#ue4-general

1 messages · Page 712 of 1

timber minnow
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1M aprox

tired merlin
plush yew
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Hello guys I want to add background music on gameplay but I want to do it to plays not always, at random time, how I can do this?

copper flicker
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first of all, don't repeat questions

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secondly, there isn't 1 way to do things in Unreal

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I do it with delays

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others might use timers

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you can easily make a system that's based on a set of rules and randomness

plush yew
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show me some idea

copper flicker
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show me some idea please

plush yew
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?

copper flicker
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😄

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I mean... you could ask nicely

plush yew
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ok I wil do it with delays, hope to work

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yeah sorry-xD

copper flicker
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haha

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it's ok, no worries

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I don't think my code is a good and elegant example

plush yew
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ok

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xD

copper flicker
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wait a sec, I'll show you an example of something simple

plush yew
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ok

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wow

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so complex for background music 😂

copper flicker
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neah, it's really simple

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yo should also

plush yew
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I want to put only 1 music

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not choice from more than 1

copper flicker
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ok...

plush yew
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so I don't need this

copper flicker
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so put 1 then

plush yew
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XD

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yup

copper flicker
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it was an example, I have no idea what you wanna do

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if you just want your music to start with a delay, use a delay

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if you want anyone to play that game tho.. I wouldn't use just 1 track

lucid magnet
tired merlin
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So apparently this is going outside a few trigger zones which is causing the "end overlap" events to activate

misty creek
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@tired merlin I would check what is ending the overlap so if that's your player cast to them and then you could check if it's the players mesh, or whatever, that is ending the overlap

plush yew
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wow interesting

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om what event I need to put this bp? @copper flicker

timber minnow
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hi, i'm scattering folliage with houdini ( in this case grass )
so i get a lot of instance of grass on my map . I have 256 scene with 256 landscape ( each 500m by 500m ) to create a huge world .
but it seems that my scene are huge in size after baking in folliage : like 300-600 mo for each scene , so the final build is like 25-50 go ... which is impossible for my boss . is there a way to optimize instanciation ?

grave nebula
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It is not practical to store so many instance positions. Landscape grass system is meant exactly for this purpose and you should consider using it instead.

tired merlin
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@misty creek How would I do that? I'm quite new to unreal

misty creek
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@tired merlin From the picture you posted I'm assuming that is your player blueprint, but the same principles will still apply even if it isn't. You should have an event that fires when you end overlap, on that node you should have a pin saying Other Actor drag off that pin and search for your player blueprint

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From your player blueprint node search for your player mesh, or what ever you want to use that is part of you player

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And then you can check if that equals the Other Comp on the Event end overlap event

gentle rampart
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What is the problem

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stamina bar is not working

misty creek
limber oyster
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Someone could tell me why i do not pass in fullscreen mode when its checked please ?

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@plush yew i dont know, where i can read on that, sorry just starting to make an option menu 😄

long gyro
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Hey guys, I started creating a new shader using POM for my landscape material. But I get a strange issue when I use the pixel depth offset, everything seems incorrectly placed, shadows are displaced.

plush yew
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Howdy all

acoustic wraith
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This function is called every tick, and it should rotate the pawn up to one degree every tick, but it only rotates the pawn one degree then stops. Does anyone know why?

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^ Ignore the AddWorldOffset bit, just the last part.

worn granite
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If it's good maybe

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however that'd be a hard sale if it isn't directly supporting the community in some way

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and this one is....

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hrm

plush yew
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?

worn granite
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It'd have to be really rock solid to get reaction here. This is mostly a community of game devs

plush yew
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hmm

worn granite
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I look at that and almost stopped reading midway through the first paragraph. I skimmed through and saw the length and closed it.

plush yew
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too long?

worn granite
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More that if it were long that'd be a problem.

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But it's too short to outline what I look for when looking at a crowdfunding page

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What's there would not inspire me even if it were extended a fair ways

plush yew
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So needs more detail?

worn granite
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Not so much that, just don't see anything interesting from the perspective of a dev.

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Plus I've worked on these sort of projects, I've seen how they're run. Your page reminds me of those projects and their pages

plush yew
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What would you recommend?

worn granite
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Ask for some C&C among your experienced dev contacts. Massively improve it. Don't post here for the purpose of getting backers. Post WIP in #work-in-progress

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of the game, not your page

plush yew
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Just updated it @worn granite

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what do you think now?

normal burrow
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<@&213101288538374145>

plush yew
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pat why you tagging mods?

normal burrow
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cause your ignoring rules

worn granite
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cause this is offtopic

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and rules

plush yew
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I am not ignoring any rules.

normal burrow
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nah it says right there that you can't post funding requests

plush yew
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I asked a simple question weather or not it was okay

limber mesa
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Anyone know how I can add users on perforce? And invite them to a project

worn granite
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Yeah it's about the same reaction from me

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nice formatting update though

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however we should probably move on and drop further discussion 🚔

plush yew
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Yea

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I mean speaking of police, had a police chopper over the house

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undercover cops round the house

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and police cars outside

worn granite
plush yew
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lol

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Anyone need help with UE4?

limber mesa
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I do

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With perforce

plush yew
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don't know sorry 😦

runic fern
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I have question

plush yew
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Sure

runic fern
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I have Keyboard Button " T " For Chat box
when the Server Press this button its working but when client Press it
the gamemode casting is getting failed

digital anchor
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client cant access gamemode

runic fern
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Yes but i have this Boolean in gamemode

plush yew
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if it is set to true or false you need

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if chat = true

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then ...

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or false then ...

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need to make chat a variable maybe?

upper heart
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@plush yew Ask before posting something like that, not while posting it. Please see rule #6 at #old-rules

worn granite
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@runic fern For the client to use properties of the game mode, it can only be the compiled in defaults

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you get the game mode class and then use the get defaults node

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if the server changes that during play, the client cannot know about it

runic fern
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~~ so if i create a new custom event getting the Variable i have from gamemode and setting that to a local variable inside the controller and connect that event with This key ~~
this issue fixed

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will update each time Pressed by players

plush yew
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possibly

runic fern
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i fixed that by updating the custom event from gamemode directly and get the variable inside the controller

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Thanks @worn granite

proper crane
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I'm still having an issue where peoples links to introduction pages just link to the default page for documentation

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Most links for documentation outside of the main page just link back to the main page instead of the pages they're referencing (even links provided inside the engine itself

simple torrent
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Hey guys! What’s the best way to spot that something has been rendered with ray-tracing (in maya for example) And not rendered in UE4? Other than those visible grainy parts of the image, and that no in the editor screenshot is sent.

brisk urchin
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Hi guys, what's the name of the restriction box usually made around multiplayer maps/areas to keep players from leaving the area?

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Also, any good tutorials on that? Thank you.

normal burrow
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noise would be the primary thing @simple torrent

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another tell with the noise would be whenever the camera moves it has to dump a lot of calculated data.

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a very small amount of rays happen on rtx/dxr because its just not ready for wide deployment. putting it off to reused frame data is the way it gets better quality

brisk urchin
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@plush yew Thank you, I'll watch that right now.

simple torrent
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@normal burrow yea that too, thanks! Anyone who has something more to add feel free write here 🙂

oak python
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Hey folks, I get a weird "bug"? (not sure if it's a bug or something I'm doing wrong). Every time I compile my project, the components that I have attached to a pawn lose all of their details and associations from the cpp file (don't work at all!). The only fix I've found so far is to cut the createdefaultsubobject functions, compile, then paste them back in, and compile again. Needless to say, this is getting quite tedious.

lucid magnet
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is there any way i can toggle this on and off in game by an event?

