#ue4-general

1 messages Β· Page 733 of 1

plush yew
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in the explanation of the one who told me how to put the gun, he did not put anything, that had to be his mistake, right?

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no idea what that means sry

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delete the actor form the scene

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got to the blueprint, set the scale to 1 for your weapon

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ok, could you make me a simple tutorial, how to change that, so I can solve my problem? is that in the other group they couldn't, and I think that if

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attach the weapon to the skeletal mesh (drag and drop ther compoennt in the ocmponents window)

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ok

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ok, could you make me a simple tutorial, how to change that, so I can solve my problem? is that in the other group they couldn't, and I think that if
@plush yew no i won't make a simple tutorial, if you want to do this on your own then you should learn how these things work

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it will benefit you on the long run

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have, I was just asking

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once you attached the weapon to the skeletal mesh component

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you can move it around to the correct position and scale it

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and more that I am a beginner in this, and I do not have much knowledge, because I wanted to consult in a group of unreal engine 4

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have, I was just asking
@plush yew there are plenty of tutorials teaching on the subject, it's very basic and you'll understand why once you're on the path of learning these

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and more that I am a beginner in this, and I do not have much knowledge, because I wanted to consult in a group of unreal engine 4
@plush yew i understand, sadly i can't help you in spanish, but there are plenty of tutorial videos in english

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the engine is trolling me again or? the editor and the standalone are looking different. why arent the setting in the editor the same as game. it is stupid imo

glacial pecan
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8-bit 2d game in unreal? someone is a glutton for punishment πŸ˜„

plush yew
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@plush yew one is in unlit viewmode,

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try pressing F1 F2 keys

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maybe F4?

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ok

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Yes, I know, I am communicating with the translator. I don't know if you can do me a favor, to be able to record a quick video, doing that, so that I can continue with my project

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too busy sry

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but look

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unlit or lit does not make any difference

sand solar
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if i wanna make a fps do i need to download extra assets?

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like gun assets

plush yew
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then the scalabiliy settings maybe different?

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8-bit 2d game in unreal? someone is a glutton for punishment πŸ˜„
@glacial pecan i am doing a game for a jam πŸ™‚

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comon

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then the scalabiliy settings maybe different?
@plush yew so scale is different between editor and game you say?

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no.

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i mean it's likely the graphics settings (scalability settings)

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i understand. i am going to look into that

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it's a silly term used in software engineering here it refers to the engine being able to run on an Arduino and on high end hardware

fierce crest
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Hi all, i am using the new volumetric clouds and the sunsky. It works good but what do i need to set to let the clouds cast dynamic shadows?

plush yew
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try pressing F1 F2 keys
@plush yew exactly like that. standalone game always start in lit mode. i thought the setting in editor lit or unlit mode was also in the standalone but not. thank you. cheers

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πŸ‘

soft wedge
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Can anyone give me advice on Far clipping planes. I am able in editor to have this view, but in play the mountain is gone. What would be best approach to this πŸ˜‰

thick herald
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@fierce crest as far as I know, that will be added in 4.26

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@soft wedge landscape LODs? Maybe.

stuck prawn
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why do these waterfalls here look wierd? I tried building lighting but It has not changed anything

plush yew
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hard to tell without looking at your material, mesh and other setup

stuck prawn
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I have a directional light and a skylight

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changine the angle and position does not really change anything

ember shadow
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Hello, is anyone here good with blender to ue4... im having some trouble with materials

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If anyone could help that would be amazing

plush yew
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@ember shadow we're here to help you, we live to help

stuck prawn
plush yew
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@stuck prawn whats wrong with the waterfall? how should it look like? hard to tell what is the problem

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low qualtiy images

stuck prawn
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it looks darker then the rest of the cliff

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its supposed to look the same color

ember shadow
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Alright! So i have a model and multiple materials for color it in blender. When i export it to Ue4 it comes with all the materials separate and not one material for the model. Is there a way to condense all the materials to one big material then export it?

plush yew
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@ember shadow it's complicated because blender and ue4 use different renderers

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ah

ember shadow
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Im not using UV textures as i havent really learnt about them yet

plush yew
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yes there is!

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well you have to use UVs

ember shadow
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Ah πŸ˜‚

plush yew
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that's the only way unless magic is back to the world

ember shadow
plush yew
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just saw this on a youtube...

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🧠

stuck prawn
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so what do you guys think I could do to fix my problem?

plush yew
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hard to tell without looking at the material

stuck prawn
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I could send the level...

plush yew
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hard to tell without looking at your material, mesh and other setup
@plush yew repeating myself

stuck prawn
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and the content I used

plush yew
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screenshot of the waterfall material?

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is it that complex?

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i think my model is abit too complicated for a UV texture tho
@ember shadow well you textured it already , so you have UVs on it no?

uneven tundra
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@ember shadow That model looks easy to UV.

stuck prawn
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there are 2 materials

plush yew
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@ember shadow That model looks easy to UV.
@uneven tundra smart UV project is always easy if you wanna be lazy πŸ˜„

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@stuck prawn try changing the color in the materail editor

ebon marlin
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Where do I do that? Is it from the command line?

fierce tulip
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the .exe

ebon marlin
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Yeah

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what do I do with it

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literally what do I click lmao

fierce tulip
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rightclick the .exe, properties, add it

ebon marlin
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alright

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where

stuck prawn
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@plush yew what would that change? the other cliff peices are also the same texture

ebon marlin
fierce tulip
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yup

ebon marlin
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...oh right

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Thank you! :3

ember shadow
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I havent UV it already

brittle tundra
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how would you package a NormalAOheight texture ?

plush yew
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What do you use Height for in ue4?

fierce tulip
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i wouldnt package a normal

plush yew
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Normal map RGB, AO to Alpha?

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i wouldnt package a normal
@fierce tulip why?

fierce tulip
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because you'll lose the quality of the normal map due to packaging compression

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normal map should be a normal map compression

plush yew
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🧠 right

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haven't thought about that

brittle tundra
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just trying a tiling algorithm which is using a NormalAOHeight texture

plush yew
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How do you use a height map in ue4? πŸ€”

midnight gate
clever arch
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Hi Everyone! I'm using a "line trace by Channel" bullets from a weapon (When the triggers pulled the line traces go out and the apply damage to the enemy) what I need to do now is set an ammo amount and then decrease that as the weapons fired. I'm having a bit of a mental block as I can't figure out the best way to get the amount of bullets from the line trace so i can decrease the ammo

desert tangle
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Hey guys, im trying to create a specific foliage material. I have my alpha channel, and normal diffuse, and I set the material to masked. But now I also want it to be transparent slightly. How would i go about doing this? IF I set the material to transparent, then it wont correctly cast shadows, and it wont blend well with other foliage. So with having Masked on, how do I make it transparent, when a opacity mask is 1 or 0?

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I tried hooking up my alpha to the opacity input but that did nothing. All I want is my foliage to be a bit transparent, but also cast shadows and not clip in itself. And they say the proper way to do foliage is do it with a masked blend mode and have a alpha channel.

merry gazelle
twilit hill
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is there a way to switch back to the old foliage painter tool in 4.25?

crude linden
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@clever arch did you solve your issue? DM me if you need a hand mulling it over πŸ™‚

grave sphinx
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@merry gazelle probably an equals(enum)

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@clever arch bullet deduction has nothing to do with the line trace. I don't understand what you mean by "get the amount of bullets from the line trace"
you should know at weapon fire time(before you even do the trace), how much ammo the shot consumes, bc you need to validate that before even doing the trace

honest vale
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@clever arch yeah it's up to you to keep track of bullets. Traces are just traces, lines drawn in 3D space

honest mango
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hello, when i spawn actor, it spawn the actor but i would like that if i spawn again than it remove the previous actor

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how can i do that please

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like if i spawn 2 box, the first get removed

grave sphinx
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keep a reference to the first, and destroy it when you spawn another

clever arch
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Hi! @honest vale @grave sphinx yeh that kind makes sense i've been massively over thinking it! I have set the "Bullets Per Second" just before that so I guess i should be setting what i need around that area

honest mango
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how can i make a reference to the first ?

honest vale
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@clever arch that's probably used to calculate the rate of fire, no?

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just have a second variable that stores the current amount of bullets

clever arch
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correct

honest vale
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and decrement it every time you fire

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and before firing check if it's above zero

grave sphinx
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hold an actor reference that you set when you spawn, but first check if it's valid and destroy it before spawning(and setting it again)

clever arch
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ok awesome thanks for your help!

honest mango
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because if i spawn a cube than 2 the first get removed, if i spawn a second cube so the previous will be removed, etc...

