#ue4-general
1 messages · Page 757 of 1
Autocorrect but whatever antways
well i guess then ill have to just observe the "supreme" programmers and not learn anything at all since in the end i wont be able to handle or comprehend it
Roblox is "too childish" and makes me look like a 6 year old
So ig I’m going to have to restart with my trees and rocks for my terrain @plush yew :/
oh then you'd be damned if youve seen like a billion people point their fingers at me and laughing cause i use RBLXLUA
Oh had to do with object references and even using the foliage from inside the Brushify folder it doesn’t simulate the trees on the map. So maybe starting over on that wouldn’t be a bad idea
Ahhh
i dont have any money
Now I know and it shall be taken note of
to actually invest into an engine
well i dont feel like using unity cause "unity - "good enough for bad games""
but of course
@plush yew Scale of object ,you mean the XYZ ? thats set to 1
theres cities: skylines or whatever which is on unity and is a good game
Surely you don't expect yourself to make the next fortnite with the first 3 or 4 years of programming @shadept ?
but "the chance that youll be making the next cities: skylines with a game engine like that is really doubtful"
i dont
i just want to make an FPS for the sake of learning experience
ive already made an FPS controller with blueprints but it has some shit that bugs me out of it
I mean programming is programming no matter what engine you're using
It doesn't matter which one
no it is possible
but its just snapping you immediately
and does not slow you down
and when i looked for tuts on how to make something like smooth crouching
they had a bit different code
Do I need to do something with scale when moving a rigged fbx from Blender to UE? I'm seeing an issue with a rope I've rigged and modeled that I think has something to do with scale on the bones. I've applied all transforms.
from what ive made up
@plush yew Yes ,its just mess ,the tesselation doesnt work at all ,dont know if the size of object is problem or its something esle
For smooth crouching i assume that you can make the character max walk speed and capsule height gradually decrease overtime with a timeline @viral flame
i just feel like id be shamed if i used blueprints or anything like that for a game
i never knew games even used that stuff
Literally everyone in this discord server uses blueprint. Even fortnite
but im sure they use c++ for the character controller
@plush yew I try ,but after many tutorials and trying everything ,nothing ,I think the problem is something else ,but cant figure it out what
For the base controller yes they use c++ but otherthings are mostly blueprints
does anyone know how to make a flare vfx like this 🙂 https://www.youtube.com/watch?v=B_dUrPjNPwE
how long should it be taking to build a project on a different engine version?
@plush yew Yeah,about that ,that might be the problem
yea fuck it going back to blueprints
Damn just noticed my trees collision is like 20ft instead of its actual size
how do i get this to open up on my other screen maximized ?
Welchen suchalgorythmus verwendet die UE array contains?
What searching alogrythm des Array contains use?
when I try to package my project, the packaging fails, because this field is not set
if I type anything into this field, it gets blanked out as soon as I close the window. How can I set this field?
Thanks
pressing enter selects the text @plush yew
but that did seem to keep the value, i'll try packaging now
Do I need to do something with scale when moving a rigged fbx from Blender to UE? I'm seeing an issue with a rope I've rigged and modeled that I think has something to do with scale on the bones. I've applied all transforms.
@scarlet birch Answering my own question, part of the problem had nothing to do with scale. The joint I was attaching the character to didn't have a physics body attached. Using a joint that did fixed one issue. I still have a weird issue with attaching anything to the joint with inherited scale that I don't know the cause of.
Did you really not try pressing enter before 😂😂
@plush yew Nothing :/
@plush yew I tried many textures ,but nothing worked properly , POM - I'll try 🙂
Does anyone know if the ShooterGame project has Steam Achievements?
I don't think it has Steam setup
Generic shooter does
okay, i tried to go back to blueprints and now am wondering: why cant i go back from crouching to standing?
heres the blueprint
perhaps i forgot something?
@weary basalt I was wrong. It does have it and the achievements stuff should work.
👍
What's wrong with the built in crouch/uncrouch?
@viral flame you haven't set a value for it to stand back to
Your mesh is snapping?
im not using ANY meshes
only a capsule
it just doesnt have any smooth animation for crouching
once you crouch
your camera just snaps down
Is the capsule going to be your final pawn?
i dont think i plan to make a static mesh for the character
Then the issue is the camera moving, not the capsule change
You might be making it harder than it needs to be to fix
@plush yew So the material is not the problem ,its something else
@plush yew still nothing
Are you using a spring arm?
using what?
...
@viral flame disconnect your capsule from lerp b and set a new variable
im making AN FPS CONTROLLER
not a third person controller
@fallen marten a completely new one?
or changing the old one?
Yes. Once you set it on the first timeline play, it is trying to lerp back to the Hight you've already set it
Get capsule scaled half height feed that into a lerp and use the output to set the half height
im having a hard time visualizing this to actually understand it
oh
so im not lerping it to the actual height the capsule is by default without crouching
Boom
@plush yew If you look at the object it looks it should work ,but then I apply it to landscape and it doesnt work
No just add a variable. One to stand, one to the Crouch hieght. Lerp between them
Easy
i mean, i already do have those?
crouchheight
standheight
so i disconnect the crouched half height and?
I'd rename those so they explicitly inform you they're target values and not current
so swap the names?
If you're storing your target halfheigt in a var it will be easier to understand later if it's named something like Target_
maybe that's just me though
well im confused and gotta go anyway since its like 2:27 am and i have been staying up a lot
well im not logical at all and just watched a video since i completely dont understand how to make smooth crouching
I'm trying to make and use a post process material and it works... but only in 16:9 aspect ratio. in any other aspect ratio it breaks, like it's aligned to the left side of the screen
well i know that from LUA i think
lerp is basically a thing that turns the objects, say, position from A to B
in LUA you can lerp CFrame and thats mainly what its used for
Interpolating from one value to another
@plush yew I tried to place the texture to some objects and still doesnt work properly
i just dont get it at all
what i have to do
to actually achieve what i need to
since i have limited time pleasehelpmemyparentsaregoingtofuckingkillmeforstayinguplateyesidohaveparentsdontcallmeoutforthatyesimnot18
okay so i go from standing to crouching
okay
now
B = desired TARGET "standing height"?
like the actual height of the capsule without being crouched?
ah so i have to swap them or something?
You need to be using the current value and moving towards a value. That setup is not good because it's not using the current value.
