#ue4-general
1 messages · Page 788 of 1
of the option
@fierce forge anti-aliasing method
got it
just search anti-aliasing and it will show up
tnx
np
i still have big stars 😦
np, they look good anyway
can't you change their size?
https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/UVChannels/index.html @plush yew
The role of UV Channels for rendering Static Meshes, and how you can work with them in the Unreal Editor.
what made them bigger? @fierce forge
anti aliasing
yep
i don't think the big ones are part of the skybox...
doesn't make any sense the AA change the size of a texture
yeah
with temporalAA the stars are small but i have the first problem
do you have any 3d stars in your level (that are not part of the skybox)?
nope
doesnt anti aliasing smooth stuff basically?
basically it normally appears as it is, with bright stars, once the AA smooths the image you get not so bright looking stars
doesnt anti aliasing smooth stuff basically?
@rigid belfry yep, but TAA add some effects too i think wich may be what was causing the blurry stars
if you notice, in the top left corner where it says "built -in", i have 297 plugins while you have only 187
@rigid belfry is there a way to get the beta plugins ?
i havent been able to find an answer to that
you should be able to see them technically
what version are you using ?
that wouldnt show
i only finds stuff based on their name
it ignores the description
what engine version are you using
im using 4.24.0
64 bit windows?
@exotic thicket late reply but nah, I even set which levels to package, ue4 state there's no way for the editor to differentiate. Atleast they've got it set to warn you when you try to delete something otherwise I'd be in a world of shit lol
yea ofc @rigid belfry
searched for the plugin using ue 4.22 and it was missing
maybe its avaible only for 4.25?
hmm
allthought its a plug in used for static mesh editing and whatnot, and that came out 1 or 2 years ago
i doubt
@austere scroll did you build the engine from source?
if i could download 4.24 i would, but i currently have 200gbs of engine versions installed
but i am on 4.25 right now and i can see the polygon editing plug in
@austere scroll did you build the engine from source?
@rocky radish i dont know what that means
i just downlaoded it
can u send screenshot of the plugin @rigid belfry
@austere scroll you can't use chaos if you don't do that https://docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/ChaosDestructionOverview/index.html
if thats what you want
Hello i don´t know if im correct here but i got some Problems since today all my Games running un UE are crashing Games not running on UE are working
i dont think that is what Righy ment @rocky radish
gpu artifacts'
oh ok sorry my mistake
well for me , @shell jacinth fortnite and another game that was featured on the front page have these "mising dll" something like that
ok
fortnite launches but the other one doesnt
so what can i do`?
ask the game support?
ok i do thanks
@shell jacinth https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1574393-all-games-that-run-on-ue4-crash-on-startup/page3
My Specs
OS:
Microsoft Software | Windows 10 Home 64 Bit
PSU: I've been told by several techs that my psu provides ample power to my system
EVGA SuperNOVA 650
hey, im trying to export from blender but it comes out as 2 seperate objects in ureal
anyone know i can import it as one?
this is what I mean
nvm i found it im dumb
Hi, I have the wrong language set on https://learn.unrealengine.com/home/dashboard - how can I change the language there?
@jovial pollen Thanks for replying, I went into the inputs in project settings but I dont see options to unbind the default Q and E bindings there. The only action mapping that shows there is the one I created.
@devout swift dude. You press the X button on the binding you want to unbind....
Does anyone have a tutorial for the game like Outlast, with c ++?
@rigid belfry You mean the "preferred communication language" under "Personal"? This doesn't change the language on the dashboard.
The menu items on the left are in Dutch
are you dutch?
well how did you do it in the first place
how did you do it
Click on my name top right, as you said, but then not "Personal", but "Online Learning"
There's a separate language setting for Online Learning
@devout swift dude. You press the X button on the binding you want to unbind....
@jovial pollen I think you're not understanding. Do you know what the default pawn class is? The only bindings that show up in the project settings are the custom bindings you create. I don't want to unbind the ones I created. I want to unbind the ones from the default pawn class which I use in my custom pawn blueprint.
Q and E arent even binded to anything. which template are you using...
When I created the project I just chose "Blank > C++ Game". The default pawn I'm talking about is the one that gets instantiated in the game where you place player start. I replaced the instantiated pawn with my custom pawn that inherits from the default one
it's not even a character class like from the 3rd person example template, it's just a pawn. It's a sphere that you can move around with WASD, Q, and E
By default, this pawn can move up/down along the z axis with Q and E, like you can in teh viewport when editing a level. But I want to disable the ability to use Q/E to move up/down
is it the cameraActor? @devout swift
@rigid belfry No, it's the Default Pawn that I inherit from in my blueprint:
While the Pawn class provides only the essentials for creating a physical representation of a player or AI entity in the world, the DefaultPawn subclass comes with some additional Components and functionality.
The DefaultPawn class contains a native DefaultPawnMovementComponent, a spherical CollisionComponent, and a StaticMeshComponent. To control the DefaultPawnMovementComponent, as well as the camera, a Boolean to add default movement bindings is also present in the DefaultPawn class, and is set to true by default. ```
The Pawn is the physical representation of a player within the world.
text doesnt get justified in the middle
guys how do people usually get rid of tiling on the landscape
I've tried two methods but they just don't work
I've tried two methods but they just don't work
@fiery mortar did u try lod?
how does that work excatly
oh screw i was mentioning sth else sry
but a multiplier should help mate
if you have a simple texture get a copy of it and link them to the multiplier
this is how it looks
left is same with sand right rock texture
it still looks like a square was put
does disaster recovery even functions in UE ?
i never seem to be able to recover changes that get lost to sudden shutdown of pc
how come my vehicle wheels are rotated 45% to the left?
Just deleted 95000 items from my project equalling 20gb
dam
needless to say next time I think a side project to hold items and need pull what i need from that project into my project next time xD
That was good English
*Needless to say next time I will make a side project to store possible assets, and just pull what I need as and when I need it
There we go
Today we take a look at how we can set up the health and mana variables to use later on in the series.
In addition to the above, we also create UI bars for both the health & mana and get them displayed on the screen.
Unreal Engine 4 Beginner Tutorial Series:
https://www.yout...
The health and mana bar that are made in the video, will I be able to customize the bars later on?
So if you use an asset it creates a uasset of the asset too? i,e texture
@fiery mortar you can add a constant parameter here called "tiling" and change that in real time untill you find something that looks good
also why are you using the red channel only for those textures? what are you doing if i may ask
Hi everyone! I recently made this sound effects library for unreal engine, check it out: https://www.unrealengine.com/marketplace/en-US/product/game-ui-sound-pack
@rigid belfry because of this tutorial https://www.youtube.com/watch?v=zUyl2MbcKuE&t=1009s
Full Blog Post with Videos and Notes: https://www.worldofleveldesign.com/categories/ue4/landscape-macro-tiling-variation.php
Here is how to solve obvious texture tiling on landscapes. Where your textures look good up-close, near the player but then it tiles very noticeably fa...
