue4 is running on gpu?
@fierce tulip you suspect iGPU?
perhaps
You should clean your fans about once every or every other month so if you can't remember when it was last done it is most likely that
Oh yeah, could be that too
@next badger ok i opened them
@weak cypress Luos made a good point...
Open Output Log in ue4, and look for
LogD3D11RHI: 0. 'NVIDIA GeForce GTX 1080 Ti' (Feature Level 11_0)
LogD3D11RHI: 11127/0/8161 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
LogD3D11RHI: 0/0/8161 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
I had that mini freeze thing happen a while ago, I just left the editor open and running without touching it overnight and it cleared up. Like the engine was compiling in the background or something
dont vacuum your fans unless you're holding them still
Anyway, the 152ms you get there isn't normal with your card. I think you should be at 30ms, and that is a high estimate
best is to take the pc outside and use high pressure air to blow all the dust out, albeit i very much doubt dust and heat is your issue here
this?
Check task manager and see if extra processes are running
well, shaders compile time should not take more than hour for default scene
or this?
@wanton wadi You'd be surprised how many people have never ever cleaned their PC
@weak cypress i gave the lines you should search for
specifically LogD3D11RHI: Chosen D3D11 Adapter:
@weak cypress Also check your hard drives, if they are too full they will mess everything up
- update all gpu/motherboard/cpu related drivers
- make sure ue4 is using the gpu
- update windows 10 (at your own risk, for some its fine, for others its crashy mccrashface)
@junior vessel if you suspect that i'd first inspect the temperature
@wanton wadi Yeah I just figured you can just open the case and have a look. If you can't remember when you last opened it I can almost guarantee it's needed x)
Heya, can anyone please tell me how to get tesselation on landscapes based on distance to camera like this?
automatically does that
Aight
if you press ctrl+shift+delete, and inspect, what GPU is UE using?
@fierce tulip Mine doesn't seem to...
@fierce tulip Is that a setting that might be off, for whatever reason... I mean, is it possible to switch it off?
It might be off here then.... somehow
@weak cypress
gpu 0
@weak cypress 0%?
i meant GPU 0-3D
Aah ok
its using a steady 35% of the gpu
Same for CPU?
@plush yew Tesselation on a landscape mesh based on distance to camera
But yes, disp maps would be modulating that geo
I'd imagine I wouldn't need disp maps to see it tesselating in wireframe mode though
..like that image shows..
cpu max 7-8%
That's what my landscape looks like
hmm... I think I'd maybe just look online for some tutorials instead then
was hoping for a quick checkbox type answer but I'll dig in a bit. 🙂
@junior vessel well then whatever..
Work at Fire Dept, we just got a bunch of new streets our city is responsible for, and I wanted to make a fast app to help our drivers learn the roads quicker - basic requirements are :
1 - Ask user to click where a street is:
2 - Ask what neighborhood a street is
3 - Ask what zone (what station is responsible for the street)
Items 2 & 3 are hard coded to the street name itself>
I was thinking of using a Data Table to hold everything, maybe simple structure that I just manually enter the data in (there's only a few hundred streets). I was planning on using UMG (which I will ask them questions regarding processing these details BEFORE run time) but someone also mentioned I could use a 2D paper layout and use it by splines (but I have no experience in the Paper aspect of Unreal and have only used splines doing minor landscape editing)
Below is a rough sketch of what I am proposing -
Do you think I should do this in UMG?
I'll let you know if I figure anything out!
@light thunder one potential issue with UMG that I could see is that for a street that isn't a straight line then getting that to work may be a bit of a hassle
Actually you should be able to make it work in UMG if you're doing it like how it is in the example photo where it's just pointing to the street
@fierce tulip Btw I figured out the flipped normal problem that I think you helped me out with (the textureSampler node question).. turns out swapping green channel on my normal image did not work, but inverting both UVs from the landscapeCoords made the normals flip around to their correct look
A bit odd.
What is it called once again when you create a image with several textures on and then will help of multiple UV layers texture different models with multiple textures/patterns with just 1 actual texture image?
