#ue4-general
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yes @exotic cave It begins in an idle pose, It would be nice to return to that pose once played
@plush yew : Building your own landscape out of non-landscape things is totally permissible, though I don't know how it interacts with advanced features like grass etc.
@frank oar : Reading the docs, I don't think you can define that at the Animation Graph level. (Could be wrong.) You will probably need to integrate an Animation Blueprint: https://docs.unrealengine.com/en-US/Engine/Animation/AnimBlueprints/index.html
Animation Blueprints are visual scripts that are used for the creation and control of complex animation behaviors.
I've got this issue appearing now, I've added a motion controller to my game, but now when I press play, it says "Can't play in Editor when performing Add Component operation"
Would help if you noted exactly what you're trying to animate and why. (Walk pose, action etc.)
@exotic cave thx, the enviroment is just a basic sand texture right now, so I think I should be ok.
ah hello?
ello
@exotic cave thank you for the information.
The mannequin begins standing on the spot, not moving. (Idle pose)
when I use the flipflop with a button input, the animation switches to running and doing a flip.
However, instead of returning to its Idle pose after the animation, its continually loops the run and flip animation.
its flipflop bp looks like this
@frank oar : You can use an Animation Notify in that Blueprint: https://docs.unrealengine.com/en-US/Engine/Animation/Sequences/Notifies/index.html
Notifies are a system for setting up and receiving events in Animation Sequences to perform external actions.
I believe you find the animation in question, add a Notify at the end of it and then you get a Notify Event node you can add in the Blueprint.
HELP PLS???????????????????
@smoky grail : Don't spam the channel and don't be rude, please. Ask the question you need answered.
finaly
@smoky grail lel
ok so i imported some models
@frank oar : After that you run the Notify Event out pin into your animation stop start pin.
but
@smoky grail Speak up, let the people in the channel know what you need help with, If anyone sees your issue and can help they will ๐
@smoky grail : Your materials aren't getting imported. Where does that model come from?
this one worked
Looks nice. Where are these models coming from?
Originally known as Frosted Freddy, this version of a freezing cold Freddy is coming to visit for this Christmas season!
Model by: Scott Cawthon & Illumix
Please credit the modelโs authors before using, - Freddy Frostbear | Special Delivery - Download Free 3D model by JuztAndy...
And the other one?
same place
May I see the link please?
To the one that isn't working?
If you're just going to download a bunch of free models to work with from the Internet, and not Epic sources, you cannot be guaranteed they'll automatically import into UE automatically.
Experienced devs know how to make it work, but you'll always see some models that aren't set up that way.
You're going to have to learn how to make Materials and import the textures for your models manually.
@exotic cave what is the easiest way to make a texture into a material?
โIf you stay quiet enough maybe I wont find you.โ
Model by: Scott Cawthon & Illumix
Please credit the modelโs authors before using. - Circus Baby | Special Delivery - Download Free 3D model by JuztAndy (@Andre1518) [68eaad9]
aint working
@plush yew : Make a material and run the texture right into the Diffuse pin of that material. ๐ But that won't give good results.
@smoky grail : It's nobody's responsibility to just make it work here for you automatically, man. ๐ You're going to have to actually learn UE.
Introduced to the game for a limited time event. Mangle is a strange animatronic.
Model by: Scott Cawthon & Illumix
Please credit the modelโs authors before using. - The Mangle | Special Delivery - Download Free 3D model by JuztAndy (@Andre1518) [1c84649]
working
ok?
oh wait, it is already a material
If you want to be sure that your assets are going to import automatically and work well, you need to use Epic or Megascans or Marketplace assets, or learn to make your own.
why wont it let me select my sand material for my cube?
Random Sketchfab stuff is so totally not going to be guaranteed to work ๐
ok stop with the emojis
@plush yew : You need to learn how Materials actually work at the basic level. ๐
It sounds like what you want is a basic hard surface material, and then having the textures set up as parameters so you can replace them?
nvm, I just couldn't find it by searching, but it worked when I dragged it over
Ahhh
Well learn Material Instances ๐
Make your textures parameters and then replace them in the instance editor

ha...
i lost hope again...
That's the pro way to do it and will save time in the long run
ok thx
maybe game making aint for me after all
@smoky grail : Bro, you can't just download a bunch of random stuff and get frustrated the first time it doesn't work ๐
Do you know how many thousands of hours any experienced dev here has gone through on stuff that doesn't work?
that is what I did for my water, but I figured my ground would be static, so I didn't do that.
Ue is not easy. ๐ But once you learn it I find it works and it works really well.
welp I uglified my shoreline.
I gave up on it first time I tried, years ago, and wasted YEARS of my life with one of Epic's competitors that shares a letter but not the graphic quality and reliability.
@plush yew : Not so ugly! ๐ I mean you need to learn all the cool things, but looks fine for a new person starting in UE ๐
@plush yew : Make your meshes with working UV texture coordinates ๐
Where's that particular mesh from?
I mean, what is it in your World Outliner at bare minimum ๐
It looks like that geometry has two sets of geometry with UV's at radically different tiling scales
OH
Do you know what UV's are? Texture coordinates?
no
I would say that's really important to learn right now.
ok
This might also be of use: https://www.youtube.com/watch?v=_thf1Z3j73s
What is the Material Texture Coordinate Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
It explains how 3d models use UV coordinates (otherwise known as texture coordinates) to associate places on your models with points on your material and textures.
how do I delete a line to a node?
Right-click the pin and click on the Break option, or whatever it is.
ohhhhhh ok
Either connection pin will work
ok thx
when i realize I set the line to the wrong node, I draw it to a new one, then I have it going in like 4 different directions when I want it to go to one place, and I end up deleting the node to fix it lmao.
EZPZ ๐ ๐๐ผ
Just takes time to get used to, don't give up.
I wish I'd not given up on UE when I first tried it years ago!
