#ue4-general
1 messages Β· Page 772 of 1
i think i had the same issue as you, in the end i decided to stick with a montage
@restive eagle in order for it to work i have to set the char to flying which is annoying
only this animation doesnt work or other anims too?
but animation without montage doesn't work at all
all that go up
horizontal animations are fine i believe
ahh, maybe try disabling gravity for the character temporarily
while its doing that anim
maybe the movement component has to do smth with it
but you just said it works if you change it to flying
can you show your bone list?
might be that your root bone is not at the top of the hierarchy
but just a guess
Build powerful visual scripts without code.
i think he had the same problem
i mean ye XD
so its not a root animation?
wait explain
honestly i dont remember if root needs to stay at 0.0.0
but try clicking on the link i've sent you
im no expert in root anims, so honestly cant help you much in this case. sorry
had the same issue that capsule didnt move but i somehow fixed it in my other project.
i would recommend downloading ALS
and trying to learn how they did it
they have a climbing system as well
cant help you more honestly, sorry :<
but that system should have everything you need
oook ty
you can use this as your foundation, its very well made
they have discord support too
ill look into it
hi all, anyone can tell me if 2 way audio is possible with pixel streaming? I have it working with one way audio, but how to get audio back from the web viewing client?
I don't believe you can
it may be possible with engine modification, depending on how streaming hooks into the browser
can we use c sharp in ue4?
If someone could be bothered to look at this quickly; one picture is just the standard TPS BP, second one is standard TopDown BP and the third is what I added, switching the cameras works, but the control is what I'm stuck on: how can I seperate those entire comments of nodes so I can toggle between them?
An error occurred while trying to generate project files.
Running D:/Games/Unreal Engine/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/Unreal Engine/MyProject2/MyProject2.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Windows SDK must be installed in order to build this target.
Hello lads, I've been working in Unity for a while now. But I've been wanting to learn how to use UE.
After some research I've found it was best to start with a C++ project rather than a Blueprint project (difference between these are still a bit confusing to me)
But when trying to create the project I get this error.
However, if I create a blueprint project. This error does not occur.
I would suggest that you need to install the Windows SDK
Wherefrom,
Ill give that a shot, thanks in regards.
hehe
UE4 needs the 8.1 SDK, but I would be very surprised if everything isn't included in the Windows 10 SDK
I guess we'll find out π
I deleted a file and it's started to haunt me. I removed all references, the raw *.uasset file has been deleted, but Asset Manager keeps complaining about the asset being unable to be loaded. Any suggestions?
I usually download the Win 10 SDK from VS Installer, itβs much easier to manage etc.
installing Visual Studio would install the SDK yeah, but I don't think it's bundled with VS Code?
I have both
check your components in VS
@digital badger - that would suggest you didn't manage to find all the references (also never delete the raw uasset file)
I would recover the deleted file, then try to track down those remaining references, the referencing assets would usually show up in the reference viewer
I used to use VS Studio, but after a new Unity update it had some problems with compiling the code from some library's. Gave me some errors that weren't supposed to be there. When switching back to VS Code it was all fine again.
@wary wave I figured, now I have to go through this mess. Thanks for the suggestion, if the file is no longer recoverable would creating the asset with the same class/name work?
probably not - but the file should at least exist in the recycle bin
It appears I have cleared it since then :/ time to audit all my files
Well, installing that SDK did indeed work π
Odd that I had to reinstall it from an outsource rather than VS itself.
but if it works, it works.
it's an optional install in Visual Studio
I believe I had it installed. But maybe it was outdated.
which seems sensible, since not everyone will be developing Windows applications
Fair enough.
I hope I'm not going to get problems mixing up C# and C++ on the long run π
Now I am wondering what has changed between the Blueprint project and C++ project.
they both look like the same project to me.
one has a C++ project file, the other does not
Alright.
@wary wave thanks for your response regarding pixel streaming 2 way audio. That's really to bad. It would be great to be able to tap into the viewers mic for a thing I'm building.
hello guys, is there a way with key when i click the camera from third person to change to first person?
@plush yew Add the 2nd camera whether it be the first or third person, Attach it to the character mesh, then set whichever you want to start on as active, and use the key press to toggle activate the first person off and the third person on, and vice versa
Look
π
Here's a tutorial
π¨βπ¨π·This Tutorial will be deleted very soon... please make the NEW VERSION https://www.youtube.com/watch?v=gaSGBsOsFfk
ty
where can I learn how to make games in ue?
@hearty trench I'd start with devsquad learning hub on youtube, he's in my opinion the easiest to follow to get started & covers lots of points thoroughly
anything but virtus...
What's wrong with virtus?
Hi,
Basic question.
if you need to reference an object to access BP concerning that object from within a seperate BP,
Is using a "Cast to" adequate for the task ?
(I would expect it to be context dependent).
he uses worst approaches for most of the stuff
just teaching bad practices
Each to there own
well sure maybe its fine just to see a bunch of different nodes
but nothing else
after few years you will look back and think to yourself, did I really did that..
As you said, to learn how certain things work, it's not for building a full project
there are probably only few youtubers that put in time to explain why they went with this method and not the other
most of them just tell you to copy things like mindless zombies
Mathew Wadstein is a really good teacher
he should look him up
Agreed, but for a complete beginner, someone who's never done this before, virtus does a good job at showing the basics to get started
@frank oar If you cast to, you can drag off the 'As', get the variable and then promote it to variable
But It's better to Cast to at the beginning and not repeatedly, you can promote the 'As' straight up to a varaible and then use that reference to get the other variables
Yeah MW is amazing,
Speaking from the perspective of someone who started learning game dev 3/4 months ago, I can say that there are certain quality's a teacher can have to actually get the message across.
Not many of the youtubers (knowledgeable as they are, really get the information in/point across/explain things through)
I have just recently started using the learning portal/online courses that you can access directly through the epic launcher.
