#ue4-general
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Hello guys I did this system for changing the material of the mesh and it works almost but when I change the color of the material, when I want again to change, unreal engine crashes, idk why
can you help me?
I tried with removing the widget after I choose color but it doesn't work again
You should only create one dynamic material - do it on begin play
save a reference to that material (like you are) then when you want to change the color of that material you should just set a color parameter to a different color
they kind of give an example here under "Material instance Dynamic" - https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MaterialInstances/index.html
Hierarchical material relationships that allow modification of properties to alter behavior and appearance of child materials without shader recompilation.
I am still struggling with migrating my assets to another machine/making it ready for market place. I've tried to migrate it to the content folder and then move it between projects (to the content folder of the other project), but references are still getting lost.
Is there really no solution for this?
I tried with removing the widget after I choose color but it doesn't work again
if someone can help me tag me or DM me
whenever the player clicks away from any of the UI elements (on the 3d scene for example) their cursor gets captured, anyway to fix this?
Hello, how to add a texture group to the project? Should I add it in some .ini file? Ty
I have a set of animations and my "camera" is the player so after animation ends I control player from the last frame. The problem is I can move the player but cant rotate him via Sequencer. It changes rotational values in Sequencer but in game nothing rotates at all. I need to control player camera rotation in Sequencer please help
How do I remove default camera in Player controller?
how do i get rid of ActiveGameNameRedirects is there anyway to properly rename my project?
Hey everyone. I tried everything from packaging to downgrading ue4 builds, but ansel still gives "A supported game is required to use this feature". I'm trying to record 360 captures and the PanoramicCapture plugin doesn't cut it, because the screenshots look nothing like the built level. is there anything else I could possibly use?
is it possible to generate/create skeletal mesh directly inside UE ?
Does anyone know how can I attach a spring arm to my Player controller inherited camera?
Hey! I have a trigger event in my scene, but it gets triggered when that capsule overlaps. How do I disable the overlap for the trigger volume, so it triggers only with the mesh?
I take it no ones got a solution for unreal engine not importing a model because it says it can't triangulate it
How to apply tessellation to a Main Material with different layers? Is this working?
@solemn sun did you ever fix the 'unable to triangulate mesh' problem you had
ah I think I fixed it, didn't realise there was a random extruded vert
How do I control dimensions here? which node to use? srry for noob question
texture coordinate is not working
@lusty pumice is that a texture or a material you want to scale?
Hey peoples, I snapped up a quick protoype scene in blender, and just exported as fbx, but my colliders are retarded, is there any fix for this?
heres a better view of the issue
@rigid belfry that is a texture that I want to scale, because it ends up too large when I plug in the ScreenAlignedUVs
doesn't fit the frame
this is without the ScreenAlignedUVs how it normally looks ๐
so I'm guessing I need to plug something into TextureDimensions (V2)
so ugh i clicked low quality settings
and my whole engine has not responded for 10 minutes now
my pc really aint that bad
oh it responded
and crashed
ok im glad it responded
lets hope it saved low settings
That happens to me, the lowest preset i ever got to was medium
rip
anyway, after some digging i found that there are 2 different colliders, a simple one a complex one, how would i get the player to utilise the complex collider
for this mesh it would be more sensible to just fix the simple collision
how?
you can have a box that is oriented properly
name it UBX in your 3d program or something
it's on the documentation
alright cool
or you can just add a box collision and scale/rotate it
ah, there are tools to move it in the editor now?
yep
that's nice
you cant use "F" key to focus to them tho which is annoying
is there anyway to lock an object, so its visible, but cannot be selected?
Heyo got a question
For some reason this is mixing both the "aim cache" and "locomotion cache" weirdly
I want it to swap between the two
I think I get what I did wrong
Ah okay the slot didn't work how I thought it would
How does lightmap resolution work, like what does "8" (default) constitute? I assume higher value = higher res?
so if it's 8 (pixels?), how does this translate to a landscape? each segment?
my issue is that the baked lightmap file is huge, even though i have an importance volume. trying to find the culprits
Hi, i was checking out 'SpringLandscape' (a landscape auto material) and noticed tiny parts of different textures, like:
So how is this possible, im unable to reproduce it using the paint tool (way to small)
is it a color map maybe?
i mean, they are layer for sure...
@dim merlin did you try in the landscape paint tools or other paint tool?
the landscape paint tools, its just vertex colors i'd say..
so but notice the grass on the image is way way smaller than the vertex density
Hey there,
does anyone know, why reflection capture resolution is drastically reduced on OpenGLES 3.1?
Is there a way to control the resolution?
Thank you in advance ๐
What I mean:
Editor:
Mobile (Android and iOS):
Mobile is usually less graphicsl than pc
Also not everything is supported on mobile
how can i make it so that my character (tpp) can't turn beyond x degrees (like a mounted machine gun)?
Yeah, I read the page "https://docs.unrealengine.com/en-US/Engine/Rendering/SupportedRenderingFeatures/index.html"
I just thought there maybe is a hack ๐
@dark rune clamp
view pitch/yaw max/min in player camera manager maybe @dark rune
ok trying the yaw max min thing rn
i dont even think reflections are uspported on mobile
@lusty pumice you'd usually change the U and V tiling of a texture to either make it larger or smaller
why are you using that material function?
hello guys.I want to ask
is there any sorting or filtering tool ?
like
what we use and what we dont
what do you wanna filter
what we use and what we dont
@willow plank .
what is that you're using
?
๐
what we use and what we don't .... you mean built in tools of unreal or what ?
i just wanna sort these objects i used so i can delete what i dont use
actors you placed in your scene?
ah yea
and textures materials also
like there is two materials
i use one of them
but i dont use another one
and i want to see it that i don't use it
and you wanna delete materials and textures you're not using?
right
you can right click almost anything in the content browser and there should be a "find references" option
so im going to do it on every single object ??
