#ue4-general

1 messages Β· Page 791 of 1

plush yew
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for streaming or recording?

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I recorded it

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I managed to record it though

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yeah you need the correct settings

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correct bitrate and such

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Yeah I think I'll just use nvidia next time

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Let them figure it out lol

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hahah

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yeah, if you like CLI look up ffmpeg

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Can we send YouTube videos of our creations in the shared work channel?

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I don't know

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Oh

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My name is also my YouTube channel anyway

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ahh, I don't have any videos to show yet hehe

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I did my fmp and I don't think the teachers even looked at it properly lol

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I'll just have to see what's happening in August.

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If you type in YouTube "The prehistoric Journey (fmp)" you will see my video

odd steeple
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Hello, i'm trying to export from Maya a mesh with 3 separate geos and the skeleton. I select all 3 meshes and the joints last, but the only geo that comes through into Unreal is the body. It's missing the eyes and teeth. Any setting I am missing? On FBX export from Maya I export only selected objects and export as a single file.

plush yew
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Oof I haven't opened maya for a long time because my Arnold render had problems so I thought screw it lol

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looks great

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Thanks

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I just used free assets and stuff

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And looked at yt tutorials

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nice

next badger
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@plush yew in the top, where it says Lit pick player collision

plush yew
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ahh - compiling shaders. testing out real soon πŸ™‚

ashen orbit
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The axe is a child blueprint of the sword

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How do I set individual position on these? Rotating the skeleton in the blueprint does nothing and rotating the socket will obviously not do anything.

next badger
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Swordax! Child of Swords!

ashen orbit
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xdddd

next badger
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Is sword/axe skeletal meshes?

ashen orbit
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Yes

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Maybe It's the sword asset that is fundamentally flawed? Can I offset it somehow in the details?

rocky hound
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How can i have cartoony movement?

next badger
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you can set offset in import properties of the mesh

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then you need to hit "reimport"

ashen orbit
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will this break anything

next badger
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depends

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generally it doesn't

ashen orbit
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I'm gonna try it out

next badger
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@rocky hound make it cartoony?

tight prawn
next badger
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android has no PP materials

ashen orbit
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@next badger how do i reimport, they ask me for files but it's from the epic games store

spring wigeon
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I've hit a snag with my Camera Panning, recently found it, so first time finding a bug. The Camera Panning is meant to be used via the CTRL Key, along with the Middle Mouse Button to move it around, unfortunately, when you move around with the middle mouse, and let go of CTRL key, you can still pan around freely. Anyone know what mistake I made regarding that?

rocky hound
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@next badger i mean like controlling custom stuff. Like how mario falls faster than he rises or character flips direction without rotating (default character rotates the character if you go to the opposite direction)

next badger
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@ashen orbit export, then import back

ashen orbit
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that sounds too scary

next badger
rocky hound
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The default controller seems to be geared towards realism with physics

ashen orbit
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@next badger there's no backups in unreal engine right?

next badger
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@rocky hound you may try to find one on marketplace, but i'm not sure if i've seen any...

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@ashen orbit there are
\Saved\Autosaves
\Saved\Backup

ashen orbit
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thank god

next badger
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but you better to use Version Control

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like P4

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*perforce

ashen orbit
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i was doing manual backups until i tried to go down a rabbit hole to fix one silly bug

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and now I've strayed too far and want back to square one and I forgot to backup

next badger
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you better to copy whole project before fiddling with backups

ashen orbit
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not even sure what to do with those backup files

fervent apex
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There are some characters models I want to purchase, but the creator has mentioned that there is no way to change the facial expressions. Would it be possible to face rig? Or is it something that needs to be done while creating the models?

spiral flint
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yo

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can i pay someone to retarget my model

ashen orbit
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how much

spiral flint
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I dunno

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an amount of money

spring wigeon
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An amount of monez?

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Well, sir. That can be anything, from 5 Dollars, to a Bazillion Dollars.

tight prawn
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hey uhh

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A material is buggy when compiling to android

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no matching function for call to 'GetScreenSpaceData(vec2, bool)'

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this is the offending material

spiral flint
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so nobody want money

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to re target my thing

tight prawn
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@spiral flint retarget a mesh to fit animations ?

late loom
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Hi can any1 help me with sequencer??

tight prawn
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from my experience working with models

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I generally retarget the mannequin to fit my models

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and then do a retarget to the animations

spiral flint
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can you do it for me plz

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my saviour

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my love

tight prawn
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what animations are you working with ?

spiral flint
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just stuff

tight prawn
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animation starter pack ?

spiral flint
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probably

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i dunno

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just want it re targeted so i can experiment

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ya get me

late loom
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help my char snaps back to orginal location in sequencer when it ends. How do i maintain player char location after sequencer ends

ashen orbit
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@spiral flint net worth?

spiral flint
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?

ashen orbit
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200$ and I do it

spiral flint
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phahahaha

brave grove
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Hey guys, can somebody recommend some place where I can actually learn about collision filtering? I found what I could in the documentation but I can't seem to get things working.

plush yew
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900 is 50% more than 600, am i right or not?

ashen orbit
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yes

plush yew
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some say this is false

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wtf

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and they are pilots...

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i wil never ever enter a plane again

spiral flint
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Die

midnight gate
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hey ugh

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my character is invisible

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the material is just fine

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wtf

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why cant i see it

ashen orbit
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compiling shaders

midnight gate
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then i would see the default checkers

void barn
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is it just me or

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unreal c++ documentation

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really sucks

ashen orbit
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all documentation sucks

void barn
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make sense

ashen orbit
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even I as basic blueprint pleb

void barn
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some of their other function explanation

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is like telling you

midnight gate
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i can see the mesh if i drag it into the level

void barn
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this water function provide you water

midnight gate
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but not in the blueprint

spiral flint
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Who the hell is this guy

void barn
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so its better to code ur thing

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or visual scripting using BP

near zodiac
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Hey folks! I have a question. Does some of u know if ue4 spring jam server will be running until the next jam?
Cuz it's still on so I don't know how long it's gonna last since usually they announce with a bit of antecedence when they will shut it down and I'm referring to the perforce one from assembla. Thanks in advance 😎

full leaf
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@void barn Depends on what you want to do. I use blueprints for everything and C++ only for things that impacts performance. Perhaps get in a habit of profiling your game will make this more apparent.

plush yew
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@full leaf are you familiar with bp's?

void barn
full leaf
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i am also learning, BPs covers ALOT.

spring wigeon
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I am just aiming to make the RTS in pure BP format for now, as long as I don't have so many Event Beginplays or Event Ticks, My performance shouldn't be too massively affected.

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That and it's a learning start.

dusky fossil
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Game State should be where you store persistence data that you want to save/load. Game Instance can be used to store data between levels (but again, probably better to do it in the Game State).

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When a third party plugin includes all 11,000 headers of Boost and VS wants to parse them. 😑

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There's also a method in GameState that let's you copy data from one game state to another (the name escapes me, but it's there).

desert tangle
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hey guys if I wanted to work one the same unreal engine project together with someone else, what would be the best way to do that

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i understand theres a remote -play function, where you can be in the same project in a sort of multiplayer, but is there anything else?

near zodiac
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Hey folks! I have a question. Does some of u know if ue4 spring jam server will be running until the next jam?
Cuz it's still on so I don't know how long it's gonna last since usually they announce with a bit of antecedence when they will shut it down and I'm referring to the perforce one from assembla. Thanks in advance

mellow tartan
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Can indie devs make decent games? Whenever I type 'indie game' It's some 2d Unity pixelated game

patent crater
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indie teams, solo kind of a stretch

lucid socket
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Worlds number one selling games were made by solo devs.

patent crater
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which one?

digital badger
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@mellow tartan That's like asking can an artist make a decent painting

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It's subjective

lucid socket
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Minecraft and Tetris were both made by solo devs. Minecraft by Notch by himself for a while and once it got big he then got a team together.

noble sentinel
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stardew valley is another solo dev game

lucid socket
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Alexey Pajitnov made Tetris by himself... But in Soviet Russia

noble sentinel
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what do you guys think of Red Barrels??

