#ue4-general
1 messages ยท Page 796 of 1
@restive zinc Use reroute nodes.
To tidy up.
Hey guys testing multiplayer from the editor has been really laggy for me in 4.25. Am I the only one?
1st
2nd
3rd
tried to get everything in one screenshot at a time
hope its not confusing
any tips @lucid socket
Better spacing and just more consistent layout.
anyone know how to get transparency in OBS? like the Stream Avatars program.
it's an option for OBS game capture but I've been trying to get an Unreal scene working with it and I can't seem to figure it out. Would Unreal have this kind of thing out of the box or would I probably have to modify something with the rendering in c++?
use stream labs obs
I have an arrow that tracks the cursor with 'Find Look At Rotation' (2d Sidescroller Game), when my character is facing 0,0,0 the arrow works just fine, but when I turn and face 0,0,-180 the arrow gets inverted when I go side to side with the cursor, but the up and down motion still works
use stream labs obs
@scarlet birch No i'm using streamlabs OBS, i mean like how can i put that feature in an Unreal game lol
I'd like to replace the default weapon in the FPS template with a custom one. After doing so, the animation isn't lining up correctly (off-hand isn't holding the weapon). Is there a way to have UE auto-fix this?
Is there any way to make UE open directly into a specific project and skip the project selection screen (which doubles the initial loading time) AND the Epic Games Launcher (which always seems to get automatically reopened in the background from time to time)?
Maybe a command-line arg?
Add the uproject file location as a parameter
@static sparrow There is a setting in the project selection that says
Always load last project on startup
how can i use nvidia flex
@wispy magnet If you can learn javascript you can learn C++. Im not saying it's as easy (because that would be lying) but if you know what vars, arrays, conditionals etc are (ie. the basics of programming) then you can transfer that to C++ easily. Especially in the context of UE4's API in C++
@kindred viper aha
thanks
Does anyone know why My .umap file is in my content folder but not showing up in the unreal engine editor?
is this a bug or something?
Usually if you got the map from a different unreal version, the levels wont show up.
Did you copy it from a different engine version?
I was thinking the same thing from the designer who pushed it in perforce
appears we are on latest
can I open the map or something and modify any byte data if it is indeed version issue?
or perhaps reimport?
also, do I need to have the build data or is that automatically generated?
I feel like a moron because I can't figure out how to do something basic like an event trigger for a car on overlap.
I'm now just learning that my system is actually a skeletal mesh using a physics asset. Every time I learn one new thing about the engine 50 more things become more confusing
lmao
@undone pollen if it's in perforce you can just revert it to a previous version. Uassets are binaries so unfortunately you can't change anything in there
Hey guys : D
I am fairly new to unreal, does anyone know how to move the camera so i can get him out of my dude?
It should just be moving the camera, right? As long as it's a child of the dude? Unless if I'm completely mistaken
When i select the camera, it just selects my dude :0
I'm assuming the dude has his own blueprint, yeah?
yeah he does but in the blueprint i cant change the cameras position
and then from here I'd click on the camera and move it
It's going to be in the Viewport :)
@final dirge Can't I just like re add a new file?
My bf and his best friend are both really good non-gaming coders and they're starting a game and we're all clueless, me the most so because I know fuckall about coding
The best friend has written several algorithms for procedural race track generation and I'm sitting here struggling to activate a trigger when the car drives through a floating purple sphere.
feelsbadman
Guys, i have one last question, my character doesnt seem to like the idea of walking on my mesh/model, anyone know why?
Here's a dumb guess, but maybe try moving him up in the air more?
Maybe he's spawning in the ground
wild guess
Generic Shooter was such a good investment, i still reference it to this day
I don't think the step up is what the problem is
Do you have a gm @plush yew
FWalkableSlopeOverride maybe?
When you press play, you can only move your camera around or?
I am sorry guys but i am being hit with these words i dont know the meaning off, what does gm mean and FWalkableSlopOverride mean? No i cant move my camera around :0
GM is just short for Gamemode which i use lol
Ahh, i am using the 3rd person one : D
Hmm any purpose for using gamestate?
What does gamestate mean? :0
Uh. If you don't use gamestate then you wouldnt need it since it's just to store information from what i know
Information on events that happened to gamemode
Ahh, all i wanna do is import my 3d models because i am a 3d modeller and just walk around on them, i dont really wanna make a game and i am having trouble on making this character walk on my mesh ๐
@carmine portal Didn't they stop support for Generic Shooter?
Set your gamemode in world settings to the one which youre using
honestly there's not a lot of solid information on what to use gamestate and playerstate for outside of replication and whatnot
Okay dokay! let me go check if this works
and yeah I got it back in like 2015 i wanna say
Where's the world settings again? :0
I have a bit of a collision question, where should I go to ask it?
Hmm have you set your gamemode to use the character as pawn?
an overlap, to be precise
I got it working I ask the designer to remake it
What preset was it by default
Default :0
If your character shows up and falls then it's the collision on it
I'm new to UE4, so I'm not sure what to do here. This is a Megascans asset with LODs.
But if it doesnt then its related to the gamemode i think
This is after I baked lighting
Your setting should be set to the name of the character BP @plush yew
Ahh crap, my bad :0
Then try again and see how it goes
Yeah, he shows up but all he does is fall and go through the mesh D:
Collision on the mesh next.
The model which the player will be respawning on
Not that its in the editor haha
At the bottom right corner scroll down till you find Collision
Can Character/Player Step Up > Yes
Ahh, thank you! : D
Whenever i move my camera these seams show up on my texture near the edges of the camera. Any idea on how to fix it?
Hey everyone im kinda new to unreal engine and game dev in general i am attempting to make a survival game but i don't know where would be the best place to create a character model that would work in unreal i want to make a 3d zombie with a slumped walk
I second blender as well
It is going to take you a very long time to learn how to make that though
But I say you should go for it!
does blender work perfectly with unreal
how to use world aligned nodes for a terrain material? my textures are not texture object and won't plug
@analog breach blender and makehuman. use makehuman to create a base human mesh to sculpt from, sculpt in your details like gore and such, retopo it, bake normals, texture, rig, animate
yo finally the epic launcher is getting some changes. that thing lags like a b
https://i.imgur.com/UAu9uen.png
Ok what it seems like is happening with this Megascans model is, one of the doors is separate from the rest, but that door's LODs is for the whole door set.
wh
alright thanks
so did they move the procedural foliage type or something i cant find it anymore under where it was
lol
Having trouble with events...
Hmm, just checked it is in a drop down menu accessed through clicking on the arrow buttons in the Modes panel @stiff flume
Never triggers this
so its like an array button now?>
ah ok thank you so much
I am not sure if I had clicked some setting to make it go like this, so thanks to you too.
must have i dont have that arrow
@median peak is that a custom event ?
Yes, I created it through the plus button on the event dispatcher widget from the GUI Actor blueprint...
It is trying to trigger an action in the level blue print.
I have never triggered the level blueprint(yes I am that new XD)
Would a casting be required?
Figured it out: Turned off Adaptive Tessellation in my master/parent material ๐
I can't figure out how to make a cube 'paired' with a dynamic actor (being it's child or whatever) without it being inherited.
