#ue4-general

1 messages · Page 742 of 1

steep crystal
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@static sparrow hmm, sounds like there is something weird going on in there indeed, but for now if it works it works eh, gotta be able to move on

static sparrow
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thank god

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I wasn't expecting to be spending all morning doing that shit

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thanks again for your help tracking it down

steep crystal
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best skill to learn in gamedev is to not let the small things frustrate you, some days you just get stuck on a thing and have to try to keep your head focused on debugging

static sparrow
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I think I remember someone (probably you) saying right at the get-go to check the material. Just wasn't obvious that that would cause a problem

steep crystal
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yeah I did, but nothing obvious from the pic you posted of it

static sparrow
atomic forge
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So I increased the light map resolution and disabled light map compression but my tree shadows is still crap

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This applies to every object in my scene regardless of engine version

steep crystal
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How is your lightmap unwrapped?

atomic forge
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but my actual uvs for textures are

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but my largest concern is that this lightmap problem even applies to the default cube!

steep crystal
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can you post a pic of how the default cube looks with messed up shadows?

atomic forge
steep crystal
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and yeah I would try to pack the lightmap better to get much more resolution per leaf, but if its the same with all meshes then there are other problems

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just to clarify, you're talking about the shadows on the meshes (trees / cube) or the shadows on the ground terrain?

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is the ground a mesh itself or is it unreal terrain?

atomic forge
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it's an unreal terrain

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but it's the same problem with the ground meshes

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I'm talking about the shadows of the cube/tree ON the terrain

steep crystal
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aight, did you increase the lightmap resolution of the landscape itself?

atomic forge
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there's no option to

steep crystal
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no option called something like "static light resolution"?

atomic forge
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oh

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it's at 1.0

steep crystal
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btw, for the future, if you want to view your lightmap resolution in a scene you can use the lightmap density view mode, I think it's alt + 0 as default hotkey but regardless you can just click it in the dropdown for view modes, they're powerful

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I would definitely bump that up a bit and see if the difference is big, put it at say 4 and do a new bake

plush yew
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So if I come across a roadblock when working with Unreal to try and develop this fully destructible game, I can just edit the code to my liking rather than make my own entire engine?

steep crystal
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Yes, you have access to the source code and can modify it as you need

atomic forge
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yeah the difference is big

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but still crappy shadows

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Alright, I'll build it on medium

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Yeah no difference

steep crystal
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Depending on how big a world you want it might not be very reasonable to build static light on the landscape, but if it's not huge then you can just up that resolution number further

atomic forge
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is there a more scalable solution?

modern sinew
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Ok, so I found the problem with my game, I just don't know how to fix it. I'm following the UE4 Blueprint Multiplayer tutorial, and for some reason my Join Session node won't join when I try to join as a Guest. Anyone know why?

steep crystal
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@atomic forge In general for open scenes with large landscapes you're just going to have to settle for dynamic lighting, because having accurate lightmaps for huge open worlds would take up extreme amounts of memory

plush yew
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So Chaos isn't out yet?

atomic forge
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I see

swift sedge
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Alright guys and girls, big question. I'm aiming to make a fighting game, but new to it. Suggest I made a game in Fighter Maker 2nd, would it be easy enough to rebuild it in Unreal?

atomic forge
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Well thanks for the help!

steep crystal
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It is out in 4.25, was preview before @plush yew

swift sedge
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Fighter Maker 2nd lacks the ability to have different modes, online, and so on.

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Just has one player, two player and training.

steep crystal
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@atomic forge hope you can figure out a good middle ground, gl!

atomic forge
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Thanks!

timber panther
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Has anyone been using raytracing? For some reason the RT shadows do not care about shader position offset on maps but everything works fine in material/asset view.

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also overall assets look way better in asset view compared to those placed in maps/levels...

steep crystal
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@plush yew actually I redact that, it might still be beta-ish just not as much as it was before

timber panther
lone yoke
timber panther
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figured out the WPO in raytracing part... Why the hell do you need to manually enable WPO in raytracing????

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per mesh....

willow plank
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hi guys can someone help me about PC ?

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i have an old motherboard ga41mt s2 rev 1.3 and im going to buy a new graphic card. so what if i buy a gtx960 will it run ?

fierce tulip
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#lounge is generally preferred when talking about hardware :)

willow plank
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oh thx

modern sinew
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Can someone help me find why my Join Session node isn't working?

knotty grail
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hi i need some help anyone can help me with this plz u dnt know how to do this area`` ability like i have all the things that i need i just dnt know how to make this

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on the minute 1:08

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that «target» system

lavish glacier
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To answer my own question... creating C++ plugins in a project without C++ is not possible.

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Now the question is, can I copy a C++ plugin into a project with no C++?

austere scroll
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You know how you coud make a matinee to animate static objects in the editor , what if i wanted to animate to pieces diffrently but they are in the same blueprint ?

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Im asking here , bcz i dont even know how to explain this to Google

brittle tundra
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Quick question, how do you open the cmd line in ue4 editor

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without playing the game?

rocky radish
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output log?

brittle tundra
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nah just the CMD 🙂 I want to change my streaming pool size

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you often see guys in tutorials use it

fierce tulip
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` < cmd

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press the tilde key

sly glade
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Hello all - I've been getting this error when trying to reopen projects that were behaving just fine at the time of saving (4.24) :

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Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 644] BulkData compressed header read error. This package may be corrupt!

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(the path is not related to my machine btw)

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is anyone running into that, and knows how to bypass it ? Being locked out of an important project atm because of it. I have a backup, but that probably wont help

royal pewter
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Hi all!

Some time ago, I came here to see what this node was: someone answered that it was a form of structure (identical to the concept of "structure" in programming). However, as I was digging a bit, I realized that it didn't seem to be the case. Besides, I don't find this kind of "double set" in the nodes that are available to me neither.

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Could someone enlighten me?

fallen marten
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Target is the actor the variable belongs to. The top pin is the value you give the variable. That picture looks like it's an actor variable

royal pewter
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its very well explained on the tutorial site where you found it in first place.
@plush yew Have you a link, please?

finite chasm
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Is it relatively simple to change your sky sphere texture?

sly glade
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You might want to define what you mean by "relatively simple" 😄

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I know that doesn't help you much, but yeah the question doesn't really make sense hehe

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just go straight to the point - like "how does one change the sky sphere texture"

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no need to beat around the bush hehe

finite chasm
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How do I change the sky sphere texture?

sly glade
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there you go 🙂 What have you tried so far ?

finite chasm
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Some YouTube videos that weren’t successful

sly glade
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no

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what have YOU tried

finite chasm
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There isn’t much info out there for it

sly glade
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...

finite chasm
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My knowledge is limited with the software so I haven’t tried much.

sly glade
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then try your best, then come back to ask once you've tried

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otherwise you risk wasting your own time, and others

knotty grail
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hi i need some help XD so i did an ability a fire tornado but i dnt know how can i desable it after a time if i cast the tornado will stay there forever can u help me plz

plush yew
fierce tulip
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in cascade?

knotty grail
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cascade??

fierce tulip
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particle editor

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niagara or cascade

knotty grail
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dnt know srry what i made was a particle system with a capsule colision and a projectile movimente

grim ore
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figure out if it was cascade or niagara and let us know

fierce tulip
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or... is it a blueprint problem?

knotty grail
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its not a blueprint problem XD i just dnt know the codes to disable a particle system after a time XD

soft fiber
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Fix my another issue... Any idea how to export from Blender to UE4 where the character isn't tipped forward so much in the animation?

knotty grail
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i really dnt know what is cascade or niagara but i will take a look

soft fiber
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I'm able to adjust in UE4 somewhat, but it would be nice if that wasn't required...

grim ore
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if you are using a normal particle emitter or system, chances are it is cascade. If you are using niagara you would know

fierce tulip
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Tim is enjoying this

knotty grail
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so its a cascade thnx

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i have this comand and i dnt know what to add to destroy the tornado after a time of his spawn

mystic plume
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hello everybody, i wanted to know if theres a way to transfer compiled shaders between unreal versions

grim ore
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@knotty grail so the Tornado is a Blueprint Actor?

knotty grail
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ys it is

grim ore
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then if it has a certain time look at the blueprint details panel for the defaults and you can adjust its life span

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you can set that to a time and it will destroy itself automatically if that is what you want

knotty grail
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@grim ore thnx u are amazing i was trying to end the tornado life for more thatn 2hrs´thnx very mutch

grim ore
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well your question is not really how to stop the particle, but how to stop an actor after a certain time

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the particle just happens to be part of the actor blueprint

knotty grail
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yea

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just one more thing

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i cnt target the tornado

grim ore
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do you need to change the amount of time it is alive every time you spawn it?

knotty grail
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@grim ore yes

grim ore
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then you need to target it with that node, when you spawn in the tornado there is an output return value that is a reference to the item you spawned in you can use as a target

knotty grail
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so 1 thing i didnt sayd this is on my character i cnt target the tornado i really cnt figure out how can i target the tornado

grim ore
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I just told you how

knotty grail
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hooo i see where can i get the output return value srry i started yesterday on unreal

brittle tundra
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The default streaming pool size is 4000mb?

knotty grail
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hooo i saw thnxxxx @grim ore XD and srry im really a noob at this

carmine eagle
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@plush yew You would, at the very least, need a variable for the current, min, and max fuel as well as a drainRate. Then you would link up a button press to start a timer that ticks every x seconds. Every x seconds you do CurrentFuel-DrainRate. Check if it's zero to turn off the timer/drain or if they stop draining fuel themselves

surreal laurel
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Hey looking for some advice - I have a 24 hour clock that drives a day/night cycle. From this clock I want to set an object as if it were an alarm clock, so that at 1700 a light turns on and at 0800 it turns off. I can't connect it's visibility to an InRange float because as soon as the 24 clock hits 2400 it resets to 0, which instantly puts the value out of range and turns off the light (where in reality it should go up until 0800 and THEN turn off). Does anyone have any ideas?

grim ore
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How does your system know now to go from day to night and such?

