#ue4-general
1 messages ยท Page 807 of 1
and base it on your custom game isntance
sec i'm mid build
i'll take a screenshot in a sec
i am trying to use steam advanced sessions and that requires a blueprint game instance, but my game instance is c++
thanks
Why would it require a BP?
the tutorials i have found have all been in bp so
my unreal is still freezing my pc when i package
advanced sessions and steam advanced sessions are blueprint only function libraries @lucid socket
through the use of proxies
i have no idea what to do at this point
Sure, but it'll be implemented in C / C++.
the only option i see is buyin more ram and then i wont be able to package it for a few mor days
So you should be able to just call those functions.
@rough knoll ?
is it a specific error?
or just freezing?
how are you packaging?
in editor?
@open gorge when i package my game halfway through shader compiling the whole pc freezes
yes
it uses 99% of my ram and i assume thats why
it doesnt freeze my pc until it gets to atleast 97%
what are your specs?
i7-4790k, 12gb ram, rx 570
@rough knoll this community has helped me out immensely, if you want, and your comfortable, you can send me the project and I'll send you a packaged version back, you can even see if you can find a free NDA template if you want
I was just going to send him a command to run in cmd to package that way
try his solution though for sure
since that's all packaging does
ill definitely try it
@lucid socket if you're working in C++ then you should just call sessions normally.
Advanced Sessions was designed purely for BP
if it doesnt work im cool with that @distant totem, all it is is an alpha i want to give to my friends to playtest and find bugs
and the functions aren't callable in C++ directly
@alpine laurel 3 Steps:
1. Right Click in Editor and Select Create Asset -> Blueprint
2. Click the drop down for all classes and type the name of your Game Instance c++ class in that field.
3. Select it and click ok.```
i'm using my test controller as an example
OK.
how does that apply to my game instance though?
Blueprints are just child classes of C++ ones
or other BP's
which are children of C++ classes
etc
it's all inheritance
oh ok
would i just copy paste the other gameinstance code into the c++ .h file of my new instance?
still not clear on that aspect
What other game instance code?
okay so my main game instance is in c++, but for my steam advanced sessions to work i need to have a game instance in blueprints. i am trying to figure out how to get the blueprint gameinstance to also have my c++ code from the other gameinstance
what is this other game instance?
that doesn't make any sense
also make sure you set your project to use your custom game instance, in Project Settings-Maps & Modes (at the bottom)
yeah im doing that
see i have the c++ clas instance and there is the blueprint one i have open in the second image
yup
what's the issue?
you see on the top right of your BP
how it says Parent Class?
yeah i already figured it out
๐
im too tired to be working on this. im going to bed. thanks for putting up with my stupidity
Hey Everyone! 'm not sure where this question goes, so posting it in this channel. Has anybody worked with pype or Avalon for UE? I've seen their documentation and all but didn't understand much. It would be really helpful if someone can just tell it to me in simple terms what they do and what are they used for.
1. Pype connects asset database, project management and time tracking into a single modular system.
2. Avalon with Pype provides a safe and stable technical backbone for your studio, without the worry of a vendor lock.
I've used UE4 for a while but still consider myself a beginner.
Just trying out things. I don't intend on using them yet.
right, but what's your end goal?
Learning, I guess. I'm just discovering different tools. No end goal as such
afaik, Avalon isn't a programming knowledge
https://getavalon.github.io/2.0/
A global production pipeline for film and games
The Avalon Programming Language is a statically typed language based on algebraic data types. It features type inference for variable declaration when the compiler can deduce the complete type. With extended overloading, it gives users the ability to create more powerful functions that are intuitive to users.```
lol
it is
oh
but that particular tool is mainly python
I've never heard of it before
Pype should have given it away
I thought it was just a weird term for Pipe
I think both Avalons are different
they are
but from what it looks like, Avalon is just a tool that helps organize file structures and asset formatting for artists.
Mainly with Maya
that's the gist I can get from browsing a bit
Okay,
Global production pipelineWhat's that supposed to mean?
lol okay XD
Production Pipeline makes sense
that's how an asset goes from concept -> in game
or publish
Global might mean a standard in this case
ยฏ_(ใ)_/ยฏ
But isn't pipeline just an idea of how we're supposed to progress? Why do we need a software for that?
pipeline isn't a software
pipeline is the standard of how you get from A->B
There are several studies into standardization and the benefits of it
i mean most software is used to realize pipelines.. so
i have hundreds of mini pipelines on google docs. just a series of notes and paradigms for tasks. usually i have them assigned to common tools like unreal or blender etc.
otherwise there's no way to proceed really
i keep mine mentally, but yeah same things
it's like using a tracking board like trello for tracking tasks has proven to be worth the time it takes to do it
imo the common pipelines for foss software works best
and improves productivity
i have a trello. pretty broad strokes though.
in any case i'm glad unreal 5 will be easily compatible with the current ue versions ๐ such a relief it's not some totally new tool
talk about pipeline integration.. there you go
So pype and Avalon are something that helps keep track of assets, deadlines, etc? Just to keep the whole team together I guess. ๐ฌ
Avalon uses Pype, which is a python tool or library
at least as far as I read about it
but, Avalon's goal is to standardize file structures and asset formatting
it says that in it's first post
back in Jan
Understood, ig, Thanks!