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nice

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thanks

lime girder
keen moss
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is there a way to disable raytracing in a project without opening it? ive enabled it and now the scene wont open, says video driver crashes and resets

plush yew
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i don't know sorry

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this is the right place to ask about c++ development

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?

cyan merlin
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Me after listening to someone lecture me about the importance of readable code

plush yew
runic fern
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Guys how can i make Already Constructed UI Visible to new logged in players

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?

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The counter of lobby is not showing idk i've tried to do everything

sleek hearth
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hello! I'd like to improve the collision of some static mesh I have from the marketplace, but there's nothing happening when I press apply, any ideas?

safe gorge
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@grim ore i applied bc i am a student at a uni , i even provided a .edu email

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still no response. 😕

brisk urchin
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I'm currently working on a multi-player map it looks like it's floating in the sky with the default back environment area. Is there a proper name for that?

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The area beyond the walls

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Was wondering what's it's called. I wanted to add some sort of city background or backdrop

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And what's the process for it since the player will never reach that area.

runic fern
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You mean horizon ?

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oh

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Blocking Volume you mean

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that's blocking the player from reach the end of the map

brisk urchin
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Not that

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I already have that in it.

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This is what the player sees.

runic fern
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got it

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you need to put like mountains etc

brisk urchin
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But it looks like there nothing but a sky

runic fern
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yes got what you mean

brisk urchin
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So it seems like the map is floating. Lol

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I obviously don't wanna use any meshes that will consume my performance

lucid magnet
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so i have this rotationrate which goes from 0 to 1 and 0 to -1. Is there any way i can make the value go to those values over time - so its a smooth transition?

brisk urchin
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Is there like a tutorial or some sort of backdrop city pic that can be used??

runic fern
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yes high resoultion images

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resolution xD

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and make it curved so its will looks like realistic

brisk urchin
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I see. Are there any resources that cover that and what its called exactly? 🤔

runic fern
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Normal Background images you choose and put it on Plane and resize it

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add some fog close to plane so its will give some realistic

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Ponkkis

grim ore
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look at the realistic rendering example from the learn tab on how they do it. the infiltrator demos has a more complex city scape in the background. Past that you have stuff like the soul slums demo and the landscape demo.

runic fern
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Right ?

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Hello Mr Mathew

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Revive me 😦 😄

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Guys how can i make Already Constructed UI Visible to new logged in players
Your Magic Touches 😄

grim ore
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well ui is client only, not server, so start with that issue

runic fern
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Yes I know its client only but when they player joins its restart from begining if i assign the event with postlogin

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or its showing 0 if i assign it with beginplay 😄

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so no way to keep the client updated when he joined ?

grim ore
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well if its already running dont reset it?

runic fern
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Yes thats what im doing now but when new player joining the value just 00:00

grim ore
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if this is a game time or something the server should be the only one hold the value, the clients just ask it for it

runic fern
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So if i called the value when player joined will that work ?

grim ore
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if you are asking for it yep. Also you can use game state to store a replicated variable if needed and just make sure the server is the only thing that actually sets it

runic fern
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ok cool i will try this thanks Mr Mathew ❤️

bitter iris
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Anyone have an idea on a work around for harvesting, if i cut 1 tree down all the trees have to despawn real quick resulting in serious lag

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was thinking on just not letting the tree despawn just be "empty"

polar hawk
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if you cut me do I not bleed

plush yew
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How to become a engine programmer? A roadmap?

grave nebula
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  1. Make an engine. 2) Apply.
runic fern
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True storry 😄 😄

bronze cedar
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@plush yew yeah that's right, that's also a graphics designer life too 🙂

runic fern
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My Head Just Beside My PC when i opens my eyes clicking on Power Button

bronze cedar
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hahahaha that's nice, that you got that power button to turn it on, some time i even make graphics in my dreams 😄

runic fern
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Oh no because im spending like 17 hours infront of my PC i have no dreams 😄

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when i sleep im like dying until next morning feeling nothing even before 2 days earthquake happened here they heard very loud voice i heared nothing xD

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and sorry i know its Off topic for this channel xD ❤️

plush yew
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@grave nebula are you a engine programmer?

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Step 1 make an engine? How? Main roadblocks? Resources?

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I'm going to start getting more serious with game design, now that I have more time for it. I have a couple hundred hours in blender and unity, but now I am switching over to unreal engine. My question is: Do I stick with blender for my 3D modeling? I didn't get much into sculpting with blender, but I see that will now be necessary. So is there another program I should switch to with more of a focus on sculpting? I'm looking to make detailed assets, and keep the vertices under control, for a good looking and not too laggy game that a PC can handle. So, from a more experienced game designer perspective, what should I be using for modeling assets? I love blender but I feel like it may not be the right path. I also have a watcom tablet, with very little experience on it, but I would like to try to use it and get better with it because of the potential is has.

grim ore
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Blender is a very capable DCC program and would work fine for making content for your game.

worn granite
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If you truly require sculpting and find blender lacking for whatever reason, there are paid alternatives that focus on a sculpting workflow

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however I'd concur that the sculpting tools in blender are a fine start

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"couple hundred hours is nothing"
"couple hundred hours sounds like a waste of money to switch" 🤔

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coming from no exp, sure

plush yew
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@plush yew I'm not trolling, and I don't know what you have against my hours. I'm not saying I'm at an advanced level or anything. I'm a beginner who has just used the software a lot.

worn granite
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Disclosure: I'm a programmer.

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I say try it out. If you aren't seeing the results you like from blender, think about why.

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Blender should work with your tablet

plush yew
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Blender does work, but accomplishing things like straight edges with its sculpting seems quite ridiculous. I am fine learning a new program, I'm in no rush. I just want to know what I should dedicate time to.

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What would be the upsides to Z-Brush?

abstract relic
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If you are going for character art. Learn zbrush or you’ll have no chance

plush yew
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If it is a big difference I will go with ZBrush, what is the difference though?

abstract relic
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More importantly. This is no toolset that does everything

plush yew
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I know I have to use multiple resources. So for simplicity lets say I just want to focus on making a really good player character xD Detailed and usable.

abstract relic
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You’ll need to be proficient in blender/3D studio/maya, zbrush, substance painter, and photoshop minimum

plush yew
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If I use Zbrush, why would I still use blender and other 3D modeling software?

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I have photoshop and have software for sound and texture

abstract relic
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For specialize tools but not necessarily essential: Substance designer, marvelous designer, topogun, rizom, houdini.

plush yew
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Ok. But what does zbrush bring to the table that blender can not live up to?

worn granite
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my understanding of zbrush is that it just CRUSHES high poly sculpts.

abstract relic
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Normals baking, retopology, sculpting, layer sculpting

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Zbrush has no seconds in these regard

plush yew
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Can I use it to make high poly sculpts that won't be a laggy unusable result? Or something I would have to retop anyways?

abstract relic
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Basically you use zbrush to transfer high detail to your low poly version

worn granite
abstract relic
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I’ve ran 3trillon poly on the shittest computer I could find (2011 MacBook) for shits and giggles. It ran fine

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Zbrush is black magic

plush yew
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Does either Zbrush or Sculptris have built in optimization tools like retop that makes work flow easier?

abstract relic
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Only Zbrush

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Granted, it has been a long time since I checked Sculptris

normal burrow
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I don't think its been updated in a decade

plush yew
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It is a good / useful retop?

abstract relic
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As far as I can tell, it’s just used to experiment with real time dynameshing

swift spindle
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you can do retopo in blender also

normal burrow
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Sculptris is no longer being actively developed by Pixologic and is considered a legacy application. While we are still making it available for free to those people that can run it, be warned that the most current version was released in 2011 and may not function on many newer computer systems. Since it is free, we encourage you to give it a try and see if it will work on your computer. By downloading, you accept that technical support will not be available for Sculptris.

swift spindle
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zbrush retopo is not ideal

abstract relic
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No Zbrush isn’t a good retopo tool

swift spindle
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better then it used to be

abstract relic
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It’s a fast retopo interaction tool however

swift spindle
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anyone rember yellow soul....

plush yew
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Sculptris hasn't been touched since 2011? lol, it has to be missing some cool stuff then right?

swift spindle
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just a tad....

abstract relic
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The retopo is more so you can clean your sculpt so you can keep sculpting. Or if you have an extremely complex mesh in which it’s just not worth it to make the most clean topo out of.

normal burrow
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Topogun is the nice one yeah?

abstract relic
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For auto retopology, Zbrush has no second

plush yew
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For unreal engine, what should be my target vertices count?

