#ue4-general
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you might have hit a hotkey for it on accident
i was thing the problem to be something with with my height map...
cause i just find out that when i import a new height map, the Z position were accidently set to -5000
So another question, should i set (0,0,0) while importing a new height map?
@grim ore Thanks you so much, savae me a lot of time
you probably want it centered to the world origin at 0,0,0 yes
Got it/
I just started learning UE4, i came from Blender, thought it should be almost the same... Turns out to be not
๐
new to unreal, quick question why is my gun, from the first person pack , is invisible when looking down. and when looking up its visible but very weird
I'm trying to build UE4 from source and it keeps freezing at 86%.
compiling it or running it?
I'm not sure how I'm supposed to launch the editor (not used to building from source) but I set 'UE4' as default startup project, build the solution, and run local debugger.
@pearl mortar that looks like a rendering issue, have you changed any settings in your project at all or is this fresh? stuff like near clip distance. If not do you have the latest OS update?
@silk lintel so this is launching it, you built it already. do you mean 86% on the loading splash screen?
Yes, at 86% on the splash screen a breakpoint is triggered in Shader.cpp.
@grim ore
@grim ore Am I supposed to run the editor from vs/local debugger?
@silk lintel that is weird. You can just launch the UE4Editor.exe file in the binaries/win64 folder and see if that doesnt trigger a crash
but the editor should be able to run fine from VS
@pearl mortar since this looks like a MACOS issue you might want to try #macos or change the rendering type but I think your only options are metal and ES.
where do I chnage the rendering type?
and is this a new project or opening an existing one? @silk lintel
it shouldnt matter that i have the release and the source both installed, right?
@grim ore this is just the editor
should load the project creation window, not a project
@pearl mortar at the top under settings you can change the preview rendering level, or in the project settings mac settings
@silk lintel no every version of the engine is in it's own separate directory and are separate
im trying to find it but its an exe needle in a dll haystack lol
nah its exactly where I said
ah, just go to the folder and type ue4 and it comes right up
this is from the 4.25 tag from git or one of the others?
oh, uh that would probably be master then which might not be a good compile
oh thats release so it might work
yeah in the future if you need something specific, in the top left it says release. You can click on that, click on tags, and go to a specific version
nah plus is for consoles
oh
4.25 branch might have updates so use the tags
but regardless see if the non debugging version loads, its weird yours triggered a breakpoint
when i launched from the executable it got to 90-something % and then crashed, got this message:
ugh
ill probably just reinstall with the 4.25-release build, then let u know if there are any problems
this is with the chaos changes?
yep. its a weird error, normally a random crash like that would be due to a bad version of the source downloaded but release is supposed to be stable
I just downloaded Master, good as of the 14th, and it loaded fine
but did not enable chaos so dont know if that caused your issue
but chaos is enabled by default in master soo.....
lol
my hair is on fire
yeah I know this is no help. The error from before seems to suggest that chaos was enabled and not setup properly which is why your crash/breakpoint
speaking of setup, look at this
I cant test on master as chaos is already enabled
it shows this:
`BuildEnvironment = TargetBuildEnvironment.Unique;
bCompileChaos = true;
bUseChaos = true;
Your UE4Editor.Target.cs file should look like the following:
public class UE4EditorTarget : TargetRules
{
public UE4EditorTarget( TargetInfo Target ) : base(Target)
{
Type = TargetType.Editor;
BuildEnvironment = TargetBuildEnvironment.Unique;
bBuildAllModules = true;
ExtraModuleNames.Add("UE4Game");
bCompileChaos = true;
//Note that the following line is not needed for 4.23 or previous versions.
bUseChaos = true;
}
}`
but by default BuildEnvironment is set to TargetBuildEnvironment.Shared
Has anyone use the extile asset for ue4 before??
yeah mine shows shared as wel, that is for older versions .shared should be fine
i think there was another discrepancy
idk
@silk lintel well if you just want to play with chaos, an option would be to get master and compile it without any changes. Just a fresh download of Master, should be updated as of the 14th for the last updates and i can confirm it compiles and launches fine
I cant guarantee its stable or works 100% but it did compile for me and
im working on this fully destructible environment for the dxr spotlight contest and apex or physx dont cut it
if chaos is half as good as the tech demos, it will be perfect, though
okay, great!
buy uh.. I think im gonna grab 4.25 release and see if I can get chaos working on it correctly as well, for science reasons
good luck, sir
Guys probs a stupid question to some but a question reguardless. How can I rotate my particle ? https://gyazo.com/4472ef2cccdb9e32906929cd15d8d49d
how are you spawning the particle now?
I'm having a small issue with fps. I just created a new empty fps project with 4.24.3 and the FPS is stuck at 40 and won't go any higher.
I did go to project settings and set the max to 120fps and nothing changes.
it works on wood etc, just this particle doesnt
need a way to rotate the particle itself
nvm
made some changes to the particle found the rotations too
@grim ore did u use shared or unique in for ur target build environment in UE4Editor.Target.cs when u got it to compile for chaos?
@silk lintel when using master? no changes at all are needed chaos is enabled by default. You download master, setup.bat, generateprojectfiles.bat, open the .sln, and build the ue4 project
im trying 4.25.0 master with just the 2 = true changes in the target.cs right now, leaving the environment at shared
no you do not need to change the target.cs at all when compiling master
ok
Are there options to import a blender scene in unreal ? .. it seems to convert my curved meshes into simple mesh so it wont deform anymore
actually, the curves are gone too
@inner cloak Make sure your units are set up correctly in blender. You should be using metric system, centimeters, and 0.01 multiplier. Also, if you're using a subsurface modifier or something for the curves, the issue might be unchecking 'apply modifiers' in the export window.
huh
blender is the original model
- are all objects grouped, 2. are you exporting selected meshes?
i export a complete scene .. and why would conversion not happen for units ?
because human-readable != machine-readable
we're talking about maths here
1 unreal unit = 1 cm
I'm pretty sure we're talking about software
python, specifically
so you're saying that because i used inches in blender, exporting to ue4 has issues ?
I'm saying that the first thing I would try is making sure the blender scene uses the metric system. You want as few places as possible where the export could go wrong. Then we can narrow down the problem until we find out what it is.
Hi, i though i might find an answer here. i imported trees from SpeedTree and all was well including a few times i baked up until now. iv'e searched for a solution but didn't find one, this is the error i get in the log now. Any Ideas?
like this @silk lintel ?
@tepid ore Again, I would check your units. It looks like you may be importing such a small mesh that unreal can't detect any triangles. While I've used speed tree, I haven't imported to unreal, though.
@inner cloak use cm for length, just trust me
but keep the unit scale
oh .. so .01 cm for unit ?
seems to me like i pasted pic with 1cm unit up there
@tepid ore Also, it looks like you're importing individual meshes instead of one whole tree mesh. Again, not quite sure how speedtree import works, but might check that out. Also, there's a speedtree import plugin for ue4 (built-in but disabled by default) I believe, you might have to use that.
@inner cloak i can't quite see your hierarchy, are all your meshes parented/joined?
of course its parented .. i can animate in blender and all works
@silk lintel I'll check it. i used the metric system inside speedtree and it imported well but i did change a bit the size in the transform so it might be that.. i didn't Import them individually, i used the Speedtree plugin which worked great. these are all duplicated inside UE4. so it might really be a scale thing..
i have about 20 bones in the scene too
@tepid ore Ok, then I'm probably not the person to ask. Like I said, I haven't imported from Speedtree before.
Maybe i should export from blender using USD ?
How can i add for example a button to a ui widget using blueprints?
@silk lintel but you gave me a direction to check so i consider it as help(: thanks!
@deft nebula To be clear, do you want to add the button as a component, or add at runtime?
@inner cloak Not sure if unreal is set up for that, but u can give it a shot.
@inner cloak I still want to see if you're applying modifiers
of course i have modifiers
@inner cloak stop with the 'of course', its just a question
@inner cloak are you checking the 'apply modifiers' button in the export window?
i guess those can't be converted with FBX .. or FBX is lacking a few features
So that when you have a quest that i just add to a scrollable list and gets moved when completed to the completed list
All in blueprints at runtime
@inner cloak You should be using FBX if you want to import into unreal, anything else and I can't help you.