Since then I have had so many THATS IT moments.
I really do wish I started there.
thank you for the knowledge @vernal thicket !
thats really helpful!
No problem bud, glad i could help
is there a node that makes it the activation of the node by chance ? like sometimes it does and sometimes it doesnt 50% 50%
for example i have this function and i want it to sometimes spawn
one way would be using "random int in range" 0-1
then lets say if its = 1 you add a branch
https://prnt.sc/t1cbas @austere scroll
probably there are other ways, but this is pretty simple as it is
https://prnt.sc/t1ccr5 or this
if i want to make it less frequent , i increase the number from 1 to whatever i want ? @restive eagle
yeah if you want lets say 25%, then min 0 max 3
Anyone know of a fix/workaround for 4.24 constant shader compiling issues?
@restive eagle don't forget about Random bool with weight
never used it before but you are absolutely right
@austere scroll look what @next jetty wrote. it will be easier to setup exact % without having the need to calculate it manually or making a macro
where ?
oh ok
my example will work too, but if you are going to make different % in the future. that example will be easier to setup
the spawning is fine , its just that the logic doesnt activate when it spawns
which im trying to figure out why
my point just was about the chance. that theres a better solution to what i suggested before
yea ok thanks
https://discordapp.com/channels/187217643009212416/225448446956404738/722762648479072256
anyone got an idea why that's happening? (I hope I'm not posting in the wrong channel π
)
alright I'm gonna post there
is there anyway i can make the edges of this object a bit more visible? it looks like 2d on mobiles
evry time i import something from megascans it crashes, pls help
@wooden forge or simply add colour variation
support :
Problems setting up and adding classes and compiling in UnrealEngine
thanks, i'll try to find something out
@plush yew this is something new ill try it
@plush yew to answer your other questions 8 GB of RAM is pretty low to work with UE4 and it will be painful, if you have no need for a custom source build use the launcher version, and UDK is something else entirely and you only want it if you want to mod old games, not make new games
@plush yew ok
im having problems with the launcher
version
adding a class and compiling it or the project
always tells me c++ compile failed
someone please help me with this i really got tired and frustrated using unity and godot to me was so much easier ofcourse unity cant be edited in some aspects but still didn't have problems adding or compiling the project
and i cant be using a desktop these days im constantly moving can someone recommend a laptop for future uses im going to change this ... also im going to add rams to this one
you had a textbook case of not enough virtual memory
@plush yew yes im installing Unreal through the epic launcher again
hello guys I have little problem with the animation of the chair, I did this code for it, when i press X it works, but when I click again X it doesn't work π¦
serious CPU, serious GPU and 32 GB of RAM
@plush yew wdym by serious ?
well wat about something for "gaming" i mean by that more powerful like lenovo legion y540
3ghz ? is their something like it in laptops uk i can use ?
the problem was in the X button that i setuped, idk why it didn't work
ok then
@austere scroll if you select 2 or multiple nodes, you can press Q on your keyboard to straighten the nodes
ok lol
to drag reroute nodes, select it first and then press ctrl to drag it around
@plush yew should i try installing from the epic launcher now or there is other fixes i should try ?
mhm ik i used the source cuz i thought it would be easier but i see its a painful process every time i wanna compile a project or start editing something
so im going bak to the launcher version
btw anyone tied this? https://www.unrealengine.com/en-US/tech-blog/learn-how-to-create-a-character-animation-rig-with-unreal-engine-s-new-control-rig-mannequin-sample
i thought so having "2" problems adding and compiling in the launcher i thought well lets give it a try
but now
is it now possible to animate stuff in the editor itself?
@plush yew can i animate all kinds of actors now? say i wanna animate a cube. it is possible in unity, but from what i could understand, it is not in unreal
should i restart before i install or its ok to install unreal first ?
β€οΈ
ill come bak for u if it doesnt wooooork lol jk thank you so much β€οΈ
pretty much that. you just animate through the animator
i'll take a look at the sequencer first and then try the character rig project
i am assuming the latter is used for playable characters rather than random actors
good to know
thanks a lot
hello guys again I have problem with the animation, I did it but when I click the button to move the chair, after time the chair goes back without touching the key again-why?
maybe the problem is that your actor goes back to starting position after animation is played
see if theres any setting that could prevent that inside the actual animation
could also be that the animation is looping?
no
I didn't setup it looping
in the cinematic I don't make it to return
other question, I want to play video with sound and picture but when i upload it unreal engine detect only the video, why? it does it with every video π¦
π
hey can someone help me out real quick?
now I checked that in my other projects when I upload mp3 format music I can't use it cus it uploads in format
why it uploads by default
i cant link Get direction to the speed so its not giving me a direction variable, help?
@rigid belfry i made your set up on a spawning system , but the AI just stands there , is there anything i need to add/missed that would fix that ? thanks in advance
this is the AI's event begin play blueprint
there are oter parts for the AI blueprnt
you need to either use a spawn ai node or set auto possess by ai to spawned
Hello i was just importing my mesh to see if there are any problems and this came up, how can i solve this, im not sure where to start
hey can someone please help me real quick?
whenever i look down** my character cant move forward**
he can move** side to side though**
suggestions?
@exotic thicket THANKS
Sounds like you're using the camera's forward vector to calculate movement direction instead of the character's
@austere scroll what that script does is, it simply instantiates an actor in your scene. it would be as if you were to literally drag the actor and drop it in the scene. what happens when do dont use the spawning script and instead drag the AI in the level? does it work?
it spawns it but without logic , zomg suggested i use a spawnAI and it works
π
well i followed a tutorial and im trying to calculate direction but you cant link get direction to the speed variable output.
can someone please explain a way i can calculate the direction?
i made a blend space but i need a direction input to make it work
you can set the ai logic without using blueprints, in a class setting i believe
@exotic thicket how can i make it use my characters movement vector?
