#ue4-general

1 messages Β· Page 789 of 1

late loom
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UE is shit when it comes to optimization and it crashes 50% of time

honest vale
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not really

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I meant specs

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I figured a programmer would know πŸ˜„

hybrid comet
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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.

honest vale
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chances are your laptop gets throttled due to thermals

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my lenovo t480 does it too

sleek solar
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@plush yew how much ram do you have? Which cpu/gpu do you have?

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4gb ram is too low

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gpu memory doesn't stack with ram

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get better PC

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or use another engine

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4gb ram would be too low for most modern 3d game engines anyway

honest vale
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my laptop has 32 GB and I sometimes almost run out of memory due to brazillion docker containers I'm running

timber birch
void barn
late loom
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my pc hangs while building lightning i have 16gb any soln??

timber birch
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anyone know this issue ? the source of the retarget animation doesnt show up
@void barn Did you enable retarget for both skeletons?

late loom
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@void barn go to your mesh and click apply to asset

void barn
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@timber birch yes

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@late loom where is the apply to asset ?

late loom
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preview scene tab

void barn
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ah saw it

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let me try

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ok works now

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tq

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they are the same size over here

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but she is bigger over here

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why is that

late loom
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size doesnt matter

void barn
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this will happen

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she is not when her teeth ran out

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epic marketplacec has a lot of cool animation

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i bought them so that i can retarget animation

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but it turns out to be this

fiery mortar
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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?

timber birch
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@void barn that she is bigger in the Target port is normal. nothing you should worry about

void barn
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ok

ashen orbit
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Any tips for free assets to simulate blood?

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Particle effects

vagrant iris
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Anyone know how to fix this UE4 error? I've never seen it before "unreal engine is exiting due to d3d device being lost"

short plaza
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@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

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does not mean the hardware disconnected. might be a software element of the engine got killed for what ever reason

vagrant iris
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It keeps happening everytime i open my project

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i cant do anything in the editor before it shuts off

short plaza
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any problem with playing games?

dawn gull
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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?

vagrant iris
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No I dont have any games to try out

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I just got this pc yesterday, soI dont know why ue4 is giving me a hard time. it didn't on my last pc

short plaza
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if the pc is fresh it might be a problem with the graphics card

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try playing a game or replug the graphics card

vagrant iris
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I'll try it. thanks

short plaza
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also ensure that you have the newest drivers

vagrant iris
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I updated one of them, I'll see if the other has any newer drivers

short plaza
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one?

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you have two different cards?

vagrant iris
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an intel uhd 630 and a gtx 1060

short plaza
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why?

vagrant iris
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Idk That's how this came when I bought it

exotic thicket
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that's fairly standard on laptops

short plaza
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laptop?

exotic thicket
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a lot of intel desktop cpu's also come with an iGPU

vagrant iris
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yea

short plaza
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makes replugging the graphics card more difficult

midnight gate
dawn gull
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first one

vagrant iris
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Are they soldered to the board usually?

dawn gull
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lol

ruby folio
dawn gull
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Yeah, It looks less blurry to me

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I can see the edges more clearly

vagrant iris
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the bottom one looks slightly sharper to me

dawn gull
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i cant tell for that one

ruby folio
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Even weirder. Looks like its the opposite here.

fiery mortar
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guys anyone have any idea why being in foliage increases brightness I mean I just don't understand

ruby folio
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@fiery mortar Eye adaptation? Bright coloured foliage?

timber birch
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Never seen that issue sorry

timber birch
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@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?)

fiery mortar
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the difference is looks absurd to me @ruby folio

ruby folio
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Could be the cause

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Use the engine scalability settings at the top to enable and disable foliage to easily compare the values

short plaza
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@fiery mortar no body can help you without giving information. And if your issue is the plugin, contact the plugin creator

timber birch
ruby folio
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@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

timber birch
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Aaah i see, thats nice to know tho πŸ™‚

fiery mortar
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@ruby folio thanks man I set min and max brightness to 1 and that fixed to problem

ruby folio
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No worries!

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Just assumed. VAST change in colour, affected brightness. Sounded like eye adaptation.

plush yew
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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?

frank oar
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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 ?

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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.

abstract anvil
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It doesn't. It packs the game to a separate folder (answer to first question)

vagrant iris
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@short plaza Thanks btw your advice worked

abstract anvil
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@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.

frank oar
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thank you @abstract anvil
I am horrified of ruining my project by accident XD

vagrant iris
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I'd like to see this list to actually. lord knows i need to cut my package size down too

abstract anvil
plush yew
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Pls someone answer my question i need to know it

abstract anvil
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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.