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they did outlast 1 in ue4, idk if theyre indie

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but they definately arent AAA

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AA maybe??

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is like a 5 hour game

patent crater
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i loved the games

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one and two

near zodiac
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indie companies can develop triple aaa games

dusky fossil
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In Soviet Russia, Tetris make you.

near zodiac
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triple aaa only means it's high quality in every aspect

dusky fossil
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Braid was solo dev too

frosty bloom
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tripple A is usually associated with major publishers and development budgets.

noble sentinel
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i think AAA refers to the magnitude of resources and manpower

midnight gate
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how do i invert a black and white mask

noble sentinel
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multiply by -1.. i think

plush yew
near zodiac
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@frosty bloom It's a miss concept

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Capcom recently has released resident evil 3

dusky fossil
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1 - currentValue would flip it.

near zodiac
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it's only a 5-hour game

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so is the game a triple aaa or not?

lucid socket
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My game studio made Depth and we did that independently as well.

midnight gate
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i tried that it didnt work

near zodiac
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Insomniac Games was an indie company before Sony bought it

plush yew
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aaa isnt defined by playtime

near zodiac
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So yes you can say that Marvel's Spider-Man Game was developed by an indie company

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And still it's a triple AAA game

noble sentinel
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yeah, techincally rabbids is a AAA game since ubisoft made it

lucid socket
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No you can't say that.

plush yew
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nor is it defined by who makes it

near zodiac
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I can say that, and I'll say that

dusky fossil
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You can also assign AAA to budget. Hard to find a AAA game that is less than 10M.

near zodiac
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Search what triple AAA means

midnight gate
regal hollow
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Not really

noble sentinel
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a battery

midnight gate
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es the map invisible

lucid socket
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Uh... Spiderman was made when Insomniac was owned by Sony.

regal hollow
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I was a Senior Environment Artist at Rebellion

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They're classed as AAA

plush yew
frosty bloom
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@near zodiac

AAA (pronounced and sometimes written Triple-A) is an informal classification used for video games produced and distributed by a mid-sized or major publisher, typically having higher development and marketing budgets.
regal hollow
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yet they liked to be recognized as Indie.

near zodiac
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@lucid socket nope, they bought it after

lucid socket
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Oh okies then. My bad.

regal hollow
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@near zodiac They would have had to have had a deal on the table to make and release spiderman

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Sony are twats when it comes to spidermans rights

near zodiac
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Ok Erik but we can still make a large indepedent company with high budget

noble sentinel
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@near zodiac

AAA (pronounced and sometimes written Triple-A) is an informal classification used for video games produced and distributed by a mid-sized or major publisher, typically having higher development and marketing budgets.

@frosty bloom does that mean that some people out there pronounce it as Ay-Ay-Ay?? lmao

lucid socket
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Independent for me is just when the developers own themselves, that's about it.

near zodiac
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Exactly James

regal hollow
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That's a load of bull

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like i said, Rebellion is technically triple A but they are classed as Indie

noble sentinel
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Independent for me is just when the developers own themselves, that's about it.
@lucid socket so Bungie is Indie?

lucid socket
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It doesn't speak to budgets or anything else.

near zodiac
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That's why I'm telling you guys that indie companies can develop triple-a games

regal hollow
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they're mid-sized / major

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Yeah

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They can

lucid socket
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If they own themselves, then yes.

near zodiac
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it only depends on the budget and maybe amount of people and time

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as we already know

regal hollow
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a Triple a game is only acknowledged by how well it was made, not the budget I.E Triple A Game would have next gen graphics, optimised performance, PBR assets that work correctly, and mechanics that don't glitch too much

lucid socket
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I know lots of "indie" studios that call themselves indie but aren't at all because someone else owns them from a legal perspective.

near zodiac
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@regal hollow Well I say budget because clearly games nowadays require a significant amount of budget to make it in nowadays standars

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But yes your concept is correct

regal hollow
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nah, i could make a AAA game with just 750K

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2 years

near zodiac
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It only refers to its quality

regal hollow
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and a small team

near zodiac
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Triple-A is just a game that has high quality in every aspect. Sound, graphics, gameplay, etc

lucid socket
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I mean, it is all relative right.

regal hollow
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AAA is recognised by it's achievements

plush yew
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no thats just a well developed game

digital badger
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This is the problem with the gaming industry. There is no standard definitions for all of these terms, AAA, AA indie. They all mean different things to different people.

I was talking to a marketing agency a month ago and discussed Vertical Slices. For them a vertical slice isn't a playable level( like it is to me) but a previs video of fake gameplay. Which really made the meeting confusing for the both of us

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Everyone has a different definition.

regal hollow
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sales, playability, user base etc

lucid socket
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Spending 750K on pong might as well be AAA

near zodiac
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lol the only things I'm laughing off now

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is because the guy simply asked about red barrels

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and not what triple-a means

regal hollow
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what about red barrels? lol

digital badger
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AAA for me is relative of a large team, but that makes things confusing between the AA and AAA titles. Where is the cut?

lucid socket
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There are no definitions

near zodiac
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@noble sentinel So turband, I love Red Barrels!!! Love both outlast games man

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I played both games

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The first one I played like 3 times

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With its dlc

lucid socket
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So for indie I just use the definition of the world, to be independent. When a game studio is owned by someone external to the game studio, they ain't independent anymore.

plush yew
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aaa is well developed AND well funded, if its well developed and not well funded its not aaa , if its well funded and not well developed its not aaa πŸ™‚

digital badger
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@lucid socket I wouldn't agree. That would make CDPR indie and Obsidian Entertainment AAA

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But I may be cherry picking my examples.

lucid socket
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For example, Digital Extremes at one point was independent. But now they are owned by Leyou. Thus they are no longer independent, because Leyou can step in at any time to enforce a decision, if they wanted to.

near zodiac
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The truth is triple-a for maestro means one thing, for me means another thing, for james means another thing

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so doesn't really matter...

digital badger
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Exactly. See my original comment.

lucid socket
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AAA has no bearing if the developer are indie or not to me.

near zodiac
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the only thing that YOU guys can't negate is when facing a good quality game in its technical side

lucid socket
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Indies can make AAA if they can afford it.

digital badger
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In honesty, the video game industry is still young compared to industries like film and TV - which have global and standardized definitions

near zodiac
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when it comes to math there's no relativity, whops I'm wrong there actually is

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One fellow Einstein told us that

digital badger
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But in essence we're really just discussing semantics here, mostly irrelevant to actual development

lucid socket
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For example, let's say the sultan of Brunei wants to make a game. He is going to be classified as indie.

near zodiac
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Like, 3 is less than 4 we all know that. But if you take in the philosophical side then...

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the discussion is infinite

lucid socket
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That's why I stick with what independence means from a pure word definition

spiral flint
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fucking nerds

lucid socket
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If game studio owns itself, it's independent

near zodiac
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I wish I was nerd man...

lucid socket
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If it doesn't then it isn't

near zodiac
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I'd be intelligent and rich

lucid socket
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@spiral flint i wish, nerds are smart.

near zodiac
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''Call me nerd today, tomorrow call me boss''

spiral flint
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who cares if it indie or triple a

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as long as it's fun

near zodiac
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"Yes boss, no boss LOL"

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"That's right boss, I agree boss"

lucid socket
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I have had teams the size of 4 making games on the $200K scale call themselves indie. I told them they weren't since they were owned by someone external to them. They were very confused.

spiral flint
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let em be

digital badger
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@spiral flint We have different world views lol - that's like asking who cares about space that is light years away since we won't ever reach it

lucid socket
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It matters because being independent has meaning to me.

spiral flint
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no it isnt

lucid socket
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It is so much harder to be independent these days

near zodiac
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I started a huge discussion LOL

spiral flint
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if you're making good games who cares

near zodiac
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damn

lucid socket
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And those that aren't, but say they are... Makes it so much frustrating for me.

