#ue4-general
1 messages Β· Page 733 of 1
no idea what that means sry
delete the actor form the scene
got to the blueprint, set the scale to 1 for your weapon
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
attach the weapon to the skeletal mesh (drag and drop ther compoennt in the ocmponents window)
ok
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
it will benefit you on the long run
have, I was just asking
once you attached the weapon to the skeletal mesh component
you can move it around to the correct position and scale it
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
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
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
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
8-bit 2d game in unreal? someone is a glutton for punishment π
@plush yew one is in unlit viewmode,
try pressing F1 F2 keys
maybe F4?
ok
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
too busy sry
but look
unlit or lit does not make any difference
then the scalabiliy settings maybe different?
8-bit 2d game in unreal? someone is a glutton for punishment π
@glacial pecan i am doing a game for a jam π
@plush yew
comon
then the scalabiliy settings maybe different?
@plush yew so scale is different between editor and game you say?
no.
i mean it's likely the graphics settings (scalability settings)
i understand. i am going to look into that
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
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?
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
π
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 π
@fierce crest as far as I know, that will be added in 4.26
@soft wedge landscape LODs? Maybe.
why do these waterfalls here look wierd? I tried building lighting but It has not changed anything
hard to tell without looking at your material, mesh and other setup
I have a directional light and a skylight
changine the angle and position does not really change anything
Hello, is anyone here good with blender to ue4... im having some trouble with materials
If anyone could help that would be amazing
@ember shadow we're here to help you, we live to help
I also used Kenney assets https://www.kenney.nl/assets/nature-kit
@stuck prawn whats wrong with the waterfall? how should it look like? hard to tell what is the problem
low qualtiy images
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?
Im not using UV textures as i havent really learnt about them yet
Ah π
that's the only way unless magic is back to the world
i think my model is abit too complicated for a UV texture tho
so what do you guys think I could do to fix my problem?
hard to tell without looking at the material
I could send the level...
hard to tell without looking at your material, mesh and other setup
@plush yew repeating myself
and the content I used
screenshot of the waterfall material?
is it that complex?
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?
@ember shadow That model looks easy to UV.
@ember shadow That model looks easy to UV.
@uneven tundra smart UV project is always easy if you wanna be lazy π
@stuck prawn try changing the color in the materail editor
how do I run my game with a parameter?
Where do I do that? Is it from the command line?
the .exe
rightclick the .exe, properties, add it
@plush yew what would that change? the other cliff peices are also the same texture
yup
I havent UV it already
how would you package a NormalAOheight texture ?
What do you use Height for in ue4?
i wouldnt package a normal
because you'll lose the quality of the normal map due to packaging compression
normal map should be a normal map compression
just trying a tiling algorithm which is using a NormalAOHeight texture
How do you use a height map in ue4? π€
so im right now making the options menu and i got to the graphics part and i was wondering do you really really want customizable graphic settings or do you prefer presets of low medium and high? please vote on this poll this is very important for me to know your opinion https://www.strawpoll.me/20026670
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
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?
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.
what's the name of this node?
found it
is there a way to switch back to the old foliage painter tool in 4.25?
@clever arch did you solve your issue? DM me if you need a hand mulling it over π
@merry gazelle probably an equals(enum)
@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
@clever arch yeah it's up to you to keep track of bullets. Traces are just traces, lines drawn in 3D space
hello, when i spawn actor, it spawn the actor but i would like that if i spawn again than it remove the previous actor
how can i do that please
like if i spawn 2 box, the first get removed
keep a reference to the first, and destroy it when you spawn another
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
how can i make a reference to the first ?
@clever arch that's probably used to calculate the rate of fire, no?
just have a second variable that stores the current amount of bullets
correct
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)
ok awesome thanks for your help!
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...
hmmmmmm
i dont really see ... i have this https://gyazo.com/fef4f9e583b1fdf59c74c8d211d2a053
store the return value in a variable
okay i did it ^^
and then add a snippet before that which destroys the old if it's valid
what is a snippet ?
a bit of blueprint code
hum but i dont know what to add to it lol
conditional if the variable is valid(not null)
you want to do that check and destroy before the spawn
because you want it to destroy the last one before spawning a new one
right there you are destroying it right after spawning it
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 ?
