#ue4-general
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its not wrong
youre reading it differently
hence why any decent teacher forces you to use parentheses
because if you dont its left up to interpretation
...
perhaps, it's not something that's saved off however as results are calculated immediately when you leave the field
done and ... poking around ๐
How can I create an in-game ray tracing toggle like in Metro Exodus?
Anyone know if you can change a character capsule collision settings in blueprint realtime/
@vernal thicket Yes you can
currently have an issue where after killed player still collides with capsule but because i'm simulating physics the body is somewhere else compared to the capsule
I've currently used Set collision response to channel and set it to ignore pawn but it doesnt seem to work?
@plush yew That wont work because the global ray tracing disable/enable is in the project settings
And the last time I tried that it didnt work
alright ill give it a try
@vernal thicket Destroy the capsule component when your player dies
Ight i'll try that again, pretty sure I ran into issues with them falling through the map last time?
@plush yew Yeah that's where I didnt know what to do
Welp @hoary silo that works fine, thanks man
ive had nothing but issues attempting to utilize ray tracing
they need to work on themselves before we can work for them lol
thats why they shouldnt market rough unfinished features like they do with the obvious misconception the functionality is solid and tested. waste all of our time. we end up not using anyway
i bought a couple rtx 2080 supers and a 2070 and the reason was, availability is older powerful cards pushed their prices up
so i could only strategically afford the rtx cards really
people began marking up the 1080 ti even more. although the benchmark comparisons were similar
so whether i wanted to support rtx was down to whether i wanted to work with nvidia or not
even thought i am struggling to get anything done because of procastination, i made some changes to my missions menu. this is the before
this is after
i feel like what makes me procrastinate is the feeling that i might've started something too big, and i have the feeling i'll be dropping this anytime soon
like, i am working on this multiplayer stuff, yet just implementing a functioning multiplayer system with a working menu and all is very tedious work
i cant image how much time will go into starting to work on the actual game
multiplayer makes everything i want to do 10x harder
maybe more
i tell myself that the time i take off to procastinate is used for thinking about ways of doing this right
yet i find myself playing games and waching youtube videos
oh for sure, i am not gonna do anything too weird right now
i am thinking about a walking simulator, mind you
no combat at all
i just want to understand how networking works first
before diving into it
i want to get the whole UI looking well polished and fresh
sucks that i've never done anything like this before
but it is what it is
right now i find myself stacking boxes on top of boxes, in terms of widgets
it has worked wonders so far, at least i like to think so
ahah
Yo
anyone know how to add multiple lods to a mesh with diferent sections successfully?
im clothifying both a strap and hair
did the strap
and created the hair lod
but it wont apply it
even tho i select it
uhh how long is this gonna be under maintenance for?
Same question here. I was about to start a certification test and I can't find any announcement regarding this maintenance.
is that on online learning?
yes
ooooooooo then it is maintenance
@plush yew yeah i want multiplayer but i dont have time to write complex systems from scratch. so i use framework i purchased then its just setup, customization, and implementation
@rocky radish yes, but it seems it's not planned since there was no announcement made in the forums. The last programmed maintenance was announced in May
@sick turret why dont you have the lod's auto generate by ue4 instead of doing it manually
upon import
i dont overthink LOD's because i make my meshes as optimized as possible to begin with and let ue4 handle the LOD's
@floral mesa i mean, you kinda need a system that suits your view of the game at some point. you cant just buy a multiplayer template and hope for the better
not what i said, but if you wanna complain and procrastinate then use a framework nuff said
use something that works for you obviously
ok, all im tryna do is clothify both a strap and hair on the same mesh, but both starp and hair are different objects and Sections+ Materials.
I created the clothify LOD for the strap and set it up perfectly. then i created the second LOD for the ahir. But whenI apply it wont work.
Hey! IDK the channel for that question, but I just watched some episodes of the last of us and I saw that there are more Ais that you have to follow for example and if you don't they stop to wait. How do you think those are made? With some collision around the character and they have waypoints to follow?
and same if they have to follow you
@sick turret import them separately and merge them post design
@mental swan probably behavior tree system
@mental swan and yeah you set tasks which can include pathfinding like waypoints
@sick turret yeah its annoying but i guarantee it will work
@sick turret plus merging the assets combine the mats too, so its probably something you want to do anyway. essentially you wanted to merge them early so its like doing it in a reverse order
ok, thnx
I feel like these shadows are inaccurate but I'm having trouble wrapping my head around what would happen in real life... it would depend on how bright the moon/sun is right?