How do I get motivation for making a game? I really want to make games but I never get the motivation to do so. Maybe it is because of my lack of knowledge? I don't know.
So if I have engine plugins that i need to share with the team, I need to move those to the project plugin folder so that they're included in the repo right?
@dire fjord aren't they already there? If you made the Plugin, then yes.
Bullets not appearing to spawn at muzzle, even though I spawn them there
what could be the reason?
@solemn siren I didn't make the plugin, but I'm thinking of things like DON's AI pathfinding plugin, I believe it installs as an engine plugin and not directly into the project folder
Plus we have a company account that bought a license for Allright Rig, but not everyone runs the engine on the company account (we're all working remotely) that also installs as an engine plugin, so I think it needs to be moved to the project and transferred as part of the repo.
You can give it a try if it doesn't hurt, haven't tried that
I know it's not here in the test project i made to test those two plugins, despite being enabled there is no plugin folder, so I'm pretty sure they're just in the engine. I'll do a little googling on how to properly move those.
@sudden oriole I don't think anybody can give motivation. As a college student, I prefer taking up projects under profs so that keeps me going. Might help in your case ๐
can anyone please look into my problem if they have time? ๐
@solemn siren I only use Udemy to teach me
The courses are really good though, very informative
@balmy tide try reducing the size of the bullets maybe? It's really hard to point the problem without looking at your BPs, if you're using BP. You can try adjusting some values randomly to find where the issue originates.
I think frame rate maybe the problem
the bullet travels ahead before frame loads?
I printed out spawn point location and muzzle location, both were same
If I use a soft object reference and load it using this node, is there a way to unload the class?
Frame rate doesn't seem to be the issue, everything else looks fine. Did you try reducing bullet size? Collision might be in play.
@sudden oriole well if you enjoy it then try completing the courses I guess. That should be motivation enough. After having ample knowledge, you can work on your game idea and look up on youtube for specific problems.
@solemn siren Yeah guess you are right. I guess it is just hard to get started game dev. I had the same problem when I first started 3D modelling. I HATED it but now it is one of my favourite activities
Lol I'm facing similar problems with 3D modelling. It's always hard learning something new for me.
Yeah, guess that is the same with anything new you are looking at getting in to. I use Blender and I am still learning new things to this day.
That is my own fault though, I never look into modifiers and sculpting until far later into my time with Blender. I just kept to subdivision surface modifier and poly modelling
hey sorry to interrupt but i have a very simple question, will the circled multiplication node receive a different number compared to the circled Y pin, or will it give both of them the same number? in other words, is the random float node getting used twice, one per output, or just once, and giving them both the same number?
can someone tell me how to update unreal engine
think you gotta just download the new version, idk if updating from one to another even works
source
Describes how to update your fork of the Unreal Engine source code to get the latest fixes and new features.
basically it is telling you to go to the Unreal Engine versions tab and then download the new version
you can't update it, you gotta download an entirely new version
there's no way to update it?
then that tutorial wouldnt exist
why does it say to make a pull request or whatever
and what do I choose as the base and the head
pull request? what are you even looking at?
oh? I have never used github for Unreal Engine
@brazen crow a pure node, a node without an execute wire (the white one) is ran every time is is needed (eevery wire connecting to it). In this case your pure node returns a random value every time it is called so yes it will be 2 different numbers (1 for each outgoing green wire)
get random -> store in variable -> use variable
wait so how do i update
what do i set as the base and the head
the tutorial doesnt really explain that part
lol
you are using a source (github) version of the engine and wnt to update it?
correct
how did you get it in the first place
just cloned it
oml mathewW knows everything ๐ฅบ
which branch did you clone?
just the entire unrealengine
yeah thats not how it works tho, I would assume Master or Release then. hell it could be promoted
uh how do I check
MATHEW UR THE ONE WITH THE "WTF IS" VIDEOS
well how did you clone it?
NO WAY
i just cloned the whole thing
so you went to the command prompt and typed "clone unreal engine" ?
or... did you use github desktop, or sourcetree or fork or
basically you would go to your program you used to clone and open up that tab for the repository. It would probably show a bunch of lines with the commit messages and dates.
ah ok so then yeah that is not cloning, that is just downloading a .zip
xD
cuz the name of the folder is release
in that case you have no actual repo software installed so your best bet is to just do the same
download the latest release zip, unzip it over your old release, open up VS and clean the project then rebuild it
that wont fuck anything up?
depending on the last time you download it, you might not need to update
my version is 4.25.1
if its the release branch, it should not. If it's an actual engine version tag then 99% it should not. if it's master, hope you have fire insurance
yes release is currently "UnrealBot Merging final 4.25.3 release
df84cb4
yesterday
Git stats
171,084 commits"
so if you download the latest release, overwrite your existing source, and rebuild it you should be fine
i edited the source code slightly to fix a bug with packaging for iOS
will that effect anything
then you will lose that change
pretty sure they fixed it in 4.25.2 tho
or atleast thats what some worker at Epic told me
you could go into that file, make a copy of it somewhere, then overwrite all the older stuff with the new
then you can go in and check to see if that fix is in the new file you just updated, and if not you have your old code to put back into place
is there any real reason to update then
only if you need something that was fixed or updated in the new code
thats kinda the only reason to update ever lol
i mean xcode 12 support sounds nice but prob not worth the hassle and risk of fucking everything up lol
yep yep
technically you could download 4.25.3 into a new folder and compile it there and see what happens. at the worst if it breaks stuff you can just go back to the older version of the project
and does updating fuck up projects
major versions, yes. minor versions, it should be fine
again at the worst, make a copy and open the copy
Ok, so like when 4.26 comes out i wont be able to update my current projects?
sorry. what i meant was you cant go back if you have a problem.