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hmmmmmm

grave sphinx
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store the return value in a variable

honest mango
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okay i did it ^^

grave sphinx
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and then add a snippet before that which destroys the old if it's valid

honest mango
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what is a snippet ?

grave sphinx
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a bit of blueprint code

honest mango
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hum but i dont know what to add to it lol

grave sphinx
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conditional if the variable is valid(not null)

honest mango
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like this ?

grave sphinx
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you want to do that check and destroy before the spawn

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because you want it to destroy the last one before spawning a new one

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right there you are destroying it right after spawning it

honest mango
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yess, so i do is valid before the spawn

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yes true lol

brittle tundra
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Hey guys, small question for the Material guys: https://blueprintue.com/blueprint/uvqmqjpk/ I made this to randomize the tiling of my texture. I want know to have all my textures to go through the same process in a landscape material so then I can Paint my landscape freely... I have isolated the 2 first Texture Paremeters... I would need to add more layers without copy pastin the whole thing or do I have to ?

clever arch
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Hi again another question! I've created an interaction that when it gets to a climbable wall that it triggers an animation and then force it to move the players location when near the top. The only problem with this is it doesnt look smooth. Am I better to create an animation that isn't an "Inplace" type animation. For instance the player goes to climb it triggers an animation, the character climbs then takes a step forward then allows the player to take control again? if that makes sense?

grave sphinx
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yes, if valid, destroy then spawn, if not valid, just spawn

honest mango
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that work nice thanks, your a god

honest mango
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haaha x)

crystal jasper
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Hey Guys! Some Unreal github repositories are unable to access !
Even after login! How can I get it?(official Unreal github)

grave sphinx
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@ebon linden I always use floats so there are no truncation surprises

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not sure what you mean. floats work with anything you need a number for, provided you aren't representing values with obscene precision requirements(huge values)

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if you are using larger health/damage values using ints should be fine as well, the numeric loss of multiplying and dividing larger numbers is less significant

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not sure what they would be referring to. lots of games use a standard 100 health values as a base line, maybe it's related to that

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the values can be whatever you want them to be, particularly if you are not showing the player the raw value, and just a bar for instance

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0-100 health is just historically intuitive for games

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yea, but you can turn any set of values into a percent for a progress bar

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fraction / whole

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I don't know anyone that does health as a 0.0 - 1.0 value. that would be silly

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so even a 0-100 health you'd have to convert to a 0-1 for a progress bar

still moat
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πŸ™ƒ

plush yew
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my screen messages stopped showing

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DISABLEALLSCREENMESSAGES

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how do i turn them back on?

fierce tulip
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iirc re-enter the same sentence

lament saddle
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hey is it just me or does ENABLEALLSCREENMESSAGES not work? (Used after DISABLEALLSCREENMESSAGES)

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icyneo asked about it in the blueprint channel

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I tried it myself and it doesn't actually enable it

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even though it's in the Unreal Engine 4 Console Variables and Commands reference

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(type help in console to see that)

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UE4.25 here fyi

grave sphinx
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do you not see "Onscreen warngins/messages are now ENABLED" in the output log

plush yew
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would it be posible for me to make a decent game using only blueprints

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no c++ at all

lament saddle
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oh actually it does work, nevermind. Not sure why it wasn't before.

plush yew
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nice

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ive been avoiding learning c++

molten rune
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HI all! couldn't exactly find my answer through searching (maybe I haven't dug deep enough) but could someone explain the performance difference to me of BSP versus static meshes?

I generally replace all my BSPs with static meshes but I've never really understood the exact reason for this. Static meshes are generally considered to be more optimal but everwhere I've searched (including the Wiki) doesn't explain why this is the case.

I don't mind doing it! Just would like to know why BSP is considered heavier. thanks!

lost reef
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Assertion failed: 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/ApplicationCore/Private/Windows/WindowsWindow.cpp] [Line: 192] Window Creation Failed (1158). 6432Assertion failed: 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/ApplicationCore/Private/Windows/WindowsWindow.cpp] [Line: 192] Window Creation Failed (1158). 6432

any thoughts?

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no it doesnt unfortunately and I did which is why I came here, didnt get any hits when i googled it, instead got a bunch of d3d crashes

molten rune
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@plush yew I've read those threads before, but as far as I know it mostly just sounds like BSPs are more of a hassle to work with (which I certainly agree with). Inefficient lightmaps are certainly a problem.

But for example, say I just wanted a simple squared floor, no complex shapes. I wonder how much is the advantage does a static mesh would have over a BSP in that regard.

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None of those answer the original question.
I suppose I'll rephrase it.
Why are BSP considered more optimal in terms of performance

sly coyote
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@plush yew you need to plug in a location in that or it will spawn at world 0 0 0

molten rune
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Lightmaps are generally the only major problem I'm aware of at the moment that BSPs are really garbage at. Same for UVs and such

grim ore
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BSPs are not more optimal in terms of performance in a game in modern engines

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they are supposed to be used as a stepping stone to a proper mesh

thick herald
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or create a basic static mesh that has the correct sizes but no detail whatsoever, and you only need to reimport the mesh later on, with all the detail etc. Saves a bit of time.

fierce tulip
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lol, benefits to bsp.

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yea back in 1994-1999

thick herald
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I'm told UE4s BSP aren't really that great compared to other engines. No idea personally πŸ˜„

plush yew
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@thick herald have a look at quake or source engine rendering, also there is a JavaScript implementation as well shows how efficient it can be if used correctly

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the javascript version of the source engine renderer πŸ˜„

slate basalt
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anyone ever had the problem where you generate your visual studio solution for your project and when you press f5, it builds fine but it says it can't debug and to check the debug project setting

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it seems to be pointing to stock ue4.25 binaries and my project. nothing really weird here

fossil ore
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Could someone tell me how can I interact with physics in viewport?
I know simulation, but how to drag objects?

tawdry python
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what do you mean by stick? @plush yew

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you can try to make the sword attach to whatever it touches with a physics constraint I think

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been a while I didn't use those so I don't remember the details

sly coyote
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Attachtoactor node targeting your player...theres also a yt tut that shows you how to stick an arrow to a player...you can apply the same stuff in this case

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Its exactly what chkuo said...it sticks it to wherever it hit the player

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Which sounds perfect for your use case

tawdry python
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I'm making a stylized game and I need a way to hide the terrain when it's at a certain distance of the player, do you guys think that it's fine if I move the skybox with the player?

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@plush yew yup

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you should check that arrow video

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I don't have it but I think you could find it by typing "make arrow stick to character ue4" in google

clever arch
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Hi πŸ™‚ is there a way to have separate anim blueprints for the main character or is it general that all the animations are under one animblueprint?

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Not sure if that makes sense πŸ˜‚

grim ore
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you can only really have one "anim bp" loaded at a time but you can swap them out, say one per weapon type or something like that

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you can also have animation layers that you can swap in and out

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find forward direction -> launch character in that direction -> profit? or if you want it to be instant use the teleport node

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if you want it to look good you would start animation before launching the character

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so what are you getting the forward vector from?

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because that looks like nothing

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the forward vector needs a rotation to get the forward vector from

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your character has a rotation that you probably want to use?

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you need to figure out which way is forward then on your character and use that

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it also takes in a velocity so you need to get the forward direction, assuming you want to go forward, and multiply it out to a larger # to get the velocity you want

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this is for a normal TPP

karmic mason
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After Force Delete the engine gets fucking slow πŸ˜„ πŸ˜„ πŸ˜„

grim ore
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it does yep, its trying to not let your project break by deleting stuff you are using

normal burrow
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they need a better solution than redirectors

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we'll have to wait for ue6

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bold use of vector multiply int there matheww

grim ore
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lol it was the first node to come up and figured it didnt matter πŸ˜›

spiral island
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I have a UMG widget, and I want to invoke an event when a button is pressed that C++ can subscribe to. This is for VR, so I made a C++ class to display UMG widgets in, then made a blueprint subclass to set which UMG widget, and I declared 2 blueprint callable events in the C++ base class. How can I send the button clicked from the UMG widget to the C++ method?