I did the same things but the result wasn't the same
because you gotta blend the noise
@fiery mortar
when you click on the text file, its gets automatically downloaded. open it up, press ctrl+a to select all and then do ctrl+c to copy. in unreal, create a new material and call it whatever you like. in there, press ctrl+v to paste the whole material
the material should look something like this
i dont have any more pics of this project and i dont wanna change anything since its a WIP, but i am using that exact material in this scene
How can I fix this error?
what are you trying to do
third person preset
or do you want to zoom in general
ok
so
since you're using third person camera, i wouldnt really mess with the FoV
this image, to be precise
let me show you something else
yeah I learned the FOV one the hard way
let me finish one thing real quick
@rigid belfry thank you very very much
ıf I wanna change the texture I just need to change albedos right?
yeah
you can also multiply the albedo with a vector3
so if you have forest mud for example, you multiply with green and it looks like forest moss
i do that in the material too i believe
i got a landscape project full of neat stuff
i have another small level set up i can show you that uses almost the same material, its compiling shaders right now
I would love to check it out lol
@hearty walrus this is how i am currently "zooming" in one of my current projects
ok zoomer
sorry
@rigid belfry that's what I used to do, but it gives me really jagged movement, and it's really disorienting
what do you mean by that?
so it's stepped
also, how do I handle panning the camera around the player?
since each level is kinda floating in the void, I want a way to be able to see other angles that aren't obstructed by the camera
well now that you say that it really doesnt feel that smooth
depending on what you're doing, you could try disabling collision in the cameraboom(SpringArm) component
oof
the idea is to have objects that are in the way of the camera go semi-transparent
kinda like a top down isometric game?
are you good with maths?
I'm good with calculators.
knowing unreal this is probably going to end up with raytracing
no
its just some math
and magic
https://www.youtube.com/watch?v=GXbE0IqbA7w&t=2301s go to 16:03 and see if that's what you're looking for
Announce Post: https://forums.unrealengine.com/showthread.php?84886
Alan Willard discusses different depth and location-based effects, like hiding objects that the player is behind relative to the camera.
i recommend watching the whole video as its a very detailed video
hello
i forgot i had static lighting disabled for a project and now i am compiling a crap ton of shaders
kinda unfortunate
uupsi
If I make a character with Fuse, can I just download it and put it in ue4 after? I already have animations, just need a body
I think you should be able to
Awesome
how do i put a delay inside the blueprint without affecting the rest of it?
is there some sort of splitter or branch?
Sequence node
thank you that worked ❤️
Hey guys i need some help so im creating a main menu to my game and my begin play is in my character blueprint so now i want that event begin play be an when on clicked playbutton (from main menu widget) i dont know if i was clear or if thats possible to do Thanks.
on your widget, the buttons are variables that can fire events
such as on un/hovered, clicked and so on
i think i am misunderstanding
by a lot
you have logic in your character that fires on begin play
and your main menu logic is tied with your character?
I've searched a lot but didn't found any tutorials or examples of menu. I need Lobbymenu like Fortnite or Apex that views characters in 3D. Is there any tutorials for this kind of menus?
shader compiling works fine when i open another window on top of UE4, but when i click on the UE4 window, it stops
but when i open another window on top again
shader compiling works again
how do i fix this?
@bold compass https://www.youtube.com/watch?v=aO7_rrKwnGQ maybe this?
A few examples of 3D menu systems I've made for past game jams.
@bold compass make a dedicated menu level and widget, with camera facing one position
How many collision boxes should I have on average for an AR styled rifle in vr? Nobody is on the vr channel
you sure you are using cinematic engine scalability?
How can I make her fit in the red cilinder?
Either scale up the mesh, or shrink the capsule
How do I scale up the mesh without scaling the capsule aswell
In the left panel is a property called mesh which should have some properties on the right when selected including scale
thanks
How do you make a fixed camera rotate towards a moving actor?
Can't move now
how would you get the spring arm's length value AFTER collision
printing the target arm length, will just give you the value you set it to before play
Ty @plush yew
can u use a blueprint actor as a foliage instance
can anyone help me locating this city asset pack seen on this page?
This page provides an overview of Precomputed Lighting Scenarios in UE4.
im about the bottom one, which shows comparsion of night-day scene
scene can be seen in the amplify lutpack asset aswell
(uh maybe it shouldve been posted in the marketplace topic, but cant find it on the market)
blurry textures? i have scaled rocks from quixel to the size of mountains and it still looked great. the collision boxes were fked up, but it looked great
Uncertain of where to ask this, but is it possible to split a mesh? E.g splitting an arm off the body? And if so, how?
@prime pilot cant u do this in a modeling software
and mesh splitting is possible
in ue4 as well
fat sec
Alright ^^
Well true, I could do that, but that would mean I'd have to throw away other work that I've done and redo everything as well :/
Project Files : https://www.patreon.com/posts/30934762
Hello Everyone in this tutorial I will show you how to do procedural mesh slicing in Unreal engine 4. Using the first person blueprint. You can also rotate which way the mesh gets cut using the scroll wheel of your mouse
...
it should work for static meshes, im pretty sure skeletal meshes need to be modular tho. I might be wrong
But like say if I want to remove the arm permanently off my person. Can I do that in UE4?
i dont think its possible in skeletal meshes
@fiery mortar 2 things, are u sure thats the highest res? thats prob 2k. second use the sandstone pack from the ue4 marketplace
it says 8k yeah
is it really high resouliton
for you
even when its 100x100x100x
because it might have something to do with my computer maybe?
i made scale up pebbles from the bridge to be pretty big before, it worked fine
if your assets look fine when small, i doubt its your pc
idk then. ask someone who knows better
allright thanks
I'm still new, but from what I've seen when you scale them up too much they're going to be that way regardless, it shouldn't have anything to do with your computer. If you're using these rocks as the landscape or terrain or whatever I'd suggest putting a tileable stone material onto instead. If it's multiple rocks making up the terrain then make sure the materials are world aligned as well so they mesh up correctly.
Once again, new, so might not be the issue you're having.
make sense I thought the same thanks
Hi, I wanted to ask again how I could get controllers to work with hovering correctly over the buttons. I was wondering how I could get it to work like how gears of war did it. When I press the down arrow key or move down or up the left joystick the mouse cursor will go to that button and hover over it. I'm not sure how I could do this but any help is appreciated. Here is what I mean: https://www.youtube.com/watch?v=DR_mPZFFdMo
bruh converting a string which contains 1000 to a int results to a 1 why
how can i fix that
can someone help me with an issue that im having?
explain the issue
@smoky sonnet lmao how are you doing the conversion
text widget get text to string to int
why does steamvr keep opening when i open Unreal Engine 4
Anyone know where to get a UE4 tshirt? I can't remember the official store link.
any ideas on how to change the mesh spawn rotation in Niagara? 😂
Pretty sure the merch store isnt up at the moment. I remember a comment from @gleaming narwhal mentioning the merch store is being updated?
