#ue4-general
1 messages Β· Page 789 of 1
Good evening folks, this'll be my announcement of departure from the Unreal Engine. I have enjoyed my time as a member of the production team, and I am very thankful to have been given the opportunity work hand-in-hand with Fred and the other producers. We have had so many great releases, so many great games, and a plethora of love and support from loyal fans all across the globe. Unfortunately, the hard work and stress has taken its toll on my health and well-being, and I'm afraid I can't go on any longer. Thanks everybody for all that you've done. I wish the best for everyone, and hope that one day you will all accomplish something great.
@plush yew how much ram do you have? Which cpu/gpu do you have?
4gb ram is too low
gpu memory doesn't stack with ram
get better PC
or use another engine
4gb ram would be too low for most modern 3d game engines anyway
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
my laptop has 32 GB and I sometimes almost run out of memory due to brazillion docker containers I'm running
https://i.gyazo.com/fd4bdc4ba2739e306064a01eeec19fc3.png does anyone know why this happens when i view the vertex mesh colors in UE4.25.1 ? π€
anyone know this issue ? the source of the retarget animation doesnt show up
my pc hangs while building lightning i have 16gb any soln??
anyone know this issue ? the source of the retarget animation doesnt show up
@void barn Did you enable retarget for both skeletons?
@void barn go to your mesh and click apply to asset
preview scene tab
ah saw it
let me try
ok works now
tq
they are the same size over here
but she is bigger over here

why is that
size doesnt matter
this will happen


she is not when her teeth ran out
epic marketplacec has a lot of cool animation
i bought them so that i can retarget animation
but it turns out to be this
I have thsi dynamic grass system I downloaded from market no problem about the mechanics but when I step on the grass brightness increases and everything becomes white anyone know why?
@void barn that she is bigger in the Target port is normal. nothing you should worry about
ok
Anyone know how to fix this UE4 error? I've never seen it before "unreal engine is exiting due to d3d device being lost"
@vagrant iris it basically means that you lost connection to the graphics card. I think this problem happend to us one when VR was running and none was using the headset for 2hours
does not mean the hardware disconnected. might be a software element of the engine got killed for what ever reason
It keeps happening everytime i open my project
i cant do anything in the editor before it shuts off
any problem with playing games?
Hey, sorry if I am interrupting, but I messed up my MyProject.Target.cs does anybody have a default one or the default code in it?
No I dont have any games to try out
I just got this pc yesterday, soI dont know why ue4 is giving me a hard time. it didn't on my last pc
if the pc is fresh it might be a problem with the graphics card
try playing a game or replug the graphics card
I'll try it. thanks
also ensure that you have the newest drivers
I updated one of them, I'll see if the other has any newer drivers
an intel uhd 630 and a gtx 1060
why?
Idk That's how this came when I bought it
that's fairly standard on laptops
laptop?
a lot of intel desktop cpu's also come with an iGPU
yea
makes replugging the graphics card more difficult
https://www.strawpoll.me/20531023 i need help convincing my boss that this model is ugly
first one
Are they soldered to the board usually?
lol
Seems odd. But does anyone else think that Virtual Texture Streaming actually improved the quality of these textures?
the bottom one looks slightly sharper to me
i cant tell for that one
Even weirder. Looks like its the opposite here.
guys anyone have any idea why being in foliage increases brightness I mean I just don't understand
@fiery mortar Eye adaptation? Bright coloured foliage?
Never seen that issue sorry
@ruby folio Your first image set, bottom* one is sharper, more details clearly.
Bottom image set, your top image is sharper and more details (is that VT?)
the difference is looks absurd to me @ruby folio
@fiery mortar Check out this
Could be the cause
Use the engine scalability settings at the top to enable and disable foliage to easily compare the values
@fiery mortar no body can help you without giving information. And if your issue is the plugin, contact the plugin creator
https://i.gyazo.com/fd4bdc4ba2739e306064a01eeec19fc3.png does anyone know why this happens when i view the vertex mesh colors in UE4.25.1 ? π€
@timber birch And this issue i can't find anything about it -_-
@timber birch In the second set. The bottom is the VT.
It seemed I changed the normal texture mip gen settings.
I reset the mip gen to default because I didnt think it would have any effect on VT's
Aaah i see, thats nice to know tho π
@ruby folio thanks man I set min and max brightness to 1 and that fixed to problem
No worries!
Just assumed. VAST change in colour, affected brightness. Sounded like eye adaptation.
Guys Can i name my own characters by the names like jin or hakan or hiruzen .... Names that alrdy other Chars have from diff series?
I am watching a video to learn how to package a project.
can anyone tell me if the 'cooking' process makes any permenant changes to your porject ?
also, is this the process which will remove any unused files so that after packaging,
I do not end up with a giant file ?
afterall, I have a few packeges from the marketplace, but my project only uses a couple of items from each...
I wouldnt want to end up with all thet unused content in my exe file.
It doesn't. It packs the game to a separate folder (answer to first question)
@short plaza Thanks btw your advice worked
@frank oar There's several things you can do to reduce you packed game size. I'll link a page which goes over some of them.
thank you @abstract anvil
I am horrified of ruining my project by accident XD
I'd like to see this list to actually. lord knows i need to cut my package size down too
@frank oar https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/ReducingAPKSize/index.html
While this is for mobile, there's a lot on there which is platform-agnostic
How to reduce the size of your packaged Android game.
Pls someone answer my question i need to know it
Also, when you're nativizing your BPs (which is recommended for performance), I know there's some BPs which simply don't work when you do this. I don't remember which one, or if it was specific to mobile, but if you encounter errors when there really shouldn't be, turn off nativization to see if that helps. If it does, nativize your BPs one by one, starting with the ones which have the most performance hit.
@plush yew Yes, you can, but if they resemble the characters which share their name you could face lawsuits.

@plush yew No one can copyright the name "Jin" but they can copyright that a character of that name which has specific characteristics. Unless you absolutely need to have that name, why risk it?
Goku is just a boy's name
I think it would be a bit extreme if names were copywritten...
Just FYI the free content of the month got updated today and there are some awesome things for archviz fans in there !
@hexed jasper Yup
I always thought "How hard would it be to create a room or a house?" Oh boy was I wrong. It really is difficult. Its amazing though. Im learning it.
Ah nice dude! It's crazy to think how intricate just designing a basic room can get
I'll personally settle for just decorating my room lol
Yeah. I'm primarily a programmer and project manager, but I also have to do level design and holy crap, so much goes into it.
Just imagine how hard Archviz would be without the help of websites like Poliigon and stuff. Would be insane.
When I cook like this,
Do I need to do it for every level in my project ?
When you cook your project, it cooks the entire project (unless you specify levels to be cooked/excluded).
indevidualy
I only ever cook the levels i know are going to be accessed by the player
@frank oar cooking is a single process. In the project settings you can define what is cooked
If you don't use something, it shouldn't be cooked by default, but sometimes that isn't the case.
ok awesome!