I'm just trying to make the cube turn invisible and it's collision turned off when it hits a trigger
But I can't do just the cube hanging off the side because it's inherited
I don't think a cast should be neccessary... the GUI should fire the event regardless of listener... the level should be listening... and should already have the known type of the GUI Actor...
found it thanks for your help AshenQuill
Help me too then XD
any idea how ya got the arrow up there?
Hmm then I got zilch for you eight, sorry mate, maybe someone who knows will help you
Not really KnoXx
Anyone know why I am still getting the dynamic exposure when I have set the min and max to 1?
np. thanks
@cunning rock so you just want a cube to turn invisible and turn collision off when it overlaps?
Could you show a picture of your actors/cubes to understand it better
Votatic do you mean the Exposure in the Post processing volume?
i wonder how many possibilities a number could have if we had 64 bit
@plush yew The final idea is that when the car hits a powerup, a cube will spawn/become visible/become collision.
image sending
So you want Car---> Collides with power up(which I guess disappears)--------->A cube spawns
yes, on the car
"I hit the machine gun perk and now a machine gun spawned next to my car"
Okay So I would guess the first part is done, i.e. Hitting and disappearing the cube?
Theoretically the cube would be disappeared from the beginning and them appear when it hits the powerup. The problem is:
The vehicle blueprint only lets me make the cube inside of the blueprint (inherited)
When it's inherited I can't figure out how to summon it
On the trigger
Of the overlap
So the Cube is a component, does set visibility work for them?
I can set visibility on the trigger but I can only do the visibility for the whole vehicle
Not the specific component
can someone explain to me why changing the interp speed in the vinterp node is influencing the target vector? I thought it literally just influenced the speed on which the vector interps to the target
Have you tried using a set visibility function using the component as a target?
Yeah
It won't let me
I try to drag the component to the script and rather than dragging and dropping like the whole vehicle does, it just disasppears
Note: I downloaded Unreal for the first time yesterday
I have some friends I'm working on these parts with
So I didn't create the car
They tweaked it
I started Unreal about a week ago so cheers XD
Hello, can someone help me with my problem, im kinda new to ue, so, please)
How can i make physics simulation work in sequencer? For now i have this, sometimes it works, but sometimes just stops
Hmm when I drag my components(inherited ones) they don't get everything else
It doesn't let me do just the component
Hmm, could you send me the project file lemme check
Just upload to Google drive, yeah?
I think they are small, so you could send over Discord maybe
Like I think just sending the UProject works, Idk
I have redesigned my old enemy because I wanted to make him with the CharacterMovement component which is inherited, so I copied pasted my player and changed all the blueprints and components to match the old one's. However, now all the newly placed enemies simply disappear whenever I hit play without a trace of them even being placed before, without any reason why ( afaik ). Maybe it's something because I copied pasted my main player blueprint?
Unreal crashes, but only after I've already closed it, I get the little crash window asking to close or restart
this has been happening for the past few days, I haven't been losing any save data
should I worry about this?
Siaka, it happened to me a couple of times when I was using a weaker PC so maybe that might be the problem
@unique ocean Reinstall :p
This is when the interp speed is set considerably lower
This is when the interp speed is set higher, notice how the player doesn't connect when it's lower (or get close to the enemy at all), whereas the punch connects and he reaches the desired location
I don't know about interp but maybe since each hit changes the target a bit, on a higher speed the target hasn't returned to the desired position when the trigger should hit.
@cunning rock Could you take a screenshot of the blueprint of the car if you don't mind
I'm trying to find out where the file is to send it to you
D:
uh does that work?
I guess Gdrive is the way to go, I guess it is due to assets and stuff
Yeah you go do that
Also I am sure the game 'twisted metal' already exists
UE4 is telling me that the FBX Megascans assets don't have "smoothing enabled". What does that mean and how do I fix it?
@cunning rock you can send thru your character blueprint.uasset file
Scary fast XD
@plush yew Twisted Metal totally exists, it's an older game
Me and my buds are working on a sort of homage to it
No title or anything yet
Straightened Metal
What's the point of the GameInstance if everyone says never use it as a dump for variables you need to carry between levels?
How do you open uasset?
Congratulations on graduation XD
No worries, sleep very important
Is it okay to feel that unreal not being able to import UASSET is kinda dumb
dose that umodel program open uasset?
i remember something about it when i was getting fortnite stuff when it first came out
https://discordapp.com/channels/187217643009212416/225448446956404738/733241324509331456
Can someone try opening this up, it refuses to open for me, other UASSETS are opening in the usual copy paste into Content workaround but this doesn't
Welp I am logging off for today, ping me if anyone does
does anyone know where I can download some free FPS animations?
ping me if you do
@plush yew https://www.reddit.com/r/gamedev/comments/6jxlky/free_lowpoly_fps_pack_animated_guns/
These may do
Anyone know why my Set interface function turned into an event here? And why is it yellow?
@frank oar ask in #virtual-reality
thank you for the advice @glacial pecan I already did, its just that it is a very quiet channel with few reply's so I thought I would try here too
Hi, one small nub question
Is there any way to display only quads on the Editor?
Does this server have a custom invite link
is there a log where i can see what ue4 did 2 secondsago?
cause i baked lighting and 32gb ram was full with a very small scene and light map res. was 8
file format
what way to convert Lidar Point of Cloud format (e57 series) to use in UE4?? can't find a plugin(
Hey there, Im trying to set the resolution of my project to 4:3 but every time I do this, it creates black bars on the top and bottom. How do I prevent this? And without stretching
i need some help
-
Portuguรชs
Nesse vรญdeo estarei mostrando como criar uma Roda de cores (coletor de cores) no Widget para modificaรงรฃo de cores no Material. -
English
In this video I'll show you how to create a Color Wheel in the Widget for color modification in the Material.
_______________...
i followed this tutorial
it works great and all
but the widget does not care where the mouse is
for example i can only pick from yellow and orange
why the range so tiny?
When I import a static mesh to Unreal Engine, it flips my normals so that I can only see the faces from behind the mesh...
put the "two sided" option in your material
hey guys im having an issue with swarm my lvl says the lights need rebuilding however when i go to rebuild the software just completely crashes
Hello guys! I'm getting this crash error when I'm trying to run the game on a Android Device. Does anyone know what is this about? Thank you
--------- beginning of crash
2020-07-16 13:56:51.580 23751-23830/com.thelostroad A/libc: Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 23830 (Thread-4), pid 23751 (MainThread-UE4)
Sorry to interrupt anyone elses question, but I wanted to ask how can I add the LOD level 1 actor cluster to LOD level 2 and 3? I dont just want 1 level of HLOD for the specific cluster, i want all 3
@analog breach either your scene is too complex, or your PC needs more RAM and a better graphics card
@regal magnet go on the material of the mesh, and make it two sided
i have 32gb of ram and i havent even done much in my scene all i have done is add a 32x32 landscape and a box
@regal magnet you can just flip the normals in the software you are using and it will be ok
making it double sided doesnt seem like the best solution
@analog breach I had that happen the other night on a super simple landscape as well. I rebooted and it fixed it. I know that is a stereotypical thing to say, but it worked for me so I thought I would throw it out there.
ill try now
Hey guys, this is a really dumb question but how can I set running backwards in animation blendspace? I was following a tutorial series but they use movement where if you run backwards, your character faces the camera like default, but I want it so my character strafes backwards but still faces forward if that makes sense
Hey Guys, i have an old umap and im wanting to view it in Unreal Engine 4, but it doesnt like it. Any idea for tools or plugins or general practices
Hello, if I want to blend a startled animation out from my basic idle animation. How should I go about this? I just want it to show off a video of all the animations together. Maybe every 15 seconds or so it switches to the startled animation. I assume I would use blueprints?
hello everyone ๐ is this the right channel to ask for some help with ue4?