@deft nebula just a sec
well, you see what it becomes, and yes, i was using FBX
anyway, dont worry, it seems i wont be able to export it properly
@deft nebula It looks like you can only add a widget component at runtime using C++.
So to use it with blueprints i have to create a custom event
not necessarily
if I export a skeletal mesh (with cloth pieces) it doesn't export the cloth sections, anyone know why?
@winged crypt you have to add cloth with the cloth painter in the physics asset
@winged crypt underscore has a video on that
Or with scrollbox if i hide a widget do they other two widgets that are around it move so the old widgets looks like it never was there
One last question .. is there a way to export only a few items in a scene with FBX ?
i just got an RTX card and decided to try and get a project running with ray tracing but despite following all the steps it doesn't seem to actually work or show a difference. then when i save the project and try to reopen it, the editor always either locks the computer up, or force closes....never works. I have set to DX12, used the unbound post process volume and the shaders rebuilt but i can no longer even open that project it always force quits or doesn't open at all can anyone help me?
@deft nebula If you want to achieve the effect in blueprints, maybe you could just change the hierarchy (move a quest widget from one scrollbox to another) based on it's value (complete/incomplete)? Might be possible if you don't wanna touch cpp, but im not the expert.
@inner cloak yes, use 'export selected items'
thanks
And do the quest widgets move in the scrollbox to fill up the space of an old quest widget
@slate vessel are you using 'ray tracing enabled' in the project creation window? If not, you'll have to enable 'ray tracing' in the project settings (support compute skincache should automatically be enabled when you restart from enabling ray tracing). Also, make sure that whatever ray tracing effect you want, i.e. ray tracing reflections, is enabled in the post process volume.
@deft nebula Honestly, I don't know. Like I said, not the person to ask about changing widget hierarchy at runtime. Maybe @grim ore would know but I don't think he's on atm.
Already found it out there is a concept of data driven ui widgets
Adding or removing ui widgets base on a data table
@silk lintel yeah ive made sure ray tracing is enabled and have also checked those postprocess settings. The issue I have is once I initially get it all set correctly, and I close and reopen the project, it crashes every time the editor is about to launch. no error message, the project just fails to launch and it kicks me back to the launcher
@silk lintel 4.25.0 release tag, just the 2 =true lines in the target.cs, default shared for the environment in the .cs file. Chaos was working by default in the engine without having to turn on any plugins.
hey im doing retargeting (generally working fine) but there are slight bendings (ofc) i just wonder if can adjust bone rotations by hand, like aditive?
you can see my fingers are slightly bend and i wonder if i can fix that
actually this happens in every retargeted anim
you can open up the skeletal mesh, go to the skeleton tab, and adjust each bone in there
otherwise maybe retarget the fingers differently
yup
I gotta question.. sure hope it isnt too confusing... ok... Can a blueprint within a child object, access a blueprint with in the parent object, of that child object ?
or is it the other way?
the child is of the parent,, of which I want to access it
or does that work the other way?
the parent access the child blueprints?
I can cast to either parent or child.. from each other?
ok so if I got a variable in the parent.. the child can still acess it?
Hello idk where to put this but im working on a training dummy, where i can test my character's damage, but the health bar on the training dummy only work when i set it to 0.1, but if my character is dealing around 10 damage then the dummy will just die instant so how can i fix that? so i can deal around 10 damage or more and the dummy have around 100 health? ๐
Thanks @deft salmon I will test and see.. I just didnt want to bark up the wrong tree.
would somebody help me to retarget mixamo character in ue4 ??????? ๐ ๐ :))
i have seen a lots of video tutorial, but there isn't a good tutorial for this ... i don't know whats the problem exactly.
@frail sail pages load with images again!
I have an actor that needs to check positions of players and possibly recompute something heavy when they changed. What would be the most performant way to do something like that?
@fierce tulip yay thank you!
heya people... were looking to hire / contract some devs and artists for a project... any good portals or communities we can use for that? (this is my first stop so far) any advice welcome ๐
pinned message in #looking-for-talent, there is a ue4-job board on facebook, and the official forums also have a section
oh rad! got a link to said forum ( i am so anti- facebook)
is there a place to start learning C++ as a complete beginner in coding for ue4?
try doing this in google search... c++ for UE4 .. you will find lots of choice.. too many to mention here.
I'd advise just taking some time to come at C++ isolated from UE4 before learning UE4 particulars
Tons and tons and tons of std tutorials
@dark stag you've picked a good start. the other unreal communities as well as unity's are others. for artists specifically you will want polycount.com
help, how do i move all my UE projects from my C drive to my D drive_
im rly busy atm and i cant send a screenshot, but anyone have any ideas why there would be stretching when applying a material on a uniform scale object (1x1x1)?
uvs set up correctly and the material is just using a regular square texture
You mean absolute world position instead of texture coordinates? Problem is im trying to do destruction, so world position wouldnt work...
@plush yew
what do you mean by 'fully pbr'?
I know what pbr is, but how is that related to scaling/stretching @plush yew
can you explain? Pbr just means a texture setup with base color, specular, roughness, and normals, right?
I mean, sometimes it switches out metallic or something, but still dont see what that has to do with scaling...
im so confused
@plush yew you mean like package it?
sure, just a sec
its just that i just created a new project since i had to get the source build so i can use chaos, so might take a few seconds to import and everythign
okay just a sec
screenshots incoming
This is with 0.25 scaling on the Y, which eliminates the stretching
this is with 1 scaling on the X and Y, you can see the stretching
this is my material editor graph
this is the material function i use for my uv input
*its my own model, in case that wasn't clear
to get rid of the stretching
when i dont it stretches
where can i find these categories? they don't appear for me for some reason.
@late verge in 4.25 they're under the modes tab
Is it possible to enable raytracing in my project later down the line? I'm going to upgrade to a RTX in a week or two
@clear cave yup
Cool!
you just have to enable 'ray tracing' and 'dx12' for default rhi in project settings
Nice and simple, thank you ๐
@plush yew I think I unwrapped the uvs correctly, but definitely room for problems since its my first time ๐
k just a sec
no
its a rectangular prism
i can send u the model if u want...
How can i make it so that you have a big imave on top of that image are buttons and when you scroll/zoom-in on that kmage the buttons stay in the same place
i want it to have correct scaling ratio, if that makes sense, but i dont want to use a 'uv texture' if that makes sense because i want to be able to change scaling at runtime
@plush yew
thank you senpai
im a beginner ๐
Someone
I have these layered on top of each other, but the one on the outside is the Wall_Plaster
@plush yew 1. did what i say make sense, and 2. is that possible? to be able to change the scaling at runtime but maintain the correct scaling ratio without having to manually change x/y scaling?
*and without using world position since I'm making a destructible mesh, because the pieces would look all weird when they're moving
Does anyone know that
How can i make it so that you have a big imave on top of that image are buttons and when you scroll/zoom-in on that kmage the buttons stay in the same place
There needs to be a way to create a material with world position uvs, but where the textures are like baked when the game starts so that if you're making a destructible mesh the textures would adhere to the pieces instead of the texture staying still while the pieces fall. Idk if im explaining any of what im saying well.
@deft nebula assuming they are in a container or panel that should not be an issue. A canvas panel can be a fixed size and the items inside of it are fixed relative. The buttons can be anchored to a corner or wherever and they will stay at that position in the parent. Same with like a horizontal or vertical box if you want something fixed on the bottom or sides for example.
hello
I dont want to change the scaling on my objects at all, just the scaling of the textures/materials. Sorry if i didn't make that clear.
@plush yew I'm not changing the mesh scale in editor at all. Just the uv scale.