'Cause once you learn it, you only have to do things ONCE if you do them RIGHT
Yes, if you break the pin leading into your Diffuse connection, you won't have any color in your material ๐
Slow down, turbo
I moved my texture from base color to normal
wait should it be at diffuse?
Why did you do that?
IDEK
Normal inputs are for textures that define the way your geometry is pointing
They look like that
ok
Both are kinda synonymous in the industry, though a bit different at technical level
You need to actually sit down and study modern texture and material stuffs for a few days.
ok
At minimum you need to actually understand what a Base Color/Diffuse map is for, what a Normal map is for, what a Roughness map is for, and what an Emissive map is for, I'd argue.
ok cool
Base Color is the color, Normal is for showing which way the surface is pointing, Roughness affects the way it is shiny, and Emissive helps it glow or to bring up brightness in dark areas.
There are lots more pins, but you can't really work with UE materials without understanding those four concepts, I find.
ok thx
and also I fixed my texture, but my landscaping isnt fixed
nvm
it came back
Sure. Your landscape there appears to be using two different materials at two completely different UV scales.
my computer is a potato
Yeah, wait a bit when you see the checkerboard.
That usually means shaders are compiling.
ok
This is a must read for you if you wish to continue to have my help ๐ https://help.poliigon.com/en/articles/1712652-what-are-the-different-texture-maps-for
actually it is the same texture, but one is a cube and one is actual landscaping,
Link is a 2-5 minute read about the various kinds of most important texture maps in modern game development/CGI
Is a quiz included Cali? ๐
what if array element wasn't added yet? it will auto add it?
@abstract relic : DOOOOOOLPHINS https://www.youtube.com/watch?v=kMYTQ1bxygM&feature=youtu.be
Blades over the Horizon is an upcoming action-adventure game set in the vast and ever mysterious blue sea.
Check out our website for more information!
https://bubblepony.com/game-titles/blades-over-the-horizon/
Interested in learning more about this game's development? Come...
Anyone have any idea why/how my projectiles are falling when I have physics off, gravity off, and have them locked to the z plane?
Iโm just surprised anyone knew I was associated with that
@frozen pond : Make Array node probably what you're looking for
@abstract relic : I never forget cool people who are super cool and the things they do. ๐
@exotic cave yeah i know make array, but what if i will try to set value without adding anything into array ?
@frozen pond : You will notice your "Target Array" pin is red, so fire and death probably ๐ฅ โ ๏ธ
Ping @normal burrow then. He just released his boid graph explanation ๐
You need to give that node an Array to work with
@normal burrow , @abstract relic says I should bother you, something about boids ๐ ๐ฆ
Pat goes over our own Boid Graph feature we use to define fishy behaviors!
Interested in learning more about this game's development? Come join our community!
https://discord.gg/P6dbUSA
thats our take on a graph for boids
Ive been trying to apply for unreal fast track and it just refreshes the page when i register. anyone know why?
Goodness that looks great as usual @normal burrow
Thanks! Wouldn't be much without the excellent fish and teaching of behavior from @abstract relic
Would anyone be willing to give me a little bit of help for a few mins?
I usually would, but I just put in nearly a good hour trying to be the answermatic, I need a rest. Maybe others can step up ๐
I appreciate the response I suppose I'll wait for someone else to respond then thank you.
Ask the question ๐
Don't ask for generic, unspecified help. Saves time!
I may not get to it, but maybe others will.
@exotic cave I am having a problem with my smoothing tool. It is leaving marks in my sand.
@plush yew : Not sure that's the tool, that looks like shadows to me.
how to reset timer on this node ? as i hold button first action goes after 1 sec but next one go instant
Been trying to set up base mechanics before introducing art level designs etc and I just got a premade character into my game got everything set up good and now my hp mana stam etc are all blank and no longer work but when I go back to my mannequin it works again. Ender btw that actually looks cooler honestly gives you a better vibe of the desert.
You're not going to be able to see much with your texture not scaling properly like that IMO @plush yew
You probably want to learn how to adjust your tiling scale in the material
Which is super easy, but I'm exhausted and need a break before I do more teaching today ๐ข
@vivid heart : HP Mana Stam are "blank" in what sense? You have variables in blueprints for these things?
Or UI elements?
@exotic cave are you talking about using the texture coordinate node?
Vars set up they all lose it haven't set up regain yet tho but yea it works fine on the mannequin
Yeah, and multiplying it by a user parameter or two
ok
And what do you mean before "go back to your mannequin", @vivid heart ?
@plush yew : https://www.youtube.com/watch?v=X4aXXm8km3w
www.Tesla-Dev.com
In this tutorial we will take a look at how we can Scale textures and materials.
kk
how to reset timer on this node ? as i hold button first action goes after 1 sec but next one go instant
Hi everyone, does anyone know if sub surface scattering materials work with planes/ one sided meshes
@vivid heart : Excellent, now let's see the snip of the Blueprint where you have those variables set up.
@grizzled thicket they should do from one side.
๐ค
there we go
Them's a lot of SET calls
has anyone ever tried to make a fully 2D game in unreal? What are some tips?
You sure some of those aren't SETting your stuff to zero somewhere?
Also, how the hell do I design buildings/levels and all that shit
@hearty walrus I made a fully 2d slot machine with UMG. Top tip. Don't. Use HTML/Javascript/CSS/Node etc
UMG?
It's temporary till I get the hang of this system more been following tutorials but theyre out dated so its kinda hard to have everything match up. Gimme one sec
yeah if you dont know what UMG is, I would seriously go back to HTML for it. Otherwise you will waste a lot of time
@hearty walrus : You get a degree in computer graphics and environment modeling, @hearty walrus ๐คช
Alternately, learn some simple BSP stuffs
BSP?
It'll let you get to the blockout level at least
Guide to using Brushes to create level geometry in Unreal Editor.