Hello everyone, I just imported an FBX object which I generated in C4D. My plan is to texture it in Unreal. However, when I want to apply textures, it is really hard to align them correctly because something weird is happening to my mesh: https://i.imgur.com/BzVuWxj.jpg Does anyone know how to avoid this? I'm new to this stuff so the answer could be very simple..
well, why did you create stuff you're not gonna use in the first place?
cuz im downloading some stuff from Epic store.
And they include hell lotta items what i don't even need
Hello everyone, I just imported an FBX object which I generated in C4D. My plan is to texture it in Unreal. However, when I want to apply textures, it is really hard to align them correctly because something weird is happening to my mesh: https://i.imgur.com/BzVuWxj.jpg Does anyone know how to avoid this? I'm new to this stuff so the answer could be very simple..
@plush yew i see there u have an Uv overlap.
Move them into manually created folders (the stuff that you need is "them")
@plush yew could be you need to unwrap the texture mapping, could be the UV channel in case of bad lighting/the actor turning black
And delete the folders you originally imported
And delete the folders you originally imported
@plush yew its going to take so long...
Well you always manually select what you want
there is no tool that does that automatically
@plush yew there should be an error popping up saying "uv overlap" or something like that
@willow plank @rigid belfry can this be done in Unreal, or do I have to set that up in C4d?
do you have that error perhaps?
im going crazy guys. How can I control player camera rotation with Sequencer???
why do you want to control the player camera?
he means rotation maybe ?
you need a new cinecamera in the scene, make that the main for the sequence, and then return to player camera
@rigid belfry one sec, I"ll reimport to check
my animations sequences need to move the player
so i can continue playing where the animation ended
I'm trying to import a mesh, for some reason the content browser can't find it
@plush yew even if you search for it?
arch_corridor_gaps nowhere to be found after importing it
New camera nad transition to it will be a proper way, but you can control camera that is owned by player controller too
you just need to add that reference to Sequencer
i would almost never animate a camera the player is gonna control
what if for some reason it bugs out?
@next badger I tried to keyframe PlayerController rotation and Camera manager
but nothing works
make a new camera and make it main
Men I actually wanted to ask a question myself. Chaos rising in chat lol.
In Unreal when you merge actors you can change the merged actor's material but not the array of static meshes as they're , well , merged.
What I'm talking about is a merge like in unity where you have one parent objetยดct with further childs and the relationship can be pulled into and out of the CB.
Or if you have any ideas how to move parts of a scene consisting of static meshes without turning them into a single model , I'm open for ideas ._.
then do transitions to swap to normal
Illustrates how you can blend animation smoothly from gameplay into a Level Sequence based animation.
@rigid belfry These are the errors I see upon importing https://i.imgur.com/53vbc0w.png
did you make the mesh in c4d?
yes
there should be a setting for selecting smoothing groups when exporting
something like edge and face?
or are you exporting with smoothing groups disabled?
@rigid belfry i really need to animate player controlled camera. doesnt matter if it bugs out
@vocal herald you need to reference actual camera, it may be persistent or spawned on runtime, if it is spawned on runtime you will have tough time animating it
you really dont, but whatever
its persistent
but its controlled by playercontroller
and playercontroller only respects mouse input
@rigid belfry which one? https://i.imgur.com/hSoDNyY.png
i cant change rotation manually for some reason
no it's not...camera controlled by player controller is controlled via camera manager, and you can manually control it
you can feed some parameters to it as well
i start my game and there is PlayerCameraManager
whenever i change the rotation values they change back
why would they not?
they are still controlled by CM
but it does not mean you cant modify the way it is controlled by it
add some bias, set the bias from Sequencer, add that bias by CM
uh. Does unreal engine detect naming conflicts when importing? I just renamed the mesh arch_corridor_gaps to ADFSDGjsgfh and now it did import properly
@rigid belfry it's the same
Ok np, thanks for helping out though
does anyone know what the best way is to massively reorganize the folder structure of a project? Moving all files, fixing up redirects and continuing takes ages
There are marketplace assets that claim to help with that kind of thing @signal rover
Hi folks, is there anyone here that I can ask a couple of questions about the Hello Neighbor Mod Kit?
Does anyone here have an idea on how can I move a cahracter like in monument valley?
There are marketplace assets that claim to help with that kind of thing @signal rover
@thick herald ok, thanks
@plush yew set up a new project with the top down example map http://prntscr.com/t6d5k1
Anybody know when the UE4 Marketplace Summer Sale will be?
I want to define a set of mechanics, would normally go in 'game mode' i supposed, but for the sake of not putting EVERYTHING in game mode... what's the right parent class to use to keep extending out game mode, so that i can still make blueprint callable functions from the game mode context?
@ember star Instance?
i guess i mean... gameinstance, game mode, etc classes seem singular
i want to define multiple systems seperately
like 'database connection/queries'
i want to build out general functions that i can call from game mode/levels
i tried a simple Object c++ class, and upon making a blueprint for it i couldnt find it in the listed classes
'blueprint function library'?
@ember star yes, use that for global static functions.
awesome, thanks
Having some pretty weird visual bugs, building lighting doesn't fix it, disabling post processing doesn't fix it, not SS reflections causing it, Ray Tracing is disabled, no permutation of post processing fixes it, disabling all the lights doesn't fix it, so I assume it's something in the light bake file, anybody got any ideas?
doesn't show up on any profile overview
why is googling an unreal engine issue so fucking hard
i just want to know if its possible to open two projects at the same time
hello i'm having an issue with unreal rn
so essentially all emissive materials that i've made are displayed as solid black in the viewport
i've tried the emissive from the automotive materials pack as well as made my own but both of them display as black
on preview mode it looks fine but in the viewport its just a reflective black
I think I'm skipping a step. I build a mesh, unwrap but I never check the texture in blender. I just import a texture in unreal
@plush yew forgot to mention, removed all the reflection captures, rebuilt them etc afaik not the offender
seems to only be a problem with all these assets I migrated from 4.24 -> 4.25
hello, so im having an issue that when i spawn a projectile that it supposed to line up with a line trace it doesnt line up at all and goes a little bit to the side?
Hello, can anyone help me with my ik foot placement?