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It's like that rich kid saying he or she is self made, when you know for a fact that family gives him or her a small loan of a million dollars.

spiral flint
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who cares tho

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Stop worrying so much about other peoples shit

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Dont effect you

lucid socket
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Oh I don't let it affect me what so ever.

spiral flint
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couldhave fooled me m8

lucid socket
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I just like calling people out on the bullshit they say.

spiral flint
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you literally just said it frustrates you

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that's an effect

lucid socket
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Fair enough

spiral flint
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πŸ”ͺ

near zodiac
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Guys can we talk how programming and art are useful in our lives?

spiral flint
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nah

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i wanna talk about squids

near zodiac
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those if statements, switch, variables, enumerators, math, physics

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Math is very important man, it saves our lives

spiral flint
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lets talk about how the fuck king crimson works

near zodiac
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stop spamming man

spiral flint
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thats one message

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not spam

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dummy

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Now tell me how king crimson works

near zodiac
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@peak sinew Guy is being a troll here

spiral flint
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Pfffhahahahaha

misty creek
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Even if it is one message it can still be spam, also you might want to read #old-rules

spiral flint
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I cant read 😦

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HAHAHAHA

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This guy is kinda cringe

misty creek
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Those are the forum mods

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<@&213101288538374145> is the correct ping

spiral flint
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Ye

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Get it right

near zodiac
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@misty creek Thanks man

spiral flint
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Np

misty creek
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Yep

spiral flint
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Im here to help

near zodiac
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@misty creek So can you help?

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<@&213101288538374145> @spiral flint The guy is being a troll here, don't think that's useful for the community here

spiral flint
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Hahahaha

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He really tryin

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Now you're spamming the mods

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Ironic

near zodiac
misty creek
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If you want to just goof off try #lounge

spiral flint
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Ye

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He should

misty creek
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This is in no way related to unreal engine

near zodiac
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yep

spiral flint
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but this is?

near zodiac
#

it is

spiral flint
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It isnt

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lmao

near zodiac
spiral flint
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stop spamming bro

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jeez

upper heart
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okay, lets stop this discussion

spiral flint
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Hello

upper heart
spiral flint
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I agree

near zodiac
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@upper heart Thanks Ethan

spiral flint
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@upper heart Thanks man

upper heart
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It's over, please drop it and move on

spiral flint
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makes sense

near zodiac
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kk

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@upper heart thx

upper heart
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np

plush yew
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is there a way to organize all your variables?

near zodiac
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yeah

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you can put them in a category in bps

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is that what u mean?

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or u could create a struct

plush yew
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ohh the categories are just folders? makes sense I guess

gilded needle
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^^ In the category you can type Player | Stats and the Pipe character will create subfolders.

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Player and Stats being examples

near zodiac
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true! forgot about that

plush yew
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wait where?

near zodiac
plush yew
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ohh

near zodiac
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click on the category and you can write it down

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write in there i mean

plush yew
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ohh I see

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okay thats just a weird way to do it but sure

near zodiac
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well u can still create structs if u'd like to

gilded needle
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"Weird way to do it" is my daily mantra since starting to learn UE πŸ˜„

plush yew
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i guess this works for now, i was trying rightclick)create new folder or something

near zodiac
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oh ok

gilded needle
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I was wondering if people used Structs like that. I was considering putting all of my character info into a struct and then I had the case of "I am doing it wrong!" and didn't. I am still trying to get over the idea that there are exactly correct places to put things and ways to do them.

near zodiac
#

in programming there's no right way

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there are certainly best ways of doing

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but u can have so many tools that can do similar things

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omg I just got a problem and I don't know how to solve it. I was uploading all my project files into perforce and I'm using cpp in the project

spring wigeon
#

Is setting up a Game-Time important for a RTS? Is it required to make a Day and Night cycle?

near zodiac
#

When I opened my source file the code is read-only

sweet relic
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Hey is the Inside Unreal stream happening today? I seem to recall Victor saying they would be skipping a week.

mellow tartan
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Could a solo indie dev make a game like PUBG?

ornate shuttle
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Using assets and money yes

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Money for a good server hosting

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And marketing and stuff if you want

mellow tartan
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Can't they make assets themselves?

ornate shuttle
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U can but the quality won't be as good as theirs

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As they use photogeometry

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And lods aren't that easy to make

mellow tartan
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How much are good servers

obsidian nimbus
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they use kite assets πŸ˜›

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not photogrammetry πŸ˜›

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altho kite assets are photogrammetry

sweet relic
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PUBG kinda was that right? Mind you it was an ARMA mod so the "game" was already made...

mellow tartan
#

?

smoky sonnet
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anyone know why my ads wont show up i filled everything necessary (i think so) up but it wont work any tips?

obsidian nimbus
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pubg was not an arma mod, its a shootergame mod

sweet relic
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I meant the mod it was based on...

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maybe I am remembering wrong

mellow tartan
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Still confused.

obsidian nimbus
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yea, but if you base something on stuff u cant sell you dont allready have a game

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you have a concept

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and a team

sweet relic
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Right but then you can just mod shootergame to your concept and boom

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like PUBG

obsidian nimbus
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well, diffrent engine and shootergame is not a tactical shooter

mellow tartan
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PUBG was made in unreal

obsidian nimbus
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didnt actually play arma tho , i did play pupbg and they put some work in shootergame, cant really call it a mod

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altho i just did a few lines up πŸ˜›

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shootergame is a free template for unreal

sweet relic
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haha I am being a bit facetious... @mellow tartan PUBG was based on Player Unknown's ARMA mod iirc

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And ya you could get something like it in Unreal as a solo dev (especially if you judge by the early versions) but as @obsidian nimbus said it would definitely be a lot of work and/or money

obsidian nimbus
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i think they used shootergame, not 100% sure and prolly not much left of that

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nah, if you are asking that question you cant do it

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lets get real here

sweet relic
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ya there are a few games that used shootergame as the base.... i think ARK did as well

obsidian nimbus
#

valorant bein the new hip stuff

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thats why it was full of cheaters on day1

sweet relic
#

I mean it is a pretty solid template, i wouldn't say there is much shame as using it as a base

obsidian nimbus
#

true, i believe they still port stuff to it

#

dunno when it was last changed tho

#

but even if u got a large team, if u start from that , every1 can get to work right away, lvl designers , animators

sweet relic
#

Ya whatever gets pen to paper as it were

#

You can go from 0 to prototype with just some simple bps and go from there

plush yew
#

can someone eli5 functions?

karmic nymph
#

basically u take a chunk of code

#

say " i will write this later on in the code" and create a link to that piece of code

#

its useful bc it cleans up ur code

#

not only by making ur main function cleaner, but bc u dont have to rewrite the same segment of code if u plan on reusing it

#

@plush yew

plush yew
#

and any bp can use it right?