@dusky token IMO the best shadows are generated on an interior, they can promote mood a lot more than exterior lighting
i,e through a doorway/window
@dusky token Also if the lighting is more realistic it promotes the aesthetic of the shadows
the more directly above an object the light source is, the shorter the shadow cast will be. So that shadow (as far as what I can see) is because the sun/moon is like 45 degrees in relation to that pillar
idk if that makes sense
it seems ok though
Is it normal to get extremely huge folder size after building the engine on Ubuntu?
I cloned Unreal and started building on Ubuntu, not long after I got a 50+ gb folder and I had to cancel the building cuz no space left
building the engine is ~100gb folder size when finished
oh lol, I see
@snow berry well, you're right, pointing the moon light directly down did basically eliminate the need for confusion
@dusky token shadows can essentially be different colors, so to speak. the point where two shadows overlap would be darker than the area where they did not
not really colors, per se, but theyll have differing levels of darkness
it makes sense, but I feel like I've never consciously seen/noted that in real life
lol I just tested it with a coffee cup and my phone flashlight, crazy
lmao
also this quote from the wikipedia Shadow page
"If there is more than one light source, there will be several shadows, with the overlapping parts darker, and various combinations of brightnesses or even colors. The more diffuse the lighting is, the softer and more indistinct the shadow outlines become, until they disappear."
hope that helped
it did thanks
@everyone can anyone help me on terrain textures? if so ill be in general voice chat thanks in advance
im pretty new, but try not to @ everyone thats like 40k people lol
can any one tell me, please, how to get audio from a media player in umg?
im pretty new, but try not to @ everyone thats like 40k people lol
@snow berry noone gets the notification when you @ everyone
oh word
not on this server
Hey guys, could somebody explain me why my mesh is turning black whenever I want to use the 'mesh-editing' panel to apply new textures? I made a short video to show my problem: https://www.youtube.com/watch?v=ND-SUgOxJs4&feature=youtu.be This problem only occurred with meshes I created myself in C4D..
I'm new to UE4, so the answer could actually be really simple.
trying to load a project, progress stuck at 39% 100% cpu
anyone had that issue? ๐
4.25.1
fresh install
it used to open in like secons, 30 mins now
*seconds
nada
@thorny perch first time opening it?
then just wait, the next time you load it will be faster
lets see again then ๐
yeah could be compiler, all 48 of them compiling like crazy ๐
hey how do I do the thing where transparent materials dont add up when overlapping? like a transparent object wouldnt render behind another transparent object
like this
really simple question but i forgot
what button do i hold down to connect state machines?
oh nevermind
have to click off to the side
Is there a way someone can help me with an audio issue involving a hit sound when my PhysicsBallBP collides with a wall or floor?
is the marketplace down for anyone else?
Works fine for me as well.
odd, was working for me, then the images stopped loading and now cant even load it, Can load every other UE page but marketplace.
You tried restarting the launcher completely? Like with the little carrot on the bottom right hand side of your pc? Assuming youre using Windows
Mm carrots
Is there a concept for UPROPERTY declarations for Lists? i.e. an extendable array which can be populated through the outliner?
or can you only UPROPERTY arrays of a statically determined size?
and if so how does one "typically" solve the 'expose to design' question of having extendable sets?
Hello,
anyone know where the tiles of the nav mesh are generated?
yes i have tried plenty (Just not fully rebooted PC as i have too many things im working on right now)
I'm not sure, friend. I'm sorry that I'm no help.
Can anyone help me out with my checkpoint system. I've found the issue but I can't for the life of me figure out how to fix it
It works. I just have a problem with it triggering when I overlap a component that isnt my checkpoint.
is the code in your checkpoint or in the player?
I have the code in a checkpoint blue print
For the checkpoint itself. I can place them anywhere easily. I also have a moving platform and when i interact with it it triggers the checkpoint for some reason.
when "you" the player or when the platform hits the checkpoint?
When the player touches the platform.
it actually delays for a few seconds then tells me "checkpoint reached" when I'm still a good distance away from the checkpoint.
set up a breakpoint for the checkpoint, after the overlap put a breakpoint on the next node and then when you get on the platform wait for it to trigger and pause the game. Then you can see what is triggering the checkpoint while you are on the platform.