Ah poop
@thorny coral Disable the SteamVR plugin
@heavy lagoon Rotate the static mesh so that the front of the turret faces the +X direction
@smoky sonnet What's the text?
lmao
guys do you think i can export a simple scene, to html 5 for webgl?
I read somewhere that plugins are specific for the engine version I have been working on a project in 4.22 which I have used https://www.unrealengine.com/marketplace/en-US/product/creature-2d-skeletal-and-mesh-animation
Which only supports up to 4.22 Does anyone know if I can update the plugin for 4.25 or will I just need to continue my project in 4.22
can someone help me with something easy in ue4?
im trying to make a hoop type object but i dont know anything about cutting objects as im brand new to ue4 so if someone could show me how to cut a circle shaped hole down the middle of a cylidner that'd be grand
@fervent inlet you mean with the mesh editor in UE4?
@fervent inlet I have never used the mesh editor in UE4 but have watched a couple videos. I typically have done my mesh edits in blender. However if you are talking about the mesheditor in UE4 here are 2 videos.
This one is for 4.25 - I have only watched the first 5 minutes of this one and he will walk you through how to set it up and how to access and use it.
https://www.youtube.com/watch?v=gBrF8bc6TsQ
This one is for 4.25 - I have watched the whole video and found it to be good
https://www.youtube.com/watch?v=FSzk2osk2Ms&t=506s
This one is for 4.24 - I have not watched this one
https://www.youtube.com/watch?v=7Ff0zZcHmaU
Complex tutorial on how to do 3D poly modeling in Unreal engine 4.25 with new modeling tools.
UE 4.25 is a new update which let you do basic (and advanced) poly modeling in editor. It can be very useful especially for level design or just prototyping levels.
You can use basic...
With Unreal Engine 4.25 Preview released, there are a full scoop of new features and today we would take a look at a walkthrough on how to get started with poly modelling in unreal engine, we would also take a look at some few tips.
Hey there.
Let me know what you think in th...
Need help? Grab free art resources here: https://www.artstation.com/mauriccio/store
In this video tutorial I will guide you on how to enable the Modeling tools inside Unreal Engine 4 in the new 4.24 version.
We will go through most of features to be able to:
Create primitive...
The general consensus seems to suggest using an always-on low-powered windows box for a Swarm Coordinator, however is there any reason to not run the Swarm Coordinator on the main UE4 Dev machine?
@fervent inlet I hope the link helps aside from that I have no knowledge of it. You may want to post in the #graphics channel to get more answers
So i need help, when i build lighting it removes shadows casted by objects, is there a way i can keep this in ?
that is an image with it built
and that is from a progress video i made while it was unbuilt
@winged crypt look at the bottom Boolean, its an option
@hardy granite that's to destroy owner after fade (it kills the actor that spawned it), not the decal itself
the owner destroys self after spawning the decal so in my case, that bool is useless
I just don't want a bunch of faded decals left around without me knowing
but I doubt they're not being destroyed
Hi everyone, I'm using dot product to know if I'm facing enemy, and I want to know I'll still facing enemy if I move to the sphere location. Are there any ways to know before I move? Thank you in advance
i keep getting this error when i try to play my packaged game on android. any help please
Hey guys, I'm import a .wav sound to unreal engine but I can't hear anything.. in windows everything working perfect. Somebody know what is a problem it?
Okay fixed, I had muted ue :d
ok
@cosmic ice if you're just moving in a straight line then your new facing direction would be (TargetSphereLocation - YourCurrentLocation).Normalize. If you're using navigation you could generate the path and look at the last section, but if the navmesh is dynamic or something gets in the way you could still end up facing a different direction
i am trying to move a ball using impulse based on user input, but i am having lots of troubles making it work
pretty much the W/S and D key inputs make me roll backwards, while only the A key makes me go slightly forward
this is the code i wrote
i tried using the local location of the actor but it was behaving the same way as with the world location
hey guys im new and this just happened, I should compile these shaders as well but it wont.....any help?
I also restarted the unreal engine but same issue
@sand nova Oh it works! I did what you suggested and also divide enemy location with my new location. you saved me! I am so thankful for you in my life.
@cosmic ice 😄 glad it worked!
Hi im gonna reset my pc. I copied project file to usb disc, is there any thing that i have to do for protect my project ?
How can I register an Event in a blueprint Functions Library ?
pls help im gonna reseting now
I want to handle a specific Actor Begin Overlap in a BPFL
@storm vapor keep the whole project folder, except Binaries, Intermediate and Saved
@sand nova i copied project folder , is it ok ?
@storm vapor yep should be fine. You don't need those folders I mentioned, they'll be recreated. But if you have space to store them too it's fine
@sand nova ok thanks
any clues on binding events in a blueprint function library ?
@tight prawn judging by the first error message, it isn't possible
any workaround ?
I have an event that happens in every level, copy pasting the code is redundant
@tight prawn without knowing exactly what you're trying to do, my first thought is can you put it in a level blueprint from a shared sublevel?
it's an actor begin overlap event
with a trigger box
a goal, that would execute "level won" functionality
what's a shared sublevel ?
@tight prawn actually in that case I'd make the trigger box part of an actor that ends the level
ram usage spikes up to infinity when i save my project, is this normal?
@plush yew I tend to find where the UE4 editor is concerned, 'normal' is relative 🙂
i mean like,
in most UE4 related videos they don't really lag out as heavy as i do with my project
and i'm pretty sure that other devs aren't having this much performance issues
every workflow action lags out and i still don't have any clues
@plush yew are you using source control?
@plush yew if you use source control and have a bad connection to the server the editor will freeze whenever it e.g. checks file status, but that's obviously not your problem here. (Though I would always recommend using source control anyway!)
@plush yew no
and it isn't enough for my project
oh
alright then
then what about the extreme lag that comes with every single workflow action?
@plush yew it's difficult to say without a loooot more info.. when you say workflow action, do you mean saving assets? Anything else?
i said every single
even rotating the camera around causes lag
including placing actors, editing BPs etc.
literally every
@plush yew that doesn't sound right... how does the rest of your PC match up against recommended specs?
my PC is built to handle heavy workflows
Ryzen 7 3700x, 32G RAM, Quadro RTX 4000
is this not enough?
got any clue yet
I'm eyeing a quadro RTX 4000
it should handle it easily
just a curious question, PNY is the manufacturer of your Quadro ?
if you have a link to the product please share
@sand nova sorry to ping you, I went out to get some errands
tell me, in a puzzle game with lots of levels, is it better to have a persistent level, and all the puzzle maps are sublevels ?
