#ue4-general

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waxen raven
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But honestly it'll take quite some time to develop the skill needed.

plush yew
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no problem i want to learn

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its not that i cant do it

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i wanna try it out for trying my skill

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to give it my own spice

waxen raven
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Well for starting decide what a character is. Everything about programming is breaking something in to numbers.

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Or variables.

plush yew
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you guys cant give me content about how to make a dungeon crawler type game ?

dim arch
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there's a couple of samples in the launcher, one is a top-down diablo style cave game, other is ActionRPG

late loom
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Any1 knows how to make an object not walkable

dim arch
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@plush yew believe it or not the Learn tab in the launcher is the best place to start, If you want to make your own game you need to basically read almost all the UE documentation

plush yew
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i see

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ill just go and practice and come back

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ill find myself

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bai :3

dim arch
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good luck

plush yew
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ty

dim arch
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they release free marketplace content eacvh month, you can download assets there

sterile surge
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I found myself in the Unreal Documentation, as well. Found that I am terrible at all things math.

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Oh hey, speaking of the free marketplace content. If you knew, is there any way to use that content in newer versions? When 4.25 released, all the free content I received from that month is unusable in that version. Do they typically update the assets for newer versions?

fallow elk
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anyone know anything about making a psx style dithering effect in ue4?

plush yew
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hello guys I did this with change the material of mesh when overlaps, but the problem is when I change the color and after this I want to change again, ue 4 crashes ๐Ÿ˜ฆ , idk how to fix it-someone that can help me?

fallow elk
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@sterile surge yea, I have assets and a project I've been working on already, I'm just trying to find a way to make a dithering shader

sterile surge
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DitherTemporalAA node

fallow elk
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isn't that a material shader and not a post process?

sterile surge
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this might help

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oh post process

fallow elk
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yea, I figure a post process would be the best way to use it rather than apply it to every single mesh and material

sterile surge
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try cell shading or pixelisation?

fallow elk
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ooh lord that looks horrible

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I'm trying to replicate the look of silent hill 1 and soul reaver

sterile surge
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those were very low res

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so on big screens, it's going to be tough to replicate

fallow elk
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I already have low res post processing

late loom
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Any1 knows how to make an object not walkable

fallow elk
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@late loom disable collision

sterile surge
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here's the thing about PS1 rendering

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all of those are not polygons

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they're faces

fallow elk
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or, if it's intended to be solid, edit it's collision box so you can't walk onto it

late loom
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i need coliision

sterile surge
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that's why edges seem to dither. The edge face is clamped to the resolution of the PSX engine, causing a dithering effect

fallow elk
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no, there's an actual dithering effect there

sterile surge
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it's different than how N64 rendered graphics

fallow elk
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when rendered on an emulator, dithering can be removed and in some cases it was not due to limitations but to aid in the appeal of the render

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in silent hill 1 if dithering is removed there are color tears in the ground on draw distance

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the dithering hides this intentionally

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if I could just get something to mimic the dithering effect on render I'd be content

sterile surge
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like this?

fallow elk
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correct!

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see the lines towards the edge of the draw?

sterile surge
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yeah

fallow elk
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dithering removed, there are color tears

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like rainbows on the concrete of a gas station

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thats without dithering

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with soul reaver though, as far as I've seen in psx emulators and personal notes/research the dithering is rendered like a face that's a distance from the camera like a fog aid

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the best way I can imagine to make this myself for ue4 is either a specialized volumetric fog plus a post process filter

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but... I can't for the life of me find any helpful tutorials :/

whole quarry
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Why not just make ur textures like that?

tender flume
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can anyone help figure this out?

fallow elk
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someone has made all of this in unity, though. I've considered porting my progress to there.

fallow elk
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because every single texture and material having a dithering effect wouldn't look right, I need a draw distance dithering

tender flume
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there's only a color node connected to the BP

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what's the issue here?

whole quarry
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It just looks like low quality bmp images as textures to me

tender flume
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there's no texture

whole quarry
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@tender flume not talking to you

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@tender flume well, whats that image supposed to look like?

tender flume
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just grass without shadows

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there's shadows on it

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i disabled shadows in preview, it looks ok

whole quarry
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So those are foliage meshes?

tender flume
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yes

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so any idea @whole quarry?

fallow elk
whole quarry
fallow elk
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@sterile surge this is what I'm trying to get

whole quarry
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@tender flume shadows disabled here?

fallow elk
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just, in UE4 not unity

sterile surge
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Don't mean to be that guy

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free pack!!!

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๐Ÿ˜„

fallow elk
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๐Ÿ˜ฎ

sterile surge
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ain't that special!

tender flume
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yours?

sterile surge
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but, i wonder if they'll be compatable

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no

tender flume
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that looks great.

fallow elk
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google search algorythms are shit, man

tender flume
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oh but still at least i'm sure people will find it useful

sterile surge
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i'm just a racoon

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i dig through google instead tho

fallow elk
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legit exactly what I needed.

sterile surge
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awesome sauce

tender flume
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its a landscape grass type @whole quarry

sterile surge
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i'll get it too, i'm fiddling with a paper2d game

fallow elk
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now how to apply it, is my next quest.

sterile surge
tender flume
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i know the way to disable is by unticking and i've done that. just that the shadows still appear

sterile surge
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looks like he has blueprints up too

fallow elk
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I will be absolutely honest I have no idea to translate what is in these blueprints lmao

dim arch
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@sterile surge you can use the marketplace stuff but you need to update it manually sometimes

tender flume
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it's okay. i think i got it c:

fallow elk
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I have an interesting question actually

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in soul reaver for the ps1, there was a feature for traveling levels without loading screens called phase gates

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I wonder how they did them.

dim arch
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well they are seperate levels except you never see them load

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you can do it in UE with level streaming

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basically when you walk into a volume, it will load in the assets for the new level in preperation

fallow elk
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I do know that they used identical phase gate temple assets and textures with only the banners as a difference

dim arch
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asynchronously means that it will use a seperate CPU thread (other than the one assigned to the game thread) to load/process data into memory

fallow elk
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and then, walking the hallways to get out would have streamed the rest of the level

dim arch
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except, some functions cant be done asynchronously relative to the scene, so it will have a hiccup when it needs to load in the new object references into the game thread

sterile surge
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Yes Toku I even see hiccups with the Rachet and Clank portal on PS5 SSD

dim arch
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yeah im not sure how you can fix that, if you pre-cache a bunch of frames on the GPU you can then use that time to load in data, but it means you lose control of the character

rigid belfry
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what i would do to simulate seamless load is

dim arch
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I mean I guess its possible to cache the possible frames the player would move to while the gamethread spends time updating the scene (which means it cant send draw commands)

rigid belfry
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to actually animate the whole level transition

dim arch
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or interleave them or sth

rigid belfry
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and just fake it with an animated loading screen

green whale
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hmm intresting

sinful bone
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How can I download Unreal 4.25.0? I only have 4.25.1 and my client works with the older version. The only other options I have for installing are way older.

quiet latch
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@rigid belfry take a look at TerreSculptor... you can export slope maps and do all sorts of stuff

maiden sundial
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When would you guys use the term HUD over UI ?

dim arch
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HUD is "heads up display" ie something which is an overlay but you can still see through the camera

rigid belfry
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i like hand painting more

dim arch
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UI a user interface which is not used in conjunction with the camera, stuff like main menus, inventory etc

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I guess HUD is more of a VR thing now, stuff you see which is drawn over the rendered frame

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a lot of the HUD/UI elements are rendered in 3d space these days too

midnight gate
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i have no animation in blender but ye4 still imports 50 animation files

storm jasper
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for begginer

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is good to select with starter content

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or no?

midnight gate
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its only assets you can play with and some inside ue4 tutorials

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i wounlt recomend

storm jasper
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thank you

rigid belfry
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depends on what you're doing

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i think the default cubes and shapes dont come without the starter content

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you can only add box brushes and similiar

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plus theres also great noise textures in there

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i usually keep the starter content

midnight gate
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they do

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you dont need starter content to have the default shapes

rigid belfry
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i see

frank oar
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Hi,
I have an item from the marketplace called Kly's VR Hand poses
it is for version 4.23 so it will not go into my 4.24 project...