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?
yes, if valid, destroy then spawn, if not valid, just spawn
that work nice thanks, your a god
haaha x)
Hey Guys! Some Unreal github repositories are unable to access !
Even after login! How can I get it?(official Unreal github)
@ebon linden I always use floats so there are no truncation surprises
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)
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
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
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
0-100 health is just historically intuitive for games
yea, but you can turn any set of values into a percent for a progress bar
fraction / whole
I don't know anyone that does health as a 0.0 - 1.0 value. that would be silly
so even a 0-100 health you'd have to convert to a 0-1 for a progress bar
my screen messages stopped showing
DISABLEALLSCREENMESSAGES
how do i turn them back on?
iirc re-enter the same sentence
hey is it just me or does ENABLEALLSCREENMESSAGES not work? (Used after DISABLEALLSCREENMESSAGES)
icyneo asked about it in the blueprint channel
I tried it myself and it doesn't actually enable it
even though it's in the Unreal Engine 4 Console Variables and Commands reference
(type help in console to see that)
UE4.25 here fyi
do you not see "Onscreen warngins/messages are now ENABLED" in the output log
oh actually it does work, nevermind. Not sure why it wasn't before.
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!
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?
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
@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.
None of those answer the original question.
I suppose I'll rephrase it.
Why are BSP considered more optimal in terms of performance
@plush yew you need to plug in a location in that or it will spawn at world 0 0 0
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
BSPs are not more optimal in terms of performance in a game in modern engines
they are supposed to be used as a stepping stone to a proper mesh
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.
I'm told UE4s BSP aren't really that great compared to other engines. No idea personally π
@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
the javascript version of the source engine renderer π
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
it seems to be pointing to stock ue4.25 binaries and my project. nothing really weird here
Could someone tell me how can I interact with physics in viewport?
I know simulation, but how to drag objects?
what do you mean by stick? @plush yew
you can try to make the sword attach to whatever it touches with a physics constraint I think
been a while I didn't use those so I don't remember the details
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
Its exactly what chkuo said...it sticks it to wherever it hit the player
Which sounds perfect for your use case
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?
@plush yew yup
you should check that arrow video
I don't have it but I think you could find it by typing "make arrow stick to character ue4" in google
Hi π 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?
Not sure if that makes sense π
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
you can also have animation layers that you can swap in and out
find forward direction -> launch character in that direction -> profit? or if you want it to be instant use the teleport node
if you want it to look good you would start animation before launching the character
so what are you getting the forward vector from?
because that looks like nothing
the forward vector needs a rotation to get the forward vector from
your character has a rotation that you probably want to use?
you need to figure out which way is forward then on your character and use that
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
this is for a normal TPP
After Force Delete the engine gets fucking slow π π π
it does yep, its trying to not let your project break by deleting stuff you are using
they need a better solution than redirectors
we'll have to wait for ue6
bold use of vector multiply int there matheww
lol it was the first node to come up and figured it didnt matter π
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?
I don't know blueprint very well which is why I'm trying to do as much as possible in C++
in this case, the part i am struggling with is ferrying the button click to my C++ method
this part is all blueprint
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
assuming your C++ method is exposed and can be called from BP it should be as easy as hooking it up
yes i have that in the UMG widget, but how do I invoke this on the blueprint class that is holding this widget
so your Event is on something else and not a global function?
yeah, HUDActor is what has the interface to C++
what is UIWidget?
it is a widget component
okdoke so this is a 3d widget in world space then?
it is
then inside HUDActor I have these 2 methods that I want to call when the buttons in the UMG widget are pressed
these are my C++ BlueprintCallable methods
I keep seeing this curved wall in various screenshots/demos. Is it a public asset somewhere?
https://gyazo.com/8d7ca2c130d956573f9ee9251db49907 hey guys, why would this be returning false when 1 = 1?
@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
@half barn that is in the Content Examples project on the learn tab
hey i have a "best-practice" question :
Is it better to :
- put const variables in the header of the cpp for gobal variables.