How do I possess an imported third person char? I'm working on a blank level and can't make to control the character lol
@quick plover click on it, find the auto possess section in the details panel, and set it to player 0
wait mathew whats ur yt
updating a project from .25 to .26 should be no problem unless something major happens you just cant go from .26 to .25 if you run into issues (again what backups/source control is for)
oh man thank you, i was doing some blueprints things lol
https://www.youtube.com/MathewWadsteinTutorials @radiant jasper
now, is there a way to make the character invisible to the camera?
I parented the camera so it looks like first person, but i dont want the arms to show up
in the mesh details there is an owner no see checkbox
thanks!
Frame rate doesn't seem to be the issue, everything else looks fine. Did you try reducing bullet size? Collision might be in play.
@solemn siren I have turned off the collision, still the same
LoginId:xxx
EpicAccountId:xxx
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000003f4
UE4Editor_ShooterGame!AShooterWeapon::UseAmmo() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Weapons\ShooterWeapon.cpp:408]
UE4Editor_ShooterGame!AShooterWeapon::HandleFiring() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Weapons\ShooterWeapon.cpp:445]
UE4Editor_ShooterGame!AShooterWeapon::OnBurstStarted() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Weapons\ShooterWeapon.cpp:603]
UE4Editor_ShooterGame!AShooterWeapon::DetermineWeaponState() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Weapons\ShooterWeapon.cpp:588]
UE4Editor_ShooterGame!AShooterCharacter::OnStartFire() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Player\ShooterCharacter.cpp:941]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_ShooterGame!AShooterPlayerController::TickActor() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Player\ShooterPlayerController.cpp:116]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
I adjusted the location of the players arms and hit play again then this started happening
since it's a C++ project run it in visual studio and when it crashes it will show you where
but its pointing to the UseAmmo function and a line with the error
well my shit is still freezing. idk man
reinstalled ue on a main internal drive and no help
i probably just need more ram.
i dont get it though because people package shit on like 8gb of ram
have you tried just cooking content without packaging
how much of a hassle would it be to reinstall windows?
are there any intro vids for complete beginners?
Several
which one is the best? most detailed or easiest to understand?
that, i'm not sure about. I just dived in a figured things out as I went.
@grim ore wdym
@open gorge i bought a couple of 8 gig dimms. if those dont fix it then ill reinstall windows but im not resetting my pc for no reason
fair enough
i'd also have to move my projects i assume
a reinstall of windows would cause a need for that yes
but at least you have your external
if the project is crashing on package you can try to just cook before packaging to see if it helps. It's in the file menu.
not rly the project its my entire pc because it gets to 99% mem usage
@tiny axle read the pinned message in here for links to suggested tutorials.
Try cooking first. If it fails out of memory reinstalling isn't going to help
ok ty
everythings worth a shot, imho
plus it wouldnt be too much harm as i dont rly have too many important files
and what are important i can put on the external
@rough knoll did you check the logs? they might give you some insight into why the system stalls or has an issue. check Unreal Engine 4 Documentation > Engine Features > Directory Structure for the locations of the .log files
i know why it stalls lul
its because it hits 100% ram usage
it only struggles when it gets to the building textures part
which is where the ram usage gets to 100 and the comp dies
if RAM hits 100% then it's probably gonna be swapping pretty hard so yeah that'll take a while
what's the best way to start a crowd-funded campaign for an Unreal Engine game ?
i would prefer to give backers a copy of the game, if possible
Depends on your longer term plans after the crowdfunding I guess
For example, if you plan to release on Steam, you could probably give the backers codes to redeem it on Steam
what about epic launcher ?
my original question, is on which platform ? (Kickstarter, Fig or some alternative)
@rough knoll you dont have incredibuild installed with visual studio do you?
So my character is walking fine to the left and backwards but when he's walking forwards it's weird it looks like something is blocking it
what should i do
here's video of it happening
just figured that when i crouch everything is correct again so weird
How to record a video in runtime
@idle hearth there's two plugins that I know of, one called FrameCapture and one called UEVideoRecorder
get random -> store in variable -> use variable
@grim ore @brazen crow WouldRandomโ+ 0โ<multiple output wires>work? To avoid extra variables. Is there a better "do nothing" node one can use?
Sorry if I missed it. But what is the color code in the looking-for-talent section?
@bronze vault compensation type: unpaid, paid, royalty
@plush yew Ah. I see it now. Thank you very much.
this feels weird...
careful with using a foreach and a remove by index. it can have unexpected results, where after a remove the indices shift. can use a reverse loop should work better.