@plush yew i think you can do get velocity from the mesh??
lemme check
or the character movement component
where would i find that?
Don't you need to get the actor rotation and plug it in?
should i get controller rotation?
get actor rotation, get velocity
plug those in the calculate direction function
it spits out a float value and you can promote that to a variable
you could even get the vector lenght out the velocity and have it be a speed variable
anyone has any doc for having a landscape material use different textures based on height? i am assuming its done through masks?
Question about map data: if I have a dummy actor that gathers some information about map geometry, how could I bake that into the map as persistent information?
or do I just have to export it into separate file
i think i realized my problem, i rigged my blendspace for the slowalk animation, but my speed when pressing W exeeds that strait to running animation which has no blendspace
How do I access a boolean from another blueprint?
I'm trying to change a boolean whenever the player walks through a trigger box
you can cast to it to begin with
but that can get very expensive real fast
from the trigger box event, there should also be a "another actor" pin
thats the actor who triggered the event, from there you can have access to your character
Hi Guys, I got a little challenge (or not). Iβm no expert yet and I donβt make the worlds that I use, only modify them to make them work for xR purposes.
For xR I use front plate and Back plate, thatβs setup with 2 cameras each in the same position in the same world.
To achieve what I want at the moment, I run 2 instances of unreal eacht with different objects deleted from them.
But I want to run it in 1 instance to make it run smoother.
I know that there is a option to hide in game, but I wanβt to make something like hide for camera.
En then choose either camera 1 or camera 2.
I donβt know if it's very clear what I want to achieve but I hope one of you guys can help me out!
Thanks in advance
shit my cat stood on my keyboard
I am trying to get a grenade working but I can't figure out how to talk to another blueprint properly. I want it to check if its overlapping the component made by the grenade at explosion time
feeling cute π₯° , might delete later π³
oh my
is the new control rig project so buggy just for me? also isn't there any form of documentation? no tutorial?
i have never worked with the sequencer so i am feeling a little lost
do the paragon assets in the marketplace come with their abilities or particles? It looks just like their movement and basic attacks
I'm hoping for some feedback on my particular usecase.
I have 1000 words as .wav files (200kb) each. I want to randomly play these files.
Originally I had a similar random word setup using multigate and tons of nodes. This time I think it's best to have a BP that connects to a datatable. Do you think this is the better way to go?
I'm just worried about inputting all the files / titles into a large table and then hitting a limit or maybe 1000 entries is to much to handle(?)
In this video we recreate the the Animal Crossing Talking Sound Effects in Animal Crossing New Horizons! The rough process basically involves recording your voice, and then setting each voice to a different letter in an integration program like Wwise or FMOD, and hook it up ac...
Is there a reason to why this code is failing to compile?
im trying to interpolate a post process blend weight but I can't seem to get it to work?
this was done in unity, but the concept still holds @merry gazelle
need to set what object is connecting to third person character
the gui is the object
bring up the list that shows when you type it
hmmmm not sure. still learning bp myself
Build powerful visual scripts without code.
you wont be able to cast a widget to a third person character
what about the camera within it?
the way to normally handle widgets is not by casting, but by housing a reference to that widget as a variable. If and when you add the widget to the viewport, set the variable in your character class or level BP (or wherever) to reference that widget and handle all interactions with the widget through that reference variable.
...what?
you have player named joe
yes
scratch that, watch this video
In this tutorial i demonstrate how to communicate between Widget Blueprints and Blueprint actors using Event Dispatchers.
We also create an interact able door with an popup menu.
If you would like me to share the project or run through how I did this with you more personally...
that'll explain it a bit better
@hearty walrus
other question, I want to play video with sound and picture but when i upload it unreal engine detect only the video, why? it does it with every video π¦
anyone ??
Anyone idea what im doing wrong here?
@mellow flame did you mean get player character#
or controller
character compiles with no errors, and controller shows a warning
not a fatal error, just a warning
it depends on where you're running that function, of course if you're inside playercontroller blueprint the casting would be useless, since you're already performing stuff as playercontroller
okay, it's compiling fine - how do I actually get it to show up?
what you trying to do?
@plush yew did you add the MediaSound component?
@hearty walrus to see in the viewport just attach a "print screen" and connect your bool variable to the string pin
this is in the GUI, right
no
where is it, then
just in the viewport as "debug" print
where do I write this code
what blueprint
the one you're trying to access that variable
how to add it and where? @indigo glade
its "print string"
it's set collision something or other
it sounds more like enabling collisions but it has an option so you can choose
It doesn't display @indigo glade
unticked means no collision yeah
ok thanks
nope
it doesnt owrk
i have this AI actor and when i kill it it turns into a ragdoll
but his collision stays where he died
although i put it so it disables collison
that doesnt make sense
try one of the others then
If you add a Physics constraint to an object inside an actor it works, but it does not take in account the rotation of the static meshes which you selected.
In this example the door mesh (blue) and the anchor mesh (red) are both rotated -7 degrees, but the bounding boxes itself, red and blue are not rotated -7 degrees
Does anyone else experience this?
If so I would open a bug ticket.
@hearty walrus what class did you derive your blueprint from?
?
example:
hi , do somebody knows from where i can get or buy a cartoon skybox for my game ?
@fierce forge there is a program called "Spacescape
it makes u make ur own skybox
cartoon ?
u can put a solid color as the background and pictures of cartooney clouds
if thats what u wnat
where i can find clouds ?
but it legal to use it in a game ?
tbh i have no idea
all of your blueprints will derive either from C++ classes or blueprint classes, the parent class determines what your blueprint will be able to do from the get-go, but I dont think theres any class where you cant call Print String
If you want to use content from google for your game, you have to make sure it's licensed in a way that it's okay if you intend to release the game.