@tight prawn hmm... I wouldn't say so, no. It would make it more complicated to load into a specific level, for instance. Sublevels are useful to share small amounts of content between levels. A multiplayer game I worked on a while back had several arenas (different levels) but each arena had an identical area players would go to while waiting to respawn - so we made that area a shared sublevel
the fun thing is that my Artworks project (which is an RTX-enabled, unoptimized and heavy project i'm using for making 3D art) performs almost the same compared to my game project
unless i place 1000 lights or so
may this be an optimization problem?
@plush yew can you monitor CPU GPU and Memory usage ?
also if your UE and project are placed in HDD expect to see performance hogs
all seems fine, although disc usage spikes up randomly
both of them
where are you placing UE and your project?
D drive, which is my HDD
move them to SSD
Move the project to SSD
trust me
I had a similar issue, build times extremely slow
actually, i'd be able to move the project once i clear up my UE temp files but i'm not sure where they are
turns out compiling C++ code on the HDD was a nightmarish slow operation
4.94gb of space available
and my project is over 100gb
where are the UE temp files?
i mean,
my SSD storage gets nearly full when i run UE for a while
and when i close UE, the usage doesn't get washed away
are you using a source build ?
did you use epic games launcher to install UE, or did you build it from source code ?
EGS
hummm
temp files isn't something you should touch
find another way to free up the space
imma uninstall UE 4.24 then, since i ported my project to 4.25
that would free up around 43 gb
but again, how does this explain the temp stack or anything that's making UE fill up the space on runtime?
now i have 36gb of space available, it cleaned up 31gb
and i'm using an ECC drive so i don't really think it's a file corruption problem either
just to make it clear, i always delete the Epic VaultCache after downloading assets
This might be a silly question but does anyone know how to fix this weird shadow that shows up when i turn on contact shadow? I'm completely new to unreal engine!
also disable WorldSpace
@plush yew but that will get rid of contact shadow, right?
nope
CS is meant to be a ScreenSpace Ray Tracing solution
so as long as the object is in your screen
it'll cast the contact shadow
hey is there a tutorial out there where i can create a progressbar which increases smoothly over a specific time period/duration? cant find one
@smoky sonnet I need that same thing. I really can't find a proper one where progress bar is filling on button press.
Anyone experienced using MSI Afterburner to record gameplay? was causing bad ue4 editor crashes for me
Literally had to uninstall it, even having it on my computer was completely destroying the editor
Any preference to afterburner for recording ?
@smoky sonnet whats the progress bar for?
progressbar for music levels like piano tiles for example
there is a progressbar that you can see how far you already got in the level
but cant find a good tutorial for that
I'd imagine it'd have something more to do with the information you're inputting, as an example if you're progressing from 0-1, and you go up in 0.1 increments it's going to jump from 0-0.1, 0.2 etc
@smoky sonnet you can use this tutorial, just recode it to fit your project. remember just because it says health, health is just an idea, the information behind it is universal in fit
If you liked the video maybe Support the Tutorials over on Patreon.
https://www.patreon.com/dollon
Also, let me know if you have wished for future tutorials.
Dualgm Discord for help or ideas:
https://discord.gg/hvaB7M
thats my attempt which isnt as smooth as i want but smoother as in the video dont know if this will work on android because delays are difficult but it works
@smoky sonnet you don't need to loop the set parent to the delay like that, just set the delay after the set parent and then call the event again
in general are tesla cards better for developing with the unreal engine or standard gaming cards?
for example I have a gtx 1060 but can swap that out for a k40, would I see better performance when using the unreal editor and compile times with the k40?
Yo, can someone help me out with recreating this mechanic? Might seem pretty simple, but I'm struggling with it, in particular, handling the actual mission logic within the charBP. Essentially, it's a delivery mission based on the player reaching a point within a set amount of time! Any help/documentation would be greatly appreciated, cheers!
► There are a total of 20 'Pizza Delivery' missions in Spider-Man 2. This video will guide you through the fastest routes for all of them. Enjoy!
About: One of the side missions in Spider-Man 2 finds Parker delivering pizzas for his boss, Mr. Aziz. Parker must deliver the p...
Having an issue where I can not create c++ classes. I created a c++ character class through the content browser. Get error (pics from google cause i closed it)
tried rebuilding the thing but still no class, i cant even see it in win explorer or VS
@short thunder that happens when there's a compiling error somewhere in your VS solution, fix it and rebuild the c++ code and it will be fixed
like wrong includes or something else
hmm ok, its a mirror from what i thought was a working git version of mine, maybe not
I successfully build 4.25 with chaos enabled, but when i run the .exe I get error : Assertion Failed CookedMesh ! = 0 in physxsupport.cpp - anyone have any ideas ?
Does someone know what could cause this? My player disappears when it hits a trigger and plays an animation. The animation plays for a second and then the mesh is invisible till i get out of the trigger
got no errors and the project runs file, thats not annoying at all
How did everyone come up with their game ideas? I wanna make a unique game but have 0 ideas
Anyone have any idea why the editor might crash when trying to convert a texture to a virtual texture?
Running 4.25. Basically a fresh project. Here is the error I get but its pretty generic https://pastebin.com/Txi0ja7K
ive migrated my assets to a new project and my character doesnt move, any advice?
The gamemode settings match up to the previous project aswell
Hi guys, where can I ask a procedural material question? Can I asked it here?
Hello,
i got a project where class ref doesn t load when needed so yesterday i tried some correctives and by unknow reason that s work.
The is that i don t save changes to my bp cause that s not the reson od success and today i tried to redo it with a copy of base project (unpatched this one) but just can t resolve the problem anyone know if the engine or editor can do something that can solve that by validate asset or stuff like that i think i soved the problem yesterday by doing something with BPs but can t remember cause i did to much things. if anyone kknow how to load class ref and not class soft ref tell me plz
PS: class doesn t load in stand alone mode all run good in editor mode
Will the unreal fest online webinars be available to stream later after they have aired? Some of the sessions that will be beneficial run at the same time, which is inconvenient.
Is there an engine optimization to limit the update of material parameters if too many are being used? I've got a whole system of facial animation across several characters, updating around 200-300 scalar parameters through control blueprints. But they're SUPER unreliable..