Yes
having an issue with high resolution screenshot tool - it isnt keeping my landscape materials tessellation?? and idea why that might be??
why everytime i'm launching my game on android i get this error "failed to open descriptor file ../../../GameName/GameName.uproject" ?
Forgive me for posting this here, got one reach out from the job listing and need to ask here:
Looking for a seasoned UE4 technical artist. Generalist understanding, strong in ArchViz and photorealism.
End results will be used on a virtual production stage in the SF Bay Area.
Send me a PM for more info.
jesus
i just realized how much space ue eats per project
I had 3 seperate projecst for 1 output and it totalled 20gb
i only have 90gb left on my laptop
Get more gb
Is it really the common way to have an empty Level which gets loaded first, for the main menu?
Typically yes
hey guys, I am trying to play my playlist but its not working, please help
I have multiple maps and all should execute the same thing after the map gets loaded, where is the best place to put that logic?
Dont want to implement it in every LevelBLueprint
But there is no event like "BeginPlay" or something
But then I also have to do something in the LevelBLueprint
Is there a way to start an action without touching the level blueprint?
does UE4 4.25+ not support DX 11 anymore? is there a way to set it to accept it? I keep getting entry errors because it is looking for win 10 dlls
it defaults to DX11 so that shouldn't be the case
So do games like Valorant (UE4) then also implement the logic that the game starts in x seconds inside the level blueprint on every map?
doubtful
its more than likely in the game mode or a helper class
you should try not to use level blueprint if you have a choice
Is a GameMode also present in singlePlayer games?
it most certainly is
I am trying to, I want to execute a logic on every map after it gets loaded
what is the logic, put it where it should make sense
So whats the best way? Have an own GameMode and put it there?
something should handle your game logic
In the launcher you can select a map and a mission. After you selected the mission the map gets loaded. Then the mission should be started.
game instances can be used to shuttle the data between map loads. game mode can be custom for each map type if you have for example different "game types"
so the game mode for the map looks at the game instance after the map loads, get the info you stored in there from the loading select screen, and then sets up the logic for the map
Everything gets stored in the GameInstace, only the "Start the selected mission on each map" part is missing
there is also passing in data on the open level node that you can read in when the map is loaded
I saw that, but I did not really like it, I mean it does not make that much difference if I read that value or directly from GameInstace I think?
it doesnt its more of 2 ways to accomplish the same goal
but yes it sounds like you need to use the game mode to set up the game rules in the level when it starts up
or have something like a game manager, an actor that sits in the level, that does all the work for you when the map is loaded up
just depends on what "setting up your map" consists of
@grim ore thanks than I will stick with the GameMode
each map can have it's own game mode if you have specific map rules for example or there can be just one universal game mode
So the GameMode can not be changed in runtime
it cannot, its set up at design time for each map
each map can have it's own game mode
@grim ore thats interesting, where can I set this up?
I right clicked on the map, but there is no option
go to window -> world settings
and you will find the settings unique to each map/world/level, in there is the game mode override
Ah wow, thanks
So I implement my own GameMode. This GameMode then gets selected for every map
Except for the launcher level.
That sounds correct for me at least
if you want 1 unique game mode for most of the maps set it as the default one for the project, then just override the launcher level with it's own game mode yep
its very common to do this, for example the main menu would have one that doesnt spawn in a player
@grim ore thanks so much. One last question, so I should spawn the Launcher Widget inside the GameMode or inside the LevelBlueprint of the launcher?
I mean If I have my own GameMode for the launcher it makes sens to put i t there?
that would be a place to put it if you want, I normally do stuff like that in it's own actor just so it is self contained. yes its weird but I am weird
game mode would probably be a perfectly good place if it's a unique one for the level
@grim ore You're a champ thanks
@grim ore well because if i launch UE 4.25+, i get this error:
this is a DLL specific to win10 that triggers launch for dx12
and if i package my game, the same error will appear, thus barring any user that doesn't have win10 or dx12
have you tried any of the solutions in here ? https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1760216-dxgigetdebuginterface1-could-not-be-located-in-dynamic-library-dxgi-dll
how can I turn down level music whilst sprinting and then back to normal after? eg on button press then release
that's pretty much how
I mean, don't put it on the button press, put it on whatever your "player is sprinting" boolean ends up being
and add a little quarter second delay to make sure the button press is purposeful
ahh okay I see thank you ๐
I would also lerp the audio level unless you want it to be a sudden cut in volume
@tough falcon I had that same issue on Win 7 only, I solved it by adding -novendordevice flag to the exe
I'm trying to see if the post #11 will help but I am not that saavy with source engine code
stuck on step 4
general performance question for VR: i have a cad model with a lot identical meshes (nuts, bolts, pipes etc). I thought I would replace every duplicate geo with an instance. these would also allow to polycrunch these parts pretty easily...
but the other option could be merging several smaller parts into on bigger mesh objects - maybe reducing the amount of lightmaps or using them more efficiently...
any ideas what would would give more performance especially on oculus quest...?
i am now getting this error a lot when trying to open projects, any advice?
im using an RTX 2080 and running no other programs
@drifting geode better to have one object with one material than many objects with many materials. Especially in VR when you try to keep the draw calls down.
You can merge them in engine tho
@drifting geode are the minor parts, nuts/bolts really nessicary?
ye,s its a product visualization.. so at least very lowres but not completely deleted..
gotcha
@kindred viper thx mark i will go with merging. i thought it would be similar to render engines which love proxies/instances... ๐
How would animating multiple meshes in one scene work with Unreal Engine Tools for Blender? It appears that you need to have all the meshes in separate scenes, making animating stuff like viewmodels and hands pretty difficult
What's the difference between using SetActorRotation and SetControlRotation?I've tried using both in my blueprints to rotate my PlayerChar and i don't see any difference?
I know that the character is controlled by a controller that handles Input; Am i right in assuming that i should therefore use SetControlRotation for all Actors that are controlled by a controller(E.g Pawn,Characters), and use SetActorRotation for all other actors?(E.g a box,sphere,etc)
What are the benefits of doing so?
setcontrolrotation changes the rotation of the PlayerController basically
(I believe)
well the controlrotation is setting the PlayerControl rotation value. If that directly turns the actor, its cuz its hooked up. But sometimes you want to offset the rotation before you get there or some other funky stuff, so it lets you set the rotation on the controller too
Is the rotation of the PlayerController = CharacterRotation?
not always
they usually are the same. In a default setup they are. But they dont have to be the same
Ahh ok
thanks
Just another quick qn
Is it best practice to use SetControlRotation to rotate my player char?