You can do some verrrrry basic modeling from within UE itself
I've got some good plans for it, but they're all mostly unfinished
no I know what BSP is... .I used it like 20 years ago when it was relevant
it's all done in blender
heres what it looks like when i have the mannequin out
Past that, you need to learn a serious 3d modeling app
Read 80 Lv?
the only idea i've got is the character's office being in floor -1, along with some servers
you assess if UE4 is the best option for a 2d game, then you realise it isn't... then you use what I recommended or goto Unity. The end ๐
Oh wait, you're talking 2D
why html and how even
The second is just a dumb idea
In that case I love articles like this as far as getting from a "How Do I Blender" to a badass level
(well the first one is a dumb idea but i've put more effort into)
80.lvl is a staple read
It's meant to be a standard office building
@vivid heart : The problem I'm having trying to help is that I don't understand what you mean by "the mannequin is out" and etc.
Do you mean when you place/remove this actor in your World Outliner?
_guesses he's not off answerbot duty after all
this is for testing only trying to get bare minimum knowledge to set up core gameplay and advance slowly in world editor mode in game mode and default pwn class i changed to third person and to my created character after doing so resulted in my hud not working anymore
That arguably means that your logic to set up those variables is associated with a particular Blueprint from your old game mode
Put stuffs that is important and global in your Level Blueprint, or in a custom object and Blueprint you manage yourself
Blueprints used for scripting level-specific events within maps.
I gotta crash, sorry all. Good luck with your projects! ๐
any way to determine is all items in array has one value ?
@frozen pond loop it and check
@light lintel I want to write you in dm
wtf why
who the fuck make this option to can't write you in dm-lol
a ok let's try
Hey, is it possible to not worry about lighting? just have that taken care of by the system, and do the actual lighting later? Just like in blender, you dont have to have a light in the scene when working on it..................
I don't do lighting until later so yeah. I guess it depends on what you are doing though.
Dynamic lighting will take care of it
Im prototyping something using the third person template, so how do I do that btw? new to unreal ๐
How do I prep a model for export?
It's pre-rigged, but has a lot of lights and one control empty. Do I delete these?
Sounds like a DCC problem, not a UE4 one. But in general you select what you want to export and in the export options make sure 'only selected' etc.
fbx, right?
is there a way to change this to box collision ?
@fierce forge in C++ yeah. Just change the default sub object.
@fierce forge you can put a box collision under it and set the capsule to not collide with anything.
@quick kelp i tried but the it will fall under map
@quick kelp why? That seems like a bad workaround to me
how do move the default "center" of an actor?
like the twinstickpawn is "embedded" in its coordinate space so that 0,0,0 is inside it. https://i.imgur.com/x7k1bTw.png
But if I make an actor myself and add a sphere mesh, it is sitting ontop of 0,0,0? How do I make it so that its centered on 0,0,0? https://i.imgur.com/oXlgUBo.png
it is a bad workaround but if the alternative solution takes alot of time to do, and you don't have enough time to implement that, then its your only option.
not working so not an option
ask the question ๐
lets try and put this all in 1 line..
ok. I have no idea what your actually asking for.. (automatic material assignment ?)
maybe
like i just put them into the content folder
and it worked for mangle
but not for baby
and freddy
when you import an FBX.. it will try and search for the textures assigned to it on the material. There are options on how it does it
I'd recommend learning the basics behind the material editor
instead of hoping for auto stuff
Anyone know of a tutorial for separate torso movement. Like you look around, character's torso follows until you get to certain point in which your lower half moves.
@ionic lagoon basically the same concept https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/AimOffset/index.html
Using an Aim Offset, a character aims a weapon in the direction of your mouse or controller.
Oh dope, thank you.
for sword collisions should u use event hit, or overlap, or does it even matter
im a noob tell me how
Question. Is it possible to make a map similar to earth .. not look like earth but how earth works.. As in there are no borders but if you walk in 1 direction long enough you will eventually end back up in the same spot
A big ass ball i guess you could say
@fierce forge i looked into it and the box collision under it seems to work but the character movement component is the one thats making it fall through the ground
Yes it's possible but you need to be clever about getting around the classic floating point problem
๐ค noted
i cant find multi sub object
@fierce forge alternative solution though (might or might not help you depending on what you want to do with it), is you set the capsule componenet to custom collision and only make it collide with static mesh, then use the box collision under it to overlap with everything else that you want it to overlap with (edit: meant to say overlap)
wait
@abstract relic. Wouldn't level streaming reduce possibly solve that problem tho
i dragged the textures what now
if you move the level's location to world origin then yes
like the lines?
the wont connect
like it has
(1)
(2)
and onwards
but the texturs wont connect
just import the texture to unreal
๐
make the material in unreal, apply material to the model... in unreal
look in pinned message
diffuse color is about all you can count on pulling over from blender material wise.
it would really help if you watched the basic tutorials for unreal
must reauthor stuff using unreal materials
there's a list of resources for people starting out
pfffffff
i came for help
i was sent back to the tutorials
like wat the hell
i know tutorials exist
perhaps bayg, we are telling you the right thing to do
because what you want us to tell you does not exist
reminder.. for everyone. We are not paid to be here.
cya
Cool. I'll send an invoice for my services ๐
a full day is not a long time to learn something hehe ๐
they weren't interested in understanding
anything worth doing is worth learning
Hi Guys How can i calculate the player moved distance ?
New question, I have a scene with multiple lighting scenarios, what blueprint nodes do I used to let the user swap between them with a button press
dynamic or baked ?
@runic fern record starting location, record ending location https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/5882-how-can-i-get-the-distance-between-two-vectors
Hello Mr Mathew , Thank you
baked
Has anyone ever faced such a problem. The Unreal engine is starting to freezing. But there's no work with shaders.You just go from folder to folder and everything freeze for a few minutes. What can i do for fix that?