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@plush yew Yes, you can, but if they resemble the characters which share their name you could face lawsuits.

vagrant iris
plush yew
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Does it count if i make completly different char but the name will be goku

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?

abstract anvil
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@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?

plush yew
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Goku is just a boy's name

frank oar
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I think it would be a bit extreme if names were copywritten...

plush yew
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( japanese )

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Tysm!!!!

hexed jasper
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Just FYI the free content of the month got updated today and there are some awesome things for archviz fans in there !

keen moss
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@hexed jasper Yup

vagrant iris
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Much respect to the ArchViz folks

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don't know how they do it

hexed jasper
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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.

vagrant iris
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Ah nice dude! It's crazy to think how intricate just designing a basic room can get

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I'll personally settle for just decorating my room lol

abstract anvil
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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.

hexed jasper
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Just imagine how hard Archviz would be without the help of websites like Poliigon and stuff. Would be insane.

frank oar
abstract anvil
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When you cook your project, it cooks the entire project (unless you specify levels to be cooked/excluded).

frank oar
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indevidualy

vagrant iris
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I only ever cook the levels i know are going to be accessed by the player

short plaza
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@frank oar cooking is a single process. In the project settings you can define what is cooked

abstract anvil
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If you don't use something, it shouldn't be cooked by default, but sometimes that isn't the case.

frank oar
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ok awesome!

keen moss
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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?

abstract anvil
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@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.

vagrant iris
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There's a shadow preset in the engine scalability settings, you could just put that to epic right? not a lighting guy either tbh

keen moss
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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

vagrant iris
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huh the more you know

keen moss
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that image is just using an skylight

abstract anvil
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lies :p

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That looks really good man

keen moss
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the only HDR images I have found that this works with are from HDRI haven

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they are 100% unclipped, which is nessicary

vagrant iris
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Insane

abstract anvil
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Do you have the HDRI in the skylight, or is there some other, more magical way to have that used?

keen moss
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i use the HDRI Backdrop actor, which has a skylight as part of its blueprint, i put the HDRI on the dome

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its pretty straight forward

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u can also put it on the skylight

abstract anvil
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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.

keen moss
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Yep, the other sites like NoEmotion or HDRI background etc all provide clipped HDR images

vagrant iris
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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

keen moss
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Thanks @vagrant iris

abstract anvil
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Keep in mind memory overhead. Even 4k compressed images take about 20MB.

vagrant iris
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there's always a catch

keen moss
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right, my project is not a realtime game, its ment for video and stills only, its archviz

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plus 100% raytracing gives me like 20-30 FPS max anyways

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less if its nighttime lighting

vagrant iris
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Less during nighttime? figured rtx lighting during night wouldn't be as taxing as a daytime scene.

abstract anvil
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During the night there's probably more light sources. (guessing)

keen moss
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my night scene has multiple light sources, street lights, interior lights, the more lights the more it has to calculate

vagrant iris
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Oh it's like an urban scene then?

frank oar
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Any suggestions fro resizing the thumbnail for a project ? my SS in high res but apparently it needs to be 192/192

abstract anvil
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GIMP

keen moss
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i have 2 scenes, 1 bridge scene, the one shown in that screenshot, and another city scene

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@frank oar Photoshop

abstract anvil
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If you already have PS, then yeah, but if you're just resizing something, then get something like GIMP or IfranView

frank oar
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thank you @keen moss I will see if my GF can do it with Gimp XD as I do not have hpotoshop

celest vapor
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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.

frank oar
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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

abstract anvil
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@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.

keen moss
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@abstract anvil I was just gonna suggest that

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I wish unreal had a scene cleaner tool but it does not

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as far as i know

vagrant iris
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Hmm that's a tip I'm keeping in my back pocket

keen moss
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By default unreal packages EVERYTHING, even if its not used

vagrant iris
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You think that's something they'll iron out in ue5?

keen moss
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so u have to either delete what u dont want packaged, do specific packagig rules, or migrate

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@vagrant iris i doubt it

abstract anvil
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@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.

vagrant iris
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That system sounds pretty similar to Starlink actually

frank oar
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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

vagrant iris
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Well you can start by getting rid of what you know you def dont need

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that's what i always do

abstract anvil
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@frank oar Make sure you fix up redirectors before you migrate anything

frank oar
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I have been talking about it a lot at work and would love to avoid looking stupid when they try it out XD

abstract anvil
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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

frank oar
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I am absolutely absorbing all of this advice, and very greatful for it!

vagrant iris
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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

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I looked pretty foolish putting out a demo with such a glaring issue lol

abstract anvil
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Yeah, it kind of sucks when that happens

brazen cairn
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Is it a good idea to enable DX12 manually?

vagrant iris
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That's not done automatically?

brazen cairn
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DX11 is enabled

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you have to change a few settings i believe to get DX12 working

digital badger
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DX11 is the default as most GPUs support it iirc

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DX12 is required for newer features like RayTracing tho

brazen cairn
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yup

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i am trying to make a fully ray traced prototype

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on a large scale map

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i just wanna know if its a good idea to do so

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ive heard people get engine crash issues and such

abstract anvil
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Might be a question for #graphics I have an AMD card, so, you know, sadface

brazen cairn
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oof

keen moss
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@brazen cairn what graphics card do u have

digital badger
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@brazen cairn I think that you'll have to try it to see if it works.