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I don't know blueprint very well which is why I'm trying to do as much as possible in C++

grim ore
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#cpp might have more accurate info on that since that is where all the nerds hang out

spiral island
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in this case, the part i am struggling with is ferrying the button click to my C++ method

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this part is all blueprint

grim ore
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there should be an on clicked event you would use on the button, in the details panel, that would be called every time you click it. You would do whatever you want after that

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assuming your C++ method is exposed and can be called from BP it should be as easy as hooking it up

spiral island
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yes i have that in the UMG widget, but how do I invoke this on the blueprint class that is holding this widget

grim ore
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so your Event is on something else and not a global function?

spiral island
grim ore
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what is UIWidget?

spiral island
grim ore
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okdoke so this is a 3d widget in world space then?

spiral island
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it is

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then inside HUDActor I have these 2 methods that I want to call when the buttons in the UMG widget are pressed

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these are my C++ BlueprintCallable methods

half barn
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I keep seeing this curved wall in various screenshots/demos. Is it a public asset somewhere?

harsh tiger
grim ore
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@spiral island I could think of 2 ways. One would be when you create the widget, you pass in self (the actor this is on that you want a reference to) as a variable on the widget so it knows who you want to talk to when the button is pressed. The other is you create an event dispatcher in the widget that is called when the button is pressed and you bind to that event dispatcher in the bluprint you want listening for the click

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@half barn that is in the Content Examples project on the learn tab

stone dagger
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it's a friend who did this ^ btw, not my code

grim ore
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@harsh tiger just so you know every time that Random Integer in Range is called you will get a different value, it will not be the same. So you are getting atleast 3 separate values so perhaps what you are seeing is the new value on it LATER when it is called again?

harsh tiger
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@grim ore hmmm even if the custom event only gets called once?

spiral island
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i have created 2 event dispatchers, but I can't find where to bind these in HUDActor

harsh tiger
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i used a print string and it only shows once

grim ore
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pure nodes, nodes without execute wires, are called new every time they are used. so 1 node with 5 wires on it will call that node up to 5 times, once each time the wire is activated

spiral island
grim ore
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@spiral island you would get the widget component, get the user widget from it, cast it to the widget class, then bind to event

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the widget component is just a generic widget component at that point, is has no idea what the user widget it holds is or the class

spiral island
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should I use BeginPlay for this?

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or should i use the constructor?

grim ore
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begin play is probably best for the binding

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this is what I tested with

spiral island
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Alright

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ButtonWasPressed in your case is an event dispatcher?

grim ore
spiral island
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yes that part I have

grim ore
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the red ButtonWasPressed in the top screenshot is a custom event that I bound the event to in the main actor

spiral island
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I found that just now

ashen ermine
harsh tiger
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pure nodes, nodes without execute wires, are called new every time they are used. so 1 node with 5 wires on it will call that node up to 5 times, once each time the wire is activated
@grim ore
how would i work around this issue? if i only want it to run once

grim ore
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@stone dagger probably a more accurate answer in #cpp as we are all blueprint n00bs in here

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@harsh tiger save the result into a variable and use that variable

stone dagger
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yeah thanks, i put it in there

grim ore
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@spiral island that looks good here assuming your events are hooked up to be called in the widget yep

spiral island
grim ore
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yay

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yay for event dispatchers πŸ™‚

low bear
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has anyone any idea on how to import/use volume VDBs in UE4?

short vector
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Anyone knows why my character look so Dark in shadows?

spiral island
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Can you AddDynamic Lambdas in UE4 C++? or do they have to be separate methods

auto incsizedel = [&]() {

};
HudActor->IncrementSizeEvt.AddDynamic(this, incsizedel);

this doesn't seem to work

mint sequoia
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Has anyone experienced editor freezing during PIE after using Live++ hot reload specifically in 4.23?

lusty rampart
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I'm learning about niagara. I understand how to use Niagara System-level input parameters, but I'm having trouble understanding why and how you would use Emitter-level Input Parameters. I don't see a way to set them from your System which is where I'd assume you'd set them.

sweet relic
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@lusty rampart iirc any emitter level parameters will be available in any system that uses the emitter.

lusty rampart
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oh cool, didn't think about looking for a channel for that πŸ˜‰

tiny sonnet
sweet relic
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The second node has execution output that will be called on the relevant events, rather than simply passing executiion flow through

polar hawk
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they could of just called it Latent Montage Play

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or Montage Play Latent

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someone should pr this

worn granite
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One you get callbacks depending on notifies or how it ends, the other one you can see how long it'll take to run or you can cancel other montages

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@polar hawk stop being reasonable, this is the BP API

polar hawk
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maybe I'll make that a thing

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all bp latent functions should have the name Latent in them

worn granite
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Do it

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include me in the screenshot

still moat
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Literally deleting the node and making a new one fixed it

harsh tiger
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What mathew suggested fixed my issue. Works 100% flawless now! But its good to know thats another fix haha

worn granite
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That shouldn't be a fix to pure node semantics?

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Pure nodes always execute once per output

harsh tiger
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I only wanted 1 output from the random node. How else could i do it without making it a variable?

worn granite
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That's the only way

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Well I guess you could make it a function

harsh tiger
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Ahhh. Was you referring to wizards message about just deleting and reusing the node that fixed it? That shouldn’t be the fix to the issue

worn granite
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Yeah

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There may have been a different issue that referred to

harsh tiger
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That makes sense now. I thought you was saying my fix wasn’t the correct method haha

golden shoal
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Anyone have a good way to detect which side of a mesh was hit via hit result on collision? I have used actor rotation as a cheap trick but it is very messy and only works in certain cases i.e. an object hitting the floor. Face index always prints zero so I'm not sure if it does what I think it does. Example use case would be to determine which side of a cube was hit.

rose fern
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Hey guys hope somebody can help me, i'm new in UE4. Stats are enabled and i can't stop them tried to to use command stat stopfile but it didnt help

lucid egret
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Hey can someone help me figure out how to remove enemies from the world after they die? I am making a tank game. After AI tanks are killed, I want them to stop functioning (stop shooting at player tank). Then after a 10 s delay, I want the tank bodies to be removed from the world. Here's the code I have so far. I don't know how to remove the tank bodies after disabling the controller.

flat idol
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try setlifespan(10)

lucid egret
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cool thanks, I'll try that

spiral island
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i have an inherited UWidgetComponent, but when I try to configure it in the inspector inside the blueprint, the side panel is blank

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this happens after creating the subclass blueprint, then restarting the editor

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UPROPERTY(EditAnywhere, BlueprintReadWrite)
  UWidgetComponent* UIWidget;
#

when i add this blueprint to the scene, the widget has a different name and behaves differently

#

does anyone know what might be causing this? this type of behavior is why I avoid blueprint

vital kernel
#

Anyone know what's causing the wavy shadows when i bake the lighting?

timber panther
#

Has anyone been messing with raytracing? I'm wondering how to fix this problem with reflections

ebon marlin
#

Can anyone shed some light on how Ticking works?

#

Every tick is understandably per frame, but what is a frame?

#

Is it a rendering frame? Is it a logic frame?

#

Is rendering decoupled from logic/simulation, or are they coupled together?

spiral island
#

a rendering frame

#

for every new frame drawn on screen your stuff ticks once

ebon marlin
#

Perfect! And another question then

#

Given a server/client model

#

The server doesn't need to do any rendering!

#

So what determines its tick rate?

spiral island
#

it's 40 hz by default

ebon marlin
#

Oh, okay, and how can I change that, or how can I read more about it generally?

spiral island
#
NetServerMaxTickRate=60
LanServerMaxTickRate=35 
ebon marlin
#

Oh yes, this is good stuff

#

Thank you <3

#

Oh

#

One last thought I've got

#

Were I to try and decouple rendering from logic - would it be a smart move writing my own tick functions as described here:

#

In addition, an actor or component can have multiple tick functions. This is accomplished by creating a struct that inherits from FTickFunction and overriding the ExecuteTick and DiagnosticMessage functions. The default actor and component tick function structures are good examples of how to build your own, and can be found in EngineBaseTypes.h under the names FActorTickFunction and FComponentTickFunction.

#

And then just treat the 'standard' Tick() function as a rendering frame? blobsweatsbutfast

rancid lynx
#

in 4.22 OpenLevel Node was instant. after upgrading to 4.24, OpenLevel node locks up the system for 8-12 seconds. then loads successfully. Even with brand new projects. Does anyone know why? load level shold not produce a generic system hault for 11 seconds, even with medium sized maps, but especially with new maps.

#

on top of that shit. its instant the first time i click it, but systemhalting the second time i click it. which eventually resolves and proceeds as normal, after 10 seconds.

wide girder
#

Which Windows API is calling by AddMovementInput()

#

Or how can I list out the Windows API calling by Unreal source code

rancid lynx
#

omfg after 6 months. i finally found the google answer to Oculus OpenLevel system haulting

#

splash screens auto

grim ore
#

That is not something I had any idea about, I wonder if its mentioned in any documentation?

worn lantern
#

I'm making avatars for VRChat on Quest and recomended poly count is 5000 one mesh one material. Gotta say its a struggle to make something look good in 5000 polys.

rancid lynx
#

trench coats i guess X_x

plush yew
#

Does anyone know how to manually set a value to an actor in the editor? (blueprint)

#

Like I have multiple triggers and I want to set each trigger different IDs

gilded plinth
#

Anyone know if there's a way to get the houdini plugin working with 4.25?

plush yew
#

why do i get that white thing around the edges when bloom is active? with emissive color

grim ore
#

@plush yew I think we need more info on what you are trying to do

plush yew
#

in unreal you can create variables in the editor

gilded plinth
#

mar, maybe you are asking how to set a variable on an instance of a blueprint in your level in the editor?