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for player

abstract relic
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Poly count doesn’t really matter

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It’s not the first bottleneck you should look into

plush yew
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I've always been told my characters are too high poly though when they have like 300k verts?

abstract relic
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It’d be the equivalent of blowing out a candle in a house fire

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Look into LOD

plush yew
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For the player?

normal burrow
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You'd want to consider your min spec too derevi

abstract relic
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And profiler

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Lower poly is more so you don’t kill the animators, rigger, and whoever has to uv map your mess 😜

normal burrow
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ye good point too, having something skin deformed/vertex weighed implies more cost per vertex as well

swift spindle
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I don't mind 300 thousand polys.. as long as they are actually worth it

abstract relic
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Give each eyeball a few thousand polys

normal burrow
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extra 50 edge bevels

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super smooth and sharp

abstract relic
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Workflow inconveniences

normal burrow
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you can always get to a point where all your resources are fully occupied which is why its good to be humble with stuff in general. but yeah important things look good by your standards

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what are you referring to ponkkis?

abstract relic
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You don’t give the animators the high res version to work with anyways. You provide the low poly version and set the weights to be transferred to the high res version

still island
plush yew
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Any recommendations to really figure out the workflow? I just want to make sure I'm following a good process for making the character.

lucid magnet
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how can i make my character move 6 ft to the left when dodging? - like in launching the character by an event

plush yew
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is there a good way to create multiple splines next to eachother?

ocean hemlock
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i migrated this to another project and it came out black in the other project

still island
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@light lintel I am hitting my head against the wall now. I have no idea what is going on. I can't find any debug stuff like that in my project.

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It seems related to some animations, but I don't have many, and they don't event have any Is Editor Only properties

alpine leaf
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Launcher rapidly starts and restarts itself about 4 times a second whenever I run it, followed by breaking my ability to use alt+tab
Any ideas?

I already ran the repair tool, now I just have to full uninstall and reinstall =(

As a side note, uninstalling the launcher from program control won't remove my engine install, or any ue4 projects and assets right?

still island
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Anyways, even if I have debug stuff. I should be able to have it in development configuration

plush yew
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@alpine leaf make a backup just in case, never hurts to be safe

alpine leaf
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The uninstaller is crashing.

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What in the hell did Epic do to me.

oblique stream
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blaming and taking things personally. goes against the rules of the 4 agreements lol

plush yew
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@alpine leaf maybe your computer has other problems, it sounds odd

alpine leaf
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The issue is isolated to the Epic Launcher, regardless obviously it is an issue with my copy of it, not the general release.

plush yew
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So the workflow for model creation would be: Zbrush - Base mesh, Sculpt high poly model, texture paint, retopologize, animate the retop model, and then attach a normal map of the high res model, is that right? Just trying to make sure I have the proper workflow down

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And basically all of this can be accomplished in zbrush?

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-animation?

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I like blender for animation

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anyknow know if its possible to make multiple parallel splines?

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I think what confused me before was attaching a normal map to a low poly model.

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that is hilarious, and probably what I need to learn a lot more about

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its just a map that kindof creates small deformations in a surface, so generally what works well is generating this map from your highpoly model

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thats really all there is to it

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How to attach to low poly model?

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its part of your material, so pretty much the same way as any other texture afaik

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Wilco

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its is not geometry though, just to be clear

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but it will make your lowpoly look more like the highpoly

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simply put

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That seems like something I definitely need to do, and haven't been doing

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zbrush points = vertices?

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no idea, never used it, don't have that kindof money :-p

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I'm looking at some tutorials on it first, looks nice

ionic lagoon
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Is there a way I can make my game run in slow motion so I can sync the animation speed to the movement?

still island
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@light lintel I packaged game, and it must have refreshed something, because after that, it began working properly.

plush yew
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@ionic lagoon Did you tried the node Set Global Time Dilation ?

ionic lagoon
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No, I'll do that though, thanks.

plush yew
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Does anyone know how to increase the mass of an object

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i'm trying to make a rube goldberg project for school

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and i'm using a seesaw to try and launch a cube but the cube is not flying

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@plush yew Details panel of the mesh. Physics. MassinKg ?

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@plush yew

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Where

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@plush yew tick the checkbox in front of MassInKg then you can specify mass

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oh

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thanks

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your welcome!

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appreciate the help

frigid herald
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Hey

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Do you guys think the 5% royalty rate is too much?

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Or is it okay

swift spindle
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considering stores like steam / playstore / appstore charge 30% for doing almost nothing.. .vs providing all this content and the entire system on which the game is built.... no.. it's fine

frigid herald
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yeah Steam is definitely taking too much from developers

swift spindle
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I'm not saying they provide nothing.. just not 30%...

plush yew
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why do ppeople even sell on steam then, that's just nuts

swift spindle
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marketshare

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they were the first store to actually get it kinda right

frigid herald
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well unless you are a big studio and you have your own platform then you're good

plush yew
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not sure if you remember the early days of steam? nobody wanted anything to do with it and their servers ran like crap

swift spindle
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Both Epic and EA actually have decent stores these days

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I remember first days just fine.. as I said... they were still better then a lot of them...

plush yew
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i don't think i'll ever buy another game on steam anymore now that i know they take 30%

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anyone know if its possible to make multiple parallel splines?

grim ore
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If you get to the point where you have to pay 5% royalty it will not be an issue. If you get to the point where 5% royalty is an issue you will know and you can get a custom license

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either way if you have to pay 5% you are making money

plush yew
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my brain hurts from drawing all these splines there must be a better way 🙂

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Does anyone know how to create like a spiral like half a hollowed out cylinder

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like this but like half of it

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does someone have a 3d model of that

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thanks

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it's for a rube goldberg project

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the ball has to roll in it

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if its for a waterslide you could just use splines in UE4

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basically

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a water slide

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what is a splines

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its a bezier curve basically

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tutorial video

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bassically i just need to create a curve

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so yea that can absolutely work

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thanks

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sockets could be useful for you as well

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ok

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i wish i had assignments like that in my days at school

plush yew
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i know the assignments really help you think and do research

cloud eagle
#

I'm curious guys, if somebody faced it already. So i'm using HUD to draw something, then the hud is referencing to a pawn camera class. I'm creating this camera class and attach it to an Actor. So if i assign the Pawn in game mode settings then it works ok, but if i don't do that i still can see the pawn created but HUD unable to access it, maybe i do something wrong here ?
i'm just cuirous why unreal has so strict rules and HUD unable to access pawn without assigning it inside game mode settings

limber mesa
#

i open a new project and try to build the lighting and it says it failed, anyone know how i can fix that?

hollow ridge
#

Hello, I am trying to make an object that triggers a collider, but I also want you to be able to walk through it. Whenever I make it so you can walk through it it doesn’t trigger. Could someone help

limber mesa
#

just make a box trigger, and get a reference from it, on begin over lap and end overlap @hollow ridge, idk if thats what you are trying to do?

