#ue4-general
1 messages · Page 742 of 1
thank god
I wasn't expecting to be spending all morning doing that shit
thanks again for your help tracking it down
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
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
yeah I did, but nothing obvious from the pic you posted of it
victory pic 🙂
So I increased the light map resolution and disabled light map compression but my tree shadows is still crap
This applies to every object in my scene regardless of engine version
How is your lightmap unwrapped?
but my actual uvs for textures are
but my largest concern is that this lightmap problem even applies to the default cube!
can you post a pic of how the default cube looks with messed up shadows?
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
just to clarify, you're talking about the shadows on the meshes (trees / cube) or the shadows on the ground terrain?
is the ground a mesh itself or is it unreal terrain?
it's an unreal terrain
but it's the same problem with the ground meshes
I'm talking about the shadows of the cube/tree ON the terrain
aight, did you increase the lightmap resolution of the landscape itself?
no option called something like "static light resolution"?
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
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
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?
Yes, you have access to the source code and can modify it as you need
yeah the difference is big
but still crappy shadows
Alright, I'll build it on medium
Yeah no difference
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
is there a more scalable solution?
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?
@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
So Chaos isn't out yet?
I see
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?
Well thanks for the help!
It is out in 4.25, was preview before @plush yew
Fighter Maker 2nd lacks the ability to have different modes, online, and so on.
Just has one player, two player and training.
@atomic forge hope you can figure out a good middle ground, gl!
Thanks!
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.
also overall assets look way better in asset view compared to those placed in maps/levels...
@plush yew actually I redact that, it might still be beta-ish just not as much as it was before
https://streamable.com/rd8i5q video example
https://twitter.com/TimSweeneyEpic/status/1261414348330881026
"traditional rendering and lighting techniques".
So, lower end platforms like the Oculus Quest, will still use ES3/Vulkan forward rendering and baked lighting. Which was pretty much expected.
-
And high end PCs
-
And with features for scaling the content down to run on current generation platforms using traditional rendering and lighting techniques
figured out the WPO in raytracing part... Why the hell do you need to manually enable WPO in raytracing????
per mesh....
hi guys can someone help me about PC ?
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 ?
oh thx
Can someone help me find why my Join Session node isn't working?
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
Combat system inspired by games like DarkSouls/Witcher
Marketplace: https://www.unrealengine.com/marketplace/dynamic-combat-system-magic
Dynamic Combat System implementation video
https://youtu.be/ZXpCA1smAu8
Dynamic Targeting (included in Dynamic Combat System)
https://www....
on the minute 1:08
that «target» system
Any know why I am missing all the other plugin templates?
To answer my own question... creating C++ plugins in a project without C++ is not possible.
Now the question is, can I copy a C++ plugin into a project with no C++?
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 ?
Im asking here , bcz i dont even know how to explain this to Google
Quick question, how do you open the cmd line in ue4 editor
without playing the game?
output log?
nah just the CMD 🙂 I want to change my streaming pool size
you often see guys in tutorials use it
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) :
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!
(the path is not related to my machine btw)
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
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.
Isn't the "double set" an equivalent of these instructions?
Could someone enlighten me?
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
its very well explained on the tutorial site where you found it in first place.
@plush yew Have you a link, please?
Is it relatively simple to change your sky sphere texture?
You might want to define what you mean by "relatively simple" 😄
I know that doesn't help you much, but yeah the question doesn't really make sense hehe
just go straight to the point - like "how does one change the sky sphere texture"
no need to beat around the bush hehe
How do I change the sky sphere texture?
there you go 🙂 What have you tried so far ?
Some YouTube videos that weren’t successful
There isn’t much info out there for it
...