I remember watching some demonstration of this type of workflow a while ago, I just dont remember what its called lmao
Oh, why not?
unless you merge the meshes, each mesh will have a lot of useless texture-space
(it depends on usecase, merging, etc)
Turns out Blender has serious performance issues with baking procedural textures, so I were thinking to create atlas texturews instead of baking procedural textures directly on my models
Wdym exactly? (Lol sorry)
if you dont know what it is, you might not want to use atlasses either hehe
? I do know what it is, I just forgot what its called
I know unwrapping and using multiple UVs and stuff if thats what you were thinking
basically if you have an atlas of 16x16, and a mesh uses one of those blocks, means you have wasted 255 blocks.
of texture space.
@fleet cedar yes, in a perfect world I'd use a spline that reacted instead of umg, but this seems like it would be quicker and simpler, as long as I can figure out a way to make a button class that has a unique structure as part of its design
But if I create 1 atlas texture per like object or scene then?
per object is fine
Yeah okay, well thats what I were thinking to do so 🙂 Thanks for mentioning it
Hey all. Has Epic mentioned anything about a potential release date for the Blender "Send To Unreal" addon? Or a potential timeframe?
Hey, so I’m new to UE4 and I’m having a weird problem with how my game is displaying in the preview, I’d appreciate any help with this
Oh never mind. Just seen the "sometime this year" on the forums
Blender to Unreal Tools, Part 1
WHAT
Blender is getting more powerful by the day, and to improve the Blender to Unreal Engine workflow we're developing a "Send to Unreal" add-on for Blender. Epic's Kaye Vassey and James Baber are the developers behind this tool, and they'll ...
yeah, its pretty amazing
Is it like a live link?
hopefully Autodesk can go pound salt after its released
@plush yew Udims are textures with several resolutions, so a part of the image can be more high res than another. As far as I know Blender doesnt support this yet however so
Would be useful to use with Atlas textures however, for sure
PH4 Right, well I will probs be using it once it comes out as well
Guys, i did a simple animation in maya and exported in FBX! However when importing into Unreal, my skeletons are out of place! What could be happening? I tried to search the web but I couldn't find a solution. Thanks a lot for the help! 🙏
Same. I have an extreme hatred for Autodesk and their shitty business practices. SO happy to see Blender 2.8 putting a serious dent in the market
I like Blenders modifiers as well, doesnt seem like Autodesk doesnt really have any non destructive counter part to it either
Oooo
Had no idea ❤️ I might be using that then!
Generally whats so nice is to have everything in one place, you could make a entire video game only with Blender and Unreal Engine really
@lone tapir check to make sure your mesh root is at 0,0,0 and the rest of the skel is in the correct place in Maya
don't forget GIMP. Adobe's on my shitlist too
only exception is Substance because well, no choice really lol. At least Adobe didn't ruin it, yet
@honest rune Well Im sitting here doing procedural textures at this very moment so lmao
(still wip scratches, going to be a metal texture/material)
@lone tapir check to make sure your mesh root is at 0,0,0 and the rest of the skel is in the correct place in Maya
@fallen marten So, in maya I didn't create any bones! I just did the animation via the translate, rotate and scale channel
(Started my day like this lol, just went testing some different vector combinations)
You didn't create bones, but the skel is out of place? I'm confused. And also, scaling stuff in an animation can produce unpredictable results sometimes
anybody able to help me? I have this model and it was fine lastnight except for a few inside faces freaking out, now after going back into blender to recalculate the outside normals it keeps doing this. I've tried a number of things and it just wont work. please help
need to flip the normals
Make the material two sided
I got a hand from my blender server and for some reason the exact same thing I did 10 minutes ago worked this time around
technology is weird.
alright so, now it's off color and really dark. before it was off color and kinda blueish and pale, I edited the material and put a constant 0 on roughness, specular, and metallic
it's just meant to be a wooden ps1 styled crate
Recently learned how to pull google earth models into Blender (and then into UE4)
This has so much cool potential
yea but I don't think google would be too happy about it
found the issue. shadows are inverted
https://youtu.be/gyBMxIWqz6c?t=68 Anyone able to tell me the name of the process of using textures like that in the vid? It's timestamped. Can't remember what the name for that is at all.
