#ue4-general

1 messages ยท Page 756 of 1

exotic cave
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Also, you should tell me your system specs

hexed jasper
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1050ti , i7 8750 , 8gb ram

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I was also using a 4K texture as well

exotic cave
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Stats are available from "Stat" in that dropdown

hexed jasper
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Iโ€™ll check that out

exotic cave
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Turn on "Engine" from "Advanced" and "Unit" from "Engine"

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Unit gives you these values, which shouldn't look like mine because mine are thrown off by the process of the snip:

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My actual values for those things when not disturbed by snipping are crisp and green, and yours need to be too if you want a game that plays at a reasonable frame rate ๐Ÿ™‚

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You need the whole thing to come in under 8 ms for 120fps, 16 ms for 60fps, 33 ms for 30fps

hexed jasper
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Hmm Iโ€™m trying to get that same stat box

exotic cave
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Go to "Stat"

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Then go to "Engine", and turn on "Unit"

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Then go back to "Stat", and go to "Advanced" and turn on "Engine"

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Snipper can't grab it and I really don't want to have to boot up Photoshop etc right now :/

hexed jasper
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Ah I got it thanks

exotic cave
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How many tri's with it on?

hexed jasper
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Static Mesh Tris?

exotic cave
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Yes

hexed jasper
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528,300.000

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๐Ÿ˜ณ

exotic cave
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That's not actually very high

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Which is why I'm thinking the issue may be in your material and not your tessellation

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This a transparent material?

exotic cave
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UE should power through 500k triangle scenes.

hexed jasper
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Looking away

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Looking at it

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60fps -> 19

exotic cave
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I see that, just seems bizarre

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Where did this material come from?

hexed jasper
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It is in 4k

exotic cave
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The material, not the textures

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The textures don't matter so much in my experience

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That BrickWall material you got there. Who made it?

hexed jasper
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Well I did

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Sorry im confused haha

exotic cave
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K, how many instructions is it?

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I mean...don't get me wrong. 500k triangles for a wall is way too high ๐Ÿ˜„

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You absolutely need to turn down your tessellation.

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But still, it is concerning that the engine can't handle those 500k tris, because most serious UE scenes not meant for mobile will easily hit 1+ m and many do a multiple of that

hexed jasper
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Well if I turn down my tessellation then the bump effect will be lost

exotic cave
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It will be lost at the edges, but your normal map should make it look moderately bumpy

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And in any case you shouldn't need 500k triangles to make a bumpy wall ๐Ÿ™‚

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You cannot make up a reasonable map if every wall needs 500k triangles. Maybe in UE5 on top machines but not in UE4 and not on your machine

hexed jasper
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Yeah this was my first time using tessellation in general so I didnโ€™t really know what amount I should go for haha

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Now I know

exotic cave
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You have ten walls, you're at 5m tris already. 100 walls, 50m tris and the godliest machines choke

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You're going to get way better results by increasing scaling or mixing in a second normal map or a dirt map to break up that tiling anyway ๐Ÿ˜„

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I am getting decent with hard surfaces maybe...the best brick materials in my experience need to integrate a second normal map at a different scale than the original to simulate missing different chunks across different tiles, as well as to do the same thing with dirt or discoloration maps ๐Ÿ™‚

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So, my advice is probably to research that instead of trying for 500k tri tessellated walls ๐Ÿ˜„

hexed jasper
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Or also mess around with adaptive subdivision, kind of like what blender does.

exotic cave
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I think UE can do fairly advanced per-area tessellation concepts like that, but even then, seriously, try the texture tricks first

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You seriously don't need fat piles of tessellated triangles to make a good brick wall in UE

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You could also try per-brick modeling

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As so

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Or bricks with layer painting from a layered material ๐Ÿ˜„

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Off to bed, good luck to all!

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๐Ÿ›๏ธ

hexed jasper
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๐Ÿ‘

open wadi
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Bit of a noob question - each BP level has a construction script, yes? If so, how do you locate it? In this project I bought off the UE4 marketplace, if I double click on the default level (per Maps and Modes), all it does is load the level in the viewport. I can't get to the Construction Script - does this exist for a level?

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lol

old shard
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What did you export it as?
@exotic cave as FBX. I just reset the normals and now it's working as expected. Some tutorials said that I have to point the vertex normal up for I dunno why I have to but I just set it to point to where the face is pointing and now it's working perfectly in unreal. Do you know why I have to point the normals up when working with foliage?

open wadi
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So I bought this ProMainMenuV2 off the UE4 marketplace, and it consists of two simple levels - the "intro" level and the "main menu" level.

The intro level is completely empty as far as I can tell. There are zero objects in the viewport, and if you go to Blueprints > Open level blueprint the Event Graph is completely empty. This level is designed to be a placeholder for you to add intro content to your game.

The point is, I'm attempting to figure out the logic for this Intro level and at what point it decides to pass execution to level 2, the "Main Menu" level - If there are zero objects in the viewport for the intro level, and the Level Blueprint's Event Graph is completely empty (no nodes), where might the execution logic be?

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What am I missing?

waxen imp
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Hi man so i managed to merge ALSv4 with SGK, and implemented the smart AI system. And i got some problem, the zombie dont chase me, when i set the pawn to animBP but if i change it to Survival Character, the zombie do chase me, any idea how to fix this?

plush yew
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What's the maximum recommended polygon count for a multiplayer map?

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Currently at nearly 25 million and thinking it might be about time I start optimizing.

plush yew
dim arch
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it means some of the meshes in your scene do not have a lightmap UV channel

plush yew
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im new to this and do not understand what that means

dim arch
blissful trail
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is it common for an unreal project to use 450GB of storage ???

dim arch
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check the generating a lightmap UV section. make sure you set your lightmapUV channel to one which is different to your shaderUV channel

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@blissful trail no, you probably have a lot of cached data, delete intermediate/saved

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probably video recordings and cached data

blissful trail
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all the content uses 450GB

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xd is there a way i could possibly maybe lower the storage use ???

dim arch
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@plush yew it depends on how many polygons are on screen at the same time

blissful trail
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"there are alot of polygons"

dim arch
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if it's in the content folder, than it's data which is required for the project

blissful trail
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is there maybe a way i could have one project take up 2 different drives ???

dim arch
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afaik, no, you need all .uasset files in the content folder for the editor to find them

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450gb sounds like you just have a bunch of unused or unoptimized assets which you need to filter

blissful trail
plush yew
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There are 24m polys placed in this level specifically, and most of the time you'll be seeing a good 20m at once @dim arch

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@blissful trail Symlinks. Move a chunk of the content folder (or the entire thing) to a different drive, then use something like Link Shell Extension to link the folders.

dim arch
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20m is pretty high yeah but you cant use one metric to measure performance, it depends on number of lights, shader complexity etc

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most games have about 2-3m polys on screen max, and a hero character is 100k

plush yew
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Hmm. They're standard Quixel materials (nothing too fancy) with the only lights being a dynamic directional light and all the weapon tracers.

dim arch
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well, UE5 is going to optimize the poly useage a lot, so it depends on what you're trying to do

plush yew
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Sounds like I've got to lower the polygon count, I suppose I'll start with replacing the base Quixel lods with the LOD1 variants (near-identical visually)

dim arch
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filling a scene with scan assets isnt gonna work right now, wait for ue5

plush yew
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I'm making a custom map for Contractors, though I'm not worried about VR-specific performance. Odds of it being ported to UE5 are unlikely.

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I'll see what I can do in regards to optimization, thanks for the help!

brisk nimbus
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Hey there...
First question of many regarding using unreal for creating an animated short, that I originally started in 3ds max....

My main character currently has 11 UDIMs, as the camera sometimes zoom in from far out to pore-deep.
Information on UDIM in Unreal is a bit sparse to find, one way seems to involve a LOT of material hacking with material functions, thats beyond my current level of expertise.
The other way seems to be too simple to be true and only involves enabling virtual texturing and using the right naming convention...
Can somebody elaborate or point me to a step by step tutorial?
@brisk nimbus bump...:)

plush yew
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i slightly upped my lightmap resolution and now im stuck at 98% building lighting

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help

restive vale
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wait

plush yew
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literally just wait for it to be done?

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k

restive vale
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this is the number where always stuck

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how long have you been waiting?

plush yew
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oh ok

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only like 5 mins

restive vale
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ok

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so you can monitorize your computer with Ctrl + Alt + Sup

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and you can see if computer is working

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you will see that there are some stuff going on

plush yew
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sup?

restive vale
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Task manager

plush yew
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oh ok

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i figured i set something wrong

restive vale
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You have problems with lightmap

plush yew
restive vale
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but that means that you have completed the light calculation

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you have lots of spotlight overlaping and some bad lightmap

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and this artifacts are normal

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until you tweek a little the lightmass parameters

plush yew
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how do i fix the lightmaps?