Nevermind.. had all the control values as extra attributes on a control mesh which was being culled when you weren't looking at it, hence the animation doesn't update when it's offscreen, good ol' fashioned Bounds -> 100000000
how can i fix this animation which changes the Z position of the actor
Source is mixamo
How can I re apply level states when sublevels get (un-)loaded? e.g. i enter a house in sublevel A, turn on a candle, and leave the house (and it's still lit, when i re-enter the house)
Is there a way to import an object and have its origin/pivot point at the center of its volume?
@copper mesa open it up in blender and set origin to center of mass
guys please help me
everytime I pain over the rock texture
it gives me these checker board texture in some areas
while in some places it works fine
guys please help
it's probably still loading the textures (thats usually what it means but i could be wrong)
It is rendering, it will take time according your processor
I have a Nvidea 1060 3G and it still wont compile
I mean it compiled everything else
but this is the only section it wont compile
Anyone have a good idea on how to handle like multiple, small side quests without it getting messy in terms of the actual character's BP? Feel like everytime I go to do a small little mission, it ends up folding into an absolute shit show in BP
Hi guys, I am trying the collab viewer template from a couple of days.
I have just built the sample scene without any modifications.
But the problem is once I host the session others cant join as the servers are not detected(We are not on the same network)
Tried putting the IP address manually, no luck! Any help is really appreciated...
how would you reveal an area underground (example: to reveal resources), but in a curved pattern around the ground, so set the material to semi opacity on the terrain in a cut out pattern?
Why dont I have Mobile HDR option in the project settings under Mobile tab. I have it only under VR tab.
@dense knoll create a widget, create a bp_actor, add a 3d widget - link it to your created widget
Guys. There should be a simple answer to this. How can you drop imported meshes into an UE4 scene so they match the coordinates from yr 3D programme? As apposed to them landing wherever your mouse happens to be.
ok
@pure yacht whitelist your PC in your router
@wheat hare Im working on my office computer, what should I tell my network admin?
@shrewd pewter use fbx and place the mesh in an empty blueprint, is what I do. You can either move the mesh to 0,0,0 (what I do), or leave it and when you place your BP at 0,0,0 then your translate will be applied to the mesh
Uh oh
Ask him
S/He will tell you how to resolve this
Ok.. Will try that... Thank you @wheat hare
@wheat hare thanks, I'll give it a go. Cheers
@ruby folio You probably using the wrong way to do it. A web search would probably help you find the proper way.
and maybe this could help you also: https://docs.unrealengine.com/en-US/BlueprintAPI/Rendering/ConvertRenderTargettoTexture2DEd-/index.html
Convert Render Target to Texture 2DEditor Only
Hm.. I found that inderect light with distance field inderect shadow is better than build static light....
UE4 really mindblowing..
when picking a project quality, between maximum quality and scalable 2D/3D
what are the main differences, what would i gain switching to scalable?
whats up with july's assets on marketplace its still showing june's and its the 6th 😦
Assets appear at first tuesday of month
yeah, last tuesday was the last day of june, feels bad
also, it is possible to make it so changing something in game, permanently changes the level?
If you mean across multiple plays of the game, you'd need to save the changes somehow
and then load on subsequent plays
i seen them change it to the 5th of every month and that was 2 months ago haha
@tiny sonnet To save something inside a level that replicates across levels you can create a custom Game Instance, set it inside your project settings and store wahtever it is you want to replicate inside there
@vernal thicket if i move a object while playing the game, it will save the location. saving and loading the location and rotation of every object seems not only tedious, but also performance heavy. is there a better way
Why would it be performance heavy? just cast to game instance at the beginning and set a variable, use that variable to set and load information from the game instance
I just want to place a static footprint onto a rock in my level. How would I go about doing that?
@bitter orchid https://www.youtube.com/watch?v=bNfRgGOfq1k
In this video I will show you how to make a footprint system with decals and normals map created using substance designer.This is a very simple and good way to give footprints to your unreal engine 4 character.
This video was brought to you by my patreon supporters.
*Impost...
I don't exactly want a footprint system. I just need a single footprint. But I'll see if that video helps me.
You could make a static mesh inside blender or whatever 3d application you use and import that?
That is a possibility. Didn't think about doing it that way
Decals.
Why am I getting Derived Data Cache notices all of a sudden, the fix points to a url , so what is this all about
I'm trying to get the decal to work. I can't seem to get decals to actually show up though. It's only giving me the default decal
I did. Translucent as well right?
This is what I have
Did this from a video tutorial.
The black is coming from the png I put on it.
It's supposed to be a footprint.
I've tried base color as well. Doesn't seem to make a difference.
You think it's something with the png i'm using?
This is what I get when I apply the same decal to the scene
I'll see what I can figure out. Thank you @plush yew
Whos excited for Unreal Fest later this month?
I was wondering how I could have a door that I can move when I touch it? Simulate physics and constraining position and constraining all rotation except y works but the door will glitch out
Some people have been building blueprints through Unreal Engine and using them in my game to trigger stuff I don't want to be triggered. Is there a way to avoid that kind of thing? I don't know exactly how it is done.
anyone ran into this issue with the 4.25.1 version?
@plush yew you would have to give way more info on this for people to help
What would be the best to select in the context of a Skybox generator ?
I don't know exactly how it works, but they create their own project in the same Unreal Engine version, and the make a BP, cook it, and when placed in my own game they can call functions and other things.
Their BP includes calls to the my game BPs
I don't know how
I am a begginer to ue4 and have some experiense with unity, i have just started on the tutorial A First Person Shooter (FPS) and i am currently on episode #8. I have done everything but my gun doesnt show
The tutorial is from Virtus
@grim ore Doesn't each project have a different encryption or something to avoid that? Making a BP in the same UE version that can be used on any project.
When cooked
Anyone here uploaded a game to steamworks?
@plush yew by default no, there is no encryption. That is in your project settings under Crypto
Really? That's a good thing to know then, I'll take a look at that. Thanks.
it would be interesting to most people here if they knew how people were doing that in your project, if you have more info I am sure peple wont mind you sharing what you know
who?
4.25.2 - when?!
me?
I have a question, and it's more or less a issue. I want to install the new version of UE4, but the button is greyed out with "Not Installed." Clicking on the arrow beside it doesn't do anything. How do I go into the main window where I can install it?
EDit, never mind. I am a idiot. Had to go on library.
I was going to say
I am a total moron. That's what happens when you don't touch UE for a decade. XD
By the way, does it matter if you download the Royalty Free version or the Developer version where it says you'll pay 5% when your game succeeds?
no, the download is the same.
Since I did a full clean reinstall of everything, and on the website gave you two option.
you could download the fortnite launcher and install UE4 if you wanted to
Ah, alright. Thank's for clearing it up.
I mean I got the main launcher regardless. I just wanted to get UE back on my desk so I can start work again. Aha.
Where is the best place to release your game?