I have an unreal scene that ive created using raytracing in 4.24, its being lit using just an HDRI backdrop and skylight. I have trees in the distance that due to their distance are not casting shadows. Is there a way to increase the distance of casted shadows when using the type of scene i have?
@keen moss If you're only using an HDRI and SkyLight, most things won't cast a shadow, right? You could enable DFAO, that might help, but lighting really isn't my thing, so I'm not sure.
There's a shadow preset in the engine scalability settings, you could just put that to epic right? not a lighting guy either tbh
if u have a proper HDR image, one that is unclipped from say HDRI haven for example, you can get really nice directional shadows with just a skylight
huh the more you know
the only HDR images I have found that this works with are from HDRI haven
they are 100% unclipped, which is nessicary
Insane
Do you have the HDRI in the skylight, or is there some other, more magical way to have that used?
i use the HDRI Backdrop actor, which has a skylight as part of its blueprint, i put the HDRI on the dome
its pretty straight forward
u can also put it on the skylight
So, HDRI Haven is free, and they have a lot of them on there. That's impressive. It sucks that I'm currently working on an underground game and can't really use them, but I'm bookmarking for later.
Yep, the other sites like NoEmotion or HDRI background etc all provide clipped HDR images
Lighting like that is gorgeous dude! I think i'm going to have to go back and have a look at my game's lighting solution now lol
Thanks @vagrant iris
Keep in mind memory overhead. Even 4k compressed images take about 20MB.
there's always a catch
right, my project is not a realtime game, its ment for video and stills only, its archviz
plus 100% raytracing gives me like 20-30 FPS max anyways
less if its nighttime lighting
Less during nighttime? figured rtx lighting during night wouldn't be as taxing as a daytime scene.
During the night there's probably more light sources. (guessing)
my night scene has multiple light sources, street lights, interior lights, the more lights the more it has to calculate
Oh it's like an urban scene then?
Any suggestions fro resizing the thumbnail for a project ? my SS in high res but apparently it needs to be 192/192
GIMP
i have 2 scenes, 1 bridge scene, the one shown in that screenshot, and another city scene
@frank oar Photoshop
If you already have PS, then yeah, but if you're just resizing something, then get something like GIMP or IfranView
thank you @keen moss I will see if my GF can do it with Gimp XD as I do not have hpotoshop
I have a ship character that in the mian menu a player can choose weapons to mount on the ship. What would be a good way to aproach this? I thought about using child actor components as the weapons but I'm not sure if this is the best way of doing that.
Sorry to ask so many questions regarding this but...
when I package, will I choose which levels go into the packaged game ?
because It has like 5 which I need, but all the items I got from the marketplace have demo levels and there is like 20 of them XD
@frank oar Before I ship anything, I migrate the levels I'm using to a new, empty project. This way I'm only ever packing assets I'm actually using.
@abstract anvil I was just gonna suggest that
I wish unreal had a scene cleaner tool but it does not
as far as i know
Hmm that's a tip I'm keeping in my back pocket
By default unreal packages EVERYTHING, even if its not used
You think that's something they'll iron out in ue5?
so u have to either delete what u dont want packaged, do specific packagig rules, or migrate
@vagrant iris i doubt it
@celest vapor I would use actor components, but it's going to be a bit more involved than that. What you're talking about can easily become a pretty complex system. Not trying to put you off or anything. My best advice is to try to write down exactly what you want to do on paper first then try to create it.
That system sounds pretty similar to Starlink actually
the thing is I am just trying to get this sorted for testing by some work colegues on thursday.
I wanted them to test it out, outside of the editor (hopeing that will provide the best experience)
I know If I try to migrate things and do not take it slow, I will end up like I did last time, with things not working and materials mysteriously not migrating with the levels
Well you can start by getting rid of what you know you def dont need
that's what i always do
@frank oar Make sure you fix up redirectors before you migrate anything
I have been talking about it a lot at work and would love to avoid looking stupid when they try it out XD
Also, as a general message to anyone making a game, you should pack and test your game every once in a while anyway since there's certain things which work fine in editor, but explode outside of editor
I am absolutely absorbing all of this advice, and very greatful for it!

Yea for some reason older builds of my game would absolutely soft lock if players tried adjusting the resolution. Never ran into the issue myself in the editor
I looked pretty foolish putting out a demo with such a glaring issue lol
Yeah, it kind of sucks when that happens
Is it a good idea to enable DX12 manually?
That's not done automatically?
DX11 is the default as most GPUs support it iirc
DX12 is required for newer features like RayTracing tho
yup
i am trying to make a fully ray traced prototype
on a large scale map
i just wanna know if its a good idea to do so
ive heard people get engine crash issues and such
oof
@brazen cairn what graphics card do u have
@brazen cairn I think that you'll have to try it to see if it works.
RTX 2080
It's not a software issue, it's all hardware
yes
What engine version are u using?
Ooh 2080 . . . One day I'll get there
why does my project always get stuck on 45% for a long time when loading?
Ok the raytracer is much more stable in 4.25, its very buggy and crashes a lot in 4.24
ohhh i see
@dawn gull It's compiling shaders
@dawn gull That's when it's compiling shaders (I believe) which always takes a while
ok
Yea my old pc did the same thing
run your project from visual studio and you can have a look at the output log
stuck on 45% for awhile
if u have an RTX card, and using 4.25 there is no reason not to try out a raytrace scene
infact, i just realised. i didnt use dx12 much in ue4.24 because i suffered a lot of crashes myself and was waiting for a patch.
@keen moss @brazen cairn seems to be primarily focused on large scale environments
^^
Which is different than a single scene
ive not seen any large scale ray traced scene yet
@brazen cairn how large are we talking
@plush yew "Get Data Table Row"
we are talking about a 10x10 map
You need a row name, to get the row, then you'll get a struct
@brazen cairn gonna need some units on that
km? miles? au?
km
RayTracing in AU :p That would be... intersting
it really just depends on the complexity of the project
and the map is gonna include, lets say roughly 40% natural landscape which includes waterbodies, and 60% building structers + interiors
Astronomical Units, not Australia
I know :p I was thinking to scale. That would just break things
if your talking exterior vegitation... say goodnight to your hardware
yup, im trying to test my new pc's limits
10km by 10km is larger than a lot of "open world" games out there.
lol yeah
Be prepared to spend a lot of time optimising at that scale
HLODs FTW
i have been mostly practicing a lot of optimization actually
Well i'm super curious as to how it'll turn out, so def ping me when you've got something to show
i seem to struggle with optimizing when there are a lot of important interiors in a small space
Oh same, sounds really interesting
aye sure guys
@brazen cairn You are using world comp right?
Now I REALLY need to see this lol
An approach I've seen recommend is stacking levels on top of eachother. The idea is you have the actual interior of a building on a different level on top of the terrain. So that you can stream it in or out as needed
ohh, this actually sounds like a good idea
otherwise, the interior will be loaded just culled at distance
@abstract anvil Thank you! I started to tinker with it and it make it so much more simple than what I was getting after!