I would assume that if I can open the file I could just migrate the animations of the hand poses I want because that aspect would likely be universal right ? (and not require and update)

if this is the case, how do I go about opening it ? because I don't have that version...

I am still new to this aspect so I would be grateful for any advice!

rigid belfry
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anyway, i usally keep the starter content, but if youre working on mobile, then you shouldn't use it

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@frank oar have you asked the creator of the asset pack?

frank oar
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I just looked at the questions section and it didn't look promising.

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I also just assumed that I would likely be waiting a long time for a reply if I was to try to contact the creator...

storm jasper
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do you know a good tutorial for begginer?

rigid belfry
frank oar
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@storm jasper I advise you check out the learn tab in the epic launcher...

storm jasper
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ok

rigid belfry
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i dont think yt tutorials are that great for learning stuff

frank oar
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@storm jasper I wish I found this earlier...
I have been developing for 3 months, I have been using this for 1 week and have learned SO MUCH !

storm jasper
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oke bro

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thx you

fallow elk
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with destructible meshes, is there any way to simulate point of impact and isolate the destruction to a radius on the mesh?

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or would it just be better to create my own lines for some smoke and mirrors

rigid belfry
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i think the new chaos physics engine does that by default?

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while the built in mesh destruction is kinda okay but you cant do that stuff with

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i am just talking out my arse, though. so i might be worng

fallow elk
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I haven't had the chance to try chaos yet unfortunately

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I tried to install it and it kept giving me an error so I just glossed over and forgot about it

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the purpose is for semi-realistic tree chopping. I hate the idea of just smacking it and then it falls over, or a predefined cut line/animation for chunks to fall from

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I wanna make it so impacts fracture and splinter while still sticking to the parent mesh before falling after another impact eventually dislocating the mesh entirely

fierce tulip
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@rigid belfry please no nsfw images

paper kernel
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Anyone know about inner workings of blueprint Set variable?

fierce tulip
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even if its a crude pene drawing

rigid belfry
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@fallow elk i think you're trying to reinvent the wheel for no particular reason

paper kernel
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you could always slice procedural meshes

fallow elk
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yea I know, I want too much lol.

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I just want something that feels right

rigid belfry
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you can add a decal on the part you hit instead of actually simulating it

paper kernel
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ye I was just thinking, dent decal

rigid belfry
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and create some effects that look like splinters

fallow elk
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true, I could add a decal and then splinter meshes

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though chopping through the trunk, I'm not sure how that'd work

rigid belfry
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then on the last hit you can break the hit result, from there get the normal and add impulse to the destroyed mesh

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so it always falls down based on the last hit

fallow elk
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and then just pump up the strength and lower destruction spread

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that could work

oblique tangle
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Anyone know how I can fix this? I've got a cable component set up to spawn underneath my player's hand on tether, and as a result it's parented to my mesh, but whenever my player swings, the cable component goes crazy because of its physics component - is there any way to fix this?

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Trying to emulate a web dangling from the player's hand, hence the use of the cable component, so if possible, I'm trying to smooth the rotation and movement of it to be something much nicer

rain pecan
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Mornin' y'all, have a great one krauhappy

oblique coyote
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Hey so everybody i ran into a issue which is frustrating me beyond believe.
I work together with a Iranian buddy of mine who personally is quite a nice person but GitHub disallows adding people from Iran to repositorys because of restrictions because of some law. Are there workarounds to this issue/can anybody give me insight on a alternative solution to this problem ?

rain pecan
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Would a VPN work?

oblique coyote
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Not sure looking for a more or less simple alternative that wont requre some annoying workarounds.

rain pecan
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I'm not 100% sure, I know that with my vpn I can set my location so that could be 1 way.

craggy perch
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hi, all, does anyone else have issues with 4.25 and UFactory derived objects? They no longer show up in the context menu (on 4.24 it seems to work fine), has something changed in 4.25 transition that I missed?

oblique tangle
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Alright, I've figured out the issue with the cable component, but apparently I'll have to use C++ in order to fix it - Is this the only way to do so or is it possible to alter it in BPs?

candid heron
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So I'm following the unreal learning tutorial on bulding a level and the guy tells me to look for "sm_exo_bridge" when I search it up I get nothing, but when he does, he gets the assets. Is there something I was supposed to download beforehand?

wheat hare
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They use sm_ as a prefix for starter content in the third person template, maybe it's there.

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I don't know about any other starter content tho, maybe it's all got that same prefix.

candid heron
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I'm currently in the third person template and there is sm_ content, but not the exo_bridge

worthy lion
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maybe you have to tick the "view engine content" option

candid heron
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where is that?

worthy lion
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the dropdown to look for assets, in its options there are several checkboxes to display/hide content

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i mean for example the dropdown you get when you look for a material to apply to a static mesh

open eagle
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How can I get the world pointer from BP

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or do I need to make a C++ function for that

dusty latch
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Hi! I made a map and when I begin play with my character this happen with it... i didn't build the lights because it will be long time and my question is that is it because of this or something else wrong? (my map is an other mesh)

gentle crypt
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Where do i get the 'Send to unreal' Addon for blender?

whole quarry
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@dusty latch build lighting or set it to dynamic

dusty latch
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okay, thanks

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@whole quarry how can i set it to dynamic?

whole quarry
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click on the directional light and change it in the details panel?

dusty latch
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thx

tired bloom
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Iโ€™m trying to make
A game in unreal engine and itโ€™s FPS and there is a glitch so the floors always just go away. Can somebody help me with this?

whole quarry
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the floors just go away?

oblique tangle
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Anyone know any good documentation on button mashing events, or how I would go about recreating this button mashing event? Like this air vent opening in the Arkham series

midnight gate
storm dome
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I'm completely new to unreal does anyone know of a good video on making an FPS shooter I know the template they give you has a gun but I wanted to know how to make it look more like a real gun with bullets

rocky radish
midnight gate
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how do i spawn from the blue actor variable?

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ok its working

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but i dont see the actor appearing

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even tho it says spawned

merry gazelle
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Any idea how to make my multigate change output from inside a function? In my example it always prints "A1". I want to loop A1, A2, A3, A1...

wheat hare
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Set the scale up 10x on z so you can see it

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That tells you where the transform is messed up and gives you funny stuff to look at

midnight gate
wheat hare
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@merry gazelle I would use a counter for that instead of multi gate, just an integer counter that increments by 1 every time it executes and resets when it hits the max. I'd use that to gate it.

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Mainly because I know how to reset a counter to 0 but idk how to reset that multigate function if it's interrupted.

midnight gate
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why is this not working

merry gazelle
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ok cool thanks

wheat hare
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And I'm not sure what you're trying to do, but if the operation is interrupted in the middle of the sequence, you can set the integer counter back to zero with one instruction

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Looks like that multigate has a reset too ๐Ÿค”

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But don't forget to reset it.

midnight gate
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pls somebody help me

wheat hare
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I disrupted air travel in the entire United States for 15 minutes in 2003 because I didn't reset an incremental counter.

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@midnight gate I'm not exactly good with this, but Distance looks like a float you're trying to add as an array element so you can use it as a condition on your logic gate and.... I'm not sure it works that way

midnight gate
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there are 0 floats in this whole code

wheat hare
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See if it works without your conditions

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What is distance?

midnight gate
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no it doesnt work without the condition either

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what distance

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are you sure you looked at my screenshot?

wheat hare
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I guess I can't read your screenshot because it looks like your variable is called Distance

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Maybe it says Database

midnight gate
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i think its party data

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its a boolean

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array

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it seems that i cant seem to get an actor from my actor array

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since print string gives me nothing when i put it in there

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so is spawning yes

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but its spawning a nothing

wheat hare
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So you're trying to get a single boolean out of an array of booleans?

midnight gate
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guess i gotta set the actor array difrently

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that is not the problem

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the problem is im trying to spawn actor from a variable

oblique tangle
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@midnight gate Check if the bool is firing on true

midnight gate
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oh i know

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guys you are not listening thats not the problem

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the boolean is fine

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its the spawning thats not working

oblique tangle
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I'm just asking chill out

midnight gate
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because the array is empty

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why is it empty you ask?

