#ue4-general
1 messages · Page 712 of 1
Makeshift lightsaber 2.0
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?
first of all, don't repeat questions
secondly, there isn't 1 way to do things in Unreal
I do it with delays
others might use timers
you can easily make a system that's based on a set of rules and randomness
show me some idea
show me some idea please
?
ok...
so I don't need this
so put 1 then
it was an example, I have no idea what you wanna do
if you just want your music to start with a delay, use a delay
if you want anyone to play that game tho.. I wouldn't use just 1 track
how can i set this to number outside of the grid?
So apparently this is going outside a few trigger zones which is causing the "end overlap" events to activate
@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
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 ?
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.
@misty creek How would I do that? I'm quite new to unreal
@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
From your player blueprint node search for your player mesh, or what ever you want to use that is part of you player
And then you can check if that equals the Other Comp on the Event end overlap event
@tired merlin It should look something like this
Someone could tell me why i do not pass in fullscreen mode when its checked please ?
@plush yew i dont know, where i can read on that, sorry just starting to make an option menu 😄
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.
Howdy all
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?
^ Ignore the AddWorldOffset bit, just the last part.
If it's good maybe
however that'd be a hard sale if it isn't directly supporting the community in some way
and this one is....
hrm
?
It'd have to be really rock solid to get reaction here. This is mostly a community of game devs
hmm
I look at that and almost stopped reading midway through the first paragraph. I skimmed through and saw the length and closed it.
too long?
More that if it were long that'd be a problem.
But it's too short to outline what I look for when looking at a crowdfunding page
What's there would not inspire me even if it were extended a fair ways
So needs more detail?
Not so much that, just don't see anything interesting from the perspective of a dev.
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
What would you recommend?
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
of the game, not your page
<@&213101288538374145>
pat why you tagging mods?
cause your ignoring rules
I am not ignoring any rules.
nah it says right there that you can't post funding requests
I asked a simple question weather or not it was okay
Anyone know how I can add users on perforce? And invite them to a project
Yeah it's about the same reaction from me
nice formatting update though
however we should probably move on and drop further discussion 🚔
Yea
I mean speaking of police, had a police chopper over the house
undercover cops round the house
and police cars outside
don't know sorry 😦
I have question
Sure
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
client cant access gamemode
Yes but i have this Boolean in gamemode
if it is set to true or false you need
if chat = true
then ...
or false then ...
need to make chat a variable maybe?
@plush yew Ask before posting something like that, not while posting it. Please see rule #6 at #old-rules
@runic fern For the client to use properties of the game mode, it can only be the compiled in defaults
you get the game mode class and then use the get defaults node
if the server changes that during play, the client cannot know about it
~~ 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
will update each time Pressed by players
possibly
i fixed that by updating the custom event from gamemode directly and get the variable inside the controller
Thanks @worn granite
I'm still having an issue where peoples links to introduction pages just link to the default page for documentation
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
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.
Hi guys, what's the name of the restriction box usually made around multiplayer maps/areas to keep players from leaving the area?
Also, any good tutorials on that? Thank you.
noise would be the primary thing @simple torrent
another tell with the noise would be whenever the camera moves it has to dump a lot of calculated data.
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
@plush yew Thank you, I'll watch that right now.
@normal burrow yea that too, thanks! Anyone who has something more to add feel free write here 🙂
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.
is there any way i can toggle this on and off in game by an event?
and this too
nice
thanks
I have a question on spawning pellets for a blusterbuss kind of weapon (sprays everywhere).
I set it up like this:
https://storage.googleapis.com/maketheory-send/be3fe9a1-ca79-446c-8d0d-a1438d8f6eba.png
Is this the right way? spawning a few actors at the location and then throwing velocity on them
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
Guys how can i make Already Constructed UI Visible to new logged in players
?
The counter of lobby is not showing idk i've tried to do everything
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?
@grim ore i applied bc i am a student at a uni , i even provided a .edu email
still no response. 😕
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?
The area beyond the walls
Was wondering what's it's called. I wanted to add some sort of city background or backdrop
And what's the process for it since the player will never reach that area.
You mean horizon ?
oh
Blocking Volume you mean
that's blocking the player from reach the end of the map
@brisk urchin
But it looks like there nothing but a sky
yes got what you mean
So it seems like the map is floating. Lol
I obviously don't wanna use any meshes that will consume my performance
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?