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and the spotlight overlapping

restive vale
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With lightmap, you can try to rebuild it in UE and if it doesn't work you should go to your modelling program to unwrap the meshes

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Unreal academy has some tutorials about ligthing

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there is some good stuff in there

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I suggest you to have a look on them

plush yew
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im using sketchup to model ๐Ÿ˜“

restive vale
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Switch to blender

plush yew
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ok

restive vale
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you can export the mesh from sketchup to blender

plush yew
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would it work if i model primarily and then switch to blender before importing to unreal?

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yeah ok

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because im already very skilled with sketchup

restive vale
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I highly recommend you to learn Blender, it's so intuitive and Free

plush yew
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im using a free version of sketchup only for modeling rooms

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because it is very good at modeling rooms

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i will learn blender though

restive vale
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I work with revit to model Buildings

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But all the other stuff its better to be done in Blender, at least for me

whole cosmos
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hi am new to unreal engine, currently have issues, after creating a project it getting stuck a 39%,,,, wat should i do help me out

dim arch
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its building shaders, wait.

whole cosmos
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so i just wait it will eventually open

dim arch
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ye sopen task manager if your cpu is at 100 its building shaders

plush yew
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anyone here willing to help with blender a little?

thick gazelle
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How do guys think we have to google next year, when ue5 is out? My guess is that for some years we always have to google both versions: "ue4 thing i am looking for" AND "ue5 thing i am looking for"

whole quarry
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Why do you think that?

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More importantly, why are you already thinking about that while there is almost nothing known about ue5?

ashen ermine
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Hey, this is driving me crazy, it's been 2 days now...Tried renaming structs, reloading data table, idk what to do anymore ๐Ÿ˜ญ

thick gazelle
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@whole quarry The offical docu (https://docs.unrealengine.com/) will probably put ue5 in all of the pages, so that will be found by searching ue5, same for all the new features..
But all the old community questions, articles etc. that are still valid in ue5 will still have "ue4" in them, so they will be found by searching ue4

rigid belfry
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why do my shadow look so bad? everything in this scene is a static object and the lightmap res is set to 512 for almost all of them

dim arch
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because your mesh lightmap UVs are probably not using all the space

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check lightmap density, all the meshes should have the same density, if one doesnt, change the lightmap scale in the static mesh options

rigid belfry
dim arch
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green is good, blue is too low, red is bad

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make your lightmap density so it's at around 1pixel per screen pixel from the average view position

honest vale
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I would also probably change the lighting to a stationary light, the shadows would be better then

rigid belfry
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all lights were set to static too

thick gazelle
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@rigid belfry maybe it's not what you need, but you can look at distance field shadows https://www.youtube.com/watch?v=vef_ZPLhjt8 (even if you don't need that, still good to know)

In this session presented by Epic's Zak Parrish, you will learn about some of the dynamic lighting features we use in Fortnite with Unreal Engine 4.

We'll take a look at how you can set these up, optimize them, and get the most out of your dynamically lit worlds to achieve t...

โ–ถ Play video
rigid belfry
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@thick gazelle thanks, i'll check it out. i set up a new level, created a quick 4x4 room, set up a stationary light instead of static and here's the lightmap density

whole quarry
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@rigid belfry what is the lightmap resolution of that mesh?

rigid belfry
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i think 256

whole quarry
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can you open the mesh and look?

honest vale
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don't use static, use stationary

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unless you for some reason can't use stationary

rigid belfry
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@honest vale for the meshes or for the light?

honest vale
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light

plush yew
whole quarry
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easiest is to assign materials to faces

plush yew
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i dont know how to do that

whole quarry
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cant do that in ue4 tho

plush yew
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i started this like 8 days ago lol

whole quarry
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do you use blender?

plush yew
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i have blender

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i also hate blender

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for buildings at least

whole quarry
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then you need to google how to do it in the modeling program that you use

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something like "program assign material id's"

plush yew
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i use sketchup for modeling buildings, but that caused issues, so i put them into blender then get it into unreal

obsidian nimbus
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you might be able to assign a mat in unreal these days, i dont recommend

rigid belfry
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it looks better when using stationary lights or moveable. i though static light would produce better results?

whole quarry
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if you have a high enough lightmap resolution, yes

rigid belfry
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where can i read more about lights in ue4? sorry i am kinda new to the engine

obsidian nimbus
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static is cheapest

rigid belfry
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@plush yew theres a lot of tutorials and even some plug ins for buildings on blender

plush yew
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so far compared to sketchup blender is absolutely unusable for me

whole quarry
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why?

plush yew
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it just doesnt do what i tell it to do

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like when i tell it to delete an edge it does absolutely nothing

whole quarry
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have you tried to use keyboard input instead of vocal input?

plush yew
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???

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hahahahahahahahahahhahahahahahahah funne

whole quarry
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its weird that when you delete an edge it doesnt delete the edge

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have you tried to follow some blender tutorials, like from Blender Guuruu?

plush yew
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my blender never seems to work the same as the blenders in the videos

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like my sculpting does basically nothing

whole quarry
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which blender version do you have?

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2.78?

waxen lintel
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anyone experiencing significantly longer start/stop PiE times in 425?

plush yew
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2.82.7

whole quarry
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from Steam I guess?

plush yew
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no

whole quarry
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the experimental one then?

plush yew
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idk

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i just went to the blender download page and downloaded it

rigid belfry
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you dont really need to sculpt anything if you need buildings

plush yew
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i also need models for characters

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which i have for now not been able to do

rigid belfry
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changed my lights from static to stationary, what does this mean? i know meshes need a separate UV for lightmap, does it have to do anything with it?

short stirrup
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Maybe a stupid question, but how do you decide what the size of things should in 3D environments? Not reletive to in another, but in absulute terms. Cause in a way if I rescale everything in the same way I still get the small environments.

rigid belfry
thick herald
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yup

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@short stirrup not sure what you mean

honest vale
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@rigid belfry a general guideline is that the most dominant lights in a scene should be stationary

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I'd imagine a spotlight is pretty dominant, especially in a dark moody scene for example

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smaller fill lights should be static if you go over the overlap limit

rigid belfry
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and static will produce cheaper results, right?

short stirrup
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If I have a blank project and I put some asset in it, then I can resize it however I want, later when I add new assets I'll resize them in relation the original asset so it looks right. Does it matter what the size of the original asset is though? If I take everything in project and double the scale, what's the difference?

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If my question is confusing it's probably because I'm confused ๐Ÿ˜„

whole quarry
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Unreal uses as measurement 1uu = 1cm

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So on x0 y0 z1 is 1cm above ground

short stirrup
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Well I need to check what uu is but I guess that's helpful. So I can use it as guidelines for what size objects should be

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Oh ok, cool

whole quarry
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x0 y0 z100 is 1 meter above ground

short stirrup
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I made my stuff huuuuge then ๐Ÿ˜‚

whole quarry
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You could use your own scaling on that tho

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Using 1uu as 1 meter

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But the engine will consider things tiny :d

short stirrup
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What if i considered 100uu as 1cm? Will it make the file size much larger? Or interfere with other things?

wary wave
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scaling things in weird ways could cause weird effects in the physics engine

short stirrup
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Ahh right, that makes sense. I'll try to keep it sensible with the 1uu = 1cm then

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Thanks :)

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What's the appropriate channel to ask about ingame cameras?

wary wave
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if you want to talk purely about behaviour, then #design-chat could be appropriate

short stirrup
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I am making a chess-like board game, and I don't like the camera controls these games usually have (at least the ones I played).
I'm thinking to have an invisible done around the board which the camera moves on, while always automatically looking at the center.
I have no idea how to do that though ๐Ÿ˜„

rigid belfry
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in C# there is a LookAt function

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i don't know how well c# translates to blueprint but i reckon it wouldn't be that hard to figure out

short stirrup
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What about making it move along the face of the dome?