Let me see what I can figure out.
Very cool ๐
what does that mean:
//size of single tile, expressed in uu
i do not understand "UU"
im trying to make a 2d platformer, but i cant figure out how to make the character wall jump
can someone help?
What would be the best way to handle damaging other players on steam multiplayer game? ๐ค
player does something, that something is sent to the server, the server does the something, if something happens that would cause damage the server would handle the damage, the clients would be updated. repeat as needed
Noob question here: How do I offset and sharpen the black on the gradient obtained through texcoords?
@plush yew Which is all you need as the server should handle the damage calculation anyway. AnyDamage -> change the health (replicate that)
But Iโm not absolutely sure how they implemented it.. I thought it was multicast. But if you write it executes on server only, then that means it is not a multicast event
Im having issues doin difference booleans in blender, can I just do it in ue instead
frick
i think i know how its supposed to work
but it just doesnt
yea, so i rebooted PC, and still cant load the marketplace
How to make 3d material caustics? My only works horizontal with 4 way chaos parameter..
At down fine, but on sides bad
Material
maybe light profiles instead?
same
@plush yew I think its because I used archipack to create the walls because every other tutorial I followed just works fine but those damn walls dont wanna cooperate :<
Hey guys i just wrote in the #blueprint channel, i dont want to spam but i am in need of assistance, and its a bit urgent. Is there anyone who can help me? i have a blueprint object, and when it is destroyed i want it to spawn 2 more in a limited area but the problem is i cant make them add themselves to the array of another blueprint object :/ if someone could help i'd appreciate it. Thanks
Is anyone else having issues with using the console command "open anymaphere" when running in PIE standalone or a dev built project?
It wont work for me on any project, even untouched ones from epic games on marketplace, tried on 4.25.1 binary install & source install
It works in editor though
For the record if anyone else has the issue I just mentioned, it seemed to be an issue with the Oculus runtime, wasn't using it but it was plugged in
Unplugging it made it so I can open maps again... will look further into that
hehe light function caustic)
Looks like the experts are off for the weekend.
I cant use the animation of another skeleton into this blendspace. The skeletons are basically copies of each other. It doesnt showup in the retarget menu. I have no idea what is going on
Do I need to watch out for anything if I start using structs in structs
Does anyone know how to exclude actors from a Global Time Dialation, or have multiple actors on a Custom Time Dialation?
Nvm I just found a node called Set Ignore Time Dilation
Hey all, sorry for the dump in main channel, but seems the issue might be engine related. Problem is as shown in the picture, for some reason, my 3d Widget text on my very basic Actor is being offset based on camera position (further the camera, further the text gets).
This is a new project on 4.23.4 I've just started. Has anyone come across this before and know a way to fix?
EDIT: ah... its my 150% scaling on the 4k screen.. ugh, regret buying this monitor so many times now >_<
Here's a question - I'm looking for some art to use as placeholders for top navigation in my project. Where's the best place to download some free art before I commission someone to design the art for us?
Question 2: I'm writing a project that will only be used on Windows desktop and Mac desktop, no mobile. However, I'm aware of the Mac switch to ARM and Rosetta 2. UE4 already supports ARM. Is it OK to just compile as normal for MacOS Intel, knowing that Rosetta 2 will support the transition, or should I design things with ARM in mind for future Mac OS, and if so, what are the limitations of designing for ARM?
@open wadi depends on who you know. do you currently have an artist?
The project I'm designing is relatively simple.
@floral mesa I do not, this is for a non-game, relatively simplistic project I'm doing for training purposes, where I'm basically using UE4 to design a simple menu system that will play some videos and songs on demand. While cash isn't an issue and I'll pay for art if necessary, in the meantime, I'm interested in just having some decent placeholder art while I shape out the project.
Assuming that is realistic.
if its simply placeholders id just use free or open source assets
For menu items, thats 2d or 2.5 d so. i usually make my own placeholders with gimp 2
i cant reccomend a market for 2d assets, but ill add you and poke around actually
ill contact you later k
Does anyone know how to put a black and white overlay in game?
can anyone help me? i dont know how to make my model connect with the unreal map without it falling through the ground
does anyone know how to get rid of this background thing
i already removed the normal background by setting intensity to 0 and color to black
but there is still this thing
and its reflecting on the ground through the roof somehow
hey guys i am trying to program on my mac with ue4 but i am having problems with auto complete is there anything i can do besides program on windows
but there is still this thing
@brazen crow That could be atmospheric fog.
hey guys i am trying to program on my mac with ue4 but i am having problems with auto complete is there anything i can do besides program on windows
@vernal dock Hmm IDK about programming on Mac, but it is not a massive problem if you don't have auto complete
anyone know why my map might be turning black after being built?