@dire crescent probably steam
might have a lot of competition but it is the center of pc gaming currently
@plush yew what kind of questions are they
so first thing is i want to make 2.5D Fighting game is it possible, i mean theres 2 versions of ue4 when i was downloading there was free version and paid version (pls explain what is in free ver. And if paid ver is better), i need to know if i Can make a Fighting game in the free version Thx
Ohhhh
5
And the other ver?
I don't know what other version you are talking about
There is no other version. Only one.
There are 2
where are you downloading it
There is one other version which is a Full Source Coded Unreal that you have to compile if you want to make very deep Engine edits etc.
The other one is what you download from Epic Games Store. Free.
There is another, the custom license. You only need that if you know you need that 😉
Epic games
they still have the full source license?
Click and install. That's it.
Nps
Also Can i make game like guilty gear, Mortal kombat, fighterz..... The 2.5D Fighting Game?
Considering those are actually made in Unreal 4 (and some 3), your question is answered. :p
Np. Fighting Games are not easy as they seem though. Prepare a lot of pain and especially zero tutorials about it.
You can if you use Epic Online Services. Someone else can answer better I am sure but that's all I know.
REALLY??!??? I THOUGHT I NEED LICENSE FOR THE CHARS
Ummm.
Let me be clear on one thing.
You can't use characters of other companies.
If you got a Dragonballs vs Street Fighter game idea, forget about it.
fffgjudolxwsgywscnl
Unreal 4 ain't Mugen, if you know what I mean.
Yes but mugen Can make crossovers without license?
Just because some companies doesn't care about it, doesn't mean it's okay to do so.
You can make a personal game, but you can't publish or sell it by any means, or companies will be after you.
Mugen can't package games, Unreal can. Aka making real games.
Np. Be careful.
I know some companies actually really go hard when you make games, even when you showcase it.
Such as Hasbro, where they literally go aggressive if you are on the way of making any games with My Little Pony etc.
If i pay them?
Your intentions does not matter. Other people's work are not tolerated to be used.
Ehm... I don't think you can afford it lad.
Millions and millions of dollars.
That's why companies does the crossover character things.
And even then sometimes money isn't everything.
😫
What you need to understand is, "Copyright Claim" starts when you use a 3D model of theirs. So using ripped character assets are already illegal.
You don't even need to make a game to get lawyers after you.
Please be careful.
That's all.
Unreal is... kinda serious business so.
where to ask anim related questions?
ponkkis, go to file location in Windows Explorer
I believe you will see uassets that are like 1kb or 2kb
Sometimes fix redirector doesn't fix them all
@bright plume #animation
thx
Finally got error, read docs on it but not making alot of sense given stuff it says to put in ini file : shared data cache not in use, performance is impacted
@inner cloak I'm doing it in the way it was shown on the Unreal Engine channel.
Also. Not trying to convert a render target. Trying to convert a standard texture to a virtual texture.
Looking into the log file, it appears its some issue with missing references. But these missing references arent mentioned anywhere in the editor itself.
No errors in the master material, no missing references in the material instances either.
yo guys do i still need the license if i make Chars that are from different games but not the right versions of them
Liar, listen. You can't use other people's/companies property.
By that i mean like zombie kazuya or something like that Its not rlly the same char
No you can't do that okay?
You can't use Street Fighter's Ryu because you named it "Slightly pissed off and drunk Ryu".
i lost All my hopes
Forget the Mugen's mindset.
MY DREAM WILL NEVER BE TRUE
at this point
anyone can help me? my actor (snowball) is huge
Well.. If your dream is using other people's stuff to make your own.. It better not be 😛
If you are attaching it to your character, depending on the properties it gets larger or smaller.
Change the scale in that Make Transform Node.
oh that worked lol
And what if you create a character not named "Slightly pissed off and drunk Ryu" but "John" but still looks a bit like Ryu ? 😆
I mean, when you create a character, there will always be ressemblances with one or another known character, after all... 🙄
Whatever floats your boat. I said what I needed to say.
Look up fair use laws. Might not stop them from sending a cease and desist.
There may also be trademark laws that apply as well
@lucid jetty lol sorry to bother you ^^ I didn't read your entire conversation with liar zekku but your last sentences just aback me a bit 😉
@lucid jetty thanks man! figured it out
this stuff makes you feel smart lol
did it like this
guess the addition isnt needed
Why do you have that + there with 0,0,0 values? :p
👌
this is really addicting
Well you are technically coding. It's fun ^-^
hello, i'm fairly new using UE4, i was just wondering if it's possible to use mobile shaders for a windows game, due my situation i'm working with a low end pc, so i just wanted to know if it's possible, thanks!
just set the engine scalability to low, easy af
Hi .guys, If anyone has experience with connecting aws (gamelift) and steam because we are getting this print string when trying to connect with our dedicated server instance of the game at aws gamelift. "The game session does not have capacity for 1 user." Tnx. in advance.
@elfin rose you can but it takes a little bit of hacking to do it. https://www.unrealengine.com/en-US/tech-blog/how-disc-jam-reached-60-fps-on-intel-processor-graphics-using-unreal-engine-4
does ue4 render faces of a model which are not visible?
@lucid socket thanks i'll read it
Anyone know of any good free tutorials? Also, if I make something in Unreal 4.1, can I transfer it to 4.25.1?
Why not... make it in 4.25.1 ?
@plush yew i don't believe UE4 does per face culling but the GPU may do so.
@lucid jetty I’m watching a tutorial online on how to make an FPS in 4.1 and I did it in 4.25.1 and had some problems with blueprints
As the template was updated
For third person game / FPS
I am sure there are free tutorials on youtube about FPS'es.
Unreal changed maybe beyond recognition in like what, 6 years?
does anyone know any good cel shading tutorials, i’m trying to master it and i can’t figure it out.
@lucid socket u think :/
I was told I need to change this line of code to fix an issue I have, does anyone know how I would get to this in unreal?
How do I add a skeletal mesh for my character?
Do you have a 3D model already?
@lucid jetty yeah I should
Amazing mesh
can someone help me
the only thing im stuck on is a good movement system
Where do you adjust the movement?
i know how a simple one works but i dont know if its good enough
I was told I need to change this line of code to fix an issue I have, does anyone know how I would get to this in unreal?
Oh yeah sure.
If you're just using a cube for now I'd add a static mesh component instead of a skeletal mesh component @eager oak
Ah ok thanks
The movement can all be done in the charafter movement component.
I'm super new and confused lol
@pale ibex thank you! 😄
i only started yesterday it was pretty simple to make hehe
with some help ofcourse
@pale ibex can u help me please
Yee what's up?