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well its cuz i forgot to save and load it into my save game

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silly me

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thank you for the assitance

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i dont know why my brain starts working when im in this chat

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god damn it its still not working

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did i fail at saving?

oblique tangle
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What's your transform doing

midnight gate
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its just set to 000 because the spawn node doesnt work if you dont tell it where to spawn

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im not overwriting the data right?

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can i even store actor refrences in a boolean?

queen pond
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question about unreal...we have 3 people working on a project, 2 devs and one designer ... we buy plug-ins and props... is there a way we can have a single account and all 3 of us work from that account or is there another way we can do this?

midnight gate
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it gives me the index number but no actor

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@queen pond i think if you all log into the same account it should work

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but i havent tried that

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why is the array empthy

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i dont get it

cloud briar
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Hi! Should i place Lightmass Importance Volume in my project?

midnight gate
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the save is empthy ๐Ÿค”

cloud briar
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Im trying to make a full raytraced game

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i dont need any baked or faked light...

dense aurora
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Guys i need help with something

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i have triggered music

cloud briar
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I wil use HDRI, and point and spot lights...

dense aurora
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and i want it If the character moves then the Low Pass changes

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idk how to make it work

midnight gate
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@cloud briar i dont think ue4 can provide that

cloud briar
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Why?

dense aurora
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this is very hard lol

rocky radish
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idk how to make it work
@dense aurora in the condition of the branch get the axis value and check if its different than 0 if thats what you want

dense aurora
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I want it

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if the Character is moving then it triggers the true value

rocky radish
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then thats what you have to do

in the condition of the branch get the axis value and check if its different than 0

dense aurora
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and how exactly i do that

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idk the node for that

rocky radish
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!=

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float != float

dense aurora
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im not using C++

rocky radish
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in bp thats the name

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i'm pretty sure

dense aurora
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this thing ?

rocky radish
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yes

dense aurora
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never tried this lol

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hmm

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i cannot find the default speed

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for the character

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nvm

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๐Ÿ˜„

wheat hare
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@dense aurora that's a pretty cool effect man, nice idea

rocky radish
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i cannot find the default speed
@dense aurora max walk speed?

dense aurora
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hmm

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im doing something wrong

mint umbra
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Is it possible to make the Epic Launcher -not- close when opening an UE4 project?

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Annoying when Im checking the MP while loading my project that it just shuts down

dusky crest
rocky radish
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im doing something wrong
@dense aurora why? what issue are you having when testing it?

open wadi
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The background music in that video makes my head explode.

dense aurora
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problem is

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the low pass does not change

dusky crest
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sorry

wheat hare
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@dense aurora if you're going to base events off character movement maybe you can add a half delay to make sure the movement is purposeful before the event executes anything

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*half second

dense aurora
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its not even running when i play it

rocky radish
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are you connecting it to any event?

wheat hare
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Your branch isn't executing

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Connect that pin boi

rocky radish
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does it work as you wanted now @dense aurora ?

plush yew
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Why can't i possess my playercharacter after dragging some big assets into the map?

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the camera just hangs there and i can't move

rocky radish
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@plush yew maybe your assets are giving you collision issues

novel oriole
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How would I check if a vector is inside a mesh

wheat hare
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Get actors in radius?

plush yew
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@rocky radish i disabled collision spawning

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"always spawn"

rocky radish
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no, i meant if the player is inside a collision, that may cause issues

wheat hare
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It can force you outside the collision boundary ๐Ÿ‘†

rocky radish
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try moving it away from these assets and see if it still happens

plush yew
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ah, right

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ah that was it

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thanks man. I wouldn't have found this quickly without you. ๐ŸŒป

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thanks @rocky radish

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oh, no thanking system here

rocky radish
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you're welcome @plush yew !

rigid belfry
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is there a way to make these buttons more appealing? maybe make them round?

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also why am i getting this error when i am only creating and adding the widget 1 time?

plush yew
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@rocky radish this was the perp: My triangle shaped stars had a huge collision around them. ๐Ÿฎ ๐Ÿ”ซ

rocky radish
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is there a way to make these buttons more appealing? maybe make them round?
@rigid belfry add a texture to them

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also why am i getting this error when i am only creating and adding the widget 1 time?
@rigid belfry do you have 2 add to viewport nodes? (or add to player screen)

dense aurora
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@rocky radish i tried to connect it

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to this

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but the statement was always false

rocky radish
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are you changing the default speed anywhere?

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remember: default speed is different than current speed/axis value

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@dense aurora

dense aurora
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oh

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i solved it

rigid belfry
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@rocky radish i am pretty sure i have not, but what else could it realistically be?

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i had my widget be created in the level blueprint originally, then i deleted that and moved it to the game mode

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i'll try restarting the engine

rocky radish
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can you show me the part that you create and show that widget in your bp?

dense aurora
rigid belfry
plain terrace
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Better than wat I would do

rigid belfry
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there are no more add to viewport nodes in my whole project right now

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i'll restart right now

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its still giving me that error

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but why

plain terrace
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Sir Daniel to save the day

wide quarry
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im having a problem while packaging UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPhysicsCore: Error: PHYSX: (D:\Build++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!

rocky radish
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try removing the 'widget to focus' @rigid belfry

wide quarry
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can someone help me ?

rigid belfry
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still giving me that error

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for some reason

rocky radish
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are you referencing that variable anywhere else?

rich rose
#

Hi guys Im getting this weird shadow effect when my camera is far away from the object? and it moves in a weird way when the camera moves. Any reason why?

rigid belfry
#

@rich rose something related to either the LODs or the culling distance

#

btw, i am not referening that variable anywhere else. i just created the project

rocky radish
#

@rigid belfry are you 100% sure that there is NO other class creating that widget?

rigid belfry
#

same goes for create a widget

rocky radish
#

ok i'm out of guesses, the engine is acting crazy

rigid belfry
#

yeah

#

i mean

#

it just crashed on me

#

so i guess it was something related to memory leaking

#

i'll restart the machine just in case

rocky radish
#

ok

plush yew
#

Hello

rocky radish
#

hello

plush yew
#

Anyone plays UT in here?

clever sequoia
#

Hey guys,
I am a cinema 4d user and I am searching for a "realtime" bridge to ue4. I know, that there is the cv-c4d to ue4 plugin, but it is not available for the newer ue4 versions. I hope that anybody can help me to find a bridge! Btw. I also know that you can import the c4d files directly, but it is extremely complex to delete all files and import them again.
Greetings Jonny

plush yew
#

,help

wide quarry
#

how do i know which convex mesh is invalid?

rich rose
#

@rigid belfry I did generate LODs. They seem to work based off the LOD Coloration view. But the same effect happens. Since these are animated, they are skeletal meshes. How do I access the culling distance for SKeletal Meshes?

mint raptor
#

is viewport different then in game window?

#

Trying to better understand the concept of "Viewport" in the code base

wide quarry
#

someone?

wheat hare
#

@mint raptor your viewport is what you look through to design your level

#

In the editor

shrewd shuttle
#

Hey, what happened to the delay node in 4.25?

#

i cant find it

exotic thicket
#

It's still there.. you're probably trying to use it in a place where you can't use latent actions like it

shrewd shuttle
#

im trying to place it in the normal character event graph

#

it pops up in an earlier engine version in the same place but i cant get it in 4.25

mint raptor
#

@wheat hare I know that, but there is code that lets you access viewport at any time and I'm wondering what the purpose of that would be in a game at runtime if Viewport is an editor only thing? Yet Viewport is actually a runtime not editor only thing in source.

grim ore
#

@shrewd shuttle delays nodes are latent and do not work in certain circumstances, inside of a function for example. that could be what you are seeing

soft fiber
#

Learning to use grass and I'm getting this warning, but I only have a small portion of the scene with grass. The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component. Is this a normal message?