@ionic gyro Probably no material on it.
what do you mean? i have materials on everything
yeah
ahh no light then?
yeah
i did notice right after building that for a split second there is light
wait it fixed when i reopened the editor
weird
wait nevermind
im still looking for someone who can help me actually, im new to ue4 and wanna use the cmd console, when i check the input it says tilde, because i use german keyboard i set it to tab, and it works when i hit play, but in the editor i cant open it. Is that normal?
how do i change these names to something more meaningful? this is the BehaviorTree dropdown box thingy
they are all different actor/pawn types but use the same kind of ai controller you know ?
Here's a proper question - in my main menu, I have a top nav like this, but I want, when I click on a top nav item, for submenu items to appear in the manner shown here. Any good place to start? Particular tutorial, etc?
wow everyone is asking here, not even thinking about the question was asked first...so
Yes Tizzalicious, welcome to the Unreal support channel.
The reality is the experts, like MathewW, apparently aren't here right now, so this is how it goes.
but if i see this proper question i could think you might know or could give a answer
hey the question that buried mine got deleted?
at least you guys havew a basic foundation lol i cant even fix the collision on my model since it keeps clipping through the map
sweet lol. i use iclone7 for my models and just found out about the maps for unreal i figured why not combine the two
you mean you use cc3
yeah
and where is the player start positioned?
ooh i used blender for a while so i can model stuff myself (:
though i have the plug in that lets me transfer and animate in unreal
unless its complex them im lazy
@tiny crescent i have every reallusion product, i hate those guys but i use the stuff.
XD
@tiny crescent spent a fortune on that suite
so im mean to them, because of their paywalls
@tiny crescent so where is the character clipping?
tell me about it. just spent $4,000 for my set up and half that on the live link programs
@tiny crescent im adding you because we have the same pipeline for characters and animation
i closed both programs but here's a screenshot
@tiny crescent id say im a good person to know
so his foot remains above the terrain?
auto import feature ofr iclone chars is always so buggy
or her foot haha
yeah when i move the model in iclone it clipps in unreal
i tried looking for any help but cant find any
do you have 3dxchange pipeline edition?
yes
yeah its hard to find help for us with reallusion stuff
good and youre doing your animations in iclone with a livelink
yep no other way that i like
id prefer to import the animations and apply them in engine
so when making 3rd person character into first person one i cannot find the thing that rotares character with camera? did they move it somewhere? the character rotation yaw thing
try it and see if it replicates the issue
hmm will do
message me directly if need be. im interested in the solution
copy that gonna be a while though im currently updating one of my programs and the files are gonna take a while. slows everything else down
also do you have a render of a model ytou made in iclone?
i like seeing hat others come up with lol
and everyone is an expert at some area of dev. its a big world. sometimes the experts just dont have time to take from their work to answer really simple stuff i see in the chat. google has links to everything yall. and people like us asking questions are qualified enough to help troubleshoot issues because chances are we want to know the solution ourselves. so be patient, ask more than once, and please be kind always. especially if you need help and trust me i get the frustartion.
@tiny crescent as you know i could set one up or many up and render them out but i dont want to
@tiny crescent i can show you my processes
or explain
you dont have to its no big deal
cool community
yea i agree
i learned so much from google
@round hawk thank u sm it worked!
ok im giving it a try still i love the ability to just animate in a simple program like iclone and see the results in unreal lol
godamn i hate when i have to rebuilt lighting 20 times because it leaves shitty artifacts everywhere then i have to remove a light and rebuild everytimeeee
jesus that seems a bit excessive lol
it would be fine if building lighting didnt take 15 minutes
what type of game are u trying to make?