rigid belfry
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no i meant

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the lookat function basically takes in a vector3 called target, then it rotates the camera so that the target is always the focal point. that way you could move anywhere and the camera would always look at your target

astral phoenix
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Hello, idk where to put this but is there any1 that knows how to do so more than 1 person can edit a project via WIFI and not LAN? like a multiplayer session ๐Ÿ™‚

short stirrup
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@rigid belfry yes i understood, that seems like the right thing to make the camera always look at the center. but i also don't want the camera to be able to move everywhere, i i want it to only move along the inner surface of a dome

gleaming creek
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You need your inputs to adjust the latitude/longitude as desired, then use maths to calculate the position, then finally make it look at the centre

rigid belfry
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@short stirrup you mean you dont want the players to fly off the map? you can simply set some bounds for that. in the place actors tab, search for blocking volume and your drones won't be able to fly off anymore

short stirrup
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i want the dome to act like a rail for the camera, but when i say rails i imagine lines and here i want it to move freely on the surface

austere scroll
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i tried googling this

in UV tiling you can change the U to be a value and the V to be a Value , but which one is thw width and which one is the height ?

all google searches explain UVs but none mention width or height

analog yacht
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You need your inputs to adjust the latitude/longitude as desired, then use maths to calculate the position, then finally make it look at the centre
@gleaming creek this is the thing you need @short stirrup .. The dome here would be implicitly defined by the maths you are making. Unreal already has long/lat conversion functions. You would make the player control the long/lat that moves the camera along a fixed radius (or a radius being controlled by another parameter) and then use the LookAt to rotate the forward vector of the camera towards whatever you want. It keeps the roll to 0 so it will always look straight-on

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moving up/down would control the latitude and left/right the longitude position of the player's camera

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or the y-axis of the mouse for latitude and the x-axis for longitude

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(if I understood what you want properly)

short stirrup
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Sounds like you do

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would it also work if i wanted to let the player resize the "dome"?

analog yacht
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yea

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it would only control the radius

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because the lat/long pair would be constant when you increase/decrease the radius

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imagine a balloon inflating/deflating.. a point in the baloon would keep its angle the same when compared to the center (if the balloon would be a perfect sphere, obviously =P)

short stirrup
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Yeah sounds good. do you have some pointers to where i can learn to do this stuff?

fleet scroll
analog yacht
silent harbor
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hey,

[HELP] any idea why quad overdraw is not working on 4.25 on masked materials? want to see how my foliage is doing but the view is all blue.

short stirrup
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Ok i'll try it, though as i'm not even familiar with Unreal a tutorial on another program might confuse the hell out of me ๐Ÿ˜„

analog yacht
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just focus on the maths ๐Ÿ˜›

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Actually, just remembered

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the fly template from unreal (the one with a blue spaceship)

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actually has a orbit camera (with a spring arm)

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just look at that template and should be pretty straightforward (if not just copy-paste) to your project

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I would say the third-person template would have the same mechanism (but not sure now)

astral phoenix
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Is there really no1 that knows how to do so more than 1 person can work on a project without LAN?

short stirrup
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@analog yacht Thanks! I'll try that

restive vale
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Hi Comunity. I'm working in a Game and I would like to deploy at first for Android and IOs but later maybe steam or any PC game selling platform. My doubt now is how to manage the internal coins of the game (which can be purchased or gained while you finish levels) and the saved games. How would you aproach it? Save it localy is obviously not safe...

analog yacht
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@short stirrup good luck

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Hi Comunity. I'm working in a Game and I would like to deploy at first for Android and IOs but later maybe steam or any PC game selling platform. My doubt now is how to manage the internal coins of the game (which can be purchased or gained while you finish levels) and the saved games. How would you aproach it? Save it localy is obviously not safe...
@restive vale what other alternative approaches are you thinking about?

restive vale
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Recently I discovered Google play services

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but also i thought that maybe use a server to store the data

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or maybe try Epic Online Services (but there is not lot of information about that, and i think is not ready for mobile devices yet)

analog yacht
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Saved games would only work on Android or atleast with googleplay login (there is something similar from apple, using icloud)
There are more services like that more cross-platform that provides you with a well defined or atleast with a defined API for you to use.

My typical advice here is to go with something that you feel confortable working-in now and then revisit it in the future.

There always the option to boot up your own server in whatever language + some database and use rest calls or socket based communication (protobuf, cap'n'proto, etc)

restive vale
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Thanks for your response. I will aim just for 1 platform for the moment, and if it succed move on other platforms and fix things up in that moment. So I will have to code which i'm not used to or ask for help in this topic. Thanks again!

plush yew
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hi guys, i'm having insanely crazy problems getting a video to play in a UMG widget

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seems all existing videos are out of date

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anyone have an up-to-date tutorial?

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the video player doesn't store the video

silent harbor
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someone got any clue why foliage is popping in instead of fading in nicely

mint sequoia
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I'm posting a free tool I've made here which have been tested for a long while now, just for those who never heard of it

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UE4 cleaner is a tool that adds these options to the .uproject context menu. It will delete all Binaries/Intermediate and regenerate your project files, giving you a clean slate.

Due to how UE4 constantly rebuilds the file association in the registry it needs to be reinstalled anytime you download something from Epic Launcher (and there is no workaround).

I keep an installer shortcut on my desktop for when I need it and run "Repair" installation. You can double click it and spam press "space bar" and it will fully reinstall and close dialog from doing simply that.

https://github.com/Vaei/ue4cleaner/tree/master/Binaries/v1.0.1

exotic cave
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@old shard : The problem with "some tutorials" is that there's a lot of fly-by-night learning in this field. You won't normally point normals anywhere but straight out from your polygonal faces until you get really advanced.

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There are advanced shaders out there that require all normals to face in directions other than what a traditional perpendicular normal actually is, and your tutorial may have implemented one.

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However, without that advanced material acting on your modified normals, all you'll get is broken lighting. ๐Ÿ˜„

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I suggest learning some of the fundamentals of 3d modeling mathematics. A normal is supposed to represent an arrow that points straight out from any surface at a given exact point, in traditional mathematical terms.

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In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, in two dimensions, the normal line to a curve at a given point is the line perpendicular to the tangent line to the curve at the point.
A normal vector may h...

strong schooner
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Hi does anyone use a blender>quixel/substance>UE4 workflow? Currently, I am using blender, doing a high and low poly version of a model. I export the low poly version to unreal engine then send it via substance link (real time) then within substance I export the high poly version to bake the normals and I start texturing etc. The changes are real time so I see it immediately in UE. If I get my assets from megascans I find stuff on bridge then export to mixer then send it back to bridge and then to UE.

exotic cave
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I don't, but that sounds lovely, @strong schooner

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I do use Substance in my workflow, and Blender is part of my suite of 3d tools, but I often sculpt in something else first (3dCoat, or even Unity on occasion) and just use Blender for fixes to UVs, normals, etc., as I find its sculpting workflow somewhat cumbersome.

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Did you have a particular question?

strong schooner
#

Nice. I just want to share my workflow to check if somebody does not agree with this workflow, so I can review and change it. I also want to know if there are several alternative workflows that will suit my needs. After several youtube videos with making assets, I finally combined them to suit my needs. Too bad I am new to sculpting, I am currently doing basic modeling and hard surface modeling for game assets. This is also just a hobby so I am confined to blender which I like, UE4, Quixel and a few paid stuff like substance or speedtree.

exotic cave
#

Oh no, it sounds boss ๐Ÿ™‚

#

I mostly only use Designer as I'm currently an environments guy

#

I'll check in with you once I get better with Painter and start doing more objects that tile less ๐Ÿ˜„

long thicket
#

can someone help, My UE4 project literally froze up my pc last time i tried to load it. had to hard shut down my pc, now its stuck at 95 percent loading. Its not a new project

exotic cave
#

I think it sounds utterly optimal. The only concern is that if you're planning to be a Marketplace seller, you generally still can't use Megascans in your own packs. If this is for end-user games it sounds like a workflow you could build a real studio on.

#

@long thicket : What specs?

long thicket
#

GTX 1060, I7

#

its good enough

exotic cave
#

How big a project? And what changed?

severe lodge
#

@long thicket Where is the lambsauce?

long thicket
#

was running smoothly yesterday

exotic cave
#

I'll assume you lost mouse movement or whatnot, and it was a real freeze?

long thicket
#

yeap lost mouse movement

#

audio

exotic cave
#

There are notorious percentages that UE gets stuck on with loading. 39%/45% are notorious (shader compiles)

long thicket
#

okay, it finally loaded up

#

after around 30 mins

#

thats just odd

exotic cave
#

Is it a pretty big project or big map?

long thicket
#

lemme check how many gigs

exotic cave
#

UE4 is fairly stable in my experience, but it is not low-footprint software really ๐Ÿ™‚

long thicket
#

53 gigs

exotic cave
#

Ya

long thicket
#

idk, usually loads in 5

exotic cave
#

You're almost certainly hitting your hard drive swap memory on that

#

Sure, but if you make a change that necessitates recompiling shaders or whatnot this can happen a lot

long thicket
#

this time it took so much longer

#

aha

#

maybe thats why

exotic cave
#

Do you have an SSD?