#

@shrewd shuttle I just used a delay node in 4.25 last night.

copper mesa
#

Is there an easy way to rotate object along an axis indefinitely with blueprint?

#

Tried using Add/Set Rotation the axes messed up overtime.

soft fiber
#

My lightmap resolution for the grass is set to 64, is that to high?

white relic
#

Would anyone be interested in creating a storm chasing game with me. I need coders

copper mesa
#

The problem I'm having is I added a value to y axis but overtime the object transform in every axis once they reached either 90 or -90. I.E. my rotation X went from 0 to 60 with no reason.

plush yew
#

gimbal lock maybe. you haven't explained the problem that well

sweet relic
#

hey anyone have issues getting the windows xbox game bar to work correctly with games packaged/run in 4.25?

#

if i turn on game features it doesn't seem to come up when i press win+g

#

i get a loading cursor but the overlay never appears

#

seemed to work find when i was using 4.24*

rigid belfry
#

is there a way to know wether a widget has been already created?

#

would a validated get even work for widgets?

sweet relic
#

not sure if it is a problem with the engine, my environment, or MS' software (probably the latter ime)

rigid belfry
#

i am creating just 1 main menu widget, yet the engine gives me this error

sweet relic
#

hmm not sure if get all actors of class works on widgets

rigid belfry
#

even though i am only adding it once to the viewport. i serched in all my blueprints for a add to viewport and there's just one

sweet relic
#

you could store a ref to your widget and check if it is not valid before creating one

#

the cerate evert might be getting called twice?

rigid belfry
#

ironically the validated get fixed the problem

#

but why the hell was the blueprint trying to create the widget 2 times?

open wadi
#

I like your avatar @rigid belfry

#

Is that your cat or some meme I'm unaware of?

rigid belfry
#

its a meme

zealous cloak
#

Whats the best way to handle audio in a game?

#

or a good way?

#

i have offset voices and audio that is palyed, when picking up sth or completing specific tasks ingame

#

can i have an audio component in my gamestate and overwrite it anytime?

rigid belfry
#

how do i improve it

zealous cloak
#

Is it the actual level map with a simple HUD?

rigid belfry
#

no, the i found the image when searching for stylized forest, allthought this is the direction i'll be taking my game

#

i'll probably have an animated sprite to simulate an alive world instead of using a static image though

#

i like it right now, allthough i can already see some potential changes i could do. but then again, should i really try a new approach when i already found something i am pleased with?

white relic
#

Does anyone know of a program that can generator 3d noise textures

carmine garnet
#

isnt that the cover to an addon? @rigid belfry

#

i think i own that

austere bay
#

@white relic not sure how much helpful, but you can try Materialize? it's damn good with generating textures in general.

#

How can I copy .uasset files into the engine?

carmine garnet
#

it is

#

if you but the addon you could just take a video of that scene in that exact angle

digital badger
#

Seems old though ( 5 years)

versed lion
#

Can someone help me with the node attaching actor to component ? i am having a struggle

carmine garnet
#

nobody responds to eachother on this channel

versed lion
#

XD

#

everyman to himself here

carmine garnet
#

@rigid belfry make a physically rendered menu

#

100%

#

use the built in 3d text plugin

#

set up a lil scene

#

can put fire and stuff too

#

also its really easy to upload fonts

rigid belfry
#

the problem with "live" menus is that they'll end up eating pc resources for no particular reason

rocky radish
#

Can someone help me with the node attaching actor to component ? i am having a struggle
@versed lion what problem are you having?

rigid belfry
#

you can make animated images out of gifs in unreal through sprites, so i dont see the difference

versed lion
#

@rocky radish can we talk in private i don't wanna spam here

rigid belfry
#

you can 100% spam here

rocky radish
#

i'd rather not talk in private, it's ok to talk here though

rigid belfry
#

@carmine garnet its a nice idea anyway

versed lion
#

ok ok

carmine garnet
#

the reason is that its cool

plain terrace
#

it wont let me put .wav files into da engine

rocky radish
#

it wont let me put .wav files into da engine
@plain terrace why? is it giving you an error message?

plain terrace
#

yes

rocky radish
#

what error message?

plain terrace
rocky radish
#

whats in output log when you get this?

rigid belfry
#

well show us the output log

plain terrace
#

how do i do that

versed lion
#

When my player opens a chest it will spawn an axe, now the axe has a widget that will say " press f to pick up axe" when this widget is deployed a boolean variable get's triggered "test (Allows the player to pick up) but it doesn't pick it up after i press F it seems like it doesn't get call after all

rocky radish
#

window->developer tools->output log @plain terrace

plain terrace
#

fun stuff

rocky radish
#

When my player opens a chest it will spawn an axe, now the axe has a widget that will say " press f to pick up axe" when this widget is deployed a boolean variable get's triggered "test (Allows the player to pick up) but it doesn't pick it up after i press F it seems like it doesn't get call after all
@versed lion when you press F the function doesn't get called, is that what you mean?

rigid belfry
#

is the create advanced session node missing? i cant find it even when not using the contextual search

versed lion
#

yeah even tough its fixed

#

i will screen shot it

white relic
#

reinstalls 4.24.3 please dont crash please dont crash

versed lion
rocky radish
#

whats in the 'pick up the axe' function?

#

and where are you setting that 'test' bool

#

?

#

@versed lion

versed lion
#

Can't speak at all this internet man....

#

ok i am ehre sry

rocky radish
#

?

versed lion
#

here*

rocky radish
#

ok

versed lion
#

i had internet problem i couldn't send message

#

The test is in the player's variables

#

its uploading the iamge of the axe blueprint pls wait ๐Ÿ™‚

#

I can't upload images...

#

this is the axe's bp

#

@rocky radish what do you think?

lost marlin
#

i reinstalled unreal after i reinstalled windows 10, now I can't open my projects in the launcher bc it says they dont have an app associated with them, and if i try to open them directly with the unreal engine, it tells my im missing VCRUNTIME140.dll

#

how do i fix that?

versed lion
plain terrace
#

i made a menu screen and when i go into the main level , the camera does not follow the mouse (using defualt first person template)

versed lion
#

because when you are in a menu

#

the camera movement gets disabled

plain terrace
versed lion
#

see

#

UI only

#

make it UI and gameplay

#

this for menu level
@plain terrace

#

hope it helps

plain terrace
#

i set it for a reason in main menu so that you can move

#

i think i have another idea tho

#

gonna see if setting it to ui and game after the start button is clicked will work

versed lion
#

go for it

plain terrace
#

yeah it still doesnt work. I can move the camera if i click on the screen and drag

#

but not by simply moving the mouse

#

should i set mouse lock mode to something?

rocky radish
#

because you're setting it to UI and Game, set it to game only

#

@plain terrace

plain terrace
#

mm yeah that makes sense

#

the loading time between the two levels takes like 1 minute lol

rocky radish
#

lol

plain terrace
#

yee dat didnt work either

#

imma delete something first to see if its causing the problem

sweet relic
#

anybody know how to set the collision profile apex destructible?