That depends on the direction of the value coming out of the timeline
It's also not the current value
i just dont understand what i fucking have to do
make a new variable?
make it the ACTUAL capsule height but a duplicate or some shit?
i dont fucking get it
i mean ISNT THIS THE HEIGHT BEFORE IT GOES CROUCHED?
okay
yeah
but now
i just dont understand anything at all
i do understand that i have a lerp
and i need to go from the height before crouching
to the height where the capsule is crouched
wdym constant forever
@plush yew It really look like It should work ,but after applying it to any surface/object ,it just doesnt work
and for some reason it isnt
the reverse does not make it go from crouched to standing
these are my variables
i DID
and it did nothing
i connected it back since it did nothing
so, i connect it to the reverse from end
and just swap A and B
@plush yew I'll do it tomorow ,had enough of this ,4 hours and still nothing 😄 need some sleep for this
yes it does work but
not going back to standing
and what instead?
this?
okay i made a new variable
now what do i have to set it up from
event beginplay?
what if i dont know the default one?
if i were to make my game realistic i wouldnt do this at all then
yknow i just want something to put on a hand rig and work from there
still wont work
it still doesnt reverse it
oop
it still wont work
goddamn
it fucking is in b
what is this then
well same here
i guess i should be an artist instead of a developer
i have no chances without any logic
hi everyone. How to reduce num of used tex. samples ?
just 2 textures with no alpha
okay i guess im not getting any help
im too stupid
okay
fuck this i give up again
too bad you are not allowed to hold guns in this country
cause then id probably stop typing mid conversation
oh my gun is my mind
yknow id love to fucking suffocate myself right now
cause this issue has not only drained someone else's energy
but made me want to fucking reconsider my life choices
cause first: im illogical, i make no sense, i do not understand any fucking english and am not able to do anything besides infinitely say that i can do something
Can I release/distribute a game under GNU/GPL license leaving unreal engine entirely seperate for people to obtain through proper channels?
not asking for legal advice disclaimer this is made up scenario
i guess none will help me cause now everyone knows how stupid i am
Also in this scenario the game is also published and licensed properly. Its just the code that I want to run through unreal engine which i wish to make public
okay none fucking cares about my shit i see
@quasi meteor afaik as long as you don't include any editor code/content you can release your own code under whatever license you choose
IANAL tho
I emailed the software freedom law center waiting to hear back for sure.
okay none cares i guess its over
because I think the order matters maybe. If I push an update out to my commercial game containing code I didn't officially publish through GNU/GPL first what takes precidence etc lol
but I equate it to writing down C++ code with pen and paper and then later deciding to use that code in other ways, it doesnt become someone elses that makes 0 sense
so i guess none can help me anymore right
Hello everyone, I need some help in regards to emissive Materials, I have created a character and applies an emissive mat on it, unfortunately Im getting some artifacts if I move or turn to fast. Any way to fix this issue?
How do I change the directory of the quixel download folder? Whenever I move the main folder to my D drive it puts in back in my C drive when I download a new material
@quasi meteor unreal engine is incompatible with GPL
It seems that i cannot do vertex paint on landscape, when i select the landscape and switch to mesh paint mode, the paint button greyed out
how to maximize window threw console command?? or any c++ function that can do this ?
Probably a dumb question - How can I code in Unreal Engine (like without block code)? This picture is the block code, so how can I make with code?
I usually put all my games publicly on github. If I get some paid marketplace assets, I won't be able to do that anymore right? How do you guys deal with that?
@plush yew good idea, thanks
Well this is a bit disappointing... paper sprites apparently do not support getting UV's on hit, even though it's pretty much just a plane
Slap the sprite on a static mesh plane and hey look it works 🤔
I'm making meshes in blender. Do I have to unwrap cylinders and other shapes?
the default texture is stretched
Yes. Unless you use materials that are aligned some other way
Unwrapping is probably a lot cheaper though
So I have 2 problems with packing for android, first as you can see is the textures don't load in all the way for the ground, (don't worry about the buildings they are not textures atm) and second as you can also see is that some of the grass/tree foliage is really dark almost black.. What could be the problem here?
I was wondering what the difference between Resonance Audio by Google vs Steam Audio is
or what would be the better choice
can you combine different projects into one?
migrate
Has anyone tried to package for win64 on 4.25.1 yet? I'm getting consistent crashes in all projects as soon as the package location window pops up
@gilded plinth looks like the compiler is not finding the api stuff for windows might check compiler settings ???
If I am working on a long-term project in Unreal that I intend to publish, should I stick to one version of the engine, or keep upgrading as new versions come out? I have been encountering compatibility issues with the latter approach.
@fierce lance I just tested on a freshly created project and same crash
where would i check compiler settings?
what are you working on
In what sense?
windows ios ???
i'm on win 10 and packaging for win 64
I was packaging fine no problem this morning
only thing i changed on my comp was 4.25.1
you compiling from sorce
nope
ok so just launch editor and then load project any at all crash
My steps are: 1) load project 2)
and then in 1 second it will crash
before i have a chance to select folder
I just tried creating a new project through the launcher/editor also and that new project also crashes the same
I am updating it now lol just seen it was there not 5 min ago lol
I have a second computer and I just got my big project onto it through source control. The second computer has 4.25 (without the hotfix) and i can package!
i'm freaking out lol, deadline hehe
ok use the editor to migrate your project crap i don't have one to test all mine are 4.25 and compiled so i can play with chaos
can i migrate assets to a folder inside of the content folder? It gives me that warning saying it needs to be in the content folder so I am worried
Not sure what you are suggesting Seth
@kind dew no i don't believe you can. but migrating respects files structure
so if you migrate a file inside a folder /Content/Folder/Foo.uasset, It will appear in the new project as /Content/Folder/Foo.uasset
don't we all : )
oh well. Seems like a wierd thing to enforce
There's a lot going on behind the scenes in the Content folder with redirectors especially
I'm sure there are reasons : )
why is movable lighting sooo much darker?? help
if anyone here knows how to create a UTexture2DArray asset in the editor please tell me. Or even knows how to create a class that extends from UTexture2DArray
@gilded plinth do you have visual studio
yes
community 2019 and code
i build in visual studio community sometimes because i do c++ UE4
well i am using 17 and i created new 3rd and the started package win 64
so far so good
gotcha. I was just chatting in packaging channel and we decided it could be my installation
so i uninstalled ue4 4.25.1
rebooted and i'm now downloading it again/installing
will be done in 10 min and i'll make a third person and try and package
@fierce lance still crashing : /
@gilded plinth do you have the windows sdk installed to vs19
Yes, i'll tell you the version
btw 4.24.3 packages no problem!
There is one new version in individual compoonents
which version are you using?
I also have .net framework 4.8 sdk
@fierce lance are you on the same version?
yours may be older if you're using vs 2017
yup i am using a older compiler and i know they are still working in 17
@gilded plinth got me
am I the only one who kinda wishes there was native .blend support?
Hi, I'm new here. Foliage drag and drop doesn't work. any help?
im trying to drop grass
i will drop it and it wont do anything
Could anyone 4.25.1 go to project settings/package and click the three dots on staging directory and let me know if they crash or not? I'm crashing consistently in any project new or old
@gilded plinth ok i will
I'm in project settings and I can't find this "staging directory" you're talking about
oh I found it
no I'm not crashing
works like a charm
@frosty perch do you have vs community installed? do you mind telling me what .net framework sdk you have installed?