You can do that in ue4? I thought that was like an old quake engine trick
From a quick test I found it doable, but I haven't fully implemented the concept
I am actually making this project because i just had a random idea on how it would turn out if i made a sci-fi, sort of cyberpunk themed blended with vegetation
Learn something new every day
@brazen cairn Similar to horizon zero dawn?
I really hate coming up with a setting everything seems to have been done, from underwater cities to mars
yeah me too
Same
So a couple of months I just threw my hands in the air and decided to settle on <redacted>
but if you are making something completely unique even with the same concept its something of an achievement
I kind of gave up on unique settings myself and am just going to focus on character interactions and gameplay
Oh definitely, every artist has a different flair.
Nobody will remake Rapture from the Bioshock series, exactly the same as the designers at Irrational
in the project build configurationg, is there a big difference in the result if you select shipping instead of development ?
i have abandoned around 24 huge projects just because i thought 'its not good enough'
yeah
@frank oar Shipping removes debug tools,
yup
This is required on some platforms.
@frank oar development provides you with console commands
if you have print strings showing up they'll be gone
ok brill! thank you guys !
also guys
do AAA companies do something special with the engine
lets say if they are making a "photorealistic game"
as in, add a different renderer and such?
or is it just pure top quality assets and textures which do the trick
I've never worked at AAA level, but they usually add in middleware and remove unused components of the engine( e.g Paper2D)
Different shaders are common, though not needed
Have I landed in the wrong place or perhaps Iβm a bit blind? Looking for eos discussions but donβt see a channel for it!
what about renderers? do they add a goddamn octane renderer or something when finishing the game?
i see
lol good one
i am guessing its just the magic of 3d modelers and texture artists then
gotta get the zbrush classes now
Yeah, the Megascans library has been very useful
Thanks @digital badger , it was way down the list!
Check out CGCookie if you want to do some sculpting in blender, it's expensive( subscription) but the courses are well-made
oh i sub to him actually
i am mostly refering to masterxeon for sculpting
he is really good
I really need help making a patch, when I make on nothing changes from before. It makes the _p file and when I move it to the game folder with the pak nothing changes
@barren flume can you elaborate a bit more?
im lacking details to help you out here
@brazen cairn This is done with Blender, Painter, and Mixer with standard baked lighting.
I'm trying to create a patch file for my game since I messed up a little bit on setting the game mode. So I tried to create a patch by following this "https://docs.unrealengine.com/en-US/Engine/Deployment/HowToCreatePatch/index.html" I did what it said and it created a patch file with _P after it and I tried running it from there and moving the pak file to the copy of an older version of the same game I had but nothing changes
looks pretty good
Thanks! I've just noticed that good looking assets are really about lighting and textures, so I assume AAA people just know how to use those well.
Works fine in editor but using the pak file that was made and starting the .exe but nothing changes
@barren flume okay, the problem is pretty new to me, but i am guessing you have a few buggy files such has materials which have missing textures in them and such
is there a good way to let the user increase a value (converting coins to crystals for example) i thought about a editable text box but i just want to accept ints is there a better way or how can i just accept integers in my textbox
no
it's just blueprints I changed
for setting game mode to game only
on only 2 levels
I'm using project launcher to make it
Just in case if there is other ways to patch
@smoky sonnet You can use +/- buttons and have the text box check if there's an int in there. Honestly, most players won't see a text box with "14" in it and decide to type in "fish"
I watch a few videos on the packaging process and I have done some work,
Now I believe I am ready to hit the package button...
a last question I have is that one video a guy cooked before packaging, another video a guy just hit package and said that unreal automaticaly
does all of the cooking when you package, so you don't have to do it seperately ?
@frank oar It cooks when it packs
(After seeing what you guys think, I am fully prepared to see it come out a little rough but I just want to get it done and treat it as a learning exercise..
thank you @abstract anvil I will just go for it then
@frank oar Worst that's going to happen is it fails. If it does, just come back :p
thank you, I really appriciate the support!
np
Are there any good ways to patch
@abstract anvil I tinkered a bit with your suggestion and it seems like its not working the way I had planned.
It could work but it cant have other components added to it. vs an actor can have components added to it for static meshes and skeletal meshes per-say. Would there be another way to do that?
or settings
@celest vapor Well, I'm pretty sure you can add static meshes to actor components. It's been a while, but I'm pretty sure. Maybe I'm not fully understanding your question.
need visual studio 2017
Is this a simple mistake ?
Yep
you need 2017 or newer i think
It should get past that error at least
any recomendation where I should get it ?
microsoft
Ill go to the store then
Community Edition is free,
It 's free
If you're using a binary version of the engine( from the Epic Games Store) Rider for UE is highly recommended.
should I go for community/ profesional or enterprise ?
Community most likely. Unless you're working with a team or have a large turnover
cool tyvm
@abstract anvil All ships are children of one parent. On each child ship I want to add their own components to it that have their own static meshes and functionality for weapons.
If I have a actor component I don't get a component list and/or viewport because of that.
With that being said would child actors be better or would actor components still be better?
Definitely separate actors imo
so child actor components would be the best for that?
Seems to be more manageable and clean practice
I would have ships being their own separate actor
Then have a ShipManager actor which knows info about each ship
idk enough about your project to know how ships work, but that's my first thought
Ships are their own character class and then for each child ship will have child actors for each weapon?
Depending on if you plan for weapons to be replaced, you could either have them as components or separate actors
Components if your weapons aren't upgradeable and just fire
Unless they're sharing a bunch of functionality, separate actors would be best. You can also have shared functionality with using actor components on those individual ships. When I was making a space sim, I learned pretty quickly dynamically adding actor components to BPs is pretty hard if you want to be able to customize them like you're wanting. It's possible, but it requires non-standard means.
there is a bunch of tick able boxes here, I am guessing since unreal is C++ I should be ticking that one ?
But if they have advanced logic, separate actors
and universal windoews platform dev ?
^
when the ship spawns it will load a save containing which ship the player chose, and what weapons were equipped on the ship.
then spawn the corresponding ship and then update the components to the weapons the player chose to put on it
Also Brib, be sure to follow OOP practices
yikes thats a lot of extra reading XD
e.g have a parent ship class which has functionality for all ships
but then a child class if you have different ship classes
but thank you @plush yew
e.g merchant ships, army ships etc
@digital badger I have already created the ships from one master Ship class.
nice practice then
what would be the easiest way to replicate streets and its buildings, fences etc. for a tramway simulator? photogrammetry? laser scanning?
@plush yew LIDAR, pointcloud data is supported in UE natively
I'm trying to impliment a master weapon and I wasnt sure if an child actor component using a weapon actor class
or other component for each weapon would work better
Lidar is also getting cheaper, so your getting in at the right time
@digital badger one still has to convert it to good looking mesh tho
Depends, let me get a link for you
In Unreal Engine 4.25 weβve added support for importing, visualizing, editing, and interacting with point clouds acquired from laser scanning devices. This enables design vis specialists, manufacturers, set designers, and builders to aggregate and use huge datasets captured fr...