@fierce forge
If you're just fucking around and not releasing it, nobody really cares
especially those two you posted, I checked them myself just a moment ago they both can call print
i said about clouds image
i used spacescape
ok ?
Hello everyone
This is really frustrating but I have been trying to get the editor 4.25.1 working since 8 hours now and its only stuck at 39 %. its taking 100% of my CPU. I installed the same one in my mc air and it works super smooth. What is going on?!!? this is incredible and i am lost and frustrated.
does anyone have an idea how do i solve this?
@exotic thicket I've got it working now - problem is, it only appears for a few seconds, and it appears to be non-updating
also, how can I make the variable get adjusted every time the player goes through the TriggerBox?
@hearty walrus if you've got a triggerbox with on collision it should trigger every time u walk through it
Well obviously I don't know the context but variables dont change themselves, you need to change it back to true so it can be trigged back to false again
Can I see some blueprint?
And what's the context?
So when do you want it to go back to true?
when the player goes through the trigger again
Then you need a flip flop i believe?
then you need to flipflop it
So after cast do a flip flop, plug A into set false and B into set true
thanks
That's (hopefully!!!) this trigger system dealt with
now I need to properly update it to work with the zooming system
so you might need to put a NOT between the IsA and Set
- rewrite the zooming system whilst I'm at it, because it's giving me headaches
if it comes out backwards from whta you expect
Hello i got problem i dont see textures /msh when im behind
what can be wrong
Hello i got problem i dont see textures /msh when im behind
what can be wrong
@dapper vortex culling maybe? can you show a video of the issue?
anyone else getting frequent random crashes on ue 4.25
@rocky radish ty
np
Does anyone know a alternative to data table, because you canβt add entries to it
Dynamically
Hello, how can I make the buttons scale to the text inside of a vertical list thanks
Fit to content
I can't as it makes it really small then
Is the text the child of the button?
It's because I've made it when you hover over the button the text changes color and yeah
and the buttons are a child of the vertical list
how i can reset my ui on unreal engine ?/interface
i mean i close someting and this is not show up
Is there a way if you hover just over the text not the button?
How can I allow multiple objects into one target?
sorry to interrupt but i setup my animation engine to go from Idle to Crouch with (C) but when i crouch it repeats the crouching animation over and over. help?
if you have a crouch idle animation you need to make sure you set that up at the end otherwise it willjust continue to loop until the condition can return
@plush yew are you using a full animation where inside the animation the character goes from standing to crouching?
Because if the animation is set to loop it will look strange
yeah i have it to where the 1st keyframe is him standing and then the last is him crouched
how do i make it not loop?
Well it's just going to loop
oh i have to have just crouching animation?
the problem is if you remove the loop the character won't be moving at all at the end of the animation, but for now if you want that, click the animation inside the state and there will be a checkbox called looping inside the details panel
ok im doing that now
Realistically you should get an animation which is just crouching, not moving from standing to crouching, that way you can still show it breathing or something
thanks that fixed it
sweet
yeah right now im just doing a from scratch test model to get a feel for how the BP mechanics work
when i seriously make the real deal game im going to make the animations correctly
thx man
What i'd do in your case to make it more realistic
is get the same crouching animation and trim out the standing to crouched and just have the crouching part looping
then you can transition into that animation from the standing to crouching
but yeah it is more work lol
How can I add multiple Text and Buttons to the target thanks
@lethal venture There is already a built in way to change color on hover for UMG button
yeah, you dont need to do it like that
and if by add multiple text you mean set text?
Oh okay
Go to the button on UMG
Yeah
and look at the details panel
Okay, sorry I'm new to Unreal 4
no worries
I came from Unity lol
once there you will see an "Appearance" section
Okay
You will see a style section
Yeah
And you can set the color for Normal, hovered, Pressed, etc...
Oh okay thanks
But as to your original question I need clarification on what you mean by multiple text.
Multi line text?
The hover setting is for the button
Anyone offering services to rig to epic skeletons? Dm me
I know I've changed the tint and it's not changing the text color
@lethal venture Text doesn't have that
if you want to do text
the button has a on hovered/unhovered event
Use that instead of tick
I know yeah But's it's long when you have to do 14 buttons
You don't want to have tick execute the code needlessly
No need to take that performance hit
Okay thanks
Anyone offering services to rig to epic skeletons? Dm me
@random holly #looking-for-talent
I dont have permission to post in there =[
@random holly check the pins
so i've been doing some reading about this https://www.unrealengine.com/en-US/tech-blog/learn-how-to-create-a-character-animation-rig-with-unreal-engine-s-new-control-rig-mannequin-sample
and i've come to the conclusion that i dont think this is necessary at all?
it just feels like there's so little you can do in terms of actual good animation
when i could instead use the mr mannequin's tools blender add on and do my animations in blender
my progress with getting to know animations and movement has stagnated
and so has my motivation
Sort of Unreal related but, do you pronounce Skeletal mesh like Skeeleetal mesh? Or Skeletal like Skeleton? Maybe an UK thing π
i just pronounce it how its written, in this case skeletal
Yeah, always done that as well, but heard 2 people from work say Skeeleetal, was surprised haha
i think it depends on your accent
i am italian so i would actually pronounce it something like "skeletael" in english
@plush yew Auto Exposure
its called "eye adaptation" and its a post process effect that comes by default with the engine
You can change in Post Process or camera settings
is the TPS BP solid enough to use as a base
or is one supposed to extend on it
i mean you obviously will but i mean
i dont know how to put it
The texture on one of the landscape segments completely disappeared and I can't get it back?
elp
update leads to a save file
and for some reason it overwrites it self all the time
how do i fix this?
it overwrites the older save games because its saving to that same slot
Looks like I used too many texture, I though you could use 16...
but it shounldt do that
because im saving a map
the map has like 6 rows of data
why is it showing only 1
So... Just joined.. this would be the place to discuss and/or ask for help with unreal related things?