hollow ridge
#

I can’t get begin overlap to work. I was using hit event which I guess was why. I am casting to the player and putting it in other actor. Shouldn’t that be working?

limber mesa
#

where are you writing the code in? the level BP?

hollow ridge
#

An actor bp

limber mesa
#

get a ref of the trigger box in your actor and promote it to a var then go into your collider, i think that may work

hollow ridge
#

I can’t because the exec pin is going the wrong way

limber mesa
#

show me what you have

hollow ridge
#

I had to take the pic on my phone discord on my computer isn’t working

limber mesa
#

have you tried using the snipping tool, i cant see it

hollow ridge
#

I wouldn’t be able to send it on discord my computers discord doesn’t work

limber mesa
#

and your writing this in you 2d side scroller character?

hollow ridge
#

I will try to take a better pic

#

No it is a different actor

limber mesa
#

what actor

hollow ridge
#

I am casting to the 2d side scroller character

#

Just a random actor

knotty vessel
hollow ridge
#

I started the project 20 mins ago for ld

knotty vessel
#

what r these guys called

limber mesa
#

did you try adding a collision box to the actor?

hollow ridge
#

There is one

limber mesa
#

ok then you should be able to use on begin overlap

hollow ridge
#

Is that how I should be using it

#

Because it doesn’t print

knotty vessel
limber mesa
#

there is nothing in the as sidescroller pin

knotty vessel
#

what are these called?

limber mesa
#

one sec im trying it out rn yeet

#

try converting it to a string and see if it will execute @hollow ridge

hollow ridge
#

Nope

limber mesa
#

are you trying to shoot it from afar, or just stand on it?

hollow ridge
#

Stand on it

limber mesa
#

ok then i wouldnt use that.

hollow ridge
#

What should I use

limber mesa
#

if you stand on something i dont think you would hit it

hollow ridge
#

Well wouldn’t it still generate an overlap event

plush yew
limber mesa
#

yes but for a specific reason

#

not for that reason

hollow ridge
#

So what should I use?

limber mesa
#

one sec, making an example

hollow venture
#

Not sure when to butt in with this question, so I'm just gonna do it now and see if someone has a response. I'm trying to set up a character with really long hair, but the hair keeps clipping through the physics asset. Does anyone have some tips for how to not have this happen? It's pre 4.24 cloth sim (for reasons I cannot control, unfortunately). I've set up everything for the cloth simulation, but it seems to clip through the physics asset, even though I've set it up pretty accurately to what "everyone" does in tutorials.

#

(Running version 4.23.1)

knotty vessel
#

what are these nodes called?

#

ive forgotten and im new to blender sorry if its a dumb question ghghgh

plush yew
#

Any thoughts if it better to control the animations using Enum list?

hollow ridge
#

@limber mesa Are you still doing it?

limber mesa
#

yea]

#

idk, try doing it through you level bp

hollow ridge
#

Wdym level not

#

Bp

limber mesa
#

get a ref of the actor through your level bp and then cast it to the character

hollow ridge
#

It has to be an actor cuz I am going to have a couple of em

grim ore
#

@knotty vessel where are those at?

limber mesa
#

ok, thinking

hollow ridge
#

If I wanted To do that I could just have it in the player cuz I got that to work

knotty vessel
limber mesa
#

ok, go into your actor that you have the hit code in

grim ore
#

in the material blueprint those are scalars or constants

knotty vessel
#

OH CONSTANT

grim ore
#

you would hold the 1 key on the keyboard and left click in the blueprint to add them

knotty vessel
#

ok im good now i have bad memory lmao

#

ty :)

limber mesa
#

hey mathew can you help me out with this problem, trying to help yeetukus but i dont know how to explain it

hollow ridge
#

I think Mathew left

#

Got it to work

#

Have no clue how

marsh swallow
#

how might one set the current view to a camera in a BP

lime girder
#

Dumb question: is it more efficient to use instances rather than multiple materials? Theyre mostly the same structure, basecolor, OcRough, so figuring I should transition all my materials to that instead...

marsh swallow
#

so i spawn the BP which has a camera component but when i get the camera component i cant connect it to a Set View with Blend

plush yew
#

when i have something selected, can i place an actor at that exact spot? that would save me some time

limber mesa
#

sorry @hollow ridge idk

#

still learning

#

thought i try and give it a go

plush yew
#

Can nobody help me?

plush yew
#

@plush yew well if you ask what you wanna know or explain the problem you have, then maybe

#

@plush yew i just saw your video, did you assign any materials in UE4?

#

@plush yew Hey dude, all I did was import Textures and Props using HammUEr (Which imports CSGO assets into UE4) I didn't assign anything yet, but apparently it's meant to do a lot of it for you..

#

It did it on some of the items like flowerpots etc.. But a lot is missing still.

#

@plush yew well if you have the materials in UE4 you just need to drag them on the surface(s) that you want it on, i'm not familiar with hammuer

#

it may only export the slots and not the materials itself, but i dunno not familiar with it

#

should be pretty quick though if you just need to drag em

#

Okay bro, I will try that.. Weirdly something just happened when I went through a folder .. Some stuff popped into existence after I navigated through a diff folder, is that normal?>

#

All I did was navigate in my content browser.. Took a shadowplay just to make sure I'm not making this up xD Looking now

#

k.. can't seem to, my computer feels like trash atm lol.. Won't even open the media file while I have UE4 up xD

#

@plush yew its not compiling shaders is it?

#

im still busy drawing splines

#

stares into the void

#

No it completed shaders

#

Wait, it never actually compiled them I noticed

normal burrow
#

Is there a way to debug level load times?

plush yew
#

Maybe I have to click build?

#

it should compile them on its own, but you can just check if it has materials assigned or not

#

and if it does make sure to check if the material is not empty

#

A majority of items don't seem to have materials assigned

#

It just says "WorldGridMaterial"

#

well there's your problem, you need to assign materials

#

worldgrid is the default one you see in the video

#

Seems to be.. I will have to retry things because I spent $50 on this app that works for other people xD

#

I must be funking it up somehow.

#

just model your level, you would have been done by now lol

#

I'm noob

#

And I want it to be as the level is meant to be in the game

#

I don't know what assets are meant to link with which.

#

@plush yew this video shows you have to assign the materials in the import window from hammuer: https://www.youtube.com/watch?v=s6B3T1BqLwA

First of a probably a few tutorials on how to use HammUEr. A couple things go wrong here, but it should do the trick., and it's my first vid tute so apologies if I am not sufficiently succinct. It's pretty slow I guess!
Turfster asked me to go into Material Instances a bit bec...