- or put them in the h file
- or doesnt matter
here is an image of the .cpp file
https://cdn.discordapp.com/attachments/664146427865464878/709851980255854653/unknown.png
it's a friend who did this ^ btw, not my code
@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?
@grim ore hmmm even if the custom event only gets called once?
i have created 2 event dispatchers, but I can't find where to bind these in HUDActor
i used a print string and it only shows once
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 you would get the widget component, get the user widget from it, cast it to the widget class, then bind to event
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
yes that part I have
the red ButtonWasPressed in the top screenshot is a custom event that I bound the event to in the main actor
Hey all, any idea what "static duplicate object" is?
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
@stone dagger probably a more accurate answer in #cpp as we are all blueprint n00bs in here
@harsh tiger save the result into a variable and use that variable
yeah thanks, i put it in there
@spiral island that looks good here assuming your events are hooked up to be called in the widget yep
it worked, thank you so much!
has anyone any idea on how to import/use volume VDBs in UE4?
Anyone knows why my character look so Dark in shadows?
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
Has anyone experienced editor freezing during PIE after using Live++ hot reload specifically in 4.23?
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.
@lusty rampart iirc any emitter level parameters will be available in any system that uses the emitter.
also you may want to ask in #niagara
oh cool, didn't think about looking for a channel for that π
whats the difference between these two
The second node has execution output that will be called on the relevant events, rather than simply passing executiion flow through
they could of just called it Latent Montage Play
or Montage Play Latent
someone should pr this
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
@polar hawk stop being reasonable, this is the BP API
maybe I'll make that a thing
all bp latent functions should have the name Latent in them
@harsh tiger I had a similar bug with enums once
Literally deleting the node and making a new one fixed it
What mathew suggested fixed my issue. Works 100% flawless now! But its good to know thats another fix haha
That shouldn't be a fix to pure node semantics?
Pure nodes always execute once per output
I only wanted 1 output from the random node. How else could i do it without making it a variable?
Ahhh. Was you referring to wizards message about just deleting and reusing the node that fixed it? That shouldnβt be the fix to the issue
That makes sense now. I thought you was saying my fix wasnβt the correct method haha
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.
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
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.
try setlifespan(10)
cool thanks, I'll try that
i have an inherited UWidgetComponent, but when I try to configure it in the inspector inside the blueprint, the side panel is blank
this happens after creating the subclass blueprint, then restarting the editor
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
Has anyone been messing with raytracing? I'm wondering how to fix this problem with reflections
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?
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?
it's 40 hz by default
Oh, okay, and how can I change that, or how can I read more about it generally?
you can change this in default engine .ini: https://www.epicgames.com/unrealtournament/forums/unreal-tournament-development/server-administration/10691-server-tick-rate
NetServerMaxTickRate=60
LanServerMaxTickRate=35
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? 
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.
Which Windows API is calling by AddMovementInput()
Or how can I list out the Windows API calling by Unreal source code
omfg after 6 months. i finally found the google answer to Oculus OpenLevel system haulting
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
splash screens auto
That is not something I had any idea about, I wonder if its mentioned in any documentation?
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.
trench coats i guess X_x
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
Anyone know if there's a way to get the houdini plugin working with 4.25?
why do i get that white thing around the edges when bloom is active? with emissive color
@plush yew I think we need more info on what you are trying to do
In Unity you can manually set public variables in the editor
in unreal you can create variables in the editor
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
Ohhhh so that's what the eye does
you do that in the details section of the variable inside the blueprint
This makes the variable public and visible in the editor
yes
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
check generate overlap events is on, collision channels are correct, and simulate physics is set to query too
yup
have this set in both components (all settings are identical), and the static mesh works, ISM does not.
so i set up a box trigger and used "get overlapping components" every tick, it only detects the SM not the ISM
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
So i have a question. In an open world game, If i want a βDungeonβ whats the best way to approach this, Making a new level and opening it or level streaming or idk something else?
Please read the EULA of the assets. Some merchants wonβt let you transfer platforms.
@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.
So level streaming is the better option for skyrim / zelda botw type of game?
@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.
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
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
Does anyone know how to change the background color on the combo box dropdowns?
Can't seem to find that option
@abstract relic yeah looks like under Unity EULA its not possible and ill have to rebuy them. Thanks for pointing that out.