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my initial thought would be to just have event dispatchers in the TOD system that you can subscribe to for your key times (hours/minutes/half hours/etc.) and then the objects can do whatever as needed but the issue is if you save and you are in between those times it's going to need custom logic to know if it should be on or off

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so my thought is to just take into account that midnight/0 is something to pay attention to and do your math around that

worn lantern
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How do I run the Chaos Engine Demo?

spare kernel
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i do it based on 0 - 1, when it hits 1 it goes back to 0, normalized by the time of day

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so 0 -1 increment, hits 1 then decreases from 1 back to 0, rinse repeat

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🤷

grim ore
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so how would that take into account his issue with wrapping around? say you wanted something to only happen between 1500 and 0800, so uh thats like what 0.7 and 0.3 ?

spare kernel
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i would have to dig out my old code, but its c++, and i have no clue where that is right now

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mine was just for the controlling of the sun, from 0 - 1

grim ore
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maybe 2 streams of logic? if start > finish then do this branch, and if finish > start do this branch

fresh oasis
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I'm looking to get some opinions on something I've been wanting to make: I'm trying to make a platform for something that would be highly-extensible where the main program would be Unreal-powered and have other tools alongside it like asset creators for things that could be created by users and loaded in at runtime. The main program itself would be incredibly basic, extended by plugins or other assets loaded at runtime. Does this sound easily doable for Unreal, or not so much? I'm still trying to figure out how to do things like the runtime asset loading especially, or even exporting from whatever the other tools would produce (vehicles, maps, etc) that Unreal could then load at runtime.

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The main thing I'm stuck around is how extensible I can do runtime asset loading or even exporting for Unreal.

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It also helps greatly that the engine source is available so things in the background can be plugged in or moved around easily I'm sure like FBX loading, though I know ideally the assets would be baked/packaged in some way.

worn lantern
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Will Unreal 5 have a BluePrints Visual Programing?

grim ore
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yes

maiden swift
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We can certainly assume so.

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Can't wait to see how it's evolved.

worn lantern
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the demo was so cool.

keen moss
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im building a simple orbit camera, with this blueprint, how can i make it so the movement of the camera is slower

grim ore
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multiply the axis value so it's a smaller # you put into your rotation?

keen moss
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i add this and now the camera just freaks out

grim ore
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that would mess it up yes, you want the rotation to be slower when you move the mouse X?

keen moss
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yes

grim ore
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the AXIS VALUE, the value coming out of the event for mouse X determines the speed. You need to multiply that before you plug it into the add controller yaw input

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alternately you can make an actual input for that axis, an input even in the project settings, and set its scale to a smaller value so it adjusts the incoming value automatically

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binding an event to the direct control input, like Mouse X, instead of using an input event is an improper way of doing it

keen moss
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ok I will try that, thank you!

wintry light
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hi all. Had a question i am trying to figure out not sure if this belongs in the audio channel or just general. Trying to figure out a audio settings menu that can save the settings to some file like an .ini. Was looking at the game user settings but it doesnt give the option to save the audio like master volume music voice and effects. Is there a way to add those in so that it can be all saved in the same location ?

toxic prairie
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Im still a bit confused, which houdini version do I need to be able to use it with UE4 ? is the houdini free just to learn and mess with houdini and houdini indie is to export and mess with it along like ue4/unity etc

alpine laurel
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My friend and I are trying to work on a game together, but being separated is an issue. Is there a way for us to work together in real time on the same project?

keen moss
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Is there a way to add a function to my unreal scene to load a 360 pano on a button click then again to go back to the 3d scene?

stiff parcel
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#UnrealEngineV

plush yew
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is unreal engine bad at streaming? I've seen some console devs choose other engines or develop their own because they had very specific needs for streaming assets and memory management

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with consoles pushing high speed SSDs I was wondering about "unlimited" worlds. Imagine GTA where all buildings and houses can be fully explored and there are NPCs everywhere.

modest trench
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I'm not sure if file I/O is the only thing stopping that from happening, but I'm sure it would help somehow

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already?

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It's crazy how some of his research has been around for 11 years

plush yew
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multi user editing? what is that?

modest trench
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letting more than one person make changes to a project at the same time

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I think UE4's for levels requires you to split them into sublevels though

plush yew
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so, for a city like GTA many ppl can work on a section of the city at the same time?

modest trench
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...Or does it. I need to watch the webinar

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I really hope that the new leaps in technology let us really do crazy massive worlds, instead of just more detailed ones that load faster

plush yew
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for ex: you have a house. Some gyu is placing stuff in the kitchen while other guy is working on the bedroom?

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and they see each other's work in realtime?

modest trench
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The older iteration of this forced you to work on different sections and send changes only after committing (not realtime)

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Wow, this is crazy

plush yew
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this is like building in real life. You never have ppl working alone, they are all in the same construction site at the same time

modest trench
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Requires everyone to be on a VPN though (any serious project will be already afaik)

lofty arrow
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anyone else worried about downloads time in light of UE5?

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I found one of the rocks they used and it was 234 MB, just for one rock.

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I can't imagine how big something like an open world game would be if they took advantage of nanite.

heady quartz
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I mean, you don’t need to have 15 million polygons for a rock. 20-30k at MAX

modest trench
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I am trying to find the tweet where one of the devs claims they have a solution for storage space

plush yew
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15 million polygons for a rock, that's like making the texture itself out of polygons. Even detail small as one pixel.

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for worlds compromissed of billions of triangles per scene and textures with ultra high resolution, there must be some kind of compressed data structure for all that.

lofty arrow
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rock was maybe misleading, this is the asset in question

plush yew
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234 MB. That would fill up a whole CD-ROM in the old days

modest trench
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Just the LOD0 and the 8k albedo texture is 39mb

lofty arrow
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Yeah, pretty sure they were using the highpoly source in the demo though

fluid stag
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good luck trying to vertex paint that mesh

lofty arrow
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why would you?

fluid stag
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idk same reasons u do it now, masking stuff

lofty arrow
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oh, i was thinking of something else

fluid stag
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i have personally tried verex paint on a ~1m poly photoscan and the editor goes nope

lofty arrow
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they will probably optimize it

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think I found that tweet

modest trench
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Thanks!!

finite chasm
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How do i make a custom skybox from an image i have, i want just stars and no sky or sun. I've been trying for hours.

thin tendon
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Where are the GameUser settings saved on file? I'm trying to figure out a way to benchmark the game but only the first time it plays.

vague heron
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Can anyone help me with placing dead bodies on my map?

hoary locust
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squints

red raven
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Anybody here good with landscape materials mind helping me for a sec? i have 7 different materials set up in the master material but only 6 are showing up in the paint section

hoary locust
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it can be a little buggy with that

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remove and apply it again

split zinc
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What are Wingdings

glass raft
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hi guys, any suggestion for game environment creation tutorial?, but more non technical one (somewhat like learning anatomeme for character creation instead, how to make X character). it would be great if it also cover how to make procedural. paid one is ok

drowsy compass
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Does anyone know how well ue4 converts 4.24 to 4.25?

storm terrace
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Assertion failed: false [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp] [Line: 1824] FName's 1023 max length exceeded. Got 1027 characters excluding null-terminator. Any of you have a fix for this?

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what is more weird is that I don'

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don't even have a D:/Build folder

lament saddle
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@drowsy compass i'd wait for the .1 hotfix cuz there are bugs

scarlet birch
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It's been fine in my use. No issues migrating from .24 to.25

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@storm terrace Reduce the folder path length for your project. The path you're seeing is not relevant.

storm terrace
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do path alias count as a fix or no?

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like path shortcuts

thin tendon
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Is there a way I can disable a widget when its hidden? So that none of its code runs and it doesn't tick?

hoary locust
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why wouldn't you just destroy it at that point?

thin tendon
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Because I don't want to have to reconstruct the whole inventory each time

hoary locust
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you could just disable tick on it when it's hidden

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SetActorTickEnabled

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but they might not tick when they are hidden actually

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you should check that first

thin tendon
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thanks. I discovered that having the events I want fired off the tick. Works the way I want. They kept firing because they were timed events

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But still wouldn't mind being able to disable them

hoary locust
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you'd have to disable that manually then

light coyote
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@thin tendon you can make the widget work with custom events and call when needed.