ok so when i select the other ones it overwrites the boolean data of the 0 value map
How to unlock my account
@vagrant nexus yeah, you can post for help, reply to help requests or just talk about ue related stuff
@obtuse pendant all the third person template does is make you move, of course you'd want to expand on it. i like to remove everything from it though and just use what i'll need
locomotion looks so appealing when comparing to the ice-skating feet
but i still dont grasp it
i also have a copy of a third person project where i already have stuff i know i will always want in there
say, some gravity related stuff, just so my character falls off faster than it takes him to reach max jump heigh
then you just duplicate it from there and you're good to go
the animations could have use some touch ups at later stages of development
even the free mocap ones in the marketplace are way better
you could technically work on a project where you just set up your mannequin to work with those animations, and you could always start a new tp template off that first project you created
back when i used to fiddle around with unity i always had the issue that animations looked so off
not even like their fluidity or anything but them just not playing along
like the sliding feet i mentioned
hence why im so fixated on locomotion because it just looks amazing
noticed that a wall of 500 units. If I split it into 100 x 5 meshes, lightmass takes longer to rebuild
true that, guess ill just do as you mentioned
you wont notice them once you got hud, textures, grass, combat
NPCs
you see that only because your project is blank
Has anyone of you ever worked with a physics handle?
i mean you can still blend animations no?
I want to make a door handle for the VR hand to grab and open the door, and I am wondering if a Physics Handle is the right thing to use there
Hi! I imported a mesh into ue4 and after I built the lights I got these shadows... can anybody help me how to correct it?
UV mapping
ue4 have someting like a save in cloud like a unity ?
bsc i want work on project with 2 person
did you make that object in a 3d modeling software?
in blender
Hi guys! π Can anyone point me in the right direction on how to apply the displacement map so that it affects the sphere on all sides? Right now it seems that it only affects the sides, but not the whole sphere, haha. I am using Quixel Scans, and am trying to learn to setup all the maps correctly. Does anyone have and idea what might be missing?
so any idea on when this is coming ?
RTX Global Illumination Leveraging the power of ray tracing, the RTX Global Illumination (RTXGI) SDK provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. RTXGI is supported on any DXR-enabled GPU, ...
inb4 it's in lumen
@dusty latch https://youtu.be/Y7M-B6xnaEM
Blender is Free and Open Source Software
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org
--
This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.
Find more free tutorials on: https://blender.org/t...
okay thanks
If you are playing an animation montage, will anim notifies ne inherited from the anim which the montage was created ?
an uv map tells the engine where the light has to go in a nutshell
how does unreal engine run on mac os without a gpu
I might get a egpu though
maybe with a rx 580
what mac do you have
the system reqs for unreal should be : Quad-core Intel or AMD processor, 2.5 GHz or faster NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher 8 GB RAM.
These are recommended specs so realistically your going to need the equivalent of a MacBook pro, or an iMac to run it and still then it probably won't run great due to the graphics cards
you could buy an used laptop for the same price as the egpu, install a 128gb ssd and it would still perform better than most macs, just saying
@analog vessel multiply it by the vertex normals and also, you have a node that is just multiply by 1, so its useless
I have gtx 1070, i7-7700, 16gb ram and HDD. Is that enough to have a good experience in unreal engine 4?
just posted the system reqs 2 messages above...
Yeah but requirements and experience are different things
I heard ssd plays important role
And you need like 32 gb ram
To actually be productive
16 GB of ram is more than enough to be productive
Putting your projects in an SSD is gonna greatly reduce loading times whoever
yeah the ssd is a great jump in terms of quality
this is helpful if you are a programmer and close and recompile your project often
Is cinematic matinee ?
but you dont absolutely need 32gb of ram
what helps is cpu cores
so any new ryzen cpu is a must currently
So i7-7700 isn't enough
of course it is. i think you're just finding excuses for not starting?
It is
more than 6/8 cpu cores is needed for very heavy workloads and giant games
@deft haven lol I have a i7 870
don't compare yourself to AAA title devs and setups
For anything that can be done on your own, what you have is great
@deft haven lol I have a i7 870
@plush yew i used to have a i5 650 lol thankfully i upgraded it
I build my system just before Intel increased the cores
yeah
4 cores might be just the limit
but it's a powerful CPU
it shouldn't stop you from learning and working properly
Do you guys work in big teams to make games with unreal. Have you made a game that made money alone?
No, i'm a beginner
if anything i'll help you make more performant games
unreal engine run proprely on my old laptop with 2 cores
never worked with a team, never shipped a game on ue4
Ok cool. So I'm not at home right now, but here's my issue I'm having.. so in my game setup, I have an AI charger character, set up with the on see pawn blueprint. It was working before, now it's not, and I've looked through everything and can't figure out what changed in order for it to stop working.
most of us are Amateurs
Hi, are the tutorials from here still relevant/functional? or the interface has changed a lot since then. Its 4.14.1
from where? @silk sluice
The HighTide care package to get started
Is motion capture really important for the game to not feel clunky? I mean combat based games. Or can you manage to have a pretty close result without motion capture?
so i have a widget that takes data from actors in level this widget is a child so all 6 of them have difrent id's right? that they take from the actors? then why do when i click the button to change the variable it only saves the last variable
@deft haven motion capture makes a huge difference in animation if you want to make a realistic moving character, but it can be very expensive
it's not a must
its like all the other children just reset to default
only AAA game corps use motion cap and even then, its not used that much for combat. animators would have the motion cap and then fix it by hand
@vagrant nexus You should ask in #gameplay-ai, you have more chances of being answered there
there are ways to make motion cap even in your home, but i think using handmade animation is still better
Have any of you made games with unreal engine?