@wild cobalt Do you know if you can use Houdini PDG in Unity, then run the plugin and does it convert over?
@novel locust I am not sure I have not tried it sorry :/
@hoary locust How is the SM different in the BP?
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
Has anyone been able to build UE 4.25 Source yet? I tried and was getting issues building it.
I saw someone build from source in a tutorial so yeah
@reef mist Not sure maybe this video will be helpful https://www.youtube.com/watch?v=BwnaC3PWxXU
How do I Style the Combo Box Widget in UMG in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
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?
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??
@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)
@hoary locust just like this? and would pixel depth work with a height map?
you never mentioned metallic
forgot it
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
ok, how do I channel pack them into the same texture? And instead of plugging in the entire RGB what do I do?
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
That's what I thought I did, i exported it with the unreal engine pack preset
what's the name of the textures which are output
here is how I exported it from substance
that doesnt show the channel packing
I'm not sure what channel packing is, I can do that from substance painter?
you'd really want to understand this if you're going to work with materials and textures at all
I agree, lol
yeah see it packs AO, metallic, and roughness
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
(just be wary that AO does absolutely nothing if you use dynamic lighting)
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.
So this is what gets exported from substance, The orangey one is the compact channel right?
@hoary locust what do you mean exactly? A setting?
I see. thanks. I'll go over there.
Anyone run AMD cards in unreal?
are there any good gamelift alternatives
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)
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?
Any recommendation for a good udemy course?
which topic?
I don't think there's any advanced one really
these two are pretty nice
the urls might be wrong
most of the stuff out there will get you "serviceable". Getting "advanced" just takes a lot of practice.
@hoary locust
You finished this one?
Do you think its worth it?
i remember it as worth it when I was a lot newer to unreal
it's probably the best one on udemy
If my character has rigged clothing, can I simply make it simulate physics or do I have to apply the clothing painting to it?
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.
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.
For the people who have installed 4.25, is it good or bad
Multiple users report it being buggy
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
4.24 does not crash?
4.24 is fine
That gif did not work, but yeah submit bug report
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
they usually refine performance after introduction of new features down the line
for me 4.24 was a broken mess but 4.25 fixed all of that
I'm waiting for a hotfix or two
4.1X was constantly crashing for me
haven't really had any issues with upgrades till 4.25
Maybe we the new features get out of beta (like Xbox series x and ps5 support) I'll install it
Are you a solo developer working on an indie game in 2020? You may have seen our previous videos discussing top solo developed titles. In this video we are focusing on inspiring single-developer games that are still in development!
We thought it would be great to share these...
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.
probably hired a lot of freelance work with his grant money
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.
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
and it falls through?
exactly
what is the collision set to on the static mesh?
default
countless other static meshes use the same default setting and was able to work fine, just not this one and a few others
well there you go
it's not nocollision tho
there's no default setting
on a static mesh
default means "use the collision in the static mesh"
so that would be circular logic
the static mesh itself uses simple as complex collision
yeah but what preset
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.
???
Got a dumb question haha
Does spawning a large amount of trees explode your laptop if its a medium end potato?
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?
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
Idk. Someone told me it might explode lol
But right now im trying
Alright the worst that happened was it crashed phew
I think he was speaking metaphorically
Memory ran out
how to get keyboard input in UI mode?
Huge regrets now trying to make forest on a potato lol
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
how do i get keyboard input?
Uh to simplify things for me.
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
Hello guys can I use dynamic lights with planar reflections.?
yes
Does planar reflection work with deferred?
@hoary locust see https://ibb.co/gT4822X
@unique timber do you want to use the input mappings you named or just key events?
key event
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
huh i guess its in function override on the left, not right click menu
@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
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
i put projectile movement on a bullet but where do i control the speed?
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
Who speak russian?
@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
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)
Anyone knows why my character look so Dark in shadows?
because shadows make everything darker!