Instant Gaming: http://bit.ly/Instant_Gaming_UE
Facebook: http://bit.ly/Unreal_Environments_Fb
Discord: https://discord.gg/bh6KuDk
Instagram: http://bit.ly/Instagram_Unreal_Environments
-----------------------------------------------------------------------------------------...
(on the walls)
nvm
think i found it
World Position Materials?
something like that
maybe, but thats more for tiling purposes. Those look like when they are moved a construction script is firing and picking a different material or texture to apply to it
like they might have 4 materials or one material with 4 textures in it and it picks one every time the construction script fires
interesting
any idea what would be best for interior scenes, im pretty noob so id have to look into a lot of methods
@fleet cedar yeah it does... Like when everyone has to stay inside because of the bloody coronavirus and we want to go for a walk "outside" in VR 🙃
Maybe this is how the Matrix started..
@plush yew https://www.unrealengine.com/marketplace/en-US/product/village-houses-modular-pack is the pack you are using and if you watch the videos you can see they are using instanced materials for modular looks so chances are the dev is randomizing the material on move in the construction script using the materials from this pack
I can't find any solution, anyone know how to fix inverted lighting on a mesh?
oh right, cool
the shadows are completely inverted
what does the mesh look like with movable lighting on it and no material? does the shadows still look wrong
full story of troubleshooting:
mesh worked fine when originally brought in, though a bit darker than I had wanted. noticed some faces were missing so I recalculated outside normals in blender.
now the entire mesh was inside out, I had to flip the normals.
now the lighting is off, if a point light is inside it you can see its shadows are acting weird
I can't clear the material
it's correct in blender, and with backface culling view ticked I know that its normals are correct
but when placed in UE4 as it should be, the damn thing freaks out.
flipping the normals causes the problem with lighting
when manually clearing the material from blender and exporting it, it does the same thing. the material I don't believe is the problem
recalculating UVs doesn't fix it either
What would be the best way to do an interior scene for Ue4, if I did modular how would I avoid showing seams between each of the pieces?
like in the vid above, he uses the construction script to change the pieces of the walls but he has little trims on the sides so he wouldnt have to worry about seams
How could I have a multiple widget blueprints pull data from a data table BEFORE runtime, can it be done using a data table? Can it be done with a SINGLE widget, using preconstruct?
Things like that have happened with me in unreal before. Try renaming the mesh in blender then re-exporting it to unreal. Perhaps the information linked to the object and it’s name (and mesh name) will not be attached to the new imported mesh.
how do you import a mesh into unreal that has particles without it seperating?
hi im very new to unreal, i can't seem to display UI widgets
i followed the steps in the documentation how to display UI and it's not displaying
hey guys, I'm looking for a way to make a utility widget show up in the normal blueprint view
has anyone made this happen?
ok i got it to work... it seems that I can't use blueprint level view if I am using a C++ project
Hey guys. Bumped into a interesting issue that I am struggling finding resources for. The TLDR is when I build my project, certain values for the player character change. In this case it's the speed. Not really sure what would cause this and i'm feeling lost on where to go from here.
These changes only exist in the build itself.
set the values on beginplay
What am I looking for if I want to attach a static mesh to my character and I want the attached static mesh to flop around. Like if I wanted to simulate a sword sheathe bouncing around? I just need the terminology to search, right now all the results are about attaching skeletal meshes like ponytails to characters, I only need a static mesh to be attached
@rotund scroll My bogged brain didn't think of that. Thanks for the jump start. I'll give it a go.
has anyone tried the new volumetric clouds in 4.25 yet? And how is it as far as performance hit?