#

Just create a variable inside your blueprint and expose it on spawn and make it instance editable

plush yew
#

Ohhhh so that's what the eye does

gilded plinth
#

you do that in the details section of the variable inside the blueprint

plush yew
#

This makes the variable public and visible in the editor

gilded plinth
#

yes

plush yew
#

That's what I needed

#

thx

dense hatch
#

anyone know why an instanced static mesh component would not generate an overlap event?

#

I made two identical components in my actor using the same mesh, one is a static mesh component and one is a ISM component. the SM triggers an overlap but the ISM does not

plush yew
#

check generate overlap events is on, collision channels are correct, and simulate physics is set to query too

dense hatch
#

those first two are for sure identical

#

i'm not sure about that last one

plush yew
#

those one

#

collision enabled -> query

dense hatch
#

yup

#

have this set in both components (all settings are identical), and the static mesh works, ISM does not.

dense hatch
#

so i set up a box trigger and used "get overlapping components" every tick, it only detects the SM not the ISM

wild cobalt
#

Hey guys, I have some assets I bought on unity years ago. I want to use them in UE4, has anyone tried the "Project Exodus" conversion plugin or is anyone aware of something similar to use?

UE4 Forum Project Exodus: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1611679-plugin-project-exodus-unity-to-unreal-scene-converter

GitHub Project Exodus: https://github.com/NegInfinity/ProjectExodus

No this is not mine even though my name is similar to it lol

heady quartz
#

So i have a question. In an open world game, If i want a β€œDungeon” whats the best way to approach this, Making a new level and opening it or level streaming or idk something else?

abstract relic
#

Please read the EULA of the assets. Some merchants won’t let you transfer platforms.

wild cobalt
#

@heady quartz Depends on size, Personally I would use a trigger to load the player into the dungeon and unload the open world. This IMO would be best on performance.

heady quartz
#

So level streaming is the better option for skyrim / zelda botw type of game?

wild cobalt
#

@abstract relic I believe the ones I have I saw I am able to transfer platforms, I will look under unity EULA over all and double check everything

#

@heady quartz sorry I havent played BOTW or Skyrim. The way I was saying to do it I was thinking like how WoW has you go into a dungeon. I have been doing a lot with level streaming and worldcomp recently Id be happy to chat with you via PM if you want.

carmine sorrel
#

Does 'Import into Level' always create the origin at the world 0,0,0 when importing as a Blueprint?

#

I feel like the 'bake vertex' does literally nothing

hoary locust
#

what's the difference between setting collision preset in BP component vs static mesh vs the static mesh component in the world? Nothing happens when I change in the world, and the SM in the BP is different from the SM. This is supremely confusing

reef mist
#

Does anyone know how to change the background color on the combo box dropdowns?

#

Can't seem to find that option

wild cobalt
#

@abstract relic yeah looks like under Unity EULA its not possible and ill have to rebuy them. Thanks for pointing that out.

novel locust
#

@wild cobalt Do you know if you can use Houdini PDG in Unity, then run the plugin and does it convert over?

wild cobalt
#

@novel locust I am not sure I have not tried it sorry :/

#

@hoary locust How is the SM different in the BP?

hoary locust
#

i dont know, they're all different

#

which am I supposed to change?

#

game is complaining that I don't have the right collision preset for simulate physics

novel locust
#

Has anyone been able to build UE 4.25 Source yet? I tried and was getting issues building it.

hoary locust
#

I saw someone build from source in a tutorial so yeah

wild cobalt
plush yew
#

I created a lamp texture in substance painter with a texture, normal map, height map, roughness, and ambient occlusion. I want to make sure I apply them correctly here in the node editor. How do I apply these maps correctly here?

brisk urchin
#

Can the lighting from the outside directional lighting source screw up the lightmap of a floor static mesh when there is also some indoor lighting as well??

hoary locust
#

@plush yew albedo into base color, normal into normal, height is not used, it's either transformed into normal or displacement in painter, roughness into roughness, AO thrown away or multiplied with albedo (if you use dynamic lighting and want to cheat a little shadow in there) or into AO (if you use static lighting)

plush yew
#

@hoary locust just like this? and would pixel depth work with a height map?

hoary locust
#

you never mentioned metallic

plush yew
#

forgot it

hoary locust
#

roughness and metallic are scalar values, so you don't plug in the entire RGB thing

#

you want to channel pack all those into the same texture

#

pixel depth offset is something completely different, definitely don't plug in a height map there

plush yew
#

ok, how do I channel pack them into the same texture? And instead of plugging in the entire RGB what do I do?

dim arch
#

you do that in your texturing program

#

if its substance painter it has a UE4 preset which packs those channels into one texture

#

if it's photoshop you have to copy each image into a seperate channel

plush yew
#

That's what I thought I did, i exported it with the unreal engine pack preset

dim arch
#

what's the name of the textures which are output

plush yew
dim arch
#

that doesnt show the channel packing

plush yew
#

I'm not sure what channel packing is, I can do that from substance painter?

hoary locust
#

press configuration

#

and go down to the one you use

plush yew
hoary locust
#

you'd really want to understand this if you're going to work with materials and textures at all

plush yew
#

I agree, lol

hoary locust
#

yeah see it packs AO, metallic, and roughness

dim arch
#

yup

#

the AOMR texture contains 3 seperate channels of data for shader inputs

#

this is a AOMR texture

#

you can see in the bottom right, the red channel contains AO, green channel roughness, blue metallic

#

they are all black/white textures

#

when you connect them in UE you drag the red pin into AO, green into roughness etc

hoary locust
#

(just be wary that AO does absolutely nothing if you use dynamic lighting)

brisk urchin
#

I converted my project from 4.20.3 to 4.24.3 yesterday and I can't fix this lighting issues. The first pic is how it's supposed to look and the 2nd is how it's currently looking. I've tried increasing the lightmap resolution but that didn't help at all.

plush yew
#

So this is what gets exported from substance, The orangey one is the compact channel right?

hoary locust
#

yes

#

@brisk urchins there's a graphics channel that probably can help you

brisk urchin
#

@hoary locust what do you mean exactly? A setting?

hoary locust
#

for questions like that

brisk urchin
#

I see. thanks. I'll go over there.

acoustic crag
#

Anyone run AMD cards in unreal?

tiny sonnet
#

are there any good gamelift alternatives

grand scarab
#

Anyone seeing FRender issues when trying to build/cook on the new 4.25? 4.24 works fine, but if I do the copy/upgrade to 4.25, I get FRenderResource compile errors

Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/RenderCore/Private/RenderResource.cpp] [Line: 149]
A FRenderResource was deleted without being released first!
#

(d:\build isn't where my install is located, btw)

topaz arch
#

Hey guys, got a mesh from quixel megascans and trying out the new remesh tools in 4.25. theres a message that pops up to "Consider clearing UV layers using the remesh tools." How do you clear the UV layers?

plush yew
#

Any recommendation for a good udemy course?

hoary locust
#

which topic?

plush yew
#

Bp's

#

I was think about an advanced one to help me understand how Advanced people work

hoary locust
#

I don't think there's any advanced one really

#

these two are pretty nice

#

the urls might be wrong

worn granite
#

most of the stuff out there will get you "serviceable". Getting "advanced" just takes a lot of practice.

plush yew
#

@hoary locust

#

You finished this one?

#

Do you think its worth it?

hoary locust
#

i remember it as worth it when I was a lot newer to unreal

#

it's probably the best one on udemy

unreal comet
#

If my character has rigged clothing, can I simply make it simulate physics or do I have to apply the clothing painting to it?

carmine sorrel
#

How up-to-date is the information on that Udemy course? Is the content still largely relevant? I know many older courses have outdated methods to achieve different results.

silk ivy
#

I've been trying to my collision to work with my player pawn. I've added collision to the static mesh, changed the LOD to LevelArchitecture & set the collision in the level to Default.
Ping me if you have a suggestion or solution, thx.

heady moon
#

For the people who have installed 4.25, is it good or bad

#

Multiple users report it being buggy

solemn gorge
#

yeah 4.25 is super broke for me:
-SSR doesn't work without TAA
-Opening blueprints or levels takes ages and randomly crashes the editor

normal burrow
#

4.24 does not crash?

solemn gorge
#

4.24 is fine

normal burrow
#

That gif did not work, but yeah submit bug report

rancid lynx
#

They are adding so many catagories of jsjdjd recently. Ill probably stop updating more than once a year tbh. The less crap they bloat, the faster the load times. I have no idea. I dont even know how to uh, benchmark performances.