I'm new here... all I did was install epic games launcher and install unreal engine
hey
please dont go
do you think maybe you can help me now ?
I cant drag and drop foliage
im new
you gotta look up the foliage tutorials : ) there are multiple ways to use foliage
dragging in foliage into that section shouldn’t be hard I just did that like 10 minutes ago : P
I don’t see why it wouldn’t work
Where did you download the grass
you need to make sure you're trying to put the right type of asset there
^^
startercontent/media
startercontent/materials* grass
i didnt download the grass it came with the engine
its a stock grass
@gilded plinth @hexed jasper
Ah there’s your problem, that is a material, you need to drag in an actual 3D model into the foliage section
If you are trying to get that grass texture onto an object just drag that material onto the object in your viewport
so how do i find the 3d model
and im so happy right now that you know whats wrong ty sm
ive been at this for hours
Haha all good man
unistalling reinstalling even tried old versions of unreal engine
You gotta find a 3D model that you like, the best bet is to find one on Quixel Megascans
what button do I click to use it
well to open up third party 3d models
im assuming thats what quixel is
This is something you gotta do outside of Unreal Engine
and thanks this is all i wanted to know i just wanted to use grass I want to make a spooky house in a forest
always wanted to make maps
spooky maps
hehe that's cool, but wvm, take it slow. You have a lot of basics to cover
i suggest finding some tutorials that take you through it step by step
you're definitely trying to shortcut too much if you don't know what a material asset is
Yeah I made that mistake of just trying to make my idea without tutorials
sorry
and i'm not gonna indulge that : )
they got like 40 part series just for 3 of the videos to be what i actually wanted to know
Well you wanna learn how to make some sort of horror forest i presume?
wooden small dilapidated shack house in a forest at dusk or dawn whichever is almost dark but not exactly
not a ton of trees around the house
it'll be fun to make i think
I would learn the basics of how to put a material onto a cube at first
yeah sorry, its just the guy was taking so long to get to the point in the video even at x2 speed I almost fell asleep
and i wont get anything done if im asleep
not his fault its just hard for me to pay attention to things I'm not particularly interested in at the moment
im just like, let me play around in the engine and see where it goes
I was in the same page man I couldn’t make it thru a tutorial without giving up but you say that “it will be fun to make” and I gotta say that it will be even more fun when you learn new things. You may not get your spooky forest on the first attempt but if you keep on learning new ideas and watching tutorials on YouTube you will progress faster 👍
thanks
I'll finish the tutorials. Just wanted to scratch the itch of creation for a second and place some grace on terrain for fun I guess. I know I need to finish them.
Thanks for your words and especially your help my dude
Yeah no problem if you need any help just DM me or ask some people around here 👍👍
FML, I thought my crashes had to do specifically with the staging directory for packaging but actually, these three dots are crashing also
Just trying to create a project!
The Launcher needs hell of an update! It's so slow...
Anyone experiencing crashed on compile - sometimes - after modifying structs?
Why does my UE4 crash whenever there is anything compiling when I press inside viewport
Is this normal or it's just me
Is it possible to bring Schematic(minecraft Buildings etc) to unreal engine?
i can't find anything online
Anyone on win7 upgraded to 4.25.1? Can you launch the project? In the forum someone wrote that they get a crash before the interface error we're now getting.
I installed 4.25. No project upgrades yet.
It was a beast to launch it first time.
I have a bonzo i9/2080/ssd rig and it still took forever to launch, but it seems spicy so far 😄
I wonder why do the docs etc. on the cheatmanager class talk about how it's a blueprint but... you can't even do anything with it in BP's :P All of the useful stuff like... cheats with console commands... is just C++
I wish the volumetric sky was built into the starter content, it really deserves it
Is it possible to make a Navmeshbounds volume ignore a mesh ?
I ask because I am using this mesh for another navmeshbounds volume in the air, but it is blocking the one on the floor and
creating an area which I can not get into/move around in (if that makes sense)
actors should have a flag on them somewhere that says how they should be treated when generating nav meshes
@gilded plinth My guess would be some temp file, cache, or other intermediate file held over from before you updated is causing an issue. If you haven't already I'd delete what you can in Saved, Build, and Intermediate directories. Maybe also the .Vs directory.
@wary wave the higher mesh Is invisible in play, I need to be able to navigate under as well as on top of it.
you may want to change your generation settings if you need to be able to navigate over it
Use a nav mesh filter
it sounds more like the agent is taller than the characters it's generating for
or the collision on the platform is bigger than the visible mesh
also possible
How can i copy some objects transform (location, rotation, scale) and copy to another object?
@merry flower right click on the word transform and select copy, then do the same on the other object and select paste
right click the one in details?
@scarlet birch looks like the collision is tightly bound to the actual geometry.
I haven't heard of a nav mesh filter before, Ill look
Vanilla likely had it right with first comment.
@wary wave I need to be able to navigate below as well as above.
damn im dumbo
Look at the nav mesh settings there's something about height or area needed.
would that be in project settings ? thats where I am currently looking.
no idea, more likely it's on the nav mesh volume
I don't recall exactly and don't have an editor open
thank you anyway, I am going to keep messing with it for a little while.
What's the licensing with Marketplace plugins? I'm noticing that if I add a plugin which my other team members don't have, they get a nag screen about it... I notice I can just send the files for the plugin over, but not sure if that's gonna break some license or something :P
Oh nevermind of course I find the answer to it immediately after asking
Yes, you can share Marketplace products with your team but only for the limited purpose of the project that you are jointly developing.
In case anyone else is curious.
That is indeed good to know!
My button's "On Click" event isn't triggering, anyone know why?
Hello, 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 🙂
@astral phoenix you do the wrong questions here
@frank oasis idk where that question need to go sorry :/
what do u mean?
you mean internet not wifi lan is is a network of local computers and internet is the worldwide network of computers
ohh.. but still the same question xD
also to do internet you must create your own server no matter if its for fun purposse or to play with friend you need a server and then you can make some programming in unreal
my suggest is go off to create lan option
and use hamachi server to play with your friends and ppls
thats way you still can make a room of alot ppls depend alway on the game if its co op of 4 ppls for ex you can create a server in hamachi and invite your friends
if its mmorp kind off i can give you a link
i dont want to ''play'' with friends i want so i me and my team can work on a project on the same time but we are in diffrent citys
yeah? did u even read my text? xD
If you are in a newer version of UE4, he can just go to File -> Package project -> Zip Up Project, and then upload the project. If you want to simultaneously work on the project, you can do that using source control.