#

im watching a tutorial but the first 4 parts are missing lol

#

cant seem to call the function

flat rapids
#

I’mHaving a problem when I open a level and I’m a different character like let’s say if I possess a different character and then walk in to the overlap zone to open the level it’s Spawn me in the level as my default character in my game mode can anyone help me please?

plush yew
#

@karmic nymph didnt the interface for it.. works now lol

digital badger
#

@plush yew Not any bp as functions exist on certain classes. Though some classes are exposed to all blueprints - usually you have to get a reference to an asset to run a function on that asset

#

An example would be something like the "Set Static Mesh" function. You have to have a reference to a static mesh to use it

plush yew
#

yeah i just didnt add the bp interface thats all

#

still all very new to me

digital badger
#

I would recommend you post on the #blueprint or #cpp channels for help in the future, as they're more active in regards to issues while this is more general

#

And AnswerHub is fun (especially for specific stuff) πŸ™‚

fiery mortar
plush yew
#

ive had more succes on this channel tbh haha

#

answerhub?

digital badger
#

Answerhub is a community forum run by Epic directly, like StackOverflow but just for UE

#

Community members or epic devs answer questions usually over a longer period of time

#

Whereas discord is more quick paced

#

And you can search through AnswerHub while answers are lost on discord

hexed plover
#

Does anyone know how to solve the UE4 editor having inconsistent compiles? Sometimes I'll click compile, it will say "compile succeeded" but it still uses old code until I hit compile again.

digital badger
fiery mortar
#

this is really confusing

#

you can't add bones to skeleton apart from sockets right

#

so

flat rapids
#

I’mHaving a problem when I open a level and I’m a different character like let’s say if I possess a different character and then walk in to the overlap zone to open the level it’s Spawn me in the level as my default character in my game mode can anyone help me please?

weak coral
#

You need to use seamless travel if you want to keep your character ect...between levels

hasty gull
#

Hello! I'm very new to Unreal and am just learning the basics at the moment. I'm looking at materials at the moment, does anyone know why I change the lighting to unlit, it makes the material turn completely black?

vernal thicket
#

Anyone else struggling to think of a game to work on? Feels like everythings already been done to death

plush yew
#

but that applies to everything

#

everything has already been done, how many books have been written? how many painting are created?

#

yet theyr all unique (mostly) in their own way

#

also no one has created a triple A pokemon MMORPG yet so go for it mate

fiery mortar
#

ahahahah

#

nice pep talk

#

although temtem is kindaaaa like that

plush yew
#

eh kinda

#

didnt like it tho

vernal thicket
#

Itd still need to be very unique to do well though

#

Although COD has done the same thing for years and is still raking in the money lol

copper pike
#

Where can I ask a question about Blendspace

plush yew
ashen orbit
#

@vernal thicket i got an idea for you

vernal thicket
#

I sense sarcasm

ashen orbit
#

No

sullen agate
#

Hey Everyone I'm Super New to Unreal. Can anyone help me Cast an texture to an Image using a button. I got the button done but I can figure out the script for "on click -- change image". the image im using is classified as a texture. Also the I'm in Widget BP. The "Image" Brush is bond to a function called "BigCharacterImage"

ashen orbit
#

There is an event on clicked

vernal thicket
#

@sullen agate click the button then on the event graph scroll down the left and click 'on clicked', then just set material on whatever it is you're trying to change

ashen orbit
#

You can find if u click ur button

sweet relic
#

@hasty gull if you are using unlit material you need to put your texture sample into "Emissive Color"

sullen agate
#

@ashen orbit @vernal thicket yes I'm in the "on clicked" BP

vernal thicket
#

@sullen agate on the widget make sure the Image is set to variable, and just set texture i guess?

#

So make the the image is a variable then just drag off and type set texture 2d

ashen orbit
#

Listen to Josh he probs knows more than me

sullen agate
#

Yes the Image "is Variable"

vernal thicket
#

No

obsidian nimbus
#

that is a picture of a computer screen

vernal thicket
#

@sullen agate on your event graph, click on the image reference and then right click on the event graph and type set texture

obsidian nimbus
#

not the best way to take screenshots

vernal thicket
#

If it works it works lol

sullen agate
#

Lol discord on my phone

obsidian nimbus
#

there is a desktop client aswell πŸ˜›

sullen agate
obsidian nimbus
#

that is a picture of a laptop πŸ˜›

sullen agate
#

I clicked on the image ref then right clicked on the event graph

#

I just started two days ago but I've spent like 6 hours a day practice and learning @vernal thicket

vernal thicket
#

Is the New Background the Image inside the widget?

#

Show me, go into the widget and show me the image

#

Oh nvn

#

@sullen agate off the image type break slate brush, then drag off that and type make slate brush, then there should be an option for Image at the bottom and just hook the nodes up

#

@vernal thicket not off the image sorry do the set brush option first then drag off that

#

@sullen agate

sullen agate
#

Ok

#

I don't have the "set brush" option only "setbrush resource to texture"@vernal thicket

vernal thicket
#

Do that

sullen agate
vernal thicket
#

Hold on

#

Should look like thus

ashen orbit
#

Hey guys, I need some testers for my small game (1gb) if someone can lend a hand

#

It's multiplayer will be max 30 min

vernal thicket
#

Wait are you kidding me

#

@sullen agate on your last picture you have the option to change the image texture?

#

Use that set node just plug it into the button click ked

sullen agate
#

Wow I just found the "set brush"

#

Had to drag of the image

#

Hold on

ashen orbit
#

also I have experience that setting images with buttons is pretty weird

#

you need to set default images and such

sullen agate
#

How do I change "image into a brush"

vernal thicket
#

I think the make slate is the proper way to do it

sullen agate
#

Ok ill watch it

copper pike
#

where can i ask a blendspace question

vernal thicket
#

@copper pike what's up

copper pike
#

Im having an issue with blendspace and I got really distracted by it...

smoky sonnet
#

anyone here who already published an app?

#

with ads*

sullen agate
#

@vernal thicket I think my problem is I was using "texture file" to try and set a brush instead of an "image file"

harsh tiger
#

does anyone know what that box is called that allows you to drag assets from the content browser into?

next badger
#

Greetings. Anyone on 4.25? Does foliage painting works?

vernal thicket
#

Yeah

#

4.25.1?

next badger
#

yep

#

only fill works, i see no brush sphere

grim ore
#

on landscape right? It works in .25 here

next badger
#

static mesh

plush yew
#

hello

next badger
#

my bad

plush yew
#

ok so just a question

next badger
#

issue with collision, it was on block all dynamic

grim ore
#

@harsh tiger the entire row looks like this is the widget reflector, the actual point you are pointing to is a viewport

minor grove
#

Anyone know how to avoid double vision in VR when looking at objects/widgets close to the eye?

plush yew
#

if im making a survival project and i want to add several weapons but their the same type (example: M16 AK47 are both assault rifles) can i just rig 1 animation for all weapons that are the same type? (ex LMG, AR, SMG, BoltActoin, Semi-Auto)

grim ore
#

that depends on if they can share the same skeleton

#

you rig the animation against a skeleton

plush yew
#

ok i see what your saying

#

ive been looking for tutorials that could help me figure out how to rig multiple weapons but all i can find is someone rigging a pistol and an AR and nothing else, anyone know a good guide?

harsh tiger
#

@grim ore ah right. thank you!

mellow epoch
#

hello people im exporting a mesh with 1 meter by 1 meter, but in unreal it has 2 meters by 2 meters any one knows why ?

#

from blender btw

hoary geyser
#

does any 1 know why attaching to component is off in the editor but works fine in the game itself?

floral knoll
#

hey I have a question I am trying to add an option to where you can change every text blocks text I do not want to get every single text block in my game and then make an array and do a for each loop that would take a while so how do I get all of them at once like in an array I am lost

grim ore
#

can you think of any other ways to do what you want without an array?

hoary geyser
#

@floral knoll have u tried the function " getallactorsofclass"

#

i think theres something like that in BP's too

floral knoll
#

yeah

#

I tried to use stuff like that

#

Ima go think on this for a min

grim ore
#

you are describing how it should work basically. You want all of something referenced somewhere, an array/list/set is a way of doing that. then you would iterate over all of them, generally in a loop, and process them each with your change. This is normal for what you want

floral knoll
#

ok

#

thanks

rocky hound
#

how can i switch the plane of movement in a side scroller?
The default content allows movement on the XZ plane (left-right + jump)

I want the player to be able to switch to the YZ plane when a certain event happens (forward-backward + jump) [i know how to make the switch points; using the trigger volumes/box collisions on a prefab]

The player seems to turn when changing from left to right, so moving on the forward vector causes it to be wonky mid-rotation since the vector would neither be left nor right

What I don't know is how to flip the control scheme?
similar to games like tomba 2 and yoshi's crafted world if you need games to know what i mean

grim ore
#

turn on and off the plane constrain when needed?

rocky hound
#

but the controls don't flip

#

like i want left to go left on the new plane

#

which would be the forward-backward of the old plane

gleaming narwhal
#

@weary basalt We’re working on the mercy store but still no ETA unfortunately - you’re free to print your own for personal use as long as you follow our branding style guide

grim ore
#

are you rotating the plane?

rocky hound
#

that's my question, idk how to do it

#

i tried rotating the character along with the camera, but didnt work

#

i thought rotating the whole world would be intensive

cunning leaf
#

Guys I saw that with the iPhone you can use some sort of face thing. but the thing is, I don't have an iPhone can I somehow use that feature with an android

grim ore
#

do you have a video showing what you are trying to do?