I made a post process anim blueprint for my character that has ik
And it worksl because i can see it in the viewport
I dont know how to apply it to the main animbp and the mesh in general though
has anyone here worked with the variant manager and has some tips to make working with it less frustrating?
many questions no answers
Hmmmm unable to open projects in 4.25.1. What does this error mean? "Assertion failed: !IsGarbageCollecting() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2286] Unable to create new object: MediaPlaylist /Engine/Transient.None. Creating UObjects while Collecting Garbage is not allowed!"
Hey guys, can you recommend any good(and obviously up to date) books on programming in Unreal/Unreal in general/Game development? I will be going on a no internet type of holiday soon and want to take a bit of education with me
I sadly think there aren't good books for UE since most of them are quickly out-dated.
The best source would be the internet
i just want to know if its possible to open two projects at the same time
@ashen orbit
Why not just try it (and yes you can)
if im doing collision detection via line trace, and i detect the 'same collision' in multiple ticks, whats the easiest way to handle it so i only get 1 result?
do i need to keep track of objects collided, check new collisions against that array, and clear after each?
@whole quarry yeah it was possible when i clicked the files in each project file
i dont even need to get 3ds max or whatever I can just get all parts of my car into an actor, give it textures, convert to one static mesh, then convert to a fbx. Theoretical stonks
Let's say I want to make something like a Ratchet and Clank game in 2D, but with free shooting (you shoot wherever your mouse is)
How would the animations and such be?
Anyone have any tips for how I could do that without making 100+ unique animations for each angle the player is aiming?
da arm just moves
the way game like terraria do it is basically have the arm be a separate sprite that's parented to the main player, and rotate that based on mouse position. Doesn't quite look as good as 100+ unique sprites maybe, but well, you also don't have to make and load 100+ unique sprites lol
Yea I thought about that, but with 2 arms theres gonne be some wierd clipping and such
I'n theory I mean, guess I can try it out to see what it looks like
how do i break a line in widgets? not seeing anything to prevent overflowing
@rigid belfry It should be there.. maybe it's hidden as advanced option (white arrow pointing down)
these settings seem to work, yet i feel like there might be a better way of doing it ๐ค
those are all the settings available for automatic line break. You can set the policy to break at the end of a word.
i have small problem
i have this
as emissive
but i want to change the color
you can multiply the result with a vector 3 material
if you press 3 on your keyboard and left click, it automatically creates a const3vector
you make that a parameter, apply the instance material to what you want and fiddle with the settings untill you find what you need
use the emission map as a mask (a lerp node should do)
yeah that should work
btw
you can try lerping it too instead of multiplying
lerping ?
am no material expert though
yeah its a function called linearinterpolation
lerp for short
i never used it
theres always a first time ๐คทโโ๏ธ
does the back button look out of place?
idk how it works
tbh it should already work with multiply because the b channel itself is black & white.. so simply multiplying it with the color and then again multiplying it with a param for the power should work
Lerp could work too, but shouldn't be needed in this usecase
https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/Masking/index.html (regarding masking)
Guide for using Texture Masking in your Materials.
in your material, type time, from the pin drag and type add
add a constant vector
(press 1 and left click)
make that a paramater so you can change in in run time
from the add, you can do something called "Sine" which should be a curve or wave if i am not wrong
you plug that in the emissive and thats it
let me do that real quick
something like this
1 and left click does nothing
1 and left click creates a constant vector
it does not work
or you just right click in the graph and type constant
@dense aurora search for param
though
i meant
that the glow would change after some time
something like scripted event
1-2-3-4 and left click create respectively a vector 1-2-3-4
Not when you are in a remote session
something like you upgrade your weapon and it starts glowing
or maybe you pick a power up and its now a very dangerous weapon?
if the answer is yes, you do that with blueprints
you create the material, on wanted event = set new material
on finish power up = default material
i did something i wanted yesterday
emissive moving into the beat of music
yet im wondering about something else i wont solve
btw, do you guys know good widgets for selecting missions/levels?
how can one tilt the weapon
if you tilt the camera
i assume its something advanced
what does that mean
Like a first person shooter?
why do you wanna tilt the weapon?
you attach the weapon to the character
you then control the character rotation through the camera
so now whenever the character rotates, everything attached( a child) will rotate too
ahh
Dun dun dun... did my bullshit for today.
I already tried every possible way in my mind to do a sneaky roll back.```
Do someone knows a shady trick that after 6 years on ue4 i still don't know?
Already tried:
- ~~just migrate to a 418 and hope~~
- ~~convert the 424 to a 418 and hope ~~
- ~~copy a bunch of assets at a time to the 418 checking if something is savable~~
- ~~make a human sacrifice to Pelor asking for forgiveness~~
i have heard about converting from old to new versions, never from newer to older
sorry+
i have heard about converting from new versions, never older
@rigid belfry
thats a matter of a button ๐ข... well in most of cases, usually as far as u do not use deprecated functions or stuff that has been removed
but to be honest
i've migrated stuff from 4.25 to 4.22 and i havent had any problems?
are you getting any error?
So I'm having trouble creating a save game, but i don't really get any errors and I've checked all the connections and nothing seems weird, is there some kind of basic thing I've forgotten like project settings?
are you getting any error?
@rigid belfry nope, empty content browser, not even sounds or textures
man that sucks
man that sucks
@rigid belfry gotta open side by side the two versions and re-do everything, cannot even copy paste blueprints cause in most of cases crashes whole editor
nope, its kinda normal, the way they structure the blueprints can have variations from version to version
and if even a single one of your nodes catches one of those variations, whole editor crashes
When moving forward in the scene with (alt-mouse right) it often stops moving forward as if there was a collision? Does anyone know why this happens?
how can i have a mesh with physics not act like aladins carpet when i walk over it
guess you already copypasted a blueprint into a text editor
no way my dude
@rigid belfry
how can i have a mesh with physics not act like aladins carpet when i walk over it
@plain terrace
physics channel dude
btw how can one make
invisible model
but only visible shadow
something like Outlast has
character has no head
but it sill appears in a shadow
@plain terrace wdym? does it launch itself?
i made it so that you can grab it and when u step on it makes u fly
(i dont want it to fly)
it flies really well tho
@dense aurora
I'll try this again. When moving forward in the scene with (alt-mouse right) it often stops moving forward as if there was a collision? Does anyone know why this happens?
i made it so that you can grab it and when u step on it makes u fly
@plain terrace
cause the block moves toward you while you are in air and cannot reach you so keeps coming to you lifting you up... please > physics channel
is physics considered difficult in unreal engine?
is physics considered difficult in unreal engine?