I have an arrow component that constantly points at my mouse, I am using a 2d sidescroller so there is one problem, when I am facing 0,0,0 everything is just fine, but when I face 0,0,-180 I have to rotate my cursor counter-clockwise to get the arrow to go clock-wise, and vice versa, does anyone know how I can fix this?
the ue4 tools for blender seem rather pointless? they don't seem to have the ability to export multiple meshes from one scene or export animations to separate files, and also the export path is a global setting
My project is stuck loading at 39%, what is it doing at this part?
compiling shaders for the engine
Is there a way to connect morph targets? I'd like to change values on two targets by just changing one of them.
Hello, if I want to blend a startled animation with my basic idle animation. How should I go about this? I just want it to show off a video of all the animations together. Maybe every 15 seconds or so it switches to the startled animation. I assume I would use blueprints?
so you want it to idle and randomly play startled?
or you want it to play idle, then started, then repeat?
I would like to be able to do both, go from idle to the startled and then a blend for the startled halfway between the idle.
I'm just wondering where I would even start a blueprint for that. I used to use the animation controller in Unity to blend different animations together so is there something like that I should look at?
@grim ore Do you know how to use the Event CopyProperties node?
@odd steeple if what you want is not random, create it in an animation montage
@hidden knoll I do not ๐ฆ
unreal blender tools were released, apparently. any discord channel talking about it?
Does anyone know how to use the Event CopyProperties in the Player State?
Does anyone know why my character blueprint, when placed in the world, randomly deletes certain components for reasons unknown?
@grim ore how can i check if a player is moving like the velocity of the player
@grim ore i have a stamina system and i want to check first if hes moving forward
@restive zinc AActor::GetActorForwardVector()
Does anyone know how to change the size of UTextureRenderTarget2D?
There is a method resize but it only changes its own dimensions and not the dimensions of dependent object TextureRHI
Rendering failing on 'Assertion failed: InRect.Width() <= TextureRHI->GetSizeXYZ().X >> InFlags.GetMip()'
@plush yew i got it thx also i think my stamina system is complete i checked every possible way to see if there are any bugs also how do i convert blueprint to c++
Can anyone tell me the command line arg to launch clients with no window/viewport
@wintry pecan "-RenderOffScreen avoids this possibility by running the application in a headless mode without any visible window."
@restive zinc there is no "convert" button, you will have to duplicate the functionality to your own C++ classes
@plush yew how do make shift just toggle instead of holding
it
@plush yew its accessibility
@plush yew i want to test it
ok
hm
When my car overlaps with a sphere powerup sort of thing, I want a rectangle with collision to become visible (or spawn) next to the car as a child (or you know, becoming part of the car)
Now, this doesn't seem TOO hard, except for the fact that I can't figure out how to separate the rectangle component underneath the vehicle blueprint
So that the rectangle itself can have visibility/collision turned on.
I can't figure out how to single out that one component
I feel like a moron
When I try to drag that static mesh component to the blueprint, that error comes up (by the way that first screengrab was so hard to capture lol)
yes
oh
Note: I downloaded this program two days ago
Unreal
Forgive my ignorance
Ah.
So:
How do I start the event from the actor then?
car actor
also, that rectangle component doesn't show up in the blueprint
Thank you for the link to the documentation. I have checked and just don't know what search terms to use because the ones I use don't come up with anything
I don't want to be one of THOSE people that don't even check lol
\
Static Mesh
My bad
It doesn't, the first image I sent error comes up :(
"Cannot find corresponding varialbe (make sure component has been assigned to one)"
By the way, thank you so much for the help
I have no idea how a static mesh component can even interact with a variable
D:
So when I'm aiming down sights of my gun then shoot something in my game (I use line trace) and don't move for about a second and then try to move around, my gun/camera get stuck and then a little bit later the gun/camera teleport to where I was supposed to be looking if it didn't get stuck. It only works when I'm aiming and not when I'm hip firing
ahhh
That's a float, yes?
I have no idea to even add the component to any blueprint. While the static mesh is in the list of the blueprint in the main game tab, when I switch to the specific blueprint tab the static mesh isn't in the hierarchy at all
I'm sorry for being so difficult
Are you in a completely different blueprint? As an example "ThirdPlayerCharacter_BP" might be one that has a mesh, a swing arm, and a camera, it has it's own components and variables, if you open up a Widget Blueprint it is going to have different components and variables, but you can do things like Cast To ThirdPersonCharacter and then get the variables inside that blueprint.
Good God, that was horribly explained.
I started with this video series and it helped me alot. YMMV
Want to be a video game programmer, but not too sure where to start? Throughout this series you'll learn the fundamentals of programming with Blueprints inside of Unreal Engine 4.
You'll create games with advanced mechanics and features, powered by Unreal Engine 4's robust vi...
guys how do u spread out foilage what setting is it
hello, i come here from the godot game engine, do you know where i could find the code that makes the first person template happen so i can understand the concepts behind it?
@earnest void what do you mean code that makes it happen? is it C++ or BP.
@earnest void it's in the Engine's Runtime directory
well did you make a C++ template or a Blueprint template project?
@restive zinc in the foliage actor settings in the foliage paint is the density and radius
also, if i wanted to start using the unreal engine instead of the godot engine? the price scares me. how do they even enforce the royalty?
is it only if you sell it on their store?
they enforce it like any other royalty, you report it like an honest person.
On a Mac, it will be in /Users/Shared/Epic Games/UE_4.25/Engine/Source/Runtime
or something similar
what do you mean?
That directory is where UE's source code lives, or at least the parts that you're gonna be interested in, anyway
If you're on a Windows machine, it'll be something else, but just look wherever you installed UE and it should be a subdirectory of that
how has the world ever worked with honesty?
@earnest void to figure out how they made it start with the basic learning tutorials/docs on the docs page or in the pinned post at the top of discord. You need to learn the basics of how the engine/editor works then you can look at how the template works
You are agreeing to their terms by using the engine, if you don't agree with them, don't use it.
so they can sue you if they discover you aren't giving them money?
I don't work for Epic, I have no idea, they told me the terms, I agreed to them for use of their software and I never even really considered "not" paying if I ever hit the lottery and sold a game that made that much money.
Yeah, @grim ore is right. You can be a ninja expert super C++ genius and the UE source still wouldn't make a whole lot of sense until you've used it to build something basic
@earnest void It probably takes it automatically from whatever appstore you put it on
do you just send them a under the table check? how would they know you used their engine if you didn't pay them?
oh
https://www.microsoft.com/whdc/devtools/debugging/default.mspx anyone here able to download this? I'm trying to debug an issue with my computer and they wont let me download debug symbols for my PC
But I haven't yet published my first game, so I'll let you know ๐
@plush yew why are u asking this here
no other place ยฏ_(ใ)_/ยฏ
I cant access the site for some reason and neither can my friend
@plush yew have u contacted Microsoft
Microsoft support is completely useless. I just need to know if you can access the page
@plush yew i cant
Oh my god
Fucking Microsoft providing little help to people who actually want to figure out what is wrong with their PCs
@plush yew What do you mean "debug symbols for my PC"? Debug symbols for what source code?
for the OS? pffftt I dunno why you'd wanna do that
GPU is crashing
AMD moment ๐ณ
It's been happening for a year but I finally got the bug ID today
This is not the place to get an answer to that question
Look to see if Microsoft has a discord
good shout actually, looks like there is
BTW @plush yew what does that even mean "GPU is crashing"? The GPU is malfunctioning and causing a certain program to crash? If so, how are you certain that the GPU is at fault? How are you certain that it isn't the program using it?