#

@cunning leaf right now no, that technology uses the special camera in the iphone that has face id

rocky hound
#

let me find one, just a sec

cunning leaf
#

@grim ore but my phone has face Id

grim ore
#

then it's an iPhone and it can use the new app

rocky hound
#

you can see the character climbing the ladder to get to another plane. However in other instances of the game, the area is a corridor but the camera view changes to keep it left-right

grim ore
#

you mean where the side scroller lets them go on another axis (in and out of the side view) as well?

rocky hound
#

yes

#

i want to keep it side scroller but like different planes depending on situation

grim ore
#

well thats easy enough just changing the plane constraints,

#

the other one is probably making the camera change locations into a more fixed one while it goes down the corridor

rocky hound
#

about the corridors: what about the controls? since the new right is different than old right

#

since the camera view changed

#

i know how to change the camera using spinarm of the character mesh, but idk about controls

cunning leaf
#

@grim ore I don't have an iPhone, I have a honor 10 lite wich is an android, and because it's an android I can't download it, but it does have the face Id I use it everyday to unlock my phone

grim ore
#

character controls are usually going to be character oriented but I guess the question is if you are holding right and you go into this corridor are you expecting the controls to change as well? normally they dont

#

@cunning leaf whatever you are using to unlock your phone is not Face ID, Face ID is the technology that Apple uses.. you need an apple with Face ID to use that app right now.

cunning leaf
#

Ok

#

Thanks anyways

grim ore
#

here are the settings for the plane constrain for controls on the normal side scroller

rocky hound
#

imagine we have two areas, A and B

#

if the character goes to the intersecting area and press a button

#

i want the second view to happen

#

where B is now the left-right (controls should match too)

#

the view is easy by camera manip

grim ore
#

you would probably have to just take the normal input controls, have it check to see what your "forward" vector is based on what you want it to be and then apply that to the input axis

#

like this flips between left right and up down movement restricted to a plane

rocky hound
#

whats N flip flop do?

grim ore
#

each axis has a world direction which is the "normal" way you would expect it to be, if you rotate your camera or your view and want your forward to be right now you would just feed in the "input axis forward -> feed in the "right vector" -> and add axis input

#

so now when you go forward its going right

#

flip flop just lets me test, it flops between A and B as you hit the 1 key so I can turn on and off contstraint

#

but even then it's not really correct, the right way would be to constrain it all the time and just change the constrain normal

sullen agate
#

@vernal thicket I want to thank you for your help bro much appreciated after 4 hours of fiddling, my original thought of how it was supposed to work came back. "On click -- Set Brush from Texture -- Target Image -- get Texture" and it turn out i was just using the wrong command. I was using "Set Brush Resource to Texture" instead of "Set brush from Texture"

plush yew
#

lol welcome to coding

#

but it feels good right?

rocky hound
#

what happens in turn arounds?

vernal thicket
#

Aye no problem bro

grim ore
rocky hound
#

like when the character is moving right and you turn left

grim ore
#

this would be more appropriate as you are just changing between left/right constrain an forward/back constrain

rocky hound
#

there is a part where the character rotates

plush yew
#

aye its matthew, our jesus of bp's πŸ˜„

rocky hound
#

wouldnt that cause the forward vector of the player to mess up?

vernal thicket
#

@sullen agate just as a p.s, if you're doing image change based on character selection for a multiplayer game, unreal do a tutorial series on YouTube where they include all that inside the multiplayer blueprints

grim ore
#

this is just simple code for restricting the movement, so no camera changes just "left/right only unless they hit a trigger then up/down only unless they hit a trigger" et.

sullen agate
#

I watched it but it was using 3D Models instead of Images

#

Nvm

#

I meant it didn't have an image pop up at the top

#

They grayed out and made character unselected able

mellow epoch
#

"hello people im exporting a mesh with 1 meter by 1 meter, but in unreal it has 2 meters by 2 meters any one knows why ?
from blender btw"

plush yew
#

cant you just restrict Y and Z axis so youre stuck on the X axis?

mellow epoch
#

IS this that hard of a question ?

plush yew
#

ehh maybe not all so you can still jump

sullen agate
vernal thicket
#

Isnt the blender to ue scale like 1:100 or something stupid like that?

plush yew
#

not that big

#

but the scale isnt 1 to 1

vernal thicket
#

Its bloody massive though lmao

plush yew
#

yeah its huge lol

dense aurora
#

Unreal might have some weird bug

mellow epoch
#

thats true in blender u have 1 meter, and ue4 uses centimiters

dense aurora
#

Im playing Borderlands 3 and when i go to desktop with fullscreen mode

#

everything has extremly big saturation

vernal thicket
#

It must be like 1:10 coz I've exported as 1 scale and you have to scale it up to 50 inside ue

plush yew
#

i made like a sword and it was 3 times the size of my character lol

mellow epoch
#

no because i export has 100 and in ue4 it has 200

#

it doesent make sense

vernal thicket
#

Yeah I'm pretty sure the imports have to be scaled down in ue from 1 to .1

mellow epoch
#

ya thats the solution, but it shouldent be like that 😦

vernal thicket
#

Try exporting it from blender at 10 not 100 maybe?

plush yew
#

why dont you just test it?

#

make a 1 by 1 cube

mellow epoch
#

ya im testing a lot

grim ore
mellow epoch
#

and it always doubles the amount i put

grim ore
#

ok so the code is ugly because lazy but @rocky hound

plush yew
#

well then whats the question?

mellow epoch
#

the question is why is it doing that

plush yew
#

cause theyr both different programs

#

just cause blender says its 1m doesnt mean its 1m in unreal

mellow epoch
#

hahaha thats true, its just wierd

plush yew
#

but if you know its 1:2 just scale it down by half

grim ore
#

I am only using the left and right keys on the keyboard. I use the 2 key to test (trigger) the action. when it triggers it rotates the camera around the player so it is at another angle then constrains the player to a difference axis. The input which fires every frame just checks if the camera is rotated by a boolean and then feeds in the correct axis to move on based on that boolean https://i.gyazo.com/c5dd4a368bca5f30f442d2e2ce2343c4.gif @rocky hound

mellow epoch
#

ya thats what im going to do, i was just wondering if its something i was doing wrong i was not aware, thanks for the help πŸ˜„

proper stump
#

from within a blueprint, im calling AddChildActorComponent then SetChildActorClass, now I'd like to get the object of that class... how do i get it?

plush yew
#

@grim ore i love how fast you just code things out of nowhere lol

grim ore
#

you want the object you added? you have the return value from the add child actor component, you should be saving that

#

@plush yew lol I am pretty sure I had done that one before is why

plush yew
#

ohh haha

#

my coding consists of a whole bunch of booleans right now haha

#

it somehow works tho but its messy

rocky hound
#

@grim ore it's working ❀️

grim ore
#

@proper stump also I assume you are setting it to a class that can be different or else you would be setting it on the add child actor node itself?

plush yew
#

im trying to use functions but im not sure if i understand it yet

rocky hound
#

a quick question though, wouldn't removing the 'constraint to plane' option cause weird movements if the player collides with an object/enemy?

grim ore
#

it would which is why I changed the code to keep it enabled

#

you can see in the new code it doesnt turn it on or off, just changes the valid angle

plush yew
#

@grim ore what would be a smart way to make one variable for holding an item?

grim ore
#

that all depends on the project, the goals, what you need to do, etc.

proper stump
#

@grim ore i'd like to save it as Tile_BP object, is there an easy way to do that?

grim ore
#

@proper stump if its always going to be the same class, click on the Add Child Actor Component node and set the class in the details panel

#

then the return value from the Add Child Actor Component you can save to a variable to use later

proper stump
#

@grim ore im generating a 100 tiles in a loop

grim ore
#

so you want to save 100 variables or what is the goal there?