You can have the inventory in the caracter, and just load from him when needed.
The character is allways going to be there, but the widget may not.

thin tendon
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Thanks I think what I will do is destroy and create it. When needed instead of hiding and showing.

light coyote
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@thin tendon i think is better you colapse and make visible when needed.
When you make visible you call your event that checks inventory.

Ex. Press pause event checks inventory and makes inventory visible

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But obviously it depends on how you are doing it and what you have and where

lament basin
soft panther
plush yew
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how I can update sources from old 4.24 to new 4.25 via git cmd? Thanks a lot..

soft panther
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idk sry

modern sinew
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Can anyone help me figure out why my Join Session node isn't working?

real bane
wary birch
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ue5!

fallen marten
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Looks to be an event input any key

soft panther
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I did this and i hope it will work also

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but thx for ur help ❤️

fallen marten
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Np 👍

plush yew
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Hey guys somebody that help me?

dry nymph
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Hi all, I we are using foliage on a project, we scattered it but now we realised it might be too polygon heavy. LoD does not seem to be enough. Is there a way to replace the original geometry with lower resolution one and still maintain the scattering?

hoary locust
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with scatter I assume you mean foliage painted? then yes, you would just need to replace the static mesh the foliage type refers to

plush yew
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@hoary locust can you help me

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?

lucid socket
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@real bane Raven Shield was a really awesome game.

royal dragon
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I am getting this warning on project load. Anyone knows how to fix it? I am not using VR and all VR plugins are disabled. LogMagicLeap: Warning: VR disabled because ZI is not enabled. To enable, in the editor, Edit -> Project Settings -> Plugins -> Magic Leap Plugin -> Enable Zero Iteration

polar fossil
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did anyone hear any official announcement regarding https://trello.com/c/5GB0JO4f ? is it slated for 4.26? or just backlogged until ue5

RHI thread optimization, reordering non-input tasks to avoid stalling on frame sync, and RHI buffer implementation refactor. The RHI thread optimization will focus on moving some expensive tasks to worker threads and by reordering non-input tasks to avoid stalling on frame sy...

Labels

Console

heady quartz
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@soft panther there is an event called ANY KEY

crystal sparrow
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Does anybody use multi user editing?

fierce forge
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i know how to use it

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and i used it

crystal sparrow
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My friend cant join

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to my session

fierce forge
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but he see the server ?

crystal sparrow
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Nope

fierce forge
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he use the same network ?

crystal sparrow
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We are using darmin vpn(simillar to hamachi but better)

fierce forge
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i can't help you if you are using darmin vpn

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i didn't used it

crystal sparrow
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Okay

clever arch
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Hi 🙂 Are there any tutorials on snapping to a wall. I currently have a line trace that sends a message saying its a snappable wall or not this then plays an animation that turns the character so his back is against the wall. What i want to do is make it so that if the character is in cover against the wall he can only move along the wall if that makes sense?

dry nymph
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with scatter I assume you mean foliage painted? then yes, you would just need to replace the static mesh the foliage type refers to
@hoary locust yes, sorry, I meant painted foliage. Thanks for the info

blissful trail
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ue4 not detecting any inputs from a wired xbox one controller

clever arch
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try changing usb socket and also plugging it in befpre you start unreal up

unique kraken
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does anyone have some actually good information how to creat a simple but solid working ik system?

blissful trail
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didn't work :((

clever arch
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does it register the controller in windows do you know?

unique kraken
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you should hear it connecting

clever arch
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and i assume youve setup all the inputs inside unreal?

blissful trail
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usb game controller thingy registers it fine

unique kraken
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i have the same thing with ps4 controllers

blissful trail
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keyboard works fine controller doesn't work at all

clever arch
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try hooking up the crouch button to a print string to see if its firing when you pull the shoulder button. if it is then you know the controller is hooked up ok

blissful trail
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nothing

clever arch
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hmmm weird do you have a game you can try the controller on

blissful trail
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i have many (spelunky, geometry dash, etc)

clever arch
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ah is it an official controller?

blissful trail
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its an xbox one controller that came with my xbox one (wired)

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its worked before but its just ranodmly decided to not work 😦

blissful trail
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didn't work but
it is detecting inputs in usb game controllers fine
but nothing else

clever arch
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what version of UE4 are you on

blissful trail
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4.25

stable sky
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Hey guys, do you remember Epics Turn Based Strategy example? Currently i cant find it under learning tab in the launcher. Where i can this example project?

versed yarrow
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good afternoon

midnight lintel
#

Hey all, just out of curiosity, what's the difference between creating a new project as a blueprint project vs a C++ project. I mean the difference between the two is obvious, but you could still mix and do both for both project types, right? Is it just that the menu options would be arranged differently for each project type?

blissful trail
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ok so i just found that i can move around in the viewport with the controller but in game the controls do not work

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i also just found if i set the number of players to 2
and switch to the second game it controls the first player

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any fix ?

lucid magnet
blissful trail
#

so player 4 control's player 3. player 3 control's player 2. player 2 control's player 1. and player 1 control's player 4

#

anyone know how to fix that ???

lucid magnet
#

?

blissful trail
#

bascially say i want to jump nothing happens.
i add another player i jump with player 1. player 2 jumps
:/

dusky dirge
#

Hey, iv been looking all over for any like... Developer relevent info on Ue5 stuff... Im working on a pretty intense project, and had basically forgone the idea of detailed enviroments so that i wont melt every system with my detailed charecters.... but the new Ue5 stuff seems like... it may fix that issue.. Im mid dev.. and Like.. does anyone have any information asside from that little article and video?

#

like documenation?

#

or are we all in the dark?

versed yarrow
#

there's a lot of info around but its spread across different sites and in short form

#

the whole industry is asking questions. tim has replied a bit on twitter

dusky dirge
#

I just dont wanna get down and dirt sculpting out some pretty, only to find out its all useless

#

i guess we shall wait then lol

versed yarrow
#

don't expect magic, but what sort of info are you wanting anyway?

#

docs would be nice i know, but maybe what you want has been answered

#

or is obvious

blissful trail
#

are controllers broken on 4.25 or something ?

dusky dirge
#

Does the new Nanite rendering work on charecters? or only on static mesh, etc

#

(i want to push my charecters from 100k to 500 if possible lol)

versed yarrow
#

don't know about that but i would hypothesise that it is static only

dusky dirge
#

that was my assumption as well

#

I know is not magic, but my polygon budget was like 8 million per screen, and they were talking in the billions

versed yarrow
#

nanite sounds pretty cool i've got to say from a workload perspective - it cuts out a massive chunk of pipeline and setup

#

that is time that can be spent on content

#

which is a massive win in my book

#

and it scales gracefully to low end via hlod

#

this aspect of the engine is pretty cool

#

i think you are mistaken

#

nobody is talking about billions of polygons on screen

dusky dirge
#

during the vid, he said 16 billion in the one screen

#

with all the statues of 33 mil polys

#

tris**

versed yarrow
#

sec

#

back

#

theyre talking afaik about billions of polygons in the scene, but what is drawn is in the millions

#

20 million i think he said

dusky dirge
#

this

#

is exactly why we need documentation

versed yarrow
#

they were pretty clear

dusky dirge
#

just the one statue they said 33 million

versed yarrow
#

yeah thats fine

#

bring in a 30 million polygon prop, thats fine, doesn't mean thats whats rendered on device

#

it'll be lower

#

as he said, the cave scene is a billion polygons of high poly assets as source, but what's rendered is 20 mill

dusky dirge
#

when do they say that?

versed yarrow
#

first third of the explanation video

#

2 mins 10 secs

#

he says specifically 'there's over a billion triangles of 'source geometry' in each 'frame' and nanite crunches that down to around 20 million drawn triangles'

#

when he says frame here he's talking about what's visible in frame, and he's referring to the poly counts of what was imported to the editor

#

but what is actually drawn is 20 million triangles

dusky dirge
#

aaah i see, got confused there for a sec with how ya worded it

versed yarrow
#

i just really, really love that i drop high poly assets straight in from say, oculus medium or zbrush, and thats all. no art pipeline for me, no baking, no asset management

#

the engine just handles it

dusky dirge
#

i wasnt legitimitly thinking it as fully rendering the billions

#

Regardless

versed yarrow
#

for low end we still need to deal with it but tim indicates that there will be a smooth path to low end devices via hlod

dusky dirge
#

What do you think?