brazen cairn
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RTX 2080

digital badger
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It's not a software issue, it's all hardware

brazen cairn
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yes

keen moss
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What engine version are u using?

vagrant iris
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Ooh 2080 . . . One day I'll get there

brazen cairn
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ue4.25.1

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and my secondary version is ue4.24

dawn gull
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why does my project always get stuck on 45% for a long time when loading?

keen moss
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Ok the raytracer is much more stable in 4.25, its very buggy and crashes a lot in 4.24

brazen cairn
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ohhh i see

digital badger
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@dawn gull It's compiling shaders

abstract anvil
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@dawn gull That's when it's compiling shaders (I believe) which always takes a while

dawn gull
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ok

vagrant iris
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Yea my old pc did the same thing

digital badger
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run your project from visual studio and you can have a look at the output log

vagrant iris
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stuck on 45% for awhile

keen moss
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if u have an RTX card, and using 4.25 there is no reason not to try out a raytrace scene

brazen cairn
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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.

digital badger
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@keen moss @brazen cairn seems to be primarily focused on large scale environments

brazen cairn
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^^

digital badger
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Which is different than a single scene

brazen cairn
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ive not seen any large scale ray traced scene yet

keen moss
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@brazen cairn how large are we talking

digital badger
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@plush yew "Get Data Table Row"

brazen cairn
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we are talking about a 10x10 map

digital badger
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You need a row name, to get the row, then you'll get a struct

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@brazen cairn gonna need some units on that

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km? miles? au?

brazen cairn
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km

abstract anvil
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RayTracing in AU :p That would be... intersting

keen moss
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it really just depends on the complexity of the project

brazen cairn
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and the map is gonna include, lets say roughly 40% natural landscape which includes waterbodies, and 60% building structers + interiors

digital badger
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Astronomical Units, not Australia

vagrant iris
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That sounds like a pc melter

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Everyone's fans becoming jet engines and taking off

abstract anvil
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I know :p I was thinking to scale. That would just break things

keen moss
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if your talking exterior vegitation... say goodnight to your hardware

brazen cairn
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yup, im trying to test my new pc's limits

digital badger
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10km by 10km is larger than a lot of "open world" games out there.

brazen cairn
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lol yeah

digital badger
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Be prepared to spend a lot of time optimising at that scale

abstract anvil
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HLODs FTW

brazen cairn
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i have been mostly practicing a lot of optimization actually

digital badger
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UE5 private preview ftw

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jk

vagrant iris
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Well i'm super curious as to how it'll turn out, so def ping me when you've got something to show

brazen cairn
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i seem to struggle with optimizing when there are a lot of important interiors in a small space

digital badger
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Oh same, sounds really interesting

brazen cairn
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aye sure guys

digital badger
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@brazen cairn You are using world comp right?

brazen cairn
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yup

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its gonna be low-key playable

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in form of an fps

vagrant iris
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Now I REALLY need to see this lol

digital badger
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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

brazen cairn
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ohh, this actually sounds like a good idea

digital badger
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otherwise, the interior will be loaded just culled at distance

celest vapor
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@abstract anvil Thank you! I started to tinker with it and it make it so much more simple than what I was getting after!

brazen cairn
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i have never thought of this before

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right!

vagrant iris
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You can do that in ue4? I thought that was like an old quake engine trick

digital badger
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From a quick test I found it doable, but I haven't fully implemented the concept

brazen cairn
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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

vagrant iris
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Learn something new every day

digital badger
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@brazen cairn Similar to horizon zero dawn?

brazen cairn
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arguably yes

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but a bit more vegetation

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greenery

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and flowers

digital badger
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I really hate coming up with a setting everything seems to have been done, from underwater cities to mars

brazen cairn
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yeah me too

vagrant iris
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Same

digital badger
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So a couple of months I just threw my hands in the air and decided to settle on <redacted>

brazen cairn
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but if you are making something completely unique even with the same concept its something of an achievement

vagrant iris
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I kind of gave up on unique settings myself and am just going to focus on character interactions and gameplay

digital badger
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Oh definitely, every artist has a different flair.

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Nobody will remake Rapture from the Bioshock series, exactly the same as the designers at Irrational

frank oar
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in the project build configurationg, is there a big difference in the result if you select shipping instead of development ?

brazen cairn
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i have abandoned around 24 huge projects just because i thought 'its not good enough'

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yeah

digital badger
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@frank oar Shipping removes debug tools,

vagrant iris
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yup

digital badger
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This is required on some platforms.

brazen cairn
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@frank oar development provides you with console commands

vagrant iris
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if you have print strings showing up they'll be gone

frank oar
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ok brill! thank you guys !

brazen cairn
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also guys

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do AAA companies do something special with the engine

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lets say if they are making a "photorealistic game"

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as in, add a different renderer and such?