My knowledge is limited with the software so I haven’t tried much.
then try your best, then come back to ask once you've tried
otherwise you risk wasting your own time, and others
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

in cascade?
cascade??
dnt know srry what i made was a particle system with a capsule colision and a projectile movimente
figure out if it was cascade or niagara and let us know
or... is it a blueprint problem?
its not a blueprint problem XD i just dnt know the codes to disable a particle system after a time XD
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?
i really dnt know what is cascade or niagara but i will take a look
I'm able to adjust in UE4 somewhat, but it would be nice if that wasn't required...
if you are using a normal particle emitter or system, chances are it is cascade. If you are using niagara you would know
The Unreal Engine 5 demo on PlayStation 5 was the culmination of years of discussions between Sony and Epic on future graphics and storage architectures.
The Nanite and Lumen tech powering it will be fully supported on both PS5 and Xbox Series X and will be awesome on both.
552
3767
Epic Games wishes to issue a slight correction.
Unreal Engine does not support “Volumetric Dog”. The statement was made in error.
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Tim is enjoying this
so its a cascade thnx
i have this comand and i dnt know what to add to destroy the tornado after a time of his spawn
hello everybody, i wanted to know if theres a way to transfer compiled shaders between unreal versions
@knotty grail so the Tornado is a Blueprint Actor?
ys it is
then if it has a certain time look at the blueprint details panel for the defaults and you can adjust its life span
you can set that to a time and it will destroy itself automatically if that is what you want
@grim ore thnx u are amazing i was trying to end the tornado life for more thatn 2hrs´thnx very mutch
well your question is not really how to stop the particle, but how to stop an actor after a certain time
the particle just happens to be part of the actor blueprint
do you need to change the amount of time it is alive every time you spawn it?
@grim ore yes
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
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
I just told you how
hooo i see where can i get the output return value srry i started yesterday on unreal
The default streaming pool size is 4000mb?
hooo i saw thnxxxx @grim ore XD and srry im really a noob at this
@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
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?
How does your system know now to go from day to night and such?
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
so my thought is to just take into account that midnight/0 is something to pay attention to and do your math around that
How do I run the Chaos Engine Demo?
i do it based on 0 - 1, when it hits 1 it goes back to 0, normalized by the time of day
so 0 -1 increment, hits 1 then decreases from 1 back to 0, rinse repeat
🤷
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 ?
i would have to dig out my old code, but its c++, and i have no clue where that is right now
mine was just for the controlling of the sun, from 0 - 1
maybe 2 streams of logic? if start > finish then do this branch, and if finish > start do this branch
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.
The main thing I'm stuck around is how extensible I can do runtime asset loading or even exporting for Unreal.
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.
Will Unreal 5 have a BluePrints Visual Programing?
yes
the demo was so cool.
im building a simple orbit camera, with this blueprint, how can i make it so the movement of the camera is slower
multiply the axis value so it's a smaller # you put into your rotation?
that would mess it up yes, you want the rotation to be slower when you move the mouse X?
yes
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
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
binding an event to the direct control input, like Mouse X, instead of using an input event is an improper way of doing it
ok I will try that, thank you!
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 ?
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
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?
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?
I can't wait https://youtu.be/qC5KtatMcUw
Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.
Join Technical Director of Graphics Brian Karis and...
#UnrealEngineV
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
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.
I'm not sure if file I/O is the only thing stopping that from happening, but I'm sure it would help somehow
already?
It's crazy how some of his research has been around for 11 years
multi user editing? what is that?
letting more than one person make changes to a project at the same time
I think UE4's for levels requires you to split them into sublevels though
so, for a city like GTA many ppl can work on a section of the city at the same time?
...Or does it. I need to watch the webinar
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
for ex: you have a house. Some gyu is placing stuff in the kitchen while other guy is working on the bedroom?
and they see each other's work in realtime?
The older iteration of this forced you to work on different sections and send changes only after committing (not realtime)
But this new stuff: https://youtu.be/MPIpOdNmNGE
In this webinar, Senior Technical Marketing Manager Daryl Obert and Technical Artist Matthew Doyle demonstrate a unique collaboration workflow in Unreal Engine.