How can i make sure that when i import a model into ue4 from blender it doesn't rotated wrong on the x axis i believe
@deft nebula look at the forward and up direction of your object in blender, see which axes they correspond to, and export with those axes for up and forward
@plush yew do you not understand or do i not understand?
match your xyz with blue green red
@plush yew Should I not have applied scaling? Should it not be 1x1x1 object scale?
so its stretching because its 1x1x1 and its trying to cover the object equally when it isnt a perfect cube?
its not like i can 'unapply scaling' in blender, right?
sure
wait, the drywall or the plaster
it might be more noticeable on the drywall actually
because its half as wide
ok
i might've forgotten to unwrap the drywall, let me check
yup, i did ๐
okay, is this better?
Is it possible to turn off the annoying sound the editor makes when you click compile?
you should be compiling in vs instead of hot reloading anyway
u can change the shape of the uv?
there is much i do not know
Guys, how do I record gameplay with higher resolution than my screen allows?
@plush yew is that the old model or the new one, i sent one with 'more correct' uvs
ur good, i didnt mention u sry
you should be compiling in vs instead of hot reloading anyway
@silk lintel I mean I use vim on Linux so..., I run make on terminal, but I have to compile to get it into the editor.
@quiet pivot Idk, might be in editor settings? If you really hate it, try finding the .wav file lol
Yeah can't find it in settings... The wav is a good shout though... hmmmm
Can someone help, so I was trying to texture and there is no used with landscape option.
Ah I found it
@plush yew If you can change the tiling, then it would be possible to have 1x1 tiling (i.e. not having to adjust x/y scaling)? That's what I want to do, if you can do that can u show me how pleeease?
and send a screenshot
okay just a sec
Can anyone help me out?
it should be y but i can check
@plush yew It is Y, and since 5 * value = Correct Y, the correct Y is 1/5, so 0.2.
@plush yew And my uv input function is texture coordinate by default
i guessed at 0.25, so i was close
ohhhhh
yeah well the thing is its an instance of a master material im using for a bunch of other things...
yes it is a word
i can do it just to prove that it works though
@plush yew setting U to 5 and V to 1 worked, yes
so if thats possible, cant we just edit the uvs in blender so that its 1x1 (or anything by the same number, 5x5, 10x10, etc as long as its uniform)
that way i can use it for different meshes
yeah im not asking for you to do all the work for me, just show me how once if you dont mind
technically it would be less efficient in editor since youre scaling the texture at runtime, right? but only barely... still, i just really want to not have to deal with separate scaling for u/v
you can just record in obs
its easier imo
@plush yew
@plush yew , i accept you as my personal lord and saviour
nah ur good
this is gonna save so much time
rather than having to create individual textures for each mesh
yeah, i use mixer which is AMAZING even just for noise-based textures
I was wondering if Mixer was really useful vs Substance, it just seemed harder to use for me for much less power ๐
but maybe it's because I have a dev background and Substance Designer graph thing speaks to me more
imo its easier with equal power ๐
sry gtg, i would explain why its so very really good
youll just have to trust me i guess
oh I don't "not trust" you, I have little evidence on it in the first place so who am I to speak ill of it ๐
is anyone here available for maybe 5-10 minutes to walk me through importing my 3d model and getting animations on it
Guys, how do I make PIE window higher resolution than my screen? I cannot make it in 4.25, but was able in 4.24
I'm still trying to learn the UE layout. When I see videos of people using the drag an drop designer for materials, is that a blueprint also?
When the Compiling Shaders number goes up
@tacit moon That's the Material Editor, looks like the Blueprint Editor, but it has different nodes/structure.
You can access it by either creating a new material, or editing an existing one
@digital badger thanks
Your welcome. ๐
Anyone make an Last Day on Earth template that I can buy from them?
1 billion dollars
Lol
@plush yew Yeah, you're going to have to be more detailed by what you mean.
Hi. I used this blueprint tutorial to get an animated texture but can't make multiple ones. https://www.youtube.com/watch?v=7OEbO353_GM Any ideas how to fix?
In this Unreal Engine 4 (UE4.16) tutorial I show how to use the MediaPlayer component to render a MediaTexture onto a static mesh and play an mp4 video file.
To do this you have to add the mp4 to a folder called Movies in your content of the UE4 project, then add a file media...
and you should post in #looking-for-talent @plush yew
this doesn't seem to fix it
@digital badger a general template, which moving from location to location, instances, thirst and hunger, top down movement, inventory and items
@thick herald kinda but don't really wanna
if you want a bespoke template, that will cost you a lot and thats the place to ask.
A what now
Or you could use the Survival game marketplace asset
For one guy to do it all, expect it to be atleast 1000+
Hm
yup.
@digital badger you could get all that for $1000?
But, I'm really just trying to figure out like, movement cost
Go to the Unreal Marketplace, and search for survival.
How much would it cost to get the art and animations for a mid sized game?
@tacit moon No, but for some beginner from a country with low cost of living, 1000 for a project of @plush yew's size would be plenty
And depends on the game.
I mean the survival template is maybe what $50? Mobile pack is another $50....
Back to @thick herald's comment, you're looking at a bespoke package
And sold to thousands of people. You asked for a template be made for you. That's a lot of work, and it would cost you a lot.
Probably
@plush yew, post your job on a freelance website( such as Freelancer.com ), clearly stating your budget and see if anyone applies.
Here, isn't the best place to ask.
#looking-for-talent is the correct place.
follow the instructions in the pinned messages in that channel
How would you do a terrain that would be Earth sized from a high altitude? I was thinking after the player got so high landscapes were no longer practical, of just using plane and a vertex shader for the heightmap. But....use the vertex shader to offset its location every render.
So that plane doesn't have to be that big. Just keep it below the player and have the GPU move it with the player so it appears to be not moving.
Otherwise how do games show the ground from something like a 30km height?
No idea.
so you're asking how are you able to see the textures/ground so well from a high altitude
By using trickery and shenanigans
or mipmaps or LODs..
Have a look in the engine example content, there is a example planet.
@thick herald okay, just trying to figure out the shennigans. because at some point you'd be able to see terrain for several thousand km. Not sure how you'd do that with a landscape. But maybe it would work.
I'm at work so can't experiment.
With the new atmospheric system the landscape just gets smaller and smaller ๐
if 4.26 out for beta?
Can anyone redirect me to Advanced Locomotion System V3?
I saw V4, but would rather has a fresh copy of V3 as thats what i'm working on
no, in 4.25
I thougth the new atmospheric stuff was in 4.26. I picked the right time to get into this ๐
V3 isn't available. I suggest you contact the creator directly.
That stinks lol
I have it, i was just curious if maybe someone else has it and can upload i guess
It's in 4.25 but not been optimized yet and some features won't be in until 4.26
we can't upload it, that would be against the marketplace T&Cs
@thick herald is this it? I'm looking in the docs and thinking it isnt' in there yet: https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/SkyAtmosphere/index.html
The SkyAtmosphere system is used to create physically-based sky and atmosphere rendering with time-of-day features and ground-to-space view transitions featuring aerial perspective.
Yeah man
it's mostly in but you can't recapture the skylight in real time with correct performance until 4.26 I guess
cloud interaction o and all that lovely stuff is in 4.26
The demo was breathtaking
@deep stump what you are asking us to do is pirate an asset and give you a copy. No. Contact the seller directly in his discord. You can get the details via the Marketplace.
No, i'm not saying that but ok lol
Essentially you are ๐
how much of Quixel library is accessible to ue4 users ?
all of it
strange, i can barely find any cliffs
have you linked your accounts?
i did, yes .. and using Bridge for assets
if you search via the browser, you don't see this? https://quixel.com/megascans/home?search=cliffs
seems like i dont see those with Bridge
okay, did some napkin maths, but to represent the ground from an airplane, you'd need a roughly 600km^2 terrain. Hopefully I could just tile Landscapes and they'd handle lod'ing. If I have to do quadtrees or any other real work, I'm out.
@inner cloak make sure you are logged in with Bridge, and if the issue persists best to report it to Quixel via their discord server
ok, thanks
dunno why but yesterday i could not see that many, sorry
I did login , yet its asking me to pay for those
after you agree to the ue4-only contract you get free access
it still lists the point cost
you buy it and it charges 0
or just press dl
you need to declare your quixel account as "this is an account used for UE stuff exclusively" then this account will get everything for free
@plush yew YES!!! All I had to do was go into the shader tab and add a color grid texture so I could see if the UVs were stretching. Then I did a UV Smart Unwrap without 'stretch to UV bounds', and it works perfectly! I love blender!