@plush yew lightmap in ue4 or blender
someone can explain me how can i just do this wather wawes?
i cant even select is. what is this green pattern?
it*
its a spline mesh me thinks
press "t" if you cant select it
(i think it might be translucent)
nop
is stuck in this landscape
i just want to create a wather material without opacity, just blue and this wawes
its a wave-material, separate of regular water
i know. but im trying to understand how they just created that green pattern
i can apply any material on it
spline
Splines for carving Landscape, modifying blendmask and deforming meshes into roads.
here we go. ty 😄
Any one built an RPG Item and Inventory System in unreal?
if anyone has id like to hear about that too ^^
I'm building one now, I'm just trying to figure it all out. I'm working on the item system right now, but I'm starting to move into the inventory thing I'm just a bit interested in the best way to store the data for all the items. as I have some items that have very few attributes, and some items that will have a wide range of them. I'm trying to figure out when storing the data to recall it from the inventory how easy it is, or if when building things I need to have more detail than I do.
which is better for breakable mesh in the long run when making custom chunks?
having two separate meshes one for the static placement and one that's damaged, or one mesh that's ready to break at all times?
a better way of constructing my question, is it better to have more vertices than it is to have something spawn in
I've never done anything like that, but I think it comes down to how it's being processed. I was watching some videos on Mesh Slicing though and from the looks of it, that might be the most resource efficient way to do things like that. I 100% have no experience with it though.
or 0% experience, potato/tomato
so which way do you think processing wise is best?
I suppose it depends on the type of object.
smaller objects, spawning in the replacement would work but not in mass
such as crates and barrels
while larger props like a castle wall would need to be created with specific breaks
I think if you're breaking down items in mass, mesh slicing is probably the way to go.
it's just less resource heavy
Revealed onstage at GDC 2019 during “State of Unreal,” Chaos is Unreal Engine’s new high-performance physics and destruction system coming in early access to Unreal Engine 4.23. This is the full play through of the real-time tech demo, which is set within the world of Robo Rec...
That's pretty awesome. Now, how did they do it XD
there are videos and tutorials available
chaos destruction is nice, but it's more intensive than apex isn't it
does anyone know how to reduce the size of the epic games folder? mine is currently 20.5 GB 🥵
I'm making a ps1 style/themed game
I see them, I didn't look hard enough, lol
so, apex will do fine for the extra lengths I'm taking the style into modern territory
chaos is next gen apex-ish iirc
iirc?
if i recall correctly
*expensive
you get what I mean
does anyone know how to reduce the size of the epic games folder?
delete unwanted stuff
oh ok ty
Lol
Is it possible to have an input axis with a modifier? IE: mousewheel + shift
without doing a is input key down
anyone wanna point me in the right direction for custom apex destruction fractures
I need to make this box made of planks break naturally instead of like it was made from clay
@fallow elk if you get desperate, make the box a skel mesh with a bone in each plank, and just simulate physics
Or if you don't need all the planks of wood to remain, make a particle effect of it smashing, and destroy the box simultaneously
Smoke and mirrors man
@fallen marten you said you had some experience building an inventory system right?
@fallen marten oh I fully intend on some smoke and mirrors to distract the player, and with the low res and ps1 shader in place it'll work fine
I just want the boxes, barrels, and various other destructibles to break in specific places
currently looking at physx lab tutorials which I'm unsure if oudated but are linked to apex destruction
Yeah a little @wet gazelle
I'm sure you'll find something useful to follw if that's the way you want to set it up - those ways I described turned out to be the easiest for what I wanted
When building the struc that holds the date for your items, do you have to have EVERY variable that you plan on referencing in that struc when recalling the item?
idk if that makes sense.
Yeah man, fill it up with whatever you want
Saves having to try add more in another bp
1 struct variable in an actor can hold everything you need
I'm trying to figure out how to do that when I have like dynamic/procedural weapons.
Idk what you are trying to do there, but theoretically you can have it all in the one struct
Maybe for combination items, you might need a data table. I'd have to go over some of the inventory stuff from a couple projects I was in to refresh my memory
like, look at how boarderlands does their guns, and things like that. I'm trying to build a system some one like that, but I also want to give the player control over customizing their equipment
Never played it lol
Oh ... um ... Diablo 2 or 3?