#

currently im debating weather or not to go from minamalistic to actual detailed enviroments

#

I have 3 or so years before release mind you

versed yarrow
#

i think its individual to the project and i couldn't possibly say, but i imagine you should err on the side of simple constraints and make the most of them, rather than spreading yourself over something incredibly large

blissful trail
#

where can i ask help for player 1 controlling player 2 with controller ????

versed yarrow
#

if any level designers are in the house i am looking for a 5-10 minute chat to help illuminate some things about unreal's CSG toolset (brushes)

reef python
#

Do we know what programming language UE5 will use for programming (like UE4 uses C++)?

dusky dirge
#

C++, no doubt

blissful trail
#

wat ?

versed yarrow
#

given that you can go from ue4 to ue5 seamlessly, i would imagine so

blissful trail
#

wtf i just made a new project and it does the same thing

raw rock
#

Is there anyway to make animations run faster in ue4

#

Like speed them up

blissful trail
mystic plume
#

Hello everybody, im having trouble reinstalling a plugin

#

i deleted it from the engines plugins folder but in the epic launcher says its still installed

fallen marten
#

@raw rock open the animation and increase the play rate

versed yarrow
#

i've copied the VR pawn from the sample scene to my own scene, and want to teleport around some brush level design i've made -- any idea why i am unable to move?

somber quail
#

@versed yarrow Did you generate a navmesh?

versed yarrow
#

yeah

#

anyone?

winter lynx
#

Hello, does anyone have an AR Preset?

#

Not like the default, for some reason the unreal engine doesn't work for me

versed yarrow
#

maybe i did not generate it correctly, thanks for the tip

ember shadow
#

Hey, whenever i play as my character, he is sideways when i walk/idle. Is there a way i can fix this

real bane
#

@lucid socket indeed, still going strong! hence why I am here, regarding UE2 and mapping. Lots of new content for the game. I do UE4 as well.

lucid socket
#

Back when times were simpler right?

real bane
#

Sort of yes haha

lucid socket
#

No cooking, just make a map, bake some lighting, done

real bane
#

Some things a lot more complicated others not so much

#

Importing new models is a real PITA sometimes

#

3ds max to .ase which no one uses... also anything over 20k often causes the engine to crash haha

lucid socket
#

Yeah, ancient formats.

ember shadow
#

guess no one knows

lucid socket
#

I haven't used UE2 in a very long time.

real bane
steep cedar
real bane
#

@lucid socket however, emitter usage on point, also, 32 bit TGA textures are annoying. I do have some 4k textures as skybox in one of my maps though. But generally you can only do 1024x1024, or, say, 2048x2048

steep cedar
#

Im not even active on this server

real bane
lucid socket
#

I'd kind of love to do a true Rainbow Six game tactical take down game at some point in the future

real bane
#

we are

#

we have three in progress

lucid socket
#

Oh?

real bane
#

in UE4 > UE5 eventually

lucid socket
#

What are the project names?

real bane
#

I cannot really mention two of them yet, too early to spill the beans other than my community is working on something great and a mixture between classic R6 and Swat 4.
One that you may have heard of that is coming along is Ground Branch.

#

Tactical shooters are great in Unreal. I enjoy Insurgency Sandstorm a lot. Can be arcadey, obviously but.

lucid socket
#

Oh yeah I know Ground Branch... I have some history there.

real bane
#

The 1030 update hopefully comes through sooner rather than later... lol

lucid socket
#

Are you working on GB?

real bane
#

I am not. But, I will be making maps for it, when the time arises.

lucid socket
#

Ah OK.

#

Seems like it finally came out.

#

Well, I guess I wont make one then 🙂

real bane
#

But frankly, I have higher hopes for the stuff the community is doing thats already surpassed Ground Branch core wise

plush yew
#

My main issue with Sandstorm is balance with maps. Otherwise I'm someone who actually wants a CoD clone but the only thing I've found is this dead game with bots on Unity on Steam

#

It's called Vengeance and used to go by the name of Police Patrol or Police World or something like that.
I'm aware of Splitgate but it's also quite dead and the TTK and portals aren't my taste. UE4 too, and free.

#

One of the few UE4 games I've played with good optimization and graphics

teal tulip
#

you expect a COD Clone for 5€ made by 3 randoms in Unity ? with marketplace assets

plush yew
#

It kind of is a CoD clone since tactics are secondary and I've seen people say it resembles CoD4. One of its hallmarks may be Linux compatibility, since most Linux compatible shooters are arena shooters

#

Otherwise if I could play one CoD title for more than one year that isn't BR without worrying about the next release that would be great. So far I've only got them for free via a Humble Bundle and laptop purchase

upper heart
#

Can someone with the binary version of 4.25 check \Engine\Binaries\ThirdParty\Steamworks\Steamv147\Win64 and tell me how many files there are?

plush yew
#

Advanced Warfare is dead for instance because of this model. Modern Warfare 2 at least has 1000 players on Steam last I checked but I hate this distribution cycle - it's getting annoying. I can move this to #lounge if need be.

teal tulip
#

@upper heart thats 4 files

#

I mean, I'm at 4.21 but worked with that today

#

should be the same plus I'm using the v168a

upper heart
#

Right, yeah that's what I would expect too. But for some reason I only have 1 in my 4.25 source build

#

steam_api64.dll

teal tulip
#

probably because EULA

#

you have to place the other 3 then

#

are at your steam folder

#

in other hand they changed the structure

#

so idk if are need anymore as is absurd because are the files from steam client

upper heart
#

Right, wasn't sure if they changed it. Downloading the binary version now to compare.

teal tulip
#

related

teal tulip
#

can confirm these dlls aren't need in order to work with the base steam implementation

brisk osprey
#

@steep cedar Stuff like that is unfortunately on every server where people might be scared to interact with the community or other resources, not much there is possible to do about it.

earnest pulsar
#

Hi! I’m new and I’m trying to learn how to make a fps in ue4 and c++. What are the best tutorials or anything that I should follow to make my life easier in the future?

brisk osprey
#

New to unreal ? and c++ ? or just new to both ?

#

or c++*

earnest pulsar
#

Well tried it before with no luck. New to both but ik blender and java so it shouldn’t be too hard to learn

#

Anything for both should be amazing

#

Yeah I’m fully aware, I got tuns of time and patience so I’m ready for it

#

Well I can’t say I’m ready but I’m going to try it

#

Ok thank you so much! I’ll try those two first

#

Ok

#

Gotcha

brisk osprey
#

If you comfartable in Java, fundementals of C++ might not be too hard to jump into tbh! I jumped fra Java to C++ myself took some time but not that long of a time. I recommend UE4s learning academy, of fundementals on Unreal, checking out stuff as level bps, and different components in BPs as it makes it much easier to understand them in C++ context! At the same same site (UE4 learning academy) there is a course that explains that in more detail aswell for beginners with a fundemental understanding @earnest pulsar

earnest pulsar
#

Anything for only c++

brisk osprey
#

No need to be hars like that @plush yew Its not helping at all please.

earnest pulsar
#

@brisk osprey thanks man I’ll try it out for sure it’s just a plan

brisk osprey
#

He is a beginner, you cant just except him to jump in like that "You need that and that"

#

Srsly

#

Give the apporiate resources to beginners.

earnest pulsar
#

@plush yew what I meant was is there anything to help me with just c++

zealous galleon
#

I need help

earnest pulsar
#

I understand that I also need to learn blueprints and ue4 I just want to get comfortable in c++ first

#

Yeah I understand lmao I think you took my post out of context, I was just asking where I can go to learn or harness my c++ or should I just jump straight in right away?

brisk osprey
#

Yeah but thats basically what I just said, check out the Bps on the academy after that, go to the C++ part where Bps is taken more into C++ (and in the video mixed with c++ working beside eachother) as they are intended for beginners. Jumping straight into documentation can be daunting.. with out any pre beginner experience

earnest pulsar
#

Ok yeah will do

#

Thanks! Hopefully I figure this out without losing my mind

#

I’ll be sure to try it out

#

Ight will do!

#

Where would I find bps @brisk osprey . Sorry I’m really tired

#

Is it official from epic or

brisk osprey
#

Its the academy site, 2 sec gonna get it linked to ya

earnest pulsar
#

Ok thanks! I’m going to take a nap and get right to it. Thanks for all the help!

#

That would be really helpful

brisk osprey
#

Where you can login even add it to your pipeline and see previous courses etc pretty cool stuff

earnest pulsar
#

That looks like what I’m looking for

#

All these yt vids got my head spinning

brisk osprey
#

Remeber to check out the c++ courses after the fundementals courses, or it might be a little bit of head spinning

earnest pulsar
#

@plush yew I agree. I learn more from the comments if anything

#

@brisk osprey I’ll just start at the beginning and work my way up

#

Got time anyway

brisk osprey
#

Sounds good!

earnest pulsar
#

@plush yew I already started with a simple console game called “cows and bulls”

#

But I honestly still am not confident

#

@brisk osprey can’t find any c++ tutorials on the website, unless I’m looking at the wrong threads

brisk osprey
#

Gonna login and link it to ya 🙂

earnest pulsar
#

Thanks!

#

Is this what you were talking about?

brisk osprey
earnest pulsar
#

Should I know blueprints before taking that 😂

brisk osprey
#

Yes

earnest pulsar
#

Sorry I’m being annoying But yeah thanks!