@tender pecan thanks! I used a set before and then remove items, but this time it's in a macro which means I can't use a local variable ๐
no need for any extra variables, simply iterate from length to 0. ๐ although your remove will work, it may cause issues if you say keep references to these indices somewhere, otherwise it may not be an issue at all.
I'm not, I'm just clearing out indexes that doesn't have a specific flag set (and always use for loops when dealing with that array)
(it's interesting that you can have local variables of most things in macros, but not sets, btw)
I'm a Unity guy and I wanna port my old Unity project to Unreal Engine. What steps should I do to make the switch?
Prefer C++ btw
Didn't touch Unreal much
scope of the question is too big, it depends a lot on what your old projet does
Not sure starting tutorial/guides would be good idea
try finding a UE4 tutorial for the same "genre" than your old project first I guess
Old project was just simple Third Person Shooting
@glossy lynx search for Unreal for Unity users... Epic has an official tutorial series on their website for you
but also prepare for some steep learning curves... I too came from Unity where you're free to do things the way you want, but in Unreal, it's Epic's way or the highway ๐
btw video:
text:
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
@glossy lynx UE has a third person shooter starter template as well and some stuff on the marketplace and you can probably begin by porting over the assets manually one by one over the base template with what you had in unity
can someone help me find the problem when i bake the light i get this weird GI? i have like 10 indirect bounces and 8 skylight bounces and it still looks like i got not even 1 bounce
@viral rivet looks like the sun is hitting the roof, might need to make it one sided material or remove some of the faces, try moving the roof
i had it single sided before but then i had the problem that the wall on the other side (with the sun in the back) was completly lit and i read somewhere that single sided geo can sometimes cause some problems so i figured i would make everything with a thickness
shouldn't the lightmap be calculated differently on the inside ?
that was my problem with the single sided variant
normals seems fine, no overlapping uvs and the garage is modelled in one piece
@viral rivet you may need to place the light origination points inside the structure, or have translucency on the top materials. if the goal is to have the light shining inside the windows then ensure they have the proper translucency. sorry for delay in replying.
Hey there, are there tutorial for making a team-based FPS ala Battlefield style?
oh
is it possible to have realistic voice chat- with this function?
New to Unreal Engine in version 4.25, weโve added Convolution Reverb and support for Ambisonic Soundfield rendering. Both features allow for the importation and use of audio samples captured from real world spaces to enhance your Unreal project's environmental sound. With thes...
is that a result of a too low lightmap density?
Hey guys, I have an issue.
Two of my submaps doesn't inherit lights from persistent level, and after rebuild they always appear dark. During build light it showed warning that two submaps (that are dark) share same build data GUID.
Can someone please tell me what the hell I'm facing?
I'm out of clues
hi, i have a problem, i created a C++ class for player controller but i also made a BP class with it, is it possible to connect them ?
i have quite a lot in BP and don't want to do it again
guys any idea why would my music speed up itself in the build
in the editor it plays normally
@glacial pecan I noticed your for each loop remoing an index. when you remove an index it shifts the rest of them sometimes skipping an index. You should use a reverse for each loop
That should prevent it skipping and potentially removing the wrong indexes
does multi user editing work over the inernet or nah
Hi folks, does anyone know how to smoothly transition to an interaction animation on a fixed object?
play montage
And that won't just snap to the animation?
A simple problem has me losing my mind: I can't seem to get my projectiles to ignore the pawn that fired it. I have the mesh component of the projectile (with the collision) ignoring the pawn, and the pawn's mesh component that has collision is ignoring the projectile actor. I am printing the display name of both. However in-game they still collide. What could be missing?
If I fire a projectile of the parent class here (straight projectile) it ignores correctly, but when I fire a projectile of a derived class (with no modifications) it collides.
normal console log
when I fire the derived class...
Why?
If I do save game to slot with a custom save game class, will the save still be there if the game gets closed and reopened?
@celest vapor yes, thank you. someone else also mentioned the same and I took the advice!
alright, glad to see you got it fixed
Whoops just realized I posted this outside the blueprint channel- sorry dudes/dudettes
hello guys im having issues with this lighting
i get this weird yellow box of light
what is this ?
Unrealbot update soon? ๐
does anyone know why when i try to import an FBX scene into unreal the materials come up all white ?
Anyone think it's possible to run Unreal Engine on Raspberry Pi? Not a fancy game, just some UI widgets created in the editor
hello guys I have question, is there docs or page or something that I can check normal amount of tris about every mesh, like how many tris is normal for cars, windmill, tress, whatever
is there a way to execute an event whenever a variable is changed without it being set to repnotify?