Is there like a tutorial or some sort of backdrop city pic that can be used??
yes high resoultion images
resolution xD
and make it curved so its will looks like realistic
I see. Are there any resources that cover that and what its called exactly? 🤔
Normal Background images you choose and put it on Plane and resize it
add some fog close to plane so its will give some realistic
Ponkkis
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.
Right ?
Hello Mr Mathew
Revive me 😦 😄
Guys how can i make Already Constructed UI Visible to new logged in players
Your Magic Touches 😄
well ui is client only, not server, so start with that issue
Yes I know its client only but when they player joins its restart from begining if i assign the event with postlogin
or its showing 0 if i assign it with beginplay 😄
so no way to keep the client updated when he joined ?
well if its already running dont reset it?
Yes thats what im doing now but when new player joining the value just 00:00
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
So if i called the value when player joined will that work ?
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
ok cool i will try this thanks Mr Mathew ❤️
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
was thinking on just not letting the tree despawn just be "empty"
if you cut me do I not bleed
How to become a engine programmer? A roadmap?
- Make an engine. 2) Apply.
True storry 😄 😄
@plush yew yeah that's right, that's also a graphics designer life too 🙂
My Head Just Beside My PC when i opens my eyes clicking on Power Button
hahahaha that's nice, that you got that power button to turn it on, some time i even make graphics in my dreams 😄
Oh no because im spending like 17 hours infront of my PC i have no dreams 😄
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
and sorry i know its Off topic for this channel xD ❤️
@grave nebula are you a engine programmer?
Step 1 make an engine? How? Main roadblocks? Resources?
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.
Blender is a very capable DCC program and would work fine for making content for your game.
If you truly require sculpting and find blender lacking for whatever reason, there are paid alternatives that focus on a sculpting workflow
however I'd concur that the sculpting tools in blender are a fine start
"couple hundred hours is nothing"
"couple hundred hours sounds like a waste of money to switch" 🤔
coming from no exp, sure
@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.
Disclosure: I'm a programmer.
I say try it out. If you aren't seeing the results you like from blender, think about why.
Blender should work with your tablet
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.
What would be the upsides to Z-Brush?
If you are going for character art. Learn zbrush or you’ll have no chance
If it is a big difference I will go with ZBrush, what is the difference though?
More importantly. This is no toolset that does everything
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.
You’ll need to be proficient in blender/3D studio/maya, zbrush, substance painter, and photoshop minimum
If I use Zbrush, why would I still use blender and other 3D modeling software?
I have photoshop and have software for sound and texture
For specialize tools but not necessarily essential: Substance designer, marvelous designer, topogun, rizom, houdini.
Ok. But what does zbrush bring to the table that blender can not live up to?
my understanding of zbrush is that it just CRUSHES high poly sculpts.
Normals baking, retopology, sculpting, layer sculpting
Zbrush has no seconds in these regard
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?
Basically you use zbrush to transfer high detail to your low poly version
http://pixologic.com/sculptris/ I think this is a good demo, but they also let you have a trial of the main program
I’ve ran 3trillon poly on the shittest computer I could find (2011 MacBook) for shits and giggles. It ran fine
Zbrush is black magic
Does either Zbrush or Sculptris have built in optimization tools like retop that makes work flow easier?
I don't think its been updated in a decade
It is a good / useful retop?
As far as I can tell, it’s just used to experiment with real time dynameshing
you can do retopo in blender also
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.
zbrush retopo is not ideal
No Zbrush isn’t a good retopo tool
better then it used to be
It’s a fast retopo interaction tool however
anyone rember yellow soul....
Sculptris hasn't been touched since 2011? lol, it has to be missing some cool stuff then right?
just a tad....
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.
Topogun is the nice one yeah?
For auto retopology, Zbrush has no second
Poly count doesn’t really matter
It’s not the first bottleneck you should look into
I've always been told my characters are too high poly though when they have like 300k verts?
For the player?
You'd want to consider your min spec too derevi
And profiler
Lower poly is more so you don’t kill the animators, rigger, and whoever has to uv map your mess 😜
ye good point too, having something skin deformed/vertex weighed implies more cost per vertex as well
I don't mind 300 thousand polys.. as long as they are actually worth it
Give each eyeball a few thousand polys
Workflow inconveniences
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
what are you referring to ponkkis?
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
Anyone knows why I am getting this?