@ashen orbit just depends on what you want to do
I mean I'm not really interested in making a physic based game, let's say a charm that rests against your gun dynamically like in rainbow six siege
I mean I'm not really interested in making a physic based game, let's say a charm that rests against your gun dynamically like in rainbow six siege
@ashen orbit i'd do a fake jiggle with a rigged element using something like apex "cloth simulation"
or you just apply a phys contrain, but that would be OP
does it require you know physics at uni level or can you do well without it
if u know what to do, the contrain thing would be a 15 seconds thing
ok
rigged body would be better but longer
no
it would take me 2 minutes to do that cliff and ive used unreal engine for 2 weeks
That is a nightmare
@dense aurora i wouldnt say so
for me yes
jk
Does anyone know how to fix my lights problem
there is the audio visualization giving u all the infos you need about frequencies in real time
the plugin is well documented and there are guides online
you need to setup material first
@dense aurora an exposed scalar parameter which influence just the height of your bar through material
the plugin is well documented and there are guides online
@rigid belfry <-- and he is right
well shit
Ait, so I tried out what you guys told me in theory, and.. kinda works, kinda don't.
Any inputs?
https://streamable.com/g0o5rg
lmao
whats working and what isnt?
i saw it flip when you aimed upwards
is that the problem?
because that looks straight up insane
it seem to me that some of them are going sideways also (rays)
is there tutorial somewhere about the m bars
Rays are for show I guess, I'm trying to make a ''free'' arm independent of the body
I'm trying out a 2d Platformer with free shooting, but I'm not sure on how to handle animations for each angle and such
also, ue4 for 2d? i respect the hustle
Its not as hard as people say it is actually, been working quite alot with it
Its janky yea
its not hard
Is machine learning any use for game development?
its just...unnecessary? the engine isnt really helping you in making 2d games
you're better off making it 3d and having the character be in 2.5d
at least, thats what i would do
but you're free to do whatever the flip you want, of course
@ashen orbit i spent 2 weeks trying to get procedural paint and foliage to work togheter
Yeah, well I like pixel art and I don't really have the time to learn a new engine, so I guess I'm working with what I have
I'm just trying to figure out if I can overcome this hurdle
you're having troubles rotating the arm basically?
Having trouble making it look right
how are you rotating it in the first place?
Look At Rotation at mouse
is the arm a different sprite
- the character is gonna be supporting the weapons with its left arm, how the f would that work with this system
Yea
can you show me the actual character components?
and you're rotating by using a look at function right
yea
I kind like the way the flip looks actually, if you limit motion to just above the head
the sprite might be flipping because you're telling the sprite to look at 2 dimensions instead of one
scrap that
thats wrong
@rigid belfry not sure what you meant with what you wrote me mate
Well, the flip is not the issue
I'm aware of the flip
Sorry for not being clear about that
@ashen orbit what do you need machine learning for?
whatever it is, its simplier to make it yourself
My ''issue'' is how I can make this look and feel natural
what is the joint component doing?
@rigid belfry oh mama
thats the point from where the sprite will rotate, right?
Yea
i think it felt natural from what i saw btw
are you sure you're trying to fix something thats not there?
I'd suggest separating the whole arm instead of doing it at the elbow joint, but other than that it looks pretty good already
once you get an idle animation in, it may look more natural
it'll never look quite as natural as a fully animated sprite obviously
yeah, rotating the whole arm would look better maybe
This better?
https://streamable.com/t91syk
That's the whole arm
Its a bit wierd looking when at the bottom
you could clamp the rotation so it doesnt reach 90, -90
True!
also you could lerp(instead of rotating) so that the head slightly follow the rotation too
having it rotate exactly the same looks odd
having the head move a bit might make the sprite feel more alive
btw is that yours? it looks very good
the sprite i mean
Thats a good idea!
It'll be alot of body parts tho
No, this is a Pixel Art sprite of Ratchet, I'm just using it as a placeholder and test to see if this idea of mine actually works
Its made by a guy called Boris Vigec
I clamped it now, and it looks alot better, thanks for the help!
np, does it work when flipping the sprite left and right?
I haven't made that yet, but I'm probably gonna run into some problems there aswell
Of shit
You're right
Thats gonna be a issue...
maybe to make the arm look a bit more natural you could also switch between, say 3 sprites for the arm depending on the angle, so it doesn't look quite as awkwardly angled at the bottom
that shouldnt take too long
but that's pure visual polish
Is there an option to allow to apply all materials without going 1 by 1?
He's holding it in his right arm, when turning it'll be in the right arm, wouldn't that be wierd?
could you just offset the sprite behind the main character sprite as soon as the asset flips?
and then draw another sprite on top for the other arm
Yea but then I have to do 2 of each animation for the body, as the left arm will then be visible
I guess yea
if you just also isolate that offhand arm out in your initial animation you should be able to reuse it
can anyone who is good with unreal dm me i need help with some linetracing and projectiles
Hahahahahhahaahaha
https://streamable.com/10wq06
I mean, with a proper animation running backwards while still looking and shooting forward would look pretty cool
Yea, I mean it kinda works, oddly enough
how is this looking?
bruh
looks like something i would make
Can you use external software to create menus in unreal engine?
hi guys.. I have some old concept/idea why look of games have fov not human eye... In all engines we have 1 camera at 90 fov, or like 18mm lense. can some one build 2 camera with like 70mm and unite them in one. it's real?