@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?
do it in the same place that accepted I
@hoary locust when I set input mode UI only it doesn't fire. Seems this is a long issue https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/124089-set-input-ui-only-removes-keyboard-input
Build powerful visual scripts without code.
use Game and UI then?
and you should really use input mappings, not separate keys like that
@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
Ca someone help unreal engine wont load and it says that some file wasnt found
Wont the character still be able to move if game mode is enabled?
that's for you to decide π
so you want the game to magically know exactly which keys to disable without telling it to?
I just want keys in the widget
well, when you set input mode to ui, the game does magically take over a few keys without telling you π
that's not what you said before
you said you wanted to close the widget with the same key as you opened it with
Yes...?
that's not the same thing as accepting key input in widgets
@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 π
The key is the same in both cases, the 'I' key
I mean I already explained how to listen for input in the UI
Yeah I'll try this On Key Down thing
but it does not make sense to close the widget in a different placeyou opened it in
Can someone help me, unreal engine wont load and it says that some file wasnt found
@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 are you opening the whatever-it-was in the character or the controller?
@hoary locust Like this https://docs.unrealengine.com/en-US/Engine/UMG/HowTo/CreatePauseMenu/index.html
How to create and script a pause menu for your game.
I don't see a 'Controller' blueprint
hi,
Has anyone tried the Landmass Blueprint brushes in 4.25? I am wondering if the river brush is broken?
@unique timber you create the PlayerController BP yourself, based on the PlayerController
My blender model has 3 material elements. Why doesnβt it just have one
because it has 3
But how can I make it have one
delete the other two
material properties
second button from the bottom in that list of stuff
i dont really use blender
I think I'll figure this out tomorrow. Thanks for the help, cheers π
@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
how do i reinstall
how did you install it?
you installed ue4 via the web?
ye there website
are you 100% sure, that you installed unreal engine 4 via the web?
yes
@whole quarry I have done some basic tutorials. Iβve created this with a UV map
welp technacly it was the launcher as it downlaoded the launcher then unreal
But I broke it some how last Night and I done know what I did π
@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
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
you didnt install the plugin via de launcher?
moved plugin from engine to project? what does that mean?
Hello everyone! I have a problem with the new version 4.25, I updated and now my project has really low fps
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?
ok i should have mentioned that these animations are inside an animation blueprint is that a problem?
no, thats the right way
Notifies are a system for setting up and receiving events in Animation Sequences to perform external actions.
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
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.
so can anyone tell me how to make a new slot in 4.25?
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.
have them not cast static shadows, should be a check box somewhere.
@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..
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 π
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... π
Culling distance etc all play a part, distance shadows etc.
anyone know how to recompile a project on mac?
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.
I deleted binaries and it forced a recompile, but idk how to recompile with a source change
@dim arch I googled this for you: https://docs.unrealengine.com/en-US/Programming/Development/CompilingProjects/index.html
Compiling individual game projects using Visual Studio on Windows, or Xcode on Mac.
or rather, how are you placing them in the level?
More or less manually π 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)
2 secs
They are more plants than trees I guess. But yeah, tree like.
Treeplants being cut and sliced with physics sim. An obvious goal for RTS to have stuff to watch. I hope to have some videos in not too long.
Cant you just remove the tree from the instances and replace it with a actor type that you can cut when needed?
Why not use the foliage painter since it supports Actor Foliage, or the PFV?
@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 π 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
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
@thick herald Yeah, I reckon I could try that too, but I have found an intermediate solution π Just the shadows gets baked regardless.
You can remove foliage instances actually π
Just to be able to move one tree, and retrigger the random construction of it.. π
shadows will be there unless you selected them not to me.
@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.
how do you select individual trees with the PFV? I've never used it
doesn't seem like you can
you use the normal foliage tools
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
@honest vale was that an answer to me?
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
yes if you asked how to select individual trees placed by the procedural foliage system
yeah
sphereoverlap and then find closest tree... π
yeah so that's it
definitely doesnt work with normal foliage tools though
really?
I might be mistaken, haven't really used those tools in a while π
normal painting operations should work at least
@hoary locust No, but with ActorFoilage and in-game you can get the actors with sphereoverlap
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
Hehe OK
I love the baked lighting I get, wish it was realtime.. But I get like 10fps with dynamic shadows.. π I have 50-70fps now, which is OK for an RTS.