#

the chunks keep triggering my line trace

plain terrace
#

mk it works now, thanks yall

marble hazel
#

I am trying to play a sound from an ambient sound actor and the starter sounds all work correctly and I can hear them but the one I imported I can not hear

#

When I press play on it in the editor I hear it fine

#

Does anyone know why that would be the case?

sweet relic
#

hmm the sound itself might have an autoplay setting

#

or maybe set it to 'ui sound' if you want it to play always

plain terrace
copper pike
#

I have a question

#

I am really stuck on this. I'm doing a tutorial and I need to create Blend spaces, and I need to set the X Axis Range and Divisions, but I can not find this anywhere under Parameters, what do I do? I am truly stuck here

brisk nimbus
#

Quick question about Unreal naming conventions...
Does it matter wether I name assets following a styleguide BEFORE importing into an existing project, or AFTER (inside the contentfolder)?
Iยดm used too much to an offline workflow, so Iยดm afraid itยดll take me a while to adopt a strict naming habit and I donยดt wanna mess things up...

dreamy lake
#

Im trying to replicate an object array in blueprint - yet whenever I try to update it from the server it doesn't get replicated on the client - any ideas :/ ?

rigid belfry
plain terrace
#

who needs* buttons when u have rocks

#

do you actaully have a working multiplayer game?

merry vale
#

My project canโ€™t seem to load almost all of the files I put in it, Iโ€™m extremely confused and upset as I have been working on this for 3 hours.

grave radish
#

Try loading them though the file folders instead

prisma plank
#

my work is done for the day
@plain terrace "lighting needs to be rebuild" )

plain terrace
#

nani!

grave radish
#

How do you stop your viewport from constantly rotating?

#

I unplugged all devices and it is still doing it

merry vale
#

How do you load through file folders

#

U mean just import them all

lime gull
#

When I package my game it just breaks. Works fine in the editor / standalone

But when I package and play it after loading a level it breaks

rigid belfry
#

@plain terrace its just empty sessions for now, but thats the goal ultimately. i still have to figure out wether to have a player hosting the server or wether i'll want to host it myself

#

i dont really wanna use steam so its a lot of reading i'll have to do

#

i really wanna get this multiplayer stuff done, so once i got mannequinns running around i'll work on an actual game

plain terrace
#

wats the game about?

rigid belfry
#

no idea

plain terrace
#

lol

rigid belfry
#

something toon looking

#

thats for sure

#

i'll brainstorm something once i get there

plain terrace
#

yee

rigid belfry
#

don't get me wrong, i already have a general vision, but at this stage it really is pointless to spend so much on brainstorming stuff

plain terrace
#

mmm i just have a simple idea

#

and im gonna work on it for the next few months and hopefully ill get something out of it

rigid belfry
#

good to hear

#

i've done training projects for so long ahah

#

havent started a "game" in more than half a year now

plain terrace
#

lol this is my first project

#

first game

#

and i started, 4 days ago

#

i do not plan on making a multiplayer game so its gonna be a lot easier

rigid belfry
#

i see

#

just remember to keep things very simple and very basic

#

or you're gonna burnout

copper pike
#

what do I do about being unable to find x axis division and range? all I see is "Maximum Value"

plain terrace
#

all i want to do is make a car that works, and then allow players to pick up certain objects

#

then build off from there

copper pike
#

I searched in Details but didnt find it

plain terrace
#

ya can send screenshot or somethin so it might be easier for others to understand, otherwise i have no idea wat ur talkin aboot

copper pike
grave radish
#

Bottom Left Keeps rotating in circles

rigid belfry
#

theres a reset to default layout options

#

in the top left under the windowS tab

grave radish
#

Where is that?

#

Nevermind, I found it. It is still rotating though

misty folio
#

hey im tryng to remove that blue haze its the part of BP_sky_sphere im using this because i want stars and if i delete it then i dont have any other option for stars.. anyone can help me for making simple stars? thankss

marsh valley
#

I've succeeded in setting up a LAN server that I've been able to connect to from my machine. If I give someone my project files, and they get it set up in their engine, then I host a dedicated server via the same method (cmd line), but using external IPs and ensuring ports are open etc, will they be able to just connect to the server I've set up via the same method?

proper stump
#

I want to detect when the 3d person mesh, the actuall mesh not the capsule is hitting a simple collision box, how should I set the collision of the mesh component of the 3rd person character?

carmine garnet
#

@grave radish add controller input per tick with the correct value in the opposite direction

proper stump
#

can be seen in the image, the hands, fists have hit boxes... i want to detect hits on other 3rd person characters... cant figure out the collision settings

carmine garnet
#

Collision settings are a bitch

proper stump
#

yup

carmine garnet
#

@proper stump when it is overlapped do a sphere trace down the arm

#

Will give you much more useful data

#

Normals and stuff

#

Just better ya know

proper stump
#

the hit box, yes, it is attached to a socket.... i can see it in debug mode, "show collisions"

grave radish
#

@grave radish add controller input per tick with the correct value in the opposite direction
@carmine garnet Where?

carmine garnet
#

It was a joke

#

Sorry

#

I dont know how to solve yiur problem

grave radish
#

I'm worried it might be my project. Can you move a project to another one?

exotic thicket
#

Wait your editor viewport is just spinning by itself? You don't have joysticks or gamepads plugged in by any chance?

#

or any other non-mouse/keyboard type input devices

fluid bronze
#

So i know about a website and there you can build a ue4 blueprint on the website does anyone know the name of this website?

ashen ermine
grave radish
#

@exotic thicket I have tryed unplugging all of my devices and bluetooth dongles. It is still spinning

#

I can try some more. It seems to be doing it on its own, but I can slow it down with the mouse

exotic thicket
#

Did you restart the editor after unplugging them?

grave radish
#

I think I found the source of the problem... I have a guitar hero controller that was unpaired wrong. But Now I cannot get it to stop (The whammy bar is causing this)

#

Wait It worked. I divebombed the bar and turned it off, that fixed it. Sorry for causing a scene today

exotic thicket
#

:D

#

Yeah there was somebody else with the exact problem like a week ago

fierce forge
#

how i can make a advanced minimap with scene capture 2d ?

dim gate
#

I want to make a UWP build for a game I'm working on but the fork that lets you do that is 4.19

#

so what do I do

north prawn
#

I never even dared to mess with networking/online things before. Heck, I've only done a few crappy "game" prototypes in Unity.
How hard is Unreal for a noob? I would probably use Blueprints. I'm really scared of how difficult making the game multiplayer is tho

glass dirge
#

Anyone know of mass amounts of material? I need help finding where to start if someone can DM me.

autumn elbow
#

I got the Try Rebuilding from Source pop up... but it's a BP project. Anyone know how to fix it?

harsh tiger
#

when you click an actor in the viewport and press "F" your camera moves to that actor.

is there a way to trigger that "F" action in blueprint in a editor utility widget?

#

through a console command or something maybe?

autumn elbow
#

HOME key

brisk urchin
#

Can someone help with this weird fps glitch? I have the UE4 app split into 3 monitors. Main monitor has viewport, other has content browser and the 3rd has details windows. My fps counter is on, when I click on then content browser the fps goes up to 120fps but then when I click on the viewport it hard locks to 40fps. Any tips?

glass dirge
#

How does someone change the movement of the base blueprint? I don't know how all modules work, an example if you need one is Lego Universe's movement.

exotic thicket
#

typically you would use a movement component to process movement things

jolly sage
#

How can my friend and I work on the same project at the same time

exotic thicket
#

there's a few builtins of varying complexity

glass dirge
#

is there a way to stop SteamVR from oppening?

#

thank you

copper pike
#

How do i find x axis division and range in Blendspace?

glass dirge
#

Where do I turn off VR plugins?

exotic thicket
#

it's in the plugins menu

glass dirge
#

thank you

static sparrow
#

I keep getting this message when trying to create a child blueprint of an abstract parent that I made. I can't find anything on Google about it.

Anyone ever gotten this before?

#

I tried doing the refix redirectors or whatever, on the containing directory. No change.

#

And FYI, this came shortly after a crash and reopen of UE, if that matters

blazing mural
wraith wyvern
#

Is it possible to add a freezing system or a over heating system when you go in some parts of the map? Like the forest

#

Plz @ me if you know how i have to go afk

plush yew
#

can a static mesh be resized without resizing the texture?

long thicket
#

when i render a final movie through sequencer, the post process volume doesnt seem like it takes effect at all, anyone got an idea?