▶ Play video
swift spindle
plush yew
#

Thanks

#

i think you just did not assign materials on import as shown in that video

#

8:15

#

its around there

#

Will look

#

i need to optimize my code lol... 7 minutes and counting

normal burrow
#

am dealing with a mp level that takes 20 seconds to just start PIE, recommend i just give up on it altermind?

plush yew
#

PIE?

normal burrow
#

play in editor

plush yew
#

Ahh this is interesting, thanks

normal burrow
#

lol i misread that message btw, thought you were speaking to me

plush yew
#

i was when i said "PIE?"

normal burrow
#

Nah, "down pat"

plush yew
#

i'd try and find out why it takes 20 seconds

normal burrow
#

yeah, me too

#

its got a lot of static mesh actors that is for sure

#

suppose i could just profile it

plush yew
#

i thought i was gonna get away with this unoptimized version but it seems i need to do some more work this is taking aaages lol

plush yew
#

gonna run out of memory soon, 11GB and going up fast 😄

#

dies

#

log file of 3GB 😄

#

that's a nice asset fomr the screenshots

normal burrow
#

many of the buildings are billboards but yeah its pretty good

ancient wave
normal burrow
#

your likely noticing the normals of the surface its on?

ancient wave
#

No i see the surfaces color too.

normal burrow
#

have you tried other blend modes?

ancient wave
#

DBuffer is the only one witch will even show my mat.

knotty vessel
#

what is this node called?

plush yew
#

ToString

knotty vessel
#

ty :)

plush yew
#

np

ornate hamlet
#

DId the SpringArm have some sort of way to make it overshoot a target and not just lag? Otherwise it aint much of a spring but more of a damper, aint it?!

knotty vessel
#

whats this node called?

ornate hamlet
#

a float variable?

knotty vessel
#

cant find anything under that that looks like the node

ornate hamlet
#

just search for that name it says right there "Zoom Increment Amount"

knotty vessel
#

nothing shows up

#

wait nvm

#

i think i got it

plush yew
#

@knotty vessel its a variable that is defined (look on the left by default)

knotty vessel
#

ye i got it sorry brainfart ghghgh

zealous estuary
#

When I point a spot light at a material with a low roughness (like metal), the metal surface is only illuminated when I point the light directly at it (90 degrees).
If the light hits the surface at a smaller angle, the metal is very quickly not illuminated at all. Is this the expected behaviour?

normal burrow
#

@ornate hamlet springs don’t generally predict the future. Believe the metaphor is for when the arm contracts from walls

zealous estuary
normal burrow
#

Yeah jens

plush yew
#

@zealous estuary try this in real life and you will see the metal will reflect the light

normal burrow
#

Roughness and metal are two different things

plush yew
#

light that is reflected cannot be absorbed too

#

what you see there is not so much the illumination its more the reflection of the lightsource

zealous estuary
#

I guessed that it is based in reality. But in an extreme example, this seems to be wrong or I'm missing something.
Extreme example: I have a ventilation shaft, completely dark (no light in it) and made from a metal material.
If the player activates his (strong) flashlight, there will be barely any light at all visible - the shaft stays completely dark.
Surely in reality, there would be some illumination? ^^

plush yew
#

well if the shaft's inside is made of mirror then it would just bounce the light around

#

i think you just need to make your stuff less reflective and it will probably look like you want it to

normal burrow
#

Zero roughness is the most of this quality your trying to avoid

#

So use a higher roughness

knotty vessel
#

whats this node called?

#

might be being dumb again but its the only thing missing from this tree

normal burrow
#

Do you have the blue pill one on the left?

plush yew
#

@fair matrix that sets a varialbe, if you type set and then a variable name you will get it

knotty vessel
#

yeah i do

plush yew
#

variable even

knotty vessel
#

k

normal burrow
#

Drag off the blue pin on the pills right then type in the name of the variable on it

plush yew
#

thats his target lol

knotty vessel
#

like this?

plush yew
#

if you drag in a variable from the left you will get the option to set or get it, thats the same

normal burrow
#

Yeah, it will come up in search

#

Yeah like that

knotty vessel
#

ok ty :)

plush yew
#

that is a different node

normal burrow
#

Probably just a version difference

plush yew
#

nope its a different node

knotty vessel
#

oh wait

#

yeah it is

#

lemme try again

plush yew
#

first one sets a variable, second one does something else

normal burrow
#

They have two set functions for fov?

knotty vessel
#

yeah

normal burrow
knotty vessel
#

im trying to copy it but i cant ask questions bc theyre asleep

plush yew
#

lets not get him more confused :-p

normal burrow
#

I’m confused lol

plush yew
#

second one is a function, note the f on teh top left

#

first one is just a set for a variable

knotty vessel
#

this is the original tree

normal burrow
#

Same engine version Rohan?

knotty vessel
#

yeah im pretty sure

#

everything else looks the same

normal burrow
plush yew
#

@normal burrow the second one is a funtion like i said......

#

function

normal burrow
#

I see they are not the same

zealous estuary
#

@normal burrow and @plush yew : thanks for your help - reducing the roughness helped - although it makes the metal look less like metal, but if it's the only way 😉

knotty vessel
#

i think ill just leave it blank and ask in the morning

normal burrow
#

Try the one that is there Rohan

#

The one that doesn’t exist won’t work

knotty vessel
#

its fine id rather wait

#

thanks for the help though :)

plush yew
#

@zealous estuary there might be material or shader tricks you can do to make it look more metal-like, but i don't have much experience with that

normal burrow
plush yew
#

like he says second one is a function :-p

#

first one sets a property though not a variable, my mistake

#

you can recognize a function by the little f at the top left of the node

normal burrow
#

yeah no worries i saw difference. I was just thinking engine versions or something. turns out they both exist

plush yew
#

I found a solution to my problem folks. Turns out the tutorial I was following left some details out and I had to import more stuff that I didn't do. I'm on my way to greatness now! Thank you @plush yew and co for lending me your help.

#

np

plush yew
#

man what didn't even finish in minutes before now takes a fraction of a second 😄

plush yew
#

guys i Have a little problem, I did bp to start music when I am on the menu level and on the main menu, When I click new game it shows loading screen and I want other music(I did it) but you guess what is the problem that when I click new game there are 2 musics at same time 😂 - how to fix this problem?

#

@plush yew i didn't really use sound yet but you could try setting the actor to nothing on the first one before going to load screen (i saw it has no stop option if you use what i think you use)

#

just a wild guess since i never really used it

#

Ok I will try looking for this option

#

@plush yew sorry not actor the sound asset...

#

set the sound asset to nothing?

plush yew
#

@plush yew yeah you could try that

#

@plush yew dunno if thats how you are supposed to do it though, but it should probably work (again i never used it)

plush yew
#

ok will check after a while

potent solar
#

litterally

#

a hours

hollow raven
rancid lynx
#

can someone point me to a youtube tutorial that teaches this please? i want a transition between 2 layers of a landscape material to have crisp edges. I think i saw something like this done with heightmaps, but i couldnt figure out how to do it

#

i got the height maps working, it worked great from the east and west, but not so great from north and south.

#

i couldnt figure out how to get the blackwhite map to tile from all directions. i barely remember what i was doing tbh

potent solar
#

i noticed something if you did not used unreal for a while well you a bit fuck becasue its to much hold so you have to unistal it and re instal it but instal and dl take a while AND unistal well is ... epic store so its take like a shit ton of time

normal burrow
#

Delete intermediates folder @potent solar

potent solar
#

@normal burrow when you have 100 game file

normal burrow
#

Ok

potent solar
#

really sure only have like 10 file used the rest is usless xd

#

anyway

honest vale
#

@hollow raven you shouldn't do sprinting anims with a montage I think

#

instead blend them in the anim blueprint based on the character speed

#

or some other property

hollow raven
#

@honest vale But I already have running animations and walking as well in the blendspace 1D idk how to make it as it sprint faster and it'll have another animation

honest vale
#

what's stopping you from making a blendspace between running and sprinting?

#

then blend between the two blendspaces

#

or add the sprinting into the same blend space as walking and running

dark rune
#

i downloaded a bunch of textures, there is map with _DISP noted on there, what in the material should I connect this texture map to

grim shale
#

Hello, Is there a way to modify the deacceleration speed of a character? I found a variable named Max Acceleration in the character movement component under character movement general settings (but it's the opposite of the one i want).

red flame
#

@grim shale there should be a "BreakingDecelerationWalking" float

grim shale
#

I tries tweaking that value but it didn't seem to make a difference.