its been 5 minutes
yesterday it took an hour to package my project
im not making a game. im using unreal for the animation side of things. although I can animate easily in iclone, i feel; that unreal has much more stunning environments to use
@neat galleon Your image gave me inspiration
does anyone know why its so shit
i know someone whos been doing unreal for a few yrs he says it used to be good
it used to be fast
now its just
its just like bruh
ooh hows the switch
my next game will probably be with godot still, but I love messing with Unreal
i heard good things about godot but never tried it
Godot is amazing
for 2D though, 3D is only OK, if you gonna do 3D like stick to unreal unless you're on a potato
30MB game engine though, and it's fast af
xD
oh ok
so id imagine that it has less features when compard to unity or unreal?
but its better for simpler games
dunno i'm not too advanced, but I'm only now learning how to do more stuff with unreal
but I want to make a 2D game cause i got a game idea I want to try out
lo
Unreal Engine is, like, difficult kind of to a new player, but I have trouble doing stuff on my own with it, while with Godot i've never had that
yesss its why i used unity for a bit
I dislike Unity a lot, they're money greedy f*cks
until i realised its... not the best
Light mode
yea
Rare u wanna be friends too?
its kinda
Us noobs must stick together lol
and he was like "this shit ew im not paying for dark mode"
No reason to use Unity IMO
I'm a noob also
so he hacked the exe and made it dark mode
I did that, still not worth it
he said its literally just
Why use Unity? Godot does everything better and is free
No it's hex edditing stuff
more noobs XD
ah rip
Yea
joking but welcome and ty lol
us noobs gotta band together
Ok lol
Just like
The master of 3D is Unreal Engine
The master of 2D is Godot Engine
i remember when i was still trying to do graphics in java....
I want master of 3D is Unreal Engine
Most people doing 2D want to be simpler, godot achieves that amazing
man that was painful
it killed my braincells
@proven shuttle funny lmao
Ouch
I hit my desk a lot learning blender
I was like, "why the FUCK won't this work for me"
Blender is awesome, so damn hard
good
Well I juts want to make simple 3D game
i use it for basic modelling
and basic material
the animation tho
hell no
never touching animation
have any of yall actually used godot engine
I like to learn 3D modeling
imo if u can do 3d with unreal and use blueprints then why do 2d
blueprints are so easy
This UI Sexy
until u forget which node to use
Which Unreal could look like this lmao
well this is for UE4 just saying
thats cool that u can choose
i aint touching cpp
java is already difficult to learn
then u slap on memory management
no
oohh god those nodes look horrifying
GDScript though, very nice language for begginers
lets move to #lounge tho
this has nothing to do with ue4
can we learn blueprint in UE4 please !!!!!!!
sure ill teach u
so u have events
events lead to other stuffs u want ur object to do
so if u want ur dood to move 1 unit to the right
u just use the onstart event
and do setlocation
and give it ur current location
and use vector+vector node
and just add 1 to either the x, y, or z, or all axis
You should use tutorials from yt tbh
I trying to make a Game Over scene in my game. I already have my AI setup now I need my game Over scene
I don't do C++ yet, because every damn tutorial says to buy this 200 dollar extenstion for VS
@brazen crow
any c++ experience
That's nice !!!!!
okay
ill just use blueprints
oh god wHY
I like learning shit
@tiny crescent did you model this yourself
but theres an extent where the learning becomes painful
well actually
maybe not rly
do u already know c#
or java
@fallen plaza , I created the models using a mix of morphs. the clothes are premade i just changed the textures. as you can see in her eyes closely they are the mangekyo sharingan from naruto >_>
I think if I learn C# or C++ I'll be able to understand the engine better though
Like the classes and stuff
xD
O.O
google it bro thats how everyone else learns
I got annoyed at blender cause I couldn't get my object to show in cycles renderer
and ppl tried to help me and I leartned every damn way to hide an object
im probably not the best to learn from XD honestlky i use iclone7 and it makes modeling and sculpting childsplay but it cost money
xD
no doughtnut
i see u followed the tutorial
Yea thatโs true but I like to learn from someone who is doing a Visual call. Because most of the videos go too fast
donut yes
ah a cup of coffe with an invisible doughnut?