@earnest void Regarding Unreal's pricing: what scares you? It's completely free to use until you make $1 million, then Epic starts collecting 5% of your gross revenue.
@maiden swift dude won't make anything that makes any cash with his attitude, so I'm not overly concerned.
Re: the first person templates, if you installed UE4 in the default location, you can find them in Program Files/Epic Games/UE_4.25/Templates.
FP_FirstPerson is the C++ version, FP_FirstPersonBP is the Blueprint version.
If you make 1M$ I doubt UE4 fees would be a problem
The Blueprint version is much easier to inspect since you can just poke around the Blueprint classes right in the Content Browser without digging into the folder in Windows.
So when I'm aiming down sights of my gun then shoot something in my game (I use line trace) and don't move for about a second and then try to move around, my gun/camera get stuck and then a little bit later the gun/camera teleport to where I was supposed to be looking if it didn't get stuck. It only works when I'm aiming and not when I'm hip firing. And it happens when I'm aiming at an actor and keep staying aimed on the actor and teleports to the actual location when I move to the side to aim off of the actor
you would have to paste you code so we could even guess
Sry
@untold cipher You're going to have to either post your C++ or your BP for any of us to figure that one out lol I'd also recommend you post this same question in either of those channels.
I'm posting my BP in #blueprint
What is going on here? Is this due to "fix redirectors in directory" or whatever, not being done?
two Meow_Urgent.uasset files
I didn't even think that was possible
it is because they are not the same
look at the name, look again at the name, then again
Can someone who understands lighting help me out? Got a kinda dumb question
Zoomed in and organized
so there is no line trace in that code at all, just camera moves
is there a way to make a console command stay active in a project even when you are in editior and not playing?
Jesus, looking at that is good reminder why I just stick C++. What a mess.
after closing/reopening unreal?
Jesus, looking at that is good reminder why I just stick C++. What a mess
@quasi lynx I didn't really organize it, it obviously can look better
@quasi lynx I didn't really organize it, it obviously can look better
@untold cipher You didn't organize it? No shit eh?
Ask the people over in the BP channel, they're the experts. I can't even make heads of tails of what you sent.
is there a way to make a console command stay active in a project even when you are in editior and not playing?
after closing/reopening unreal?
stuck for how long?
A couple minutes so far
new empty project?
no
I ticked a setting and it required an engine restart
In task manager it has shader compiler workers
give it time, depending on what ur doing it could take time
okay
really large projects ive worked on, after clearing my unreal cache have taken upwards of an hour to open, that only happens when u clear ur DDC
Oh I see
just give it time
k
39% is compiling shaders for the engine so yep time to wait
hey if their are any bp programmers wanting to help on a 3ish month project that will be on steam just dm me (anyone I need you aaaaaaaaaaaa)(or c++)
Are the blueprint brushes for Landmass taken out? I can't seem to find the button on my sculpt toolset.
duno tbh
I guess you have to restart .25 now once you select activate layers. Found it!
hey if their are any bp programmers wanting to help on a 3ish month project that will be on steam just dm me (anyone I need you aaaaaaaaaaaa)(or c++)
you should probably make a post in #looking-for-talent with some details
@untold cipher there is nothing outstanding that looks like it would cause the issue, my only thought is your camera set view target is wht you are seeing with your "teleporting"
How do I change the camera set view target
This is what it looks like, when my crosshair is on the tree, im moving my mouse down, then i move it to the side and it "fixes" it
read the pinned note at the top
I need help; I did something kinda dumb. I wanted to better organize my project so I rearranged the directory structure (mostly) according to this:
https://github.com/Allar/ue4-style-guide
Also renamed a ton of assets. I changed Config/DefaultEngine.ini to point the default map, etc to their new places, but while the project still opens, it seems to want to find everything in their old locations instead of their new ones. When I rearranged the project, I did so inside the UE editor and also performed "Fix redirectors" on basically every directory in the whole project, then closed the editor and opened VS, executed targets "Generate Project Files" and "Editor (Development)".
There is no repair option in the Epic Games Launcher.
So, I was thinking I could just convert the old directory structure into symlinks that point to the new one, but I figured I'd ask here to see if there was a better way.
Thanks.
@untold cipher yeah that looks like you are going to one camera view, then swapping back to another based on your look
@static sparrow after a move if you do the fix up it should redirect to the correct places. You can change the default map inside the project itself in the project settings if that is an issue.
It even seems that the settings I put into DefaultEngine.ini aren't even doing anything.
It still opens the old default map (or tries to, anyway) when I open the project
your C++ stuff shouldnt really be an issue but yeah delete intermediate/binaries/build and the .sln and regenerate and that would fix any of those issues
did you try and change the default map in the project settings itself?
I deleted the Intermediate and Saved directories... I forgot to delete the Binaries! Maybe that will do it
doubtful, intermediate is the big one when regenerating
but C++ stuff really doesnt affect the in editor stuff like it sounds like you are having a problem with
even though I have now posted it their I bet no one will even see it lmfao
also once again thanks for all that your do mathew w
Can someone help me make some movement for a first person game? I'm having some trouble setting it up and I can't find a tutorial.
I literally can't figure out hot to make it so when I move my mouse right the camera moves right, all the videos I watch don't work.
try FPS template project
@sturdy vortex make sure you have your input bindings set up in your project settings as well
if all else fails, watch this. https://www.youtube.com/watch?v=PBkzwD31lKE tho the template is there for a reason ๐
Alright, I just made a new project with the FPS settings. I wanted to make it myself from scratch to learn but why go through the trouble.
Also, why does the FirstPersonCharacter have 2 guns?
here is a text version as well https://www.raywenderlich.com/228-how-to-create-a-simple-fps-in-unreal-engine-4
for multiplayer, one is for what the player sees and the other is what other players see
Oh, that makes sense. Thanks!
Are there any tools in the market place that can quickly make a nice naturey map?
yep, even some free ones in the permanently free collection
I downloaded Procedural Nature Pack Vol.1 but it wont let me import it to my project
why for not?
make sure its compatible with the project engine version
even if its not, and it looks like its not updated to .25, you can click the box and add it anyways
i didnt know that ๐
yarp. alot of people miss that checkbox for some reason
If you or anyone else is interested, I made a 30-minute tutorial on how to recreate the wall running of Titanfall 2.
https://www.youtube.com/watch?v=gsWHj8GbsfM
Live now: https://www.twitch.tv/DavieTi
Github: https://github.com/DavieTi
My gear (affiliate link): https://kit.co/DavieTi
Merch: https://merch.streamelements.com/DavieTi
โบ Follow me!
https://twitter.com/Davie_Ti
https://www.instagram.com/davie_ti/
stream
live
twitch
games
...