#

well actually no hold on, im not using post process volume, im using the post process settings in the cine camera actor* my bad

frigid needle
#

Looks good, Conspiracy. You're selling a Helicopter Horse game, yeah?

blazing mural
#

I dunno, I was thinking Horsenado, but I wouldn't want to invite legal action

remote tide
#

Do I need to restart the engine when changing min screen radius for light culling in project settings?

hallow compass
#

Why is Unreal not using my full CPU and GPU? It's sitting at 30 FPS using about 30% of my GPU... any ideas? I have done all the LOD's

copper pike
#

how do I find X axis Divisions and range in Blendspace? I really can't find it at all

bitter iris
#

@hallow compass why do you want it to use all? then youd be struggling to do anything

hallow compass
#

because I am getting 30 FPS but it's only using 25% of my GPU

#

So it isnt even pushing

muted jasper
#

Hello everyone. I was wondering if someone could help me with this question. When you are packaging a project for use on a Mac, do you use IOS, or Linux?

bitter iris
#

open console and type T.MaxFPS 200

muted jasper
#

Sorry, I will go to the appropriate section.

hallow compass
#

That did nothing ๐Ÿ˜ฆ

plush yew
#

tommow

hallow compass
#

It's just using 25 - 30% of my GPU lol

plush yew
#

try setting power to maximum performance

#

in your gpu / computer settings

#

if you have a laptop, make sure its plugged in

bitter iris
copper pike
#

is there a channel for blend spaces? ๐Ÿ˜ฆ

hallow compass
#

That box is already unchecked. I can get 100+ FPS when looking at the ground etc

#

But when looking anywhere else I get like 30

bitter iris
#

in console type stat unit

hallow compass
#

But the GPU is not even trying

#

I did that

bitter iris
#

whats the frame times

plush yew
#

you could be getting high fps but crummy frametimes

bitter iris
#

GPU, Draw and Game

plush yew
#

is your gpu overheating?

hallow compass
#

GP is not overheating, it's not even trying mate

bitter iris
#

seems like youre reaching the limits of your hardware

plush yew
#

do you have a nvidia gpu?

bitter iris
#

looks like a basic scene and youre at 21ms frame time

plush yew
#

yeah, if you're on low spec stuff, im sure that grass aint helping your fps or rendering times

bitter iris
#

2060 isnt low spec

#

just very unoptimized assets

plush yew
#

he has a 2060??

bitter iris
#

look at the screenshot

plush yew
#

it wont let me zoom

bitter iris
plush yew
#

nvm

#

yeah

#

thats insane

bitter iris
#

@hallow compass can you go to view modes and go to overdraw

plush yew
#

you should see if its overheating

#

I always have my gpu fan maxxed out

#

and I turn up the power limit so it doesnt throttle

bitter iris
#

its nothing to do with any of that

plush yew
#

hm

bitter iris
#

hes bottlenecked with crappy assets

hallow compass
plush yew
#

sorry idk then

bitter iris
#

yeah quad overdraw

plush yew
#

does this sort of thing happen a lot with homemade assets?

bitter iris
#

depends on the tri count per model

#

fog can drag it down by around 2-6ms depending on the quality

hallow compass
plush yew
#

uh

bitter iris
#

not as bad as i thought

plush yew
#

is white super bad?

bitter iris
#

yeah

hallow compass
#

I have setup LOD's manually

bitter iris
#

but he doesnt really have white

hallow compass
#

and decreased the tri count manually on all trees and grass

plush yew
#

he barely has red

bitter iris
#

id say shaders but theyre broken

#

one thing i can suggest is turn on zpass

hallow compass
#

What is that and how do I switch it on? ๐Ÿ™‚

bitter iris
#

ill get it for you now

hallow compass
#

cheers

bitter iris
#

confuses me why its that bad like lol

hallow compass
#

I checked memory pool size and it's set to 4GB btw

bitter iris
#

i get 4ms on a open world

hallow compass
#

4ms draw?

#

or game

bitter iris
#

overall

plush yew
#

its using like less than half of his vram too

#

which is weird

bitter iris
#

Go to project settings > Optimizations or just search early z-pass

hallow compass
bitter iris
#

copy my screenshot

plush yew
#

Should everyone have that on?

bitter iris
#

id suggest it

plush yew
#

Wait could it be occlusion culling related?

#

He said his fps changed when looking around

#

which might explain the sudden spikes and drops?

hallow compass
#

I can show you my LOD's if needed. And grass foliage type with the culling etc

bitter iris
#

dw

hallow compass
#

I have 4 tree meshes

bitter iris
#

if you can do Stat GPU

hollow knoll
#

Hey all, I'm building a project for the Oculus Quest, but I keep getting this warning that might be causing it to crash (amongst a few others)....

LogPlayLevel: Warning: 06-22 18:37:54.205 9289 9310 D UE4 : [2020.06.23-01.37.54:205][ 0]LogConfig: Setting CVar [[r.PrecomputedVisibilityWarning:0]]

#

I can't seem to find any solution for this.

hallow compass
#

Its restarting now

bitter iris
#

okay

#

itll reduce your overdraw more, and just help a bit

#

once youre back you may need to compile shaders, then print screen when you do "stat gpu"

#

that way we can see if its basepass, shadows etc

hallow compass
#

I am using movable lighting btw as we have a day / night cycle

#

No other choice there

bitter iris
#

so am i

#

your timings shouldnt be that high

hallow compass
#

ill screenshot soon. Project is taking ages to load back up lol

bitter iris
#

yeah np lol

cyan pasture
#

Hey guys, can ony one of you help me?
I developed a game for mobile.

For Lighting I'm using the sun and skyp bp.
https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/SunSky/index.html

the sun itself is too bright so I had to adjust the exposure in a post processing volume, and player camera.
Both of them are manual exposure. And I could calibrate to a "wanted lighting", when I preview on normal and mobile editor it looks really fine, but when I export the package into a built apk, the lighrs are blown up and the scene is complete white.

Using Unreal Engine 4.25.1

An overview of the setup and usage of the SunSky Actor with the SkyAtmosphere component.

bitter iris
#

@hallow compass heres how i set things up roughly, green is LOD0-1, Yellow & Orange LOD2-3, Red LOD4 (Imposter) this is at 4-5ms, dynamic lighting, zpass on, i think i can help you get that number down im happy to help

hallow compass
bitter iris
#

lol

#

rocks?

plush yew
#

why so many tris

hallow compass
#

This isnt the right map but yes I have rocks

#

Ill switch my my map now

bitter iris
#

lmk what that tri count is for them ๐Ÿ˜„

#

by the looks easily 3-5k

plush yew
#

that rock could be cut down to like 100 tris

#

and still have the same lod

hallow compass
#

Ill check in my map what they are

plush yew
#

those look less tri infested

bitter iris
#

do stat gpu @hallow compass

#

in lit

hallow compass
surreal laurel
#

quick question - could anyone point me in the direction of some resources/tutorials on basic bird/flying creature AI? My aim is to create a VERY basic bird ai that would basically circle around, land, takeoff and circle again.

bitter iris
#

stat gpu

hallow compass
bitter iris
#

oh

#

HZB

#

lol

hallow compass
#

what's that?

bitter iris
#

in console type "r.HZBOcclusion 1"

plush yew
#

I figured it was occlusion related

bitter iris
#

yeh was eventually gunna get down to that as that fucked me over when i started out ๐Ÿ˜„

plush yew
#

should I do that for my project as well?

bitter iris
#

sory

hallow compass
#

After the change

plush yew
#

LM

bitter iris
#

do r.HZBOcclusion 0

plush yew
#

LMAO

#

43 -> 9

hallow compass
bitter iris
#

yeah so thatll be your problem

#

erm

#

go back to 1

#

also

plush yew
#

Hes using the adjustable lod thing

hallow compass
plush yew
#

that you can do when you start a project

bitter iris
#

the post processing, i assume youre using volumetric fog?

hallow compass
jolly sage
#

@hallow compass how did you get that menu?

plush yew
#

He turned on scalability when he started the project

jolly sage
#

can you enable that in a project that has already been started?