#

I highly recommend SSD's for UE work these days

long thicket
#

yeah, but i dont use it for the project

#

will consider switching in that case

exotic cave
#

It may be worth considering on projects like that

#

50GB is a lotta data for anything but an SSD

#

Stuffs will be slow

long thicket
#

yeah, thanks for the suggestion

midnight root
#

I get that sometimes and my map total is only 1.35gb ;0

strong schooner
#

I think it sounds utterly optimal. The only concern is that if you're planning to be a Marketplace seller, you generally still can't use Megascans in your own packs. If this is for end-user games it sounds like a workflow you could build a real studio on.
@exotic cave yes thank you for the reminder. I did ask that prior, since I want to know the grayzones of the free stuff we get being in unreal. But for quixel stuff, I entirely use it for my cinematics in youtube. For things I am planning to sell I get or make it in substance, some textures I get from texture websites with cc0 license.

exotic cave
#

Never heard a better workflow for what you wanna do yet. I sent ya a friend request @strong schooner , maybe we can talk some turkey. ๐Ÿ˜„

long thicket
#

sure

exotic cave
#

Lmao, my bad TurkeyMaster, you and I are already talking turkey

#

I totally didn't even mean to do that

#

๐Ÿฆƒ

strong schooner
#

I agree with @exotic cave at least ssd. I am currently using nvme though much faster.

exotic cave
#

Anything that isn't old school SATA, etc

midnight root
#

lol

long thicket
#

lmao im confused bru

midnight root
#

ya ssd

exotic cave
#

"Talk turkey" is an old slang phrase for discussing business ๐Ÿ™‚ It doesn't always mean "talk to TurkeyMaster" ๐Ÿ˜„ Sorry for the confusion

midnight root
#

if you can afford get the faster ones

long thicket
#

ahhhh

#

first time i hear it

#

my bad

midnight root
#

or the pciE ones even better if good quality

exotic cave
long thicket
#

cool, that just sounds funny

exotic cave
#

๐Ÿฆƒ ๐Ÿฆƒ ๐Ÿฆƒ ๐Ÿฆƒ

strong schooner
#

Never heard a better workflow for what you wanna do yet. I sent ya a friend request @strong schooner , maybe we can talk some turkey. ๐Ÿ˜„
@exotic cave I speak english and filipino only haha

exotic cave
#

I think that I am clearly the turkey here ๐Ÿ™‚

#

Oh the challenges of communication in a profoundly international channel ๐Ÿ˜„

#

In American English "turkey" often means the bird that runs in our East Coast forests, not the country. It can be slang for a feast (we eat turkeys at Thanksgiving), or for communication in business (as people would sit down to talk over turkey dinner), or as slang that someone is a fool (as the bird can act quite foolish and showy at times!)

#

I suppose I'm now going to have to analyze whether or not I should change phrases to avoid confusion for Turkish developers. ๐Ÿ‡น๐Ÿ‡ท

long thicket
#

nah, its okay i have gordon ramsay because i watched a christmas video special from him preparing turkey

#

so he is the turkeymaster

#

and thus the name and the picture

#

ofcourse, the picture has to be an awkward face

exotic cave
#

Eh, always nice to improve my international communications skills ๐Ÿ˜„

#

I worked on a team briefly that won a game design award last year, and the two guys were French and Swiss

#

Game design is a compositely international experience in a lot of ways these days, I really believe there are future award-winning teams out there for folks who can figure out how to actually collaborate across continents

strong schooner
#

In American English "turkey" often means the bird that runs in our East Coast forests, not the country. It can be slang for a feast (we eat turkeys at Thanksgiving), or for communication in business (as people would sit down to talk over turkey dinner), or as slang that someone is a fool (as the bird can act quite foolish and showy at times!)
@exotic cave ow, I see. I am not familiar with such American slang. But yeah I always get a sudden stop when my consultants who were trained in the U.S. gave me several "American" slangs. But then again, my English has become abysmal, both written and verbal. haha

exotic cave
#

You speak better than some Americans I know, actually. ๐Ÿ˜†

#

๐ŸŒŽ ๐ŸŒ ๐ŸŒ

#

Earth is my country!

long thicket
#

Personally I think there needs to be a universal language taught worldwide

#

should be english as it is the most used language

#

but many countries dont teach it well

plush yew
#

whats the deal with EPIC games, i can't login to the website or the launcher. is it down?

long thicket
#

so instead of learning multiple languages, one only across all countries and everyone communicates with no issues

plush yew
#

that would never happen, try telling china or russia they have to speak only english

steep sandal
#

I have a question what Computer Specificationsย 
Can make a game like FORTNITE

whole quarry
#

Its a bad idea to have the world speak 1 language

#

People will get ideas, start to build towers to reach the sky

long thicket
#

nah that aint what im saying

#

im not saying to abandon the home language

#

teach it as well as the home language is what im saying

#

it=English

humble delta
#

but Russia will argue the common language be Russian and China will argue it should be Chinese

long thicket
#

yeap

#

thats the problem

#

govs should agree on something

whole quarry
#

The world should speak Dutch

humble delta
#

I'd say English but taught only by Aussies so everyone sounds fun

long thicket
#

eitherway, it doesnt have to be English, can be anything. I picked english because its the most spoken internationally

#

lol, yeap, also teach people to hop instead of walk

#

just kiddin

silent harbor
#

i asked before but got no answer

#

why isnt foliage in ue4 fading in like it used to?

whole quarry
#

What do you mean with that?

#

@silent harbor

north ivy
#

Hello guys, I had a question and I hoped you could help me here. Does anyone know an official "dictate" or file that sums up everything we cannot represent in a game ? I mean, Nazis symbols are an obvious example, but there are more "stupid" examples, like the fact the red cross cant be used for health (but still can be used in movies). Is there one for every countries ?... Could really be usefull to me right now

mystic spruce
#

What's up guys! I need to make a player location heat map. I found an old tutorial but it doesn't seem to translate to 4.25 since some of the nodes are a bit different. I cannot find anything updated that gives info on how to draw a heatmap to a render target. Any info or links to newer tuts or info would be great! thanks!

silent harbor
#

@whole quarry i have the issue that foliage is popping in very obviously (cull distance) while i remember it used to fade in nicely

heady moon
#

what's the difference between ue4.25.0 and 4.25.1

rocky radish
#

4.25.1 didn't even release

#

but when it releases it will be a hotfix

heady moon
#

what

novel hinge
#

a 3.3 gig hotfix

heady moon
#

erm

novel hinge
#

thats the full engine

heady moon
#

yesterday i paused the unreal engine 4.25.0 download

#

today i find this and it restarts the download

rocky radish
#

wth it's not there for me

#

for me there's only 4.25.0

novel hinge
#

i'm downloading it right now dude

heady moon
#

bro i waited like 1 hour yesterday

#

and it restarts the download

#

im done omg

rocky radish
#

do i have to re-install the engine so epic launcher lets me download it?

novel hinge
#

try restarting the launcher

heady moon
#

ye

vale crane
exotic cave
#

I was given to understand that the world's universal language was shattered at the Tower of Bab-il by the great fiend Zeromus. This is at least what Final Fantasy taught me ๐Ÿ˜„ โš”๏ธ

#

@vale crane : What's the issue?

#

What's it supposed to look like that it doesn't? That screenshot seems nice ๐Ÿ™‚

vale crane
#

Strange border with NO heightmap at all..

#

round kind of border

exotic cave
#

Are you sculpting this terrain? Or just using a heightmap?

vale crane
#

im` painting terrain

exotic cave
vale crane
exotic cave
#

UE can have issues if every single layer in the map is height blended, it's recommended that at least one be an alpha blend apparently

vale crane
#

oh... i tried this

#

but seems not work so great(

exotic cave
#

Again, a bit hard to know how to help when I don't know how it's supposed to look.

#

I sculpt my terrains and use an automatic landscape material I developed, but it's not height blended, just weight

#

@north ivy : Depends on country, and I don't know Epic's particular rules for consideration on their own marketplaces.

#

You are actually only prohibited from depiction of swastikas in Germany as best I know, though other countries may have similar laws. There are no laws against depiction of Nazi imagery in the United States, though obviously you need to be careful about how things are portrayed. ๐Ÿ™‚

#

It's arguable the 3d games industry would not be here in the state it is without Wolfenstein 3d ๐Ÿ˜„

#

But, you know, in Germany all that stuff had to be taken out ๐Ÿ˜„

#

It's more of a localization issue, and an issue about giving offense. I know Epic's rules on the Marketplace are that you have to avoid being deliberately offensive in any kind of hate-crime way, probably applies to games too.