There's technically no limitation in rendering FOV, you could render at 180 or whatever if you wanted
But it'll look strange on a monitor
you not understand idea.. why 70 mm or higher? Because will be more datails views- like camera in remember me game. Sure there style is better, cause camera at high mm, but you have tiny space to view...
@ashen orbit just using widgets
Yeah I don't really know what the difference is between a 70mm and 18mm lens as I'm not a photographer :)
oof
i still havent figured this issue out
sec will show...
none of the emissive materials i've made so far are visible in viewport as emissibe
they all show as a glossy black
its so weird
its still like that even after i built the lighting
ah I see
@exotic thicket ok. This is from real rendering. The inscriptions where better to see?
yeah that should be possible to do, tweaking FOV or the view frustum settings for the camera should allow some effects like this
the problem at low fov 100-110 you unable to see small details, but this is nedeed. ..
day 2 of working on the multiplayer project
Yeah a lot of games have a zoom function to inspect things at a closer distance because of problems like that
and so, can put 2 cameras- for wide range, but with close view
Anyone else getting login issues right now? Need to get work done wondering if it's something my end?
i thought they added offline mode for the epic games launcher
zoom- it's not about that)
@exotic thicket it's like panorama and simply 18mm landscape...
difference
They did but I'm trying to log into Mixer with account
Same issue and trying to log into launcher, telling my I'm to frequently loging in only tried once, had a browse and seem to be a common issue
blender to unreal is causing me headcaches. XY is always swapped, making textures rotated 90 degrees or the mesh itself is rotated
ok so
i have a problem
i think it can be solved with one option
but i dont know what option
im a beginner
trying to import a hollow mesh to walk into
but it's importing as just a cube
and not something which is hollow
I'm using a post process volume to use screen space ambient occlusion. My problem is that ambient occlusion that is on geometry that is above my character seems to be inversed; it is darker around the exposed edges and lighter in the occluded edges of the geometry. Ambient occlusion below my character however looks correct. Anyone have any insight on why this might be happening?
@plush yew couldnt that be because of import settings
@brazen crow the mesh needs to have a proper collisions
What the UseSimpleAsComplex and UseComplexAsSimple flags do, and when it is appopriate to use them.
i know blender has like settings where you set how imported stuff gets positioned like Z forward and stuff, check if they match up
@grim ore Hey I had someone comment on a youtube video of mine where i showed use of the BP override for Spawnign Default Class - Made me think I don't recall seeing you ever going over some of these usefull BP Override functions. like get spawn location etc. some people might find your type of tutorial very helpful on these items.
@exotic thicket something like this, if you caught the idea.. FOV 50 -2 screenshots
i am importing from blender
Cause when you have high FOV- there loss in details...
yes but from what i understand its like while creating the object in unreal? bcs i dont see that option when importing
oh
im stupid
nevermind
lol
FOV 70
@exotic thicket sure you can make wider angle, but there absolute loss in details. FOV 111
The idea is simple- humans have 2 eyes, so there is more detailed image, than 1 eye..
@rigid belfry It's locked in place
You should check this out - https://www.gamasutra.com/blogs/RobertPepperell/20200527/363615/FOVO_A_new_3D_rendering_technique_based_on_human_vision.php
I wonder if FatDino ever uses this discord. Dude seems a ue4 genius
@heavy lagoon for your first issue you need to set an end overlap or it won't reset properly
@heavy lagoon you shouldn't use event tick there are better ways to do it
@light lintel Can you manually delete them via the OS?
No, I do it all the time with content.
I mean at least to my knowledge it's not a problem.
@heavy lagoon after the first check for damage, do a branch and delay to see if the player has left the trigger, if not loop back, you can set the variable inside the end overlap to check if its left. Event tick uses too much performance you want to limit where you use it
@vast pine yeah I have not covered a ton of the base actual classes where the overrides would come into play, game mode being a big one of those. I want and plan on doing it but its on a list a mile long at this point lol ๐ฆ
@light lintel I'd just be curious to see if the OS allows you to delete the folder, if it doesn't then perhaps the issue isn't related to Unreal.
i've been at this problem for 6 hours now and i still havent worked it out ๐ญ
i cant get my emissives to not look black in the viewport
this annyoing
Mat I've got a question if you've got time?
anyone know how to fix this
@thin sluice do you have a colour assigned?
Yeah
its from the automotive materials pacl
this is how it came stoc
adding a base color doesn't change anything
I suppose so you can set your own colour? Seems strange
ye its the master shader
its got a couple instances in the pack for different light colors
none of them are visible in viewport though
O.o
Are you able to use the instances of this material?
Yeah
So you've got the result you want just not the colour?
You could duplicate one of them
its for a night scene so i need the lights on
Change the colour?
i tried making my own emissive as well
same issue
so it isnt anything with the pack i assume
What are you using for the base colour?
let me check
Oh quick question
oh wait tf
it looks like you have no alpha assigned to that base color
Lmao
BTW you can set the intensity of the emissivity inside the edge intensity and facing intensity nodes
^
Check the nodes edge intensity and facing intensity inside the details panel there should be a number to change
alright
well whats the actual value? to make it "glow" you need quite a large amount of emissive to work
plus keep in mind it's just a look, it doesnt actually emit light
Spot lights would be good for that car :o
lol
let me try it on the hdri and volume i wanted to render in
i bumped up the power to 250
Fair enough lmfao
Could I use game instance to store like equipped inventory items or ammunition level in a multiplayer game?
@vernal thicket out of curoisity what r u worrking on?
Atm a single player horror game but planning to start a MMO after
Well, attempt haha
Again...
For the 5th time
can I make textures in multiples of 10 instead of powers of 2?
@light lintel idk i had the same issue
i did ctrl z spam and redo a couple times and it randomly work
i feel like a lot of my work in unreal engine is deadass just bruteforcing at this point ๐
Tried restarting editor obviously?