@atomic onyx interesting, could also be an option sure.
do you see the trees up close?
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
with dynamic shadows you want to use distancefield shadows far away
and find the right mix between distancefield shadows and cascaded shadows
@hoary locust No, it is all RTS distance, means, well, 50 meters away or something
or more.. π
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
doesnt need to be
If you could control different shadowing on different LODs perhaps
I mean it switches to distancefield shadows which are cheaper than your worst LOD
Mmm, I guess I need to look into distancefield shadows π
It is hard to compete with baked shadows though..
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.
yeah, usually people don't build lightmaps for a lot of foliage
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.. π
Note to self "foliage" .. π 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
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... π¦
bruh
@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)
okay, that will package the video ? @hoary locust
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?
I get this issue sometimes, how can i debug
it stucks on this for sometime, but usually it gets loaded pretty qucikly
@hidden crystal I think so, I've never done it, this is just something I've read
how does the multigate work in comparison to the gate
what?
https://gyazo.com/7bc27fd9e83bb6cd8a671c7daf54149f can someone help me disable physic dont work
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 :)
Oh my god, THANKS, I knew it was something stupid
3 years using UE and never gave this button any attention :x
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
One quick question, why does my foliage of trees not generate evenly
He is pointing out the "Section Selection" button at the top of the window
Like trees spawn in the middle or center and none in another side
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
bruh why did they change the landscape and foliage layout in 4.25
@grim ore section selection ?
I was testing the new sky and wondered what is killing my frames when I hit play.. then I found this in level blueprint
without hitting play
playing...
yeah recapture fires every time there is a change
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?
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 π¦
Hello everyone Iβve got a problem. Iβve 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 doesnβt open with ctrl shift esc. I donβt wanna power off my pc so came here for suggestions (im on my phone)
@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.
oh, I see, thanks for response!
I'm guessing you have been looking at the new clouds etc?
Should i wait longer? Its been near half an hour
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
Sounds like one of the example maps they added.
I prefer the SunSky actor for really easy ToD usage
@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
np
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"
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
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
like why does this do nothing and only allows you to change it when importing
it bakes the changes into the animation is why at import time
Data Asset are only for reading data, or can also be used to store data?
@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
oh thanks
surprised I didnt try that lol
oh god what it affects the other animations
Unreal engine 5 what????
Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.
Join Technical Director of Graphics Brian Karis and...
2021
*magic π
this cant be true
https://www.youtube.com/watch?v=pp98SUBZYH8 The bois from Epic on game summer fest rn!
Join Geoff Keighley for a special SGF event, Wednesday at 11 AM ET / 8 AM PT / 4 pm BST.
Subscribe to Watch more Summer Game Fest: http://bit.ly/tga18sub
Follow Summer Game Fest on Twitter: http://www.twitter.com/summergamefest
Follow Summer Game Fest on Instagram:
http://...
well its targetting 30fps probably and hardware can process the hell out of data now
meh, its just data
gpu's can crunch the hell out of numbers
Blog post here https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5 btw
Real time one billion trigs :O
GIVE ME THE LUMEN NANITE SOMETHING LIGHTING RN!
no more lighting baking
this is incredible
LUMENI WANT IT
NIAGARA REACTING TO LIGHT wtf
33 million??
oh my god this is insane
i feel stupid being shocked at 33 there 
Wait a minute
also royalitys were waived on 1 million, but who even needs that xD
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 ?
i've just spent 3 years at uni being so focused on optimisation 
and i wanted to get into ue4
I feel actually scammed
top 10 1 anime betrayal
Who's ready for the next real time movie haha
I knew tri limits werent really a thing anymore but jesus
but im still so hyped
ue5 
i litteraly just want to smash my keyboard into the wall rn
yeah damn I would never feel comfortable splashing out on high poly models, its like instinct to optimise things where possible
UEV
UE5
WTF
20201
4.25
2021
was on week
Unreal Engine 5 includes unprecedented developments in real-time computer graphics. With the new Nanite virtualized micropolygon technology, artists can create visuals without concern for polycounts. And with Lumen, they can achieve unparalleled realism with fully dynamic glob...