#

But, like, you can't really make a realistic World War II game without depicting a swastika, and plenty of them get made.

#

Don't use your games to promote hatred, is the best advice I can give, and you should be just fine in the United States.

wary wave
#

you can just use a different insignia in Germany

#

though accurate historical depictions of a Swastika are not illegal

exotic cave
#

I mean, maybe don't make a game where going "Heil Hitler!" into the microphone gets you a special Nazi gun.

wary wave
#

the newer Wolfensteins as an example just used a different flag for all versions

#

it's pretty trivial

exotic cave
#

You're certainly allowed to depict anything historical in the United States by law, though offensive depictions may get deplatformed and Epic certainly has the right to revoke UE usage from any project they feel promotes hatred.

#

I can't speak for the company as I am not affiliated. ๐Ÿ™‚

tawny sand
#

What channel would I go to, to get help about texture sampling?

exotic cave
wary wave
north ivy
#

Well that's good to know @exotic cave thx you. But what about Smoking cigarets, same things ?

exotic cave
#

You can have characters smoke all they want to, unless your game is targeted at five-year-olds ๐Ÿ˜„

north ivy
#

RIOT had to remove the cigar of one of their character, as well as Ubisoft had to do a whole change on their maps

#

Alright thank you ! ๐Ÿ˜„

exotic cave
#

I don't think they had to. They chose to, and Graves has the cigar back now ๐Ÿ˜‰

north ivy
#

that's cool to know, thank you again ๐Ÿ˜‰

vale crane
#

UE can have issues if every single layer in the map is height blended, it's recommended that at least one be an alpha blend apparently
@exotic cave yeah but if one layer is Alpha blend - all other loose theirs heigh info (

exotic cave
#

Sadly not an expert on height blended nodes yet ๐Ÿ˜ฆ

#

By the way, @north ivy , I do believe the Graves localization change in League of Legends was made due to policy in China

#

China does have a lot of laws about content, and it's one of the biggest gaming markets in the world.

north ivy
#

Yeah, so every company have to bend...

exotic cave
#

Again, the laws generally go by country.

#

If you know the initial country you're planning to release in, I can probably advise better.

north ivy
#

France :/

#

Anything can goes against anybody here

plush yew
#

is unreal editor always on top?

exotic cave
#

My understanding is that you can probably mostly release what you want, but also that anybody can kinda just sue you in France if they get offended enough ๐Ÿ˜‰

#

I will look into it a bit more, though.

#

France is indeed a country with Western freedom of speech expectations and a strong tradition of such (look at things like the Charlie Hebdo incident), however it vigorously prosecutes things that are judged as promoting hatred. Britain is very similar.

#

Most recent French regulation seems to have revolved more around sales policy and lootboxes rather than content so much. If you're going to offer lootboxes, you need to hire a good legal team.

north ivy
#

2 years ago, in France, the great-kids of a GOOD characters in Black ops 2 (Savimbi, the Angola chief) , sued Activision and won

#

I mean, how dumb can this be

exotic cave
#

Your country is very litigious, as these things are considered, it is true ๐Ÿ˜ฆ

#

I would say you'll probably be fine as long as you fictionalize your characters. You can use historical settings, but don't make a game about, say, becoming a Nazi and loving it.

north ivy
#

--Sure that would be lovely-- who would say that

exotic cave
#

My best advice for France would be, avoid lootboxes, and stay positive, try to promote a positive message with your title whatever your content is ๐Ÿ™‚

#

And I do think you will hopefully be okay, though this is not formal legal advice and I am required to tell you that.

#

France does indeed have a strong tradition of freedom of speech, and there is a quote from Voltaire I will teach you as it can be referenced in court as necessary:

merry flower
#

henlo

exotic cave
#

"I find what you say reprehensible, but I will defend to the death your right to say it" --this is attributed to your French philosopher Voltaire

merry flower
#

where can i ask questions about ue?

exotic cave
#

Here ๐Ÿ˜„

merry flower
#

oh

#

i thought there would be a dedicated channel for that

exotic cave
#

There are a lot of them, but general questions can go here ๐Ÿ™‚

north ivy
#

Yeah, but for almost 15 years now this cant be applied x) but anyway this is political stuff, so I will stop there

merry flower
#

oooh well then how can i sort of like reset transform controls in ue?

exotic cave
#

Reset the transform? Or the controls?

merry flower
#

because i have this object in one place but the transform controls are far away

#

all the rotate object things etc

#

scale objects

exotic cave
#

That means your pivot point on your model is off

merry flower
#

oooh so that was the word

exotic cave
merry flower
#

yeah liek the center of the object

exotic cave
#

Yes, formally that is a pivot point ๐Ÿ™‚

merry flower
#

yoo thanks a lot!

exotic cave
#

Great snip, that helps me out too ๐Ÿ˜„

merry flower
#

i just didnt know the right word for the center point of the object

exotic cave
#

What do you use for animated snips like that?

merry flower
#

i didnt understand, what?

exotic cave
#

The screenshot ๐Ÿ™‚

merry flower
#

ooh

#

gyazo

exotic cave
#

Tyty

jovial pollen
#

Does anyone know how I can fix this? It's really annoying me

#

I've tried all I could to fix it but I cant

rocky radish
#

@jovial pollen what?

jovial pollen
#

My capsule is attached to my camera some how

#

When I look down on not able to move, same with looking up

uncut sky
jovial pollen
#

And it moves me back and forth too

rocky radish
#

what is the code/blueprint on the look up and down events?

jovial pollen
#

I added those extra stuff in the middle

sleek solar
#

Victor did you just ping everyone for the unpaid "job"?

jovial pollen
#

Lol

rocky radish
#

@jovial pollen and what about the hierarchy in the character?

jovial pollen
#

The what?

rocky radish
#

thats not the name

#

bruh wait

#

let me see the name

#

is the capsule attached in any way with the camera

jovial pollen
#

No

#

It's an inherited capsule

exotic cave
#

Inherited from what?

rocky radish
#

hmm.... odd

jovial pollen
#

Inherited from itself

midnight gate
#

CAN I EXPORT A GROUP ACTOR?

#

i need to export my whole level into a third party 3d software as an fbx

jovial pollen
#

Turn off your caps lock

#

And no you cant export levels

#

As an FBX

exotic cave
#

Is that one of the official Epic blueprints?

midnight gate
#

i asked if i can export a group actor

exotic cave
#

You can honestly just take that BP apart if you know what you're doing

jovial pollen
#

No it's some bs free thing that was $9 but free for the month a bit

exotic cave
#

Right now, your capsule collider actually owns your camera

jovial pollen
#

Should I just rebuild it in the official blueprint

exotic cave
#

You can just, like, go to the capsule collider and turn it off for now or make it zero in extent

#

Long-term, probably rebuild the blueprint to your taste, and no, I'd make a copy

jovial pollen
#

Where do I find the collider

sleek solar
#

you didn't set it right, there are special options for controller/actor rotation

exotic cave
#

Yeah, you need some kind of collider so you don't just walk through walls ๐Ÿ™‚

sleek solar
#

let me find those

jovial pollen
#

I'm not walking through walls

sleek solar
#

you have to make sure that only yaw option is checked

exotic cave
#

Yes, but if you simply detach the collider as you originally asked you would ๐Ÿ˜„

sleek solar
#

and... I think you need orientation to movement enabled

exotic cave
#

This sounds right to me

jovial pollen
#

You cant detach an inherited object

#

I FIGURED IT OUT

#

It was in the class defaults smh

#

I still cant walk when looking down though

next badger
#

4.25.1 released?

gleaming creek
#

Heh, UE 4.25.1 went from one error message on startup in 4.25 to crashing the launcher AND then showing the error message

#

(It still starts, though)

next badger
gleaming creek
#

For some odd reason I'm not inclined to switch to 4.25 yet ๐Ÿ™‚

next badger
#

i'm worried it still shows 4.25.0

rocky radish
#

i'm worried it still shows 4.25.0
@next badger restart epic launcher

sleek solar
#

ScrubblyNumgies you can't walk because you keep rotating capsule (breaking movement physics)

jovial pollen
#

It's not rotating the capsule at all

balmy rose
#

hey there, is there a way to occlude the light of the new atomospheric light and fog?