of course
the only scene build im proud of XD
I'll be getting a GTX 1660 Super
Nice donut
Instead of my Vega 8 graphics
damnnn 1660
:p
im running a 970 lol
Yea it's like 250-270 within my gpu budget
1660 damnn
by budget I mean my dad's buying one for me
:p
He also wants to build a gaming pc
step ur game up my set up cost over4k
the flex is real
mine was all free except for the gpu
XD hey i wanted the best and i paid for it literally
also spent a lot of money on shit i didn't need
like three mouses and a keyboard, 6 or 7 fans and two headsets
gone
my very 1st 3d model
6 or 7 fans
i really have a thing for gloves huh O.O
Thatโs awesome
i feel like gloves makes everything better or cooler lol
Same here @tiny crescent
trail and error belive it or not lol
GODAMN THISMANS A LEGEND
he actually did what i do everytime but he skipped the "fuck this ill google it" step
truthfully iclone7 is where i started morph mixing for that perfect body type i wanted, Source Filmmaker is where i started learning texture swapping with teh splatoon models and animations
after that MMD is what i used to test out pre made models with physics enabled and from there i literally just stuck with iclone lol
wow
oh im no pro im still learning even right now
I cou;dnt even figure out how to move in blender w/o looking it up
Yea thatโs true
I think it would be nice if we work together on a game if you guys donโt mind
Nah im already working with someone
We all have some skill in something that we all know
My few yrs experience friend
real talk, I'm trash at unreal though when it comes to figuring something out I don't know
Because Iโm really good in drawing
Only really screwed around with it not really created anything
Same
like I wanted to do a FPS but
I just ask my friend
I don't know how to animate shit
Animation sucks
Its so annoying
I would outsource it to an app which does it for u
Or just import the animation which u want
wdym outsource
Get another app that does it for u :p
like what
i would love to but sadly guys im only using unreal for animations ๐ฆ
Well we focus on what kind of game we should make then we can go from there
Well thatโs awesome that you know animation @tiny crescent
Im making a horror game u should too its fun
thanks zeno and anyone can learn it lol
are you animating like characters and stuff
Well like make a game that people would like to play
teh hardest thing i had to leanr was literally the walk cycle .....dam thing still gives me chills when i make it from scratch
Youโre welcome @tiny crescent
ye I was gonna make a puzzle faced pace platformer in godot and I got thrown into this convo
lol
yes rare im animating models
I was making a action adventure game
Rpg?
I got everything that I need my game
That's good
animation in iclone 7 using aura partcle, trying to transfer it to unreal
I always struggle with assets
You can test it out if you guys want
That sounds cool
Thanks
You can dm me and we can add a group if other ppl are interested
thinking of changing the blue to pink....give it more of a girl vibe yeah?
Maybe, if you want my critueq I can give it
Ok sure @proven shuttle
Hey ill join cuz why not
Its summer vaca i got time
And theres no harm in learning
Thatโs awesome @brazen crow
We all do :p
Blender is for TRYHARDS!!!!
But tbh I don't really feel like I have fun in blender
Thatโs what Iโm do with my summer vaca is trying to learn how to make a video game @brazen crow
joking just joking dont kill me
O:
oh rare i posted a quick vid for you
I mean IM NOT COMPLANING
not my best but short lol
Am I doing this wrong
Do I have to edit the code inn the ENGINE?
Wow I'm very lost lol
Lol
Oof
So I guess .h files are for declearing functions and variables?
How to find aes key in ue android mobile games
Anyone able to maybe help me out with something?
I there any way to properly use world position offset for displacement on a mesh without it breaking the mesh where the seams are?
is it weird for a 14 yr to be advanced with unreal engine?
good point
UE wasn't really a feasible option for a 14 year old to learn when I was 14 but I was half decent at some other programming stuff lol
i mastered roblox developing with lua so i decided to try taking a step further
You can be talented at nearly any age. It takes hard work and focus.
Anyone want to make a game together?
LOL
u came a little too late
and @potent sleet literally no one asked why are u trying to flex to strangers on a discord server
Let him be a teenager lol
sure sure
oh god
This is a unreal engine related discord chat, if you want to argue use DM's
Or that lol
toxic much i just read that
itโs not even a flex iโm just saying my achievements
smh
hi all, just quickly popping in for some somewhat urgent advice
im not used to unreal at all so forgive if i sound ignorant in what i say but i specifically need to use 4.23.1 for the task im trying to achieve
I'm trying to import a skeletal mesh FBX file exported from Blender, and it has shape keys as well as lots of close-together vertices.
It's important those vertices remain separate for a look I'm trying to achieve, but the 'Keep Overlapping Vertices' import option from older versions of Unreal Engine 4 is simply not present anymore with almost info as to why on the internet, I've searched the same 5 pages on loop for about 2 hours now.