@keen moss you can make sublevels that only have lighting information on them
and use load streaming levels to swap between them
@floral hull yes... especially if your on an old HDD and have not cleaned up redirectors in a while
i do have sublevels for each lighting setup, ill try out load streaming levels
thank you
you also need to set your sublevels to lighting only
@swift spindleThanks, how can i cleaned up redirectors?
right click on a folder inside of content browser > cleanup redirectors
its Fix Up Redirectors i think
same diff ๐
yea
but your right
and if you ever want to see the redirectors
Load stream levels worked, thank you @swift spindle
Thanks a lot! @swift spindle @abstract relic @keen moss
Im getting an error about multiple skylights being active with my lighting scenarios, but only 1 is active at a time
double check your levels / lighting ๐
for rogue skylights?
yes... also in world outliner... View options. > Only in current level helps
if error still remains... remember that just because you stream in 1... you need to disable the existing.. and it takes a moment or 2... to garbage the old stuff
ok ill try that
im attempting to package the project, looking for errors and I am getting the following error in RED
PIE: Error: Blueprint Runtime Error: "Attempted to access Audi_A5_7 via property VehicleRef, but Audi_A5_7 is pending kill". Blueprint: Spline_Follow Function: Execute Ubergraph Spline Follow Graph: EventGraph Node: Set Steering
Is it possible to draw lines in UE4, not using the debug headers?
for example, i just want to connect 2 points with a line but I also want this line to actually show up in the packaged game
@swift spindle any idea how to resolve?
im a novice when it comes to BPs
@plush yew what do u mean ?
all LOD0 to unreal is the highest resolution asset
yes.. then they wont be loaded
simple
if you disable LOD0 it wont use LOD0
@spiral island out of the box you can draw lines on widgets and the HUD but its in 2D space on the UI
@swift spindle my mistake that error was in my log from a previous issue that i already fixed
I cleared the log and now it fails to package immeditatly and says its Unable to Compile Source Files
I'm really asking for help with one thing.
I want to make an enemy that will grab a character by the throat and lift like Darth Vader, but only by touching his throat. I can't make the enemy grab by the throat, not by the air, or just as luck would have it.
Is there such a possibility in Unreal Engine?
@keen moss make sure all the levels are included in your packaging dirs
@swift spindle so i am unable to package a project in a directory outside of the project directory?
sorry if I was unclear
your levels are expected to be in certain places unless you define new ones
Project Settings -> Game Asset Manager
@floral hull you can have sockets target sockets, or adjust animation points at runtime in the engine. Look at the content examples in the animation map and you can see them doing that for moving a hand to a weapon grip and making a punch sequence stop when it hits a board
If I right-click and use "actor to static mesh" it should combine all meshes into one, however, on an actor I have with instanced static meshes it puts all of them at the center. Is there any fix? Would it work correctly with hierarchical instances?
@grim ore and you have a video where you can learn about it?
@small basin unreal does not play terribly nice with instanced static mesh's ... hence the reason for plugins to fix it ๐ฆ
I don't even know how to look for something like this on YouTube. What a request to write.
@glacial pecan Merge actor? Where can I find that?
or just select 2 or more actors in your viewport
hey, im trying to setup my source control with perforce but im having trouble getting unreal to recognize the project under workspace. can anyone help me
Same outcome @glacial pecan
is there a reason they are already instanced ?
@floral hull horseriding is a good one to search for. Since many people have done it/made tutorial and it uses similar concepts to what you're going for.
@limber mesa ask in #source-control but if you ask me, perforce is a shitshow and you should try plastic scm instead
Hierarchical instanced static meshes are also not showing up in the hierarchy, really odd ๐ค
Perforce however is the industry accepted standard for this type of work
i heard from a dev that perforce is great. why do you hate it @glacial pecan
unless you have IT staff on hand to manage the fucking thing, it's a shit. show
Thank you so much. I'll do the search now!@abstract relic
@swift spindle I'm instancing from modular meshes into a random generated building, which I'd then like to save as one mesh for performance reasons
really
@glacial pecan I run my own perforce server.. it's really not hard at all
Perforce is great, I'm loving it
I'm not ADHD enough for it... fuuuuuuuck that ๐
different strokes for different folks. Everything has it's pros and cons
but @glacial pecan is it free
it took... 20 mins to setup
so is github ๐
Granted I come from github, never tried plastic, but yeah it was super easy to set up perforce
i think perforce won
@small basin take a look at https://www.unrealengine.com/marketplace/en-US/product/instance-tool
lol
and tortoisesvn
I'm not attached to perforce at all.. it just happens to be what everyone wants
@swift spindle Can't really use third party plugins as this generation tool itself will be part of a larger level design tool I'm making for the marketplace, can't really include thirdparty code in that ๐
is it easier or harder to work with unreal engine in compare with unity ? ๐ฎ
Depends on a lot of other factors @mint ocean
yes
Itโs using the mesh origins and placing them at the same origin
@mint ocean depends on whether you like to follow rules or make your own
anyone know free decor for a platformer game ?
If you export the meshes to blender and go to object ally translation and export it out of blender that way then do what youโre trying to do it should work
Right, how'd I get them to be placed at the correct location @jaunty drum
Well that's not a good solution, you'd lose the ability to use the modular parts in engine
@small basin the important one would be maintainance usability and the learning curve
Yea like they said unreal doesnโt play nice with static meshes lol
Guess I'll try non-instanced static meshes, those should work I believe
If not I'll have to look into some custom C++ solution or a procedural mesh
The nice part about Unreal is that each system gives a lot more options and flexability, so you can do more without needing to create custom tools for it. The downside is that it requires more experience in the area of Unreal you wanna use (for example way more options around audio, but you need to know more about audio to take advantage of the more advanced systems) @mint ocean
https://www.kenney.nl/assets/platformer-kit which 3D models format i can use on UE?
fbx
Using static meshes fixed my problem, thanks @glacial pecan @swift spindle @jaunty drum
hi, I would like to make a system like on youtube with a slider, that is to say that I want to be able to move forward and backward a video that I play in a Widget. How to do ?
there is a slider widget.