grim ore
#

that is an option in any project in the settings drop down menu on the main toolbar

#

the actual little yellow thing on the viewport is a recent addition if you are using a lower than default scalability setting so you know it has been changed

bitter iris
#

ah okay

grim ore
#

when you go to medium and below it uses a different set of materials most of the time and a few things are disabled so it used to confuse people why their world would look weird without light or shadows and it was due to their machines dropping to lower settings without them noticing lol

jolly sage
#

thank you so much for telling me about this im new to unreal and this is pretty confusing lol

mighty copper
#

looking for a good tutorial for mounting and unmounting a horse as well as holding & aiming a weapon like a lance in 3rd person view... I haven't found anything that shows the true in and outs of this from beginning to end... and ones I have found sound more like stereo instructions more than showing what they're doing and the why so you can learn... Anyone know of any? let me know please.

dim arch
#

that has a lot of components to it, especially animation systems

#

you would need to learn 3d modelling and animation as well as UE systems

#

you need to learn animal/human anatomy, organic modelling, animation, UE animgraph, blueprint etc

#

texturing, material creation

mighty copper
#

I appreciate the info, bulk of which I already know... just looking for some better tutorials than what I've found so I'm asking around to see what others have come across....

dim arch
#

I mean if you know how to model it and create the animations, then you just need to learn how to use the animgraph to blend between different animations based on state based logic set in blueprint

#

I dont think there is one specifically on how to mount a horse but the principle is the same

mighty copper
#

I'm looking for different ways to do the same thing so I can see how other are getting their result versus mine and possibly come up with a better way of doing it... Do you know of any tutorials that touch on what I'm looking for?

plush yew
#

does anyone know if the basic tutorial series for a first person shooter is a decent base for a beginner?

#

We take a look at how we can setup a projectile for a weapon, showing you how to create the socket and spawn the projectile actor.

We go over all the blueprints and skeletal work required to get our weapon/gun firing for our first person shooter.

โ–บ Resources: https://www.vir...

โ–ถ Play video
distant totem
mighty copper
#

@distant totem That is a great one... I've seen it looking for others. Thanks

distant totem
#

I swear that i've seen horse lancing tutorial somewhere on pateron, it would cost money though

azure vault
#

Does anyone have any experience using quixel megascans in their project? I tried using just one megascan model and baking lighting took all night/and unreal crashed a lot to the point I gave up on the project. I'm considering doing a new PC build to try to build a game that has bunches of megascans (like maybe 40-60+) but I'm unsure of what kind of computer I would need to actually be able to work on the project at a reasonable development speed. e.g. would I be looking at needing to get a 3990x threadripper and 256GB of RAM or could I get away with something more sane like a 8 core board and 64GB of RAM or something?

distant totem
#

what are your specs right now? and can you link the asset?

#

or screen it from bridge

azure vault
#

I'm not on the PC that had the project, it actually overheated and blew up the video card lmao

plush yew
#

LMAO

#

sorry for your loss

azure vault
#

but, it was a i7 3770k board with an older hd7990 boost model or something IIRCC

#

and the model was I believe one of the big trees

distant totem
#

what kind of video card? most cards have some kind of thermal throttling that would shut the card and PC down before it reached like 85c or something

mighty copper
#

@distant totem If you can locate the Lancing tutorial, Money doesn't matter as long as it's worth it... and shows what I need...

#

@azure vault sorry that happened... always rough losing you machine...

azure vault
#

@distant totem yea, something must have went wrong but idk what, all I know for sure is that when I took it out there were clear burnmarks on the video card

mighty copper
#

sound like no cooling or a power spike.

azure vault
#

it's alright though, it was an older build and probably due for a new one anyway

mighty copper
#

was your power supply toasted as well?

azure vault
#

not sure, I didn't try to salvage it

#

but, now I'm trying to figure out if it's reasonable to actually get a build that can work with lots of megascans or if I should aim lower

grim ore
#

most of the mega scans assets should work fine on a newer cpu. the more core machines wont help a ton except for the building process. more raw power in the cpu and gpu would help when doing editing of the scene with the assets.

distant totem
#

well I've had that happen to me before to from a lanparty mobo, still don't know if it was power supply or bad board, but if you were looking for an entry level system for unreal I would reccomend

  • a good 6 core processor (I recommend i5 9th gen, or i7 9th gen)
  • 32G RAM (3000mhz timing minimum anything above is nanoseconds of speed)
  • a GPU with at least 8GB
  • a SSD 500gb (I have and really recommend Samsung SSD 860 EVO 1TB)
#

you don't need a monster system like a 24 core threadripper and 256g ram

mighty copper
#

i knew a guy whos power supply fried after a power outage and it blew everything and melted his cpu socket to the cpu... blew about half the caps on the motherboard too... it was a sad day... ๐Ÿ™‚

azure vault
#

that's good because that cpu is like $3,000 which is like the entire budget for the year

grim ore
#

what you plan on doing and how you do it matters as well. You could export out the mega scans assets at a lower LOD and something like a 1k texture and you would need less of a machine than LOD0 and 8k for example.

north stream
#

hi everyone, im new to EU4

#

i wanna learn, where to begin

distant totem
#

im personally an intel fanboy but a ryzen 7 3700x would be a great pick as well, yes you could try and do 2k to start, and set a lower LOD, or tweak the lod distance I beleive

north stream
#

what are the core concepts i need to know

grim ore
#

look at the pinned notes at the top of this channel for learning info

idle hearth
#

Hi how to create sandstrom in unreal

forest ingot
#

why is every single UE4 crash I'm getting reporting errors in the D: drive despite me making sure there are 0 unreal engine files on that drive and I even installed UE4 on my C: drive while the D: drive wasn't plugged in?

azure vault
#

how about baking lights?

hybrid ferry
#

Hi all, any advice on locking and unlocking a player's movement to the top of a water volume?

mighty copper
#

@distant totem if you run across that tutorial for the lance p.m. me please so I see it.. Thanks in advance.

azure vault
#

will I see enough of a difference in just going from 4cores/8threads to 8cores/16 threads or should I aim for more?

north stream
#

thank you @grim ore

grim ore
#

I had a 2700x /32gb / 1080 and it could use most basic megascans without an issue . I upgraded to a 3950x to help with initial setup times (material compilation, lightmass builds) and couldn't be happier

azure vault
#

ok, thanks

grim ore
#

ue4 uses threads for lightmass, shader compile, and compiling the engine.

#

so more threads for those = less time doing it, general editor use will not use more than a core or 2

azure vault
#

OK, so I might actually be able to do this. Thanks!

grim ore
#

I can say I just grabbed a 2k tree asset from mega scans using bridge on this 9750h laptop (6 core) with a 1650 and it imported and worked fine. I would guess that machine was just too old ๐Ÿ˜ฆ

wooden ibex
#

Hello Iโ€™m very new lol

azure vault
#

it was about 8-10 years old so :/

wooden ibex
#

Is this the general chat

grim ore
#

yes

wooden ibex
#

Ok cool

#

So a really quick question, and Iโ€™m sorry if itโ€™s obvious, but is it ok that I donโ€™t have experience with unreal but I have experience with other engines

grim ore
#

ok as in we will call you names because you have used other engines?

wooden ibex
#

I guess lol

distant totem
#

how would you approach having progress bar with 2 values fighting eachother, if you wanted to have 2 players fighting to reach 100%, but they both cant reach 100%, there would be a line in the middle being pushed like tug of war for someone to reach the limit first

#

I don't really even know how to describe that, and I can't think of any examples

#

I think theres a 1v1 mario party minigame where the slider starts in the middle and the players are spamming a button to get it to the opposite side of the other's

grim ore
#

have 2 progress bars, one going right one going left overlapping eachother. determine what percent it should be out of 100% for each and set them to that?

distant totem
#

how would you put something in the middle representing whos closer? so as one player falls behind it starts to go to their side, and it looks like the bar is increasing from the opposing players side

grim ore
#

you could technically use the slider as well for that part, the slider widget

#

if everything is setup sized together its pretty much just settings percents to the values and good from there

distant totem
#

ahhh okay, I understand what you mean, that's a great idea I think I know where to start now, thank you ๐Ÿ™‚

grim ore
#

I was looking to see if the progress bars had caps but I dont think they do and doing it that way "seems" like it would end up being simple if overkill but simple lol

north stream
#

where do i enable legacy UI ?

distant totem
#

editor prefs

north stream
#

found it thank you

eternal urchin
#

hey guys. in looking for a node that can change the location of my level in world composition.
what can i use?

empty plank
#

I have an issue where if I have the First Person Character, and I want to:

  1. Keep a right mouse button down to move the Camera, have the cursor disappear
  2. Show the mouse cursor when the right mouse button, and not move the camera in this state.