@astral phoenix hope thats helps you
im not sure how its work
but there arent any other option when your are across only by zip it to compress the memory and send it
and as you see there is a source control of how your work together
source control? what do u mean?
im not sure its copy paste man but from what i understand its only one way zip upload wait a bit
Source / Version Control:
This playlist will cover multiple ways to work with source control with UE4.
This Video:
In this video, I cover the basics of source control, what it is, why you'd need it and some of the popular options available to you when working with UE4.
Link...
it explains it
How to use Source Control software inside UE4.
here its showing everything about the source controll
this just save files?
what you mean
this is the purposse actualy to save your files and send them over to your friend connect somehow i dont know the way but it explains it in source control inside unreal editor and work together everytime he do something and you miss it your project will update from him and vise versa
just watch the video look the source control and do this File -> Package project -> Zip Up Project
so we cant see each other like in this video?
In this webinar, Senior Technical Marketing Manager Daryl Obert and Technical Artist Matthew Doyle demonstrate a unique collaboration workflow in Unreal Engine.
The Multi-User Editor is a powerful tool that enables multiple artists to make changes simultaneously to the same ...
let me check and i tell you
Hi guys
Do you know UEFY script ?? As long as I understand, it's a script for RIGIDIFY (add-on for blender) in order to export characters' skeleton properly in UE4... Does it mean that I can't export blender's characters properly in UE without this script ?? 🤔
@astral phoenix this seem legit did you try it ? you just need to create one session on the pc with the project and the other pc which is intent to work together about the assets the same assets you have he will be able to use
im not sure if he can even have control over it
@frank oasis i tried but my team could not join the session, im not sure if its because we are in diffrent citys
@astral phoenix OH NOW I REALISE IT
cause its only lan
or some vpn made connection
here one idea from me
go to hamachi site https://www.vpn.net/
install the hamachi thing create a server yourself maybe you need to register but its free
tell your friends name or ip whatever
actualy wait
i will wait then
@astral phoenix https://www.youtube.com/watch?v=-tFXNpYZcdc
Download Hamachi click here: https://windows10freeapps.com/logmein-hamachi-for-windows-10-8-7-free-download/
This video will show you how to install Hamachi on Windows PC, how to use Hamachi, how to play minecraft with Hamachi.
Top 5 b...
just do the install of this hamachi thing
and create a server invite your friend with ip
let him join up after this follow the guide you send me with the unreal webinar thing
hamachi connects your friend pc to your server and read them like they are in the same local areal
area *
i see i will try that!
also
as you know for ex you download steam cracked games right ? some of them have local games that must be connected to steam server and play via friendlist right ?
no, idk
and if your game are cracked it will never work on steam
so hamachi do the job and you can play most local games if the games are cracked
but what have cracked games to do with anything?
just logic
well forget it do what i just told you up and all should be fine dont forget to do the ip configuration in the unreal too
ohh okay, i will try to see if Hamachi works ty 🙂
now about the assets i think its possible to send files over too for ex if he needs a new model or icon or something in the unreal for ex it would take time cause hamachi connection is is not made for this kind of thing your should communicate and you download any asset is needed for the project and put it in unreal yourself
so he can work with whatever you put there
hey guys im trying to edit the third person template to adjust the movement of the character and im having trouble figuring out how to access the code of the included character. any idea how i can get that?
@sudden forge the speed or the animation ?
just different properties of it, but mostly mechanical changes
the speed on the third person is like 300 you can lower the speed or make it higher but the animation remains the same
the speed is fine, just i wanna tweak the jumping and midair movement
or do i have to make a custom character to do that?
well if you want to change the way hes jumping etc
then yes you need to do custom char cause the animation for the manequin in the 3rd person template have its own animation you cant change anything thats already are made
unless you use manequins fbx to use an animator and change anything you want
but the code is surely changeable just the animation wont change by any way not even if you try to code
im not interested in changing the animations really. i think they are fine for now
i just need to edit the code
how can i do that
then its possible go into the third person BP
oops wrong
go into the Manequin file
Animations
and choose the ThirdPersonAnimBP
there should be all the code on how the manequin behave
would that not be changning how the animations work, not the character itself?
Is it mandatory to download the unreal engine nvidia wave work version for nvidia wave work or is there something plugin style
yeah @frank oasis this is animation controlling
@sudden forge did i indicate you the wrong thing ?
i mean you asked to change th mechanics of the character
yes ?
to edit movement you have to use c++ and make custom movement component
or take a look on functions that let you hook to it in BP, if there any
well, it's all in CMC
if it's not included in original, you have to inherit, override and pass it back to character
afaik it's possible to edit air control w/o c++
what do you mean "CMC"? im not familiar
Character Movement Component
ah alright
so just make a class that inherits that, then override what i need
then i can replace the current class on my character with my custom one
no just, you also need to pass that component back to character and add few custom functions
oh so i can do everything inside the current component?
In this video I show the proper way to make movement abilities for your characters. This is done by creating a Custom CharacterMovementComponent.
We start from scratch with a third person BP project, but here is the completed project you can copy code from: https://drive.go...
oh cool thanks
Is it normal with flickering when resetting location of something to 0 0 0?
It does that 10 times per second
I am just starting out from the official UE4 learning courses, and I came across this
Issue disappears if I use 0 0 -1 or 0 0 1
it's because the object in 0 0 0 is intersecting with the grid
so it will cause the flickering in 0 0 0
it won't happen in game
but you can simply put it at 0 0 1 or 0 0 -1
if it's bothering you
I see, thank you! 🙂
you're welcome 😄
I am having a wee bit issue with alpha brushes can I dm anyone with the issue?
please @ me I might miss it thank you
THANK THE LORD OF CODE AND EPIC, MY UNREAL UPDATED!
lol
thank you too for sharing my happiness
😄
now I must make the starting area of my game
a spaceship good thing I got all those packs
uh oh I need help how can i make building parts snap on each other?
is there any way i can shift select or something? https://gyazo.com/8b9ae7c646d6922c45b8110366accfea
i dont want to go one by one in there XDD
uh oh I need help how can i make building parts snap on each other?
@fiery moat snap?
stick to the sides or top so that they shape a proper building-ish object
i think you can, hold up
hold up?
cant box-select idk :/
i forgot the comma
oh ok lol
done now it makes sense
wow my pc is slow today
if you press v it snaps to other objects aparently (pressing v while moving an object )
it feels really weird to use tho
oh thx
its vertex snapping
umm
so basically i want this hand to move up n stuff like this https://gyazo.com/2d82d3f6749b10fe5e3a887a91c54094
how can i make the player see from a different camera until the character hits a trigger?
but it messes it up like this:: https://gyazo.com/f4a7506fd95138b6177a7028f26e8754
@fiery moat set view target with blend. It blends between whatever cameras are referenced
how can I do that?