@cursive salmon https://discordapp.com/channels/187217643009212416/435394527965085706/435593128465137674 No Spam #blueprint
Does DrawDebugLine show up in the packaged game?
I simulate it with the built in cylinder in a packaged game. I know it's not great, but it works and you get mesh functionality
i'm trying to use AHUD::DrawLine but nothing shows up
AHUD::DrawLine3D works but the line is too thin
so i thought i could use DrawLine and project points to the camera
even if i hard code the positions it still doesn't draw anything using DrawLine
so i kind of want to learn how to make a combat system - somewhat like soulsborn... does anyone know a great tutorial?
@lucid magnet I can't say I've seen one, but it can't be that hard right? Input -> Animation -> Collision -> Reaction.
well sure, but i also need to find animations and such
@lucid magnet did you expect them to animate themselves? ๐
no, but maybe to find a good animset, and learn how to set it up
If I was looking for someone familiar with TrueSKY where would I want to ask? Level Design?
Can someone tell me, why I see different things in viewport and in camera?
How can i interact with a 2d widget in game? ive done it before but i really cant remember how
as always, i remembered when i ask for help
@lucid magnet That's probably the cheapest way to do it but I would highly recommend at least learning some animation to alter them when you need it, or to add physical animations.
@nimble moat set the input mode to UI
yeah I done all that it still wasnt working, I had to go into the blueprint that held the widget and set "receive hardware input"
yep
thanks though!
i get that - but i still need to find some great animations
or learn how to animate
Or if you're rich get a mocap suit and get your fitness subscription :p
Make sure to understand the animation system though, otherwise you will end up stranded when you need something custom
Rightfully so. But then he has to learn that system too. And will still need to learn something along the way.
I started a project with a blank map but now I want to be able to have the third person character view when play testing. Is that easy to change or am I sol?
@queen pawn add the third person content pack
green button in content browser, Add New...
cool, i do actually want to learn how to model too
Thanks guys! Once that's added what do I need to do to change the "Play" default to the third person? It's currently still a free roam camera
@light lintel i'm not seeing where to set the player character ๐ฌ
not sure if already linked around here?
Community Wiki is alive :)
https://www.ue4community.wiki/Unreal_Engine_Community_Wiki
IMHO it's worth to pin it here
@maiden swift whadayathink?
@light lintel i feel like an idiot lol. found it. i was looking in the blueprints and was like whaaa
We'll take a look at it.
Where does one mess with the distance for foliage LOD
just looked that up actually
How to set up LOD Screen Sizes on a per-platform basis.
ok, so new wiki allows finally gather basic articles in the single place :)
one of my first self-proclaimed tasks in "filling gaps" is page on hardware recommended to work with UE4
please, take a look and let me know: about good and bad things there ๐
it could be extended, i.e. different specs for different type of artists
suggestions are much welcome
hmm ok so it's not LOD? What's causing this?
This is as big as i get it
Unlit
This is close up
I'm new to UE and I have a question. What do you call this and how do you create one?
That is a comment bubble
Select nodes >>> right click >>> create comment
Or
Select nodes >>> C
you can also just click > press C
Click on them
Remember to colour the bubbles like a rainbow
Can someone help me with voip question please?
Voip keeps crashing 4.24 , i tried removing and now the project keeps crashing even after removing voip is there something else i should do to totally remove Voip?
You can see all the foliage "popping in" becoming more detailed.
I need to up the distance.
I've tried disabling all the LOD stuff for it but it did nothing.
recently, i implamented multiplayer but. i have a problem where the listen-server player can run everything smoothly while the second player cant jump, cant switch weapons and can barely do anything. Does anyone know why this could be? and how to fix it?
Thanks
Hey guys. My apologies for asking a lot, first of all: how would I make a pounce attack like this? https://youtu.be/Xx_gwbzPCfA?t=131 and then second of all, how would I make it hurt another player BP? Thank you! (This is multiplayer, so don't worry about AI) Thank you!
DEAD BY DAYLIGHT Stranger Things Gameplay Trailer (2019)
SUBSCRIBE โ https://goo.gl/wiBNvo
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(blood warning)
Not sure if this is the right place to ask, but should I use mkaehuman or blender to make characters with my game?
Both are pretty amazing not gonna lie, but I just want to ask people who have experienced this before
Depends what you're going for.
I want the character to look like a normal human however it's going to wear some clothes which may cover its face as well.
But its going to have the same height, legs, hands and arms as a human
I think it's preference. I'm not the right person to ask honestly, I rarely make human characters in my game.
Ahh I see
How taxing is tessellation?
?
whats the best way to learn how to use unreal? I am really eager to learn how to use this program
any programming experience? are you looking to make a game? film?
you trolling me lol?
Hey guys. Any idea on how to fix a lighting bug for when you turn to diff hallways, you sorta see for a quick moment a flickering white light? e.g on walls when turning corners.
I can record it if y'all would like, but it's probably well known. Internet didn't help, didn't get any results of what I wanted
I'll try building the geometry and stuff, will update if it fixes it. Won't mind any other ideas until then, but it's prob the issue. Will edit this message if solved.
hey @compact halo check out the unreal engine learning portal - there are plethora learning paths you can choose based on your experience working in 3D
where's that?