What do I do as a replacement for the 'Keep Overlapping Vertices' FBX Import option in 4.23.1?
@potent sleet thats what u call a flex
i tried setting the position threshold to 0, and while it IMPROVES it, it doesnt make it perfect, its as if it only halfway fixes the problem
i dont know why keep overlapping vertices had to go away
@all Is Unreal online learning page still in maintenance?
Yeah, theres a forum post about it now. No ETA last i checked. @acoustic crater
anyone know ho can get a ramp 0 to over 1
no materials
i creat a ramp from my uvยดs
but i need more of a 0 to 100 relation
well that will sharpen it
lets see, tried that
its not more
im trying to basically displace a spline
like bend it to a curve
u see multiplying it
not a curve
its not more then this
well it can be
hmm
well how do i get it to 10 first of all
well but i would loo 0 to .9999 wich will become 0
no
thats the long awnser
the short one is no
you could probably already do it in ue4
but it would be a pretty round about way figuring things out urself creating a own technique
no
ok basically
i downloaded a 3d model from deviant art which has no skeleton
yes xps thing
then i use mixamo to implement the rig thing
i have no idea what ur talking about
<,< im more of a designer then a ue4 person so i dont understand why those are even a thing
UX?
well
i would say that about ue4 tbh
when i tried to sculpt a simple landscape it almost drove me crazy
then i realizes that the animation from mixamo is not suitable and i was tryirng to do animation retarget for my 3d chara instead of using animation from mixamo , but it turns out that there was some missing "human body parts" like joint or something that mixamo didnt give me ,but the original 3d model in xps has the joint thing
who ever created the ui / shortkeys must have beena intern or something
fbx
this software has no access to export as fbx option
why is something so simple so hard
any other option i can actually take
ngff ?
software like xnalara ?
what

ah
ok
im a programmer guy i dunno anything about 3D model
i dont see why blender isnt a option here?
it was xps
xps is only for that programm?
then you have no options lul
unless you find a importer add on for blender that takes that ngff file

ill try this
basically allow me to open xps file in blender
i guess?

is rigging process
difficult ?
for someone
who never do any 3D modelling
in his life

i thought rigging is ez , i blame mixamo
riggin itself is not difficult
but you, like everwhere, have to understand what you are doing
dont overreact on blender dude, bcs its not a nightmare
that isnt true lol
thats just not true <,<
and you dont select bones in the hierachy, also you shouldnt use left click <,<
its a missconception
as a programmer who started UE4 , the interface is more appealing to ppl who has done the 3D software before becuz they are quite similar
of all the softwares i used maya c4d substance painter unity ue4 blender has the best ux by far. but like always you have to know what oyu are doing
it does
facts
no
not really
hard disagree
well
depending
only for posing?
yea if its bcs of that add on only works there then you dont have another choice
well yea 2.74 is quiet far off tbh
but it should be simular enough
nvm the latest version will do
lel
just got the add on in blender
ehm
well then
just to clearify
what does this other programm actually do if u end up in blender anyway?
hum okey i guess
just wondered if its something i could use
yea but i need a good reason to leaf blender
well what you have to do now is understand your rig
i daubt it exported ikยดs and or controlls
so either you set up some simple iks or ur stuck with fk
im trying to import to ue4 now
huh i thought its supposed to be easy pose in the other programm?
okey, here we are starting to aggre lorash, thats the part where blender sux
have fun trying to export it

How can i export a blender material to Unreal?
F
but nodes and math are very simular
Nah its all volumetrics and refraction
See, this Is in blender
^^
shiiiiid
oh fuk
Alright ill try
well u exported it wrong
is it even rigged?
i dont think its even rigged
ah it is
hmm
he doesnt
well kinda
that doesnt matter question is if the rig works
you can try this
exporting from blender can be a pain at the beginning but i get my models out without a problem
ok so
export as fbx allow u to view the entire body with 3d viewer thing
but when it goes to unreal
it becomes lego

right?
did u trie the export settings i showed
send me the blend file and ill take a look
@void barn
i didnt actually change much
how about ue4 import setting?
unfold that
Anyone want to make a game together?
@mystic holly what kind of game
I've already started it. I want to make a open world zombie apocalypses game, with a small story.