#

The character is still deaccelerating to idle in one moment.

plush yew
#

hey all

#

am trying to use ue4 as 3d render , so how can i import my softbody sims from 3dsmax ?

glad karma
#

Hey, somebody know for what is file .mesh and how I can import it for UE or what's mean some like model_pack for xps?

fierce tulip
#

.mesh is for Medit/godot and no, you cannot import it into ue4

glad karma
#

So it's not possible convert or something it for fbx or any different type?

fierce tulip
#

iunno, im sure there might be some converter tools, but never used em.

glad karma
#

Allright, thanks for information!

plush yew
#

I fixed it when i created 3rd level for loading screen and now on each level different song and yeah, but now I have other problem which is from 1 week and it is that on main menu level there is music, when I go to settings menu and do something there and then back to the menu again the music start and there are 2 musics sat same time-ah, idk how I can fix it @plush yew

sacred sluice
#

Hello, everyone!
Question. Is there any way to change LOD group settings?
I want to set other distance values.
I want to set the distance values once and then change them for all the Mesh with the LOD group DECO configuration. Give me some advice.

austere scroll
fierce tulip
#

unwrap your mesh properly

austere scroll
#

i cant find any tutorials on how to do that

#

all of them explain what is a UV

#

but dont swhow how to do it

fierce tulip
#

you might want to add whatever software you use for your 3d stuff to that search query

plush yew
#

@plush yew probably just remove the audio source and set it again

#

@plush yew you could just try it out it doesnt seem much work to edit in

#

ok will try

#

ty

merry gazelle
#

I have setup a BP to add mesh components to build walls for a house via construction script.

When I move the BP away from from x0 y0 z0 on the map, the walls start moving out of place.

The mesh transforms are relative location. Do they need to be absolute? Maybe I need to use a different add mesh node, or make some calculation based on the BP's location?

#

I'm a bit confused because I thought relative would mean the transforms are relative to the BP not the world

dim merlin
#

Hi, why cant i change the brush size? also lasso tool aint work:

dim merlin
#

right pokkis tx

plush yew
#

i have 3 arrays, same length, when i try to remove doubles it removes too much, should i make a copy of all 3 and remove them from there? (i use one of the 3 for the foreach)

#

it even removed one that is not a double at all

#

i mean double entries, i just compare the array with itself with 2 nested foreach loops

#

what is the best aproach for something like this? i would prefer not to make a bunch of extra variables for no good reason

#

temp this temp that temp.... this will result in chaos

#

whoever posted that is a saint

umbral hornet
#

Not really sure where to ask, but does anyone know how to get rid of those noisy reflections when standing behind foliage? I have a directional light source casting dynamic shadows with light shafts! Also is there a way to achieve cheaper water, or will it turn out red on complexity just because of translucency?🤔

hearty walrus
#

How do I change the default capsule collision with the fps preset to a mesh-based one, or something that's more accurate?

#

I can't stand on a pile of blocks without getting thrown around

#

and, in one case, shot off the map

plush yew
#

@umbral hornet what kind of reflection capture do you use? (if any)

umbral hornet
#

There is no reflection capture on the water. The plane is really big, wouldn't such a big reflection capture cause a hit on performance?

plush yew
#

@umbral hornet im not saying to add one for the water (but if you do try planar), maybe try removing your reflection capture and see if that solves it, then you know that is what is causing it

simple torrent
#

Hiya! I’m making an plane with 17 moving parts And I’m wondering which is the easiest way for an non coder to change the value between open and closed in a simple way now that I have an finished animation it of the action,I would like to make an slider menu where the value can be changed between 0 to 1 in real time. So that the corresponding part of the beginning to end of the animation is change in game! (So let’s say dragging the bar to 0.3 means 30% of the animation timeline.) Thanks for reading and any suggestions that you might have! ^_^

plush yew
#

@simple torrent most likely blueprints, if you never used it before it can take a little time investment but its well worth learning

simple torrent
#

Where in blueprints? There’s so much to learn, I don’t feel like taking all the tutorials out there about blueprints I can find until I figure out the best way to do it myself, because that wont be a great way for utilizing my time right now. I’m looking for directions of how to do this specific task.

plush yew
#

@simple torrent Rome wasn't built in one day, split it up in smaller goals like just simply playing an animation

#

once you got that you can build on it, and move on to try and learn how to make a slider

simple torrent
#

Thanks For the link! But just to be clear: I’m not trying to build an entire city and every single part about it. I’m simply looking to make a small part of the city and having someone that know’s how stuff works is very helpful! ^_^

plush yew
#

@simple torrent sorry that was for a widget i noticed lol...

willow briar
#

The beard disappears as he moves away from the character. what should I do?

fallen wing
#

@glad karma use noesis to convert .mesh

glad karma
#

I've got it. Thanks!

#

I know it's a stupid question but I can't find answer on google. What's a matter is between obj and fbx?

plush yew
exotic cave
#

@plush yew : That looks like foliage wind deformation gone horribly wrong 😄

#

Only happens in editor?

#

Where are the assets from?

#

And what does the material look like?

simple torrent
#

If anyone can link to an tutorial or help me in anyway, It would be highly appreciated! ^_^

exotic cave
#

@simple torrent : It depends on what you're trying to animate.

#

Propellers? Rudders?

simple torrent
#

The animation is entire finished

plush yew
exotic cave
#

You can create sliders in instances by placing parameters in materials and blueprints.

#

(At least, I think blueprints can, materials certainly, maybe others can jump in.)

simple torrent
#

I just need to be able to change from 0-1 which part of the animation that is viewed.

exotic cave
#

Hmmm

#

Should be possible

#

Let me think a bit

simple torrent
#

Sure ^_^

exotic cave
#

I think something like this

#

This is for character animation and not machinery but similar principles apply

#

It is for morph targets though and not just the animation generally...

#

I'll keep looking a bit

simple torrent
#

Yea, I’ll look at the tutorial meanwhile

exotic cave
#

You're going to want a Blueprint that exposes a slider parameter, as best I know.

#

What that Blueprint looks like, I can't tell you yet, but I think it should not be too hard with UE's many advanced nodes

plush yew
#

i doubt anyone is going to make a tutorial to do exactly what you want

exotic cave
#

Yeah, but these won't be so far from what you want either

plush yew
#

exactly

exotic cave
#

UE has what are called Animation Blueprints, but they're mostly for character animation more so than machinery

kindred viper
#

You know I had something like this earlier and completely forgot how I did it. Im sure I used a timeline with some Set Time (or something similar) node

exotic cave
#

It all depends on how your plane is set up, whether or not it has a skeleton, etc.

kindred viper
exotic cave
#

@plush yew : SpeedTree node right into world position offset looks a little dubious

#

You might want to replace that with an actual wind node setup

#

I can show you what I use if you like, though depending on UV orientation you might have to flip it

#

Yeah, that also is possibly indicated 😄

simple torrent
#

Think of it as a door, where the ange of the door is animated from closed to open, and then I want to be able to change the part of the animation that is displayed with a slider. @exotic cave

exotic cave
#

I know @simple torrent

#

I mean, if it were a door, you'd make a script to just rotate it and not bother with animating it 🙂

#

You have a single animation that doesn't use blendtrees etc...most UE anims are set up with blend trees, they seem to have characters in mind

plush yew
#

last time i animated something it was in UDK with matinee lol, i did mess with alembic for a bit too but that was in unity

simple torrent
#

XD okay, I’m a noob when it comes to programming and scripts what can I say.

exotic cave
#

I am not yet an animation specialist, I'm a materials guy

#

And I have multiple requests I'm fielding 😄

#

Please to hold

kindred viper
#

I think last time I animated in UE could be nearly 2 years ago now (except some manual UMG animation) for a fighting game. Thats why im a bit rusty and forgot some things 😄 Might have to refresh myself now. But I definitely recall using a timeline to move animations between post assets using some kind of Set Time node.