#

I haven’t touched ue4 before other than a few times where I tried it

#

And I used blueprints even less

#

Should I still start there or?

brisk osprey
brisk osprey
#

Give it a try! Make some cool projects! 🙂

earnest pulsar
#

Lmao I’ll lyk how it goes

#

Thanks for all the help!

ember shadow
clever arch
#

Why would a LineTraceByChannel not colide with the player character please?

celest forum
clever arch
#

i need advice on casting again please im stuck again and not a bloody clue why! I have my assault riffle blueprint that i want to get a variable value from my enemy blueprint. Not mater what i plug into the object of the cast it always throughs a "Accessed none trying to" error

obtuse sun
#

Guys after defining a function as a blueprintCallable, do I need to do something else before the func can appear to me in the blueprint?

fathom glade
#

I deleted my .git folder in my unreal engine project.... Is there a way to re-initialize my unreal engine project with a new repository for git?

celest forum
#

You should be able to add the folder and re-intialize it

fathom glade
#

I do yeah, let me give it a shot... I'm trying to detach the old repository from the project, but it seems to be linked still. Even though I deleted the .git folder.

plush yew
#

so ue5 supports virtual textures for the first time, even virtual shadow maps

astral phoenix
#

Hello can some1 help me im trying to make so i can switch characters with a button but i can only get 1 part to work on the new char, i have different parts of the char (head,hair,shoes and stuff like that) i want to combine it to 1 full char if that makes sense? but how?

teal tulip
#

@plush yew ue4 support virtual textures

fathom glade
#

Hmm, no, I can't seem to detach unreal engine from the repository that I started it with, even though I deleted the .git files. No option for re-intializing seems to come up. I can only re-connect to that same repository.

plush yew
#

how do you work with a texture that is 32k x 32k? if you load it in photo editing program it'll lag a lot or even crash the computer

clever arch
#

with regards to my casting problem i get stuck on the wildcard situation. I know how to cast to the player controller but other actors or NPCS etc. Sometimes i get it to work and other times I don't

fathom glade
#

Oh!! I got it, turns out another .git folder was made in my C drive for some reason lol. It was using that instead.

#

Now I have the option to re-intialize a repository lol.

bright plume
#

where does one go to ask questions?

fathom glade
#

I usually just ask my questions here, there's a few awesome people who frequent the discord that help.

bright plume
#

mmmK

acoustic crag
#

How long does it usually take a bug reported to be fixed?

#

Or is there a dev here i can speak with? this bug is preventing me from simply opening up a level

pseudo plover
#

when i switch to mobile preview my apex clothing does not work. anyone have idea?

rotund linden
#

I have some doubts regarding IsinAir,
the boolean variable to make the jump.
Usually configured by default in the third person.
Well ...
I have a jump animation that at the beginning of the Jump Start animation, the character squats and jumps. If I use IsInAir as a permission to perform the animation, it is not very good, since IsInAir is only positive when my character leaps off the ground.
is there another way for me to do this?
I tried to use the jump animation to happen when I hit the Space bar. Saying true or false in the boolean, if you know what I mean. Well then. It worked ... a little,
but I can't set the time for the Loop animation of the jump. If the jump is long enough, it repeats the Loop animation and is not cool since the final Jump / loop scene is not the same as when it started in the Jump / loop.
I don't know if I was very clear about my doubts.

teal tulip
#

@plush yew that isn't how the VT works

#

us a process inside the memory

#

you don't import 32k textures

storm terrace
#

what do I use for "destructable settings" template so I can set all buildings to have the same configuration?

fossil sapphire
#

When I copy/paste static meshes inside an actor (for a prefab), they get attached to one of the meshes and their location gets all messed up. I have to copy/paste them 1 by 1. Is there a way to stop the hierarchy changing?

storm terrace
#

when I compiled the DM

fierce forge
#

@storm terrace what GPU do you have ?

storm terrace
#

1080m

fierce forge
#

?

storm terrace
#

mobile

#

maybe m180

#

m1080

fresh oasis
#

Can anyone recommend resources for learning the "under the hood" parts of the engine, like if I'm looking to work on the engine code directly?

#

Googling all I find are sources for how to build, but nothing about showing around what's there.

storm terrace
#

My driver was set to studio, I switched it to gaming and will see what happens.

teal tulip
#

set it to game rather 🤔

dusky inlet
#

@fresh oasis honestly it's a lot of trial and error and digging through source yourself, as well as some hidden blog posts of some programmers who encountered what you are trying to do beforehand (bless them)

fresh oasis
#

Yeah that's what it was looking like so far

dusky inlet
#

I just bought a 110€ plugin because I know it has some c++ code I'm interested in that I don't feel like researching too much myself lmao

fresh oasis
#

Yeah I was looking to do that myself for a runtime mesh component, really don't want to have to figure out runtime FBX import by myself.

#

I'm looking to develop an extensible platform for something, hard part is adapting the engine to that because of all the runtime loading and stuff that may end up being present

dusky inlet
#

yeah, in that case it would be good buying an fbx runtime importer off the marketplace just to see how things are done in general if you lack the know how/details

fresh oasis
#

I'd like to be able to also ship an editor program for creating assets that would export those into assets readable by the main program, which would be the Unreal-powered piece, issue is how do I package that in a way Unreal can easily read it instead of having to cook FBXs on the fly?

#

Modeling after how other platforms like X-Plane for example work

dusky inlet
#

@plush yew because either people dont know, people dont care or because you keep on spamming

fossil sapphire
#

@plush yew It's been like 4 minutes

fresh oasis
#

Also no idea what "set invisible my head" means

dusky inlet
#

@fresh oasis when you say 'editor program' do you mean a program that relies on editor code? Because if so, you can't do that. fbx import for example is (probably?) editor code, so you wouldnt be able to use the engine code for that directly

#

if you just mean 'a program that acts as an editor', that is doable, but you'll have to figure out a lot of things on your own because I dont think this is done frequently by people

fresh oasis
#

Nah it'd probably be independent from UE's own Editor, it'd just be something that'd export in an easily consumable format for the engine to load at runtime

#

Yeah the latter

#

It's done often for like simulation platforms like X-Plane I think is a good example of that

dusky inlet
#

don't know that one sadly

pastel perch
#

anybody else getting a virus threat on UE4Editor-CMD.exe ?

#

in unreal engine 4.25

fresh oasis
#

flight sim platform, ships with a program called PlaneMaker which takes all assets, textures, parameters, etc and compiles it into a format easily readable by their engine, albeit though their sim engine is entirely in-house

dusky inlet
#

yeah I see. That would probably be a lot of work. A former acquaintance of mine supposedly wanted to do a generic runtime level editor using unreal, which would probably be close to what you wanna do

#

but then he stole my unreal workshop so I can't and don't want to contact him lmao

fresh oasis
#

oof

frank pike
#

Hey guys what do you think is the best way for me to transfer my ue4 levels and content to my D: drive

dusky inlet
#

just copy paste the entire project @frank pike

fresh oasis
#

click+drag?

frank pike
#

Ok I didn’t know if that would break anything

fresh oasis
#

I'd say just copy it and make sure the copied one loads fine then delete the old if you want to be safe

dusky inlet
#

unless you are using absolute paths somewhere it shouldn't break anything

#

but yeah I agree^

fresh oasis
#

I've been trying to find also resources on what internal format UE uses for models once imported/cooked but it looks like it's not so simple, varies on which platform too

#

Kind of wondering if I should write my own platform on some existing 3D framework, though I'd really like to have those UE benefits

dusky inlet
#

yeah, it's all .uasset in the end on unreal

#

not exactly easy

fresh oasis
#

Yeah regardless of the how this won't be an easy thing to make

plush yew
#

How do I tell if a game concept requires a custom game engine?

fresh oasis
#

Unreal gives me the phenomenal graphics engine and APIs but it feels like I'm shoe-horning it to work like this (same with Unity but less control because no engine source), using some 3D framework means much more control from how to do things but much more work just to get it to look alright

dusky inlet
#

@plush yew experience

fresh oasis
#

Huh that's kind of what I'm asking isn't it lol

fossil ore
#

Is it possible to have a game window working with editor?

faint meadow
#

How come when I try to import a level streaming, theres not option for add existing, on create new?

fossil ore
#

Run time compatible with editor time?

floral arrow
#

i wish ue5 wasnt a year away

dusky inlet
#

I mean, either you have to create it from scratch or you can make use of an existing framework, so in the end you still gotta put in the work if it doesn't already exist. So are you saying you might want to do the whole graphics boilerplate yourself? @fresh oasis

#

@floral arrow I agree lol
Especially because so little is known. Marketplace compatibility, overall engine overhauls (are redirectors still a thing?), code base changes etc

fresh oasis
#

I'd very much prefer not to as I really don't know that much about low-level graphics in the first place currently

dusky inlet
#

I agree, seems overkill too. Isn't it an option to create the editor in-game though rather than as a separate program?

royal dragon
#

I am getting this warning on project load. Anyone knows how to fix it? I am not using VR and all VR plugins are disabled. LogMagicLeap: Warning: VR disabled because ZI is not enabled. To enable, in the editor, Edit -> Project Settings -> Plugins -> Magic Leap Plugin -> Enable Zero Iteration

fresh oasis
#

It certainly is, but I'd imagine I'd want to be able to save the assets to a format more easily digestible by the engine for normal play.