for normal pc, not AAA
@merry gazelle if you just want to make a user interface, ue4 isnt the right tool for that
@plush yew define normal pc
Pentium 4 is a normal pc yet wouldnt run ue4 at all
no no
I mean normal pc for running ue 4
like for i5 350 and gtx 1050ti
for this system
@glad pelican fbx from blender is reversed engineered and is not properly supported, only diffuse comes trough
for 8gb ram
Can be 100k per mesh, tho using LODs is always a good idea
I need to know cus my level has so many tris and I need my artist to optimize so many meshes cus the amount is so big
Optimizing to the max is also a good thing
@whole quarry how do i export as diffuse? sorry i never heard this term before
yeah but idk how I can optimise, now I open every mesh and set the log group and hope to raise some fps-xD
i am not aware of which step in the export pipeline we're at remco
Its easier to remake the material in ue4 than in blender
ok
Diffuse is basically the texture without any depth whatsoever
@plush yew there is actually a document that lists the tris counts of most asset types for current gen
I'll see if I can dig it out
Id like to know that too @high stump
i'll redo all my materials i think. thank you ๐ any suggestions for free materials websites? i got a month of substance and was using sbsars but that is limited to 30
No point in having mesh with 100k tris if only 4 pixels is visable from a large distance
Obv
yeah I try but the problem is that the meshes are not our and I didn't do the level, the level designer did the level and now is problem that I can't create lods cus i need to reimport them but I can't cus I don't have them
Characters Id guess are around 25k tris for current gen
Thats why most devs make their own meshes
https://polycount.com/discussion/141061/polycounts-in-next-gen-games-thread
This is a little messy, I've seen a spreadsheet that took this info and made it really tidy
yeah but I can't make every mesh, the idea of the packages is to help you to get the meshes and put them in the level not to go to optimize them
Be aware that next gen is aimed at the most latest hardware
Might run shit on the avarahe computer
See the steam hardware survey to find the current avarage hardware config
this is for games not for meshes like tree or windmill or whatever @high stump
A polygon is a face of a mesh
man, I don't have money to buy latest software, also the games are made for as many as possible players with normal pc-s not for latest gpu and cpu....
This is the spreadsheet for anyone that's interested. It's a little dated, but still a useful reference
https://docs.google.com/spreadsheets/d/1xJmSuBZbdMOlIcdXmO9hu46GJ7-wIiWCclJwimIOJa4/edit#gid=0
Boly moly, some games are fine at around 20k per character, then you got ones with 150k tris per char lol
Every heard of normal map, jeesh
Normal maps cant make curves
depends on the genre, how close you get to things etc
So if you dont want blocky outlining, youre bound with higher vertices
If you want to optimize: make your own meshes and make LODs
Yes
Cool
It can generate LODs for you
Thats cool
The but in there is: its automated so you dont have much control
@plush yew polycount isn't the only thing to influence framerates: draw calls are your number one enemy
But also: even dark souls 3 uses automated LODs
I have a quick question, you said i can generate LODs for you, when it does that does it just generate them from one model you imported or does it create its own genreation asstet persay
it*
@plush yew you can have UE4 auto generate LOD's from meshes in the engine.
also LODs can sometimes be a bad idea, because they add to draw calls
@plush yew how long have you been using ue4?
2018
but not everyday
Merge all foliage into a single object
when i have time, motivation and yeah
Once a month?
If you have such an time window to dev, i dont think a survival game is in your scope
Those kind of projects have usualy a team of people working on it dedicated for years
Is merging all grass into one object a feasible idea for performance?
No
Strange
It will dramaticly increase loading times
Thats how we did it in the ol modding days for morrowind
How do you handle foliage then?
In a performant fashion
instances
By using the foliage painter or from a material
I mean
Which adds them into ISM chunks
That gives you the most control
Np
Am currently learning how to use cpp with unreal and oh boy
Not a cakewalk
Even assigning meshes to stuff is... Challenging
Aye, C++ has already a learnung curve, ue4 cpp even bigger
I didnt find learning c++ hard since my base was Pascal
But the amount of shit to memorise in unreal is obsene
But I guess I gotta invest some hard time into it
I have so big interest and inspiration in survival games that's why I work on this
You gotta have enough time
is there a docs or something for learning cpp for ue 4 cus I use bp now but I have so big interest to work with cpp?
You gotta learn cpp first
I am learning and working with bp for 2 years
Then I found a lot of stuff online but its seems like a hell of a curve
If you have to learn cpp prior your project to avoid bp, expect a delay of at least a year
If time is sparse even longer
Not sure if a year is what you need? But I guess the more practice the better yeah
and some people told me that from bp to cpp is easier than directly in cpp
Depends on your programming knowledge in general
Probably because you know the names of nodes and stuff
I worked with cpp, c# and python 2017 but stopped cus it was boring for me
then I started unreal engine
thats it
Morning. I'm probably going to get flak for this but I couldn't find an answer online after looking... Are things created in UE4, work in UE3 as well? Probably not but asking anyway.
@sick estuary no
Thought so. Thanks
Does anyone have any optimization tips for things like particle effects for fire? I have a lot of fire particles
hey, for some reason, i have a cliff in my scene, and when i get close enough to the border the simulation just stops and i can't control my character anymore...
to illustrate my problem
@neat forge yeah, the lesser you use particles, the better it is. You can try searching for workarounds. E.g. using a flipbook animation of fire on a plane which rotates depending upon where the user is. And so on
Thats a good idea
Animated sprite
Im making fire propagation, I have done almost as much as I acn for optimization in blueprints but Id like to make the particle better too
Thanks I will look into those
I need help with my project
I can't make a chat box for users to use
I am using Unreal Engine 4.24.3
I think
@vestal ferry did you add any logic for what should happen when your player goes near the cliff?