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or is it just pure top quality assets and textures which do the trick

digital badger
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I've never worked at AAA level, but they usually add in middleware and remove unused components of the engine( e.g Paper2D)

brazen cairn
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oh

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makes sense

digital badger
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Different shaders are common, though not needed

plush yew
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Have I landed in the wrong place or perhaps I’m a bit blind? Looking for eos discussions but don’t see a channel for it!

brazen cairn
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what about renderers? do they add a goddamn octane renderer or something when finishing the game?

digital badger
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@brazen cairn Haven't seen anything like it.

brazen cairn
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i see

digital badger
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i didn't

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πŸ˜‚

brazen cairn
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lol good one

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i am guessing its just the magic of 3d modelers and texture artists then

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gotta get the zbrush classes now

digital badger
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Yeah, the Megascans library has been very useful

plush yew
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Thanks @digital badger , it was way down the list!

brazen cairn
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megascans was like my christmas present

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and mixer

digital badger
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Check out CGCookie if you want to do some sculpting in blender, it's expensive( subscription) but the courses are well-made

brazen cairn
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oh i sub to him actually

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i am mostly refering to masterxeon for sculpting

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he is really good

barren flume
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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

brazen cairn
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@barren flume can you elaborate a bit more?

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im lacking details to help you out here

abstract anvil
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@brazen cairn This is done with Blender, Painter, and Mixer with standard baked lighting.

barren flume
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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

brazen cairn
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looks pretty good

abstract anvil
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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.

barren flume
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Works fine in editor but using the pak file that was made and starting the .exe but nothing changes

brazen cairn
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@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

smoky sonnet
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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

barren flume
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no

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it's just blueprints I changed

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for setting game mode to game only

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on only 2 levels

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I'm using project launcher to make it

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Just in case if there is other ways to patch

abstract anvil
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@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"

frank oar
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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 ?

abstract anvil
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@frank oar It cooks when it packs

frank oar
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(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..

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thank you @abstract anvil I will just go for it then

barren flume
abstract anvil
#

@frank oar Worst that's going to happen is it fails. If it does, just come back :p

frank oar
#

thank you, I really appriciate the support!

abstract anvil
#

np

barren flume
#

Are there any good ways to patch

celest vapor
#

@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?

barren flume
#

or settings

abstract anvil
#

@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.

frank oar
#

lol that didnt get far...
I got some error messages and it failed

barren flume
#

need visual studio 2017

frank oar
#

Is this a simple mistake ?

abstract anvil
#

Yep

frank oar
#

It will work if I install vidual studio 2012 ?

#

2017***

barren flume
#

you need 2017 or newer i think

abstract anvil
#

It should get past that error at least

frank oar
#

any recomendation where I should get it ?

abstract anvil
#

microsoft

barren flume
frank oar
#

Ill go to the store then

digital badger
#

Community Edition is free,

abstract anvil
#

It 's free

digital badger
#

If you're using a binary version of the engine( from the Epic Games Store) Rider for UE is highly recommended.

frank oar
#

should I go for community/ profesional or enterprise ?

digital badger
#

Community most likely. Unless you're working with a team or have a large turnover

frank oar
#

cool tyvm

digital badger
#

Do check out Rider for UE from JetBrains

#

It's useful if you don't have VAX

barren flume
#

I'll just package the game again

#

patching too confusing

celest vapor
#

@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?

digital badger
#

Definitely separate actors imo

celest vapor
#

so child actor components would be the best for that?

digital badger
#

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

celest vapor
#

Ships are their own character class and then for each child ship will have child actors for each weapon?

digital badger
#

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

abstract anvil
#

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.

frank oar
#

there is a bunch of tick able boxes here, I am guessing since unreal is C++ I should be ticking that one ?

digital badger
#

But if they have advanced logic, separate actors

abstract anvil
#

@frank oar yep

#

also

#

There should be a ue specific option at the bottom

frank oar
#

and universal windoews platform dev ?

abstract anvil
#

^

celest vapor
#

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

digital badger
#

Also Brib, be sure to follow OOP practices

frank oar
#

yikes thats a lot of extra reading XD

digital badger
#

e.g have a parent ship class which has functionality for all ships

#

but then a child class if you have different ship classes

frank oar
#

but thank you @plush yew

digital badger
#

e.g merchant ships, army ships etc

celest vapor
#

@digital badger I have already created the ships from one master Ship class.

digital badger
#

nice practice then

plush yew
#

what would be the easiest way to replicate streets and its buildings, fences etc. for a tramway simulator? photogrammetry? laser scanning?

digital badger
#

@plush yew LIDAR, pointcloud data is supported in UE natively

celest vapor
#

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

digital badger
#

Lidar is also getting cheaper, so your getting in at the right time

plush yew
#

@digital badger one still has to convert it to good looking mesh tho

digital badger
#

Depends, let me get a link for you

#

That's native support,

#

you can use smoothing in your photogrammetry app to make it less noisy

#

which is an automatic process

plush yew
digital badger
#

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

plush yew
#

so dose this create the mesh too?