#

there is nothing stopping you from just getting all child actor components later if you need them all for example

proper stump
#

no, I need to get the object and call setMaterial and so on

plush yew
#

say you have 3 different items, and you can only hold one at a time, you make a variable called ''holditem'' set it to boolean, set it so if you pick up any of the 3 its set to true, and make a branch that says, if ''holditem'' is true pick up item.

#

but what if you have 100 items?

rocky hound
#

@grim ore it seems like if i keep it on, the camera flips but the character just turns around in place. if i remove it, it works but afraid of accidental movements

#

(the controls flip but it seems that character cant move due to constraint)

grim ore
#

are you calling the set material on the item in the loop? basically are you working on all of these items in the loop or changing them later? if doing it in the loop then yeah you can save it in a variable and use it for the rest of that loop and then th next time the loop comes thru and saves the next tile it will replace the old reference and you will use the new one. Otherwise you can just drag off the add child actor component and re use it in the loop without saving it

rocky hound
grim ore
#

@rocky hound the bottom right of the 2nd screenshot shows me changing the contraint

#

I think your bottom right is the incorrect vectors perhaps

#

default for the side scroller project is 1,0,0 which constraints to the X but you are defaulting to constrain on the Y

rocky hound
#

how do you screen record?

grim ore
proper stump
#

@grim ore the issue is the type of object, it's child actor component, is it possible to cast it to TILE_BP ?

#

cant seem to pull a cast out of there

grim ore
#

@proper stump if you want the actual actor that the component holds, ask it for the child actor from the component

rocky hound
#

ahh my bad, didnt notice that, accidentally switched them

#

now it works like a charm, with it on

#

thanks again πŸ˜„

proper stump
#

thanks @grim ore

grim ore
#

yay

#

and @rocky hound I use gyazo gif for quick screen captures like that , otherwise you can use xbox game bar on windows to record and upload a mp4

rocky hound
#

okay πŸ˜„

grim ore
#

@rocky hound if you ever need to get fancy and use more than the 2 rotations you can look into the same setup but with something like an enumeration to define the rotation, or just get the rotation directly from the camera arm, then use the select to set the values you need. Could make a complete systme that would let you go around a cube if you wanted lol

#

even fancier would be locking the player in place for like 0.25 seconds and lerping the camera from one rotation to the other in that time all fancy like lol

rocky hound
#

yeah

#

i am hoping to do it with at most 2 possible rotations at a time (other than the current one, like at a fork or something)

#

with a camera transition

#

but i would need to mess with those later

#

by enumeration you mean like adding more pins to the select node and pick index based on direction

grim ore
#

yep but the basic system should work, just need to give it the correct contraint and axis to move on and the rest is done

#

basically yes, you could use an enumeration variable you set that defines the camera angle just to make it easier to read and understand but just getting the actual angle (since you set it at soem point) would work fine for the select index (can just get the Z since thats all you change pretty much)

rocky hound
#

okay

plush yew
#

my editor keeps crashing everytime i build lighting, why is it doing that?

grim ore
#

100s of reasons, any log for swarm or the editor?

plush yew
grim ore
#

out of memory according to the log

plush yew
#

if i turn the quality down will it help or will it still crash

grim ore
#

it should help but this seems like it is crashing trying to get it back into UE4, does lightmass finish?

plush yew
#

it finished building the lighting and then when it went to reimport it. it crashed

grim ore
#

yeah 8gb memory with what looks like 1000 lightmaps of 512 resolution is a bit much to ask of it

digital anchor
#

in c++ you usually create a core redirector

jagged salmon
#

Is there any way to get a height map from the normal map?

opaque vector
#

@jagged salmon each normal pixel in a normal map represent a unit vector for light reflection. Not sure how that would work

gentle gate
signal minnow
#

are there any good games ;/

#

pref ue4 games

#

like action/survival/fps/coop/idk

jagged salmon
#

yeah, in SD you have a node that converts a normal map into a height, but I can't seem to find one in ue4 :/ just the other way around

#

you also have that in shadergraph in Unity which has 100x less features then ue4, I was expecting it to have

gentle gate
#

@jagged salmon
I was looking for it also. It probably would be operation costly and suboptimal, do you need it working live with changing normal input?

opaque vector
#

@gentle gate thats neat, TIL.

jagged salmon
#

@gentle gate
yeah, I have a vertex paint material and it hit the texture limit, so Id like to use the normal map as the height info for the tesselation instead of uploading other 3 new maps

#

oh, maybe I can simply import the height maps and then convert to normal map πŸ€¦β€β™‚οΈ

heady void
#

Hello! i was wondering... i had watched in the web, youtube, facebook etc fan art "games", like mos eisley, enterprise tng, etc etc Did they ask for permission? or as a fan art or tribute free game, its considered "fair use" and they didnt need it or they did it without asking? I was in a little local jam and i was tempted to make a mini game about a Disney cartoon. But my lawyer's side stopped me. I know that if i ask for permission to disney, i must wait at least 8 weeks. so every time i think of making something like that just for fun .. I end up not doing it. ( i hope this its the right channel to this comment)

plush yew
#

For Unrealfest, do they usually upload the segments online afterwards? A lot of subject i'm interested in are during the same time slots. I'll probably just screencap on another monitor lol

frosty maple
#

So I've run into a slight hiccup

#

I've finished designing and seperating images for a hud

#

but when I import the pieces

#

into a ui widget

#

I can't seem to import them all at once the way it was

#

is it even possible to import a bunch of seperated textures at once into the slate editor?

gentle gate
#

oh, maybe I can simply import the height maps and then convert to normal map πŸ€¦β€β™‚οΈ
@jagged salmon its just one channel - maybe you can sqeeze it somwhere as alpha

plush yew
#

everybody. if you want a black ue4, enter this into cmd: Slate.ShowWireFrame 1

frosty maple
#

ouch

plush yew
#

XDDD

abstract anvil
#

@frosty maple Not sure if it's possible, but that would be a nice feature. I'm pretty sure things like that are only available in the material editor

plush yew
#

@frosty maple you know how to undo right?

frosty maple
#

yeah

#

All I can think of is placing them manually

plush yew
#

try Slate.ShowBatching 1

frosty maple
#

also

plush yew
frosty maple
#

they each have been renamed

#

to image xxxx

#

hold on let me try something

#

nope

#

Back to illustrator I guess

plush yew
#

Slate.ShowBatching 0

#

hello

#

I figured it is best for me to ask this question here

#

if I make a game, the better the gpu and cpu I have will the game look better when it is finished?

frosty maple
#

Slate has antialiasing right?

lilac dagger
#

As someone who currently knows no code should I start learning blueprints or C++? I’m looking at making a basic free roam car game

frosty maple
#

honestly if your working in unreal engine

#

blueprints are easier

#

at the same time they run equivalently to C++

plush yew
#

hello can someone help me with my question

frosty maple
#

matter of preference really

plush yew
#

dont mean to interupt it is a small question

frosty maple
#

I mean

plush yew
#

basically if I make a game, the better the gpu and cpu I have will the game look better when it is finished?

lilac dagger
#

No sort of limitations in blueprints?

frosty maple
#

To acheive certain game design elements by default

#

yes

#

It will help during design

plush yew
#

the gpu and cpu?