Are there any legit reasons to use VS 2019, or should I still just stick w/ VS 2017?
so i have a widget that takes data from actors in level this widget is a child so all 6 of them have difrent id's right? that they take from the actors? then why do when i click the button to change the variable it only saves the last variable
@midnight gate you can make a for each loop for setting each variable, from what i understood from your question
Even if you use mocap you still need animators to fix the details
@onyx cedar i've recently upgraded from 17 to 19 and the first thing I noticed is that the main menu of VS opens quicker
Intellisense is a bit faster with unreal too
@rocky radish so every time i click a button i loop thought them?
are you sure thats gonna work?
are you using whole tomato visual assist?
Without visual assist I noticed it
i wasn't able to get it working w/ 2019, i admittedly didn't try very hard to though
I just downloaded the extension trial
@midnight gate the for each loop will execute the nodes you put in it 'in the body of the for each loop' for each index of that array
so you can set the array element for each index in the array
NO
i need them to be induvidual
not the same
i want 1 to be true 6 to be false 4 true
smth like that
not that only last selected one will be true
yes, for each loop will help you set each variable inside the array, sorry if i didnt understand your question
i dont want to set all the variables to true
you can set the value of 1 index
you dont necessarily set them all to true @midnight gate
yea thats what im trying to do but it only sets the last variable modified
Not a dev or anything, and I don't know if this is the right place to ask....
is it possible to create a mod for an unreal engine game for practicing in-game mechanics? Like a sandbox training room of a sort? I'd be willing to pay for one to be developed.
is it possible to create a mod for an unreal engine game for practicing in-game mechanics? Like a sandbox training room of a sort? I'd be willing to pay for one to be developed.
@storm jungle some games (like hello neighbour and Unreal tournament) have mod editors
The game I have in mind would be Dead by Daylight.
If there's any mod editor for it, I haven't found one
i dont think Dead by Daylight has an editor for it
quite difficult
the game needs open source
that means everybody has access to game files and they can edit them
open source isnt the issue
it isnt?
its the tools to do it in the Unreal Engine aren't exportable
you have to create them
Does anyone here have any experience with this?
some
it's possible, but it's not an easy task
if there are global illumination solutions that work realtime and offline computing. Can't the offline computing be accelerated to work at 1 fps?
sure
you will find most global illumination solutions suitable for Unreal work at better fps than that anyway. Even the RTX one
waiting for lightmass to rebuild for hours is a lot of wasted time
imposible
the array system is imposible
i have no idea why its not working'
i guess its ue4 problem
been trying to figure this out for like 5 days
yep 100% UE4, definitely not operator
'array system'?
@plush yew I haven't built with lightmass for years. Even back in the day I was using Approximated Hybrid Raytracing to work so I didn't have to worry about lighting builds. VXGI also. Now we can use the tools from RTX and its all good
@midnight gate i am still a beginner and i have never done this, but let me try to help you either way
this will simply read the values
each single value will be read, meaning that it is possible to change them
Oh boy, I'm I the only one that hates blueprint for loops ?
you are
nice.
blueprint loops are messy
should feel lucky really. There are no multi-dimensional arrays in the engine. Imagine how that would look in blueprints
I tell people :p
I personally always map multi-dimensional arrays to normal arrays, then access the variables by inputting x and y in a function to get the index
index = x + width * y is an example
they do tell you on the website and the launcher...
If I'm ever caught iterating over a group of things a lot, i move it to c++. which is its own can of worms, but so it goes
me too
Hey, I'm using the Navigation Invoker system for an open world AI, but I'm getting the error message that my navmesh bounds volume is too large.
"Error: Navmesh bounds are too large! Limiting requested tiles count (1225224) to: (1048576)"
Wasn't this system implemented specifically for large worlds? Is there anything I can do to raise the tile count limit or work around the limitation?
what mac do you have
@rigid belfry I havent bought a mac yet but im looking at a i7 mac mini or a i5 macbook pro
@midnight gate sorry i received a call. just to move this forward, this will now print each array index and its current value
Hello, Im trying to recreate a piece of terrain in ue4.
Do you know a way to somehow underlay a map image as reference material so I can orient myself a bit?
technically you can use geodata to recreate real life pieces of terrain.
world builder is creat too
its not always perfect but its a great start
you can also create landscape in other programs and then import it
or you can sculpt it by hand in unreal
I already have a heightmap, but I want to know where to put streets etc.
you can also just dab a jpeg with greyscale and make a landscape :p
@half panther geodata will cover streets. You can dynamically generate them too
But i just need to set values induvudualy inside an array and save them
set array elem
What is the Array: Set Array Elem Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Its not working either
I think its smth to do with the way ue4 handles spawning children
are you setting the ID variable to anything @midnight gate
@midnight gate what are you trying to do?
Trying to save the value of my children widget into an actor using array
I would guess your logic is broken then rather than it being how UE4 handles children
I dont mean that to sound harsh as it does
The value is being changed in runtime when i click a button
Then how else do i do it?
If my logic doesnt work wich one will
well you would typically have an array of widgets, then you would get a reference to the widget you want to store, then add it to the array.
@midnight gate i havent found an actual way to change their values in blueprints yet, but so far this is what i've wrote
Hmmm
define problem very very clearly. break problem into smaller parts. code the solution to each part.
One fairly easy way to do it would be to keep a value in your button widget to tell you which actor it is changing
this way you can just refer to it directly
Thats how im doin it zomg
I have the boolean variable in my child widget and im setting array element based on the id
It seems to work
But when i load back in its broke
wait... wait a long long time
"load back in" as in you load a save game or you reopen the menu or what specifically?
@midnight gate looking at the code you posted, you never set the array element to anything but false.....
I close it and open it and it saves everyyime i change a value and loads on begin play
Cant i use it to set true?
look at your code
your set array elements should be getting the vaslue of InParty I assume and not the return from the setter before it
Which Of Them I should Download So I Can Make Games With IT ?