That page was almost first google search man -vjew blend is a simple thing to setup
can someone help me with the animation?
where do I apply those node commands you showed me @fallen marten ? (sorry for pinging)
Hi. I need widget to have both text and image and I need to place it on a grid. How can I do so? What container should I use for image and text?
I am having massive trouble trying to put together those nodes from the link help
Idk why it's flying away when i just want it to move smoothly. Any ideas how to fix this? https://gyazo.com/7f1cedc60ce7f5d381dfb531f6308d5c
hello, for some reason when i import my mesh from blender the light only appears when put in the mesh and doesnt show when ontop of the mesh. Any fixes please?
Could it be a flip normals problem?
how do i fix that?
cheers
help I am having big trouble blending cameras, my head is about to explode
Hello! Does anyone know if you can edit an existing data table in UE4? I want to edit the existing rows, not add a new one. But wasn't sure if you could edit existing ones or if I need to make a new one from scratch in Excel and import. Thanks in advance!
@restive vale nope, doesnt fix it 😭
@gaunt spoke can't edit datatable in runtime
Sorry for the confusion. Was not trying to edit in run time. Was simply trying to change an existing one.
I exported and realized the data table was pulling info from a struct. So all I had to do was add a variable to the struct to get it to populate in the data table.
hey im working on a cutscene for my game and its a bit long so im wondering what are your preferences on cutscenes should i cut it down a bit or keep it long https://www.strawpoll.me/20259184
I have created a very basic teleportation node series but it is not working what am i doing wrong? (how can I take a screenshot?)
press print screen on your keyboard and paste in MSPaint
nvm I found out how
ok now I need help. I want to add a node to the player character to start an event once the character touches a trigger
depending what you want, the best thing is make the trigger make the action
and not add stuff inside your character blueprint that other object can have
ok
make a blueprint, add a collision to it, than add a event "On overlap" and make sure only the character trigger it
you want to teleport the character between triggers?
no from the trigger to a location
you need a reference for this location, position or object
make a blueprint only for the teleport position
on what actor?
um could you be more descriptive?
than add a variable like "teleport name", than when you go teleport you can find this other actor in the world and see if is the name you want
this is a easy and good way
2 actors, 1 to start the teleport and other the position for the teleport
than you add a variable of "name" type inside each of those actors, when you trigger the first actor it find with "get all actors from actor class" the other actor type and see if is the same name
if you want to go back to the position other the other teleport, you make it only 1 actor
than you add 2 of this actor, and they teleport between each other
I don't want the player to teleport to its previous spot
its good to know how to use Interface, than you create a interface of Teleporter type and make tha communication easier
what type of variable should teleport name be?
also the teleport variable should be a public node/
you can use "Name" variable type and dont need to be public because you will set it and don't change in the level
the way to trigger only characters is to set the trigger to only overlap with pawn
ok
Hi everyone, I just started using Unreal and started with the First person project, and im trying to do some first person sword skyrim'y stuff
I have my mesh with attack animations, and because the first person project used an Animation Montage to play the fire animation, i kept with it for the slash animation
but now, i want to only allow a second slash animation after the first ends.
I having trouble understanding the docs if there is a "anim montage ended" so i can code it, or if I should go and put the attack animation in the animation blueprint
Hi everyone, I just started using Unreal and started with the First person project, and im trying to do some first person sword skyrim'y stuff
I have my mesh with attack animations, and because the first person project used an Animation Montage to play the fire animation, i kept with it for the slash animation
but now, i want to only allow a second slash animation after the first ends.
I having trouble understanding the docs if there is a "anim montage ended" so i can code it, or if I should go and put the attack animation in the animation blueprint
@fresh rampart do you want the second animation to play right after the first ends or do you want to alternate the animations each time you press the attack button?
alternate
you can use a flipflop node or a boolean to check if it is the first animation
in the flipflop case in the A you can put the first animation and in the B you can put the second one
im using c++
ok, you can make a bool in c++
and a switch
case true it's the first animation case false the second one
and you toggle that bool each time you press the button
but i dont want the player to press attack while the first animation is still running because it will cut it short and play the second animation
you can just make a timer for the time between each slash
i have that bool and an if, to alternate already
@fleet cosmos I am sorry for pinging but the text is hard to make out (I am not so good at understanding stuff in general) could you show me the blueprint itself?
if you have time to make a makeshift one of course
Danielll, how would i make that timer
currently i have binded to lmb a function that does this
if (!alternateAttack) {
AnimInstance->Montage_Play(AttackAnimation, 1.f);
} else {
AnimInstance->Montage_Play(AlternateAttackAnimation, 1.f);
}
alternateAttack = !alternateAttack;
But this means if you press twice very fast, it will play the AttackAnimation and then halfway it will blend out and play the AlternateAttackAnimation, without letting the first animation finish completely
Later I will show you something, I am trying to fix a crash here right now
let me open visual studio cuz i already have a timer set up to tell you how to do it
oh ok
wubbalubbadubdub just gonna check how to fit that code in this situation
kk, no rush, thanks for the help 🙂
Idk why it's flying away when i just want it to move smoothly. Any ideas how to fix this? https://gyazo.com/7f1cedc60ce7f5d381dfb531f6308d5c
@knotty grail click on "window" at the top and reopen the viewport, toolbar and details
@fresh rampart you can use GetWorldTimerManager().SetTimer but to tell you the exact code you're gonna need i'm gonna need some time
@fleet cosmos thnx but do u know how can i put blocks on it im a little noob on unreal srry
before setting the timer?
its weird there is no "OnAnimationEnd" or something?
oh thx
to know the length of the animations
@fresh rampart yes, and you can make the timer based on that
i'm not an experienced c++ programmer not gonna lie
its hard to understand what tools are at my disposal with unreal c++ honestly
thanks for the help, ill try doing that, if i find another way ill refactor or something
ok
um on which actor should I have that blueprint?
in the trigger actor
the trigger box for example?
the actor will trigger and teleport the character
ok got it
the trigger box is inside the actor
there is an on animation end you can bind you for animations andd montages
Are there any free alternatives to Brushify.io?
Hey
How would I tackle a problem, where objects should have physics but relative to a parent?
For example, I have an airship. And I want to load gargo onto it. I would like to attach the cargo as a child object to the parent (airship), so once the airship flies up, the cargo gets a relative transform and doesn't use physics to get pushed up.
However, while the airship moves up, I want to move into the cargo and it moves around (physics like).
Does that work? I would like to avoid handling transform stuff on top of physics stuff myself. For example, doing the "parenting" manual, force sleeping the child, just setting the "parent" in child, and every tick check for movement and then apply that to the child, and once I have some sort of physics event, unsleep it and apply physics to it.
Any "design idea" or "unreal way to do this" type of idea for me? please ping me.