That's native support,
you can use smoothing in your photogrammetry app to make it less noisy
which is an automatic process
is this the smoothed version? https://i.imgur.com/DJiu8Au.jpg
No, that video shows direct pointcloud to ue4 support
I don't have any examples for smoothed meshes from pointcloud data
Btw, I used Agisoft Metashape - I believe it has point cloud support.
I was using it for photogrammetry
Yes, that application offer mesh smoothing
Essentially photo data creates pointcloud data
My workflow used to be
- Shoot Photos
- Import Photos and create point data from it ( using the automatic process)
- Point Cloud to Mesh
- Smooth Mesh and create LODs
You would essentially start at 3
id use a laser cause i have to do it with many, many streets.
Exactly and you would have a greater resolution
i thought photos give you higher resolution
so something like https://www.capturingreality.com/ is not needed with ue4?
The software I sent( Agisoft Metashape) is the competitor to the one you sent
If you wanted noisy point clouds( as seen in the video), you don't need it
But if you want it smoothed then you would need an external software
Photos don't give higher resolutions as they are 2D, lasers already tell the program the depth of object without the software having to guess
Hey, i've got a mask on a material which results in that:
Is there any way to make those circles...3D?
@digital badger how much does the scanner cost?
Thats how my material look like
@hidden viper me please if you have any info/tips/tricks
@plush yew How big is your budget? You can have some for under <1,000, but the more you spend the higher quality your pointcloud would be.
I would recommend you find a discord dedicated to this type of discussion, as while I know some information I can't help you with recommended practices and specific info
@hidden viper perhaps increase that normal boost?
crosspost to #graphics
@digital badger i did, but well, i cant give it any real depth. It would be good if i could, well, have a 3d spher (or any 3d mask)
I would recommend you ask in #graphics, more people monitor that channel that could help you
thanks
Should I turn this on?
There's a Udemy course that a couple of my friends found useful.
Personally, I would find a game to replicate( small, e.g Mario) and try to replicate by searching on how to implement certain mechanics
Overtime you'll learn the basics, but that's just my approach
Does anyone know why i'm not being able to destroy an actor? It destroys as an event called from editor, it has frames to do so, not being replicated, reference is set properly to actir. just doesnt destroy
When doing GetWorld()->DestroyActor() directly returns true
@abstract anvil Hey!
the packaged project runs really well!
1 minor issue, when I select the levels through the menu, it keep reloading the one I started in...
.
Anyone have an idea why my packaged project keeps reloading the starting level when I select other levels from my menu ?
How are you loading the levels?
Does anyone know if Hourences released his material for the stars from this video anywhere? He doesnt show the whole material in the video unfortunately:
https://www.youtube.com/watch?v=SeNM9zBPLCA
This hands-on presentation by Epic's Sjoerd De Jong explores the Sky Atmosphere system in Unreal Engine. Starting off with the basics, viewers learn how to render a beautiful and fully dynamic sky within seconds. From there, the session showcases how to create alien, dusty, or...
like this @abstract anvil
Select level menu opens widget with a yes/no button (asking if you want to move to that level)
then this BP sends you to the level
This only works if your maps are in a top-level folder called "Maps"
sorry to be a pain but could you explain how I should do that ?
I did list the maps to be packaged in the project settings
In your Content folder, there should be a folder called "Maps" where all your levels should be.
I have this, but these are not the maps I intend to use
You notice how Bars-Room isn't in there? If you want to load a map in this way, you have to have it in this folder
can I drag and drop them without messing anything up ? XD
You should be able to. It'll change some references, but that shouldn't break anything
and I am guessing i will need to re package after I have done that ?
yes
I am so impressed with how the main level performs, I really hope these levels work after I do this
I'm assuming you moved all your maps to the Maps folder. If that's the case, you need to change all references to those, including the starting map under Project Settings->Maps and Modes
What sucks is that the reference viewer doesn't work in this case
yeah I have just gone into maps and modes, the default map slot is empty
Yep. Once you clear up those references, it should be fine
I must be missing something because I still reloads the same map...
Under your packaging options where you specify the maps to be loaded, did you change their references?
maybe I need to update the references somewhere else
anything standing out to you in these SS ?
Try replacing those with the ones in the new location. Also, in the content browser, right click on the Content folder and click "Fix Up Redirectors"
I just typed the names in manually originally
Have you actually changed anything on those two screens since your first successful package, or simply made sure they were showing the correct maps?
I typed them in before, the 5 maps in the array, I just entered them in using the file explorer, I think thats where I might have been going wrong before ?
in maps and modes i had to reselect the maps as they were empty slots again after moving them from one folder to another...
the array on the other hand I didnt change since I first set it up to package
Yep. What I would do is set the maps on both those screen to default. After that, set the maps under default maps the way you normally do, then use the ... to find the maps in your folder
I assume you have a seperate widget for each level?
yeah essentialy you select a level of several from the first widget, each level you select moves onto a widget asking if you want to go to that level, selecting yes changes the level...
I am currently repackeging, ill brb if it doesnt work again XD
PROGRESS!!!
I can now move between levels...
BUT
now I dont have a nav mesh in the levels so I can not move XD
(VR requires you to have nav mesh for teleporting)
This sounds like a problem for SomeoneElse since I don't know much about the NavMesh. I know there's a few different options when building and packaging. I'm going to guess that since you moved the maps, the references in the build data are no longer valid. What I would do is, with each map, open it up and under the build menu, click "Build Paths" and try again
Over the moon with how it runs, no hitches at all !
For a VR game, that is really good. It's hard to stay above the 90 threshold sometimes
It is the first project I have ever made too, had to learn to model/animate with blender/ make things work with BP (and unreal in general, been totally obsessed since lockdown began
a little confused that my navemesh appear to be as they need to be when I press P in the level
Did you rebuild them?
they looked ok before, but I am going through and clicking rebuild just incase...
Are the build datas for your maps in the same folder as the maps?
yes, is it possible I am not packeging them with the maps ?
It's possible. What I'd do is check "force full rebuild" in the packaging options.
It'll take longer, but it makes sure all that stuff is built
I also have this reecuring issue, in this SS I have a setting which is at 144, I change it to 100 which fixes my problems...
click save, and for some reason it resets when I close UE
The "SS"... what is that?
Ah, yep. I don't know enough about NavMesh to help you with that one
its just weird that it resets iself, I dont understand why It would
Most of what I'm telling you right now is troubleshooting based on what I think is correct.
I was hoping not to force rebuild, just because theres a couple of lighting artifacts I get in one of my levels whic are hideous XD
full rebuild doesn't build the lighting
I can thank you enough for your help today @abstract anvil thank you so much for your time and patience
can't
ok I will try that and re package
No problem. I'm using this as an excuse not to rig a skeleton :p
haha I know that's a nightmare too!