#

because i got the same light also in a bulletproof interior

fiery moat
#

I just started unreal, I also want to ask for advice is this the proper channel?

rocky radish
#

it depends, what topic is it about?

fiery moat
#

I want advice on a single-level 2d platfomer shooter I am making

fiery moat
#

also my unreal is updating and I can't find help on the internet

#

um btw what is that?

rocky radish
#

first of all, this should probably go in #blueprint

#

second of all, what do you need help with?

fiery moat
#

welll alot of stuff

#

I have health and health regeneration set up all right

#

but I need to make ranged enemies

#

btw I installed a bunch of gun packs but they are not compatible with 4.25

#

also most free stuff on the marketplace is compatible with either 4.21 or 4.22

#

so no much help form there

#

yes I have the animation starter pack

#

and wow my unreal really doesn't want to update

rocky radish
#

wait i got lost you need help with the ranged enemies

fiery moat
#

yep

#

sorry for typing too much

rocky radish
#

and you need help with the ai or the animations?

fiery moat
#

the ai

rocky radish
fiery moat
#

ok

modest crest
#

anyone got a changelog for 4.25.1? can't find any

fiery moat
#

go to announcements

modest crest
#

ah, thanks

#

well, after the maintenance is over, in any case

fiery moat
#

btw what should I use for the character model for enemies?

#

I mean there is the mannequin

rocky radish
#

you can use the mannequin as a placeholder if you don't have any other models

ember shadow
#

Hey, im making my first small asset pack for unreal engine, any tips i need to know?

modest crest
#

so far, I had no problems installing assets like models from older versions. So if you find models from older versions of UE, you can normally just add them to a newer project

fiery moat
#

I mean I can't add the gun models to the project

rocky radish
#

I mean I can't add the gun models to the project
@fiery moat are they from the marketplace?

fiery moat
#

yes

modest crest
#

when using the "add to project" button, you can check the "show all projects" checkbox in the top right. Then you can use the latest version from the marketplace and use that

fiery moat
#

I onl have 1 project and it is in unreal version 4.25

rocky radish
#

i think you can add them as if you were using an older version, but it can cause compatibility issues

modest crest
#

if will complain about not finding the marketplace asset for your version, so you just select one from the dropdown that is the latest

fiery moat
#

it is not allowing me

modest crest
#

what does it say? There should be a dropdown in the bottom

fiery moat
#

oh wait I changed the version

rocky radish
#

even by pressing show all projects

modest crest
#

yup

#

just select the latest available one

fiery moat
#

what will happen if I add them? will the project be demolished or something like that?

rocky radish
#

nope

modest crest
#

no. there will be a folder with the assets

rocky radish
#

worst can happen is the assets being broke

fiery moat
#

should I worry? That is what I mean

modest crest
#

I wouldn't do this with Plugins (it's VERY likely they will be incompatible), but with basic stuff llike models and sounds it shouldn't cause any issues

fiery moat
#

so the worse thing that might happen is the models deforming?

rocky radish
#

not deforming

#

like

#

the assets you'll import from the marketplace will have some messed up settings

#

and other thing

#

things*

modest crest
#

I think the worst thing would be that the level can't load and it will complain. But in that case you can still just remove the asset

rocky radish
#

nothing to really worry about it

fiery moat
#

but what I have are gun models no blueprints

rocky radish
#

then you'll be fine

fiery moat
#

oh ok

#

so just to confirm I will just face loading issues

rocky radish
#

if something is wrong with the models you can always delete them

modest crest
#

Models, Textures, Sounds etc are so generic, it's very unliely that engine updates will make it incompatible

fiery moat
#

ok nice thx

rocky radish
#

Models, Textures, Sounds etc are so generic, it's very unliely that engine updates will make it incompatible
that

modest crest
#

I mean, you should always back up your projects into a source control anyway... sooo... ๐Ÿ˜‰

fiery moat
#

ok so no threat thx for confirming (sorta)

#

btw how long does maintenance take?

#

I will work on ai but I need to figure out how my character can hold the gun

#

and shoot with it

rocky radish
#

there's a TON of tutorials out there teaching how to do that @fiery moat

fiery moat
#

ok great

modest crest
#

personally, I'm a fan of youtube tutorials. tons of stuff for pretty much anything you'd need to know

fiery moat
#

oh great the epic games site is not working

modest crest
#

The official videos tend to be a bit out of date, though

fiery moat
#

how long does maintenance usually take?

rocky radish
#

maintenance of what?

fiery moat
#

the official site

modest crest
#

that's something noone but the sysops of epic can tell you

fiery moat
#

oh ok

rocky radish
#

i know that the maintenance of the epic servers after they put free gta on their store took like 9 hours

fiery moat
#

oh lol

brittle adder
#

4.25.1 went out today?

fiery moat
#

yeah

#

oh gtg cya guys

brittle adder
#

oh ok, thx.

#

Forums is in maintenance mode, can't read the patch notes ๐Ÿฅบ

rocky radish
#

i read it already lol

jovial pollen
#

I'm able to walk side to side when looking down or up but I cant move backwards

humble delta
#

anyone know why my material is busted? I painted it useing the layer blend thing and it worked fine. Then I updated my drivers/restarted my computer and its back to the checkerboard. The material is still applied. I deleted some nodes in the material and remade them also just to force it to compile again. Still only shows the checker. Thanks for any help

jovial pollen
#

Did you press the apply button

humble delta
#

yes

languid oasis
#

[2020.06.03-15.47.11:203][216]LogStreaming: Warning: LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: '' (/game/Plugins/roleplay/Blueprints/A)
[2020.06.03-15.47.11:203][216]LogUObjectGlobals: Warning: Failed to find object 'Class /game/Plugins/roleplay/Blueprints/A.A_C'
[2020.06.03-15.47.11:203][216]LogLoad: Warning: Failed to load game mode '/game/Plugins/roleplay/Blueprints/A.A_C' specified by URL options.

when I try to load the game mode from the blueprint class and try to load the map, everything else loads fine

ember shadow
jovial pollen
#

Cool

rocky radish
#

i think the edges look way too round, mainly on the bottom

uncut sky
#

@sleek solar No... It's because I didn't have time to write, but what I wanted to say is that the work would be rewarded in the end by sharing the profit for everyone in the group, you know?

ember shadow
#

Hmm. Theyโ€™re quite pointy tho

#

Iโ€™ll see what I can change

uncut sky
#

because the bot only gives 30 seconds to write the description.

rocky radish
#

not about being pointy

#

about being low poly round you know what i mean?

#

other than that it's good

ember shadow
#

Itโ€™s my second blender model haha

rocky radish
#

lol it's not bad just gave my feedback on what could be improved

exotic cave
#

@humble delta : Checkerboards on a landscape indicate that the shaders for that landscape section need to be recompiled.

ember shadow
#

@rocky radish I know ๐Ÿ™‚ sorry if it came off rude

rocky radish
#

nah, it's ok

#

didnt come off rude

exotic cave
#

Generally speaking, anyway. It can also indicate a broken material. You might want to post your material graph.

gleaming narwhal
#

Forum maintenance should be another hour

brittle adder
#

๐Ÿ‘Œ

wild lotus
#

so for some reason my fresh version of 4.25 source isn't wanting to build can someone help me out?

hexed jasper
#

If Iโ€™m making a game with high quality materials, should I use tessellation or parallax for better performance?

#

Performance as in better FPS

solid shuttle
#

anyone know what's in 4.25.1 update?

ionic oxide
#

@solid shuttle See the news chat here, but the forum is offline right now

sharp crest
#

Please is anyone able to help me?
I'm trying to load a file (PlayerController) from a project I haven't loaded in a long time.
It was ran on a source built version of 4.22 with some plugins.
Whenever I open/load the file, even right click it, the editor crashes:

Error: Pin named StructOut was serialized while trashed - requesting pin named StructRef owned by node K2Node_SetFieldsInStruct_650```
I tried:
- To run it on the source built editor that it was originally ran on.
- To run it on a regular 4.22 version.
- To run it on a regular 4.24 version.
- To load the file from backups of the project, even very old backups that I'm sure were working - are giving the same crash when I load the file.
**Any idea how to fix this?**
Please ping @ me if you have any advice, thanks.
frank oar
#

How can I apply a nav mesh volume to a mesh so that when I press P it has a highlighted area on top of it ?

sharp crest
#

@frank oar just make sure the box of the nav mesh covers that mesh

#

and that the mesh has collision

frank oar
#

it does, but the mesh doesn't recieve it.

sharp crest
#

how about, screenshot?

frank oar
#

ok cool ๐Ÿ˜„

#

@sharp crest

sharp crest
#

@frank oar it seems floating to me? try connecting it, like sizing it up on Y? not sure

frank oar
#

the box is totally surrounding the area of the mesh I need, does it need to be connected to the floor or something ?