#

i need it for ingame use

digital badger
#

Yes, that application offer mesh smoothing

#

Essentially photo data creates pointcloud data

#

My workflow used to be

#
  1. Shoot Photos
  2. Import Photos and create point data from it ( using the automatic process)
  3. Point Cloud to Mesh
  4. Smooth Mesh and create LODs
#

You would essentially start at 3

plush yew
#

id use a laser cause i have to do it with many, many streets.

digital badger
#

Exactly and you would have a greater resolution

plush yew
#

i thought photos give you higher resolution

digital badger
#

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

hidden viper
#

Is there any way to make those circles...3D?

plush yew
#

@digital badger how much does the scanner cost?

hidden viper
#

Thats how my material look like
@hidden viper me please if you have any info/tips/tricks

digital badger
#

@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?

hidden viper
#

@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)

digital badger
#

I would recommend you ask in #graphics, more people monitor that channel that could help you

hidden viper
#

thanks

barren flume
digital badger
#

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

jolly void
#

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

frank oar
#

@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 ?

abstract anvil
#

How are you loading the levels?

frank oar
#

I can show you, one sec

mint umbra
#

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...

β–Ά Play video
frank oar
#

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

abstract anvil
#

This only works if your maps are in a top-level folder called "Maps"

frank oar
#

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

abstract anvil
#

In your Content folder, there should be a folder called "Maps" where all your levels should be.

frank oar
#

I have this, but these are not the maps I intend to use

abstract anvil
#

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

frank oar
#

can I drag and drop them without messing anything up ? XD

abstract anvil
#

You should be able to. It'll change some references, but that shouldn't break anything

frank oar
#

and I am guessing i will need to re package after I have done that ?

abstract anvil
#

yes

frank oar
#

I am so impressed with how the main level performs, I really hope these levels work after I do this

abstract anvil
#

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

frank oar
#

yeah I have just gone into maps and modes, the default map slot is empty

abstract anvil
#

Yep. Once you clear up those references, it should be fine

frank oar
#

I must be missing something because I still reloads the same map...

abstract anvil
#

Under your packaging options where you specify the maps to be loaded, did you change their references?

frank oar
#

maybe I need to update the references somewhere else

#

anything standing out to you in these SS ?

abstract anvil
#

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"

frank oar
#

I just typed the names in manually originally

abstract anvil
#

Have you actually changed anything on those two screens since your first successful package, or simply made sure they were showing the correct maps?

frank oar
#

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

abstract anvil
#

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

weak coral
#

I assume you have a seperate widget for each level?

frank oar
#

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)

abstract anvil
#

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

frank oar
#

Over the moon with how it runs, no hitches at all !

abstract anvil
#

For a VR game, that is really good. It's hard to stay above the 90 threshold sometimes

frank oar
#

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

abstract anvil
#

Did you rebuild them?

frank oar
#

they looked ok before, but I am going through and clicking rebuild just incase...

abstract anvil
#

Are the build datas for your maps in the same folder as the maps?

frank oar
#

yes, is it possible I am not packeging them with the maps ?

abstract anvil
#

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

frank oar
#

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

abstract anvil
#

The "SS"... what is that?

frank oar
#

its that SS screen shot

abstract anvil
#

Ah, yep. I don't know enough about NavMesh to help you with that one

frank oar
#

its just weird that it resets iself, I dont understand why It would

abstract anvil
#

Most of what I'm telling you right now is troubleshooting based on what I think is correct.

frank oar
#

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

abstract anvil
#

full rebuild doesn't build the lighting

frank oar
#

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

abstract anvil
#

No problem. I'm using this as an excuse not to rig a skeleton :p

frank oar
#

haha I know that's a nightmare too!

abstract anvil
#

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.

frank oar
#

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.

abstract anvil
#

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.

frank oar
#

@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!

brazen crow
#

oh cool hes done

#

hello i have a question πŸ˜›

abstract anvil
#

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?

brazen crow
#

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?

abstract anvil
#

Yeah, there is. How in depth do you want to go?

brazen crow
#

wellll

#

i got time

#

but im sure u wouldnt want to sit here and type out super in depth stuff

#

whatever works is ok

abstract anvil
#

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.

brazen crow
#

ooh

#

thats very helpful

abstract anvil
#

It's super in depth, talks about all kinds of perception and gives a really good overview of the theory behind it.

brazen crow
#

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

abstract anvil
#

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.

brazen crow
#

there goes my day xD

#

alright

#

ill go watch now

#

thanksu

abstract anvil
#

np. If you have further questions, I'll probably be here. If not, someone else will.

brazen crow
#

doubt anyone else will xD this channel is mostly ppl asking questions over other ppls questions

abstract anvil
#

Yeah? I only got here yesterday

brazen crow
#

mhm

#

many ppl here are newbs like me :D:D

abstract anvil
#

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.

brazen crow
#

ofc ofc

#

well ill watch now

#

cya

spring wigeon
#

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?