I'm using Uefy and Rigged, so it's not so bad. But I'm not an animator, I'm barely a modeler. However, my animator doesn't know how to rig stuff for UE4, so I have to make a tutorial for him. Not looking forward to it.
I can imagine making a tutorial is a lot of work, it really stands out as a learner myself when I am browsing tutorials, just who has really thought through the process
including work arounds for the mistakes us noobs are likely to make in the process.
Making tutorials really is a lot of work. That's why I'm going to be as lazy as possible about it and basically make it a livestream with minimal editing.
@abstract anvil my project is working as it should, except much smoother then I am used to in the editor (and its was pretty good there)
I have said it a few times but THANK YOU !
I can sleep easy tonight!
Very cool. And yes, 99% of the time stuff runs better outside the editor since you're not also running the editor
What's up?
ok so
im doing some simple ai stuff
and i want my guy to have 2 sight radius
one has like
a cone
with a proper radius of 35 and a distance thing of like 3000 idk
and another radius which has a radius of 180(times 2) and a distance thing of a few hundred
to detect if the player is super close
i did this before by literally making 2 ai perception objects in the components tab of my character
and it sort of worked but not really
and im thinking, there has to be a better way, right?
Yeah, there is. How in depth do you want to go?
wellll
i got time
but im sure u wouldnt want to sit here and type out super in depth stuff
whatever works is ok
I'm looking for a series of videos I watched a while back that really explains how to use the AI system. I watched them, but it was a while ago and don't really remember it.
It's super in depth, talks about all kinds of perception and gives a really good overview of the theory behind it.
the only video ive watched was the intro to ai on epics site
it was like a 2 hr course idk
yes this is helpful thanks
oh my god its 5 hrs
Yeah. Epic has good videos, but they talk a lot and aren't great for people not willing to sit through hours of random questions and "hey, remember this time" stories
lol, yes it is. And that's really scratching the surface. Game development is not easy.
np. If you have further questions, I'll probably be here. If not, someone else will.
doubt anyone else will xD this channel is mostly ppl asking questions over other ppls questions
Yeah? I only got here yesterday
I find that teaching other people often helps me learn as well, but, you know, I've only got so much in me for a single day.
Has anyone worked with multiple levels? Or having made one map that you play on the most, and when you press teleport you go back to another level where it acts as your base? Similar way like XCOM for instance where you got the main base, and then the campaign maps?
That's pretty standard honestly. Most games are more than one level. For instance, the main menu and loading screens are often levels.
Sure. But what I mean is. How do you go about these instances? I am half way through designing the basics of the RTS format. Documenting everything as I go along so I can learn and try to use my stuff as a Cheat-Sheet in the future, to get a idea on how everything works. And I am trying to understand and figure out how you go about making one Map specifically your main base that you go back too after each mission, build and upgrade rooms, and then select the globe to go on a new mission.
And basically keep everything as it was when you come back. Know what I mean?
Well, when you end the level, have a widget which shows up, shows all your "end of level" stuff, and has a button which takes you back to that main level. You'll be dealing with saved variables, which you can do just like a save game.
I see.
I am still learning the whole widget businsess. I've made a few examples of the RTS format in the past to get, well, that knowledge. But I haven't gone super far other than camera movement, which tends to be a pain still when it's not done right, and the selection of units. There's still a long way to go and I just want to see if anyone had experienced these things before and could point me in the right direction in the future. I am following a few tutorials, but I am also checking up on the Unreal Engine Document site where it gives you information about different things. [Again, I want to also try and do things myself so I can learn, hand holding is fine, but you can't learn from hand-holding unless you try haha.]
Alright. But yeah, it's pretty easy. The hard part is going to be setting up saves if you don't know how to do that. Beyond that, it should be straight forward.
I suppose I'll have to ask again in more detail in the future once I get to that specific stage. Since I want to try and build a suitable, basic demo that has all the basic stuff in, like the Base building mechanic, things like that. And I know in today's age, with graphics and performances. Would it be best to stick with Unit limits to avoid possible performance losses? Used to go by the old C&C route where Unit limits is almost non-existant.
Is there tutorials, or a small guide on how someone sets up these saves?
Matthew Wadstein(?), one sec
Phew, thank god he deals with Blueprints. Since that's what I am using. XD
He has a lot of short and to the point tutorials on UE4 stuff
Quick question how do I move my character with βadd Movement Inputβ but without the camera affecting the direction
I only want to be able to move left and right
@sinful sage don't use "get forward vector" on the camera
Aight, thank you very much. I'll bookmark these and check them out when I get to that point.
guys ue4 versions 4.25 and 4.24 are not working in windows 7?
I am getting a lot of errors when starting a new project
What value should I use for the world direction then @abstract anvil
Also, @sinful sage left and right relative to what? The world origin?
Though another question, can you combine C++ with Blueprint? Let's say someone wants to work in Blueprint, another is doing things in C++, is it possible that they combine or will it be a issue?
Yes
@spring wigeon Yes, there's less info on it, but enough to figure it out.
Like when the player is behind a cover he should only be able to move left anf right
Yes as in it's possible or it'll be a issue? Lol.
what version of ue4 is working in windows 7?
can anyone explain why i am seeing my dome through my buildings in my reflections here?
@sinful sage This is something you should do with trial and error. There's only three inputs, X, Y, and Z, so plug your axis input into those and see what happens.
I already got most of it working only the camera is messing up the movement direction
Ok I will try
@severe mirage I don't use W7, but I know MS stopped officially supporting it last year, so that may have affected things.
i see
Aye, that's true. Windows 7 Support ended a while ago, so chances are UE won't work with it now. Unless you can use the older versions? Not sure.
Then you're best bet would be to move to Windows 10. I am sure you are able to get a free upgrade, or something.
Alright thanks ^^ @abstract anvil
hi all, if I wanna spin a bone perpetually - should I loop a montage or do that through code in the anim BP?
does it even matter? either are valid?
I'm thinking like a spinning minigun barrel
Im having issues with auto exposure
The game starts dim and gets really bright, but if I make them the same value everything is too dark
I'd use BP, but mainly because I don't know animation that well. I know animation is cheaper. @supple totem
ok, cool, thanks
@lime gull Have you changed any of the auto-exposure settings? Are you using a post-process volume?
I changed min and max to .3, and no i dont
In order to affect the auto exposure, you should have a PPV in your level. For a quick fix, tick "infinite extent" and change the exposure setting there.
What settings should I use? because after adding the post process its still dark
Oh wait nvm i think i got it
who is using ue4 with windows 7 here?
can someone tell me if version 4.23 works in windows 7?
Hmm, using the new Sky Atmosphere (PP is disabled here) - how do I make the sun look smoother? It's also changing size, not sure if thats intended? https://gyazo.com/c1d9a16fed6b131e22af2482877e7735
Does anyone have the issue when doing FPS game making.... having different guns that look perfect in the hands when idling, but the gun readjusts out of the hand and palm when running/sprinting and knows how to keep the dam weapon in both hands perfect in idle run sprint ?