I keep getting this error when playing my game. Always leads to a crash
Can someone please help me?
learn dot unrealengine dot com ๐ค๐พ
I've been stumped for the past month
Unable to figure out ANYTHING about it
I've searched far for any fix but no one has anything on it
are you doing anything with custom physics math
it is like something divided by zero or went to infinity
I know we use physics quite a bit for our ragdolls
And our starfighter landings
But nothing else really
you might need to compile the engine in full debug mode to get any insight
I wouldnt know anything about that. Im mainly an artist who knows just enough blueprint to get myself by
So where would I look for this error then?
most likely you've set a setting somewhere or are doing math which isn't... valid
definitely look for anything related to movement of characters
Any ideas on what the nodes may be called?
CalcVelocity is a very general function that gets called every frame
it does a lot of stuff involving tons of factors
its hard to say where its going wrong exactly
๐๐พ
but first place I'd look is any custom physics math
then I'd look at possibly resetting all your character movement component settings across all your character blueprints
maybe remove character types to see if the error goes away so you can isolate where the error actually is
well its coming from all playable classes
or the ones that are children from our master one
then something in your master is probably bad
ill look now
afaik it is pretty hard to get a float to end up NaN in bp
so at least you've accomplished something impressive in some sense
I actualy didnt code the master blueprint
I mean I did small functions but another programmer did most of the work
purely bp or C++ too
lil bit of both
anyone deal with floating foliage when you paint? haven't changed any settings
Edit: had a test landscape hidden that i was testing with different elevation. the foliage was trying using that surface to align to. deleted it and we're back in action
velocity is actually pretty easy to mess up if its physically simulated
to the point where it goes nan?
yep
I've never seen that happen
but I guess I don't really attempt to stress ue4 physics ever
literally all we are doing is ragdolls and landings for our starfighters
Because UE4 uses cm and grams, forces can get out of hand quick and as soon as you send an impulse or force that causes the balance of strange units to waver velocity will go nan until its manually set otherwise
but all the errors come from our characters
and here is the weird thing, we actually only simulate physics in different blueprints from ai and playable characters
ah if its a character movement component thing, should be easier to identify
so it makes no sense why the character blueprints would be forcing the engine to close
Well nothing seems out of the ordinary on my end
And the crashing doesnt happen in a compiled build, only on a source build
Which is even more strange
how does jumping work?
standard jump node
do you do any special launch character calls or add force?
no
took a look at the screenshot of a log you posted
its something happening inside the walking function
which node would that be then?
Movement input?
or wait
no
because the parent AI class doesnt have any movement input
So what would the node be called for AI/
how do they move?
believe that sends movement input no?
not sure, this is generic AI stuff
No custom move node for AI
Just using the standard one
says its caused by character movement component in those ai
Not sure how I'd tell them to not move
How can I make a mesh rotate the way the character is moving instead of rotating to the camera direction?
@plush yew You could have the character have a Vector with it's value being the character's normalized speed vector. I.E: If a character is moving 1 meter per second in the X and Y axis, the resulting vector would be something like (0.5, 0.5, 0.0) (i guess? pretty sure that's wrong but it's just an example)
Then, on the actor you want to rotate, create a vector (i'll call it Sigma) containing the actor's current position, add the character's normalized speed vector to Sigma and use the Get Look At Rotation function to obtain the rotation.
Sounds a bit tricky, I know - If you don't understand at first tell me
I have a question about object organization. In other game engines such as Unity, you don't really code directly on the object but rather you create a component and attach the component to the object. Since in Unreal you can code directly on objects, create components, what's the best/most efficient way performance-wise for communication between objects? Should I create various Blueprints and communicate between them using cast/interfaces or use components?
help, I have been moving folders and assets to organize all day, now I just realized that most of my maps broke because I moved a few assets out of place, and 90% of the maps is made out of these assets, how do I fix this back without reverting my changes?
An example - If I want weapons in my game but I want each one to have different behaviours, should I create various components or various blueprints?
@quaint hull What did you have on these maps?
still trying to figure out what's missing, the main thing is the "cube" static mesh I used
but I also found entire bluprints missing
obviously it's gonna take forever to fix things by hand, even though I can move the cube into the static mesh (they are there but just empty)
Hello, I am having trouble with importing an FBX file to unreal 4.24.3. When I import the file and attempt to put sockets onto it, the static mesh and the origin point are way off. Any help would be appreciated
what are you using for the models?
they are meshes. from blender
Is there an easy way to store decimals? Or would i have to do it the hard way
@graceful breach you would need to import the mesh to a modeling program and apply location/scale/rotation and center the object in the world origin to 0
make sure you set the transform in blender to the assets, the gizmo is probably unaligned
what Dylan said
and reset the transform. Blender likes to keep relative values for modifications, same as 3ds. Resetting it before export can make the difference
How would I be able to grab the rotation of a specific bone from the animation event graph?
Thank you! I am trying it now
Does anyone here still do udk / ue3?
not for 6 years but whats up?
Ehh I'm trying to get local profile saving to work
sorry cant remember much about that. Might be something on the udn tho
For Event Hit node how to use the collision direction such that only if my actor hits from the top only then it should execute
is there a way to stop simulating physics on a skeletal mesh, and have it maintain it's current pose?
Does anyone know why the particle beam doesn't rotate correctly when using actors as source/targets?
Just rotation? Are they moving correctly at least
Can you explain what the problem in the screenshots is
the beam should be facing the camera
never flat
and that curve in the middle shouldn't exist
No clue about the curve in the middle
As for facing the camera, go to the "Orientation" tab and add lock axis
Lock it to the x axis, or whatever your camera's forward axis is
Thats the info I found at least
Oh that done nothing
It really do be like that sometimes
"My name is Barry Allen, and I am the fastest man alive. Except for literally every other speedster apparently. Cool lightning though."
Patreon: https://www.patreon.com/deanashford
Discord: https://discord.gg/ttqYq3r
Twitter: https://twitter.com/Play_Ruff
__
Huge thanks to ...