Nope
lol
I'm assuming you want to just be able to mash whatever with whatever
It's not going to be like a static item, I want it to be highly customizable and a bit randomized.
for example
You would have to have a heap of sockets on each weapon to give control where other things are added to it
you could have 2 "short swords" as an item
One will have 2 Damage, but the other will have 4, even though they are the same item.
Hmm
wait, what about skyrim?
OKAY
so imagine how the items there work, one iron dagger might be a low quility one, another might be legendary, and then you would your enchantments, to it.
Hang on - if they are seperate damages and quality, how would you even use them?
Wait one sec while I spin my sword around Mr skeleton ...
I'm not sure exactly what you mean.
Combining swords- two damages, which one would take precedence? Or does it add the total damage effect together?
You said in your inventory it would be 2 swords, 1 item slot
I'm not necessary going to combine them, I'm just referring to the fact that the items do not hold static values I want items to be varied so that it'll be unlikely that even if you have 2 "Daggers" they'll never actually be the exact same item. No, it would function normally with one item per slot.
Have a max and min damage value , and random float in range the weapons damage on its creation or whatever -
You can array structs too if you need more capability to hold info in an actor
What if I dont want a "max" and I want to leave it open ended. So that such as an item in Skyrim, it could have an unlimited amount of enchantments with no limite to what the number could be. idk ... maybe I'm not explaining this well enough. I'm really just trying to figure out how to store all this data so that I can recall it.
Maybe that'd be the way to go about it
You have to give it a max, just make it higher than you could ever use
fair, lol
Well just remember what I said yesterday - you can make struct data on the fly, but you can't mod a data table on the fly. So depending on whether you need to change an items values inside the struct like it's stats etc, will depend on what you want to use
How could i make a directional light turn off after it goes down the horizon to prevent light bleeding through the bottom of the map? @ me please
You'd have to reference it in the level blueprint perhaps and set the intensity to 0 or something
When exporting custom collision geometry with a static mesh from Blender (2.8x), do you need to parent the collision object to the render mesh? I've been trying to export just a box mesh with a box collision object and it doesn't get imported with the render mesh
using UBX_RenderMeshName naming convention and no luck
Hello guys can someone give me some advice on how to set up like a "master asset library" when I can view all of my assets , categorize them as i wish, etc? I would like to be able to do things like view every tree I own , or different rocks, boxes , chests etc in their own categories without loading into a meeting prindct every time. Any help would be greatly appreciated.
suppose you could throw them into engine content
Use Developer Folder?
aren't those still project specific?
So like make a new project and add them to it?
@manic pawn Yeah your right, i guess i didnt realise he wants it cross projects.
only way across projects is a content package I think
So what should I do to set it up properly?
actually, I think you can add to Engine content
didn't someone link a plugin here recently that does this
it was like content browser for outside assets library..
can't remember the name of the plugin
or who linked it
1 sec, checking to see if you can add to Engine content folder. But regarding the package option, you just create a project, put all your stuff in there and convert to template
Steps for converting an existing project to a template.
apparently, you can migrate assets to the Engine/Content/ folder
so you could cram all of the shared stuff in there.
no idea if this will affect performance though due to larger cache
So the template is my best option?
And thank you for the link I'm pretty new to it all
No, I'd say migrating to the Engine/Content/ folder looks to be the simplest option for if you want to be able to browse it all from any project without having to import it first.
templates have to be imported so no browsing
Fixing inputs would be a pain
for templates?
well, either I suppose lol
will depend on what exactly your content is
alright, back to fighting with custom collision exporting. feel free to drop some wisdom on it if you have experience doing it from blender 🙂
cm is a lie for one
I'm wondering if its UBX_* messing it up
Apparently
I see everyone using UCX_ even for just a simple box
Ubx is box right?
It’s the only one you must author their I think
You can just add box collision in the static mesh window
Is this a new topic lol
I know but I'd like to get in the habit of doing it in blender.