Any recommendations to really figure out the workflow? I just want to make sure I'm following a good process for making the character.
how can i make my character move 6 ft to the left when dodging? - like in launching the character by an event
is there a good way to create multiple splines next to eachother?
i migrated this to another project and it came out black in the other project
@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.
It seems related to some animations, but I don't have many, and they don't event have any Is Editor Only properties
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?
Anyways, even if I have debug stuff. I should be able to have it in development configuration
@alpine leaf make a backup just in case, never hurts to be safe
blaming and taking things personally. goes against the rules of the 4 agreements lol
@alpine leaf maybe your computer has other problems, it sounds odd
The issue is isolated to the Epic Launcher, regardless obviously it is an issue with my copy of it, not the general release.
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
And basically all of this can be accomplished in zbrush?
-animation?
I like blender for animation
anyknow know if its possible to make multiple parallel splines?
I think what confused me before was attaching a normal map to a low poly model.
that is hilarious, and probably what I need to learn a lot more about
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
thats really all there is to it
How to attach to low poly model?
its part of your material, so pretty much the same way as any other texture afaik
Wilco
its is not geometry though, just to be clear
but it will make your lowpoly look more like the highpoly
simply put
That seems like something I definitely need to do, and haven't been doing
zbrush points = vertices?
no idea, never used it, don't have that kindof money :-p
I'm looking at some tutorials on it first, looks nice
Is there a way I can make my game run in slow motion so I can sync the animation speed to the movement?
@light lintel I packaged game, and it must have refreshed something, because after that, it began working properly.
@ionic lagoon Did you tried the node Set Global Time Dilation ?
No, I'll do that though, thanks.
Does anyone know how to increase the mass of an object
i'm trying to make a rube goldberg project for school
and i'm using a seesaw to try and launch a cube but the cube is not flying
@plush yew Details panel of the mesh. Physics. MassinKg ?
@plush yew
Where
this is not in the bluprint
@plush yew tick the checkbox in front of MassInKg then you can specify mass
oh
thanks
your welcome!
appreciate the help
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
yeah Steam is definitely taking too much from developers
I'm not saying they provide nothing.. just not 30%...
why do ppeople even sell on steam then, that's just nuts
well unless you are a big studio and you have your own platform then you're good
not sure if you remember the early days of steam? nobody wanted anything to do with it and their servers ran like crap
Both Epic and EA actually have decent stores these days
I remember first days just fine.. as I said... they were still better then a lot of them...
i don't think i'll ever buy another game on steam anymore now that i know they take 30%
anyone know if its possible to make multiple parallel splines?
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
either way if you have to pay 5% you are making money
my brain hurts from drawing all these splines there must be a better way 🙂
Does anyone know how to create like a spiral like half a hollowed out cylinder
like this but like half of it
does someone have a 3d model of that
@plush yew any type of spiral shape: https://www.youtube.com/watch?v=odxS-nxcogU
How to create a simple pipe spiral with Blender. Used ad don extra objects.
thanks
it's for a rube goldberg project
the ball has to roll in it
if its for a waterslide you could just use splines in UE4
basically
a water slide
what is a splines
its a bezier curve basically
tutorial video
bassically i just need to create a curve
so yea that can absolutely work
@plush yew https://www.youtube.com/watch?v=kJyWSzfwEk8
This guide is about the spline component and the spline mesh component. I find this useful and one of the most importatnt componetnts you can find in Unreal Engine 4.
thanks
sockets could be useful for you as well
ok
i wish i had assignments like that in my days at school
i know the assignments really help you think and do research
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
i open a new project and try to build the lighting and it says it failed, anyone know how i can fix that?
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
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?
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?
where are you writing the code in? the level BP?
An actor bp
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
I can’t because the exec pin is going the wrong way
show me what you have
I had to take the pic on my phone discord on my computer isn’t working
have you tried using the snipping tool, i cant see it
I wouldn’t be able to send it on discord my computers discord doesn’t work
and your writing this in you 2d side scroller character?
what actor
I started the project 20 mins ago for ld
what r these guys called
did you try adding a collision box to the actor?
There is one
ok then you should be able to use on begin overlap
there is nothing in the as sidescroller pin
what are these called?
one sec im trying it out rn yeet
try converting it to a string and see if it will execute @hollow ridge
Nope
are you trying to shoot it from afar, or just stand on it?
Stand on it
ok then i wouldnt use that.