Decided to post here as its more of a "whats the unreal way" or "design" question
you can attach the cargo to the airship, it will follow the air ship. the biggest problema you will have is the physics of the cargo inside the a object that is moving
Doesn't physic simulated objects auto detach from parent? I have something like that in my mind
guys, i made a simple landscape mesh with blender sculpting, imported it into unreal, tried to put a megascans surface on it, but it just shows up as a solid color, help?
yes, I think it will be attached but the physics overwrite it
um what is that get with the squares node? i can't find it
guys, i made a simple landscape mesh with blender sculpting, imported it into unreal, tried to put a megascans surface on it, but it just shows up as a solid color, help?
@jolly jungle did you make the UVs properly?
make a small test, with a block moving and attach a physics object to it
dunno, i didn't know that was a thing i had to do
dunno, i didn't know that was a thing i had to do
@jolly jungle it is, otherwise the texture will be wrong
click the collision and in details at the bottom "on overlap", @fiery moat
its a multiplayer game?
is there a tutorial or something?
@jolly jungle it has to be done in blender
i'm sure there are tutorials
physics in multiplier is TERRIBLE
I am not plannign on making a multiplayer game
I want to make a side scroller shooter
and the player leaves the starting area by teleporting
physics are almost inexistent btw
just the player gravity when he jumps nothing more related to physics
make a small test, with a block moving and attach a physics object to it
@fleet cosmos Good idea actually lol. THanks for your help
oops I confused the messages XD
@dawn kelp I remember, now it don't follow the objected attached, the physics will need to contain the object inside the airship
, the physics will need to contain the object inside the airship
What do you mean with that?
I remember, now it don't follow the objected attached,
Then it wont make sense to attach them
@fiery moat
I just hoped that the attachment handles relative physics
it means that the object will be inside the airship and will move around and stay inside based on the collisions
I know but I want to know what that GET node with the squares is called
it means that the object will be inside the airship and will move around and stay inside based on the collisions
but that would also be able with normal physics
it get all actor of a class you created, you will put "end of the teleport class" there @fiery moat
Ah I understand
anyone???????
anyone???????
@plush yew leaks were wrong lol or maybe it will be the next game
RIOT
did Epic say Ark was supposed to be free today?
so Epic posted on there saying it was going to be free today?
did Epic say Ark was supposed to be free today?
@grim ore nope, the leaks that got the other games right did
I am posting on Discord saying GTA6 is the next free game on the epic store. QUICK! repost it as fact!
so on the RUMOURS website.... it was wrong..... A RUMOUR
75% true
ru·mor
/ˈro͞omər/
noun
noun: rumour
a currently circulating story or report of uncertain or doubtful truth.
not likely
anywhoo like they said, this is not UE4 related so #lounge if you want to find out why epic didnt release the game for free like they said they would
I am posting on Discord saying GTA6 is the next free game on the epic store. QUICK! repost it as fact!
lol you're wrong, half life 3 will be the next free game
poor HL3, always the target of being picked on lol
lol
I will be at blueprints
i cant find a help channel, are we free to just ask stuff here?
yes
awesome, so im looking to make a non-moving 2d game which for the most part is just ui. Would i still go for an orthographic camera and put most clickable objects in my world because the ui can be limiting? Think of a game like cookie clicker or adventure capitalist where you basically play a hud
as long as the question is not appropriate for another channel, if it is the mods will ban you for not being a good person
lets hope im a good person then, but i feel like its a very general question
what is limiting about the UI system in UE4 that would stop the game?
im thinking of the hud elements that cant have a free shape and are limiting in their material, i think its called umg?
so having non square clicky parts?
exactly
yeah for the most part out of the box it doesnt support that, if you really need that then you might have to go with sprite actors or mesh actors you can click on
thats what i thought, thanks!
you could code your own click detection and there are plugins docs out there to do it but it's a pain for the most part 😦
im up for the pain, have a lot of free time and want to get back into ue, its been some time
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/96724-free-custom-shaped-buttons-custom-hit-box-for-any-button is some older code that might be usable, uses alpha testing for the hit spots which seems like the easiest way of doing it
that looks great, thanks!
I'm having a big problem. Once every while UE crashes, when it does and I re-open my projectfile, the objects are still listed in the outliner, but the actual assets are gone from both the viewer and the content browser. Anybody knows why this is? If this keeps happening, it kinda is a dealbreaker considering the trust that UE can keep everything together is gone.
Idk why it's flying away when i just want it to move smoothly. Any ideas how to fix this? https://gyazo.com/7f1cedc60ce7f5d381dfb531f6308d5c
@merry flower
😢 unbelievable, a full day of work, gone. UE crashed and all the assets and the settings adjustments, gone!
Can anyone help me with a query related to Alpha brushes? I ran into an error
so i have a custom C++ actor that encapsulate a custom C++ ComponentA which encapsulates a custom C++ ComponentB.
if i modify ComponentA, it seems to get saved with the actor. if i modify componentB... whatever gets modified doesn't seem to get saved
any common issues regarding this?
sorry, componentB is not custom. it's a UWidgetComponent
It works with other alpha not this one
Hey, does anyone know if Unreal 4.25 will be the last version before UE5?
Probably not
Can someone from UE please help me out here???? I lost a full day of work due to a crash!!! OMG
Eh
There's no much anyone can do about that, unfortunately @dawn plover
Try to save often and use source control
Yes I saved many time, yes I saved multiple levels. But with the assets gone, the settings I adjusted for each individual mesh is gone as well
I have managed to make the character teleport but now I can't make the camera go back to normal again
How on earth is this acceptable?! When a program crashes AFTER saving, everything should still be there when you relaunch
Thats the exact opposite of crash
In my case UE crashes, I relaunch the project, and the actual assets, are gone, only the folders are there???
maybe give it some time to reload the asets, it might be scanning. Make sure they are actually gone
or search for the assets in one of the content browsers to force a refresh, like go into the character and look at the meshes assigned to it
@grim ore Yo
Oh they are gone alright, every last one of them. Just the folders of where the files used to be are there.
um hello?
is this inside of the content browser in the editor or in the file explorer in your operating system?
@fiery moat Uh hey
I have made a blending mechanism so that the horror of the outside of the starting area is not visible but when the player teleports the blended camera remains there I want to make it so that the original camera get turned back on when the player stops overlaping with the trigger that causes the camera blend
@grim ore both, it looks like UE deleted the files in the engine and on my hdd
thats very unlikely that UE4 did that from a crash
what happens now is that the player gets teleported but the standard camera is not activating and the current blended room camera remains active instead
well I dont know what I can tell you, Im looking at my hdd folder, and only the folders exist, the actual files are gone as well
could someone pls help me?
might need to submit that as a bug, seems weird that UE4 would start crashing, delete all the files while crashing, then finish crashing.
check your auto saves folder in the saved folder, some might still be in there if it deleted your content items
I would like to know if you can choose the standard camera as an actor in the blueprints
the standard camera? the one in the player character?
in the side scroller the one that follows the player yes
how did you switch to the other camera ?
have you tried blending it back?
seems like if you did it one way to get it one way, doing it the other way to get it the other way should work
that is what i am trying to do
but the adjustment I made only makes the camera go to the player character's bottom end
so you did try blending it back to the players camera ?