Ah raman, I spent probably 9 hours trying to figure out why I couldn't cast to something, it was because it didn't compile properly lol
Tidii have you checked your computer directory to check if the file is still there?
ill tell u what tho
@light lintel did you fix redirectors? Maybe itโs a broken redirector.
the main reason i switched to unreal from cycles
is because i have no patience for render times
it does that part well at least lmao
But some of the things you can get away with in render you'd have no chance here :o
What are you up to anyway?
especially when most of the work i do is stills
Architect?
oh nothing much just designing car builds
lol
i've been in blender for 6 months and unreal for 2 weeks
photoshop for a year and a bit before that
just so i can make widebody kits and crap lol
what are some of the best youtubers to learn Unreal engine for short movies/cinematics ?
Haha thats nice man
@reef lintel I found Ryan Layley a while a go hes really good, goes more in depth explaining why he did certain things etc
Damn I didnt read ur question properly
maybe ur a shady bloke
would be funny if it wasn't so irritating
@light lintel literally my whole life
@light lintel well.. You could try to force ue4 to rebuild all the intermediate stuff...
1 way: enforce rebuild in the project settings (packaging I guess)
2 way (backup whole project first): delete the intermediate and build folders from the projects folder
@vernal thicket thx for your help btw
i think i shouldnt be having any more issues for tiem being
@heavy lagoon get owning actor? Not sure what you are trying to do
yo im so confused rn
if i move near my car the hdri dims
if i zoom out it brightens again
tf
sorry for the dumb question, but why are DFSs disabled on my RT directional light?
i cannot. that is the problem.
oof
Can someone walk me through setting up UE4 source code later
There is a project I desperately wanna work on and need help setting up source
dose anybody know where i can find a .fbx or .obj for the unreal engine white character model? need to scale some items
Does anyone know how to add splatter dirt vfx on the landscape when shooting a gun at the ground
@storm venture is the light movable?
@teal tulip yup, i also just tried all 3 mobility settings and none let me edit the DFSs
bingo, that was disabled!
Do you have distance fields enabled in project?
thanks ๐
Do distance field shadows not do self shadowing? I have a wall mesh that has some its windows inseted and when I move the camera away and CSM transition to Distance fields the shadowing on the windows disappear. I've searched the web but I can't really find this problem ๐ค
can anyone with unreal expereince dm me to help me with a problem ive been having all day
@narrow meteor ask your question, if its blueprint related #blueprint, c++ in #cpp if its general or you don't know what channel, then ask here.
Hey can someone help me
Don't ask for help, just ask your question and someone will reply ๐
I'm trying to add a component tag to the landscape material but I can't find it in the landscape mat
Ok
i am not sure you can add tags to materials
components, yes, actors, sure, but not a material
I'm trying to add dirt splatter from gunshots on the landscape
Do you have any suggestions
that is normally done using decals
Hi, I'm nativizing my blueprints. Sometimes it finds some other blueprint dependencies sometimes enumeration. Enumerations can't be converted to C++ will it lead in future when packaging the project to errors?
@steep garnet if some blueprints don't like being nativized in the future, you can simply mark them as not nativized. So unless you have problems it should be ok. Tho nativizing doesn't make the cleanest code and writing it in c++ itself is a lot better. As for long term nativizing issues, that i am not sure off.
@still hemlock https://docs.unrealengine.com/en-US/Resources/ContentExamples/Decals/index.html i am not a VFX guy, but decals are pretty simple concept
Thankyou
@spare kernel I'm aware that it's better to manually code in C++, I'm just helping someone with converting to BP. Thanks for the help.
@still hemlock there is also mesh decals https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/MeshDecals/index.html
Recreate it? ๐
it was there own custom engine
Google Angle?
Anyone done anything with spines, I have a question?
Yes Google's angle
interesting
If you try playing the game with MSI afterburner
The stats won't show
It uses older version though
Of OpenGL
2.0
Anyone know why these spine segments don't seem to have proper lighting?
I've tried everything short of deleting it and redoing it... any ideas?
I need help
Please someone q.q
I've been having an issue and I'm stuck. So if anyone can help me I'd appreciate it a lot...Dm?
@calm sable youll probably have better luck if you just say what problem youre having right off the bat
Well my character keeps glitching and blinking when I move. If I move forward it will do the right animation, but it will move backwards
Same with left and right
It's a blinking glitching mess
@calm sable actually i have the same problem too but im trying a solution which is in AnimBP if direction = -180 set it to 180 because i think maybe the direction keeps changing from -180 and 180 then blend space doesnt know which one is correct so it keeps flicking
hmm
I tried having my character have a sword, but it's only when I make him start off with the sword it messed up
when hes in his normal set animation, everything is fine
hm. idk I can't use it. so is there a different way of my character equipping a weapon without it glitching all over the place
Your using a mounting point?
? no. it just appears in my hand when I start the game. so it will automatically start me off with it. but doing it like this
and when I delete it, everything runs fine
Change it so the sword has an offset that doesn't touch the character and see if that works.
Move it far away for a test.
well it looks like it;s holding the sword just fine
Also, try anouther object for the sword to make sure its not the mesh.
i'm trying to move foward. but it keeps going backwards and blinking, etc
@calm sable if your still having the walking backwards only jitter here
@dark rune how do I do this for the plugin. I'm still very new to unreal
hmm
that could be it? because I'm doing it with a static mesh
@calm sable idk im quite new too but this is assuming you're using a 2d blend space and tps
Is that multiplayer?
@calm sable
If it is, you have to set the speed on the movement component for all clients
Otherwise you'll get weird stutters
no, but I do want it o have multiplayer
Whenever you set the movement speed, call this event instead
Otherwise things will jitter
I changed the spline segment mesh to one of the unreal meshes and I'm not getting the screwed up lighting? Assuming its the mesh, I have no idea what wrong with it... Anyone have any ideas?