@sharp cloud Not sure, but I think it's a combo of IK and attaching it to the socket. I'd ask on #animation and do some general searches.
Anyone know why ue4 4.24 doesn't show up anymore on the install engine directory
unreal engine 4 developers need to be aware that ue4.25 and ue4.24 do not work in windows 7 and future versions will no longer work
RIP windows 7
wdym by unsupported
they did
yeah they dont update it anymore
in january this year
but that doesnt mean ppl dont use it, some businesses have special programs that only work with windows 7 i think
why wouldnt it work tho, windows 7 is 64 bit
hey guys, quick question, does anyone have experience with particles in UE?
Is there a way to connect up a spline point end with it's start, to create a smooth loop, without manually stitching them together?
I read online ctrl clicking one, then the other does it, but nothing is happening
Can I make MMO's with unreal engine or should I consider another engine? Also would it be be suitable for 100 people in one map during a royal lets say?

Is it possible I could make a realistic royal game by myself?
Hey guys, I was wondering that is it possible to import a house model to UE4 (a house that was made in a 3d package)?
Blender for example.
Thanks, I was also wondering that is it suggested to use meshes that were imported from Blender Or is it best to use brush meshes in UE4 to create the world?
It's generally not recommended to use the Unreal Brushes
But Blender is a whole beast to use, budget your time carefully as to whether it's worth learning it, I avoid it
But It only took me like 10 minutes to learn most stuff about modeling in blender
So I'd Say its not even much time consuming learning it
I mean I have 4 years of experience in Blender but would brush meshes be good for blockout and then you get to doing the final mesh in Blender.
Thanks again.
This means a lot to me.
This will save me a whole lot of time.
Also what does UE4 use for normal maps?
Is it direct x or open gl?
Thank you!
Hi Everybody,
Aaron Sims Creative is proud to introduce the official thread for our Unreal feature film, DIVE. We are very excited to share with you our official teaser trailer created entirely in Unreal Engine.
When a cave diving trip goes wrong, a group of divers must face their worst fears to escape a prehistoric cave system and the horrific creature lurking in the darkness.
"DIVE" is the first in a series of survival horror movies set in the uncharted corners of the planet, where man faces nature at her most beautiful and her most terrifying. Each environment features a unique creature with a look and lore inspired by the environment they inhabit...
Hello, this is my first time animating characters for Unreal. I want to make a few separate animations but blend them together in-engine. Is this an okay workflow?
For example, I have a few animations for the head, tail and limbs that play at different times in Maya. After I import these anims into Unreal I can just blend them all together correct?
help me before i jump off my roof. i just updated to VS 2019 16.6.3 along with installing resharper++ and now when i try to compile my UE4 games i end up with this. ive included Windows\System32 for my environment variables after doing some reading online and still no luck. its been nearly 3 hours of effort with 0 luck in resolving this.
@ancient lotus Regerenate and rebuild your project. Do this everytime you upgrade either VS or EU.
did that
yep. what someone recommended that had the same issue was to recompile the source with the new VS versin
i mean I guess u could always just go back to the older version
I'm on VS 16.6.2 and works fine. Didn't switched to 16.6.3 yet as no C++ changes were made. Can't tell if rolling back to 16.6.2 could help you tho.
was on 16.5.5 i think, i cannot find the community version download for it only enterprise and intermediate. im just going to recompile the engine and hope it solves everything and ill be back to normal tonight
so im switching to ue as an engine, im curious does ue have a system that allows you to load your own vst plugins?
Is it possible to have multiple huds displayed with interactable buttons on different huds?
Yea its totally possible
In fact that's a glitch in my game
I have a hud for exploration and combat and the exploration hud keeps loading during combat transitions
hey can someone help me? my friend and i are trying to figure out a problem, we just started in ue4 and are trying to design a landscape, but when we are in the sculpt and paint mode nothing appears under the target layer section and we are unable to add more materials to the landscape
Announce Post: https://forums.unrealengine.com/showthread.php?133824
Andrew's Materials/Resources: https://cdn2.unrealengine.com/HostForForums/2017/Landscape-Twitch-Stream-20170118T165040Z-f60e197f28668f8a14ecdd021d6d598672404573.zip
Creating an environment in UE4 is easy! I...
Is there a console command for setting the framerate?
Does anyone know where I could ask for help?
Just help in general?
how long are shaders suppose to compile for
each time it gets to 1 it goes back up to like 200
im building for iOS and its just taking so damn long
its been 3 hrs
my game is 95 mb lol
@vagrant iris not sure if you already found it but t.maxfps (number) it will set the max fps for your game/editor there is also some project settings to set stuff
Thanks didnt know that
anyone see that , saving right after a , save, thinks I did something necessary of saving,,bug ?
4.24.3
Help with some shadows
my Ivy leaf meshes are displaying black shadow blobs?
not sure how to fix the shadow/lighting on it
So im trying to render a movie sequence using sequencer, but the output does not include the post process effects, I dont know what im doing wrong, its been going on for two projects so far.
Any ideas?
I've spent most of my time as a dev making contet from scratch for the experience, but now I'm trying out different content packs.
I tried one of those Megascans content packs
Then I checked the file size
Then I uninstalled the Megascans content packs
Just felt like sharing that with somebody
@long thicket Might be a camera issue, try adding the volume to the camera. Idk, tho, I'm sure somebody more experienced will come along to help eventually.
adding the volume to the camera?
not sure what you mean. I actually tried to do the post process changes in the camera once instead of a volume. Same issue as well
wtf, im so confused now, i finished post processing in unreal, now i relaunched the project and looks completely different
are your effects baking properly when you built the scene? What quality preset did you use?
Production and Cinematic settings
Can you use layer blend and grass output to only place something where the layer weight is at least a certain value?
assigning a negative value to the other layers seems to work but I'm not sure that's a good aproach.
How to mix 2 normals?
Is there a recommended animation tool you guys use/
Yup
hey there
I need help with shaders
I want to achieve this glow effect
this is from an app i made with flutter btw
currently i have made a material that outlines objects using custom depth
however I don't see the result i achieved so far as aesthetically appealing, I would like to change it to faint blue glow, as I've shown in the screenshot above
lerp is connected to emissive color
Not a 100% sure but you might need to use a transparent material with a sort of a gradient
Me and my twin will be starting a project on unreal
We are thinking of making a third person low poly open world game
any tips on how we should start?
Question, in regards of levels. I want to try and design a level for the RTS game focused mostly around the same style as Tron, with some neon and stuff. Can you design levels within Unreal, or would I need to build out a entire map in blender and import it to act as a level?
Since I don't need grass or stone textures, mostly black, potentially glass, neon strips and such.
you make them in editor
I see.
When you mean meshes, we talking about the Ground or?
Still trying to learn the difference, lol.