frosty maple
#

yes

#

if you want higher particle counts, enabled ray tracing, Better resolution

#

then yes

#

virtually anything you could achieve in C++ can be achieved using blueprints

#

that's kinda the beauty of it

#

Coding for the none coder

plush yew
#

@lilac dagger sorry to interupt just wanted to ask my question u can continue with ur conversation with QGoo

frosty maple
#

just the gpu

lilac dagger
#

No problem

frosty maple
#

a better cpu for faster loading times during testing

#

this is just my personal experience however

plush yew
#

ok so better gpu basically helps with the resolution of making the game ok thanks

frosty maple
#

yeah

plush yew
#

to refer to the question slsclrk was asking, is there limitations in blueprints?

frosty maple
#

Pretty much no

#

unless you want to extend the editor

plush yew
#

@lilac dagger yeah like blueprints is good

frosty maple
#

but you can pretty much extend the editor by a large just using blueprints in of itself

plush yew
#

@frosty maple what is better quality though, C++ or blueprints?

frosty maple
#

I mean there literally equivalent

#

Blueprint code is well C++ code in blueprint form

plush yew
#

doesnt c++ have better less lag connection?

frosty maple
#

It might

#

I've never made a multiplayer game so I wouldn't know

sweet relic
#

There is a bit of overhead with blueprint but it is negligible in most circumstances

plush yew
#

what gpu and cpu is so good that it looks like real life?

frosty maple
#

Nvidia geforce 1080

#

dual that if you want an absolute champ

#

But just one of them

#

is more then enough

#

I use a 7th generation cpu

#

but like

plush yew
#

what gpu for sure looks like real life

frosty maple
#

depends

#

what kind of art style you going for?

#

photorealistic I assume

plush yew
#

the gpu that gives the most beautiful display ever

frosty maple
#

games like final fantasy do that

plush yew
#

like the colors are very like

#

graphic and cool

frosty maple
#

in the game

#

or on your computer?

plush yew
#

in the game

#

and on the computer

#

should the rtx 2080 ti for sure have beautiful graphics?

plush yew
#

like if I am going for as beautiful as real life

frosty maple
#

yeah for sure

plush yew
#

or even better lol

#

you know what

frosty maple
#

It's the best out there

plush yew
#

what gpu looks better than real life

#

or a gpu like that doesnt exist

frosty maple
#

I mean the game will only be as good as your computer

#

in design anyway

#

once you publish to a platform

#

it will be reliant on that platforms hardware

plush yew
#

but is there a gpu that looks better than real life

#

does the titan rtx look better than real life

frosty maple
#

if your games graphics are designed well

#

geting a gpu doesn't = instant better then real life

#

just means you can take it further

plush yew
#

ok so if I get the titan rtx with the best cpu and design the game really really good, can it look better than real life?

frosty maple
#

yes

plush yew
#

wow, so a machine can make something look better than real life, could it be that a machine can produce a better image than our planet or our eyes.

frosty maple
#

I'm pretty sure I've seen entire planets being made in unreal

#

which is a feature being added in unreal engine soon

plush yew
#

but why is that a machine can make something look better than real life though

#

like how is that even possible lol

#

like are machines really that powerful

frosty maple
#

it's a game engine if it couldn't help you create entire worlds it wouldn't be a very good game engine

#

as a matter of fact

#

through allot of game development history the goal was to mimic real life

#

now were just pushing past that

#

thats progress for you

#

I feel like that could have been put better

wheat hare
#

I'd rather mimic cartoons
Who wants to be in real life

jagged salmon
#

Thank you @gentle gate

dense aurora
#

Apparently the music bars moving into beat of music just be easy as I saw same effect with equalizer used in BL3

lilac dagger
#

Anybody know any food car game tutorials

wheat hare
#

Like the Oscar Meyer Wienermobile?

fleet wraith
#

Why does my project's main menu with nothing but text in an empty level consume 98% of my GPU in task manager?

plush yew
#

how do I refresh the details panel

#

I updated a var in C++ and trying to get it to update in details panel, but its stuck to what it was before

weary basalt
#

@fleet wraith Probably because you have an unbound frame rate. Therefore the GPU is trying to output as many frames as possible.

#

t.maxFPS 144 or something, you will see your GPU usage go down, assuming your GPU can handle outputting 144 frames.

fleet wraith
#

which actor has max fps in it?

weary basalt
#

...

#

Its a console command.

fleet wraith
#

i meant is there somewhere ican set a default value or do I just have to console command it when the game starts?

weary basalt
#

Project Settings.

#

In Rendering i think.

fleet wraith
#

I think i need to check Smooth Frame Rate and then use the sliders for min and max?

#

that doesn't seem to control max frame rate though, just when smoothing kicks in

weary basalt
#

No dont enable Smooth Frame Rate.

#

Or Fixed Frame Rate.

#

Usually for consoles as far as im aware.

fleet wraith
#

Gotcha

#

I'll use the console command for now

#

and keep looking

weary basalt
#

Maybe smooth frame rate is correct.

#

I cant remember lol

fleet wraith
#

lol np

#

By doing so, this means that even though your higher-end machines could run at a higher Frame Rate, for the best experience for all, you cap the Frame Rate at 60 FPS. Taking this a step further, if you have a user who is on a lower-end machine which is struggling at 40 FPS, the VSync hardware changes will probably limit the FPS of the application to 30 FPS after the Smooth Frame Rate shifts to a lower 40 FPS.

#

possibly?

#

Ill experiment

tall hull
#

Hello. Can anybody help me with UE4? I be in voice chat.

fleet wraith
#

@weary basalt it is smooth frate rate. Just tested

weary basalt
#

πŸ‘

fleet wraith
#

ty for the help

brazen cairn
#

okay so a fully ray traced 10x10 map was a bad idea

#

or I just poorly executed it

vocal flume
#

Does anyone here happen to have 3ds max? I bought a model online but then realized it’s a max file. I have maya 2020. If you have 3ds max, can any one of you convert the file to fbx format?

vale radish
#

Is there a console comand to increase the scale of all distance fields in map so i don't have to open static mesh editor for each of my meshes? over a 1000 in map, not going to edit each one manuallly.

silver crown
#

@vale radish Bulk edit the assets?

brisk nimbus
#

Dumb question...I started working in unreal lately, just trying out things etc, only now I realized the project IΒ΄m working in doesnΒ΄t show any other modes in the modes panel but the place mode...
I guess I must have accidentally deactivated it at some point, so how do I get it back?
CouldnΒ΄t find anything in the docs...

#

Does anyone here happen to have 3ds max? I bought a model online but then realized it’s a max file. I have maya 2020. If you have 3ds max, can any one of you convert the file to fbx format?
@vocal flume I do. How big is the file though? My internet connection is crappy right now...

plush yew
#

I'm sry but why does this guy have a dildo picture on a SFW discord

brisk nimbus
#

Also...IΒ΄m at a point where I can start setting up my project. Its a fully cg animated shortfilm and IΒ΄m collaborating online with a bunch of people, so I wanna make sure we have a consistent setup.
Two questions:

  1. Is there a list of project settings for a high quality project like this, where framerate doesnΒ΄t matter? I know I can just use the quality slider, IΒ΄m thinking more about some hidden settings, or stuff that needs to be activated through the console. IΒ΄m gonna go through the rebirth tutorial again, as they mentioned a couple of settings, just wondering if there is an official guide.
  2. Also...are those settings then persistent for every collaboratour? And would I have to add a specific file to source control, so everyone has the same settings?
    Or is it enough if I have those settings locally on my workstation, since IΒ΄ll do the final rendering anyways?
#

Dumb question...I started working in unreal lately, just trying out things etc, only now I realized the project IΒ΄m working in doesnΒ΄t show any other modes in the modes panel but the place mode...
I guess I must have accidentally deactivated it at some point, so how do I get it back?
CouldnΒ΄t find anything in the docs...
@brisk nimbus Found the answer:

  1. Go to β€œEdit”->”Editor preferences…”
  2. in the search field, type in β€œlegacy”
  3. check β€œEnable legacy mode editor UI”
  4. Restart Unreal, your modes are back...
frank oar
#

Does anyone here have experience with using virtual desktop to play their unreal engine games ?

frank oar
#

@plush yew
I have managed and it works fine,
With 1 major drawback.
My controllers aren't tracked when I am in my game.