That event is in the pawn @calm sable
I hope you're familiar with RPCs
Whenever you change the movespeed of your character, call the event
Whether it's on begin play or an ability, etc
Alternatively, if you have a variable that controls the speed, set it to RepNotify and from the generated function change the walk speed of the Character Movement
Try disabling motion blur from the global post process
Or just type in console: r.MotionBlurQuality 0
is it not possible to switch cameras to other blueprints?
like when youre controlling one blueprint and you want another to hold the camera?
iirc you may need to create a custom camera manager
there's a setting that allows you to choose whether possessed pawns should automatically become view targets
or it might be on the player controller, either way that should allow you to manually choose the view target (eg. the actor which holds the camera)
yeah when i used the view target node in my possessed pawn it wasnt working. thats probably why
thanks i didnt know about custom camera managers lol
can someone help me out? I am having issues with the Modes tab, it doesn't exist. I am trying to learn Unreal Engine 4 via courses and it requires it.
and yes I have tried this
just 2 greyed out options
ah I see, thanks. Man that annoyed me
and yeah I am, I really wanna use Unreal Engine, I love it!
So when you download and compile the source.. and right click your project and retarget to use the compiled source... ( I used 4.25 branch ) do I then just also build the editor and launch the editor that I built?? shit's interesting in the fact I am a programmer, but I normally dont build my tools and then use my tools to ... build tools, lol.
@dense gate do you think that would fix itm
Tried to use the 4.25.1 editor I had installed already, but says its a different version -- which btw.. which branch is the 4.25.1 branch?? I saw one named 4.250plus ? da fuq..
It fixed it for me, however I don't specifically know your use case
What you described is basically exactly what I had, adding that node fixes it
Walk speeds aren't replicated, so whenever you change them in the server, you also have to change them for everyone
lighting?
skybox
ah
@plush yew though I dont think it's a multilayer issue
has anyone else had issues setting up random patrol for ai? the blackboard key i have says invalid. its set to a vector like the documentation says to. so when my ai reaches the patrol random area task it fails. i cant figure out what i missed. if anyone had this problem please contact me with the way you fixed it. thankyou so much
yes
and i set up the logic for the nav object
in the ai controller and the task itself
the weird thing to me is it says my vector variable in the blackboard is invalid
yes
aside from the area under the pig
but i was told its because you cant navigate to where u already are
what is this crash? why does it keep giving me this crash? what does this log mean? it has been doing this for 3 weeks now, I have reinstalled unreal engine, I have reinstalled windows, I've gone through every troubleshooting tip I could find. What. Is. This. Crash. It doesn't matter what I'm doing, I could open a blank project and leave it alone and it will eventually crash with this exact error message every time. No one has been able to help me
no one else working on the project via perforce has had this crash happen even once
ive never experienced that particular crash
run a memory test on that computer woofer
if anyone has a solid tutorial reference on creating tasks (patrolling, likewise) im interested. the ue4 doc here has had me stuck on something seemingly simple for days. https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/BehaviorTrees/BehaviorTreeQuickStart/index.html
just inbox me, dont wanna blow up the channel thanx
Hello, im using 4.25 and i would like to learn to use the cmd, but it looks like i can only access when i hit the play botton...also i had to change the key, because tilde did not work for me..any idea?
You can switch back to the old UI if that would help.
@jolly sage Or something like VectorParam.
how come I dont have an animation tab next to event graph?
@thorny schooner memory test returned nothing
Hey I'm new to animations, I was wondering.
Is this a bad way of doing this?
I have it set up for the rifle animations for aiming then not aiming
and I'm gonna have each weapon type with different groups set up this way
I was gonna make the aiming a montage but it was a bit jank
how do i stop the screen from capturing my cursor?
this is before playing
@fierce forge maybe skybox check hidden or visible in game mode? check it
how do i change visibility of a level in world composition with nodes?
Does anyone want to make a game together?
@jolly sage look under my blueprint to the left and click your animation graph to reopen it
Hey guys - Looking into adding mod support for my game, so players can make maps/bps with the editor. 3 options I'm aware of are:
- Build custom engine, submit to epic to distrib via epic launcher (downside, need epic to aprove of sharing modkit)
- provide instructions for users to build custom engine (downside, big barrier to modders getting going)
- Share full game project, so users can use launcher engine (downside, requires sharing full project, and using stock engine)
anyone else have some good info in this area? Not sure how hard option 1 is - probably best if aproval process is not too hard. 2 and 3 both seem dooable though
can someone help with whatever is breaking my Inventory?
more information, it's only when it is connected to the output pin for the event. Putting in a static input like so doesn't break it, although obviously that won't work
This one stupid error is causing a lot of problems, because a lot of other features sorta rely on the inventory working
so if anyone could help that would be great
hello
where can i ask for some help ive been stuck on this problem for ages now im rather new to using unreal engine
so im using world creator to make a world composition with a terrain width of 8129x8129 and want to export it in 16 tiles to make a full map
what would i have to put the tile width an height to make that work
or would it be recommended to have it at 1009 per tile
Hi there, according to this link both AndroidMedia Player and WmfMedia Player support rtsp streams, yet I dont seem to be able to get it working for either android or windows, does anyone have any experience with this?
Technical information regarding Media Framework in Unreal Engine 4.
Im impressed...full RT in the archviz with my improved settings...
Hello everyone.
I am new to Unreal.
As you can see in the linked video below. I have 3 problems on my project related to dynamic lighting.
1.The white buildings don't cast shadows on the floor. They are all 1 object, I suppose UE has hard times generating Mesh distance field for such a large object
2.The round roofed buildind is dark as if it is in shadow)
3.When I get far or very close, the shadow disappear as if it is clipped.I suppose it is linked to cascade shadow settings. But i play with it and noting happen
For info, i am using the nes Sun and sky in UE4 4.24.
I am finalising my project, i am stuck because of this. If someone could help me it would be awesome.
I attached a widget blueprint to in front of my camera
whenever i move the camera it gets blurry
how do i fix this
nvm im fine now i just set User Interface- Space - Screen
Hey is there any way to choose what child socket the object will link to?
Hello!
Currently i'm working on open world AI system and i got a question.
What if i want to spawn an AI, that moves around few levels?