We don't have to do that
That's just what I've been working on a bit
@void barn What do you think?
just started ue4 and i would like go build my foundation for now
its a good idea but i dun think i can help you with anything with my beginner lvl skill

ill stick with my own projet for now
@storm jasper I've had this problem before
Have you done any code for that blueprint?
no
Before you do anything on your own
Look up tutorials
I'll send you some links in dms
oke
hey guys i started a new project without starters content for some testing with imports now i need the ue4 default mannequin to retarget my rigg where do i get it?
is the mobile version from the market place the same as pc version?
i need the pc rigg
Under Add New > Feature or Content Pack. I think that is what it is called.
thank you
did i fail at the retargeting stage
did i select the wrong bones for the wrong places
Were their poses the same before you retargeted? What you see tends to happen due to mismatched poses.
T-pose vs A-pose, etc.
That shouldn't affect it. What do your bones look like? Can you show the skeleton hierarchy? Preferably from the retarget window.
she is 3x as big as the manequen mesh but yes i shall show you the bones and the retarget settings
just give me a minute
here
im using only the ref bones
Can you show this window with both skeletons in view? Looks like your poses aren't matching up, but want to make sure you aren't using a better pose at this stage. Show me exactly what you did in this window when retargeting.
the other skeleton never appears lol
Just a quick video for the UE4 answer hub...The options for skeletal retargeting moved since i last used them.
The mesh is supposed to be missing one hand btw ;)
Rather than messing around uploading images i thought i'd just record what i was doing.
The answer hub post - ht...
im gonna try this
If it never appears, how did you retarget it in the first place?
it fixed the hands
the usual way
i think i got this
ill come back if i cant fix the head
does anyone here do animation in blender with the default ue4 character?
can someone explain to me the unreal engine scale systems? I imported an animation where the root bone travels 2413 units in local space, with a scale of 100. So that would mean 24 units in world space? Because when I use that movement in the world, the character travels about 250 units
@bitter iris mrmannequin's tools
that work perfectly with the ue4 default skeleton?
that is the default skeleton
Creator of Cine Tracer Matt Workman, will join us on the next livestream to demonstrate his Blender to Unreal Engine workflow. As an artist familiar with traditional DCC tools, Matt will talk about his shift to Blender as well as tips and tricks he has learned in the process.
...
cheers
for the head it seems that that i picked the wrong bone
@bitter iris thats exacly that im doing rn budy its hard stuff
to import right
it seems to be the way my rigg is setup
I cant upload into my steam workshop. Anyone know why?
could i like parent 2 bones to 1 bone in the retargeting thingy?
or could i reparent the head to be on the org inside the editor ๐ค ?
@rigid belfry thats gotta be the most unstable addon ive ever seen lol
@plush yew just add them to the same parent and align them as you see fit.
Make sure the text block is below the image in the hierarchy to guarantee it is on top.
Or set ZOrder accordingly if available.
If you intend for this to be a button, then replace image with button and then the text block can be a child of it. Then in your button's appearance/style you can change the images.
@wanton lotus Hi, thanks for your attention. I want to add area like this (image) but i added a horizontal box i can not change ZOrder, i tried to add a border and put image and text in it, if image is in border, text can not be in it
@plush yew wrap your border>image in an overlay like this overlay>border>image, then add your text to the overlay.
I actually was going to suggest removing the border as well. Otherwise, with a circle image, your border looks like below, so it is best to just add the border directly to the image.
The blue is the border.
@void barn yes, you can manipulate bones. What exactly are you looking to do? Do you need to do this in C++ or with nodes or just in editor?
basically im doing animation retargetting
from aurora chara from marketplace
but my 2B is missing one bone
luckily i have one spare that the original creator didnt use it
so i was thinking of
extending this orange line
to match the original aurora chara
this is the one im missing
Migrating assets from a 4.25 project to a 4.23 project - is there some trick to it? The editor in the 4.23 project doesn't see the copied assets
they have hands and this lower arm twist thing which annoy me
i only have wrist which can be used to replace hand
but i dun have loweraram twist thing
@wanton lotus is it possible?
You don't need to extend the bone. It is the mismatch of bones that is causing the problem.
Not necessarily, you just need to know which bones correlate to the bones on the ue4 skeleton.
but i dun have that bone
Did you make the other characters skeleton or did you download the character?