I was told I need to change this line of code to fix an issue I have, does anyone know how I would get to this in unreal?
https://cdn.discordapp.com/attachments/225448446956404738/729819284699611236/305991-fixsunmaskes2.png
how do I do that
Ah sorry I have no idea about code in UE4, I just use blueprints
yeah me too
Where do I find the player movement thing?
but apparently I have to change that somewhere
like its part of the source I think
I cant find it in visual studio tho
Ah okie ty
And inside components it's the character movement
You won't see anything to represent your character yet, because you don't ahve a 3D model. So go to Add Component and click "Cube"
Or whatever shape you want
Ok
Yeah I now got a red cylinder in there
Perf!
Where do I choose what keys do what?
You'll have to set up input in your project settings.
So let's say you want WASD to move, you'll have to create "Axis Mappings"
Under "Input" in your project settings.
Ok
To be honest, I recommend you play around with the 3rd person template because there's kind of a lot to it.
Ill probably do that then
when looking directly at 19mil faces we have 40 fps. when i place camera under the whiet meshes we have something like 60 fps, but if i go back to the camera position of this image, and i turn camera to the opposite direction 180° we get 120 fps.
https://i.imgur.com/twvW3rP.jpg why dont i get 120 fps if i place camera under the meshes and the meshes are not visible?
im just experimenting
Hello I am looking for a good 3D modeler to assist me in my unreal engine game development
Not sure if anyone is good at making car replicas of exact models
Anyone know how to supress these warnings from coming up in the Editor. Annoyingly I have these lights in my console buttons in BP's as you can see - the attenuations are not overlapping and all shadow casting for any lights in these BP's is already turned off all but I still get this warning. I have tried everything to fix them, I am assuming at this point it is a bug in recognizing the light states in my Child BP. For now I would be happy just to get the red warnings off my screen!
attenuations are nowhere near close and 'cast shadows' is turned off for each light but I still get the warnings
@plush yew a lot of people don't do car replicas of exact models because they get copyright claimed... There used to be one company that had the rights to most of them.
I rip them off asset packs
I'd love to know what's causing that as well @still veldt
On some maps I got, it works fine with multiple lights. On others, placing 5 lights makes that thing appear sometimes.
I'm trying to use this to click on things in the world. It only works on objects in center screen. The same code works on other projects.
Insanely, I activated Click Events on the PC and tried clicking on objects that way instead. Same thing, it only works on objects currently in the center of the screen.
Anybody ever seen anything like this before?
Try using the draw debug line to see how it actually reacts.
Haven't tried using click events in-game before, so that's all I can suggest.
@strong nest
The same problem persists for all 5 methods. Line tracing or GETHITRESULTUNDERCURSOR by both objects or channel, in addition to the PC's Click Events system all have the same outcome.
I can click on an object, but only if it is in the center of my screen. Is 4.25 broken? Is it possible the mouse cursor I see isn't my real mouse?
Well, the cursor could be locked. If it's not showing on screen, make sure that's enabled, then make sure you can move the mouse around. Beyond that, make sure all events are firing. If that fails, check if the trace is hitting the player (it could be moving a very short distance). In addition, like 1-H above said, use the debug lines and set the time to something like 20 seconds then F8 out of your pawn and look at the line.
Update : You're going to think I'm lying. Debug lines only show up if my mouse is actively moving, and only from certain camera angles. I think I got a haunted version of the engine or something, project is only 2 days old.
im pretty bad at landscape materials. Is it possible to make randomly generated sand/rock areas within the grass? without height maps or anything
yes
texture sample (using PerlinNoise texture which most projects have) can be used to create patches. In this example, white would be Sand and black would be Rock
Here is a more robust example of the same approach
Note the check mark at the bottom left for USEMATERIALATTRIBUTES, which just adjusts the type of output pin
When I make a plane face the camera, I notice its off by 90 degrees in the z direction... Curious, why that is?
Using Find Look at Rotation node...
@strong nest thank u!
The plane seems to be facing the y direction in the BP..
Is there anyway to take a print screen of a tab without cropping in PhotoShop?
just use sharex
Ok, I'll have a look.
Hi guys does anyone knows what cause this problem?
@manic pawn The apps good, but they need a few videos for Discord by someone who owns a mic.
hmm?
Just trying to figure out how to auto post to discord.
For some reason I can't get my character to turn run when I press a or d, here's my event graph
here's my animation graph
idk im new haha
Why can't my character walk backwards? He has to change direction. Also the camera isn't perfectly snapped to his head. Any fixes?
Also how can I adjust jump height?
@plush yew @abstract anvil After much deliberation and a horrible day, I seem to have solved the problem. All approaches you can use to try to click on things fail once the units away from the world origin get too high. I was in the millions doing some kinky space stuff.
Unless you need the world bounds for some reason, you can disable them in the world settings
And yes, when things get outside the bounds, it gets weird. Even unticking the bounds check, you're still dealing with large numbers which the engine tends to math poorly
@plush yew I told you it was paranormal phenomenon, stray too far from world origin and then it becomes UE TwilightZone
Is there a video from the unreal engine youtube channel where they package a project
I don't know what the best way to package the project is
@versed raft Have you tried using blendspaces for that?
What are blendspaces?
It's like using state machines which you did
but much more easier is the way i'd put it
Ok thanks
I'm working on a game where I place several Blueprints as map pieces. I would like to know if there is any way to duplicate this blueprints as instance over the map in orther to reduce draw calls
The map pieces are something similar to Minecraft cubes and maps are created manually in the editor
I'm uhhh
I'm new to Unreal and doing projects in general
and I closed the menu that you start with on the left that contains characters, blocks, shapes etc and I have no clue how to reopen it.
window/modes
ah ty
i made a minimap but there are weird lines infront of the ai's
@blissful trail check the UV's and textures, it looks like that line could be the texture repeating
hey
I found this
File Utils
but I'm unable to call any of them inside a BP, the level BP, or a BP lib
are they BP callable ? (I'm guessing so since when you go inside their docs it shows a picture of a node)
when you build a project where does it save the binary to?
epics partnered with some company
to give us assets for free
I cant remember the name, can someone direct me
@plush yew Quixel?
can anyone direct me to optimizing assets for a mobile game?
hi
when l opened unreal project browser
l selected thir person and clicked next selected mobile platform
and create project
when editor opened play game
not game joystick {mobile ] BUT L WATCH YOUTUBE VIDEOS WITH JOYSTICK
Anyone know when the new free assets are here ?
Should be today
Rerolls every first tuesday of the month
Time exactly no idea. But today
I thought so too
Till a day ago
When I read in here that someone said every first tuesday ^^
Sweet, hope this time i wont own already ~7 out of 10 asset packs XD
am i wrong to assume that reducing polygon count will reduce the packaged game size?
I reduce polys alot, my file sizes stay the same however.