It uses the template fps project too.
I have so many ideas for games I want to make but I'm new to this and I can't wait until I gain the skill to make HQ games!
It's a long and rewarding road! Have fun ๐
@sturdy vortex For now, I recommend making very small games, or even just single mechanics. It's a great way to learn the tools.
How do u make water transparent like see through
If i wanted to change location of my projects how would i do that just a quick cut and paste to the new location for the projects folder?
My first game that I want to put effort into is a going to be a terminal hacker game. Obviously it won't run though a terminal window but I'll make a nice clone of a terminal and it will be a story/progression game where you can unlock more hacks and execute them to make some crypto currency etc.
@untold cipher yeah that looks like you are going to one camera view, then swapping back to another based on your look
@grim ore the problem isn't that it's switching to a different camera view, it's that when I aim at an object I can't move up or down (only left and right) it only does it when I'm aiming in and it only does it on certain objects, so what could be the fix here, I tried changing the collision of the objects back to default but that does nothing
is this the chat where I can ask for code related help or is there a more suited one for that?
You can ask any question related to Unreal here, but you may get more specific help with C++ in the #cpp channel.
If it's about Blueprints, there's a #blueprint channel as well.
thank you @maiden swift
is their a free 3d pathfinding plugin for ue4.25?
How can I make 50 think in one
So
Ai
Like 50 of the same ai but running a single blueprint
For all of them
uhh, is it normal for unreal to compile 6,000 shaders and use 100% of one's cpu upon launching one of the template projects?
i'm on an i7 7700hq for reference
Normal? No. Bad for CPU? Yes.
what on earth could be causing it? it's the same for any template project i load up and this hasn't happened previously. also, each template gets stuck on 'loading level 39%' for around twenty minutes before jumping up to 45% for another ten and then loading
very strange
ya boy just wants to make art without having to jump through all these hoops
So uhhhh. Does anyone know the reason the Character Customization Male/Female was pulled from Marketplace?
still compiling. it's been 45 mins now since i launched ue ๐
ohhhhh. yep, i'm on a fresh install as of a few days ago so that makes sense
thank you!
Hey guys wassup i am new to UE4 web dev
Should I learn CPP data structure & Algorithms? I am interested in making highest quality game and using UE4 to MAX CAPABILITIES
I have background in:
- CPP
- Web Dev (html5, css3, javascript advanced)
Or should I take Udemy course on UE4....?
@lethal star I highly recommend epic's online learning portal for UE4
i've been following along with it and it's pretty phenomenal
definitely the best general intro to different parts of the software that i could find
Awesome! How quickly have you learned + is there advanced cpp topics?
extremely quickly, and i'm not sure
but i suggest you at least follow the 'getting started in unreal engine' learning path
from there there are a good ten or more learning paths you can follow/specialise in depending on what your goals are. have a look and see if there's something for you in there.
Thank you so much!
the getting started in ue4 will get the basics out of the way super quick so you won't waste two weeks messing around in the engine trying to figure it out like i did ^^
xD
jesus so much material
Well, I guess Ill spend my summer on this lol looks fun!
it will take you years to make something big ๐
^I feel it, but thats the way I like to go ๐
depends what you're aiming to do ๐
i'm just using it for art so i can ignore much of the engine
but yeah for someone looking to develop indie games it may take an awful lot longer
lots to leaaarn
hello , i need a license to just export my game to ios , not to publish on app store ?
for AAA you need publisher, $50mil (plus), 7 years and 50+ people ๐
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.In the mid 2010s, the term "AAA+" began to be used to descri...
looks like im going III lol
hello , i need a license to just export my game to ios , not to publish on app store ?
Are there any other active ue4 communities besides here, reddit, and the epic forums?
@lethal star yeah AAA is a term that's actually used to denote what went into making a game; it's not necessarily indicative of the quality of the game itself.
i mean just take note of any of the tens of AAA games that have completely flopped over the last decade as an example
but i get the impression you maybe more mean AAA level graphics?
^
yes AAA level graphics'
many games only have a handful of environment artists assigned to each level, and it's typically the environment artists in combination with whoevers responsible for whatever assets are being built who are responsible for those AAA visuals
but if you have the time and you develop the skillset it's relatively straightforward for an individual to achieve those kinds of visuals on small projects
you'll want to look at learning things like set dressing, composition, lighting, and texturing for that. basically take a look at the job description of an environment artist and become that ^^
i mean tbh that's exactly what i'm using unreal engine for. i've already been using programs like blender & c4d for years so i've got many aspects of modelling, shading, lighting, and rendering down. just got a hankering to do that stuff in realtime hence the switch to UE4
it's kind of a painful transition though. quite different to those other programs in many ways.
I can imagine
need help with delay on timer when i press left shift stamina goes down and when i let go stamina regens except i have a delay but if i do it mutiple times or if its midway its trying to regen even though i pressing left shift help pls
I'm making a game where the players are quite asymmetric in their abilities. Does unreal have any particular support for having different sets of actions and inputs associated with different player types networkj-attached to the same map?
you are free to swap out input components however you like
great, I think that was the term I was missing ๐
@mossy nymph do you know anything about what my issue is the delay and timer
@mossy nymph are those c++ only as far as you know? (googling make them appear that way). I haven't done any UE c++ yet, though that doesnt' mean I can't... just that I haven't needed to yet
i have no idea honestly, i default to c++
no worries, thanks for the pointer ๐ (no pun intended)
but you could compose an input handler component in BP
@restive zinc its conceptually flawed
the stamina regeneration is not framerate independent there
tick is best for this, yes
use timer/delay to set the CanRegenerateStamina boolean
and on Tick if that bool is true, regenerate stamina
(by DeltaTIme * StamineRegenPerSecond)
@mossy nymph i have a regenerate system for my stamina and it works well how can stop the timer once left shift is pressed like for second
you can pause it
if you save a ref to it
promote the return pin to variable
or clear and invalidate it
but with those delays, looping timers will trigger each frame
= not working well, not framerate independent
@mossy nymph like this?
that requires you to fully deplete the stamina before it can regenerate
i mean, if you want a 3 sec delay after say sprinting before it starts regenerating
then on StopSprint, you put a 3 sec timer to set the boolean true
and on StartSprint you set it false, and invalidate the timer if its running already
ye when i stop sprinting it delays 3 sec has a timer that loops and event till it reaches 100 fully then clears and invalidates the handle to the regen
an
@mossy nymph so a delay that sets a boolean to true?
when its false clear got it
clear the timer ok
@mossy nymph what about a retriggerable delay does it reset each time
@mossy nymph so that every time u release it retriggers the delay
it does that like this
this is what i mean also the clear and invalidates at the start of the blueprint code
So I'm making a For Each Loop to check a character's inventory, the targets are to get the Highest Full Slot and the Lowest Empty Slot. Would I be better served doing 2 separate loops, one with a break, to count these things, or should stick with 1 loop and use a boolean flag to tell it that the First Empty spot has been found?
don't do ForEach, do For, and on first empty slot save index to LowEmpty, in the rest of the loop if full just overwrite HighestFull with index
initialize both to -1 so you can detect no slots full/empty easily
so is there any out of the box way to convert an arbitrary struct into a json string?
there is
Okay. Can someone point me in the right direction to what chat I go to if I want to ask about importing a character.