What should I use
if you stand on something i dont think you would hit it
Well wouldn’t it still generate an overlap event
Hey does anyone know why I'm seeing checker boxes here using HammUEr to import files into UE4? https://www.youtube.com/watch?v=8NgU-guwhYs
Hi guys, this didn't come out right for me despite importing the majority of TextUErs (Materials) and PropUErs (Models) .. Am I missing something obvious?
So what should I use?
one sec, making an example
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)
what are these nodes called?
ive forgotten and im new to blender sorry if its a dumb question ghghgh
Any thoughts if it better to control the animations using Enum list?
@limber mesa Are you still doing it?
get a ref of the actor through your level bp and then cast it to the character
It has to be an actor cuz I am going to have a couple of em
@knotty vessel where are those at?
ok, thinking
If I wanted To do that I could just have it in the player cuz I got that to work
ok, go into your actor that you have the hit code in
in the material blueprint those are scalars or constants
OH CONSTANT
you would hold the 1 key on the keyboard and left click in the blueprint to add them
hey mathew can you help me out with this problem, trying to help yeetukus but i dont know how to explain it
how might one set the current view to a camera in a BP
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...
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
when i have something selected, can i place an actor at that exact spot? that would save me some time
Can nobody help me?
@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
Is there a way to debug level load times?
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...
@plush yew this site will help you get the basics down pat https://www.unrealengine.com/en-US/onlinelearning-courses
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
am dealing with a mp level that takes 20 seconds to just start PIE, recommend i just give up on it altermind?
PIE?
play in editor
Ahh this is interesting, thanks
lol i misread that message btw, thought you were speaking to me
i was when i said "PIE?"
Nah, "down pat"
i'd try and find out why it takes 20 seconds
yeah, me too
its got a lot of static mesh actors that is for sure
suppose i could just profile it
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
gonna run out of memory soon, 11GB and going up fast 😄
dies
log file of 3GB 😄
that's a nice asset fomr the screenshots
many of the buildings are billboards but yeah its pretty good
Why dose my decal look slightly transparent?
your likely noticing the normals of the surface its on?
No i see the surfaces color too.
have you tried other blend modes?
DBuffer is the only one witch will even show my mat.
ToString
ty :)
np
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?!
a float variable?
cant find anything under that that looks like the node
just search for that name it says right there "Zoom Increment Amount"
@knotty vessel its a variable that is defined (look on the left by default)
ye i got it sorry brainfart ghghgh
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?
Example: Player points flashlight directly at metal surface.
@ornate hamlet springs don’t generally predict the future. Believe the metaphor is for when the arm contracts from walls
Player points flashlight at an angle:
Yeah jens
@zealous estuary try this in real life and you will see the metal will reflect the light
Roughness and metal are two different things
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
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? ^^
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
Zero roughness is the most of this quality your trying to avoid
So use a higher roughness
whats this node called?
might be being dumb again but its the only thing missing from this tree
Do you have the blue pill one on the left?
@fair matrix that sets a varialbe, if you type set and then a variable name you will get it
yeah i do
variable even
k
Drag off the blue pin on the pills right then type in the name of the variable on it
thats his target lol
if you drag in a variable from the left you will get the option to set or get it, thats the same
ok ty :)
that is a different node
Probably just a version difference
nope its a different node
first one sets a variable, second one does something else
They have two set functions for fov?
yeah

im trying to copy it but i cant ask questions bc theyre asleep
lets not get him more confused :-p
I’m confused lol
second one is a function, note the f on teh top left
first one is just a set for a variable
Same engine version Rohan?

I see they are not the same
@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 😉
i think ill just leave it blank and ask in the morning
@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
https://youtu.be/LuURSFbRPpA 1:45 @knotty vessel
What is the Field of View Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
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
yeah no worries i saw difference. I was just thinking engine versions or something. turns out they both exist
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
man what didn't even finish in minutes before now takes a fraction of a second 😄
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 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)
ok will check after a while
Hello why is my sprinting anim doesn't work?
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
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
Delete intermediates folder @potent solar
@normal burrow when you have 100 game file
Ok
@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
@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
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
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
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).
@grim shale there should be a "BreakingDecelerationWalking" float
I tries tweaking that value but it didn't seem to make a difference.
The character is still deaccelerating to idle in one moment.
hey all
am trying to use ue4 as 3d render , so how can i import my softbody sims from 3dsmax ?
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?
.mesh is for Medit/godot and no, you cannot import it into ue4
So it's not possible convert or something it for fbx or any different type?
iunno, im sure there might be some converter tools, but never used em.