@plush yew (and u ๐ )
Quick question, if I have a bp that doesn't require tick or any code, for example just storing static meshes and Start with Tick Enabled is on, will it eat in to performance? Should I turn this off for everything that wont need it?
@mild crystal, From UE4 documentation: "Set this actor's tick functions to be enabled or disabled. Only has an effect if the function is registered This only modifies the tick function on actor itself"
According to that, it shouldn't make a difference if there is nothing in the event tick.
@wanton lotus Awesome thanks dude!
Hey everyone! Do you guys know if there is any way to scale multiple Actors in place? Even when I group the actors, the scale changes their position in relation to each other (seem slike it always scales to the individual actors origins) Any suggestions?
Does blueprint nativiation work on projectiles? Because when i enable it the projectile doesn't have collision but when i disable it, it works fine?
Quick question cause my work is buying my a computer for 2D and 3D design. What kind of specs would you say for minimum for that kind of compute
dont wanna give them crazy specs to make them spend lots but I also need something that can function good
with like the adobe sweet, unreal, and maya
any ideas?
not sure which channel is suited for this. Is it possible to have some kind of blocking volume for exponential height fog?
So that say a radius around the camera doesn't have the fog?
i have been trying to network dropping a sword and i am losing my mind from all the bugs, plz tell me there is a better way.https://blueprintue.com/blueprint/bcf1-a55/
Does anyone know how much UDN access costs, or whether you have to negotiate that with Epic? Trying to gauge whether it's within our means as a small indie developer
hey guys i am importing assets from megascans to my project. it is telling me my drives getting full. I have my engine installed on my 8 tb drive and my project etc on my 2 tb drive but then what keeps going to my ssd drive since i dont have anything pointing there i know of
Hey there. Me and my team have been working on a project but due to pandemic we decided to move on to the multi-user plugin. The thing is that at some point the server(which runs on my pc) starts to devour my computer memory and when the RAM fills up my teammates get thrown out from the server. Iโve seen people using this plugin and getting very decent results even if itโs still beta. So does anybody know how to resolve that issue? . Thanks for any support.
okey, is there any place i can tell the ue4 dev how abmost trash the viewport editing is?
looks like Unreal put something on C even though I had it installed on another drive. there is some file called derrived cache there thats eating up all my memory on that drive whats the cache for can it be savely deleted?
it is a common folder called DerivedDataCache
@hidden bloom, that is probably the local cache for your vault files. Try removing the cache through your epic launcher and see if that size goes down.
The cache is supposed to go inside your engine install folder though.
Usually like this "C:\Program Files\Epic Games\UE_4.25\Engine\DerivedDataCache"
You can try making a directory junction to force it to put that file on your other drives.
hey is there any Motion Matching stuff on unreal?
this is C:\Users\jahun\appdata\local\unrealengine\common
MKLINK /J "C:\Users\jahun\appdata\local\unrealengine\common\DerivedDataCache" "D:\Wherever\You\Want"
so where do I do the cache thing in unreal
well my engine is on my 8 tb drive and everything I thought should goto there
my e drive
says my vault cache is where its supposed to be
i dunno what this cache is it seems getting bigger as i export from megascans and import it to my project
hey guys can you help me?
Are you looking to mirror animations or something Rahat?
yes
There is a plugin for that
https://www.unrealengine.com/marketplace/en-US/product/mirror-animation-system
but most likely your best bet is to do this mirroring in external software like blender or maya
Overview of the Derived Data Cache and the storage of assets in formats used by UE4 and its target platforms.
unity's is definitely not production ready. if you can incorporate blender into your workflow it would help things a lot, they are working on official blender to ue tools, but there are great free options that already exist, like mr mannequin
Original character, Rich Hari by Ricardo28roi: http://www.blendswap.com/blends/view/66838
I've got an animation course on the way!! Check the link and join the update list for exclusive animation tutorials leading up to the launch: http://www.cgmasters.net/training-dvds/the-a...
thanks for your help @distant totem
no problem man best of luck
Hey so I'm trying to make a new system just so i don't get rusty but... I don't know new systems. any suggestions? I made fron scratch:
Inventory system.
Combat System
Dialogue System.
Quest System.
And thats all i remember.
@hidden bloom, https://docs.unrealengine.com/en-US/Engine/Basics/DerivedDataCache/index.html
@wanton lotus Thanks if I can understand it and figure out how to move it to another drive I will be fine. Dunno if you were around and seen I am on meds for my cancer and get surgery on thurs so my brain doesnt always comprehend stuff easily
Overview of the Derived Data Cache and the storage of assets in formats used by UE4 and its target platforms.
Anyone else experienced crashes because of animations in 4.25, either from 4.24 converted projects or migrated anims from 4.24?
@hidden bloom, best way to do it without messing with any config files is to create the directory junction like I mentioned. Check out this post: https://forums.unrealengine.com/development-discussion/engine-source-github/43934-how-to-change-local-data-cache-location?p=1762292#post1762292
Discuss GitHub, using source code to modify the engine, and the creation of engine plugins.
I have two "forbidden" folders in my project, it seems related to animations/montages/animbps - can't tell since the folders are named "anim" and I keep there everything animation-related (no SKMs/anything else)...
if I open those two anim folders, engine crashes
you backup your project right?
same with opening the blueprint referencing montages from those folders...Tried re-migrating them, recompiling them in 4.24...Any other ideas?
are you using C++? UProperty is now FProperty
@plush yew ye, it's fine, I didn't "loose" anything...except that I've worked in 4.25 since release and only "found" this yesterday ๐ฅด
using bp only @distant totem
@wanton lotus is this how it would look remember not sure on this stuff mklink /j C:\Users\jahuntl\AppData\Local\UnrealEngine E:\UnrealEngine
Looks correct.
now where do I put the thing to run it and what doies it do move everything to the other folder?
Copy the folder "C:\Users\jahuntl\AppData\Local\UnrealEngine" to your E: first, then you can delete it and run that command as admin in your command prompt.
copy the entire unreal engine folder to E
Yep. We are forcing unreal to read the contents from there instead of your C: so we need a copy in there first.
ok so do I pastet the unreal imnside of the unreal folder or just merge it
Sorry for questions but i dont trust my judgement atm
merge it
Hey, for the past fee days the same level i have baked multiple times is crashing when the bake is almost done (Encoding Textures), i managed to take a shot of it (when it crashes the message dissapears, too) - sorry for tge shotty phone pic but i'm pretty desparate with it. And Ideas?
"Go to definition" in the blueprint editor takes me to the file, however the file is empty (kismetsystemlibrary.cpp ๐). VSCode also signals that it has been modified by displaying the "you can save this" icon. Does anyone know what is up?
abt 2 1/2 hrs lol theres like 250 gb to move
Oh wow, that will help clear up your local drive.
yea i have a 448 gb ish ssd thats why I hate ssd just drop a 2 tb hd there and be good
Looks like it is pointing to D:\build\++ue4\sync\engine[...] and I did not install the engine there
I just need to figure out how to take the ssd out and put a fast drive there and get os on it
i think most puters they on the motherboard in a chip nowadays
How much storage do you typically have on a machine you're developing your game on? How much of it do you keep cloud based?
I'm only using a 512gb M.2 SSD. I have my software installed locally and the most recent version of my project with everything else stored elsewhere.