exotic cave
#

It's not perfect, but it certainly has been reasonably pleasant

#

You may not need the add-negative-1, that seems to be required for TreeIt UV's

plush yew
#

@simple torrent also usually doors do not work with skeletal meshes :-p

exotic cave
#

Some close variant should work though

#

@plush yew : WHAM and the door opens right into the person's face 😄

#

Time for ragdoll

kindred viper
#

it will only ragdoll if you tell it to. Otherwise it will fly away 😄

plush yew
#

i wanna see that airplane ragdoll now 😄

exotic cave
#

Yeah, not surprising 😄

#

@simple torrent : I think the easiest way to do what you want might be to just map a linear curve to your animation but not sure

#

@plush yew : Uh sure, totally I know all that node and its problems, and it's not just because I am old and ornery and fear change and things I haven't seen before... 😅

#

coughs

#

Actually I've never seen it before. 🙂 But I do know good wind node setups usually require a bit more than that 😄

#

@simple torrent : Finally I strike a bit of paydirt

#

I think you want this 😄

plush yew
#

i guess it depends on what kindof animations he wants to import / has imported

#

no info on that as of yet

#

only that they are made

glad karma
#

If I have build in obj how can I import it to be haven't got on part but in one model?

plush yew
#

old video though but it probably hasn't changed

austere scroll
#

quick question: does unwarping objects fix lighting problems like these ones ?

exotic cave
#

@austere scroll : Yes.

austere scroll
#

ok thanks

exotic cave
#

In static lighting, if your UV's aren't fully unwrapped, your material will fail to render.

austere scroll
#

ohh ok , thank you very much

exotic cave
#

Ue can do it automatically for you with most meshes

#

There are a few where the algo fails, and for those in my case Blender has worked just fine

austere scroll
#

that doesnt fix it

exotic cave
#

They have to not be overlapping at all

#

Please actually listen to the people trying to tell you how to fix this, Luos already told you that you really need to learn about this process

#

I'd imagine that you'll get a "UVs are overlapping" message if you try to build your lights, @austere scroll

austere scroll
#

i didnt make this tree thats why , it has many problems

trim silo
#

Anyone here who can help me with material mask? I have a mask for a texture and i want to make it different colour but im not sure how

exotic cave
#

Then maybe you ought to learn to make trees 😄

#

If you just downloaded someone else's free asset and hey it's broken, I can't say people here will be entirely shocked

austere scroll
#

i made one ... it turned out quite disgusting to say the least

exotic cave
#

Where is this asset from?

austere scroll
#

random youtube vid

#

quixel doesnt have trees

exotic cave
#

Oooh, the most unimpeachable of sources 😄

#

I know

#

I learned to use TreeIt, personally

#

@ebon linden : Looks like some kind of low resolution issue

austere scroll
#

@exotic cave i'll check it out

dim arch
#

landscapes blend materials together per-vertex

exotic cave
#

@ebon linden : What he said. Your terrain resolution looks really low. You prolly want to bump it up at least a bit

dim arch
#

something like that

#

up the resolution or use a texture to blend them

austere scroll
#

@exotic cave wait , is it legally ok for me to use treeit Stuff in my game ?

dim arch
#

you cant, you need to remake it, its linked to the patch size or sth in the initialization properties

trim silo
#

Anyone here good with materials and shaders?

exotic cave
#

@austere scroll : Yes

#

I actually want to reach out to the TreeIt guy, I honestly think he should have a paid level of his software

#

But for now, it's free 🙂

#

@ebon linden : You could try adding a tesselation factor to your landscape material

#

Basically, you run a number into your landscape's tessellation output pin

dim arch
#

think you can copy the height/paint info, make a new landscape with a higher vertex count, and then paste it over, but I am not 100% sure, the vert order may mess the copy process

exotic cave
#

It's not optimal as it'll force your users into having at least DX11

#

But, better than throwing away everything and starting over possibly 😄

dim arch
#

I recall they added the layer system and being able to copy/paste stuff, but not sure if they solved the vert order problem

exotic cave
#

Change "No Tessellation" to enable it, then jam a number into that pin

#

3-4 would probably get you an okay resolution for what you're trying to do

trim silo
#

I have a texture and i need to put a mask on it and paint the mask so only certain part of the model changes the colour, how can i do it?

exotic cave
#

@trim silo : Very easily

#

Do you know how to make materials in UE?

trim silo
#

little bit but im stuck

exotic cave
#

Absorb that

#

See if you still have problems

#

It takes the default UE chair prop and shows how to change the color on the leather etc.

#

@ebon linden : I mean, you can try both, whatever you want. Flat tessellation will just split the distance between verts, PN will use an interpolation algo

#

Then you'll have to try Toku's method

#

Either that or you have a different problem than we think

dim arch
#

@trim silo if you want to paint on a texture, you can either use vertex paint or texture paint

#

vertex paint is a lot cheaper than texture painting , but isnt as sharp

trim silo
#

i want to change the colour of texture using the mask

#

im llooking at the tutorial but still the mask is not affected by the colour

dim arch
#

if you want to modify the color, then you need to use some hueshift node

austere scroll
#

@exotic cave TreeIt is absoloutly amazing , thhank you

trim silo
#

yes but the problem is how to make it work so it only affects the mask

#

i have basecolor texture and i have mask below it, i want the mask to be blue for examplle and i want this to affect onlly the masked area

dim arch
#

use a lerp

trim silo
exotic cave
#

I think you need to actually learn some of this math though, @trim silo

#

Like, you can't just jam nodes together and not know what they do

trim silo
#

i know how visibility masks work

#

but i never did anything with colours

#

how do i paint a mask

#

i want the white area to become blue

#

and then i want to lay this on the basecolor texture

dim arch
#

like that

trim silo
#

Nice!

#

That worked

#

thanks man!

dim arch
#

no worries, if you want to paint the mask texture in the viewport, you need to create a paint texture, and use it in your material

exotic cave
#

Hey! That dragon looks great 🙂

#

Is it your own work?

trim silo
#

Yes

exotic cave
#

Really nice!

trim silo
#

well i mean i paid someone to make it for me

exotic cave
#

Well, they are talented 😄

trim silo
#

but it's original design

exotic cave
#

Good on you and your studio 😄

lusty pumice
#

Hi guys I'm trying to animate opacity is there a way to make a translucent material fully rough so I can keyframe the power of opacity?

trim silo
#

Hehe

exotic cave
#

IT'S THE VIRUS

#

HIT THE DECK

lusty pumice
#

it is giving me some weird see through stuff

#

lol

trim silo
#

if you are interested in epic dragon game

lusty pumice
#

like those whiter parts are supposed to be in the back

#

and they are showing through

trim silo
#

Spyro has nothing on ma boi Glyde

#

haha!

dim arch
#

@lusty pumice that is a problem with transparency sorting, I think there is a flag in the material properties which can improve it

exotic cave
#

@lusty pumice : Welcome to the Transparency Sort Order Problem 😄

#

@dim arch : Not entirely

lusty pumice
#

could that be cause by not having proper uv

exotic cave
#

It's way more complicated than that

#

No, not UV related

#

It's related to a fundamental problem with sorting transparent triangles in computer graphics

lusty pumice
#

well is there a way to animate power of the opacity with opacity mask

exotic cave
lusty pumice
#

it seems like it can't be done with opacity mask it's either constant 0 or 1

#

cant get a gradual opacity transition

#

for my animation

fierce tulip
#

@trim silo released content goes into #released work in progress content goes into #work-in-progress no other channels allow for this.

dim arch
#

you should use a dither node connected to a time/sine

trim silo
#

sorry

#

will post link there

fierce tulip
#

thanks

lusty pumice
#

alright will try that

#

thanks!