Allright, thanks for information!
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
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.
unwrap your mesh properly
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
sorry buddy but thats clearly you just not trying.
anyways: https://www.google.com/search?q=how+to+unwrap+a+mesh
you might want to add whatever software you use for your 3d stuff to that search query
@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
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
Hi, why cant i change the brush size? also lasso tool aint work:
right pokkis tx
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
This is the place to show, share, and link to your stuff!
whoever posted that is a saint
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?🤔
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
@umbral hornet what kind of reflection capture do you use? (if any)
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?
@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
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! ^_^
@simple torrent most likely blueprints, if you never used it before it can take a little time investment but its well worth learning
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.
@simple torrent https://docs.unrealengine.com/en-US/BlueprintAPI/UserInterface/Animation/PlayAnimation/index.html
Play Animation
@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
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! ^_^
@simple torrent sorry that was for a widget i noticed lol...
The beard disappears as he moves away from the character. what should I do?
@glad karma use noesis to convert .mesh
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?
@simple torrent this might be more helpful https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/TriggeringSequences/index.html
Illustrates how to trigger a Sequence from an in-game event.
@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?
If anyone can link to an tutorial or help me in anyway, It would be highly appreciated! ^_^
The animation is entire finished
@simple torrent if its a skeletal mesh try this: https://forums.unrealengine.com/development-discussion/animation/58927-help-pls-how-to-animate-a-skeletal-mesh-actor-with-blueprint
Animation discussion, including Animation Blueprint, Persona, Skeletal Meshes, and more.
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.)
I just need to be able to change from 0-1 which part of the animation that is viewed.
Sure ^_^
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
Yea, I’ll look at the tutorial meanwhile
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
@simple torrent here another one https://www.youtube.com/watch?v=pbCeQLM1lJQ
In this UE4 (unreal engine 4) tutorial I show how to play an animation of a character on left mouse click using the Unreal engine 4 blueprint system. I just add a node into my character setup for pressing the left mouse button and Play the animation adding a new node, it's ver...
i doubt anyone is going to make a tutorial to do exactly what you want
Yeah, but these won't be so far from what you want either
exactly
UE has what are called Animation Blueprints, but they're mostly for character animation more so than machinery
Animation Blueprints are visual scripts that are used for the creation and control of complex animation behaviors.
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
It all depends on how your plane is set up, whether or not it has a skeleton, etc.
https://docs.unrealengine.com/en-US/BlueprintAPI/UserInterface/Animation/PlayAnimationTimeRange/index.html might have been this
Play Animation Time Range
@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 😄
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
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
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
XD okay, I’m a noob when it comes to programming and scripts what can I say.
I am not yet an animation specialist, I'm a materials guy
And I have multiple requests I'm fielding 😄
Please to hold
@plush yew :
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.
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
@simple torrent also usually doors do not work with skeletal meshes :-p
Some close variant should work though
@plush yew : WHAM and the door opens right into the person's face 😄
Time for ragdoll
it will only ragdoll if you tell it to. Otherwise it will fly away 😄
i wanna see that airplane ragdoll now 😄
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
Illustrates how you can use a Pose Asset and Curve Data to create a new Animation Sequence driven by animation curve data.
@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
Control Rigs in Unreal Engine 4 is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation.
I think you want this 😄
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
@simple torrent for the slider itself: https://www.youtube.com/watch?v=t5Hl074tz3w
How do I get started with using the Slider Widget in UMG in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
If I have build in obj how can I import it to be haven't got on part but in one model?
old video though but it probably hasn't changed
quick question: does unwarping objects fix lighting problems like these ones ?
@austere scroll : Yes.
ok thanks
In static lighting, if your UV's aren't fully unwrapped, your material will fail to render.
ohh ok , thank you very much
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
Techniques and guidelines for properly setting up UVs for static meshes.
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
i didnt make this tree thats why , it has many problems
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
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
i made one ... it turned out quite disgusting to say the least
Where is this asset from?
Oooh, the most unimpeachable of sources 😄
I know
I learned to use TreeIt, personally
@ebon linden : Looks like some kind of low resolution issue
@exotic cave i'll check it out
landscapes blend materials together per-vertex
@ebon linden : What he said. Your terrain resolution looks really low. You prolly want to bump it up at least a bit
@exotic cave wait , is it legally ok for me to use treeit Stuff in my game ?
you cant, you need to remake it, its linked to the patch size or sth in the initialization properties
Anyone here good with materials and shaders?