#

I'm honestly kind of going in circles a bit, I'm thinking I may need to figure out more about how UE actually works to get a better idea about this.

dusky inlet
#

a lot of it is just trial and error honestly. Just go ahead and try to get something basic running, and go from there

fresh oasis
#

Yeah I also thought of trying a fully cooked prototype in place, then figure out from there how to strip the parts out such that they can all be detected and loaded at runtime

dusky inlet
#

sounds like a plan 👌

violet grail
#

hi guys

#

i have problem

#

help

inner cloak
#

Be a bit more descriptive maybe ?

storm terrace
#

any way to make destructible mesh debris disappear?

#

I added the timeout setting but it doesn't remove particles. shouldn't that make them disappear instantly?

obtuse sun
#

Guys I have to achieve 2 things :
To implement two types of enemy Pawn that adopt the HealthSystem.
o First Pawn should start with an initial value of 100 and cannot heal.
 No values should be changed in editor.
o Second Pawn should start with an initial value of 120 and can heal.
 Both starting health and ability to heal should be enabled from editor.

Atm I'm working on an health system for the player so I can then basically copy it and adapt it to the right pawns... Is this the right way to go about it?

exotic thicket
#

What does everyone use for source control with UE projects btw? I've used GitHub in the past but I'm having trouble with project size limits, so wondering if there's some better alternative for this :P

#

ideally free because we're just doing some random stuff :)

frank iron
#

How do I create a longitude and latitude?

warped sail
#

What chat could I use to ask questions?

deft nebula
#

What does everyone use for source control with UE projects btw? I've used GitHub in the past but I'm having trouble with project size limits, so wondering if there's some better alternative for this :P
@exotic thicket i'm just using mega.nz

exotic thicket
#

heh, I guess that would work for sharing the files if you don't actually need any version control :P

deft nebula
#

Yeah and you have 50gb free

#

I use it all the time to backup my projects

#

I'm working on 4 project that i want to finish some day

#

A 2d platformer with dungeon crawler mixed in a history rpg a freerunning puzzle game and a openworld rpg

#

But maybe gitlab @exotic thicket

whole quarry
#

I use an old laptop with perforce for source control

deft nebula
#

Plus on github is the max repro size 100gb

#

Does anyone know how to save the player location and load it with the use of world composition and world origin shifting

#

Anyone

copper charm
#

So now with the atmosphere settings, how can i create a solar system level game

soft fiber
#

@reef python I ready C++ in the marketing stuff.

acoustic crag
#

Anyone know how to get past this error? It only happens when i load large levels like soul cave, soul city, and anythin else large. It doesnt pop up on small ones like the space ship interior or the train one.

I have an AMD radeon Pro duo, 32gb of vram, 16 core threadripper with 64gb of ram

The ssd has almost a full tb of space open

I have tried

updating my gpu driver,

updating windows,

updating my bios,

clean install of windows,

lowering the engine scalability to the lowest settings,

Lowered the resolution of each texture in the scene to the super super low.

tried changin the settings to vulcan,

directx 11 and 12,

tried upping the render memory

tried upping my page file size.

Totally lost, totally stomped. Unreal is unuseable for me. except for the super super small levels

The card works in blender cycles just fine and radeon pro renderer in blender as well. So it has to be somethin within unreal

If it is my Radeon Pro duo that is not compatible with Unreal, then I'll buy a new nvidia card. But if someone can help me at least figure out what the issue is to determine if i even need a new gpu it'd be helpful 🙂

Thanks to whoever has the time to help

left sphinx
#

Im getting this error the project has no spaces and the file isnt read only

#

anyone know how to fix it ?

astral phoenix
#

Hello idk where to put this but can some1 help me im trying to make so i can switch characters with a button but i can only get 1 part to work on the new char, i have different parts of the char (head,hair,shoes and stuff like that) i want to combine it to 1 full char if that makes sense? 🙂

obtuse sun
#

Guys If I have a function with a UPROPERTY(BlueprintCallable) do I still need to have it public?

soft panther
#

Guys How do i cast to a blueprint ?
like a cube in my map

uncut sky
#

Does anyone here know about 3D modeling? If yes contact me in private

obtuse sun
carmine eagle
#

Did you add the component to your first person character?

#

If so, then you should be able to drag off of it and GetHealthComponent instead and then heal the player. You wouldn't need to cast to the HealthComponent in this case

#

@obtuse sun

obtuse sun
#

Im going to try that , thank you for your answer!

carmine eagle
#

Also, for your ufunction question, it depends on how you intend to use the function. Should a different class be able to call it, or is it a function you only call inside the class itself

#

If the former it should be public. If the later it should be protected/private depending on if you want a child class to call it

obtuse sun
#

I'm a little bit lost I'm sorry

carmine eagle
#

All you have to do is connect the health to the target of that function call

#

Health into the target point of the Heal Function

obtuse sun
#

It won't let me

#

Gives me an error

#

HOTRELOADED

carmine eagle
#

Close the editor, recompile, and reload it

blazing pumice
#

Man, I just cannot figure out why my event graph isn't working...Is anybody able to help me out with this one on one? in a vc with screen share perhaps

plush yew
#

about the billions of triangles. Does it mean that you no longer have to worry about normal maps? You just model with millions of triangles and the rest is done by the engine?

blazing pumice
#

It looks like that'll be the case

#

You're talking about unreal 5 right?

whole quarry
#

thats what they said in the video

#

just import the raw model and magical things start to happen

blazing pumice
#

well I really gotta get this graph workin, anybody willing to help me out?

plush yew
#

normal maps are a texture and there is 3dc do compress normal maps. You just get rid of normal maps taking up space in ram?

whole quarry
#

why would you need normal map if you can import the raw model?

plush yew
#

that dates back to the first games with bump mapping

obtuse sun
#

Close the editor, recompile, and reload it
@carmine eagle That did the trick ❤️ Thank you!

fresh oasis
#

Moving to C++ from C# I'm realizing just how much I was spoiled.

plush yew
#

🥺

#

👉 👈

blazing pumice
#

anyone?

#

Really needing it 😂

plush yew
#

if it's c++ then i can help

blazing pumice
#

no. Just event graphs.

plush yew
#

😳

blazing pumice
#

rip me

azure shore
#

I have a weird bug, one animation I have always faces the x axis and I have no idea why, like if I go into that animation from any angle it turns to face x and then turns back

#

never seen this before, and root motion is even worse, it makes it fly upwards

blazing pumice
misty creek
#

@blazing pumice What's the problem with your graph? What isn't working as expected?

wary wave
#

the difference is whether you want to generate a visual studio project now or not

whole quarry
#

If you're planning to use C++ at some point, I recommend to make a C++ project instead of a BP project

#

if you make a BP project, some extra steps are required to change it to a C++ project

#

while C++ projects support BP stuff without issue

wary wave
#

if you make a BP project, some extra steps are required to change it to a C++ project
@whole quarry I mean, all you have to do is add a C++ class from the editor and it'll generate a visual studio project for you there and then

small pewter
#

Anyone good here with animations please ? Because I really need help about a problem (check #animation for more infos) that's a pain in the a*s for 2 days now and nobody seem to now why this problem is there so please pm me

earnest cape
#

Is anyone else having trouble generating collision on meshes?

acoustic crag
#

Im havin trouble gettin the software to not crash 😫

earnest cape
#

I figured it out. there's collision settings in the LOD settings for some reason

modern sinew
#

Is there any way to do a Switch on Key Structure? So that I don't have to make a massive branch chain?

#

Wait, I found how to convert that to a string?

#

So I think that might work

#

hmm, wait

#

no, it doesn't

#

yet

#

Is there no way to bind the string for each case to an input?

#

I guess I could go through an array??

coral urchin
#

are you checking for a specific key?

modern sinew
#

Key Structures. Trying to have it set up so that the player can change their controls

coral urchin
#

are you using blueprints or code @modern sinew

modern sinew
#

BP

#

Oh, there's an easier way than key structs?

coral urchin
#

I personally haven't done input remapping, but I remembered seeing this video pop up in my feed awhile back

solemn orbit
#

hello can someone help me?

#

i made a main menu and when i launch the game my main hud is on top off the main menu how can i remove the hud so you only can see the main menu?

alpine laurel
#

anyone know why the terrain I am sculpting warps as you get closer to it?

wary wave
#

level of detail changes

alpine laurel
#

is there a way to fix it? cause its driving me nuts when you are walking towards something and its warping as you get closer

modern sinew
#

How do you show the mouse?

#

and unlock it?

inner cloak
#

i'm following a tutorial for a C++ game and when i try to build i get the following error message

#

i can't figure out how to fix this issue

hybrid sparrow
#

@inner cloak can u send me the link of the tutorial?

#

Man

inner cloak
hybrid sparrow
#

Thanks

inner cloak
#

oh, guess im on wrong channel

alpine laurel
#

so is there actually a way to make the details stay the same so it does not look like it warps as you get closer?

astral sundial
#

I am on ue4 (4.24.1) everything use to work great but today i ran into an issue. every time i import a skeletal mesh it crashes. How can i fix this?

hybrid steeple
#

Hello?