Ok...Solved one of them, an animation got corrupted probably...Force-deleted from project folder (not in UE, it would crash) and replaced with fresh migrated one in the same session. Closed-reopened = solved. I'll try to identify the other one the same way. ๐
I have a 448 ish ssd 2 tb drive 8 tb drive 4 tb drive and most drives other than my 8 are almost full
@hidden bloom ...wtf man
well I do a lot of cad work for some model companies so I have tons of reference files
Like for Fletcher class destroyer I have the complete set of shipyard mivcrofilm
same with the P-51 I have 3 different sets of microfilm for the different versions and the f6f hellcat and f4f wildcat etc plus ton of WWI plane info it takes up my 4 tb drive just my reference stuff
either that or raw sound recording...but that would b insanity on a PC...still, after all these years, no DAW on PC manages studio recordings live with more than a dosen tracks lol
my 8 tb is half full and a lot of that is installed software
ye, I know what you mean, it's the same with sound (kinda)...hundreds of GB/song
I do photography so part of the 8 is all raw image files abt 2 tb worth
my puter doesnt even had a disk drive or I would burn disks with the photo stuff
seems like disk drives a thing of the past very few computers i see have them any more
only 235 gb left to transfer lol
considering it stopped me from my megascans export lol
I might as well play my game lol far cry primal or something like that
I am making a 10,000 BC landscape for a small cgi movie I wanna try and make and saw the game so got it lol
impulse buy as i dont really play too many games but am waiting for assassins creed ragnarok this fall
is there any reason to use UDK after UE4 came out?
How do I cast to a UI?
Hi guys, what does "IK Locking System" mean? There's a asset pack with animations that states that.
I guess it uses inverted kinematics to adjust animations, like feet to touch the stairs and not float somewhere or clip inside
I'm terrible at explaining things, a single youtube video will make everything clear ๐
just got this from a google search
Inverse Kinematics (IK) provide a way to handle joint rotation from the location of an end-effector rather than via direct joint rotation. In practice, you provide an effector location and the IK solution then solves the rotation so that the final joint coincides with that location as best it can. This can be used to keep a character's feet planted on uneven ground, and in other ways to produce believable interactions with the world.
So, pretty much more believable movement. ๐
yup
Does anyone know how to have an object continuously rotate while a button is being held down, and then stop when the button is released?
With a boolean variable. On mouse down for the button would set it to true, which then allows event tick to rotate the object. On mouse button up would then set it false.
Question about foliage actors:
Do I need to recreate them for every terrain I make? Or can one landscape foliage actor handle multiple terrains without cross-linking them somehow?
Erm, how would a multiplayer jrpg work with changeable characters that have different stats? Probably by handling each character one at a time as they gain EXP and just throw them into the roster, which means I don't really need to do anything?
Anyone know what this error is? Never seen it before. Happened after building lighting.
Try clicking DOC url it should load more info
sounds like missing reference dunno, are the meshes in viewport ?
@shogu had that with a bunch of meshes. Happened after I changed the dir they were in.. Somehow the mesh as in the mesh list but in viewport there was no mesh and in details no mesh either empty. So had to delete all the meshes hehe
ya that too I did that yesterday not sure why , and I'm still having some trouble
youd' think the engine could give better explanations/fixes
sorry about that, nvm
ok now that my stuff finished damn syntax wrong lol
@wanton lotus mklink /j C:\Users\jahuntl\AppData\Local\UnrealEngine E:\Unreal Engine gives me immproper synmtax
Looks like you added a space to the E:, so add quotes around it "E:\Unreal Engine"
The folder should be without a space though, unless you renamed it after copying it over.
no the folder had a space when I made it and installed into it
So do you have E:\Unreal Engine\UnrealEngine?
MKLINK [[/D] | [/H] | [/J]] Link Target
/D Creates a directory symbolic link. Default is a file
symbolic link.
/H Creates a hard link instead of a symbolic link.
/J Creates a Directory Junction.
Link Specifies the new symbolic link name.
Target Specifies the path (relative or absolute) that the new link
refers to.
C:\Windows\system32>
thats what getting now
The target needs to point to the folder you copied to the E:
no i copied everything into main dir like it was merged
so everything is inide Unreal Engine
Oh, I think I understand what you did.
its saying my command syntax is bad
mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\Unreal Engine"
why cant the morons give you file locations and you change them to suit
Mountains or somethoing aint bad
oh I think I see what might be wroing it looks like maybe /j sb [/J]
damn says cannot find the path specified grrrr
I need more cancer drugs to calm me down abt now rofl
its not the cancer gonna kill me its the friggin stress
After copying, did you remove "C:\Users\jahuntl\AppData\Local\UnrealEngine"?
ok i renamed the unreal folder no space time to try again
Or you can rename the old folder or move it for now
Or I can go mack and make a folder in C drive that I moved so its not there any more
After copying, did you remove "C:\Users\jahuntl\AppData\Local\UnrealEngine"?
@wanton lotus yes I did but I just remade an empty folder and it still says system could not find path specified and I have both folders exactly as typed and as shown in the link
C:\Windows\system32>mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\UnrealEngine"
The system cannot find the path specified.
You don't want a folder on the C:
The command you are running will create a shortcut for you.
well without a folder I was getting the same thing
ok deleted the one on C
so I need to get rid of the C drive stuff in that command line now?
Where exactly is the UnrealEngine folder on your E:? You merged its contents with another folder?
mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\Unreal Engine"
mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\UnrealEngine"
let me make screenshot
main drive folder
Inside unreal folder
So its original contents were the 4 folders on the far left and the 2 files on the far right.
It should still work even merged with another folder though.
mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\UnrealEngine"
should work
As long as "C:\Users\jahuntl\AppData\Local" contains no folder called "UnrealEngine"
C:\Windows\system32>mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\UnrealEngine"
The system cannot find the path specified.
Ah, wait. Is E: a network drive?
no is a USB drive
Hmmm, should work, then, haha
A gaming drive 10k rpm
there sb a way in the engine to point it to there instead of C
DO I even need that cache since im not sharing it with anyone?
Try running
cd "C:\Users\jahuntl\AppData\Local"
then
mklink /j "UnrealEngine" "E:\UnrealEngine"
You don't really need it, but I think it is related to your assets that are already downloaded, so if you want to add them to another project you would need to redownload it.
Nothing majorly important, but like all cache, it is there to save time.
or copy them direct to my new project as long as same version then just have to wait to compile
it cant find the C stuff maybe cause its hidden?
maybe uncheck hidden and try
You running command prompt as admin?
yup
It should have access there then
i run everything as admin lol
im an old fart and only one touching the puter
let me screen my C in case i did something weird
Found the problem
user folder is jahun not jahuntl
lets try now
C:\Windows\system32>mklink /j "C:\Users\jahun\AppData\Local\UnrealEngine" "E:\UnrealEngine"
Junction created for C:\Users\jahun\AppData\Local\UnrealEngine <<===>> E:\UnrealEngine
Nice
The engine itself will still access it from C:, but that points to your E: now, so it will all be saved there.
Just tricking the computer to bend to our will.
ok TY Very much for taking your valuable time with me it prob been easier if wasnt on these drugs but I really really appreciate it ty
No prob. 200+ gb of space is well worth this setup, hehe.
now another 17 hrs of exporting assets lol
yeaI wrote asking how to do my OS to a new drive lol this puter doesnt even have a Disk drive but it has some balls to it
I core 7-9700F CPU @3.00GHz 64 gig ram GeForce RTX 2060 Enhanced bacically its a 2070
So im trying to instal 4 25 but after it downloads it dissappears from the launcher anyone has this problem?
naw i stopped using it as it kept crashing on me but others have had better luck
@wanton lotus one last thing since I renamed my E drive folder my shortcuts no good where do I find the EXE files for launcher wich folder
You can rename it back with the space. Then delete the C: UnrealEngine folder (the shortcut) and rerun the mklink command, but make sure to include the space in the E: part.
mklink /j "C:\Users\jahun\AppData\Local\UnrealEngine" "E:\Unreal Engine"
Do we know if ue5 will require rework on game projects, or is it expected to be similar to an upgrade?
That is something I'd love to know too.
ok that seemed to work lol
much better 171gb used 274gb free on C
rut ro now im not getting exports from bridge
hey does anybody know if there is a way to merge all market place assets to one account? cause i have three different epic games accounts and i have purchased assets on all of them that i would like to combine to my dev account
crap im prob gonna have to manually import all of them from my download folder and reassign the master for each one grrrr
@oblique void they said ue5 is backwards compatible. So i assume it is just like an update
Quixel maybe?