#

even when I take the nave mesh that works on the floor up to the mesh, that one doesnt rejister either.

granite marlin
#

oh no what have i got myself into, is there any youtube videos anyone recommends because they all speak a different language...

spiral schooner
#

I suppose the new 4.25.1 hotfix didn't fix the intelisense problem

exotic cave
#

@plush yew : Axial tilt actually gets very complicated ๐Ÿ˜„

#

I can't just give you a formula as I don't know it myself offhand

#

But, as with everything, learn the math first: https://en.wikipedia.org/wiki/Axial_tilt

In astronomy, axial tilt, also known as obliquity, is the angle between an object's rotational axis and its orbital axis, or, equivalently, the angle between its equatorial plane and orbital plane. It differs from orbital inclination.
At an obliquity of 0 degrees, the two axes...

#

In astronomy and celestial navigation, an ephemeris (plural: ephemerides) gives the trajectory of naturally occurring astronomical objects as well as artificial satellites in the sky, i.e., the position (and possibly velocity) over time. The etymology is from Latin ephemeris,...

#

NASA has some good resources on this stuff if you want to go really deep, though I can't make heads or tails of them, lacking several years of an Air Force engineering curriculum ๐Ÿ˜„

#

Trying to find a decent, easy approximation

#

Absolutely ๐Ÿ™‚

#

I didn't know that was a thing, should be good enough for anything nonscientific ๐Ÿ˜„

#

Remember, the Earth goes around the sun, not the other way around ๐Ÿ˜‰ So your final result won't be very much actually like your green ring from above, but it will certainly prevent this:

#

(Not a bad render; that's famously a real photograph at Hawaii around noon. It's called Lahaina Noon.)

hexed jasper
#

where are my ue4 projects located? I cant find them in my files

exotic cave
#

Of course, everyone knows if you go too far, you fall off the edge of the world in a giant waterfall ๐Ÿ˜„

#

Also, there are dragons and sea monsters beyond the edge of the map, plus the entrance to the underworld

frank oar
#

Does anyone here understand how Navmesh bounds volume works and why it doesn't interact with certain mesh ?

exotic cave
#

@hexed jasper : If you can open your project, open it, right click any directory in your Content Browser and go "Show In Explorer"

#

If not, you possibly have UE projects stored in either your guest/public user directory (assuming Windows of any recent vintage), and you're looking in your own docs directory, or the other way around

#

And now, Answerbot Replay must attach a power cable to his brain and go into sleep mode for a few hours ๐Ÿ˜„

#

Good luck all!

sweet hamlet
#

this might be a dumb question, is there any way to possess a pawn through the console

alpine sand
#

Which channel would be best to ask general questions that don't fit in any specific channel

mint raptor
ashen ermine
#

4.25.1 crashing on compile when working with structs to anyone else? ๐Ÿ˜

#

...not always, but most times

bleak copper
#

A little sanity check here -- temporary FStrings are not garbage collected, correct? They have typical constructor/destructor behaviour when the stack frame pops, correct?

exotic cave
#

@alpine sand : This one

hollow sable
#

Is it possible to allow friends to use assets I bought on my account? Like allow them to use it without having them on my acc?

#

Yes we're working on the same project

#

I didnt want him to have to buy it again if that was avoidable

#

Roger, thanks!

alpine sand
#

Is there any sort of really convenient button or something that changes all object collision to use complex as simple

#

Or do I have to manually change them one by one?

ashen orbit
#

Where can I ask questions? Newbie here

alpine sand
#

Will that take effect immediately, or will anything already in the project that hasn't been changed stay the same

ashen orbit
#

I will ask my question here and if there is a better place please tell me. I am looking for some kind of resource where I get difference exercices i can do in UE to practice, preferably something that scales in difficulty the further you get into it. Is there anything like this?

alpine sand
#

Thanks sukebi

#

@ashen orbit I was told here was fine

fresh rampart
#

Hi, im very new to unreal, whats the best way to handle melee combat? colliders or line traces?

somber quail
#

Is there any sort of really convenient button or something that changes all object collision to use complex as simple
@alpine sand Why is it you're wanting to do this?

alpine sand
#

Character is the size of a crayon, there are a bunch of objects he has to go on/around

fresh rampart
#

huh, never heard of notifies, ill google it a bit, but it seems like its events on the animation itself?
why go that approach vs the other 2?

somber quail
#

Character is the size of a crayon, there are a bunch of objects he has to go on/around
@alpine sand Still doesn't explain why it needs to be complex. Complex does not work the same way as simple - complex collision doesn't understand volume so you cannot tell if one object is inside another while using complex

alpine sand
#

Its just so I can go inside it or through holes

#

For example, a rocking horse

#

For going underneath it between the legs, the only collision complexity that allows me to do that is complex as simple

half panther
#

What do you all think of the Landscape Blueprint Custom Brushes?

ashen ermine
#

My widget has a border filling the screen behind elements which has visibility set to visible. However, I can still click through the widget in the world. Is it a new bug?

#

I know I've used visible transparent borders in the past to prevent clicking through widgets.

tiny sonnet
somber quail
#

For going underneath it between the legs, the only collision complexity that allows me to do that is complex as simple
@alpine sand Simple collision allows you to place boxes, cylinders and spheres in the asset. You don't need to use complex

alpine sand
#

Just a school project, was hoping to simply save time instead of individually changing things

errant ice
alpine sand
#

So it wont really affect much when its just one small level

#

A simple game too

ashen ermine
#

@errant ice 90k?! Jesus! What are you making? ๐Ÿ˜›

slate vessel
#

in stat gpu what is "Slate 3d" ?

ashen ermine
#

@slate vessel widgets (3d widgets probably?)

#

widgets are based on slate

autumn elbow
#

Does anyone have the Unreal Mannequin Rig (with controls) for 3DS Max?

karmic slate
#

guys
do unreal crashes everytime your code is wrong?

#

or bugged idk

autumn elbow
#

CPP code?

#

It usually crashes when dependencies are broken

frank escarp
#

yes. A lot of mistakes on cpp code cause an instant crash

autumn elbow
#

Be sure to use source control

karmic slate
#

as a beginner

#

would u guys recommend me

#

starting on unreal?

obsidian nimbus
#

sure, but making something is hard, and mayB not as fun as you think ๐Ÿ˜›

tidal agate
#

Hi, i have a problem. I want to tranfer a Unreal Engine 4 project to another PC but if i try to open it on my second pc, it crahes. can anybody help me please?

obsidian nimbus
#

you should be able to just copy the project folder and open on other pc

#

if same engine installed

autumn elbow
#

@karmic slate start with YouTube tutorials, and practice them.

tidal agate
#

i think it is because of my pc specs. So if i paste my project files on a better pc, can i then simpely open it or do i need to do something first?

karmic slate
#

@autumn elbow k thx โค๏ธ

autumn elbow
#

Be sure to practice, and not just watch. ๐Ÿ˜‚

supple wyvern
#

how long should my stamina recharge be?

autumn elbow
#

Whatever feels good to you. LoL

manic pawn
#

0 seconds

#

stamina mechanics are terrible

supple wyvern
#

no

#

fine

#

๐Ÿ˜ 

autumn elbow
#

Try like 4 sec

supple wyvern
#

im going with what zeblote said

autumn elbow
#

I think in Yakuza it's 4 secs

supple wyvern
#

i havent played a single vr game with a stamina mechanic

#

so

#

except payday vr which isnt even natively vr

autumn elbow
#

Oh in VR?... no stamina

supple wyvern
#

yeah

#

ok thx

obsidian nimbus
#

make a counter counter and keep it at 0 ๐Ÿ™‚

supple wyvern
#

lmao

#

oh...

autumn elbow
#

I have just 1 speed in my vr game

supple wyvern
#

i just realized i dont actually have a toggle system for sprinting atm

#

lets change that

#

now how would i make it toggle and not hold

obsidian nimbus
#

a bool?

supple wyvern
#

yep... i had a massive brain fart

autumn elbow
#

lol

supple wyvern
#

lmao

obsidian nimbus
#

actually havent done much of that stuff lately, the character comp allready holds a ton of stuff i 4got about

supple wyvern
#

hold on

#

im brain farting again

autumn elbow
#

it's best to look at the Character and CharacterMovementComponent API.