So I make a "master project" and put my template in it?
if you want a template then you create a project, add your content and then convert to a project template.
If you want the whole browse from any project thing, then you would have to ditch the template idea and rather create a dummy project (or use your existing project(s) if they already contain the content), then make sure show engine content is enabled in the content browser, and migrate the assets to wherever within the Engine content folder. This will add all of that to your engine install, but as HighTide mentioned, there may be some pains depending on what types of assets are added
(and if you go that route, make sure you place them within a custom folder in that directory, so you can revert without risking screwing up your engine install)
I’m so confused
Also, I accept no liability if you go that route lol
Blender templates or unreal project templates? Lol
oh he was asking about a way to be able to share and browse UE4 content from any project
Ah
Or to just be able to view all my stuff in one place really and categorize it
Working on many projects at once or something?
is there some sort of source control specifically for assets? That would be ideal
There is specialized source control things for unreal that let you organize in theory. I don’t think that equals drag and drop to any arbitrary project
yeah, I don't think there's going to be a pretty solution. Probably muddying up the Engine content folder is the simplest
seems risky though
Matheww has suggested a project of all the crap
Migrate to it, out of it
Really the only reliable way to have some sort of browsable unified thing of everything. But idk if you need that
content plugins can work for sharing stuff between projects
Guys, I tried building my light but I keep getting this message * failed to connect to Swarm*. What does that mean and how can I resolve it?
Restart computer @jovial marsh
It usually means a socket got stuffed
And it can be resolved by restarting your computer
Could anyone share a tip on how to get started with the Sun Sky Actor for planetary atmospheres?
I have no idea how to get it to do that
But on the forums i see this type of shot
@gilded plinth to get "space view" you actually have to move the camera very far from the world origin
like hundreds of kms
turn the editor camera speed to max and zoom waayyy out
or set the camera position to very far away
Is there anyone who can help?
you can make it a bit easier by setting a small planet sizze
@sweet relic i've been trying all night
I both set camera speed to 8 and I made a character with flying mode set to 32000 max speed with a camera
if i fly up far enough i get a really bizarre cube eventually lol
i've googled for hours
ya iirc there was a weird occlusion issue when i was trying it. I never really got "space view" working well either.
it works great as a default skybox tho
what's the simplest way i can make this happen? would a sphere at world origin, SunSky Actor and exponential height fog be all you need?
make sure not to use atmoshperic fog with it though
as they conflict
height fog works well tho
which fog would i need? either?
height fog only
i think the atmospheric sky has its own atmos fog
you get weird issues if you have both
I also wonder is this broken in 4.24?
because after enabling extended luminance it's still white
ah right that is the all-in-one
in that case you only need the sunsky actor
no height fog if you want "space mode"
i find height fog works better when you want something other than blackness below the horizon
wtf this just does not work
i'm rly about to rip out my hair
how did he do that planet view!
there is a inside unreal stream where they do it
the 4.24 feature shocase i think
but iirc it is actually bugged
you get a weird horizon occlusion cutoff when at high altitude
i dont think it was really intended for a KSP style planet view
more of a side effect of how it was implemented
or at least a non-finished feature
ok I think i got it! yes i had to delete the fog for one
light intensity for the directional like is 75000 and even though i enabled extended in project settings it was still white
what's with that?
so i turned it down to 50
this is the closest i've gotten all night
i think it has to do with raytracing (you need more light intensity)
not unless you have an RTX gpu 😋
i do, but my current planet atmosphere won't compile with Ray Tracing on : (
@normal burrow Thanks, will do so 👍
Ok i turned ray tracing on in project settings and enabled extended luminence
it's still white grrrr
OHHHHHHH
I had auto exposure off!
i feel like im looking in the wrong place or for some reason its hidden
ive been having this issue since yesterday :(
@knotty vessel your material needs to have the node you can plug multiple textures into
whats the node called?