I dunno if there is a node for that hold on
well you said you blended it from the player to the other camera didnt you?
how do I trigger the autosave to reload, maybe that gives me more insight (or better, my entire project)
yeah
the auto saves are files in the auto save folder, you can rename them and put them back in the correct folder(s)
um I am still here
that's 133 files that I need to rename manually?! 😮
you dont have to rename them, the assets internally know what they are but you should rename them probably.
@fiery moat I dont know what else to say. You said you changed it from the player camera to another somehow right? how did you do that
sorry but I'm not a technical engineer or programmer, just an artist, I have no clue which files need to be renamed, moved, or whatever action is required, I just like to trust my program so I can use it to do my work
just check the unreal forums on camera blending
not sure why but UE didn't even asked me to load the backup or autosave or whatever it is using for terminology to recover, it just gave me empty folders while showing a log saying that it can't find the files to load, which makes sense as UE deleted the files
Hello, I'm a 32 year old 3D artist. I want to learn to code games. I can do some basic things in Blueprint but I feel like it's not good enough. I don't know how to organise code, when to use classes, any of these things. How can somebody like me learn this? I feel like Youtube isn't good enough, there's just so much garbage on it it's impossible to navigate.
For example if I wanted to have a character target something and that controls whether or not they can preform actions, or what their range is, I don't know where to put this information, how to pass it between codes.
@forest holly look at stuff like this https://gameprogrammingpatterns.com/ for how to organize your thoughts and content when programming. Programming standards can also be looked up regardless of you using UE4 as a general idea. If you want to learn to code games then just do that. Even watching garbage might still teach you something but there are Epic courses available on the online learning portal and in the pinned messages above if you want less garbage
Thank you
I just find most content feels mind numbingly basic or so over my head I can't comprehend it
repetition for learning coding. even if it feels basic if you can't do it in your head or know what you are supposed to do before you do it then doing it again will help with that muscle memory.
Anyone have brushify? Is it worth a buy?
ok I don't need help for now I think I found out how to fix the camera
Thanks Matthew
Are there any GOOD courses for this? For 3D there are things like Cgmastersacademy where you learn really professionally from industry professionals, not just a guy making a game based on tutorials he's watched without an understanding of the fundamentals
just keep at it. Even if you don't know the HOW to do it but you know the what you are supposed to do that's a good sign 🙂
It looks like I need a BCS to study it at a university level
nope i did not
figure out what you want to do and look for that. There are defintely good courses out there from Epic themselves as well as on Udemy or Pluralsight. Epic has a ton of curated content and more coming out
but you need to break it down to what you want to do and learn that. "making a game" is quite a few separate disciplines and things to do
Good advice thank you.
very true
I'd like to make a third person warcraft style game with combat and things... but I think this is too deep to jump into because I haven't made any simple games that might teach me how to group code and things
grouping code tends to come over time after you actually get to the making stuff part. Eventually you either fail over and over because stuff is broke and not organized or you start to learn how things can go together and you come up with your coding style
how can I send a screenshot of my camera blueprint?
Also things like how and when to use enumerators and data structs
print screen button, alt-print screen button, shift-windowskey-S. any of those work
then just paste the screenshot in here or in something like imgur
or paint ok
I use Xbox game bar for screenshots
@forest holly you learn those by figuring out what an enum and struct is then when you program you go "oh this would be a good spot for that"
here
I have a sphere trigger taking up the entire room and once the player leaves he stops overlapping with it I want to change to the normal camera once the character has stopped overlapping
plug the Get Player Character node into the New View Target when they stop overlapping?
u mean duplicate the node on the right?
well if your goal is to set the new view target like you did before, then yep you probably want that node again
@grim ore Cheers man. I'm gonna practice then!
well it does go to the player but not to the side
when you move your character now is it still messed up? what do you do with the character or camera when you are using the other camera?
I mean everything else works just fine the camera however gets placed between the legs and not the side
did you change the camera or do anything weird? is the camera colliding with something in the world now?
ok let me describe the situation in the starting area there is a trigger that covers the entire area but when the player teleports outside of that part as they are supposed to be, (according to my tries) the camera either remains in the starting area or goes between the character's legs.
so it sounds like your might have something blocking the camera which is causing it to have to collapse down the spring arm
almost exactly the same but the 1st get player controller is connected to the top one only ( that is what I currently have)
yeah it doesnt matter if you re use that pure node
so if I make it like that it will work?
no, it will not change it. it doesnt matter if you use the get player controller node 1 time or twice
i am just showing that this code, which you say you have, should work so something else is causing the issue. If the camera is in the crotch it sounds like your spring arm is colliding with something else
then yours was slightly different
things are turning out as planned
mine was broken
I had 2 get player controller nodes
I bet you set the New View Target to Get Player Controller
and not Get Player Character
yeah I made an oopsi
anyways thx
now on to make the shooty part
can anyone show me a guide on a tutorial on how to make a side scrolling character use a gun? thx
Note: I already have the animation and weapons packs I am going to need
assuming you are using the 3d side scrolling template its not different to use animations than any other 3d template like the first or third person so start there
I got some problems after respawning the player and most widget binds don't seem to function.
In errors it says it can't find PlayerCharacterRef. (Get Player Pawn > Cast > Set PlayerCharacterRef)
I believe it has something to do with player pawn, but i'm not sure if it gets set automatically when you possess a new pawn?
In that case how do i set the new player pawn?
how are you respawning the character?
Through gamemode, just like the unreal documentation example.
Better if i just show maybe.
so which part of that is failing on the cast? the on destroyed callback or the respawn/begin play one
you are talking about binds for widgets but there are none here so is this not the part that is failing?
I'll make a picture.
Hey everyone, im currently playing a sound when my melee attack hits an object with
OnComponentHit.AddDynamic -----> and then PlaySoundAtLocation
The thing is, the OnComponentHit is triggered multiple times sometimes, so the sound repeats and sounds weird
Im sure there is a quick and easy way to fix but maybe im not seeing it, anyone knows?
So the way i set binds in widgets for reload and other things like jet pack is the same.