#

But useless is useless. So meh

normal burrow
#

they usually refine performance after introduction of new features down the line

hoary locust
#

for me 4.24 was a broken mess but 4.25 fixed all of that

heady moon
#

So different opinions i guess

#

4.24 is very stable so I'll stick to it for a while

solemn gorge
#

I'm waiting for a hotfix or two

heady moon
#

4.1X was constantly crashing for me

solemn gorge
#

haven't really had any issues with upgrades till 4.25

heady moon
#

Maybe we the new features get out of beta (like Xbox series x and ps5 support) I'll install it

storm terrace
#

was watching that

#

only one game in unity, surprising

#

I find it incredible that "Bright Memory" (4:15 into the vid), is made by a solo developer. Looks AAA in every way.

hoary locust
#

probably hired a lot of freelance work with his grant money

silk ivy
#

I've been trying to my collision to work with my player pawn. I've added collision to the static mesh, changed the LOD to LevelArchitecture & set the collision in the level to Default. Collision shows on the mesh editor but not in the level itself
Ping me if you have a suggestion or solution, thx.

hoary locust
#

your player pawn is a floor panel?

#

what does the LOD matter?

#

@silk ivy

silk ivy
#

no, it's a third person character. the LOD is to make sure that collision is generatable since I had that issue before.

#

the floor panel is a static mesh that I want my character to step on

hoary locust
#

and it falls through?

silk ivy
#

exactly

hoary locust
#

what is the collision set to on the static mesh?

silk ivy
#

default

#

countless other static meshes use the same default setting and was able to work fine, just not this one and a few others

hoary locust
#

well there you go

silk ivy
#

it's not nocollision tho

hoary locust
#

there's no default setting

#

on a static mesh

#

default means "use the collision in the static mesh"

#

so that would be circular logic

silk ivy
#

the static mesh itself uses simple as complex collision

hoary locust
#

yeah but what preset

silk ivy
#

what do you mean?

#

besides, I found a workaround. I just replaced the static mesh actor as the same actor and the collision works, thx.

hoary locust
#

???

tender flume
#

Got a dumb question haha

#

Does spawning a large amount of trees explode your laptop if its a medium end potato?

hoary locust
#

only if you have a bomb in it set to detonate

#

what do you mean spawn a lot of trees? like, in game?

#

or paint them?

tender flume
#

But wont it explode though as dumb as it sounds since im trying to spawn trees almost on lots of terrain areas

#

Using procedural spawner

hoary locust
#

why not just try?

#

what's the worst that could happen

tender flume
#

Idk. Someone told me it might explode lol

#

But right now im trying

#

Alright the worst that happened was it crashed phew

hoary locust
#

I think he was speaking metaphorically

tender flume
#

Memory ran out

unique timber
#

how to get keyboard input in UI mode?

tender flume
#

Huge regrets now trying to make forest on a potato lol

hoary locust
#

do it in chunks then

#

why do you spawn it in anyway

#

@unique timber UI accepts input when you set the input mode to UI

unique timber
#

how do i get keyboard input?

tender flume
#

Uh to simplify things for me.

unique timber
#

there is no 'Keyboard Input' in widget blueprint

#

only player

modern sinew
#

Can someone help me fix my Advanced Sessions plugin? I think I broke it when I moved it from the Engine to the Project, as it was working before, so it should be an easy fix

#

I'm just not confident enough to do it by myself because I already broke it once

brittle tundra
#

Hello guys can I use dynamic lights with planar reflections.?

hoary locust
#

yes

normal burrow
#

Does planar reflection work with deferred?

unique timber
hoary locust
#

@unique timber do you want to use the input mappings you named or just key events?

unique timber
#

key event

tender flume
#

It works without spawning them all though

#

So should i just do it individually?

hoary locust
#

there's a node called OnKeyDown or whatever

#

you can use that

#

or you can use Listen for Input something

#

which enables you to listen for actual input in a widget

#

@tender flume only you can know that

unique timber
#

huh i guess its in function override on the left, not right click menu

tender flume
#

It works.

#

Thanks @hoary locust

glacial pecan
#

@unique timber I think it's good practice to respond to input action mapping on the player controller and forward them to your widgets... also, if you set input mode to either of the two UI ones, unreal will automatically respond to an internal set of navigation keys (like arrow keys, and the enter keys) and you will no longer be able to listen for them yourself

dark briar
#

anyone know of some good tutorials on creating a fully functioning character from scratch

#

trying to learn how to create an ARPG here

#

or a third person shooter tutorial

#

preferably in blueprints

arctic imp
#

i put projectile movement on a bullet but where do i control the speed?

olive steeple
#

Can someone DM me a link to beginning of design and development with ue4? I sort of know how to do it in unity and I just need an overview to get started with the basics. Docs or video are fine

#

I'm on youtube now so I'm searching for which is best to start with

plush yew
#

Who speak russian?

unique timber
#

@unique timber I think it's good practice to respond to input action mapping on the player controller and forward them to your widgets... also, if you set input mode to either of the two UI ones, unreal will automatically respond to an internal set of navigation keys (like arrow keys, and the enter keys) and you will no longer be able to listen for them yourself
@glacial pecan how do you forward to the widget?

#

When 'Set Input Mode UI Only', the input actions dont fire in the player blueprint

glacial pecan
#

you can only forward non-ui related action inputs. as I said, any UI navigation input gets swallowed by the engine (and it gives you automatic grid navigation, for example, and onclick events, etc)

short vector
#

Anyone knows why my character look so Dark in shadows?

hoary locust
#

because shadows make everything darker!

unique timber
#

@glacial pecan What is non-ui action input? I press key 'I' -> open widget, set input mode UI only. I want to press 'I' again to close widget. How?

hoary locust
#

do it in the same place that accepted I

unique timber
hoary locust
#

use Game and UI then?

#

and you should really use input mappings, not separate keys like that

glacial pecan
#

@unique timber it looks like that guy also tries to listen for keys in the widget itself... as I said, it's best practice to do that in the player controller via input action mappings

sand solar
#

Ca someone help unreal engine wont load and it says that some file wasnt found

unique timber
#

Wont the character still be able to move if game mode is enabled?

glacial pecan
#

that's for you to decide πŸ™‚

hoary locust
#

so you want the game to magically know exactly which keys to disable without telling it to?

unique timber
#

I just want keys in the widget

glacial pecan
#

well, when you set input mode to ui, the game does magically take over a few keys without telling you πŸ˜›

hoary locust
#

that's not what you said before

#

you said you wanted to close the widget with the same key as you opened it with

unique timber
#

Yes...?

hoary locust
#

that's not the same thing as accepting key input in widgets

glacial pecan
#

@unique timber I wanted that too in the beginning, but epic doesn't want you to do that and if you want to use the unreal engine... well, it's best to do it the epic way πŸ™‚

unique timber
#

The key is the same in both cases, the 'I' key

hoary locust
#

I mean I already explained how to listen for input in the UI

unique timber
#

Yeah I'll try this On Key Down thing

hoary locust
#

but it does not make sense to close the widget in a different placeyou opened it in

sand solar
#

Can someone help me, unreal engine wont load and it says that some file wasnt found

hoary locust
#

@unique timber are you opening the whatever-it-was in the character or the controller?

#

cause if it's in the controller, why not just tell the character to disable inputs and then everything is fine?

unique timber
#

I don't see a 'Controller' blueprint

crimson basin
#

hi,

#

Has anyone tried the Landmass Blueprint brushes in 4.25? I am wondering if the river brush is broken?

sand solar
#

I havent

#

COZ I CANT EVEN LOAD UNREAL

hoary locust
#

@unique timber you create the PlayerController BP yourself, based on the PlayerController

ember shadow
#

My blender model has 3 material elements. Why doesn’t it just have one

hoary locust
#

because it has 3

ember shadow
#

But how can I make it have one

hoary locust
#

delete the other two

ember shadow
#

Where would they be?