The Multi-User Editor is a powerful tool that enables multiple artists to make changes simultaneously to the same ...
Wow, this is crazy
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
Requires everyone to be on a VPN though (any serious project will be already afaik)
anyone else worried about downloads time in light of UE5?
I found one of the rocks they used and it was 234 MB, just for one rock.
I can't imagine how big something like an open world game would be if they took advantage of nanite.
I mean, you don’t need to have 15 million polygons for a rock. 20-30k at MAX
I am trying to find the tweet where one of the devs claims they have a solution for storage space
15 million polygons for a rock, that's like making the texture itself out of polygons. Even detail small as one pixel.
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.
234 MB. That would fill up a whole CD-ROM in the old days
Just the LOD0 and the 8k albedo texture is 39mb
Yeah, pretty sure they were using the highpoly source in the demo though
good luck trying to vertex paint that mesh
why would you?
idk same reasons u do it now, masking stuff
oh, i was thinking of something else
i have personally tried verex paint on a ~1m poly photoscan and the editor goes nope
Thanks!!
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.
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.
Can anyone help me with placing dead bodies on my map?
squints
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
What are Wingdings
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
Does anyone know how well ue4 converts 4.24 to 4.25?
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?
what is more weird is that I don'
don't even have a D:/Build folder
@drowsy compass i'd wait for the .1 hotfix cuz there are bugs
It's been fine in my use. No issues migrating from .24 to.25
@storm terrace Reduce the folder path length for your project. The path you're seeing is not relevant.
Is there a way I can disable a widget when its hidden? So that none of its code runs and it doesn't tick?
why wouldn't you just destroy it at that point?
Because I don't want to have to reconstruct the whole inventory each time
you could just disable tick on it when it's hidden
SetActorTickEnabled
but they might not tick when they are hidden actually
you should check that first
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
But still wouldn't mind being able to disable them
you'd have to disable that manually then
@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.
Thanks I think what I will do is destroy and create it. When needed instead of hiding and showing.
@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
But obviously it depends on how you are doing it and what you have and where
Any unreal gods here can tell me why the decal looks weirdish under the light?
SImple Question : how do i make a check if any key is pressed ?
how I can update sources from old 4.24 to new 4.25 via git cmd? Thanks a lot..
idk sry
Can anyone help me figure out why my Join Session node isn't working?
Evolution of Unreal Engine Games 1998-2020
(UE 1 to 5)
Evolution/History of Unreal Engine Games from 1998 to 2018 (UE 1 to 4). The Unreal Engine is a game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal. Although primarily developed...
!
@soft panther a quick Google search found this - https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/96407-detect-if-any-key-on-gamepad-or-keyboard-is-pressed-switching-widget#post96407
Build powerful visual scripts without code.
Looks to be an event input any key
@soft panther a quick Google search found this - https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/96407-detect-if-any-key-on-gamepad-or-keyboard-is-pressed-switching-widget#post96407
@fallen marten
Build powerful visual scripts without code.
I did this and i hope it will work also
but thx for ur help ❤️
Np 👍
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?
with scatter I assume you mean foliage painted? then yes, you would just need to replace the static mesh the foliage type refers to
@real bane Raven Shield was a really awesome game.
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
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...
Console
@soft panther there is an event called ANY KEY
Does anybody use multi user editing?
but he see the server ?
Nope
he use the same network ?
We are using darmin vpn(simillar to hamachi but better)
Okay
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?