Can't remember off the top of my head - will have to open a material up and see
@sweet relic you dont happen to know what kind of ground mesh i should use for testing to enter and exit the atmosphere do u? Is it meant to be a sphere?
Gimmie a sec Rohan -
no idea; a big sphere would probably work
Im generally new to game dev but don't know if I should use unity or unreal
oh ok ty :)
what are some things unity can do better than unreal (other than graphics)
I thought C++ is harder
ive only seen it
oh
idk its easyish to me
is it ur first?
ye
i havent gotten there yet lmao im still in map building process
ty con :)
no worries
it is a lil bc i have lower ram
idk someone told me it was better lmao
lol
@normal burrow I restarted it but still giving me that error
Hi I have physical materials applied on my landscape layer infos but my bullet projectile does not recognise the physical material and therefore plays the same emmiter on impact, this however, is only happening with the bullet projectile. my characters footsteps recognise the physical materials and play different footstep sounds on each painted layer
@patent fjord you should use it because it's .. err.. way better than unity lol ..
I find it's got more features out of the box, more user friendly, and has plenty of good free stuff out there to get you going
Can you help me find a way to learn c++
It's fast, can target multiple platforms, has good networking ability
it looks super confusing
Ok, how long do you think it will take to learn?
I did a heap of courses on there, and it even has a free phone app
(also is UE4 laggy???)
Depends how dedicated you are and how fast you learn, and yes it can be laggy on low end systems but mainly just in compiling shaders
I use a dual core laptop to fiddle with my project at work on my breaks and it does the job just fine
Ok, and do you know any helpful video courses?
seriously?!
There's more than you can count
YouTube is full of them
There's forums dedicated to ue4
The discord channels are full of helpers
Just go down the Google rabbit hole and you'll find plenty
Ok, last question (sorry If im repetitive)
,but, If I am fully dedicated and try to learn everyday, how long do you think It would take to learn
becuase Im having a hunch that its too complicated
C++ is actaully simple!?
The concepts are , yes
The code writing, is a little tougher tho
Well Ive laid it out
See how you go
Laterz
Hi guys. I want to have a "table" with items, each of which has some properties and a material.
What is the correct way to do this? Should I do an "ItemsTableActor" or is there something better suited?
no
can someone tell how to fix black spots and weird shadows in my archviz project after light build
@opaque plover make a table actor, and add the items as static meshes that are parented to your table mesh.
@patent fjord just lol.... Unity is nope 🙃
how do i set an instance material to become their own parent ?
i think i got it
Cool
hey anybody got the twinmotion free materials?
rather than install 4.24 just so i can open those assets, i was wondering if someone would be so kind as to screen shot the bp in a material that shows how it auto tiles/scales without texture stretching
id do it but i have to go sleep in a minute sorry
i could do it tmmrw if ur ok with it?
Any place i can get free low poly stuff?
@knotty vessel sure man 👍
@plush yew try Stevie's corner, the free3d, umm.. maybe some stuff In the free section of the unreal marketplace, go to SketchUp warehouse and download stuff as dae files then convert to fbx.. there's a few more sites but I can't remember the names
@fallen marten I heared downloading stuff from SketchFab
You cant use them in your project
and get money from it
?
Sketchfab?
No this one man - https://3dwarehouse.sketchup.com/?hl=en
The place to share and download SketchUp 3D models for architecture, design, construction, and fun.
The rules say you can't sell them individually for profit. Using them in a project is ok from what I understand
Alot of them you would have to mod heavily anyway, to reduce poly count, triangulate and add decent textures to
you can use sketchfab too
Hello, so I learned basic c#, but now that I know c# how do I learn to use it UE4 wise
like there are different things I need to know for UE4 right?
ue4 is mostly c++ or blueprint, but generic programming concepts can be brought over
Step-by-step instructional guides for hands-on learning of programming in Unreal Engine.
1st google search
How can I code a jumpscare? I have an animation ready and when my enemy catches the player I want his rotation to lerp to face the enemy, keeping the enemy DIRECTLY in front of the player's camera and play the animation