The problem comes when activating Show Mouse Cursor on the Player Controller. The cursor disappears but the pointer still collides with the edges of the viewport and prevents the Camera from taking in any Yaw Input. What is going on?

little hill
#

is there a way to adjust bones/joints within unreal editor?

vernal thicket
#

@little hill You can scale rotate and transform bones in UE4

north stream
#

๐Ÿ˜ฎ

fallow elk
#

whos good with math, absolutely nothing to do with UE4 but I'm trying to figure out some lore for civilization structure

#

how many generations do you think would pop out of 550 people over roughly 80 years

#

I'm thinking a population of maybe 6k?

#

literally doing this odd math so I can get a rough idea of how big a city I need to make in my world would be.

misty owl
#

Need to figure out the people's Rate Of Banging (ROB). Once you have that sorted out, the math gets pretty easy

#

Higher the Bang Rate, higher the population

fallow elk
#

well over 90% of them abandoned christianity

#

so I'd say, lots of debauchery

cosmic panther
#

Does anyone know if bUseSteamNetworking Was removed in 4.25, It got added in 4.22, But doesnt seem to be working.

urban parrot
#

Can anyone show me how to add a camera shake event when an enemy swings/attacks? Thank you

hybrid owl
#

hello, I don't know if this is the right channel for asking my question.

I was trying to move this object to have a slight left-right movement (as if blown by wind). I've tried to using wind directional source actor and I just realized wind directional source won't affect every kind of object. how do i make this object moving by itself? thankss

versed lion
#

try using stimulate physics that will be efected by the wind

hybrid owl
#

try using stimulate physics that will be effected by the wind
@versed lion how do i do that? i didn't find any option that will do that in the details tab. iam really new to UE4๐Ÿ˜…

versed lion
#

set stimulate physics node

little hill
#

need help with vehicle physics wheel. I have attached it to my model, and its on there (doesnt fall off) however it seems like its just lying flat... wrong orientation. i have tried to rotate the bone joint in maya and re exported but the issue still persists. I have pvix collision 1 on, so you can see the black outline of the wheels...

versed lion
hybrid owl
#

@hybrid owl https://www.youtube.com/watch?v=Nowz09Y-QZw
@versed lion yep i alerady seen that tutorial, but i think the wind actor wont affecting other than cloth or foliage in that tutorial. thanks anywaty mate!

In this video, we explore methods of adding random behavior to the Wind Direction component in Unreal Engine 4, as requested by Ammar Ammory. Topics covered: Blueprint functions, level blueprints, wind directional source.

SUPPORT:
PayPal - https://www.paypal.me/JBunderscore
G...

โ–ถ Play video
versed lion
#

np

#

sry it didn't work out,

rain knot
#

Guys how is there not a single tutorial on integration of Vivox with Unreal?

#

The docs have no code/plugin usage examples. Just a list of steps to follow but are super vague

#

I've enabled the plugin but now I have no clue where to start..?

rich rose
#

this seems so simple but im having issues with lighting.

How would i go about making a completely lit up white room like this where you clearly have a floor and shadows.

#

floor being the came colour as the ceiling and any walls

obsidian abyss
#

Hello everyone, apologies for such a basic question but my google fu is failing me, in the material editor (and mesh preview windows etc) there is a default skybox of what looks like a carpark, is there any way to disable this? Or at least change it? Thanks in advance

void barn
#

seal off this small little hole

#

i wanted to use a wall and make it smaller to seal this place off but i dun think its a good practice

eternal urchin
#

how do i get the name of the current sub-level in world composition?

wraith wyvern
#

Is it possible to add a freezing system or a over heating system when you go in some parts of the map? Like the forest
@wraith wyvern

whole quarry
#

Sure, create biomes

iron viper
#

Hi, need help with setting up intellisense for unreal. Created a new unreal project from scratch and intellisense doesnt seem to work despite being enabled in the settings and included in the project

#

is there anything i should take note of?

open jackal
#

Is it possible to enable both LPV + Raytracing simultaneously in project settings in version 4.25?

iron viper
#

Hi, need help with setting up intellisense for unreal. Created a new unreal project from scratch and intellisense doesnt seem to work despite being enabled in the settings and included in the project
@iron viper Recreating the datebase helped but I'd like this question answered so i could learn in future of such issues

exotic cave
#

Do Blueprints have analogues to a Material Instance?

sinful bone
#

How do I export a folder with its content and dependencies and then import them again on another machine? I tried to use migrate and then export to a new folder and just copy and paste it in my contents folder on the other machine, but then all the references in the materials and niagara systems are gone. And I have to re-link everything.

zealous lava
#

is my unreal engine hanging at 39 percent because its installing a shader cache or is it a bug?

#

looked it up already but theres no conclusive answer i can find

exotic cave
#

It ain't frozen

#

Give it a good 10-20 minutes ๐Ÿ˜„

#

39-45 is shader compilation.

zealous lava
#

ah so it is the shader cache compiling

#

thought so

exotic cave
#

Yup. Get a book

#

It can take a good bit of time on a serious big project

vocal herald
#

How do I change players rotation via Sequencer? It changes Pawns location perfectly but rotation doesnt change. Ive found out that PlayerController/PlayerCameraManager are responsible for rotation change. But after I keyframed their rotational values in Sequencer it still doesnt change players rotation. So if I change players rotation before playing my sequnce its kinda ruined cause it just looks in a different direction

void barn
#

why tho

#

any help?

plush yew
#

Hey guys. I'm new, here.
I now work as a software engineer at the factory. I am engaged in programming of boards and creation of applications under Windows for their support. I use languages like C++ and C#. But my dream has always been to create games. So I started studying UE4.
Now the question is ... How long does it take for me to understand UE4 and find a job? Also, where better to start?

#

Also, once long a time, I worked with unity3d

undone linden
#

It depends on how good you are in realtime 3d. if you are3 good then it will take you a week, if you are new to realtime then it will take you some years

brazen forum
#

in 4.25 does anyone understand what the new FProperty stuff is?

#

Do I have to switch out my UPROPERTY() macros with something like FPROPERTY()?

plush yew
#

Okay, I get it) But where better to start?
For example, I started making an inventory system on blueprint

tight prawn
#

is there a way to remove tool bar icons ?

#

say i want to hide open marketplace button

#

i've looked through almost everything and couldn't find itr

thick herald
#

nope.

tight prawn
#

nope?

#

as in it's not possible ?

vernal thicket
#

How do you store variables inside the player controller? Do you set the variables inside the actual player event graph and access them by wildcarding the player controller?

boreal plinth
#

Anyone know anything about replicating media players? I put the .mp4 in content/movies however other players still cannot see it, only I can. Seperate question, I am using media sound however the attenuation override isn't working, the video plays but the sound is over the entire map even though the attenuation range is just within tv distance. Thank you so much if anyone can help.

vernal thicket
#

^ I think you can only change permanently inside a 3d editor i,e blender

#

You can temporarily change inside the editor whilst placed in the map by i think holding left shift and using the middle mouse button

#

Have you got a 3d editor downloaded?

jolly void
#

under the static mesh details 'import settings' you can very crudely change its pivot by assigning offsets on the 'import translation' and the pressing 'reimport base mesh' on the toolbar