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
ue4 not detecting any inputs from a wired xbox one controller
try changing usb socket and also plugging it in befpre you start unreal up
does anyone have some actually good information how to creat a simple but solid working ik system?
didn't work :((
does it register the controller in windows do you know?
you should hear it connecting
and i assume youve setup all the inputs inside unreal?
usb game controller thingy registers it fine
i have the same thing with ps4 controllers
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
hmmm weird do you have a game you can try the controller on
i have many (spelunky, geometry dash, etc)
ah is it an official controller?
its an xbox one controller that came with my xbox one (wired)
its worked before but its just ranodmly decided to not work 😦
https://www.reddit.com/r/unrealengine/comments/dxpkkx/my_usb_xbox_360_controller_doesnt_work_on_ue4/
3 votes and 3 comments so far on Reddit
that maybe of some hel
p
didn't work but
it is detecting inputs in usb game controllers fine
but nothing else
what version of UE4 are you on
4.25
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?
good afternoon
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?
ok so i just found that i can move around in the viewport with the controller but in game the controls do not work
i also just found if i set the number of players to 2
and switch to the second game it controls the first player
any fix ?
is there any way that i can make this clear both in this array?
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 ???
?
bascially say i want to jump nothing happens.
i add another player i jump with player 1. player 2 jumps
:/
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?
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
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
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
are controllers broken on 4.25 or something ?
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)
don't know about that but i would hypothesise that it is static only
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
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
during the vid, he said 16 billion in the one screen
with all the statues of 33 mil polys
tris**
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
they were pretty clear
just the one statue they said 33 million
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
when do they say that?
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
aaah i see, got confused there for a sec with how ya worded it
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
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
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
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
where can i ask help for player 1 controlling player 2 with controller ????
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)
Do we know what programming language UE5 will use for programming (like UE4 uses C++)?
C++, no doubt
wat ?
given that you can go from ue4 to ue5 seamlessly, i would imagine so
wtf i just made a new project and it does the same thing
https://gyazo.com/550f7836e7bcd8b7bff5515c4b0aa3f6 here is a gif of the problem i am having
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
@raw rock open the animation and increase the play rate
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?
@versed yarrow Did you generate a navmesh?
Hello, does anyone have an AR Preset?
Not like the default, for some reason the unreal engine doesn't work for me
maybe i did not generate it correctly, thanks for the tip
Hey, whenever i play as my character, he is sideways when i walk/idle. Is there a way i can fix this
@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.
Back when times were simpler right?
Sort of yes haha
No cooking, just make a map, bake some lighting, done
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
Yeah, ancient formats.
guess no one knows
I haven't used UE2 in a very long time.
Did anyone else get messaged by this person or
@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
Im not even active on this server
I'd kind of love to do a true Rainbow Six game tactical take down game at some point in the future
Oh?
in UE4 > UE5 eventually
What are the project names?
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.
Oh yeah I know Ground Branch... I have some history there.
The 1030 update hopefully comes through sooner rather than later... lol
Are you working on GB?
I am not. But, I will be making maps for it, when the time arises.
But frankly, I have higher hopes for the stuff the community is doing thats already surpassed Ground Branch core wise
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
you expect a COD Clone for 5€ made by 3 randoms in Unity ? with marketplace assets
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
Can someone with the binary version of 4.25 check \Engine\Binaries\ThirdParty\Steamworks\Steamv147\Win64 and tell me how many files there are?
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.
@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
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
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
Right, wasn't sure if they changed it. Downloading the binary version now to compare.
An overview of Online Subsystem Steam, including how to set up your project for distribution on Valve's Steam platform.
related
can confirm these dlls aren't need in order to work with the base steam implementation
@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.
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?
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
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
Anything for only c++
No need to be hars like that @plush yew Its not helping at all please.
@brisk osprey thanks man I’ll try it out for sure it’s just a plan
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.
@plush yew what I meant was is there anything to help me with just c++
I need help
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?
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
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
Its the academy site, 2 sec gonna get it linked to ya
Ok thanks! I’m going to take a nap and get right to it. Thanks for all the help!
That would be really helpful
Where you can login even add it to your pipeline and see previous courses etc pretty cool stuff
https://www.unrealengine.com/en-US/onlinelearning-courses <-- if you press get started here, it takes you to the academy
Remeber to check out the c++ courses after the fundementals courses, or it might be a little bit of head spinning
@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
Sounds good!