Ohhhh
lol this gonna take weeks to rename 72 assets in folers and then in unreal create foders upload them and then add a master material to them
Why do you have to rename them?
cause they have funky names and i want to name them so I know wheat they are it is diff when you export from bridge it renames them nicer
@noble sentinel thanks m8, just what I wanted to hear
maybe if I rebot it will fix it
i don't mean to repost this but i really need help with this if anybody can. does anybody know if there is a way to merge all market place assets to one account? cause i have three different epic games accounts and i have purchased assets on all of them that i would like to combine to my dev account
Hey guys, these Cvars you put in to the CMD line, right?
And do those settings stay and get saved with the project?
or do you have to reapply them each time to start the engine?
Can someone help me figure out why my Join Session node isn't working?
ue5 and still no lightchannel support for skylights ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ
Playing with the first person template - what is this? AMATEUR HOUR???
whew rebooting made bridge work again so in stead of 2 weeks importing stuff might get it done in 2 days
@grim ore BRO THANK YOU!!!
@grim ore Does your Key Remapping "Unreal Concepts" video work with Multiplayer?
or would that method end up remapping everyone's controls
@modern sinew it should be client side only
Ok, neat!
Also, would you happen to be able to help me find out why my Join Session node isn't working?
(I've been following the UE4 Blueprint Multiplayer Tutorial and gotten to the point where he was able to join two computers, but while my Guest account can find a match, it gets stuck at the Join Session node and never actually connects)
If not it's ok too, it's just whatever is breaking it is keeping me from making much progress on my project
i havent used that part of networking ๐ฆ
Oh ok
Hey folks, would anyone be able to point me in the right direction on how to rig a four-armed character for ue4?
i might be over-complicating the process by trying to use retargeteable bone names or something
okay i'm totally overthinking it. I'm not going to be able to retarget animations to the second pair of arms anyways so it doesn't matter how its named.
I'm having trouble acessing all players' player state data from the game mode. This is my code
for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator)
{
AShooterSandboxController* playerControl = Cast<AShooterSandboxController>(*Iterator);
if (playerControl)
{
AShooterSandboxPlayerState* pState = Cast<AShooterSandboxPlayerState>(playerControl->PlayerState);
if (pState) {
FString msg = "" + playerControl->GetName() + " has built " + FString::FromInt(pState->GetNumConstructsBuilt());
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, msg);
}
}
}
The variables in my player state class are replicated, but the function always returns 0 for clients, and returns the correct value for server. any ideas why ?
well the game mode doesnt work on clients in a MP environment
wait is this THE Mathew Wadstein?
First of all, big fan. I've learnt many a things from your videos.
And about this, this function is executing on the server, and it fetches all the player controllers and states successfully too. Sorry I don't understand what you mean by game mode doesnt work on clients
sorry it sounded like you were running it on the clients, clients dont have access to the game mode on a networked game
Oh yeah I realize that. This function is being executed on the server though
so you can access the player states correctly for everyone connected but the GetNumConstructsBuilt is returning 0?
from a factual standpoint, server setting its values is fine but clients is not, it sounds like the clients are trying to set the value directly and not having the server set it properly
Yes, exactly. If I do a check on just
if (Cast<AShooterSandboxPlayerState>(playerControl->PlayerState))
it returns true, so the states are being accessed, just the values are wrong
from a factual standpoint, server setting its values is fine but clients is not, it sounds like the clients are trying to set the value directly and not having the server set it properly
Oh yeah I am doing that. I mean, the values are being modified by the player themselves, but I thought since it's replicated, the changed would propagate to other clients just fine ?
setting values for replication always has to happen on the server, the server is the authority and the only one allowed to replicate
otherwise you can just hack the client and tell everyone you are god and they have to beleive you
yep yep, hopefully it works. Just always important to remember the server is law, anything that should be correct for everyone else should be passed thru the server. If only the client should care about it, say a particle effect or something visual for the client only, then the client can do it all
hmm, got it!
I have a question about adding text into your games. What is the difference between TemplateLabel_blueprints and TextRenderActors and where should I use each? They seem to both work when I'm doing simple text on the wall or floating in the air.
it sounds like templatelabel_blueprints is something created? doesnt sound like a built in class.
Got it, so it's part of the pre-made stuff that comes with the projects, then?
I have no idea, I have not seen it before
but a text renderer is the default way to display text in the engine. It's 2d tho so it can have issues. The newest way is to enable the 3D Text plugin and use it as it has more options.
assuming this is for just like text in the world, otherwise there is UMG which is the UI system
So for notes in a game, for instance, you'd still use the 3d text plugin?
well i dont know what you mean by notes in a game
Fair. For instance the player is looking on a desk and there are papers he can pick up and examine. Would you render the text as a separate thing in 3D, 2D, or just make the text on the note a texture wrapping the paper object? (I'm very new and thinking aloud so I hope this makes sense)
well if this was an item he would pick up and look at, it depends on what this paper looks like. if this was just say text on the screen to read clearly, doing it as part of the UI would make sense. if you want it as actually part of the object, it could be an image that is displayed. If you want it in the words sort of like floating text the 3D text or text renderer would work. your design determines which one to use
That makes a lot of sense and organizes my thoughts on the matter. Thank you for explaining that!
i mean myself personally I would probably use the UMG/UI stuff because it makes it clean on the screen as it's a user interface element and you could even "pretty it up" by putting it in front of say a blurred out or faded image of a scroll or something artistic lol
but thats also because I cant draw and doing UI is easy for me lol
I like that a lot! I'm making my first game and starting very small, but planning for the future. For now, I want to consistently put pleasant text against the wall that explains the game mechanics. Eventually I want to tell stories with found notes and letters
yep then look at the 3D text plugin. IT will give higher quality text than the older text renderer system plus it's easier to work with
I'm playing with it now, thank you very much!
Hey there. Me and my team have been working on a project but due to pandemic we decided to move on to the multi-user plugin. The thing is that at some point the server(which runs on my pc) starts to devour my computer memory and when the RAM fills up my teammates get thrown out from the server. Iโve seen people using this plugin and getting very decent results even if itโs still beta. So does anybody know how to resolve that issue? . Thanks for any support.
@bold aurora get a vps
Its really cheap and it will help you out
you can find one for around 3 bucks
anyone here know much about pixel streaming?
i followed the startup guide and for some reason i cant use my mouse to look around when using the paragon example site, but i can without it
Hi! Im starting a huge project that is going to take more than one person to do. Is there any place where i can find some people to create a team?
anything would be helpful
@sleek bone yeah, I've considered renting a VPN server but it may need at least 16 gb of memory, those are priced nearly 90 $.
@sleek bone #looking-for-talent
but dont expect to find people that will work for free
im just looking for a team lol
@bold aurora one second
im going to dm you really quickly
Hi need a little help here! does anyone have some info in how to manage in app purchases with UE4? I've been reading ue official info and some other videos but it doesn't seem so clear. I have some doubts. I'm am developing a hard currency system and once the player purchase my coins, where should i store that coins? When they spend the money buying my game stuff, where do i store the variable of the remaining coins? Somewhere i red that in save game but that means that if the player has to reinstall the game or change the phone, he loses his coins?
how do I fix this
@barren flume Do you have two skybox maybe?
Beginner Question:-
After applying material to landscape it turns black.....
Why does it happen ..?
is there a way to make the wall transparent for camera but not for surrounding light? Lights could be dynamic
@brave salmon make it hidden in game, but set it to use hidden shadow?
yep just tried hidden shadows but I use material translucency
there should be a way to tell (the material?) to cast shadows at any case right
cast dynamic shadows as masked seems like a right way but it's... buggy?
buggy how?
Hey there, I had a question. If I use DeltaTime in the Tick() function and add up those DeltaTimes for let's say 10 minutes, will it drift at all? Or should the sum of all those DeltaTimes be almost exactly 10 minutes?
likely to drift somewhat
Hi guys and gals, I'm coming from Godot due to some performance limitations I can't overcome without writing segments of the engine. I love it's usability, but the youth of the engine makes it incompatible with my design.