abstract anvil
#

That's pretty standard honestly. Most games are more than one level. For instance, the main menu and loading screens are often levels.

spring wigeon
#

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?

abstract anvil
#

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.

spring wigeon
#

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.]

abstract anvil
#

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.

spring wigeon
#

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?

abstract anvil
#

Matthew Wadstein(?), one sec

spring wigeon
#

Phew, thank god he deals with Blueprints. Since that's what I am using. XD

abstract anvil
#

He has a lot of short and to the point tutorials on UE4 stuff

sinful sage
#

Quick question how do I move my character with β€žadd Movement Inputβ€œ but without the camera affecting the direction

#

I only want to be able to move left and right

abstract anvil
#

@sinful sage don't use "get forward vector" on the camera

spring wigeon
#

Aight, thank you very much. I'll bookmark these and check them out when I get to that point.

severe mirage
#

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

sinful sage
#

What value should I use for the world direction then @abstract anvil

abstract anvil
#

Also, @sinful sage left and right relative to what? The world origin?

spring wigeon
#

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?

sinful sage
#

Yes

abstract anvil
#

@spring wigeon Yes, there's less info on it, but enough to figure it out.

sinful sage
#

Like when the player is behind a cover he should only be able to move left anf right

spring wigeon
#

Yes as in it's possible or it'll be a issue? Lol.

severe mirage
#

what version of ue4 is working in windows 7?

keen moss
#

can anyone explain why i am seeing my dome through my buildings in my reflections here?

abstract anvil
#

@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.

sinful sage
#

I already got most of it working only the camera is messing up the movement direction

#

Ok I will try

abstract anvil
#

@severe mirage I don't use W7, but I know MS stopped officially supporting it last year, so that may have affected things.

severe mirage
#

i see

spring wigeon
#

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.

severe mirage
#

Yeah I guess only older versions work with windows 7 now

#

4.25 and 4.24 dont work

spring wigeon
#

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.

abstract anvil
#

@flat tendon I'd post this on #cpp

flat tendon
#

Alright thanks ^^ @abstract anvil

supple totem
#

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

lime gull
#

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

abstract anvil
#

I'd use BP, but mainly because I don't know animation that well. I know animation is cheaper. @supple totem

supple totem
#

ok, cool, thanks

abstract anvil
#

@lime gull Have you changed any of the auto-exposure settings? Are you using a post-process volume?

lime gull
#

I changed min and max to .3, and no i dont

abstract anvil
#

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.

lime gull
#

What settings should I use? because after adding the post process its still dark

#

Oh wait nvm i think i got it

severe mirage
#

who is using ue4 with windows 7 here?

#

can someone tell me if version 4.23 works in windows 7?

mint umbra
sharp cloud
#

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 ?

abstract anvil
#

@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.

vagrant iris
#

Anyone know why ue4 4.24 doesn't show up anymore on the install engine directory

severe mirage
#

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

radiant jasper
#

wdym by unsupported

severe mirage
#

they did

radiant jasper
#

yeah they dont update it anymore

severe mirage
#

in january this year

radiant jasper
#

but that doesnt mean ppl dont use it, some businesses have special programs that only work with windows 7 i think

severe mirage
#

its over for windows7cels

#

for ue4

radiant jasper
#

why wouldnt it work tho, windows 7 is 64 bit

plush yew
#

hey guys, quick question, does anyone have experience with particles in UE?

brisk spire
#

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

mellow tartan
#

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?

vagrant iris
mellow tartan
#

Is it possible I could make a realistic royal game by myself?

plush yew
#

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?

strong nest
#

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

cerulean sandal
#

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

plush yew
#

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?

lucid socket
#

Depends on the platform.

#

On Windows, it is DirectX by default.

plush yew
#

Thank you!

coarse rock
#

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.

https://www.youtube.com/watch?v=WYHW_DxqNxs&t=1s

"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...

β–Ά Play video
odd steeple
#

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?

ancient lotus
#

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.

pure stratus
#

@ancient lotus Regerenate and rebuild your project. Do this everytime you upgrade either VS or EU.

ancient lotus
#

did that

radiant jasper
#

sure u regenerated?

#

like make a new sln file?

ancient lotus
#

yep. what someone recommended that had the same issue was to recompile the source with the new VS versin

radiant jasper
#

i mean I guess u could always just go back to the older version

pure stratus
#

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.

ancient lotus
#

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

stuck hearth
#

so im switching to ue as an engine, im curious does ue have a system that allows you to load your own vst plugins?

fathom glade
#

Is it possible to have multiple huds displayed with interactable buttons on different huds?

vagrant iris
#

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

hollow rose
#

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

vagrant iris
#

Is there a console command for setting the framerate?

orchid minnow
#

Does anyone know where I could ask for help?

vagrant iris
#

Just help in general?

radiant jasper
#

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

dark depot
#

@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

vagrant iris
#

Thanks didnt know that

midnight root
#

anyone see that , saving right after a , save, thinks I did something necessary of saving,,bug ?