@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
Gonna login and link it to ya 🙂
Thats a great one! It shows a lot, but for the c++ i was thinking about this one https://learn.unrealengine.com/course/3441566?r=False&ts=637252243545281943
Should I know blueprints before taking that 😂
Yes
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?
Ok so the order I should go
Then
Then
Learn how to implement mechanics for a First Person Shooter game.
And then
Documentation for the C++ example game project ShooterGame
That should work
Thanks!
Give it a try! Make some cool projects! 🙂
how do i fix this
Why would a LineTraceByChannel not colide with the player character please?
Has anybody gotten Git to work successfully for a team?
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
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?
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?
Do you have Github Desktop?
You should be able to add the folder and re-intialize it
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.
so ue5 supports virtual textures for the first time, even virtual shadow maps
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?
@plush yew ue4 support virtual textures
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.
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
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
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.
where does one go to ask questions?
I usually just ask my questions here, there's a few awesome people who frequent the discord that help.
mmmK
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
when i switch to mobile preview my apex clothing does not work. anyone have idea?
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.
@plush yew that isn't how the VT works
us a process inside the memory
you don't import 32k textures
what do I use for "destructable settings" template so I can set all buildings to have the same configuration?
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?
I tried making a blueprint of the destructible-mesh and got
when I compiled the DM
@storm terrace what GPU do you have ?
1080m
?
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.
My driver was set to studio, I switched it to gaming and will see what happens.
set it to game rather 🤔
@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)
Yeah that's what it was looking like so far
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
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
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
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
@plush yew because either people dont know, people dont care or because you keep on spamming
@plush yew It's been like 4 minutes
Also no idea what "set invisible my head" means
@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
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
don't know that one sadly
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
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
oof
Hey guys what do you think is the best way for me to transfer my ue4 levels and content to my D: drive
just copy paste the entire project @frank pike
click+drag?
Ok I didn’t know if that would break anything
I'd say just copy it and make sure the copied one loads fine then delete the old if you want to be safe
unless you are using absolute paths somewhere it shouldn't break anything
but yeah I agree^
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
Yeah regardless of the how this won't be an easy thing to make
How do I tell if a game concept requires a custom game engine?
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
@plush yew experience
Huh that's kind of what I'm asking isn't it lol
Is it possible to have a game window working with editor?
How come when I try to import a level streaming, theres not option for add existing, on create new?
Run time compatible with editor time?
i wish ue5 wasnt a year away
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
I'd very much prefer not to as I really don't know that much about low-level graphics in the first place currently
I agree, seems overkill too. Isn't it an option to create the editor in-game though rather than as a separate program?
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
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.
in any case, might be worth it to take a look at this https://www.unrealengine.com/marketplace/en-US/product/runtime-fbx-import-asynchronous
a lot of it is just trial and error honestly. Just go ahead and try to get something basic running, and go from there
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
sounds like a plan 👌
Be a bit more descriptive maybe ?
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?
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?
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 :)
How do I create a longitude and latitude?
What chat could I use to ask questions?
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
heh, I guess that would work for sharing the files if you don't actually need any version control :P
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
I use an old laptop with perforce for source control
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
So now with the atmosphere settings, how can i create a solar system level game
@reef python I ready C++ in the marketing stuff.
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
Im getting this error the project has no spaces and the file isnt read only
anyone know how to fix it ?
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? 🙂
Guys If I have a function with a UPROPERTY(BlueprintCallable) do I still need to have it public?
Guys How do i cast to a blueprint ?
like a cube in my map
Does anyone here know about 3D modeling? If yes contact me in private
So... I have created a component to no actor... How am I solving this xd
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
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
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
Close the editor, recompile, and reload it
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
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?
thats what they said in the video
just import the raw model and magical things start to happen
well I really gotta get this graph workin, anybody willing to help me out?