3d meshes in general. For terrain UE 4 editor offers specialized tools
Aha. Okay.
a heightmap based tool
Because the terrain will be relatively simple, a few spikes, holes perhaps, some bridges, but mostly flat ground to give it that "Tron-esq" city feeling where stuff is nice and smooth.
But I presume there's also a way to paint out where units can't and can go?
yes
I suggest you go ahead and start tinkering with the editor and see what's possible
Aight, well thanks for the tips!
@tight prawn I had to modify the engine to allow me to do that.
Anyone every had an issue with having successful packaged game but the executeable won't start?
If you lack some assets it generally just throws an error popup in your face including some logs / crash report. But it just does "nothing".
Even executing through commandline gives no hints just returns to input immediately
@plush yew Yeah, thank you. I'll check it out.
@lucid socket Allow you to create a glow ?
how did you achieve that? i'm using my own UE source build btw
Render a color mask, apply gaussian blur, combine as a post process effect.
Those are the basic steps. But there is a bit of work involved.
the glow i created with flutter only involves radial shadow + blur radius
if you don't mind, can you please share the edits you've doen ?
i'm not good at shaders at all :/
While I use shaders, I don't do the gaussian blur in a material.
I do it as part of the render pipeline.
ah that wouldn't be useful to my use case
The end effect is controlled using a post processing material.
But that was the best and fastest way I was able to do the outer edge glow effect you are wanting.
Hi everyone! I'm a noob and want to create a game. I've found courses of UE across multiple platforms. Can you suggest me a place where I can find free and legit resources to learn?
I am trying to learn multiplayer, and I want to make sure a variable called 'PickupScore' in my playerState persists through level change
How do I do that?
I am using servertravel btw
hey im trying to make some ridig body colisions and the weirdest things are happening one of the boobs goes in why how do i make the location value not change only the up and down location and rotation
Kewl
Anyone seen this error? tried everything to fix it... Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK')
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
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UE4Editor_D3D11RHI
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UE4Editor_RHI
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UE4Editor_RHI
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UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
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UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
@plush yew seems to be smth up with my armature
@vernal thicket its just your graphic card not liking direct x drivers
cant fix it
only deal with it
updating drivers and the engine helps
@plush yew I've cleared out my drivers, ran CCleaner, Completely uninstalled my graphics drivers and reinstalled fresh through windows...
are you using a laptop?
I've tried that too
Yeah
This started when I ran out of disk space for the vault cache while building a game
is it possible that some powersaving kicks in and switches to integrated GPU?
or that it does that when the GPU gets too hot
Nah I've checked in the Nvidia settings
sometimes i feel like a dumbass that doesnt have a clue how to develop a game
@rigid belfry wish the guys at ubisoft/rockstars would be so self reflective π
Anyone know if its possible to view navmesh in PIE?
so i create minigames to remember myself i came a long way
@plush yew I disabled all that and uninstalled geforce experience coz someone said that could be the issue
alt+p !?
sec
@plush yew
That's not my main gpu tho
Does that mean it's primarily using that GPU coz it should be using a gtx 1060?
I've never altered any settings, the only other thing I can think is I downloaded MSI afterburner at the same time I built my game coz I was building a trailer, maybe something on that fucked it? but I unsintalled that and reverted to original settings
Is there a computer setting somewhere I can see what the gpu's are doing?
Yeah I think it's full?
Hold on
Memory under the task manager is RAM isn't it?
Yeah
Nah Win10
Yeah I'll check now
I've got fuck al lopen both gpu's are reading 1-2% capacity atm so
My unreal is capped at 120 is it mean't to be like that/
I think it may be behind the stutters that I get that bring me down to this
its t.MaxFPS
I'm not tabbing out it's doing it from launch to exit
are you having microstutters?
yeah
thermal throttling?
I think my hardware is fine it always has been. I mean the only program that it's ever done this to is unreal.
Its using both gpus, the dedicated is hitting 100% but now its completely freezing my laptop
Doesn't look like much is going on. If this is the right place to look. So what can I do about it?
Temperature stays at 56-58 c
clock speed is around 500-600mhz
when running it
but the gpu usage is jumping around too
goes from 90 to 1
Ok.
I'm gonan try that furmark thing too
Ok and then I run the 'stress test'?
hey so i added in an asset into my project now every single time i open it its compliling
Actually According to nvidia I still havent updated the drivers correctly so will try that quick
Wow I did it for the default time it was quite intimidating.
You sure 5 minutes is safe?
@plush yew So what do i do with the furmax to see if there's issues with my gpu?
furmark even
its reaching 90 degrees after 47 seconds
yeah it's overheating
but if its 90 degrees stable, it should be "fine"
its a stress test tool after all
seeing high numbers is to be expected
yeah, according to furmark high end gpus can reach 105
but anything over 90 should be considered overheating?
i mean, i wouldnt play with anything that reached 90 degrees
see if you can change the fan speed of your gpu
also it depends on the card
This mean anything
well the good news is it does cap at 91
ah, i've read the safe temp is 83 and at 92 the card stops working
So this is my issue then
I'll have to take it a part make sure nothings blocked
i have a radeon rx 5700 gpu, and on release day there were some cards who had faulty or bad applied thermal paste + thermal pads
anyway, i installed the card and worked on it, i also play games from time to time and i noticed straight away temp problems
since i was, still am, not tech savy, i just stuck up with it. stopped playing demanding games, played at low res
one day i decided i had enough, took the card apart and fixed it myself with the help of youtube
and my card went from doing 110 degrees celcius to barely hitting 65
we have the right to repair in europe
you dont void the warranty for opening up your property
what soft you using to make gifs? fast
your gpu software, streamlabs, obs
you can have soundless mp4 which is the same as a gif
gpu soft? Hmm what in nvidia
Does anyone know how to get UE to stop deleting my empty folders? -_-
I've been doing some online tutorials and usually there's a part at the beginning where they create all the content organization folders ahead of time, and for a complex project it can be over 20 folders. And idk when it happens, maybe after I add assets to my project, but alllll those folders are now gone.
I do have "Show Empty Folders" checked in the view options of the content browser. Curiously, I recreated the first folder i had made, and it remembered the custom color I set it to....but none of them are actually there anymore.
This is probably a great feature to keep your project clean and organized but it's so infuriating to have to keep jumping back and recreating lost folders.
Damn
@plush yew
took the laptop casing off, blew it all out
5 mins, capped at 82 degrees
objects that are too far are disappearing on mobile. How can I increase the distance where they start to disappear
You might be able to mess with view distance scalability settings: https://docs.unrealengine.com/en-US/Engine/Performance/Scalability/ScalabilityReference/index.html
Scalability options, properties, and console variables.
Is LPV working 4.25.1, no matter what i try there doesn't seem to be any affect on my scene
Hi All! Is there a way to get rid of this motion blur noise?
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
@ruby folio https://lmgtfy.com/?q=How+not+to+be+a+dickhead
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
Well its not difficult is it.
https://docs.unrealengine.com/en-US/Engine/Basics/Projects/Packaging/index.html
The docs are pretty damn useful.