Does anyone know who could help me with my game?
@solemn siren no, it's just a landscape with a height map and sculpted
@shadow jewel you can look up in the net if you want to make a chat box from the beginning. Otherwise, you need to be specific about your problem.
@shadow jewel you can look up in the net if you want to make a chat box from the beginning. Otherwise, you need to be specific about your problem.
@solemn siren I have
And I can't do it
I follow what they do as well
I have a page where people can enter a Username, and then When I want to try to pass the variable through, I am unable to
"When I want to try to pass a variable through I can't", through different files I meant
@solemn siren no, it's just a landscape with a height map and sculpted
@vestal ferry when you say you're stuck, do you mean you lose all controls or the character seems to get stuck but other inputs work? You can try to add logic to print something during a particular key press.
@shadow jewel try asking it in the multiplayer channel with more specifics. People there might be able to help
ok
I'm not sure though
@solemn siren i lose all control of the character. the game still runs, but i have no controls as if it was removed from the scene. i had an earlier version of the project with a 1st person gun, and it would disappear
Check your z kill height
Moreover, how big is your map? There might be issues if you walk too far away from spawn point
check the z kill height as Tate said
yeah will check the Z Kill height, my map is'nt that big
yeah that was that ! thanks !
Uhh I need to edit multiple static mesh values but I cannot find the property matrix ๐ค Any help?
Someone shud try to make a 2d game with the widget system
@plush yew it is under asset actions
Ah I didn't see that, Thank you very much!
I know this seems like a very stupid question, but is it possible to export a build from minecraft using the 3D export option in a structure block, over to Unreal Engine?
It probably depends on what format it exports in
Hey Which website shall I use for my mobile game ads? Is admob good ?
@normal plover you could get it in as a mesh/model, but it won't have block functionality as I'm assuming you're aware
Hello I need help. Yesterday I was doing game in Unreal Engine 4 and after that I saved it. Today I tried to complete my project but UE 4 was lagging ( about 1 frame per 15 seconds ) After that I turn off UE 4 and I started playing Grand Theft Auto 5. Surprisingly game was working smooth. After 2 hours I wanted to play Fortnite but game is lagging like Unreal Engine 4 ( about 1 frame per 15 seconds ) Other programs are going without any lags only Fortnite and UE 4 aren't going smooth. Someone know what can I do?
@normal plover you could get it in as a mesh/model, but it won't have block functionality as I'm assuming you're aware
@opaque crystal do I export it as a .obj file to do that?
If you can export it as an obj it should be easy for unreal to load it in as a 3d model, yes
Ok cool, ty
.obj is a file format loved by a lot of things. Could also export it to a 3d editor like blender
I just downloaded the megascan plugin and now I can't compile. I get these errors but I'm still kind of confused as to how to fix them
@plush yew The launcher is so broken it won't update
@onyx hazel dont send this on multiple channels
Huh
odd problem here guys, my textures/materials are showing up torn and smeared/joined at angles, no clue what is causing this but it seems to take place with every texture
@civic dust might be your system or ram spec - check Unreal Engine 4 Documentation > Get Started with UE4 > Hardware and Software Specifications and make sure your computer meets that spec. then consider opening task manager and getting rid of any processes that take up a lot of CPU or RAM utilization.
@plush yew open up the texture in UE4 and look at it's compression and texture type
those are probably causing the issues. Also if it's not power of 2 it might cause issues with the mip maps
Looks like padding due to alpha. Make sure to apply your alpha to opacity and check results then
and/or change tiling method to clamp
alright sec
๐
it was the clamp yeah
see i dont even remember touching those settings or if that was the default to
bizarre
default is wrap
in what sense?
It'll do that with thumbnails
as long as it looks good in viewport does it matter? ๐
Which is the best channel to ask for help in?
yeah it doesnt matter i guess, just weird compression
Whichever one is most applicable to your situation
just had to make sure it worked for other material blends modes, which it does seem to
Uuuhh.. I guess visual fx if its for lighting? ๐
I guess #graphics or #aec-visualization
where are the landscape and vertex painting modes gone?
If I assign anything a translucent material I cannot select it :/
Any tips on this?
There's a box infront of that one
@gentle crypt To the right on the tool bar you should see a paint icon you can click that
Fix is pressing "T"
does anyone how to make one ai alert others that there is a player thats been spotted i want to do do this in the blueprint not in a behavior tree I've tried it before but its just a pain in the ass I'm more familiar with blueprint
ive tried asking this in ai but no one is active in that channel
Hello everyone
@restive zinc have that ai trigger an event in the rest of them
so a custom event
@restive zinc that would be one way to do it, other ways as well, so just a suggestion
@lost reef how can i have one event activate for all the ai
@lost reef custom event >>>will get all actors of class>>>ai move to
A simple way would be to get all actors of class and when its triggered for ai "x" it gets the rest of the ai and triggers their custom event
Or you could have them listening for when its triggered in eaxhother
Like i said, numerous avenues for you to explore that idea, good luck!