So no
Textures can be big in size however
So get rid of these you won't use
should be fine
I would still check in the explorer how much space they take up and generally erase what you won'T need/use
when do the new monthly free assets come out
hi i opened my project from new pc, but it isnt opening about 30 minutes it is loading, is it normal ?
"Should be today
Rerolls every first tuesday of the month
Time exactly no idea. But today"
A mystery, yes
what assets are eligible
because what are the odds two synty ones and two of those magic fx packs got on there
I really hope there is more synty assets on there, I love them
i wish to get some animation assets for free this month
i need the hit event not to be on the destructible but on the hitbox
how do i do that?
is the hit event always stuck to the root?
anyone know how i can test my app with goggle play console
i created an intern test track but dont know how i can test it now 😅
Hi everyone, I'm a beginner at Unreal and was just wondering if anyone knows how to apply displacement maps? The first image is what it looks like in arnold renderer but I wanna get it into unreal.
@grim tulip You have three basic options: parallax occlusion mapping, bump mapping, and tessellation. I'm not awake enough to explain anything, but there's good tutorials and documentation for each.
I have 1 big wall, and there some rooms extruded in.. How right to texture it? 1 mesh and multiply materials, or separate this rooms with different textures? How right ?
@prisma plank It depends on how the UVs were unwrapped and if there was more than one material assigned to it during its creation. There isn't enough information to properly answer your question.
Because, when i separate room from mesh, there light not proper build...
If you move the mesh after baking the lightmaps, you'll need to rebake the lightmaps.
I know about this. and not moving meshes
Did you create the mesh?
OK. for now i have 1 room extruded.. Wall was with brush geometry- was more light. When put this wall mesh light become less...
@abstract anvil Ahh nicee cheers! 😁
This room extruded in wall...
Or, i have same room, but separated... when put in- there less light builded..
So- what right workflow on this? 1 big mesh with different materials? or separate them
There are a few things to think about here. Typically, it's better to have less materials so you have less draw calls, so if you can make it a single mesh with a single material, that would be best. However, if you do that you need to make sure to increase your lightmap resolution since you're increasing the surface area. If this is going to exist in a small area, you can get away with having it as multiple meshes with multiple materials.
Problem when you have such big wall- there not good will show textures normals..
same room, but separated- less light...
and buggy.. UV proper
same..
That's true. Even with a 4k texture, when placed on such a large surface it won't look great up close. A lot of this really depends on how the player is going to see the mesh.
Simply intresting how is proper workflow- 1 mesh with diff materials, or 3 meshes with diff materials... but you see ... strange light at last screenshot on eparated room ..
That's true. Even with a 4k texture, when placed on such a large surface it won't look great up close.
Luckly we can scale the texture if we make it a material
can i force discarding the baked lightmaps?
apart from setting everything to movable
@foggy berry tick Force No Precomputed Lightmap (or something like that), in world settings at the end of lightmass settings
but that doesnt drop the already existing lightmaps
You have to bake lightmaps once you check that
@maiden sundial Yes, but that only works if your material is tilable. It doesn't work on something with a specific UV map.
True, thought only about the tilable's
Left created mesh with extrusion, same material. Right with brush geometry......
but light differ..
I generally try to stay away from using brush geometry unless I'm blocking out a level for these reasons.
why everything is black except ui if I turn on Mobile HDR?
Hi guys...
I am in the blueprints channel with a question about accessed none and the 'Is valid' node.
it would be awesome if anyone has a second to check it out...
Hey everyone.
I'm working on a small project that involves custom gravity physics and moving around smaller planetoids in 3D space. As such, the limits on the camera's angle are becoming a hassle--namely, the fact that you can't rotate it past straight up or straight down, which makes sense in most contexts, but the concept of "up/down" are totally arbitrary in this project, so the camera is just janky sometimes.
Is there a way to make the camera freely rotatable without those built-in limits?
@nimble steeple Yeah, it has to do with the player camera manager. I don't remember it exactly, but that's where the constraints are handled.
I'm guessing that's something you can mess with by making a custom PlayerController blueprint?
Yes, in your player controller class
You'll have to create and assign a custom player controller then create and assign a player camera manager. Under these options you can change the mins and maxes
yep, just made a PlayerCameraManager and found it there. Thanks! :D
I'm trying to switch my unreal project's version for a source built after I changed the MyProject.Target.cs to support dedicated servers and I get this error:
c:\Users\TwistedWizard\Documents\Unreal Projects\MyProject\Source\MyProject.Target.cs(19,12) : error CS0246: The type or namespace name 'UEBuildBinaryConfiguration' could not be found (are you missing a using directive or an assembly reference?)
ERROR: Unable to compile source files.```
I'm following this tutorial. https://www.youtube.com/watch?v=94liD8Sfs8I
I know it means that UEBuildBinaryConfiguration does not exist but how can I fix that?
Does somebody know of one blood splatter particle effect that is free? Just to try out?
Because I'm tbh really not sure if I want to use such effects so I need to try it out.
Mobile uses different shaders which don't support all of the SM5 options.
it looks perfectly fine on es3.1 mobile preview
Not sure then. It could be using a different shader, it depends on what hardware you're using.
I'm using a binding function to cast to get character health, how bad is that?
There seems to be features in the latest UE version that arent documented, do we know who to contact to find out more information?
Is there an easy way to construct an object by class, ref the class by string?
trying to load an inventory of saved items
@fast hinge unless you're a big game studio the options seem to mostly be: read the source code
or post here or on the forums and hope that someone else knows
any1 knows how to create a follow camera in sequencer??
is there no unreal fest before 2020?
if there are, i wanna see the videos regarding gamies
oh i think its this https://www.unrealengine.com/en-US/events/unreal-fest-europe-2019
@fast hinge unless you're a big game studio the options seem to mostly be: read the source code
@exotic thicket thanks mate, all this buzz around UE but very hard to develop and integrate with. Coming from a film perspective, not gaming
yeah some parts of it are not super beginner friendly
is there a way i can use a timeline in a function
any1 knows how to create a follow camera in sequencer??
the free of the month is here
thanks
Free content leggooo
this month free content is bad
Stylized character kit looks fun
And I like the idea of making dynamically generated interiors with that archviz pack
I have a game I've been grinding on that's set in an old house
quick out of context question: is it safe to try overclocking a monitor?
i dont think it is
@late loom it doesn't seem that bad
might be a "its bad cause i can't use any of it" kind of bad
i think its kinda disappointing imo
I'm interested in the meadow and photorealistic landscape
@ionic hamlet is the "overclocking" part of the functions of the monitor?
like Acer's XB271U is default 144hz but you can "overclock" it to 165? thats fine and dandy
if you have the option, either in windows display settings, or nvidia control panel, or the monitor settings itself, its not a problem
Make sure that drivers are up to date and hardware is compatible with the engine
what kind of a PC do you have?