I have some questions about Unreal and it's performance in some areas.
Are 3d widget / UX elements performance heavy? For example, if a player is on the street and presses a button on a vending machine, or a holographic display, will performance hold up when displaying these items if several are near (of course culling those at a distance)
How do procedural animations and curves hold up when called?
And what are some of the nuances of the engine?
Thanks)
Quick question: Unreal will NOT let me open the Mode toolbox. For some weird reason, it doesn't let me select it. I have a black world open with just a floor and a skylight, but in the tutorial im watching, the dude has no problem opening it
I go to window, editor modes, and activate mode toolbox is gray and I cant push it
Nvm, ive figured it out. Thanks
hey, dont know if anyone can help but, does any one know a way to change from a strafe movement system to a rotation movement system during gameplay. I'm trying to recreate the sprint/run system from the res 2 remake/res 3 remake When not pressing sprint, the character is in a strafe movement system and when sprint is held down the character goes into a rotation movement. If anyone can help that would be amazing ๐
Oh my, what to do.. I thought, well what about optimizing landscape material, then I try linking the color white to basecolor, almost no change in FPS. Then I try reducing the landscape resolution to 1/4, no change in FPS.. It is weird.
I thought I was GPU bound..
Hitting F5 gives me higher FPS, hence, but yeah..
Anyone have any experience working on a platform similar to a 6700K 32GB DDR4 3200 ram and an RX580 vs target platform 1060 and slightly older CPU, what framerates you need on your dev system to hit around 30fps on target.. I know, a bit diffuse, but anything.. ๐
I am just guessing I need more than 45.. I get 45-50fps, used to get 59-65fps but added more foliage and some other things.. Any tips on optimization welcome.
In a dream scenario I would've had 120fps on my machine or something
LOD's, proper quality settings, proper quality switch settings, making sure textures are set in the right catagories, optimize shaders, yada
It is an RTS, not a FPS.
Mmm, texture categories, and LODs, I was thinking LODs already, noted.
avoid overdraw, profile, optimize, etc
this is the bare minimum of basic optimizations, but could be considered
Thanks ๐
then there is hlod, merging meshes, list goes on
Yeah. I did a trick with the water, as in exporting the landscape, capping it at waterlevel, reducing polygons on the under water and imported as a 33K poly mesh, with a simpler material on the water, put slightly above the landscape, I avoided the 8 layer landscape lit rendering with an unlit underwater material and got 15fps boost, that then makes it ultraweird that when I just linked the color white to the landscape material, no change.. really...
Like if something spooky was going on hehe
But yeah I try the tricks I can come up with.. Making lods for some things might help. Never put any textures in categories so I will look into that
shared textures, worth it? Well I'll get around to reading that doc, thanks ๐
I have an Instanced Static Mesh with a "stones" model repeated along the edge of the water, which makes it look like the landscape is higher res, and I duplicated the landscape material using worldcoordinates instead and exported layers as textures, with my own blending and achieved close to perfect overlap with landscape material on the water edge, looks nice but cost around 15fps..
Hi!
I'm working on multiple sub-levels through source control and I've got some annoying issue, sometimes when I press ctrl+z (undo) unreal want me to check out some random levels, got 206 of them and it's very annoying. Someone came across with this also? What can I do not to have it?
hi guys. anyone of you have experienced EU4 crashed after building lights
hey guys, I am was trying to fix this lighthing problem but every time something new comes up and now this I played around with lightmap a little bit and after that everything went into dumpster how can I fix this
Running Swarm Agent as an administrator, @fiery mortar ? Or not?
May I ask why you need Unreal Swarm in the first place? Are you doing a distributed network build...?
You may need a lightmass importance volume in your scene
I don't need it for anything honestly just trying to figure out, whenver I am building the light it just shuts down for no reason and I thought the answer was in swarm agent
but I do have lightmassimportance
wait, does static stationary or movable makes a difference with lightmass?
It can, as far as I know
It's more likely to do with what graphics API you're running UE on
Do you know if you're using DirectX, or something else?
Go to File - Switch Renderer
Though, it may be somewhere else these days
Is this a UDK error? Unreal Development Kit? Or just regular old UE?
yesterday I was playing around with lightmaps
and then it suddenly stopped working
even tho right now I fixed all the lightmaps
Rare does something "suddenly stop".
Something changed.
"Playing around" is not descriptive
I was changing lightmap resolution
The Switch Renderer functionality is somewhere else these days, I will see if I can find it
I think it's in Edit->Project Settings these days
could it be forward renderer?
Could have to do with forward/deferred rendering setting, sure
Especially if you changed that
Well, change it back ๐
๐ I did change it back that's the problem
If you put your lightmap resolution really high, or something, that could cause memory errors
I don't know man ๐ Everyone's UE project has build issues from time to time
You may have to put in some of the hard work on Google like the rest of us do ๐
Sure it does, or at least a couple avenues, because I've been researching your issue on Google
That would be "abandoned".
okay I'll look deeper I guess thank you
that's the problem thoooo no crash no info
it just looks like built but it's not
ugh
You don't need to thank me, but please try to meet your build problems with some fortitude. Nobody here broke your build.
weirdest thing
Software is complex ๐
Given the trillions of computations computers make every day, a single bit of which in error can crash a machine, I am always stunned that computers work at all. ๐
I mean, your log file looks like you're crashing on Radiosity Iterations because of not enough memory
Also that your build had been trying to compute it for twelve minutes when it crashed
That says to me you have a ridiculously big or complex scene and super high global illumination settings on
Maybe turn off Global Illumination generally and see if you can get it to run
With UE5 i think a few things will be much better .. Nanite should add support for real time handling / rendering of huge scenes, and Lumen should resolve lighting issues
it's almost like epic knew what they were doing
Well, they probably still have things to improve or add but it looks like a new generation of features is coming out
still waiting for info on how nanite deals with foliage ๐
is this how the nanite tech works? with geometry images? https://www.youtube.com/watch?v=XcvBqfS4Ea0
this is the guy behind it, ask him https://twitter.com/BrianKaris ๐
hey guys! i am having trouble packaging my project. whenever i try to do so, i get the unknown cook error..
anyone got any tips / idea
read the log file it tells you to read for more info
Hi there, I'm playing around with the free content at the moment; the templates seem to be a good starting point.
However, they all seem to be based on the player controlling a single character (give or take), whereas I'm looking for more of an "indirect" feel that you'd see in strategy games (where your "pawn" is essentially just a moveable camera and you click e. g. to give orders etc.)
To that end, this "Strategy Game" sample project seems to offer a good starting point:
https://docs.unrealengine.com/en-US/Resources/SampleGames/StrategyGame/index.html
However, the actual sample content seems nowhere to be found. All I find online is others asking the same question and answers pointing out that the content can no longer be found on the "learn tab".
I've also probed some branches on the github in the hope of finding obsolete stuff in old versions, but no luck so far.
The "Samples and Tutorials" page at https://docs.unrealengine.com/en-US/Resources/index.html also mentions that "All learning resource projects are available to all licensees and can be downloaded from Perforce. They are found under the UE4\Samples folder. Learning resource projects are all available through the Learn tab of the Epic Games Launcher."
So, not sure about the Perforce mention there, hasn't that been obsoleted by Git?
In any cases, any pointers as to where I can find this example project would be great. Even if the reason that it's no longer available is that it doesn't work out of the box with 4.25, I'd rather have partially working bits and bobs in various states of disrepair (some of which I might try and fix, and at least learn something in the process) rather than have to start from scratch with everything.
If you've made it all the way through this long question, thank you, have a reward: ๐
TL;DR Where can I find the "Strategy Game" content example that is in the documentation but otherwise nowhere to be found?
Documentation covering the Tower Defense Game.
Links to various example scenes, sample games, and tutorials.
Is there a way I can have clothing simulate in the character blueprint?
I have the clothing separate
I have it setup
just not sure how to activate it in the character blueprint
@inner torrent Hmm, it does seem to be gone indeed, but I can't find any info on why it's not maintained. I might have it on an older computer that I can check, but no guarantees.