FSavedCharacterData SavedData;
FString SerializedData;
if (!FJsonObjectConverter::UStructToJsonObjectString(SavedData, SerializedData, 0, 0))
{
UE_LOG(LogTemp, Warning, TEXT("Serialization failed."));
}
FFileHelper::SaveStringToFile(SerializedData, *(FilePath));``` @uneven fractal
ah its in cpp
slightly more work but atleast its there
when you can't find a programmer it is big sad
Hrm..I can see a For Loop pulling it off; it's just that it's basically a faux For Each loop since its set to check each slot in the inventory, either by putting the Inventory Array in or by getting that same array and using the iteration of the for loop to choose a slot.
Guys.. anyone know why I'm having this weird flickering in my simple scene:
how can I turn it off
ah nevermind, I found it.. it seems if landscape is at 0 on z-axis.. it flickers because of interaction with the editor's grid floor. Weird! This shouldn't happen. It blender the object just covers up and hides the grid
So why is this happening? I want the player to start from a specific location and yet??
@eternal rain you can do a Get on the array with the index
@upper karma your GameMode spawns default pawn by... default
on the first PlayerStart it finds
so instead of preplacing TPS Character, place a PlayerStartActor
Player Start actor? Where can I find that?
Modes panel> Basic
Thank you so much!
in your Play dropdown you also need to have DefaultPlayerStart (default option) instead of CurrentCameraLOcation
for my sort, I think I'll test out what I have now to see if it moves the high item to the low empty slot. It occurred to me that doing an iterative move to the next slot might create an infinite loop if there's 2 empty slots side by side, but in practice that likely wouldn't happen if the sort is run every time an item is used up, sold, or passed to another character on the team
Really not sure where the best place to ask this is but.
I'm using 4.23.3, have been for quite some time.
As of yesterday, the Recent Levels tab under File, doesn't show recent levels anymore, it seems to not update when new things are opened.
It updates and seems fine, until I restart the project, then the recently opened levels I added are gone again.
These are levels from elsewhere in the project, they're not moved or changed, so its not asthough the links are broken or anything.
hello
im having an issue with a material i made
its not reacting to lights
well it is
but not preperlly
Rip
@eternal urchin something in your game is gpu intensive so check your level
@eternal urchin maybe the trees idk
rip me ):
May I ask how to make an integrate/appearing magically kind of effects? If there are tutorials for it I would very much appreciate it! The effect is something like in this video: https://www.youtube.com/watch?v=gms5Krs4Qpg
ยฉ Rainbow S.r.l
ยฉ Viacom International
ยฉ Nickelodeon
ยฉ Rai Fiction
ยฉ Iginio Straffi
Winx Clubโข created by Iginio Straffi ยฉ 2003-2016 Rainbow S.r.l. and Viacom International Inc. All rights reserved.
go look at particle systems
thanks @brazen crow is there any other ways beside the particle systems?
not that i know of
@restive zinc im looking for a tool that helps me find whats so intensive
i tryed gpu visulizer but nothing showing there too
@eternal urchin thats wierd
is 1TB HDD 5400 RPM Storage 8GB DDR4 RAM 9th Gen Intel i5-9300h Processor Nvidia GTX 1050 4GB Graphics Fine for ue4 ?
Processor: Intel Core i5-9300H processor, turbo up to 4.10 GHz
Storage: 1TB HDD + 256GB SSD
Display: 15.6" IPS (In-Plane Switching) technology, Full HD 1920 x 1080, Acer ComfyView LED-backlit TFT LCD
Memory: 8GB DDR4 Ram
Graphics: NVIDIA GeForce GTX 1650 with 4 GB of Dedicated GDDR5 VRAM Graphics
Or would this specs be better
Please ping
does anyone know best way to set up the blendspace for rifle aiming animations from Mixamo? I am having problem with that
hiya anyone know anywhere online courses or free guides on how to make advanced hud designs i have made a health,food,water,a and ammo hud widget but looks not so great lol and want to make it look awesome
basically more appealing to the eye and not like some ps2 looking hud lol
Okay where do I go to ask for importing characters into unreal? Because my character is currently in pieces and I gave him a rig and it doesn't seem to transfer over.
id like to help u on that but im not even that far into unreal lol still learning myself sorry
anyone else have REALLY bad hiccups in UE in windows every time it wants to load a tooltip? I have to turn them off, but I'd really rather have them on. I have lots of RAM - 20GB available right now
I'm trying to use a spline to generate a palmtree, Does anyone know how can I add the leaves on the top of it?
hey I updated to 4.25.1 and got crashreport client error popped up randomly
know a way to disable that?
update VS if you use it @torpid stone
hey can someone tell me why my shutterspeed is disabled?
does anyone know any decent or good tuts for making a games like sins of a solar empire or sword of the stars?
Hello
sup
Quick Question so ive made my hud for my game but its rather simple and looks boring and wanted to know how are huds like this made can it be done with making overlay/texture in illustrator then added to ue4 and implement my widgets inside it ?
im still quite new to this so still learning
Depends how you use it
@ebon linden I think Blueprints is built in C++. Blueprints is basically a visual scripting tool designed for artists and people to make life easier. And pretty much any time Epic adds something to Fortnite or something logic-wise, it's also added to Blueprints, it seems. With blueprints you're using premade code blocks in the form of nodes, while C++ scripting from scratch is more for those who wanna make brand new game code and optimize things better for their more unique purposes. Though it's way way way more expert level.
does anyone know any decent or good tuts for making a games like sins of a solar empire or sword of the stars?
@plush yew No, Blueprints is a visual scripting language. It is still a scripting language under the hood.
I have a question - I imported an image into my project by dragging it from Explorer to the UE4 content browser. I then deleted it within the Content Browser in UE4. I then looked at the project directory in Explorer and I see that the .uasset file for the image is still there. Why?
Should I follow up and manually delete this file via Windows Explorer?
It has the ability to communicate with C++, but it isn't C++ itself.
@open wadi Try a fix up redirects on the folder. Right click the folder in the content browser and use the fix up redirects
I'm thinking in reference to how Playmaker works in Unity I guess then
Playmaker is premade C# code blocks you piece together
I am constantly getting the error "failed to open descriptor file" when i try to launch my packaged game on my android device.
it worked some days ago, i just changed the android target api to the one of the device.
i searched through all online stuff i could find without success.
any help on that?
@lucid socket Nope, no effect.
Image is deleted within UE4 Content Browser, but .uasset file still remains if one manually navigates to that project directory in Explorer.
it may be a redirector that no longer points to anything. Is it 1kb or some other tiny size? If so, then you can just delte it.
Yes, it's tiny, I just didn't know if that was going to be a thing. I've noticed this happens.
Repeatedly, with various things. I delete them in the UE4 Content Browser, UE4 confirms the objects are deleted, they don't appear in the Content Browser, yet if I go to the directory in question in Windows Explorer .uasset files are still there.
I just want to ensure it won't create conflicts moving forward.
where do i post problems?
Where can I report bugs with the source version of UE4?