@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
Setting up materials to work with Landscape terrains.
Basically, you run a number into your landscape's tessellation output pin
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
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 😄
I recall they added the layer system and being able to copy/paste stuff, but not sure if they solved the vert order problem
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
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?
little bit but im stuck
Guide for using Texture Masking in your Materials.
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
@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
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
if you want to modify the color, then you need to use some hueshift node
@exotic cave TreeIt is absoloutly amazing , thhank you
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
use a lerp
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
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
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
Yes
Really nice!
well i mean i paid someone to make it for me
Well, they are talented 😄
but it's original design
Good on you and your studio 😄
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?
Hehe
if you are interested in epic dragon game
like those whiter parts are supposed to be in the back
and they are showing through
@lusty pumice that is a problem with transparency sorting, I think there is a flag in the material properties which can improve it
@lusty pumice : Welcome to the Transparency Sort Order Problem 😄
@dim arch : Not entirely
could that be cause by not having proper uv
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
well is there a way to animate power of the opacity with opacity mask
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
@trim silo released content goes into #released work in progress content goes into #work-in-progress no other channels allow for this.
you should use a dither node connected to a time/sine
thanks
I don't know if that's gonna actually do it though
I tried some aa dither node
if thats it
it works but it is pixelated
Learn how to replace translucency with a dithered mask.
Get project files: http://cbr.sh/od53nz
Material graph screenshot: http://imgur.com/rESne5i
(sorry I forgot to discuss the 'vanishing' feature, which drives the opacity here :) I left a comment in the graph)
MORE INFO:
...
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
yep, its not possible to switch from a fully opaque material to a transparent one without popping
There's a more advanced technique
once you switch to the transparent material, it loses some rendering passes like normal
Please hold while I retrieve from my archives
Could use an extra additive material
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
how do I render a depth pass?
thats cool @exotic cave didnt know of that one
oh so you cant find that or
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.
alright gonna see but I might just manage to do it with masking in AE
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
is it this one @exotic cave ?
enjoy this view haha
@dim arch : No, but that's similar
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
BAM
yeah, it looks like that technique only shows front-facing triangles, which removes the sorting error, but also the backfaces are completely invisible
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
My squishy, meat-based brain computer has retrieved it
nice
Yeah I really like that thread as far as describing the problem and solution, very simple
yea thats exactly thing I need xd
I haven't tried it yet myself, however, though I will have to eventually
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
I mean, once you have the depth information, you can get as clever as you want, I would guess
yeah, you could have 3 meshes, one with all the faces inverted, and blend them I guess
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
There’s a section called culling inner triangles. Used it myself, it works well
https://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/
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
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
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?
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
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 🤔
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 👑
hello, why my event Left Mouse Button doesnt trigger ?
@worldly axle : Could be a lot of things, last time I helped someone on this it was because of this: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/73171-actor-begin-play-not-firing
Build powerful visual scripts without code.
@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
@exotic cave oh, my begin plays works, but not Left Mouse Button sorry mb i forgot to mention it
Why doesn't my orthographic camera show any colour?
Is it set to receive input False?
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
Only pawns will listen to input by default
Goodmorning Guys what is the best HP value for Multiplayer ?
i've setted that 150 float variable
xD
Is the editor window twitching sideways for anyone else?
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)
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
This link might be helpful, Moe: https://www.unrealengine.com/en-US/tech-blog/dealing-with-memory-leaks-in-ue4
@wide quarry do you use cpp?
No
Then that sort of mem leak would be from holding onto references of things in an array
Do you have a gameinstance blueprint?
I do
Are you storing references to world objects in it?
Its empty
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
Its when ever i delete something.. It starts to get refrences and my memory fills up
In editor?
Yes
That’s normal probably
are you workign with widgets ?
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
Yeah.. Prety much
It gets up to 13 sometimes 16 gbs.. When i move or do anything.. An error pops up and said out of memory
that happens to me in editor when im working with alot of different widgets
ingame everything is fine
How much do you have?
I have a gtx 1080ti so its 11gb
There is system memory as well
I imagine your running out of system memory and not graphics memory
You mean ram?
Yeah
I have 32
If you can retrigger the crash keep an eye on your task manager’s performance tab
If it reaches 100% usage or not
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
For ram
Nah
:x
I mean you can profile the editor
But I tend to think this is normal behavior if you’ve got a semi large project
Project is over 20 gb big