#

4.24.3

orchid minnow
#

Help with some shadows

#

my Ivy leaf meshes are displaying black shadow blobs?

#

not sure how to fix the shadow/lighting on it

long thicket
#

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?

forest dock
#

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

midnight root
#

DITTO!!!!

#

they are just ginormous

#

I've done the same with many of them

forest dock
#

@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.

long thicket
#

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

forest dock
#

are your effects baking properly when you built the scene? What quality preset did you use?

long thicket
#

Production and Cinematic settings

scarlet birch
#

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.

prisma plank
#

How to mix 2 normals?

vernal thicket
#

Is there a recommended animation tool you guys use/

woeful wadi
#

😦 no free synty assets this month

#

Also why are there only 5 instead of 10

honest vale
#

?

#

hasn't there always been only five?

fallen marten
#

Yup

tight prawn
#

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

exotic thicket
#

Not a 100% sure but you might need to use a transparent material with a sort of a gradient

runic relic
#

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?

spring wigeon
#

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.

honest vale
#

you make them in editor

spring wigeon
#

I see.

honest vale
#

you make individual meshes in blender

#

or some other app

spring wigeon
#

When you mean meshes, we talking about the Ground or?

#

Still trying to learn the difference, lol.

honest vale
#

3d meshes in general. For terrain UE 4 editor offers specialized tools

spring wigeon
#

Aha. Okay.

honest vale
#

a heightmap based tool

spring wigeon
#

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?

honest vale
#

yes

#

I suggest you go ahead and start tinkering with the editor and see what's possible

spring wigeon
#

Aight, well thanks for the tips!

lucid socket
#

@tight prawn I had to modify the engine to allow me to do that.

floral lion
#

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

spring wigeon
#

@plush yew Yeah, thank you. I'll check it out.

tight prawn
#

@lucid socket Allow you to create a glow ?

#

how did you achieve that? i'm using my own UE source build btw

lucid socket
#

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.

tight prawn
#

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 :/

lucid socket
#

While I use shaders, I don't do the gaussian blur in a material.

#

I do it as part of the render pipeline.

tight prawn
#

ah that wouldn't be useful to my use case

lucid socket
#

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.

bleak hatch
#

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?

leaden dust
#

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

scenic spruce
#

hi

#

l find modelling maker

midnight gate
#

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

bleak hatch
#

Kewl

vernal thicket
#

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
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
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

midnight gate
#

@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

vernal thicket
#

@plush yew I've cleared out my drivers, ran CCleaner, Completely uninstalled my graphics drivers and reinstalled fresh through windows...

neon bough
#

are you using a laptop?

vernal thicket
#

I've tried that too

#

Yeah

#

This started when I ran out of disk space for the vault cache while building a game

neon bough
#

is it possible that some powersaving kicks in and switches to integrated GPU?

#

or that it does that when the GPU gets too hot

vernal thicket
#

Nah I've checked in the Nvidia settings

rigid belfry
#

sometimes i feel like a dumbass that doesnt have a clue how to develop a game

neon bough
#

@rigid belfry wish the guys at ubisoft/rockstars would be so self reflective πŸ˜„

ruby folio
#

Anyone know if its possible to view navmesh in PIE?

rigid belfry
vernal thicket
#

@plush yew I disabled all that and uninstalled geforce experience coz someone said that could be the issue

neon bough
#

alt+p !?

vernal thicket
#

sec

neon bough
vernal thicket
#

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

haughty willow
#

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

rigid belfry
#

its t.MaxFPS

haughty willow
#

I'm not tabbing out it's doing it from launch to exit

rigid belfry
#

are you having microstutters?

haughty willow
#

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.

vernal thicket
#

Its using both gpus, the dedicated is hitting 100% but now its completely freezing my laptop

haughty willow
#

Doesn't look like much is going on. If this is the right place to look. So what can I do about it?

oblique void
#

Do chaos engine builds break normal physics?

#

hmm, everything just slides around

haughty willow
#

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

vernal thicket
#

I'll check the drivers, it's completly crashing my pc

#

Can't event ctrl alt del

haughty willow
#

Ok.

vernal thicket
#

Everything else seems to work?

#

Doesn't seem slower or anything?

haughty willow
#

How would I do that sorry? πŸ˜…

vernal thicket
#

I'm gonan try that furmark thing too

haughty willow
#

Ok and then I run the 'stress test'?

midnight gate
#

hey so i added in an asset into my project now every single time i open it its compliling

vernal thicket
#

Actually According to nvidia I still havent updated the drivers correctly so will try that quick

haughty willow
#

Wow I did it for the default time it was quite intimidating.

#

You sure 5 minutes is safe?

vernal thicket
#

@plush yew So what do i do with the furmax to see if there's issues with my gpu?

#

furmark even

rigid belfry
#

is it overheating?