I have world composition, that contains 9 levels. Where and how should i spawn enemies?
is there a way to make a widget's alpha be gradient? that way i can fade from opaque to transparent going from one side to the other
ok, i'll search more about that, thanks
btw, do you know if its possible to have something like a vignette but inside widgets?
like a post process effect
I still didnt find a way on how to rotate players camera in sequencer
I tried putting PlayerCameraManager in sequencer and keyframed different transform values. Doesnt do anything
same with PlayerManager
tried with different pawns and FirstPersonCharacter, unchecked Use Pawn Control Rotation on camera. nothing worked
It works fine in edit mode but never works in play mode
managed to apply a material to the widget by using a retainer box, now to make it look slightly brighter...
Hey everyone, can someone help me please? I'd truly appreciate it. I am integrating particle effects from UE4.24 to 4.25 and am having to manually set all the particle effects via assigning textures to materials and materials to the particle effects. Even though i have been assigning materials and textures correctly i see some of these textures as sandy block material shown in picture.
how do i fix this? please help
@rigid belfry the one without
vignette makes it look liek you're looking through something lol
maybe good for vr?
@rigid belfry The one with vignette looks more defined, reminds me of fortnite a little bit. the one without looks softer and appears more calming
i think the one without looks like you're already in the game
almost as if you're 1 button away from being able to walk or something
Make the menu UI more invasive
The easiest way around that is lower the viewpoint
Atm it's at head height
or higher i guess lol
If it's an ingame menu then it looks good that way i think
If it's a main menu which it looks to be. I think it would be best in centre. You want the player to get into your game with as much ease as possible. That's why most main menu's are in the middle with the campaign at the top in big letters ๐
these days people can't even watch videos unless within 6seconds it entertains them. Those are my thoughts on Main menu UI.
I've got mine on the side, but my main menu is a level looping a camera
i dont want a 3d menu because i think its just a waste of resources, i'd like to have a 2d render
i am thinking about animating a camera, recording it and then converting the gif to a flipbook in unreal
i think i am 1/3 done with setting up the basis for a multiplayer game, i should really continue but having a non functioning menu really slows everything down
plus while i am at it, i can finish it once and for all
need a little help here. I am trying to use the sequencer but I can't get any key frames
I even have the auto key frame thing on
this is my scene
Hello, can I watch the unreal day videos after July 14th or is it only for the day
John Connor from terminator?
When will the casual user get chaos without building from source ?
How Do i Create Event which when i can hold long press on the left mouse button
? ????
Hey guys, I have an actor that consists of blueprint and 1 static mesh that simulates physics. How can I set it up, that the actor always has the same position as the static mesh? thanks in advance
The static mesh is part of the actor. So when you move the actor, the static mesh moves
@soft panther You have the Mouse event with press and release. Then you have a branch at your event tick, with a boolean (MouseIsPressed). Now if "press" is triggered, set the boolean to true, if "release " is triggered set the boolean to false. from the true branch, you get a float variable and increase it by delta time (from tick event). On event release you check if the float variable exceeded a certain value and if true, it triggers your "long press action", if false it triggers your short press action... make sure to reset all variables.
@noble tapir Yeah, but I mean the other way around...
What do you mean by the other way around? I guess, how are you moving the static mesh?
@rapid ridge
Physics
ahh
The problem is, I use AI Perception, but it only "sees" the actor. I want it to see the Static mesh and move towards it
hmm
There might be a better way but you could possibly GetLocation of the mesh and use that location to SetLocation of the actor?
I guess if you are using blueprints that might be true
but thats definitely not a rule you should follow 100% of the time
Also wouldnt setting the staticmesh as the rootcomponent do what you want?
@rapid ridge
Also, question for anyone. I need to have a static UMaterialInterface for a type of Actor. What would the best way to initialize this be?
hello guys , when i import animation from maya to ue4 its give me a error message like this in picture so any help pls
is the animation actually called that?
i think he blurred his directory
give the output log error
ok
so ugh
im trying to use a blueprint interface
but it does not play the event
am i using it right?
No ur not
@plush yew @dark rune @dense gate Thank you for all the help, you guys are truly awesome

Hey guys.
For some reason, when I use Unreal and add a plugin, I get some weird permission errors.
Recently I was trying out vivox, I added their SDK to my plugins directory (as directed by their documentation), I regenerated the .sln file from the .uproject, but when I try building my project I get this error:
Error MSB3075 The command "chcp 65001 >NUL && "C:\Program Files\Epic Games\UE_4.24\Engine\Build\BatchFiles\Build.bat" ParkourEditor Win64 Development -Project="C:\Users\user\Documents\Unreal Projects\Parkour\Parkour.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. Parkour C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 46```
This seems to be happening for all of my projects. Am I doing something wrong?
Is something incorrect with respect to permissions on my PC?
Edit: Neither Build.bat or Parkour.uproject are read-only.
i have a blueprints asset which has a series of cameras, and i also have my own custom camera set up that i wrote in c++, how would i combine my camera class with the blueprints asset class? i know this is a very basic question, i have a few years of programming experience, but not much unreal experience, so sometimes i get to these basic challenges i don't seem to be able to solve (they are both pawn controllers)
Any1 have problem exporting morph?
I've exported morph just fine but this one model doesn't export morph for some reason
@cyan robin Maybe you can do add component
see if your camera is there
inside your blueprint asset
Anyone with permission issues?
THANKS
So I accidentally deleted my playable character and now when I click play Iโm not in a 3rd person character instead Iโm flying around how do I add the character back Sorry for such a silly question to ask Iโm rather new and am struggling to get it to work
@cyan robin actually, they are both pawn controller? i have no idea man might not be how it should be
hopefully someone is around to help you
well, i see "add c++ component" so maybe i can rewrite the code there?
I only use blueprint, but hopefully you can work it out
just give it a go ๐
i dont see it any different than adding a blueprint component
@bold compass go to third person bp folder, blueprints, drag third person character into scene
Ty @jolly kernel
is the server receiving the event
yes
so what isnt working?
the server can shoot but the client cant
also it gives error saying that it can't read Gun Ref Variable
i cant really help you beside linking you this incredible documentation about networks in unreal. it is about 100 pages long, but its really well written and with many examples http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf
thanks
I've tried to fix this the past hour can't seem to outsmart it, any help would be appreciated