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?
why would you need normal map if you can import the raw model?
that dates back to the first games with bump mapping
Close the editor, recompile, and reload it
@carmine eagle That did the trick ❤️ Thank you!
Moving to C++ from C# I'm realizing just how much I was spoiled.
if it's c++ then i can help
no. Just event graphs.
😳
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 What's the problem with your graph? What isn't working as expected?
the difference is whether you want to generate a visual studio project now or not
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
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
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
Is anyone else having trouble generating collision on meshes?
Im havin trouble gettin the software to not crash 😫
I figured it out. there's collision settings in the LOD settings for some reason
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??
are you checking for a specific key?
Key Structures. Trying to have it set up so that the player can change their controls
Using the nodes added in Unreal Engine 4.17 and later we can now remap input using Blueprints only. This quick example shows how to use the new nodes to take input from the player and remap a Jump action to another key.
Source Files: https://github.com/MWadstein/UnrealEngin...
are you using blueprints or code @modern sinew
I personally haven't done input remapping, but I remembered seeing this video pop up in my feed awhile back
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?
anyone know why the terrain I am sculpting warps as you get closer to it?
level of detail changes
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
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
well, its a udemy tuto .. but the info is from here : https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html, green section before Visual Assist X Users section
Thanks
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?
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?
Hello?
I'm new here. Don't worry. I've looked the rules and the guide. I know what I'm doing.
@plush yew In content browser bottom right corner there is options dropdown button. Click it and disable show engine content
is there a way to view the static mesh of an instanced foliage?
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
🤔
I aint got that far im fighting to make textures since I cant seem to get megascans to export to unreal lol
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?
so that ue5 techdemo is using screen space GI
I don't think anyone cares if it is screen space, the result is good
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.
Eurogamer/DigitalFoundry reported it as a hybrid of screen-space, voxelized and distance field GI
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
UE4.25?
I guess the beauty of computing is that you can combine the best of many worlds
You don't update the existing install of the engine, you straight up install the new version @hidden bloom
(going from memory here ...)
Unreal Engine -> Library
Hit the plus button somewhere near the top to create a new install
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
Dang
nice thing is last fri they finally got it scheduled for this thursday I been waiting for 4 months
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?
can someone help me none really respond in packaging channel
@plush yew Click on view options in the content browser and disable showing engine content
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?
@hidden bloom launch 4.25 and open your project, and you can reveal some migration options
@clear cave https://www.thegames.dev/snaps/tZSjpnBR95.mp4 need to make this TIP a bit smoother
but this was pretty hard due to the way rotation is, and how fast it is
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
I really love when I have mentions and have to scroll up for minutes to find it! Discord is so great!
should be a button to jump to them 😄
the tech isn't there yet! how would anyone program such a thing?!
@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
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
their master material tutorial is really killer
Is it possible to make a shape not with a model, but by saying "here are 4 points, draw a plane between them"?
you just want rock and cliff textures?
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
download Quixel Bridge
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
so I need to manually create a master texture to put the maps in
I got my rocks and textures into unreal but there isnt a material there to assign it to the rock that needs made still
How does UE4 handle open interiors?
so you need the most basic material setup possible?
Im wanting to be able to adjust some of the solors to randomize things a little but nothing really fantastic no
colors
and what is stopping you from doing that?
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
there's a very basic tutorial on learn.unrealengine.com called Materials - Exploring Essential Concepts
ok thanks ill look it up
but essentially all you need to do is multiply the texture with a color that you setup
what is a world aligned texture
it's a setup that doesn't use the UVs of the mesh but rather world coordinates
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
there is no "better", but you're using a landscape, right?
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
well you have a lot of learning to do
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
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
@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
great!
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?
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.
that world textures thing looks kinda like a procedural texture like i do when making procedural models in Max
Any here using Rigify?
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?
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?