#

what are the temps after 2-3 mins of running it

vernal thicket
#

Yeah I think so

#

wait nvm

rigid belfry
#

its reaching 90 degrees after 47 seconds

vernal thicket
#

yeah it's overheating

rigid belfry
#

but if its 90 degrees stable, it should be "fine"

#

its a stress test tool after all

#

seeing high numbers is to be expected

vernal thicket
#

yeah, according to furmark high end gpus can reach 105

#

but anything over 90 should be considered overheating?

rigid belfry
#

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

haughty willow
vernal thicket
#

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

rigid belfry
#

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

prisma plank
#

what soft you using to make gifs? fast

rigid belfry
#

your gpu software, streamlabs, obs

#

you can have soundless mp4 which is the same as a gif

prisma plank
#

gpu soft? Hmm what in nvidia

jagged zealot
#

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.

vernal thicket
#

Damn

#

@plush yew

#

took the laptop casing off, blew it all out

#

5 mins, capped at 82 degrees

vocal herald
#

objects that are too far are disappearing on mobile. How can I increase the distance where they start to disappear

coral shoal
vale radish
#

Is LPV working 4.25.1, no matter what i try there doesn't seem to be any affect on my scene

elder viper
rigid belfry
#

how do i package a game and upload it on itch.io?

ruby folio
rigid belfry
ruby folio
#

Well its not difficult is it.

vernal thicket
#

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
UE4Editor_RHI
UE4Editor_RHI
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

rare axle
#

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.

worn cape
#

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

gleaming folio
#

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.

vernal thicket
#

@gleaming folio try F3?

gleaming folio
#

In-game?

vernal thicket
#

yh

gleaming folio
#

Nothing. :/

storm venture
#

@gleaming folio theres a bunch of different view-modes on the F keys you could play with

vernal thicket
#

F3 is standard though aye

gleaming folio
#

To be clear, it's while the Play command is running, not in the editor interface.

storm venture
#

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

gleaming folio
#

Hahaaa. Nice. That's just science.

#

Can't remember flipping anything like this before though. But I'll try.

storm venture
#

exactly, but for real though, it looks like some collision wireframe viewing debug option was enabled at some point

gleaming folio
#

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.

ruby folio
#

@vernal thicket What engine ver?

vernal thicket
#

@ruby folio 4.25.1, 4.24 & 4.23

#

Although I'm using 4.23 atm it doesnt seem as bad

gleaming folio
#

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

plush yew
#

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

rigid belfry
maiden sundial
#

Is there a way to ask epic games questions like Why is C++17 not setted as default by now and similar ?

barren flume
#

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?

leaden dust
#

anyone has any experience with underwater scenes?

plush yew
#

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

worn granite
#

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'...

β–Ά Play video
plush yew
#

could work, but theres no easy way to put another actors collision box into another bp?

worn granite
#

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

hallow frigate
#

hey does anyone know how i can get an older version of unreal

#

from around march/april 2019

worn granite
#

Or the launcher - you can get any already released version

#

ye

hallow frigate
#

oh wow ok then

#

thanks

worn granite
plush yew
#

ill just cast to and get the variable from the other bp instead

worn granite
#

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

plush yew
#

i dont need the other bp i just need a component or variable from that other bp

#

i just wanted the collisionbox

worn granite
#

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

exotic thicket
#

seems kinda difficult to explain it using some kind of a comparison like that πŸ€”

#

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

worn granite
#

if the cast "works"

exotic thicket
#

yeah

#

it just makes it more confusing tbh

worn granite
#

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

exotic thicket
#

yeah sometimes analogies can help some folks at least

#

but only explaining with an analogy can be misleading I guess

worn granite
#

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.

ashen orbit
#

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?

worn granite
#

It really only works because of IRL typecasting

ashen orbit
#

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

plush yew
#

Hi Friends

#

How to make pak file Python unpacker

ashen orbit
#

Well that

#

I'll look into it

plush yew
#

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

proper stump
#

Hey, is there a 2D array data type in UE4 blueprints? Something similar with set / get properties

plush yew
#

Ok

#

Ok sorry brother

carmine shell
#

Quick question. Is the gameinstance loaded before gamemode? If so can my gamemode always reference the game instance withou fail?

frail mist
#

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

lost reef
#

Anyone else have issues with quixel bridge materials looking awful when camera is close up?

storm vapor
#

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 ?

grim ore
#

@storm vapor you might be thinking of frustum culling?

scarlet birch
#

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.

grim ore
#

@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

sinful pebble
#

@grim ore no not frustim culling

#

occlusion culling i think i found

frail mist
#

@grim ore thanks for your input and pointing me to the right keywords

plush yew
#

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

grim ore
#

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?

plush yew
#

Like a grey box says go in the middle and when you click it nothing happens

#

It says pointer data or something

grim ore
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there is no set default map, you would have to load up the map for the subject you wanted info on

plush yew
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I am using the blank map too

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Like in your enum video I followed what you did

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You used the blank map and pressed play and it doesn't work the same way with me

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Have you stopped making YouTube videos by the way?