I'd say check this out, and compare your particle settings to theirs
I followed the other one, with the pink beam
the one from source to target
then again his also has the weird rotati9ons
His are intentional
I think it has somthing to do with source and target
made using noise
Noise is not what I am looking for ๐
It's tangents getting hijacked from source or target rotations giving inaccurate camera rotations between them
Maybe I'll have to do this in niagara
Hey ya'll, I'm pretty new to Unreal and I'm having problems troubleshooting a like bake problem. In my preview all my shadows are casting correctly, but when I bake out the lighting it looks like my directional light isn't casting shadows, here's some pics
The awful one is right after I bake my lighting with high settings
I'm fairly certain I didn't uncheck any "only self shadow" settings or anything like that so I'm kind of stuck atm
If I disable the "cast shadows" option on my directional light it basically matches the baked lighting look
it basically looks the same :/
Google's first result says increase your lightmap resolution
Yeah, it looks like there's no light map though
like nothing is catching shadows
not like they are low res
I did change something around in my lightmap settings though and it seems to be improving
awesome
I will figure this out myself but if someone already knows you could save me a lot of time
if I play a montage in a slot that uses the spine and everything above it (hread, arms, you know)
and I play an animation from the montage that only has the left arm animated, what happens to the rest of the bones in that montage slot? Since they're not animated do they do nothing or do they animate as they would normally? Like in a run cycle if I play a montage on the upper body but I only want the left arm moving can I just make animations that only animate the left arm and leave the rest alone or will the left arm move and the rest of the unanimated bones just sit there dead
my landscape shaders stopped compiling for some reason, anyone had this issue before? i tried painting over them and it just left me with the absoluteworldgrid material no compiling
was working fine earlier thne just broke for no particular reason
ill try restarting
@plush yew look into the layered blend node if you want to blend montages and animations together
Thanks @fallen marten. I'm using three at once right now I was just wondering if montages worked the way I'd described because I could make this less complicated if that were the case. What I haven't been able to find is the additive animation nodes, which I swear I was using a few months ago
To just montage the left arm and leave the rest of the skel animating as normal, then the layered blend node is ideal as you can select the bone you want the montage to blend into and the rest will animate as normal according to whatever is plugged into it. So on the node add an item to the bone array like left shoulder, and everything (including the shoulder) below that will play your montage
-If that's what you mean
Well I created a new landscape and the painting functionality is back...weird
lel, spoke too soon..its still not compiling regions
its just leaving the middle chunk uncompiled
its creating blank areas where i try to paint new spaces...very odd
deleting and creating new layer info might've done thr trick
Hello, I got an anim montage that combines two animations drawing an arrow and releasing it, an in the anim graph i did a Layered Blend Per Bone at the spine_02 bone of the ue4 mannequin (So that i can shoot while moving if there is another way please tell me) with the base pose connected to the state machine that handles Idle/Walk/Run animations and the blend pose 0 connected to a "Slot default slot" node ( i changed the slot name to the slot i used for the animation montage), Problem is when i start and move around and then shoot the upper part of my character (the part that does the shooting animation) turns like 70 degrees to the left, And when am not moving the character shoots like 20 degrees to the left, My guess is that happens because the character is facing the left side a bit, But i have no idea on how to fix it, So i would really appreciate any help, Thanks.
Here's a quick video, I hope it helps explain what i mean.
Anyone else have issues with landscape materials? I am using 121 world comp tiles. And all the time my landscape material breaks. And several tiles will be missing grass. And I have to recompile several times before it works again
I've come to the conclusion that the crash I experienced earlier is an engine bug
This bug doesn't happen in UE4.22
ShooterGame has a community ran github somewhere that is kept semi up to date
See the second pinned message here protactinium
Yeah, people like the banana one
i use to think the guys at wildcard were retards because their turrets would lag servers to a crawl... thinking ... how hard can it be to code hte IFF and tracking...
then i decided to add my own autotracking turrets with IFF to my game...
now i think the guys at wildcard are fucking genius
Woah I love the banana one @normal burrow
I hear good things
But why did ue make the colors a bit complicated
Like i mean a cube to be red in color
I cant just select red
Is there a reason why ue made it like that
Dunno about reason but the way it works with materials is something youโll get a hold of
Oh
why is nothing showing up on the Epic games launcher
Difference between state machine and blendspace? (For default animations such as walking/jumping which is recommended or preferred?)
Blendspace for Walking-Sprinting. States for jumping
Why is the way UE handles with Materials is more complicated than others
Is there any step by step guide for just materials
States being used for jumping because to make the jumping transition smoother or?
And how many lod levels are recommended? 3 or 4?
So hereโs the general problem with jumping. You know when and how long the act of jump is. But you donโt know how long the player will fall for. So you have to split jumping animations into three separate sequences; jump (start) for when the player starts the jump, jump (looping) for when the player is in the air, and jump (end) for when the player lands.
I am watching a tutorial that requires me to use "Get Actor of Class" but I am using an older version of unity as by requirement and I don't know what i should use instead
context is shooting a bullet
That is a very strange looking Unity
start looking?
ohhhh
my bad
I meant unreal

sorry, my group forced me to use Unreal
I'm just not familiar with it
so I am somewhat struggling
could you please provide me with some assistance?
this is my current shooting function
Now it doesnโt mean you canโt have blendspaces for each jump sequence Shin-kun. Simple states for jump is merely whatโs preferred. For itโs generally enough
I would suggest opening first person template and see their projectile example
Warning though
and I am stuck
because he called something
that I cannot call
due to a mismatch of versions
Turn down your audio if you do look at the example and fire the bullet
o ok
Your using the wrong node
You want non plural
The pretty box
Ye pretty blue box
I don't know what the non plural one is
Turn off context sensitive and pray
so it probably doesn't exist yet
Do you see it if you remove the..
Of course it is exist
Itโs not the 1860s ๐
Lol ๐ what version is it?
if this helps
I can't change versions
I have to use this one
whole group is using it for university project
The array
could you show me where that is?