Did anyone who watched the UE4 Demo realize that the V at the end means 5 ?
as in Engine 5
If you mean the demo of the rendering on PS5 that was also UE5 announcement pretty much
yup

a better question would be how many people don't recognise or understand Roman numerals ?
i could point a whole continent but i wont
@inner torrent Ah, it does seem like it's not up to date for 4.25, but 4.24 and older are supported, I can actually still see it in my vault if I search for it there. I guess you can't see it in your vault if you search for strategy? (library, at the bottom)
Are there large numbers of people who think they are playing Gee Tee Eh Vee ?
some people think they shouldnt be thought Arabic numerals in school
Indian numbers, but yeah lol
This is amazing but i don't get how there can be such a big difference in performance between UE4 and UE5, i mean, from having a UI that struggles when scene is getting big .. to having real time mega huge scenes .. wonder if aliens joined the planet and decide to give their knowledge only to UE4 Team .. lol
Anyone know some good resources for learning about Chaos, specifically geometry collections?
@inner cloak Some of the difference does require new hardware design, which is why it's demo'd on the new PS rather than something else. You wont see that kind of performance on anything besides high-end hardware for quite some time
@steep crystal it's in your vault because presumably you've previously acquired it. While I've tried installing older engines (so I can at least get older stuff from the marketplace), the stuff on the learn tab doesn't seem to be affected.
I have thought about installing an older version of the launcher, not sure if I'd find that
Just heard that Unreal Engine wonโt be charging 5% after 3000$ but instead 5% after 1,000,000$
@inner torrent I only have a custom engine build for 4.23 as my latest engine right now, but I can create it for that and upload it for you if you want
That is true @quick kelp
@steep crystal not sure what you'd want to "create", isn't it just a bunch of files in a folder? But do that if it'll help me ๐ should I give you a Google Drive upload folder or something?
oh, so "create project", gotcha
which basically takes the files and folders and adds a .uproject file, I'd guess
Basically the vault downloads and creates a new folder for said project from the epic CDN, so apparently the files are still there, I'll toss it up and you can try it. I do not think it'll play well with 4.25 though as it contains c++ and there were some breaking changes from 4.24, but you can probably get around that with some patience updating the UPROPERTY definitions etc
Like I said, I'd rather have something broken than nothing, and I can just work with 4.24 or whatever
any idea how to have separate mesh simulate on character in character blueprint?
i already have the clothing setup
nvm
i just now need to figure out how to get it to collide with the character
so the clothing doesn't go through the characters leg when moving
Is there a way to mass recompile blueprints?
Lord, scrolling through this server and seeing I've barely even hit the surface of Unreal
followwing Virtus' FPS tutorial so I can try and learn the ropes
Hi
Heyo
@plush yew follow anything else ๐
I've done the Evil Cube one
better look through your window instead of watching his tuts
i think most of reasonable people will agree with that
Thing is I've went in completely blind so I've been watching them to see how stuff works and the general vibe
hi there, do you know if it s possibleto have VR chrome (mirror) Material ?
he makes good examples on what not to do
ohno.mp3
subscribe to this channel, hes very good at explaining things
Alrighty
That's my one problem with Virtus atm
hes also here in this server, you might catch him sometimes :>
He doesn't really explain some stuff and I had to look into it myself
Mathew doesnt make any complicated systems, he just goes over the general stuff
but thats how you learn
he gives you a bike but you have to pedal it
Cause my current goal is once I've got the basic gist of things, I can finally put my models to use and build the robot FPS game I've wanted to make for years but never had the motivation for
after a year or few you will look back and will understand how bad most tutorials on the internet are
How i remove the colission from water?
are you using a plane?
Yes
click on it and under details look for collision
set that to no collision
this to no collision
Thanks
i noticed a lot of people coming here after ue5 tech demo ๐
I have come here to atleast do some coop because i throw my project on trash
umm i would recommend learning the engine better before you jump into networking
you wont have fun time making coop without atleast couple of years of experience
I didn't throw my project on trash because of network
have you read any books?
Haven't found anything which is not tutorial from youtube
I will read that when i understand How to make models and other things
be sure to bookmark it or it will be under pinned messages in #multiplayer
Hey all! I'm new to this server. What channel do I want if I'm looking for help with lighting/shadows?
why is unreal engine so big?
I have heard in discussions people mention they have used it for years and still having tried it all
if you build it from source its much more bigger
ahh
because it can do alot of things ๐
but is it really that huge of a monster?
its used everywhere
that it will take you 10 years to see all parts of it?
holywood uses it for films as well
it depends on what your trying to do with itaswell
you wouldnt want to learn everything it has to offer
stick to one aspect of the engine, level design, programming etc
sometimes alot of people don't have an understanding of certain areas because they actually arent interested. For instance you may specialise in AI but not in Lighting
unless you want to be jack of all trades, master of none
or an indie ๐
yeh if you want to be a generalist then you learn a bit of everything but your not strong in all areas
you still need to know atleast basics of stuff that you are not interested in
yeh i know that but it doesnt mean that will no everything about it ๐
and design cahracters
even if you pick one direction you can spend 10 years and still wont know everything
because of tech evolution or just so many features?
correct its an ever changing thing
ok got it
more or less depends on the scope
its beautiful though, really in love with ue
It's probably garbage but I went off on a tangent from the tutorial and have been messing around with what's basically a flip-flop so that you can't sprint and crouch at the same time, rather you can only do one at a time
its ever changing BUT you can work one way and someone comes along and says "why you doing it like that its much faster this way" your constantly learning from others
I know what you mean, I come from WebDev field, its spot on the way you described it
did web dev became boring for you?
regarding designing characters. If you mean the 3D element you want to be looking at dedicated modelling programs
am a 3d modeller, stuff's changing a lot lol
what is the best 3D modeling tool to use?
thats preference
im also a web dev but after getting bachelors i've decided thats not for me
thats not webdev
many use Maya i used to use it but then fell in love with houdini and zbrush its down to what your comfortable in and what your long term goal is
setup backend
make the frontend, use frameworks to architect it
for a small company its enough, they wont pay a company to build a backend for them
its too expensive
what is the best 3D modeling tool to use?
Blender.
i too was a Web dev years ago !
agree
I use Blender
@clever arch why did you leave it?
Blender+Houdini is my workflow
hated it
because I'm 16 and a cheapskate cause no way is this gal spending a shitload on maya or 3ds
maya is free for "Students"
blender is better anyways
i think we all are students of life
i was around the time when WIX.com came about and people were like "why are you charging this when wix does it for this" and trying to explain to them its not the same thing was a nightmare
yeah
wix is okay if you want general stuff, but I see they are offering all kinds of plugins for advanced features
@plush yew tbh i've been interested in blender as its taken a massive jump in 2.8 and i have a feeling it will dethrone the "bigboys" in the long run
its okay but you want to go custom for something that is specific or your business is based on
I thought blender was always the big boy
by big boy i ment "industry standard" rubbish
Oh
blender was always the under dog
i was commonly used because its free, now its getting commonly used because its better than the rest
bottom line: can blender do as good of a job as premium software in 3d modeling world?
Honestly
yep
yeh blender was always seen as a sort of poor mans Maya which wasn't fair i thought
bottom line is if you had the worst piece of softwatre in the world, that you loved and can achieve what you want it doesn't matter
notepad++ iz betar
and Blender has def changed in 2.8 for the better in pretty much every area
Best advantage over any other 3d modelling software is Speed, With blender and its hotkeys you will always use 2 hands at the same time and progress rapid, while in max or maya you only use 1 and the other is useless
maya i always thought was over complicated and bloated
menus with in menus with in menus
bigger learning curve for maya maybe
Lemme fetch one of my renders
no it was more like why do it like that when others can do it much easier
i would avoid anything from Autodesk like pest, sick of their DRM trojans, 30gb bloat and spyware launcher
maya compared to say houdini was a piece of cake to learn Houdini at first was crazy
I've been doing a lot of stellaris modding
@plush yew awesome!
looks cool
I'm the gal behind Machine Ships
i can draw in paint
which is on top rated all time page 1 :D