exotic cave
#

I don't know if that's gonna actually do it though

lusty pumice
#

I tried some aa dither node

#

if thats it

#

it works but it is pixelated

#

from this tutorial

#

it works but it is pixelated and doesn't look great

#

only way I can think of now is to do 2 seperate animations 1 without the coronavirus and 1 with the coronavirus and then make that transition in after effects lol

dim arch
#

yep, its not possible to switch from a fully opaque material to a transparent one without popping

exotic cave
#

There's a more advanced technique

dim arch
#

once you switch to the transparent material, it loses some rendering passes like normal

exotic cave
#

Please hold while I retrieve from my archives

abstract relic
#

Could use an extra additive material

exotic cave
#

Sigh, I can't find it

#

It involves doing a double pass

#

You create a second mesh on top of the first one

#

And it renders first, and it only renders a depth pass

#

And then the actual transparent material uses that information to properly sort the triangles

lusty pumice
#

how do I render a depth pass?

dim arch
#

thats cool @exotic cave didnt know of that one

lusty pumice
#

oh so you cant find that or

exotic cave
#

I mean, Google is your friend 🙂

#

Nope, I'm sorry. I can't fix all the problems in this channel all the time for everyone 😄

#

I bookmarked it, but my bookmarks are a mess and now I can't find it.

lusty pumice
#

alright gonna see but I might just manage to do it with masking in AE

dim arch
lusty pumice
dim arch
#

is it this one @exotic cave ?

lusty pumice
#

enjoy this view haha

exotic cave
#

@dim arch : No, but that's similar

flat gorge
#

quick question does anyone know how to make a crossword puzzle in unreal, I wan to have a game that has a crossword format, however I can't find any tutorials or any written documentation on how to do it

exotic cave
#

BAM

dim arch
#

yeah, it looks like that technique only shows front-facing triangles, which removes the sorting error, but also the backfaces are completely invisible

exotic cave
#

My squishy, meat-based brain computer has retrieved it

dim arch
#

nice

exotic cave
#

Yeah I really like that thread as far as describing the problem and solution, very simple

lusty pumice
#

yea thats exactly thing I need xd

exotic cave
#

I haven't tried it yet myself, however, though I will have to eventually

dim arch
#

it looks good, but you cant see any of the backfaces at all

#

but its better than having them appear ontop of the front faces I guess

exotic cave
#

I mean, once you have the depth information, you can get as clever as you want, I would guess

dim arch
#

yeah, you could have 3 meshes, one with all the faces inverted, and blend them I guess

exotic cave
#

They're all related to what are called Painter's Algorithm issues.

#

That picture right there is a very good example of why the engine can't just do it automatically and correctly

abstract relic
exotic cave
#

Yeah, most of the right ways to do it involve custom depth buffer read/writes of some kind

#

You can do it 100% correctly if you do per-pixel depth tests, though handling every case can get a bit hairy

dim arch
#

I heard the new mesh shaders have more efficient per-triangle culling

#

maybe they can also sort the depth values for transparency blender better

#

well, its the meshlet process I think but yeah

glad karma
#

Hey, I have A Build with collision but when I start playing with my character I have information about "bad size" it'spossible to fix it but without losing all of collisions?

dim arch
#

thats usually because your characters collision mesh is inside a blocking collision mesh

#

you need to move your character, or change its collision capsule size in the blueprint properties

golden magnet
#

any idea why a decal looks perfectly fine on the floor but extremely stretched when placed on a wall?

#

nevermind i just figured it out accidentally, i just had to rotate it on the z axis when its on the wall 🤔

exotic cave
#

I think I need to get over this idea that lower triangle counts mean better performance

#

That's one of the Nature Factory assets that literally uses a quad per blade of grass, and it renders nearly as fast as my own really clunky, giant-grass-cards system

#

Fillrate is king 👑

worldly axle
exotic cave
fair storm
#

how can i set, my projectile DONT have to move to the z axes

junior vessel
#

@fair storm I think there's a function called SetPlaneConstraintNormal() or something like that on the movement component

#

Or never mind maybe it's just called EnablePlaneConstraint or something like that

worldly axle
#

@exotic cave oh, my begin plays works, but not Left Mouse Button sorry mb i forgot to mention it

celest spoke
abstract relic
#

Is it set to receive input False?

solid beacon
#

im new to ue4, ive tried to use a 2d sound node in blueprint but the sound i was looking for (flashlight) isnt there, why is this? and also can i import sounds in to ue4 so i can use them on this particular node

abstract relic
#

Only pawns will listen to input by default

runic fern
#

Goodmorning Guys what is the best HP value for Multiplayer ?

#

i've setted that 150 float variable

#

xD

plush yew
#

Is the editor window twitching sideways for anyone else?

royal sail
#

Goodmorning Guys what is the best HP value for Multiplayer ?
It's very game dependant. In Bomberman, you can just use a bool, for example (You're either alive or dead, there's no middle ground).

#

You can use any health value you want, but balancing it is up to you.

#

I also had a question. I want to do a (three dimensional) map, so I thought I could just grab my level geometry, scale it down and snip the edges off. The two ways I could think of to do it is to make a shader that is half transparent, or I could do dynamic meshes. It seems to me that the dynamic mesh with slicing would be a bit heavy (you'd need 4 slices, and when you reset the mesh, you have to copy it in fresh).

What do you guys think? Are there better or alternative solutions that I haven't thought of yet?

#

(And is this the right channel to ask for this sort of advice? :P)

wide quarry
#

I need help.. Memory leak is killing me.. I delete something in the level and the memory usage jumps from 4gb to 13gb after loading for a long time

royal sail
normal burrow
#

@wide quarry do you use cpp?

wide quarry
#

No

normal burrow
#

Then that sort of mem leak would be from holding onto references of things in an array

#

Do you have a gameinstance blueprint?

wide quarry
#

I do

normal burrow
#

Are you storing references to world objects in it?

wide quarry
#

Its empty

normal burrow
#

Hm ok, unless it’s an engine bug you’d want to find where your not letting things garbage collect

#

If your making uobjects, storing your a list and never removing, that is a soft leak

wide quarry
#

Its when ever i delete something.. It starts to get refrences and my memory fills up

normal burrow
#

In editor?

wide quarry
#

Yes

normal burrow
#

That’s normal probably

quiet token
#

are you workign with widgets ?

normal burrow
#

When you delete things it has to load up a lot of stuff to see what else references them

#

To check if a redirector is needed or not

wide quarry
#

Yeah.. Prety much

normal burrow
#

Are you running out of memory?

#

Or is it just slow

wide quarry
#

It gets up to 13 sometimes 16 gbs.. When i move or do anything.. An error pops up and said out of memory

quiet token
#

that happens to me in editor when im working with alot of different widgets

#

ingame everything is fine

normal burrow
#

How much do you have?

wide quarry
#

I have a gtx 1080ti so its 11gb

normal burrow
#

There is system memory as well

#

I imagine your running out of system memory and not graphics memory

wide quarry
#

You mean ram?

normal burrow
#

Yeah

wide quarry
#

I have 32

normal burrow
#

If you can retrigger the crash keep an eye on your task manager’s performance tab

#

If it reaches 100% usage or not

lime gull
#

How do you make it so you can navigate UI with your keyboard? I watched a video and some dude was just able to do it

normal burrow
#

For ram

wide quarry
#

Okay

#

Other than that.. Is there an idea how can i identify it?

normal burrow
#

Nah

wide quarry
#

:x

normal burrow
#

I mean you can profile the editor

#

But I tend to think this is normal behavior if you’ve got a semi large project

wide quarry
#

Project is over 20 gb big