#

There's so many free stuff already coded

obsidian nimbus
#

yea you can really forget about that stuff, just picking the right component

supple wyvern
#

idk if your addressing me @autumn elbow

autumn elbow
#

lol... just talking out loud

supple wyvern
#

lmao

autumn elbow
#

I'm lazy today. I have to build a vr slicing system, but I'm lazy today

supple wyvern
#

lol

#

i am really stupid

#

how do i make it on a toggle with a bool

#

i have my input running into a bool

#

and then what lmao

#

i have my action and then i cant figure out what next cuz im an idiot

uneven fractal
#

hmm how would I rotate an array of location vectors using a rotation vector then spit out the rotated array of location

supple wyvern
#

aha

#

i think i found it??

uneven fractal
supple wyvern
#

thats not what im looking for

#

im looking for a sprint toggle

obsidian nimbus
#

for each loop

#

add

supple wyvern
#

go on...

obsidian nimbus
#

the rotation vector

#

add to array

#

boom

autumn elbow
#

For a toggle, Get your bool, attach a NOT node, and Set to ur bool

obsidian nimbus
#

ahh yea sry that was for the other guy

supple wyvern
#

thank you niik

#

hold on...

autumn elbow
#

Ya

supple wyvern
#

im a little bit of a newbie

#

then i take my bool

honest onyx
#

Hello, I'm not sure where to ask, but I feel like I've been having trouble finding tutorials that would fit my needs. I want to make a kind of simple management game. The closest thing I can think of is This is the Police. I was wondering if anyone knows of any tutorials that would fit that sort of idea. For blueprints, I mean.

supple wyvern
#

well if ur not sure then this is the place lmao

#

๐Ÿ˜‚

autumn elbow
#

GetBool > NOT > SetBool

supple wyvern
#

then what do i run my set bool into

#

my start sprint or stop sprint

heady quartz
#

Isn't using a flipflop the same?

sudden forge
#

Has anyone had an issues with unreal and performance? I can play the games alright but as soon as I compile everything goes to shit

#

I'm running an i7-8700K and a 1660ti

supple wyvern
#

@heady quartz

heady quartz
#

Yeah if that's what you're looking for

supple wyvern
#

if im looking for a sprint toggle

autumn elbow
#

Why not use the release?

supple wyvern
#

cuz its annoying holding a thumbstick

autumn elbow
#

Oh ok

heady quartz
#

That's what all games do i think?

supple wyvern
#

idk

#

well it works

#

and thats what matters to me lmao

heady quartz
#

Imagine playing games for 20+ years that uses the normal sprinting and then you see this.. I don't think people will enjoy that but its your game not mine

#

ยฏ\_(ใƒ„)_/ยฏ

supple wyvern
#

its vr

mint umbra
#

How do I spawn a camera in place? I forgot the hotkey. What's the hotkey and how do I jump back and forth to it? ๐Ÿ™‚

supple wyvern
#

@heady quartz

uneven fractal
#

er owin I don't think your code would work

#

input vector {0,0,50},{0,50,0},{50,0,0}
input rotation = {0,0,90}

output vector {100,0,50}, {50,0,0}, {100,50,0}
owin output vector {0,0,140}, {0,50,90}, {50,0,90}

#

I calculated an output vector by hand and yours would produce some very different

pliant echo
#

@twin adder Did you get nDisplay/VRPN answers? Are you using Vive? or another tracking solution?

tiny sonnet
#

i wasnt replicating some variables, i figured it out

kind zephyr
#

i can't believe how hard is to change a font in Unreal.

carmine sorrel
#

Did 4.25.1 break the project templates? They've totally changed the launcher and everything seems missing...

#

release notes for 4.25.1 are here

#

But yeah - I'm not sure wtf is going on with the new projects launcher.

untold bluff
#

Whats the easiest way to reference a lot of assets from another asset? Is there any tooling support for adding reference to a UProperty array?

#

I dont wanna drag in everything manually if possible

carmine sorrel
viral flame
#

so im using c++ to make an fps character controller and for some reason it refuses to work as intended. by that i mean that when i press play, the character's camera does not appear to be used at all.

#

why is this happening?

#

i can send in other information but i dont really know what else

#

are you talking to me?

#

whats PIE

#

im not really familiar with unreal engine 4 that much

#

oh

barren flume
#

I'm having an issue with a level sequence

#

I'm trying to get it so when you touch a trigger box

#

it starts the sequence but when it does the character I'm moving does not move at all

#

but it does play the animations

viral flame
barren flume
viral flame
#

i did change the gamemode

#

and i set up the pawn

#

but um

#

umm not really

#

there should be one

#

hmm

#

i deleted it and used player start

#

so uh

#

it appears that my code for the character is not functioning

#

so uh

#

what could i do to fix it?

#

all it is is just looking around code

outer moat
#

any idea where I can the get patch note for 4.25.1?

viral flame
#

https://www.youtube.com/watch?v=a5gA7q5GD7Q i tried watching this video and thought id borrow some stuff from it to make an actual fps controller even though its a third person controller in that video

#

well id like to make one myself from scratch

outer moat
#

Thanks Lorash!

viral flame
#

i dont really want to

#

i just want to learn UE4 c++

#

and not have to reuse existing stuff

heady quartz
#

I have never heard something so pointless in my life

viral flame
#
// Called to bind functionality to input
void AFPSChar::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

    PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
    PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);

}
#

heres what ive added

#

and so far it doesnt work for some reason

#

and yes i did include the playerinputcomponent

#
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/InputComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework\CharacterMovementComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework\/SpringArmComponent.h"

#include "FPSChar.generated.h"
#

im too dumb to understand what you are saying

#

really ive only coded in lua and have almost never tried c++ in my life especially on unreal engine 4

#

i do know some basics but thats not it

#

how can i check that though if theyre set up

#

i did add them into the input section

#

i only made fps controllers using blueprints

#

and honestly i dont think game companies even use those things

#

like not the indie ones

#

like big ones

#

i thought c++ is the only one thats being used?

#

so youre saying im just wasting my time?

#

and probably mental health too figuring out how to code/debug in c++

plush yew
#

how do I change unreal from cm to m?

viral flame
#

i dont know it just feels childish for me cause its like scratch

#

but well

#

blueprints are just way more

gaunt tide
#

How can I make the object in my game folder be the reference instead of the Brushify one? Im trying to be organized and this is bothering me for whatever reasonhttps://gyazo.com/05746a260adbc4bacacbe583d2fdd339

untold wedge
#

Hi , is there anyone who can discuss a displacement and tesselation with me ? Not working properly at all :/ trying to figure it out for hours

gaunt tide
#

I did that

viral flame
#

yea i guess i give up once more

gaunt tide
#

Do I need to drag that mesh into the folder as well

viral flame
#

since there probably isnt a fix

#

besides just using blueprints

heady quartz
#

Check 1:43

barren flume
#

@plush yew It's not animating the main character

untold wedge
#

@plush yew Private chat or here ?

gaunt tide
#

@plush yew So if I want it to be moved and not reference a material in another folder what do I need to do next time or do I just have to go back and reference it everytime

viral flame
#

why im using c++ for the fps controller

heady moon
#

is it ok for loading a map to take two decades

#

or lets say more than 30 minutes

viral flame
#

i dont know how to do anything honestly

#

god when ive seen the basics of c++ they were so much different

heady quartz
#

Would you listen to a 9k sub guy or damn successful company with 100+ million downloads

viral flame
#

in most use cases of c++ i saw some weird ass texts that were full caps

untold wedge
#

@plush yew Yea I know ,but there is many people discussing a lot of things ,so i thought it would be better to discuss it in private chat

heady moon
#

guys fr loading a map is stuck at 75% for me

#

it's been like that for a while

#

or lets say more than 30 minutes

viral flame
#

fuck no

#

that is really hard

#

and impossible with my brain capacity and mentality

heady quartz
#

If you understand blueprint it would take you at least a month to learn ue4's c++

#

By learn i mean making basic things not fortnite

carmine sorrel
#

Just to check again - Anyone use the 4.25.1 update? Are project templates nuked?

heady moon
#

no they're not

#

they're still availible

#

i updated

carmine sorrel
#

hmmm.... Maybe I need to reinstall.

#

Mine are totally gone all of a sudden.

heady moon
#

probably broken installation

carmine sorrel
#

the entire project configurator is changed.

heady moon
#

or something

carmine sorrel
#

is that correct?

#

Okay - so I guess I just need to attempt to reinstall

viral flame
#

i guess i have to give up

carmine sorrel
#

Thank you very much for sending the screenshots - it's hard to know if there's a bug or something on my side

viral flame
#

learning c++ AND making a C++ based game in unreal engine 4 since ive heard from some other dude thats, well, lets just say a friend of mine, that he couldnt manage huge projects just with blueprints

untold wedge
viral flame
#

i guess ill have to keep making shitty LUA games on RBLXLUA and get laughed at for having an account on that platform cause that platform is "cancer"