You had any similar issues ?

lucid socket
#

@frank oar do you mean over remote desktop?

#

One method I know only seems to work with 360 controllers.

frank oar
#

@lucid socket I mean the vr app called virtual desktop :D

lucid socket
#

Oh right. No clue.

frank oar
#

@plush yew
I literally just had to open the exe file and it worked.. but as I walk around, my vr hands stay in the same place and do not move or rotate ( though the buttons still seem to work)

I can walk around in there though and the guardian works.

frank oar
#

does unreal engine happen to have any kind of online support so you can ask them questions directly ?

digital badger
#

@frank oar UDN

#

Though I think you need to have an enterprise license to access it

#

Other than that you have forums and answerhub

zealous cloak
#

some unity person from work get confused by unreal without realising it was actually 3dmax and "what can you exspect from a artist software"^^

#

@plush yew its just funny, because he is always bashing unreal^^

#

since it is sooo limited

#

and you cant just use it, you have to learn this and that. Maybe a person that just designs or script level doesnt need all functions or th overwhelming stuff he never cares about

digital badger
#

open source
limited
how

zealous cloak
#

he was refererring to blueprints

digital badger
#

It looks limited as blueprints are designed for designers

#

Rather than actual gameplay

zealous cloak
#

Designers like scripting and prototyping?

#

If there are the ressources i would rebuilt it from scratch using c++, but if you just wann design and script stuff? you dont need to be a coding person

digital badger
#

Depends entirely on the team structure. But the way I see it the low-level logic( e.g quest system) is implemented in C++ with exposed blueprint assets and functions. And then a designer can use blueprints to do high-level stuff

#

Unity seems to be good for solo developers, while UE4 is geared towards establishing workflows and pipelines

zealous cloak
#

in a large team, you cant exspect that everyone has the same level of knowledge

fallen marten
#

UE4 is best for solo Devs - unity... Eh probably is alright if you are a coder but for the rest - nope it's got nothing out of the box compared to unreal

maiden stirrup
#

Unity deprecates things not even halfway through their lifespans, so understandable

proud narwhal
#

Hi, I am just starting out with UE, I tried to import an fbx model but it seems to have split it into a load of individual pieces

glad karma
#

Somebody know whyi haven't got sky sphere in my project? I've got only bp_skysphere but I need normal one

#

Or when can I get it?

#

I need sky sphere.

#

Yeah, but when I put bp_skysphere into a game I have a big wall and when I setting cloud opacity don't showing me on map this

tender flume
#

Unity or Unreal. Both gets the job done at the end depending on your preference

serene birch
#

check in the project plugins

#

it's a plugin that might not be enabled in your project I think

#

@glad karma

glad karma
#

Okay thanks, I'll check after shopping

covert pollen
#

I have a high quality image which is getting pixelated when viewed as a scaled down version, does anyknow know if there anyway to smooth it out?

serene birch
#

check if you didn't disable mipmaps on the texture import settings

summer verge
#

Does t.MaxFPS not save for anyone else in 4.25?

desert tangle
#

hey guys is there a way to scale all geometry on a world axis?

#

like so it doesnt scale on its own axis

#

i know theres the change world to local, but im selecting multiple objects at once and it wont give me the option

rigid belfry
#

can event dispatchers have array inputs?

exotic thicket
#

I don't think they have any limitations on what kind of data can be passed

rigid belfry
manic pawn
#

right click that thing and refresh nodes

rigid belfry
#

holy shit dude

#

because you're a god

manic pawn
#

it's a bug with the blueprint graph editor

rigid belfry
#

has it happened to you too? how did you know this?

manic pawn
#

you probably placed that node without clicking compile after adding the param to the event dispatcher

exotic thicket
#

yeah if you change parameters on events and event dispatchers and stuff, it sometimes does that

#

always look at the error :)

#

if it says it can't find a matching thing for it, you should usually refresh or delete the node and reinsert it

spring wigeon
#

I got a issue. In my project, when I open up my GamemodeBase Blueprint, it's completely empty.

#

Anyone know how I can go around fixing that?

#

Nvm, figured that out. God damnit, I am slow.

vocal flume
#

@brisk nimbus file size is less than 2MB

brisk nimbus
#

What filesize are you referring to?

plush yew
#

how to force ue4 to use raytracing and 12dx ?

#

ah nv got it

#

btw how to clear all light maps to use raytracing only

#

?

limber mesa
#

can anyone help me with a problem, i have downloaded git lfs and went through the set up, but when i type in git lfs install it doesn't recognize the "git" command, any opinions?

brisk nimbus
#

You can just drag and drop it into the foliage painter.

frank oar
#

Hi,
I have an issue with my VR app,
it is packged and works perfectly when I open it normally.
How ever, when I open it in virtual desktop (through steam VR)
either the controllers do not track in game or the mesh does not attach to the controllers (one or the other)

I was wondering if any of you have experience with this ?

#

(asking here because the vr channel is silent)

brisk nimbus
#

Yeah, donΒ΄t select it, you drag and drop it. Had the same issue.

shrewd rain
#

is there any way to render depth pass and id masks in UE like you do in maya or whatever to paint over in photoshop later?

hasty wharf
#

Good Morning.. I have an asset im trying to place bins on the shelves. There is somthinh preventing me in game from placing items on the shelves.

#

is it some sort of collision

frail mist
#

guys I struggle with recording game play to a sequence. I've watched all kinds of videos and read the documentation, but sometimes the behaviour seems to be random, i.e. sometimes the transforms are recorded sometimes not. Any suggestions on how to record a cinematic of the gameplay for a trailer?

fallen marten
#

@hasty wharf yeah delete all collision in the mesh editor tab and add your own boxes to encapsulate the shelves

frail mist
#

I also tried the take recorded - there at least my AI characters move correctly but I've got other issues, such as actors that don't spawn

plush yew
#

hm does anyone know why if i enable rootmotion, my character just like flies into the air and shit?

#

think im doing something wrong lmao

dire dagger
#

Hiya guys, I'm just messing around with UE4, been testing maps using the Paragon characters and I've just come on today and I can't move any of them, can't move the camera too, but I can get them to attack, any help would be appreciated, thanks! (I haven't changed the BP of any of them too)

frank oar
#

Does anyone here have experience with VR ?

#

My project works fine while tethered to a PC.
but the moment I open the exe through virtual desktop (so I can play it wirelessly)
my hand mesh either doesn't attach to the motion controller or they are simply not tracking.

dire dagger
#

Hiya guys, I'm just messing around with UE4, been testing maps using the Paragon characters and I've just come on today and I can't move any of them, can't move the camera too, but I can get them to attack, any help would be appreciated, thanks! (I haven't changed the BP of any of them too)
Have I changed a setting by mistake and stopped myself from being able to use it?

rigid belfry
#

tips on collaboration in ue4? what were your experiences?

limber mesa
#

first time trying to add my repository to git lfs, can anyone help me out?

radiant haven
#

why are the bones in UE so weirdly named?

marsh swallow
#

@radiant haven did u make a retarget rig?

wheat hare
#

How hard is it to get a vrchat avatar from blender into unreal?

radiant haven
#

@marsh swallow I tried using Mixamo, didnt work, I now used just the standart UE Rig (ugly af, never seen rigging this way) and well it kinda works, its still not good

grim ore
#

did you make a retarget rig like he asked? did you follow the retarget docs? does your skeleton bone names match the UE4 ones?

marsh swallow
#

retargeting anims will fudge it up

#

without any rig

#

because bone names need to be 100% identical in name and child structure

radiant haven
#

yes i did

plush yew
#

Hi,. Does anyone know how to lock the translation of spring arm component on a character, so it only rotates as they move?