@\
if one AI triggers multiple others in a chain reaction, can't there be a mass AI trigger for only a small localized event (if an ai is 1,000,000 Meters away from the player, as long as there is a chain to the ai it will still trigger)? it's easier to just use perception / EQS / line trace to get the AI to "detect" players and maybe a bit more traditional.
if you do it that way though by event triggering, then maybe you should limit the radius distance from the player @restive zinc
@plush yew get all actors of class is not working what im trying to do is that when an ai sees an player with pawn sensing call event get all actors of class and ai move to is not working?
maybe add a tag to the player and get all actors with tag instead? i usually don't use get all actors though. just trigger it manually via an interface.
how do i add a tag to player? @plush yew
select the player and add a tag in the details. Unreal Engine 4 Documentation > Gameplay Guide > Gameplay Tags
I got a problem where one action mapping doesn't respond at all, no matter what key I choose or if i delete it and re-add. Everything else works fine. Why?
@restive zinc can you maybe work on the issue for a little while like an hour or two and get back to me or someone else in #gameplay-ai for more info on it please?
ok
@civic dust might be your system or ram spec - check
Unreal Engine 4 Documentation > Get Started with UE4 > Hardware and Software Specificationsand make sure your computer meets that spec. then consider opening task manager and getting rid of any processes that take up a lot of CPU or RAM utilization.
@plush yew Yesterday everything was going smooth. But today it is lagging idk why. My computer meets UE4 specification ofcourse. (Fortnite is lagging too but other games are going on 60 FPS)
@civic dust UE Is highly optimized. I would only suggest doing the following:
- try restarting.
- try updating your graphics drivers using nvidia geforce experience or the latest AMD drivers.
- make sure to run the latest version of windows update
- make sure no other apps are live while you run unreal or other games.
i usually experience almost zero CPU lag any time I'm doing my work, but then again I have high RAM. try checking your ram utilization in task manager i attached a picture of my current ram utilization (my CPU utilization hovers around 10% most of the time too). To use task manager effectively: go to windows start -> run -> taskmgr and then look in Task Manager -> Details. Sort by CPU. any high CPU utilization apps that are not marked as SYSTEM can be safely killed usually.
hello
i have a weird animation error
i downloaded animations from mixamo
and in unreal engine 4 for example the walk or run animation they like walk forward, so when i play my game with these animations, the character gets moved back
did you check Unreal Engine 4 Documentation > Engine Features > Skeletal Mesh Animation System > Using Mixamo Content?
no where can i find this
the string i pasted above is from the unreal documentation.. so
you would google the string and it shows up in results.
i don't typically paste links here in UE slackers ๐
okay i am right now reading the documentation but still dont know how to fix it
@solemn orbit from what i remember about this, the character has to be rigged / scaled to the epic skeleton to make it snap in by default. can you please consider asking in #animation ? i can try to help there a bit later if it's okay.
ah fixed it?
there you go. i remember in place being an option i had to use before in my animation work
if you don't use that it can wander off the origin, right?
yes it walks forward
cool. i had this issue before too.
but you cant set that option for an pack
Any game artists have an idea how to achieve these kind of effects?
I was thinking of a texture on a flat plane mesh but not sure how to get stylized smoke
for smoke, you could use a cube or a sphere/cylinder
a flipbook plane with the correct opacity settings for transparency would be the way to go for planes with animated textures i believe.
maybe a warped mesh that animates over time with keyframes (could accomplish this by either manually warping the vertices of the mesh in blender or a similar tool, or applying mesh displacement to a 3d object like a sphere or plane and changing the displacement value over time to be higher in the Z value)? if that doesn't work try #niagara or #visual-fx cascade particles of puffy smoke billowing upwards and scaling down as they go higher.
Do I have to do any legal stuff to put the powered by unreal thing in my game even if its going for free on itch.io? I donโt have a game yet but Iโm just curious
@jolly jungle not needed. only thing that is needed is the royalty payment as necessary https://www.unrealengine.com/en-US/faq
@jolly jungle no, if you add the logo as a splash screen you're helping epic by mentioning their tools were used in making your game.
Ah
Iโm on vacation for the next few days but after Iโm gonna try to make a sidescrolling shoot em up game
I have tried to make first person games in the past, but I just overcomplicate them until it is something that i will never be able to do
@jolly jungle to start out it's a really good idea to use #fab products and get those into your game or even make an entire game template from them. i did that a few times and after i extended the base classes enough it worked well and most of my games are published on google play or steam.
i recommend template extension for sure. if at least to get inspiration and a good foot forward
I'm always amazed by people who can just take assets and use them in their stuff... I get too annoyed by the fact they don't look the way I want them to or they don't fit with the other assets :D
maybe I'm just bad at choosing assets that match
Ok, Iโll look into that, I have been screwing around in the engine for a long time and I understand how it works, but I have just never made anything bc I canโt motivate myself
haha well the marketplace policy is luckily pretty fair. anything is fair game as long as it's in the ue marketplace umbrella
Iโm the kind of person who cranks out infinite ideas but then never does them
@jolly jungle you should put your ideas in google docs or some text file and then sort by highest precedent. i have this issue too.
60+ pages of ideas, i sort by most important or interesting and accomplish one by one
Iโm also gonna use mega scans cuz I canโt do art
that way productivity is still accomplished despite high volume of ideas
yeah the marketplace megascans are great. free too.