#

I'm new here. Don't worry. I've looked the rules and the guide. I know what I'm doing.

winter gale
#

@plush yew In content browser bottom right corner there is options dropdown button. Click it and disable show engine content

marsh swallow
#

is there a way to view the static mesh of an instanced foliage?

thorn vector
#

Hey guys I wanna ask have anyone here have done dynamic weather?
I wanna know how do u guys do it since rn idk how to do it yet
My only thing I can think off now is when the cloud is thick and cover the whole sky that's when it's raining .I'll calculate it based of the thickness of the cloud
How would you guys do this
🤔

hidden bloom
#

I aint got that far im fighting to make textures since I cant seem to get megascans to export to unreal lol

modern sinew
#

Ok, so I made it so that the mouse is unlocked when you have a menu up and locked otherwise. However, after opening a menu, you have to click to relock the mouse; is there anyway I can relock it automatically?

plush yew
#

so that ue5 techdemo is using screen space GI

#

I don't think anyone cares if it is screen space, the result is good

astral sundial
#

Update: i fixed my issue, just had to update. still don't know why it randomly broke but whatever. hopefully it doesn't break anything else in my game because of the update.

lament saddle
#

Eurogamer/DigitalFoundry reported it as a hybrid of screen-space, voxelized and distance field GI

hidden bloom
#

saw somewhere 2.5 is avail how do you update from 2.4

#

Im new to all this I dont see where it says update

lament saddle
#

UE4.25?

plush yew
#

I guess the beauty of computing is that you can combine the best of many worlds

lament saddle
#

You don't update the existing install of the engine, you straight up install the new version @hidden bloom

hidden bloom
#

im 4.24

#

ok I just cant find where to

lament saddle
#

(going from memory here ...)

#

Unreal Engine -> Library

#

Hit the plus button somewhere near the top to create a new install

hidden bloom
#

ahh found it ty

#

Now to get my project over to that once its installed not that theres anything done just trying to figure out how to make decent adjustable textures

#

its hard right now as I am on meds to slow my cancer til they can operate due to corona

lament saddle
#

Dang

hidden bloom
#

nice thing is last fri they finally got it scheduled for this thursday I been waiting for 4 months

lament saddle
#

Get well soon, man

#

Hope it goes well for you

hidden bloom
#

so im new to textures and trying to find a master material or decent tutorial I can understand is hard they all want to do multi layers etc

#

ty

#

and with my brain not thinking clearly half the time makes harder. lol I downloaded all the quarry textures from megascans and for some reason I get a port error trying to export to unreal

#

spent hundred bucks on textures and everything i try for making a master texture looks like crap

#

anyone know of a place where I can just download one for rocks and cliffs?

tacit harbor
#

can someone help me none really respond in packaging channel

clear cave
#

@plush yew Click on view options in the content browser and disable showing engine content

hidden bloom
#

So after U download the new engine I just can Migrate all my stuff to new project under the new engine without redownloading it to project?

lament saddle
#

@hidden bloom launch 4.25 and open your project, and you can reveal some migration options

spare kernel
#

but this was pretty hard due to the way rotation is, and how fast it is

hidden bloom
#

ok thanks its just a pain redownloading to it when it is on my hd I been using up all my terrabytes of data last 2 months trying to get everything set up lol luckily up to yest they waived fees on over usage and I have like 1.5 tb data useage hehe

hoary locust
#

I really love when I have mentions and have to scroll up for minutes to find it! Discord is so great!

spare kernel
#

should be a button to jump to them 😄

hoary locust
#

the tech isn't there yet! how would anyone program such a thing?!

lament saddle
#

@hidden bloom I'd prioritize learning stuff over buying things, lol. I'm not personally familiar with Epic's current learning materials, but there is stuff to peruse at https://learn.unrealengine.com

hidden bloom
#

All I am trying to do is to create me a landscape and wanted rock materials and models for the scene I am doing. Im not using it for game making or anything like that

hoary locust
#

their master material tutorial is really killer

modern sinew
#

Is it possible to make a shape not with a model, but by saying "here are 4 points, draw a plane between them"?

hoary locust
#

you just want rock and cliff textures?

hidden bloom
#

All master material tutorials I seem to find show several layers etc and all I am trying to do is make 1 for a dang rock so I can do some subtle tweaks

hoary locust
#

download Quixel Bridge

hidden bloom
#

I got that but I get port error trying to import them into unreal and so far havent got answer back from them abt my prob

hoary locust
#

you dont need to import directly into ue

#

just to custom export

hidden bloom
#

so I need to manually create a master texture to put the maps in

hoary locust
#

do

#

then drag the texture into unreal

#

couldn't be easier

hidden bloom
#

I got my rocks and textures into unreal but there isnt a material there to assign it to the rock that needs made still

finite chasm
#

How does UE4 handle open interiors?

hoary locust
#

so you need the most basic material setup possible?

hidden bloom
#

Im wanting to be able to adjust some of the solors to randomize things a little but nothing really fantastic no

#

colors

hoary locust
#

and what is stopping you from doing that?

hidden bloom
#

I am 60 yrs old and dont know shit abt textures lol just learning and also on meds for my cancer so hard for me to think a little because of the drugs

#

so its sometimes hard for me to comprehend some of the tutorials

#

I thought I could use bridge to just bring them in but that didnt work and was hoping one of them came with a material map and I could just copy that for the 80 assets I need to do

hoary locust
hidden bloom
#

ok thanks ill look it up

hoary locust
#

but essentially all you need to do is multiply the texture with a color that you setup

hidden bloom
#

what is a world aligned texture

hoary locust
#

it's a setup that doesn't use the UVs of the mesh but rather world coordinates

hidden bloom
#

well I was trying to make them with I cant remember the name atm but so I can adjust stuff

#

which is better UVs or WC

hoary locust
#

there is no "better", but you're using a landscape, right?

hidden bloom
#

I will be creating one something similar to the one for the unreal 5 demo but little differrent I am working a 10k bc scene

#

Ill be doing some rocks cliffs and canyons for one area moving out to river and grasslands into a wooded area

#

basically working on a big cinemagraphic scene where ill have ppl living in a cave on cliff flying through grasslans full of wolly mammoths and rhinos and saber tooth cats

#

they operate thurs then I have 6 more weeks of sitting around so needed something to occupy me

hoary locust
#

well you have a lot of learning to do

hidden bloom
#

yup but im patient and 1 step at time. I am useed to the interface and moving around and working in the material editor now I am just trying to learn to make a Semi Basic material. then its back in to build my landscape

static sparrow
#

Anyone else have this problem? For some reason, seemingly randomly, my right-mouse-hold-and-drag that usually does what Q and E do when in pilot mode now doesn't work anymore, and now just does the same thing that the mouse wheel does.

#

It worked normally, worked normally, then bam it just stopped working

hidden bloom
#

@hoary locust Thanks I am actually understanding this creating world aligned textures tutorial and the good thing is he is keeping it simple but making it so you can adjust a few things to create some randomness

hoary locust
#

great!

obtuse sun
#

Hello my lovies... Quick question... I was playing around with callable function... So, if i have a collable func inside of the first player controller (initial unreal project) , it doesn't matter if that func is public or not does it?

#

I can allways call it by first casting the player

#

Or am I wrong?

exotic cave
#

Can I just put a shout out to the Epic grass team?

#

I did not think we'd see the capacity to create genuine, thick lawns with millions of blades of grass in realtime computer graphics this early.

hidden bloom
#

that world textures thing looks kinda like a procedural texture like i do when making procedural models in Max

soft fiber
#

Any here using Rigify?

tame flint
#

When using the AI perception component, do I have to implement the AI stimuli source on the character? Or do people use overlap events instead?

late verge
#

hey fellas! extremely new to unreal but i'm actually really enjoying it. i can't wrap my head around what's happening here, so i'd love it if anyone could give me a good understanding 🙂
when i click play, why is this causing my floor to rotate 5 units every frame when i'm not even moving my mouse at all? how does unreal know to do this?

modern sinew
#

That seems like a bad setup tbh

#

I would have the rotation related to the axis

#

but w/e

late verge
#

it's from a tutorial video. i'm not really looking for workflow insight rather an understanding on how it's working haha. though it is appreciated 😛

#

because i have the input plugged into the function, shouldn't the function only occur with the input?

modern sinew
#

I have my own code issues I'm trying to sort out rn but I'm sure someone in here can help

late verge
#

and yes, plugging the axis value into the rotation works, i'm just trying to understand why that fixes it

#

if that makes any sense 😅

hoary locust
#

@late verge probably because Mouse X always has a value, even if that value is 0. You'd have to throw your mouse away for it not to do anything

late verge
#

hmm

hoary locust
#

maybe it's easier if you imagine a steering wheel instead of a mouse. When you keep your hands off the steering wheel, it's straight and reporting that it's straight

#

and you have hardcoded the rotation to shift 5 units

#

this is why games have deadzones

#

for controllers and mouse input

late verge
#

using the car analogy, what does plugging the axis value into the rotation do?

hoary locust
#

so that the floor will rotate that amount every frame

hybrid sparrow
#

Helo

hoary locust
#

you should do a Print Screen with the value if you're confused btw

#

Print String I mean

late verge
#

@hoary locust i think i understand it now.