@abstract relic As for lod levels? 3 or 4?
ohhh
Thatโs an array use the get array element node
I see
Index 0
so what do I do with it?
Iโm curious why not just spawn actor
Or better yet
I want it to shoot out like a bullet
Look at that first person template
You can make the ball go faster
I am used to Unity
this is all too complicated for me
I'm not big brained enough


@normal burrow I just looked at the FPs template
and I am probably more confused
visual scripting makes me cry

why is the launcher not showing anything
@granite condor you're trying to plug an array into a single object
You need an index from the array
how do I do that
Try the index node or a for each loop depending on what you're doing
uh
can you explain that to me in english pls?
I am not familiar with UE4 terminology yet
Lol this is just regular programming terminology
What are you trying to do with the array
o
shoot a gun
I am following a youtube tutorial
and he does this
but I cannot do that
my Unreal version is too old
and I can't go to the new version
my group refuses
You're getting ALL actors of class
I know
He gets one actor
It's a different node
It does lol
Check which blueprint you're in
the bullet's Blueprint
Is he also in the bullet blueprint?
yes
Drag out of the array and do get array element
A single object in an array
Index?
Going to give you a hint before going to sleep
If youโre ever confused about a node. Watch this guyโs stuff. An be sure to watch this video in its entirety.
What is the Get all Actors of Class Node in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
I don't know why you can't use get actor of class lol that's dumb
No, 4.22 is still very recent and it's a very basic node. I don't know why you can't use certain nodes
Maybe the type of blueprint you're using is wrong? I've no idea
I'd just use the first person template
Wait are you spawning the bullet from it's own template?
ya
https://www.youtube.com/watch?v=4bb7gSNamZg using this tutorial
Do you need to make Gun for your VR game in unreal engine?
This Unreal VR tutorial is just what you are looking for.
*
unreal engine VR gun tutorial
Unreal VR gun
*
Welcome in this really simple Unreal VR tutorial.
The first thing is to get yourself a 3d model of gun.
Make sur...
That makes no sense
why is the damn launcher empty
Did you not use the get actor of class node earlier on in the video?
I used all
What type of blueprint is your bullet?
You couldn't find it in the motion controller?
Does anyone know the nodes to change the Device Orientation in Blueprints? Or any other way in game?
So I am on this page https://docs.unrealengine.com/en-US/Programming/Basics/CommandLineArguments/index.html and found a command a I want to use NOVERIFYGC. But when I add it to the execute command node its not a command. Does anyone know how I can use this command?
Collection of arguments that can be passed to the engine's executable to configure options controlling how it runs.
Hello guys how can i render an image ?
use a 2d capture actor
so I managed to add a raycast shooter but whenever the bullet hits something, the force only applies in the same direction
is there a way to fix this?
@honest vale how to use it ?
Good Morning I was wondering what technique Stickfight game using for animation ?
is it Physics animation or other things
I'm pretty sure there is documentation for it
@granite condor You are in the wrong blueprint
He is in MotioncontrollerPawn BP and you are in Bullet as you said. That makes a huge difference I guess
Hey guys
Help needed
Why does the top one work but not the bottom one
But for an actor , on which if my player collides it makes my character jump i used cast to character and get player pawn
Which one is not working ?
Cast to Character ?
Because you need to specific which character is getting the damage first one you called the ThirdPersonCharacter Health Variable thats mean you need to show the damage of that player
in the overlap event you are making every character overlapping this box will collide it
so as i understand defaultscene roots cannot rotate, i have a parent that has 2 kind of childs, one needs physics the other does not.
if i add a static mesh as the root, i cannot change the physics enabled/disabled for the childs.
if i use a static mesh as component of the sceneroot, rotatethisactor does not work (as a default scene has no rotation)
what can i do?
should i apply forces and rotations to the component?
instead of to the actor?
@rancid kernel I'm interested in your job offer that you published on the server. Would like to talk in private so add me as a friend please
Can someone point me in the right direction when it comes to working together with people on the same Unreal project?
I use a version control system of course, but I'm wondering: how do you work together on the same map? Is that possible?
Share?
https://docs.unrealengine.com/en-US/Engine/Levels/CollaborateWithSublevels/index.html sublevels might be what you're looking for
You can use sublevels to collaborate with other designers working in the same space.
Ok thats what I feared: I started development alone, and the project is not split up in sublevels
man this landscape material just doesnt want to cooperate
i keep having to delete the layer infos and it still wont paint right without halting compiling the shaders
I'm learning blender through some basic shapes, but i'm struggling with normals. Either they're inverted or i get this black mask hanging over the top of the mesh. How do i go about fixing it? The mesh appear like this in UE4.
@runic fern Yeah man but then how did it work in the second pic like in an actor
In that case too the character for thirdpersoncharacter
But there i used cast to character it worked but here why cast to thirdpersoncharacter
@zealous estuary Try taking a look at this: https://docs.unrealengine.com/en-US/Engine/Editor/MultiUser/index.html
Get multiple users on different computers into a shared Unreal Editor session, collaborating live to build content together.
@plush yew So it's a UV problem, not a normals problem?
But why in the actor case cast to character worked
I don't know, the model ends up in either state.
If i go flip normals now i get the black top part again.
Whats the difference between Get Player Pawn and Get Player Character, Cast to Character and Cast to ThirdPersonCharacter
possible to use a 3D Mouse (3DConnexion Spacemouse Pro) wich unreal editor ? it does not detect input from it by default
@runic fern
Ahh thanks, i've been looking for that button, but youtubers just skip the part or the hotkeys i found weren't working.
Any feedback on Asset Forge softaware ?
@unreal sable That looked like a coffin whoa.
For getting radial damage from an actor should i use Event Radial Damage?
Guys, good afternoon.
Can you tell me if you can make a hole in the landscape? I want to make a tunnel.