That seems like a bad setup tbh
I would have the rotation related to the axis
but w/e
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?
I have my own code issues I'm trying to sort out rn but I'm sure someone in here can help
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 😅
@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
hmm
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
using the car analogy, what does plugging the axis value into the rotation do?
so that the floor will rotate that amount every frame
Helo
you should do a Print Screen with the value if you're confused btw
Print String I mean
@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?
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
it rotates 5 units in the X direction every frame with no mouse movement
at least that's what the top pic does
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
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?
well yes? what else
MouseX updates with the movement of the mouse since last frame
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
yeah
yoo how do i use 3d textures in unreal enigne
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?
Sounds like something is consuming the click
no, it sounds like a focus problem
Does anyone have a video that teaches all the main components and main unreal knowledge?
I dont care about how long it is
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...#
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")
{
}
#ドライブクレイジー をバージョンアップしました!
軽トラックのスピードを感じてください
#ue4 #indiegame #gamedev
https://t.co/Y9w3LGzL3M
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108
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
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 -.-'
Seems to me they follow the path of acceleration.
That seems like just a particle spawned at the forward of the mesh direction
Is even colliding with the wall and is gone
I love these people , u clever
It lerps towards the acceleration velocity direction. It's not quite instant.
how do you make that inverse paramater node with 1-x
I saw a glass material I think in starter content
cant look atm as I am migrating into 4.25 but I know theres one somewhere
i already found it
kk
How do I publish a game so that the people can download/buy it
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
It won't let me open the project...
you must multiply the displacement map with vertex normals
@hoary locust I understand that you're really good at this... Do you have any suggestion for me? The program legit won't open
samething happened to me, I dont know what button it is, but if you restart the editor it should go away
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
@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
Guys? What are these errors?
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
Looks like you're missing a semicolon? ;
@candid brook me??
Yeah. I mean it says you are
where though? Fresh component ,,, havent even written anything on it
no
I created a new empty project with just the first person stuff
no blueprint, just code
and I got that...
Can you screenshot the .h file?
That's the cpp
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
@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?
Need help with tessellation on Landscape, can anyone please help?
Did you build the engine from source or just downloaded the launcher?
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
@obtuse sun might try these
Hah. UE2 in modern Unreal! https://youtu.be/fKqj9El6zoA
Cover System (Spline Tool) with 24 animations allows you to draw your character cover path for any object in your map.
**** AVAILABLE ON UNREAL MARKETPLACE ****
https://www.unrealengine.com/marketpl...
@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 ...
@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
morning all
Morning man
tessellation is coming as a single block, why is this?
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?
@versed yarrow for VR, I think you're better of using the mobile version anyway: https://www.unrealengine.com/marketplace/en-US/product/ue4-mannequin-mobile/reviews?sessionInvalidated=true
hello
this is for volumetric clouds ?
omg, i decided to try 4.25, but the header menu buttons flicker and don't sense clicks...
so what are this plugin doing ?
i searched on google about the plugin and i got this :
same, i'm also omw to test those clouds
you get any weird flickering when pressing "File", "Edit", "Window" header buttons in 4.25?
@jovial palm No, but i get crush on big levels
ah, i opened a file from 4.24, maybe that caused these issues
@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
I want to add a large forest to my map and I have heard about LOD but i dont know what they are
how do you lower them to make trees less laggy ?
Hey guys, what kind of performance do you get on an exported project vs play-in-editor? Is the difference major?
that's not legal
someone here released on steam something ? got a problem
what problem ?
its a bout the keys activations
Hello. How to remove these black spots on the picture frame?
settings. lightmap res is 1024
@fierce forge generated keys for beta but here a mate after activate these nothing displays
weird
i generated keys and it worked for me , what settings did you used for generating the keys ?
Well on first point the game isn't review by steam yet, must be ?
i generated keys too and i activated one on my second account and it worked
and i was not reviewed by steam
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
and still don't even display on his list