TOP PIC: UE4 sees that the Mouse X input is plugged into the rotation function. when i hit play, the floor rotates 5 unites every frame because, even though i'm not moving my mouse at all, there's still a "0" input for movement that UE4 detects.

BOTTOM PIC: however, when i plug the axis value into the delta rotation, UE4 detects that X AXIS MOVEMENT is what will cause the floor to rotate

i think i'm getting it, right?

#

this begs the question though, why does it stop detecting the "0" input?

hoary locust
#

ah but it doesn't, you just literally tell it rotate 0 every time the mouse just sits there

#

do a print string after Mouse X

#

with the axis value

#

and you'll see what happens

late verge
#

it rotates 5 units in the X direction every frame with no mouse movement

#

at least that's what the top pic does

hoary locust
#

yes of course

#

you hardcoded that in

#

it's the same thing as doing it in Tick

#

a print string will clear all your confusion

late verge
#

when i plug the axis value into rotation, does that simply mean that both numbers will match?

#

so when i move my mouse so that the axis value is at -5, the rotation will be -5?

hoary locust
#

well yes? what else

late verge
#

yup, that was the source of my confusion haha

#

i appreciate your help

hoary locust
#

MouseX updates with the movement of the mouse since last frame

late verge
#

i got it now. what confused me was why all of a sudden, after plugging the axis value into the rotation, UE4 would now just ignore the "0" input entirely unlike before.

#

but that's because after plugging the axis value into the rotation, both numbers now match

#

0 axis value = 0 rotation

hoary locust
#

yeah

lusty night
#

yoo how do i use 3d textures in unreal enigne

modern sinew
#

Hey, so, for some reason, when I try to click a button on my UI, I have to click twice, and when I close the menu I have to click again to get control back, can someone help?

thin tendon
#

Sounds like something is consuming the click

hoary locust
#

no, it sounds like a focus problem

patent fjord
#

Does anyone have a video that teaches all the main components and main unreal knowledge?

#

I dont care about how long it is

obtuse sun
#

Hmm this is so fun ... I create a new project and it can't find my newly created files... I think its's because of the path...#

obtuse sun
#

Quick question... if when we use AActor* we are accessing the pointer for the acctor... can we get the name of the acctor?


// If I do
AActor* Owner = GetOwner();

//does this work ?:
    if (Owner->GetFName == "bananas")
    {

    }
oblique tangle
#

Yo, can someone help me out with understanding how these speed line effects work?

#

In particular, the way they move based on the camera's view

#

I'm guessing that they're shifting the post process around in a widget retainer box based on world-to-screen coordinates, but I'm not too sure how to achieve this

obtuse sun
#

Omg this is so frustrating... I had a variable with a certain specifier but because I changed that , the blueprint didn't recognize the change so I had to physically remove the freaking thing and add it back -.-'

scarlet birch
#

Seems to me they follow the path of acceleration.

obtuse sun
#

that's clever

#

good point

#

not normalized though

#

I don't think

teal tulip
#

That seems like just a particle spawned at the forward of the mesh direction

#

Is even colliding with the wall and is gone

obtuse sun
#

I love these people , u clever

scarlet birch
#

It lerps towards the acceleration velocity direction. It's not quite instant.

plush yew
#

how do you make that inverse paramater node with 1-x

barren flume
#

Is there a way I can add transparency to a material?

#

like glass

hidden bloom
#

I saw a glass material I think in starter content

barren flume
#

thank you

#

found it

hidden bloom
#

cant look atm as I am migrating into 4.25 but I know theres one somewhere

barren flume
#

i already found it

hidden bloom
#

kk

hybrid sparrow
#

How do I publish a game so that the people can download/buy it

plush yew
#

hi guys, I am new to this server. I hope you guys help me out to figure out Unreal engine. Quick question, where do I ask any dev related queries.

#

Need help with tessellation please

obtuse sun
hoary locust
#

you must multiply the displacement map with vertex normals

obtuse sun
#

@hoary locust I understand that you're really good at this... Do you have any suggestion for me? The program legit won't open

plush yew
#

@hoary locust i did

#

this is my setup

plush yew
#

samething happened to me, I dont know what button it is, but if you restart the editor it should go away

nimble comet
#

hey guys is there any other way i can compile my meshes and the textures?

#

because its really time consuming for me to place meshes and the texture then individually node them in the engine

candid brook
#

@nimble comet you mean in C++? Just load them in the constructor

#

Trying out the atmosphericFog component, but after pressing ctrl + L I managed to get it stuck, spinning around the up axis. I can't seem to change its direction. It just spins.

Anyone know how I can reset it without completely replacing it with a fresh one?

#

I guess it's actually Down but w/e

obtuse sun
atomic flume
#

if you guys would be as kind to fill in this one question form on how much you would spend most of the time on a game this would help me tremendously with my business plan. Please fill this in honestly. if you most of the spent more then €59.99 then put this down, much apricated!
https://forms.gle/4ogVuwHRTatnggUr6

candid brook
#

Looks like you're missing a semicolon? ;

obtuse sun
#

@candid brook me??

candid brook
#

Yeah. I mean it says you are

obtuse sun
#

where though? Fresh component ,,, havent even written anything on it

candid brook
#

Ooh it's in your generated file so it wasn't you

#

Did you create the UScriptStruct?

obtuse sun
#

no

#

I created a new empty project with just the first person stuff

#

no blueprint, just code

#

and I got that...

candid brook
#

Can you screenshot the .h file?

obtuse sun
#

sure thing just a sec

candid brook
#

That's the cpp

obtuse sun
#

sry... didn't sleep

split tundra
#

I'm working on a turn-based game and I'll have 3 characters in battle whose stats, skills and equipment must be persistent between the overworld and battle stages, how could I handle this? The thing is, I would've created these characters in memory and held a reference to them in my maincharacter BP, but I don't know if this is possible, since actors must be spawned in the world physically

candid brook
#

@obtuse sun honestly, I don't see what's wrong with it. everything looks normal to me. It's almost like VS isn't aware of your engine source or something

#

what does it say when you hover the red underline of UHealthComponent?

plush yew
#

Need help with tessellation on Landscape, can anyone please help?

candid brook
#

Did you build the engine from source or just downloaded the launcher?

dark rune
#

How can I make the anims of the zombie blend better? The animBP is in latter half of video, and it's just using a MoveTo node as AI

candid brook
real bane
obtuse sun
#

@obtuse sun might try these
@candid brook That fixed it (:

#

Like

#

WHAT THE FUCK

#

I LITERALLY STAYED AWAKE ALL NIGHT LONG FOR NOTHING

#

ALTOUGH I STILL HAVE TO REBUILD MY PROJECT BECAUSE THE OTHER ONE STOPPED WORKING FOR NO APPARANT REASON 🙂

#

In unity this doesn't happen ...

nimble comet
#

@candid brook I mean the model I created in maya then textured it in substance. Is it possible to compile it for me to Just drag it on unreal

versed yarrow
#

morning all

obtuse sun
#

Morning man

plush yew
versed yarrow
#

if i want to get the example UE4 character, the white mannequin type guy

#

but i chose the VR template and therefore do not have him

#

what is the easiest way to get him and import him or any sample content? Must I create a project with that template and pull the files out myself or is there an official ui for accessing this content?

glacial pecan
plush yew
#

hello

fierce forge
jovial palm
#

omg, i decided to try 4.25, but the header menu buttons flicker and don't sense clicks...

umbral pagoda
#

Volumetric clouds be only in 4.26

#

@fierce forge So its just fog and light

fierce forge
#

so what are this plugin doing ?

jovial palm
#

wasn't experimental in 4.25

#

i think that one is an experimental early version

fierce forge
jovial palm
#

same, i'm also omw to test those clouds

#

you get any weird flickering when pressing "File", "Edit", "Window" header buttons in 4.25?

umbral pagoda
#

@jovial palm No, but i get crush on big levels

jovial palm
#

ah, i opened a file from 4.24, maybe that caused these issues

candid brook
#

@nimble comet Maybe not drag, but Maya has a "Game Exporter" tool and also a straight-up "Send to Unreal" tool. Also, I found a free UE4 plugin on the MarketPlace called Maya LiveLink by Epic. Haven't used it myself, but maybe you'll find it useful

raw rock
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I want to add a large forest to my map and I have heard about LOD but i dont know what they are

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how do you lower them to make trees less laggy ?

high flax
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Hey guys, what kind of performance do you get on an exported project vs play-in-editor? Is the difference major?

fierce forge
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that's not legal

teal tulip
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someone here released on steam something ? got a problem

fierce forge
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what problem ?

teal tulip
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its a bout the keys activations

urban dirge
teal tulip
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@fierce forge generated keys for beta but here a mate after activate these nothing displays

fierce forge
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weird

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i generated keys and it worked for me , what settings did you used for generating the keys ?

teal tulip
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Well on first point the game isn't review by steam yet, must be ?

fierce forge
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i generated keys too and i activated one on my second account and it worked

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and i was not reviewed by steam

teal tulip
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About the generated keys the other day generated a batch for digital distribution and gave a friend one, problem is I bet I needed the beta ones cause seems like that one don't work, so gave today another one from the beta ones and says he already got the game

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and still don't even display on his list