I mean tbf my pc can hardly run minecraft but Im still excited af for this
tbh my pc can run mario
Holy hell, the name has never been more fitting
Built-in flocking?
Built-in contextual animation?
fricking hnng
UE55555
unreal engine 5!!!!!
BUT WHY
and epic games has also functionality now
we didnt saw enough NORMAL GAMES ON UE 4
best name
and they releasing 5?
FREE server stuff for devs etc
2021 baby
What?
"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 weβre opening up Epic Online Services to all developers FOR FREE in a simple multiplatform SDK!"
Huge potential for next gen games
Now I'm concerned all the UE4 stuff I've learned is gonna be useless, lol
Holy shit, UE5?
Im still mad about realtime light bounces and nanolite having billions polygons, after finishing lot of lighting academy and model prepation
yes sir
@civic crown Yes ur gone
Tell me it has C#/Lua/AnythingButC++ support and I'll cream my pants
although I doubt they're gonna ditch blueprints and such in UE5
@oblique sorrel calm ur ass bitch
Tim Sweeney interview on the Twitch channel I linked.
HOLY FUCK
holy shit
I'm so confused.
I want to know what is gonna be new to UE like a different programming language or smg
#mindblowntoJupiter
FREE MULTIPLAYER STUFF?!
It is already out!!!
Source code is on the repo
Pre alpha ??
damn this is so sudden
I dunno much about the repo
I don't care
WAAAAAAAAAAAT
what does this mean ?
what are you talking about?
On master !!!
Can i load the current build or ?
Now we wait for plugin upgrades π€£
Please god update me
Where does that say ue5 on the repo?
4.25, not 5, what are you on about @wary birch ?
My eyes betrayed me
About what exactly?
Haha we're all too excited @wary birch, no worries π
lol so ue4 is only at 4.25 and 5 is here
hoping there is some sort of porting possibility of 4 to 5
Why does my engine only show things in unlit mode ?
I sure hope there is. It would hurt having to stick to 4.25 when 5.0 is out lol
2021 @oblique sorrel
add light @hard cobalt
Will be a while I think
Can't wait for 4.26... WHAT
It will be a jump similar to a normal minor engine upgrade
Where are seeing 2021?
In the trailer, says 2021
They said 2021 on the stream
"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."
Holy hell
o:
So, UE is like cryengine now where major version number means nothing special
unreal engine 5 be looking crazy tho
I wonder how long before the experimental release
Other engines are officially obsolete for anything non-mobile lol
POLY COUNT IS JUST A NUMBER
π₯ π₯ π₯
wait, UE5 != UE 4.25
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
Who cares about poly count haha
UE5 = UE 5.0
Preview in early 2021, full release in late 2021.
if the new geometry tech can run at a constant 90 fps im more than just hyped.
also you do realize we're going to get everything in this demo just like we got the kite demo
Hell, even if it runs at 60, imagine what you could do with that + a bit of cheating with classic normalmaps and stuff
I bet itll feel really irresponsible just slapping in models with billions of faces without even caring
what
Can someone pls send me the link to the announcement (not the youtube video)
if this is well optimized i want to use it for VR development.
no more 5% every 3k
bruh youv got to be kidding me
das crazy
ok wow
maybe the material itself is unlit
Is Unreal 5 actually a real announcement?
you gotta love fortnite...
@fierce tulip niiice
@lofty wave yes
Nice
just add a directional light or switch to unlit @hard cobalt
it says coming 2021 but is that including public release?
@azure shore it's gonna enable the worst modeling habits lol
yeah thats what Im thinking lol I always try to optimise whilst modelling
but damn no limits would be amazing
It'll be weird to not think about optimizing
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.
it's going to be a nightmare to update a project haha
i looked at the new xbox gameplay thing and about 90% of the games on there were ue4
Would LODs even be needed at this point?
unreal twitter is now ue5 twitter
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?
Would LODs even be needed at this point?
@devout rune Yes, for slow hardware
I did however notice one thing
Achieve your vision for PC, console, mobile, VR & AR with Unreal Engine. It's free! Watch the reveal of Unreal Engine 5: https://vimeo.com/417882964. #UE5
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you know how in games they do that wall sidle thing?
they change the name of the twitter