#

In blender

hoary locust
#

material properties

#

second button from the bottom in that list of stuff

#

i dont really use blender

unique timber
#

I think I'll figure this out tomorrow. Thanks for the help, cheers πŸ™‚

whole quarry
#

@ember shadow I would recommend to do some basic tutorials for Blender, else you end up skipping stuff you should know

#

@sand solar try reinstall

sand solar
#

how do i reinstall

whole quarry
#

how did you install it?

sand solar
#

is it via the epic games lanchur

#

on web

whole quarry
#

you installed ue4 via the web?

sand solar
#

ye there website

whole quarry
#

are you 100% sure, that you installed unreal engine 4 via the web?

sand solar
#

yes

whole quarry
#

well, there is your problem then

#

use the Epic Launcher to install ue4

ember shadow
#

@whole quarry I have done some basic tutorials. I’ve created this with a UV map

sand solar
#

welp technacly it was the launcher as it downlaoded the launcher then unreal

ember shadow
#

But I broke it some how last Night and I done know what I did πŸ˜…

whole quarry
#

@sand solar Its not just "technically", you downloaded the launcher setup, installed the launcher, and then you used the launcher to install the engine. It's important to be precise else you get miscommunication and misunderstanding

#

in the launcher you can click on the black little arrow next tot he engine version you installed, either chose verify or uninstall and install it afterwards again to do a reinstall

sand solar
#

ok thx

#

the launcher is still loading........

modern sinew
#

Can someone help my fix my plugin install?

#

One of my plugins stopped working after I moved it from the Engine to the Project

#

so I think I messed it up

whole quarry
#

you didnt install the plugin via de launcher?

hoary locust
#

moved plugin from engine to project? what does that mean?

fallen stratus
#

Hello everyone! I have a problem with the new version 4.25, I updated and now my project has really low fps

clever arch
#

Hi Everyone! Is there away I can play an animation all the way through before it does something else? Currently I have it playing an animation that puts a gun away i use a delay node in order for it to complete before it goes to the next node. Is this the correct way of doing it?

whole quarry
#

Better to use animation notifications

#

you can set it on a frame in the animation

clever arch
#

ok i should have mentioned that these animations are inside an animation blueprint is that a problem?

whole quarry
#

no, thats the right way

clever arch
#

so i can have my main character animation blueprint then inside that find the animation i want to use and then set a notifier on it and i assume call it when i need it

#

thanks for the link

queen wasp
#

I really like that ActorFoilage is possible, as I need to have plants and trees that are removable in-game. I wish I figured out a way to get rid of baked shadows though. Been thinking some decals magic. But hope ActorFoilage is going to become more stable. The scale variation doesn't work so I had to do my own constructor with a public randomstream, sometimes it fails when changing and undoing, but reloading the level and they pop back to random scale, after lighting build everything is stable though.

lucid magnet
queen wasp
#

I wish one could have parameters for the actor foilage, as in setting public actor variables to specific or random, another desire would be to have regular foilage be possible to hide/remove in-game. And yet another to be able to have ActorFoilage actors that inherit from a usermade ancestor.

thick herald
#

have them not cast static shadows, should be a check box somewhere.

queen wasp
#

@thick herald I know, though dynamic shadows are too expensive for a pretty big map in an RTS game, with 1000s of trees and plants.. It looks so darn nice with shadows hehe.

#

I also tried setting the actors to moveable, but shadow stays if static..

whole quarry
#

Add a thick fog so you cant look further than 25 meters, then set all culling to the same distance, then you can do full dynamic shadows πŸ˜›

queen wasp
#

If you could have low-cost "shadow removal volumes" I could put where I remove plants and trees, removing the impact of light/shadow maps... πŸ™‚

thick herald
#

Culling distance etc all play a part, distance shadows etc.

dim arch
#

anyone know how to recompile a project on mac?

queen wasp
#

Another thing that I hope gets fixed, getOverlappingActors for actor and components.. It worked according to forum posts before. not in 4.24 or .25.. I now have to do a sphereoverlap and sometimes plants that are removed leave a dark shadow since outside range of the building I place.

dim arch
#

I deleted binaries and it forced a recompile, but idk how to recompile with a source change

thick herald
#

Sorry Toku, no idea

#

@queen wasp how are you spawning them?

whole quarry
thick herald
#

or rather, how are you placing them in the level?

queen wasp
#

More or less manually πŸ™‚ Well, with ActorFoilage you can draw many at a time. The trees I have placed one by one, about 13-1500 per map.. They got a construction that handles random branches and sizes

#

I could code something to place fields of trees, but I guess I get picky about the details too.

#

They are actors since I 1. need to be able to remove them, 2. I replace them with another actor that enables me to cut trees branch by branch, slice the branches in pieces (harvesting as a resource)

thick herald
#

2 secs

queen wasp
#

They are more plants than trees I guess. But yeah, tree like.

whole quarry
#

Cant you just remove the tree from the instances and replace it with a actor type that you can cut when needed?

thick herald
#

Why not use the foliage painter since it supports Actor Foliage, or the PFV?

queen wasp
#

@whole quarry It is all about performance. The branches that can be cut are more expensive to draw. But yeah that is what I do, replace them when they are to be cut.

#

I don't know if I can remove foilage instances. I tried but failed before. But nevertheless, ActorFoilage works for this too, just that I have gotten used to manual control of the trees πŸ™‚ the plants are another story, so I use ActorFoilage for those.

#

Still the problem is the static baked shadow .. but I think a simpler decal might do the trick

#

ActorFoilage you can get actors and set them to hidden in game

thick herald
#

with the Procedural Foliage Volume you have a lot of control over how they are placed, or there is a Marketplace pack that adds in more functionality

queen wasp
#

@thick herald Yeah, I reckon I could try that too, but I have found an intermediate solution πŸ™‚ Just the shadows gets baked regardless.

atomic onyx
#

You can remove foliage instances actually πŸ™‚

queen wasp
#

Just to be able to move one tree, and retrigger the random construction of it.. πŸ™‚

thick herald
#

shadows will be there unless you selected them not to me.

queen wasp
#

@atomic onyx How?

#

If you draw a foilage onto the level, where to get the ISM, or HISM and how to? could be helpful to know.

hoary locust
#

how do you select individual trees with the PFV? I've never used it

#

doesn't seem like you can

honest vale
#

you use the normal foliage tools

atomic onyx
#

I remember doing this using some sphere tracing, getting the hit components and casting to the instance, similarly to how this guy does it:
https://www.youtube.com/watch?v=F_RS1vlBYXI&t=1293s

This is just a tutorial showing how to interact with foliage at run-time in Unreal Engine 4. Be sure to watch the whole video, I explain a few important things throughout.

Some examples of what you can do:
β€’Cut down trees (Make them tip over)
β€’Remove Foliage

β–Ά Play video
hoary locust
#

@honest vale was that an answer to me?

queen wasp
#

I do sphereoverlap in the AI behavior tree of the cutters, they then go to a tree, it gets converted to the other type of actor with treebranches, then the treebranch is sliced in pieces and pieces picked

honest vale
#

yes if you asked how to select individual trees placed by the procedural foliage system

hoary locust
#

yeah

queen wasp
#

sphereoverlap and then find closest tree... πŸ™‚

atomic onyx
#

yeah so that's it

hoary locust
#

definitely doesnt work with normal foliage tools though

honest vale
#

really?

#

I might be mistaken, haven't really used those tools in a while πŸ˜„

#

normal painting operations should work at least

queen wasp
#

@hoary locust No, but with ActorFoilage and in-game you can get the actors with sphereoverlap

hoary locust
#

remove my definitely, I just think that would be the first thing I'd have tried

#

not what I asked though, I'm a different guy from the other one lol

queen wasp
#

Hehe OK

#

I love the baked lighting I get, wish it was realtime.. But I get like 10fps with dynamic shadows.. πŸ™‚ I have 50-70fps now, which is OK for an RTS.

#

@atomic onyx interesting, could also be an option sure.

hoary locust
#

do you see the trees up close?

queen wasp
#

But ActorFoilage works pretty well, not much overhead, the problem with the shadows remain, regardless of foilage type. Decals might "fix" it a bit though, I have a material using worldcoordinates that mimic the landscape material, uses the exported and imported as textures layers of the landscape but is dead slow for decals for this use, but I reckon just 2 layers could be good enough. I have 8 layers landscape

hoary locust
#

with dynamic shadows you want to use distancefield shadows far away

#

and find the right mix between distancefield shadows and cascaded shadows

queen wasp
#

@hoary locust No, it is all RTS distance, means, well, 50 meters away or something

#

or more.. πŸ™‚

#

I have a map mode where you can see larger parts of the map, it works good now, but a year ago or so I tried dynamic shadows and it was syrup

hoary locust
#

doesnt need to be

queen wasp
#

If you could control different shadowing on different LODs perhaps

hoary locust
#

I mean it switches to distancefield shadows which are cheaper than your worst LOD

queen wasp
#

Mmm, I guess I need to look into distancefield shadows πŸ™‚

#

It is hard to compete with baked shadows though..

hoary locust
#

sure

#

but they must cost a lot in memory

queen wasp
#

Yup.. I fear the maps each cost me almost 2gb of GPU mem..