But jet pack progress bar uses a bind, where as reload is a function called from the player.
so you will need to tell your UI to recreate that, or have your UI make sure that is valid before using it and if it's not valid get the valid one. The issue I can see is for 4 seconds you will have no pawn at all
if you are going to keep the same setup you need to use a valid before using that reference as there will be times it is bad (no pawn at all in the world), and if its bad you can try and get it again and you will have to do a valid check again to see if that is bad (no pawn in the world) and fail gracefully for that time period
I don't know if this matters but:
-On possession: HUD widgets are created
-On unpossess: HUD widgets are removed from parent
So there should be no issue in between the 4 second respawn time.
Valid check will get rid of my errors for sure.
It won't help with the functionality of the HUD widgets though.
removed from parent is not the same as destroyed
Oh.
and the valid check would help because if it fails, you just run the code again to get the pawn -> cast -> set the reference
Ahhh good idea.
you can make a function that does it all for you and just run it on construct and run it whenever it's accessed. I dont know if its the smartest but its the easiest with your design
If it works, then it's good enough for me. 😄
yep. Might want to consider reworking it a small bit as well btw if you are creating and removing but still referencing it somewhere. Create makes it -> saving it as a variable refrences it -> adding to viewport lets you see it. Removing from parent removes the ability to see it but if its still referenced its still in memory
and if you then go back and create a new one, the old one still exists (unless the player referenced the old one then it might get removed at some point if the player is removed)
people thing remove from parent causes it to go away but it's still there in the background ticking away so you end up with multiple copies of the same widget if you just keep creating it over and over lol
Could be all the youtube tutorials that have created that habit lol.
Question guys, When organizing a my project can I do that in file explorer? When doing it inside the project it doesn't always delete the old folders, However my concern is if I do the reorganization in explorer do I need to fix re directors?
If you don't do it inside UE then things can get messy i find.
I keep getting a compiler error in my Animation Blueprint when I attempt to use a Linked Anim Layer that caches poses. The error state "Failed to find index for a saved pose node while building ordered pose list." Any ideas what causes this issue or how to resolve?
anyone recognize this cursor? im trying to do pixel streaming but ue4 keeps making its own cursor despite having ShowMouseCursor false.
Hey everyone, im currently playing a sound when my melee attack hits an object with
OnComponentHit.AddDynamic -----> and then PlaySoundAtLocation
The thing is, the OnComponentHit is triggered multiple times sometimes, so the sound repeats and sounds weird
Im sure there is a quick and easy way to fix but maybe im not seeing it, anyone knows?
sure
just use a Do Once node and reset it when you don't want to play the sound anymore
im in c++
ah
then you would do the c++ equivalent. set a bool canPlaySound or something
then if true play the sound and set it to false
you can use an Audio component, and then call Activate with reset set to false
then if it gets spammed it won't reset the audio component and you won't get double plays
im still a bit new to the terminology, my sound is a type USoundBase
im assuming if its not something "attached" to an actor, then its not a component?
stuff that derives from USceneComponent or UActorComponent are components
@unreal sable is that anyother solution because when I do it inside UE4 it gets buggy and half the folders move and then the other half of folders that move move the folders but leave half of the assets in both folders
If folders won't get deleted. I usually just leave stuff for when i restart UE and then delete it.
Hello! If we are in teams already its enough to register individually and then add our names in the final submission?
are you referring to the spring jam?
Hi guys, I can't open my project again, it's crashing on launch directly. I'm using prefabricator and I think it's because of this plugin. Here's the error summary https://pastebin.com/NCnMN1cN Can someone help me understand what is going on?
@merry flower
@merry flower
Idk why it's flying away when i just want it to move smoothly. Any ideas how to fix this? https://gyazo.com/7f1cedc60ce7f5d381dfb531f6308d5c
Arm goes swoooshh
XDD
Guys i have a question: Can i use Unreal Engine 4 for programming small games (for example 2d flappy bird) which is after build only 20-50 MB big? Because UE4 looks too big but i want to get familiar with lot of things and dont want to use Unity for smaller games, guess you get what i try to ask 😄
UE4 can build smaller built games but it takes work, by default the projects when built are not small or compact. If size is that important Unity will make smaller builds out of the box.
There are 2 mobile projecs on the learn tab you can download and look at, one is a 2d game
Can you tell me how much work it will be and the difficulty?
to increase the size like you said
How i can change the Component Size of a landscape in 4.25?
I cant its based on experience and knowledge. With none of that it will be difficult
so what i need to change? i thought about some changes in the build settings and deleting not needed assets?
I can make basic things in UE4 if that explains my experience 😄
pretty much that to start, then removing plugins that are included by default and not needed. removing engine assets that are included and not needed. optimizing assets for the target platform.
How i can change the Component Size of a landscape in 4.25?
Okay could the game for example be under 100 MB if i do what i/you said except the asset optimizing?
it could but but I dont know what your game is, etc.. There are documents on the docs portal for how they optimized match 3 and tappy bird. You can also just download the match 3 and see how big it is when built for your target
Ah great, have you a link of the "docs portal"?
just the documentation page for unreal engine
Ah okay, thx
Would you guys use dot product to detect a big change in direction? Or is there a simpler way? I have the previous velocity and the current velocity.
I'm trying to detect if the player made a large change in direction
I've gotten raytracing working on my gtx 1060 pretty well. 120 fps at 720p in editor pop out preview. So far Epic's implementation has me very impressed with how pain free it is.
@plush yew It looks like it is bugged in the current .25.0 release https://forums.unrealengine.com/development-discussion/architectural-and-design-visualization/1756433-4-25-where-s-the-change-component-size-tool
Does it cost to upload stuff to the unreal market place?
no, you just have to be approved
hey guys, im working through a tutorial on movement and i would like to replace the cube static mesh that we are using in the tutorial with the basic character from the base template. i migrated over the assets, but it doesnt seem like simply dragging and dropping the skeletal mesh in works. its a bit too small and hovers off the ground, and is rotated by 90 degrees. anyone have any good docs/tutorials for this or have any idea what to do?
Hey guys, I'm pretty new to UE and I just wanted to ask if there's an essential video series every UE newbie should watch? Especially a crash course for like "first simple character controller" would be nice to get into it.
@grim ore approved? can u explain abit more
do u just mean the pack im uploading has to be approved
@pallid ivy Im assuming you mean for the purposes of gamedev and not like archvis or anything, right?
oh yea, I forgot that UE is widely used.
oh wait, I just discovered the pins. always forget about the pins
It might be a little advanced, but I'd say understanding the Gameplay Framework of UE4 is a good way of getting familiar with how the engine is laid out or where you can put things
Today I go over some off-hand information about the Framework of games in Unreal.
ah many thanks! I'll have a look at this first, maybe it's already sufficient for my current needs.
anytime I "import new file" sort of dialog unreal 4.25.1 is crashing
am I alone?
:(
Unhandled Exception: 0xe0434352
Probably yes, I have imported more than 1000 assets yesterday and I haven't seen this exception
I'm using 4.25.1 too