But ive tried other methids too they didnt work
Which Of Them I should Download So I Can Make Games With IT ?
@soft panther ??????
especially since your true is never hooked up
Community @soft panther
I used maps they gave me aame errors
you dont make games out of visual studio per se
@soft panther I'd probably get the "patience" edition
thats called an IDE, you write scripts with it. scripts that are then used by a game engine to build the game
Yea
@rigid belfry Thus "making games with it". Don't be that guy.
I Mean To This @rigid belfry
@midnight gate walk thru your code out loud. Read the A part of your flip flop. It reads "If A -> Set InParty to True -> Call Set Array Elements on an Array, with an Index of ID + 1 and set the Item to nothing" (nothing is hooked up to it on the A path)
you can make games out of visual studio though.
Technically you could make a little shader only game with it. It would be a math nightmare but you could
So is it the flip flop ?
Visual Studio Is Hard ?
yes
oh ***
I swear UE4 wasn't meant for anything that's not a supercomputer
Making games is hard.
I've used it for nearly 20 years and I still have only used 1% of the entire thing
im 1 year with ue4 and now someone recomended me to use visual studio
@agile aurora actually its made to scale down to low end hardware. Just not during development
exactly
well whats the issue?
I mean, you dont expect to win a grand prix in a Fiat Polski
you need a beast of a system to create a beast of a game
Yea Thats Right
fiat polski was an EU re-issue of the Lada classic models
or use a crap of a machine to make a lower target game, UE4 can do that if you have patience
@grim ore Youtube God Is Here With As
I've run UE4 on a iGPU on an i3 3rd gen and did just fine, lower your expectations and just go with it
my CPU is even worse than that lol
then lower them even more π€·
lmao
"I want to make GTA6 on a Raspberry Pi" is just not a valid expectation
Do you absolutely HAVE to use UE? Maybe a different engine would be better for your particular case. Use the right tool for the job.
I have a project right now, had no baked lighting, uses RTX, hasn't got any volumes limiting/optimising path tracing at all. It runs in editor at 3 fps thanks to the fact I only have a 1080ti. So what I do is, when I need to do anything, I move to Unlit mode, or use console commands to switch off certain effects. Mostly its the reflections/translucency that kills my fps. Global Illumination does of course, but in an expected way
@grim ore To be fair. Rockstar doesn't even want to make GTA6 on a supercomputer π
Yea With Unlit U Run Less Caculations So Yea Basically You Run It Faster In Unlit
Hi ,
Does anyone know how to do this node loop easily in c ++?
0.8 ??? Is That Possible ???
sure
drop your scalability to low and render scale to 50%. if you can't get 15FPS at that you need to replace your hardware or switch to an alternative engine.
@midnight gate i think you figured it out already, but just to familiarize myself with the topic, i did this
we all are
hmm i wonder if they ever going to introduce cloud computers, like google stadia
but for ue
so now what was true is now false and vice versa
that would be a cool feature for those who cant afford a powerful pc
we all are
@kindred viper My Man
@gritty marsh Sry But IDK
@soft panther
cheer up!
@soft panther
cheer up!
@gritty marsh β€οΈ
@kindred viper ahh thats cool, thought it doesnt exist yet. personally i wouldnt use it but those who cant afford a decent pc might consider it as an option
When im down I listen to Electric 6. https://www.youtube.com/watch?v=NF4azs25kUw
Down At McDonaldz by Electric Six
(c) 2007 Metropolis Records
happy music, happy thoughts
@rigid belfry does it work?
the band is amazing. more than 13 albums and they are still fairly unknown
the branch takes in the bool values of each index, when its true, it fires TRUE and sets it to false. when its FALSE, it fires and sets it to true
check what i've already posted
the video @grim ore made helped a lot
yeah. lots of happy songs. Danger High Voltage is probably their most famous alongside Gaybar, but they have dozens of amazing songs
All Those Ue Talks Maid Me Want To Go To Make Something Cool In Ue4
thats how they get you
Bro Im Started To Vibin In My House So Hard Now
Im Dancing Like Im Down At McDonaldz
@kindred viper U R God
Nooooooo
I dont know about that, but I do know that music is important when you do this job. You need happy, energetic music otherwise if you listen to music that is down and depressing, you will end up in dire straights.
does anyone know a good site to find Height Maps? (Png file)
UE4 crashed right before it was done baking
and now I gotta do everything over again
heck gamr
harsh
If you are working on mods for ARK, this is the forum for you! Dino riders welcome!
hey guys do yall know where i could find/make a height map for my "project"?
@rigid belfry You Know Everything Are You
If you are working on mods for ARK, this is the forum for you! Dino riders welcome!
@plush yew you can make a heightmap yourself, or you can use geodata to generate one, or you can use WorldMachine to use an editor to make one. But essentially all you need is mspaint to make a heightmap
@agile aurora You Can Do An Excute Consol Command And Cancel This
your speaking a whole new language to me buddy, but lets give it a shot
check out worldmachine then. do the tutorials (you will need to its not the best UI). Should be golden then
How can I get it so when a player's health reaches 0 possess a different character already in the level
you can literally open up paint, fill it with black and then paint some white spots
and use that as heighmap
@agile aurora
@barren flume in your health check, fire an event that depossesses and repossessesesessessessss
@agile aurora
@barren flume a couple of ways. either a. store a ref to it when it spawns or b. get all actors of class or c. interface or d. tags
@agile aurora top of the viewport (lit by default)
yeah its like leaving a public bathroom and being able to breathe again :p
Hey guys a bit new to Unreal Engine just been wondering how do game devs make games with different levels as separate. How do you combine these levels into a game.
3% baby!!