#

And then there's all the buildings and everything else and I am looking at a minimum 8GB gfx card, since it goes over 4GB..

#

I'd love for the game to play well in 4GB cards, have to cut down somewhere.

#

My dev/test system is a 6700K skylake, 32gb ram and RX580 8GB GPU

#

My target is 30fps on an nvidia 1060 or something like that, the game will be finished in 1-2 years from now, it is OK to require a decent system but yeah.

hoary locust
#

yeah, usually people don't build lightmaps for a lot of foliage

queen wasp
#

I guess it depends on what "a lot" is and how important it is how good it looks. In my game it is under 10K foilage, and it looks awesome with lightmaps.. so, but f.ex. grass with like 50k+ you would want to avoid it, or do 4x4 or something IDK.

#

In my case I keep on trying and failing till I get there..

#

Lighting build for a map takes about half an hour, not too bad

#

But yeah, the amount of maps and GPU ram is of concern

#

I had to turn off texture streaming, if I could specify per actor if textures are to stream I could perhaps make it work though. But for now no streaming..

#

I have auto generation of menu 3D icons of buildings that the texture hasn't streamed in high enough quality and bah.. πŸ™‚

#

Note to self "foliage" .. πŸ™‚ Not "foilage"

#

Everything is green in shader complexity, but in quads it is a bit heavy. I get as said 50-70fps but if I press F5 when running I get 120fps

#

I reckon I need to try optimizing the landscape material, the trees and plants are actually light green

hidden crystal
#

I have a big issue, I came here as last resource for knowledge, how can I package a project in Unreal with a cinematic already in a video ("mp4") and be able to see it. Right now, I'm seeing the video while in the editor and whenever I package the project I just see a white screen... 😦

sand solar
hoary locust
#

@hidden crystal videos must be in the folder /Content/Movies

#

and as far as I know that means the actual mp4 video, not the uasset

#

so you move them there in in windows explorer, not in the content browser

#

then you point the uasset to the right location

#

(using relative paths)

hidden crystal
#

okay, that will package the video ? @hoary locust

clever arch
#

Hi! I have a roll animation and basically it works fine but if I don't release the roll input button (In my case "C") it doesn't move to the next animation until i release it. is there away I can tell an input button that once its been pressed do it once then release it?

jaunty haven
#

it stucks on this for sometime, but usually it gets loaded pretty qucikly

hoary locust
#

@hidden crystal I think so, I've never done it, this is just something I've read

plush yew
#

how does the multigate work in comparison to the gate

dense aurora
#

How does one make the hands tilt

#

when moving like to left or right

#

or the camera

whole quarry
#

what?

dense aurora
#

in some games if you move to the left or right

#

your weapon tilts

honest mango
rain pier
#

Hey guys, I have the stupidest problem and I can't for the life of me find how to fix it.
It's been 2 days now that when I click on a part of a skeletal mesh in the skeletal mesh viewport, it selects a bone and not the part of the mesh with the corresponding material. It's suuuuper annoying and I can't figure out how to switch the mode back to material / part selection. Does anyone know how to fix this ? I'm sure it's a dumb thing but it's driving me insane :)

digital anchor
#

this?

rain pier
#

Oh my god, THANKS, I knew it was something stupid

#

3 years using UE and never gave this button any attention :x

midnight root
#

ah, I can't even SEE anything, the response by takain is So TINY , I see nothing ????

#

just asking bc while I'm not working on my own char, I MAY need this info for future reference

raw rock
#

One quick question, why does my foliage of trees not generate evenly

grim ore
#

He is pointing out the "Section Selection" button at the top of the window

raw rock
#

Like trees spawn in the middle or center and none in another side

late stag
#

When I shoot my gun what the other character sees in normal but then when i shoot the gun it like disappears idk if thats the recoil tho
like in third person view it's fine but I'm my screen when I shoot it goes out of my sight then comes back right away

vital cosmos
#

bruh why did they change the landscape and foliage layout in 4.25

midnight root
#

@grim ore section selection ?

grizzled axle
#

I was testing the new sky and wondered what is killing my frames when I hit play.. then I found this in level blueprint

thick herald
#

yeah recapture fires every time there is a change

grizzled axle
#

I took new template that you can select when you make new map and it was connected to tick and I'm not even changing anything that should affect sky :/

#

its connected to tick so you can see changes in editor?

granite iris
#

Hey everyone! Does anyone has run into camera post process settings overriding level post process volume settings? I have a weird bug where everytime a cinematic fires, the post process changes to the cinematic camera settings, and we don't know how why that is 😦

harsh tiger
#

Hello everyone I’ve got a problem. I’ve started to package my game an my has froze. I can still hear spotify but i cant click or open apps an can just move my mouse around. Also, task manager doesn’t open with ctrl shift esc. I don’t wanna power off my pc so came here for suggestions (im on my phone)

thick herald
#

@grizzled axle a lot of the new sky stuff isn't game ready yet, 4.26 should add in a lot of stuff and make it more performant.

grizzled axle
#

oh, I see, thanks for response!

thick herald
#

I'm guessing you have been looking at the new clouds etc?

harsh tiger
#

Should i wait longer? Its been near half an hour

thick herald
#

Regular sky atmosphere etc shouldn't be hogging that much.

#

Sorry F5, no idea.

grizzled axle
#

I'm not sure what I'm looking at, just noticed when you make new map, you can select "TimeOfDay" and then rotate the sky when pressing ctrl+l

thick herald
#

Sounds like one of the example maps they added.

#

I prefer the SunSky actor for really easy ToD usage

quick kelp
#

@deft salmon try this, go to the material, click on the big node (results node), on the left you should see the details tab, check the box for "Double sided material"

#

maybe this will fix it

halcyon marsh
#

I am facing this problem

#

Pls help me

quick kelp
#

np

whole quarry
#

Thats common, use the print screen button on your keyboard for screenshots instead of using your smartphone to make photos of your monitor

#

might be hidden as "prt sc"

grim ore
#

shut down the launcher and restart it, the next time you try to launch it should say pre reqs and try to reinstall them. The other option is to make sure you launch the launcher as adming to try and help @halcyon marsh

azure shore
#

is there a way to just move the position of an animation in the animation window? like with the import translation, but you cant seem to change it without reimporting

grim ore
#

it bakes the changes into the animation is why at import time

ionic oxide
#

Data Asset are only for reading data, or can also be used to store data?

grim ore
#

@azure shore You should be able to go in and target the root in the animation window and add an additive layer track/keyframe offset. Grab the root, adjust the settings like you want it, add a key and apply it and that should translate down to the rest of the bones properly

azure shore
#

oh thanks

#

surprised I didnt try that lol

#

oh god what it affects the other animations

wary birch
#

Unreal engine 5 what????

half panther
#

UE5 announced

#

WHAAAAAAAAAAAAAAAAAAAAT

winged crypt
#

Woah what????

#

Get the **** out

half panther
#

2021

wary birch
#

I unhh

#

Wasn't expecting that

#

I guess it should have been a GDC announcement

azure shore
#

oh damn

#

ARTISTS WOULDNT HAVE TO WORRY ABOUT POLY COUNT?!

half panther
#

"no more polygon budgets" whaaaat the

#

the fuck

#

how

grim ore
#

*magic 🌈

half panther
#

this cant be true

brisk osprey
grim ore
#

well its targetting 30fps probably and hardware can process the hell out of data now

half panther
#

but still

#

"billions of triangles"

#

thats a lot

grim ore
#

meh, its just data

#

gpu's can crunch the hell out of numbers

wary birch
#

Real time one billion trigs :O

brisk osprey
#

GIVE ME THE LUMEN NANITE SOMETHING LIGHTING RN!

half panther
#

no more lighting baking

slim horizon
#

this is incredible

tiny sonnet
#

LUMENI WANT IT

brisk osprey
#

NIAGARA REACTING TO LIGHT wtf

slim horizon
#

33 million??

azure shore
#

oh my god this is insane

slim horizon
#

i feel stupid being shocked at 33 there LUL

brisk osprey
#

Wait a minute

half panther
#

also royalitys were waived on 1 million, but who even needs that xD

brisk osprey
#

WAIT A MINUTE You saying i spent years and hours learning optimizing models, creating lods, and even creating procedural ways for baking FOR DAMN NOTHING RN ?

slim horizon
#

i've just spent 3 years at uni being so focused on optimisation PepeHands

half panther
#

and i wanted to get into ue4

brisk osprey
#

I feel actually scammed

half panther
#

top 10 1 anime betrayal

wary birch
#

Who's ready for the next real time movie haha

slim horizon
#

I knew tri limits werent really a thing anymore but jesus

half panther
#

but im still so hyped

slim horizon
#

ue5 PogU

half panther
#

i litteraly just want to smash my keyboard into the wall rn

azure shore
#

yeah damn I would never feel comfortable splashing out on high poly models, its like instinct to optimise things where possible

oblique sorrel
#

UEV

brisk osprey
#

UE5

vestal stone
#

WTF

brisk osprey
#

20201

vestal stone
#

4.25

brisk osprey
#

2021

vestal stone
#

was on week

half panther
vestal stone
#

5?