Transparent paper2D sprites can not be selected in the editor by clicking on them. (allow translucent selection in on)
@plush yew That's similar to the old Kismet system that UE3 had. It was easier than Unrealscript, but it didn't really free up the programmer from the designer.
So what's interesting is, if I delete the image in the Content Browser, as mentioned the .uasset file remains in the directory. If I then resize the image in photoshop, bounce it down, then re-import it, it retains the original dimensions, likely because the .uasset file isn't actually deleted.
Is this a bug in 4.25.1?
does anyone know any decent or good tuts for making a games like sins of a solar empire or sword of the stars?
Is there a big performance difference between blueprints and c++ nowadays?
@ebon linden yes unless you enable nativization
for logic that's heavy on math C++ can be hundred times faster
lighting does not pass when i turn on ray tracing (please help)
@full granite the light is inside the window. Try bringing it forwards
@full granite the light is inside the window. Try bringing it forwards
@plush yew I want to get the result through DirectionalLight
Yas
Got into the problem that I my VSCode with arguments to load a config file from another file.
Is there a way to add arguments when starting the code editor from inside unreal engine?
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
@gleaming aurora https://docs.unrealengine.com/en-US/API/Runtime/Engine/Camera/UCameraComponent/index.html
It has a FieldOfView variable. Guess it should be accessible somewhere
Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides.
@sand spruce tnx
@gleaming aurora you need to use some sort of material trickery
@honest vale the pannini projection ?
yea that's one example of such trickery
i did it with pannini projection but i had some issue with camera shake
Does anyone know what decides if an Overlap Event has "FromSweep" TRUE and when FALSE?
Seems like when I stand still and git hit by a ProjectileMovement driven Actor, it returns TRUE in the Projectile.
But if I run towards that Projectile, it returns FALSE (not always though). Seems a little random.
i also come from unity
the best way to learn blueprints would be trying to recreate some simple stuff you've done in unity but with blueprints
and searching the docs for stuff you might need
there is no "Brackeys" but for unreal, though there are many great channels that cover great stuff
Does anyone know what decides if an Overlap Event has "FromSweep" TRUE and when FALSE?
Seems like when I stand still and git hit by a ProjectileMovement driven Actor, it returns TRUE in the Projectile.
But if I run towards that Projectile, it returns FALSE (not always though). Seems a little random.
iirc there is an option to enable/disable sweep on the node for the overlap functions @regal mulch
I used a cmd stat, can anyone tell me how I can remove it from the screen please ? XD
@plush yew I think I figured it out, at least partially. When two Actors/Components Overlap, one of the two handles it and tells the other one to execute the delegate.
So when you get an overlap event in BPs, it could come from the other actor. Now the Projectile executing it works just fine.
The other collision is an actor that is attached to the character and that is not producing sweep hits.
I will not attach it and set the location on tick + ticking "Sweep", and see if that solves it, even though I don't like doing this.
Please do tell me if it works even though I did not understand what the last line meant ๐
I used a cmd stat, can anyone tell me how I can remove it from the screen please ? XD
@frank oar What stat did you use
Normally something like this works for me iirc,
If I used fps,Disable it with
-stat fps
Also you could try
-stat none
thank you @plush yew
Did it work?
entering the same one again closed it
Phew, I hardly know anything so that was my best estimate XD
well it worked a charm!
has anyone here rendered with sequencer in unreal?
I have tried, although am not very experienced in it.
ah, faiir enough, just curious on why rendering out a frame spits out 5 frames...
Are you rendering as an image sequence?
yes
Hmm what is the frame rate in capture settings?
uhhh capture settings? where can I find that
Should be in your render movie settings
should be 30FPS as it states default is 30FPS as well lol
Open your Project settings
general settings FPS is fixed under 30fps
under Engine>General Settings>Framerate , check Use Fixed frame Rate and set Fixed Frame Rate
XD
Welp I guess then I got zilch
i know what you mean i'm confused myself XD
I tried
thanks for trying though
Could you SS your movie capture window and send it
thats true
Anyone know if Epic ever released a dev version of Shadow Complex remastered that could be opened up in UE4? Came out in 2016, so I'm curious if they used UE4 to "remaster" it.
Hi, can i ask if someone can help me? When i come close to the mesh that i exported as an fbx from blender that have 32 triangles my fps drops from 100 to around 20-40?
@charred portal Open the console and type: 'stat scenerendering' and look at the number of 'mesh draw calls'. That should be, say < 1000 ish. If it's higher, that means the scene has two many objects, it will tell you if the mesh is a suspect.
WOOT Found it!!!!!
apparently when you create a Master Sequence there is number of shots default is 5
Yay, high fives despite having being no help
Yes, noms the knowledge
anyways i'm going to sleep this was killing me thanks XD
@plush yew
@charred portal Doesn't seem like a mesh problem
Were you close to the exported mesh in this shot
if i come closer to the mesh, the fps drops more
Hmm, are you using ray tracing?
yes
Could you disable it for a moment and then check if the fps still drops
yep and how can i close the panel?
@plush yew Nice, its ok now, it was because of ray tracing, thanks ๐
Happy to help, I just noticed that in the screen rendering counters the Ray tracing instances were quite high >1000
So you need a RTX card to make it work? with raytracing
does anyone have any experience with pixel streaming?
Hey,
Anyone here using the Unreal mannequin past 4.8 ?
It says incompatible for me when I try to add to my 4.24.2 project
Hey guys! How can I get a point light max draw distance in a blueprint?
@frank oar iirc Animation Starter Pack has a more recent mannequin
I will check it out as I have that pack, thank you !
Sorry for screenshot, i'm too lazy to type it again and copy pasting individually would take long too
but i'm having this issue and i cant fix it
especially whn the problem comes from like 3 nodes
can you convert from 4.24 to 4.25?
you can but you'll get some packaging errors
am tryna back up my project and delete caches rn
because of Argument Exception
what else can i do?
fuck around with 4.24
but 4.24 has probs with plugin packaging so i advise you to make a 4.25 port
does anyone know how to retarget a UE4 animation to Mixamo skeleton?
go into the skeleton settings
I can do the other way round fine, but when I try to do this, the mesh and skeleton gets all distorted
in the animation?
ok chill, sorry
how do I retarget the bones to the animation though. In the skeleton tree, on switching retarget options, it shows Skeleton or Animation in the drop down
I basically want the UE4 jump animation to work for Mixamo skeleton
it depends on what character you're gonna use
oh
not really sure, never have targeted from UE anim to Mixamo character
but Mixamo anim to original characters instead
I cannot find any good Mixamo jump animations
the one's in the site are not good
Mixamo jump animations are pretty good
I want like Jump Start, Jump Loop and Jump end, as in UE4
you'd have to blend some yourself btw
look at the fingers of the character
like
haha hands go SFNJDKSFNJKASDFNJKANDFKJ
they just look weird
so yeah, not really recommended
when i used mixamo animations I blended them to make the run->jump/walk->jump
jump->end
and so on
doesn't your AnimBP automatically do the blending job 4u?
yes but the keys can get wonky
oh
and the animation can get janky and shake around
you'd have to edit the keys in some other animation software if you'd want to cut out some parts for the blending
yeah lol
:-)