As far itch.io. You wanna use Butler to upload your project
Packaging Unreal game projects for distribution.
Also #packaging if you have any problems
Fuckin GPU temp down at 46%, ue4 still crashes so it's not that
46 degrees sorry
Anyone know any other solutions? Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK')
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
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UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
Hey everyone, getting started learing Ray Tracing, y'all know if reflection capture volumes are required with RT or are they redundant once RT is on? Thanks.
somehow my editor doesn't show any longer, that lighting needs to be rebuild, even if i finally deleted the maps BuiltData.
don't know why it's now behaving like this.
before it also did stuff, if i changed things in my blueprint from static to movable, back, or between, and it doesn't do this any longer
Hope this is the right place to put this. I got a super weird issue that only started happening after I'd build lighting.
Whenever I choose Play (separate window or directly in the viewport doesn't matter), I get 2 fps and this bizarre colored wireframe effect on everything.
No idea what that is, but I haven't really changed anything since the last time I built lighting, and this has never happened before.
Attaching a screenshot below:
Have tried building lighting again but to no avail.
@gleaming folio try F3?
In-game?
yh
Nothing. :/
@gleaming folio theres a bunch of different view-modes on the F keys you could play with
F3 is standard though aye
To be clear, it's while the Play command is running, not in the editor interface.
and some debug options around the right side of the keyboard (like , . / ; ' [ ]) i dont remember whats what, but in this situation i would just start pressing shit and praying lmao
Hahaaa. Nice. That's just science.
Can't remember flipping anything like this before though. But I'll try.
exactly, but for real though, it looks like some collision wireframe viewing debug option was enabled at some point
Hmm, yeah, maybe that's what it was.
I'd just added some new off-the-shelf assets to the scene. Any way those could have that kind of stuff baked-in somehow? O_O
Farfetched, I know, but gamedev is magic much of the time.
@vernal thicket What engine ver?
@ruby folio 4.25.1, 4.24 & 4.23
Although I'm using 4.23 atm it doesnt seem as bad
Fixed it!
It was a truck. A truck blueprint that had been included as part of a content pack.
That was just standing there as a prop, doing nothing.
O_O
Guys, how can I add new map to patch file? (.apk)
I already made the patch file and can see the changes but I can't open the level from the new patch
i found out unreal dropped support for html5? how do i package my game for itch.io then? https://docs.unrealengine.com/en-US/Platforms/HTML5/GettingStarted/index.html
Setting up UE4 for HTML5 development.
Is there a way to ask epic games questions like Why is C++17 not setted as default by now and similar ?
I was wondering about patching my game again, do I only select cooked maps that I made changes to or do I select all of them?
anyone has any experience with underwater scenes?
what do i put into a cast to node
in the object?
how would i reference another object?
i thought cast to did that
so whats the node to refence something from a different bp?
i mean you can just reference variables really easily
If you go to #blueprint and check the pins, you'll see some good tutorials like https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
could work, but theres no easy way to put another actors collision box into another bp?
how would i reference another object? i thought cast to did that
@plush yew Cast does nothing except check the type of a reference you've already got
You have to do the legwork yourself
hey does anyone know how i can get an older version of unreal
from around march/april 2019
ill just cast to and get the variable from the other bp instead
Like I said, casting only checks the type and all other legwork is up to you.
"Cast to" is bad vernacular, IMO it should be "Cast as"
Mmmm
I prefer the mental model of actor casting for films
Heh, alright
i dont need the other bp i just need a component or variable from that other bp
i just wanted the collisionbox
So you have a particular person. You can see if that individual is suitable for a role of action hero by casting
Can this person leap from moving cars and roll into a combat stance? Cast to find out
It's somewhat intuitive, but if you have reason to dislike it, I'd like to hear it
Not really?
It's apt IMO - you can't use the capabilities of an object without the type.
Now, yes, in actual films people do things a human isn't really capable of.
But there's public perception to think about
Fair
But still, nothing is going to quite be perfect and I still think "Cast to" is bad
It evokes magical casting
seems kinda difficult to explain it using some kind of a comparison like that π€
it's more like.. you have a person, and you don't know what they can do
so you "cast" this person to engineer and now they can do engineer stuff
if the cast "works"
I've tutored people before (something that might worry you :P) and the dry explanation doesn't really stick with some people but as soon as I frame it with an analogy - shoring up the weaker elements as required - they can wrap their mind around it
yeah sometimes analogies can help some folks at least
but only explaining with an analogy can be misleading I guess
Might have to try using that more often then
You have to do less to get the analogy working
Heh, I see where you're coming from.
Hey guys, I'm working on my GameMode, and I'm curious about the 'Game State'. I'm not sure if this is a blueprint I must create or if it's something that is created with my GameMode?
It really only works because of IRL typecasting
Well I'm looking to introduce my GameMode which is that if every player is dead something happens.
and I'm hardcore struggling
I'm gonna try counting
It's just that I can't reference what I want to reference
This Is PUBG MOBILE Pak File Python Extractor, A Discord friend made this for me, But he didn't tell me how to make it, You know how to do this, If you know how to do it, please tell me
Hey, is there a 2D array data type in UE4 blueprints? Something similar with set / get properties
Quick question. Is the gameinstance loaded before gamemode? If so can my gamemode always reference the game instance withou fail?
does anyone know why my frame rate is 50% higher in the editor compared to the packed game, even if I press F11 to enter full screen
Anyone else have issues with quixel bridge materials looking awful when camera is close up?
Hi , in game development, there was a setting helping to fps up.With this setting, game engine just rendering the camera's field of view. What was the name of that ?
@carmine shell https://docs.unrealengine.com/en-US/Gameplay/Framework/GameFlow/index.html this is about as close as you can get for the flow without more research. In general you try not to rely on one thing starting before another unless you are in control of the flow
@storm vapor you might be thinking of frustum culling?
I'm looking at the different ways to setup harvestable and otherwise interactable things like trees, rocks and others on extremely large maps. I've considered using procedural foliage volumes or custom BPs to handle generation, removal, and data association for mesh instances. I'm leaning towards using a custom actor to place instances mimicing what a procedural volume does. I'm also looking at the ways to setup the data to associate with instanced meshes. If anyone has any knowledgable suggestions please @me.
@frail mist Editor and Packaged game can be using different scalability settings, perhaps that is the issue? Also PIE might be a small screen so less resources to load. Check you task manager in both instances and see if anything stands out
@grim ore thanks for your input and pointing me to the right keywords
Oh hey mathew I've recently started watching your wtf is series, I tried deleting your wtf files and installing them to try and get the examples to work but they still don't work for some reason
occlusion culling is culling items that are occluded, or items that might be behind walls for example. Frustum is culling stuff not in the cone of view.
@plush yew any particular issue?
Like a grey box says go in the middle and when you click it nothing happens
It says pointer data or something
there is no set default map, you would have to load up the map for the subject you wanted info on