#

why

azure shore
#

I mean tbf my pc can hardly run minecraft but Im still excited af for this

vestal stone
#

tbh my pc can run mario

oblique sorrel
#

Holy hell, the name has never been more fitting

#

Built-in flocking?

#

Built-in contextual animation?

fierce tulip
#

fricking hnng

plush yew
#

UE55555

sonic ruin
#

unreal engine 5!!!!!

vestal stone
#

BUT WHY

plush yew
#

UNREAL ENGINE 555555

#

😍😍😍

half panther
#

and epic games has also functionality now

vestal stone
#

we didnt saw enough NORMAL GAMES ON UE 4

sonic ruin
#

best name

vestal stone
#

and they releasing 5?

half panther
#

FREE server stuff for devs etc

sonic ruin
#

2021 baby

maiden swift
oblique sorrel
#

What?

half panther
#

"Friends, matchmaking, lobbies, achievements, leaderboards, and accounts: we built these services for Fortnite, we launched them across seven major platforms - PlayStation, Xbox, Switch, PC, Mac, iOS, and Android. Now we’re opening up Epic Online Services to all developers FOR FREE in a simple multiplatform SDK!"

plush yew
#

Huge potential for next gen games

civic crown
#

Now I'm concerned all the UE4 stuff I've learned is gonna be useless, lol

forest tree
#

Holy shit, UE5?

brisk osprey
#

Im still mad about realtime light bounces and nanolite having billions polygons, after finishing lot of lighting academy and model prepation

sonic ruin
#

yes sir

plush yew
#

@civic crown Yes ur gone

oblique sorrel
#

Tell me it has C#/Lua/AnythingButC++ support and I'll cream my pants

civic crown
#

although I doubt they're gonna ditch blueprints and such in UE5

plush yew
#

@oblique sorrel calm ur ass bitch

maiden swift
#

Tim Sweeney interview on the Twitch channel I linked.

distant river
#

HOLY FUCK

turbid wigeon
#

holy shit

dim plover
#

I'm so confused.

sonic ruin
#

I want to know what is gonna be new to UE like a different programming language or smg

turbid wigeon
#

#mindblowntoJupiter

wary birch
#

Guys

#

Giys

azure shore
#

FREE MULTIPLAYER STUFF?!

wary birch
#

It is already out!!!

azure shore
#

does that include actual servers though?

#

Id assume not

wary birch
#

Source code is on the repo

brisk osprey
#

Pre alpha ??

azure shore
#

damn this is so sudden

wary birch
brisk osprey
#

I dunno much about the repo

wary birch
#

I don't care

uneven torrent
#

WAAAAAAAAAAAT

brisk osprey
#

what does this mean ?

tiny coyote
#

what are you talking about?

wary birch
#

On master !!!

brisk osprey
#

Can i load the current build or ?

wary birch
#

It is out!!

#

@tiny coyote Ue5

#

I'm rebuilding right now

oblique sorrel
#

Now we wait for plugin upgrades 🀣

brisk osprey
#

Please god update me

grim ore
#

Where does that say ue5 on the repo?

forest tree
#

4.25, not 5, what are you on about @wary birch ?

wary birch
#

My eyes betrayed me

tiny coyote
#

About what exactly?

forest tree
#

Haha we're all too excited @wary birch, no worries πŸ˜„

wary birch
#

I going to hide deep inside my house

#

And never come back

azure shore
#

lol so ue4 is only at 4.25 and 5 is here

forest tree
#

hoping there is some sort of porting possibility of 4 to 5

hard cobalt
#

Why does my engine only show things in unlit mode ?

oblique sorrel
#

I sure hope there is. It would hurt having to stick to 4.25 when 5.0 is out lol

forest tree
#

2021 @oblique sorrel

half panther
#

add light @hard cobalt

forest tree
#

Will be a while I think

pearl sparrow
#

Can't wait for 4.26... WHAT

gleaming narwhal
#

It will be a jump similar to a normal minor engine upgrade

wary birch
#

Where are seeing 2021?

tiny coyote
#

Can please someone explain to me whats going on?

#

I'm confused af πŸ˜„

oblique sorrel
#

In the trailer, says 2021

devout rune
#

They said 2021 on the stream

violet frost
#

"Unreal Engine 5 is being designed with forward compatibility in mind, so you can start with next-gen development now in UE 4.25 and move your projects to UE5 when you're ready."

oblique sorrel
#

Holy hell

half panther
#

o:

somber locust
#

So, UE is like cryengine now where major version number means nothing special

crisp swift
#

unreal engine 5 be looking crazy tho

wary birch
#

I wonder how long before the experimental release

oblique sorrel
#

Other engines are officially obsolete for anything non-mobile lol

maiden swift
azure shore
#

POLY COUNT IS JUST A NUMBER

crisp swift
#

πŸ”₯ πŸ”₯ πŸ”₯

turbid wigeon
#

wait, UE5 != UE 4.25

hard cobalt
#

lit mode makes everything

add light @hard cobalt
@half panther it kinda works but not like the tutorial i was following he has on light

wary birch
#

Who cares about poly count haha

oblique sorrel
#

UE5 = UE 5.0

maiden swift
#

Preview in early 2021, full release in late 2021.

violet frost
#

if the new geometry tech can run at a constant 90 fps im more than just hyped.

crisp swift
#

also you do realize we're going to get everything in this demo just like we got the kite demo

oblique sorrel
#

Hell, even if it runs at 60, imagine what you could do with that + a bit of cheating with classic normalmaps and stuff

azure shore
#

I bet itll feel really irresponsible just slapping in models with billions of faces without even caring

oblique sorrel
#

what

tiny coyote
#

Can someone pls send me the link to the announcement (not the youtube video)

violet frost
#

if this is well optimized i want to use it for VR development.

grave spruce
#

no more 5% every 3k

crisp swift
#

bruh youv got to be kidding me

hard cobalt
#

bu it's too different

crisp swift
#

das crazy

limpid turret
#

ok wow

azure shore
#

maybe the material itself is unlit

lofty wave
#

Is Unreal 5 actually a real announcement?

crisp swift
#

you gotta love fortnite...

limpid turret
#

I havn't spoken here in ages

#

but I just saw ue5

tranquil isle
#

@fierce tulip niiice

grave spruce
#

@lofty wave yes

lofty wave
#

Nice

half panther
#

just add a directional light or switch to unlit @hard cobalt

limpid turret
#

it says coming 2021 but is that including public release?

crisp swift
#

probobly

#

is ue5 going to be free though?

shrewd axle
#

@azure shore it's gonna enable the worst modeling habits lol

wary birch
#

mid-2021

#

I guess it will still be yeah

azure shore
#

yeah thats what Im thinking lol I always try to optimise whilst modelling

#

but damn no limits would be amazing

devout rune
#

It'll be weird to not think about optimizing

violet frost
#

cant wait for them to release more info regarding performance. this new geometry thing reminds me of this point cloud scam of 2011. "unlimited detail!" and then they never showed anything. euclideon it was called.

tranquil isle
#

it's going to be a nightmare to update a project haha

crisp swift
#

i looked at the new xbox gameplay thing and about 90% of the games on there were ue4

devout rune
#

Would LODs even be needed at this point?

grave spruce
#

unreal twitter is now ue5 twitter

limpid turret
#

nah

#

all those statue models had no LOD's or normal maps

dusky inlet
#

will this be more or less a rebranding with a cleaned up pipeline (niagara, chaos, rendering etc.) or actually a new engine that just gets some of the new systems?

wary birch
#

Would LODs even be needed at this point?
@devout rune Yes, for slow hardware

limpid turret
#

I did however notice one thing

grave spruce
limpid turret
#

you know how in games they do that wall sidle thing?

grave spruce
#

they change the name of the twitter

limpid turret
#

and they did it in this game

#

yeah they do that as a replacement for loading screens to give the illusion of stuff happening