@agile aurora π₯³ π₯³ π₯³
@stoic osprey you can make seperate maps/levels and then just load them as needed when you finish the last, or you can use level streaming to load and unload them while the player is playing
@grim ore How do you combine them into a game.
console command load level
Yeah load level lol
Under project settings set the starting map as the first to open, and then at the end of each level just do a open level with name
What does load level do? Srry for my ignorance btw.
Loads a level
On your project, you can for instance save as, and type Map1, then click New level, save as Map2
You now hVe 2 levels you can open with Open Level
how i can give some one my project to work on in both ?
Github
Mat? XD
git
and some more
then you chose which one you want to use
I've only used git for that
Ok
I don't know about the rest
you should be able to work with other people on unreal engine
then changes made are updated to whatever provider you use
when you chose to submit it
Oh is that how it works?
if you want to use git
to working on project
Google github kio
but i need all time, update it manually and send again ?
only issues i've had with git is how to use lfs
i've read tutorials about it but can't seem to get it to work
use perforce. save yourself the pain
I mean, there is pain involved in learning perforce, but its short and worth it
@rocky radish Hi Danielll, thx for your help, been trying for some time but I can't get it to work π , do you mean like this perhaps?
I can only get tessellation on right and left side
yes, that should work, but apparently not π€
yea, hehe, I am very confused, perhaps there is something wrong with the displacement map of quixel?
Maybe I should try another texture set?
is that displacement texture directly from quixel?
yes its from quixel
ARE YOU KIDDING ME
AGAIN
right before the lighting finished rebuilding
now I gotta re-rebuild it again
lol i feel bad for you Dirty Dan
@plush yew off the rgb value of the diss. texture, drag the pin and type power
or maybe its called 1-x?
@agile aurora can i see what your lightmap density is?
no
found the problem
because UE4 crashed again
i am suspecting its all gonna look white
nah I remember it was all blue
how many lights do you have in your scene?
yes its from quixel
@analog vessel try getting the red channel for the displacement then
Ok will do π Thx for your help btw, really appreciate it!
trying my best to learn how materials work
Np
creating material is basically doing math but with colors
@rocky radish You solved it! Now it is doing tessellation on all sides!
Thx a lot man! π
Np π
I am trying to cast to a BP,
The warning says that it doesn't inherit from the player character but I do not know what it DOES inherit from.
So I am totally stumped as to what should go into the object Pin..
ANY advice is welcome!
is the class you're casting to a character or a pawn?
it is an actor bp
Could someone explain the max terrain textures to me? I'm looking at some textures that have base color, height, roughness, ambient occlusion, and normal maps. Would that be 5 of the 14ish available textures? Thanks
it is an actor bp
@frank oar if its not a character type class then its not going to inherit from character
@frank oar What Is Authaer_BP? Why do you want to cast to it? what are you trying to do?
I am trying to create a reference so that I can call an event in that bp from my anim bp.
when connected, the notify event will call an event in Authaerbp to attach static mesh to sockets..
so what is Authaer_BP?
that is a parent bp I currently have set up to effect a bunch of children actors.
is this something in the world somewhere?
Ill explain very briefly,
its basically a sports educational tool.
you can view skills which are spawned in using widgets.
some of them you can interact with, I use Authaer_bp as a parent to handle all of the spawning/interaction ect..
ok, is this something in the world somewhere?
the skills are basicaly animations i created/ made into actors and children of the authaer_bp
they are in the world when the player spawns them in
you are trying to talk to Authaer_BP, you need an instance of it (a copy in the world) to talk to. This is why I keep asking is this in the world somewhere?
if Authaer_BP is in the world you can use "Get Actor of Class" and get the instance of the one in the world to talk to
thank you @grim ore
is there a way someone can record themself from a scene capture component then place the recording in the VR world which other could see
would it be correct to say that...
you can change one function without effecting the rest,
but macros all change when edited ?
I watched a live stream on media the other day @plush yew which showed how you can get a live webcam/camera feed into your level if that has any relation to what you are trying to achieve ?
others would be able to see it
I would assume since it would be playing in the level, either on a widget or on a mesh your using as a screen.
kind of, what I'm kind of attempting is the player in VR headset would give there views infront of a scene capture component, the point being it's inside of the engine which is captured but the audio is them. That recording is then available for them to place somewhere in the world. Which other people trying it can see it
first pass for my NPCs
i kinda like this art style
maybe i'll do something with voxels
current plan is to go with a stylized toon look, hence the little dust poof
Is there a way in UE4 to automatically open any given module / widget as a tab on the main viewport by default?
So I don't have to constantly drag newly-opened windows to the top bar?
@open wadi there is but you wont like it
havent done it yet, but i know you can set or remove focus to widgets, so i am fairly certain its possible
I won't? Ok.
well depends what you need but
oh wait i misunderstood
there are standard editor widget utilities for the viewport. But they are the editor viewport. There are some others in the most recent version (if they were released). Or you can make your own
Well, the issue is, I'm essentially rebuililding a project, for training purposes, in two different Unreal instances. One instance has the old project, and another has the new project where I am constantly referencing the old project to mimic variables, event graphs, etc.
And it's horribly annoying, when alt+tabbing back and forth, to have these open windows.
So I'm having to constantly drag a given window to the top taskbar in the viewport.
that adds another layer of nope
Do what?
you could technically do all kinds of inter-application stuff but its deep code. You could probably do something really hacky too. But as far as I can think for now, you would be better just alt-tabbing and getting on with it
in more ways that are available too
Ok, then I'll leave it as-is, thank you @kindred viper
UE doesn't like backwards compatibility so accessing the assets directly for import wouldn't even work
I wonder if there would be a way to get Windows to not layer the two instances of UE4 in the bottom Windows taskbar so I could click either one.
Well it's for training, I'm learning the UMG widgets and what not as I go.
It's not a complex project I'm copying.
Pretty simple.
you could snap the editor to the side of the desktop and have them aligned that way (presuming you are on windows)
Yes, I'm on Windows.