I alredy have bridge and mixer installed too
nice
And I have a friend whoโs good at blender so he can make models
Wer gonna try the real time collaboration thingy
How well does that work
I really love blender for sure. i generally advocate FOSS software for creative. i actually recently purged all adobe / autodesk tools from my pipeline
that's pretty tough because substance and photoshop are pretty great
you can always do live streaming or discord calls / screen sharing to collab live.
Yeah well adobes a jerk
substance painter is great true
how do I make a wall go semi-transparent if the camera is in the way>
Quixel mixer is starting to become a more and more viable alternative to substance
@hearty walrus line trace from the camera to the player, if the wall hits the line trace, set the opacity of the wall material in your material blueprints.
...what?
Unreal Engine 4 Documentation > Engine Features > Physics Simulation > Traces with Raycasts > Traces How to Guides > Using a Single Line Trace (Raycast) by Object
So I never really got an answer to my issue so where can I find the project config file?
they are in ProjectRoot/Config/DefaultEditor.ini etc.
are you talking about engine config or game project config?
@plush yew how efficient is this?
check https://docs.unrealengine.com/en-US/Programming/Basics/ConfigurationFiles/index.html
DefaultInput.ini is for input @vocal beacon
Text files containing property settings for configuring gameplay or engine behavior.
Can the player class be a pawn or does it have to be a character
@hearty walrus if you do the line trace on a timer say once a half second it's way better than using tick.
if you want to "fade" the opacity then you might have to do it at a higher frequency
Thanks
there's only 4 walls, and the camera is clamped so you can't go too low
and it shouldn't fade, just snap to something like 0.3 opacity
have the timer trigger once a half-second then, it's quite fine for blueprint tick time and they will still be able to always see the player at all times.
Can someone advise on the right way to design this? I have an enum of professions. I want to associate a row of data with each enum, call it 'profession bonuses'. Where would I define and store this?
I have a struct to define the one row of bonuses. Should I create a class of 'Profession Bonuses' and define them all as defaults?
@plush yew
here's what it's got so far - what's causing this bug, and how do I make it change the wall to be translucent? This blueprint is on the ThirdPersonCharacter template
@hearty walrus use https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Time/SetTimerbyFunctionName/index.html set timer by function name, make a custom event with the same name, and in that custom event you can set the opacity, etc.
Set Timer by Function Name
have to go for a moment but i will be back later
@hearty walrus mouse over the 'error' for more details. probably need to set the event node
i think you uneed to 'create custom event' then wire it to that
@rough knoll : Can be several things: Check the settings on your scene's directional light(s), your skylight, and then your materials.
If the entire scene is way too bright, your directional light or skylight are probably set too high.
I'm drawing a blank on how to make a float only a factor of another number like say 50 and if the float is 35 it'll return as 50
K, what's the setting for the intensity on your directional?
That isn't high. Turn off your eye adaptation just as a hint as well.
wheres that
Google is your friend...but I'll go get the setting for you this time.
Show->Post Processing->Eye Adaptation
ok that fixes the overly bright problem but my tree leaves are still the same green
isnt the color supposed to change based on the sky
I mean, to a certain extent.
Your materials will change with your skysphere mostly according to how reflective they are, as best I am aware.
What are you trying to do? Have a low-light scene?
yeah, nighttime
the trees are the same color they would be in the day
same with the ground
The trees and the landscape material you didn't make? ๐
well yes but ive seen them change color before
How? When?
i pointed the directional light upwards and they changed color. same with when i moved it around and made shadows
some parts were darker and some lighter
Absolutely. That's how directional lights work.
so then why cant this directional light lower the brightness of assets
Because you don't understand what you're doing, friend.
You need to learn how materials work in UE, I'd say.
Everything in your scene has an associated material. If that material isn't set up to automatically adjust to lowlight conditions, then it won't automatically go dark when you turn the lights off.
I'm going to go out on a limb and guess that the assets you're using were made for daylight scenes, and possibly don't automatically adjust to low-light conditions very well.
I would suggest reading through this, at minimum: https://www.raywenderlich.com/504-unreal-engine-4-materials-tutorial
+1
It's a great notion that all materials in Unreal Engine ought to automatically adjust to every possible lighting condition. ๐ That's also more or less completely impossible as things currently stand.
If you want materials that adjust well to different lighting conditions, then those materials generally have to be engineered to a high degree of technical proficiency.
So, your next steps will rather depend on whether or not this scene is permanently low-light or if it has an adjustable day-night cycle or etc.
If there's no dynamic lighting changes required, you'll have to find your leaf material and tweak it a bit.
It's not too hard, but you do need to learn about materials and how they work. (And every UE user needs to learn that, so try not to feel too burdened about it all.)
i think my ue4 files are corrupt i cant build in ANY PROJECT anyone experienced that?
but if you're lazy you can delete direct light, skylight, fog, then add direct light first, see if you're happy with the intensity. then skylight same action, then fog
He says he's only got a single directional light so far, I'm assuming he's gonna have to go darken his leaf material a bit by hand.
@rough knoll check https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MaterialProperties/index.html you can set the lighting intensity there or in the individual lights you have in your scene. light intensity set too high might cause blowouts, including not building the lighting when you see lighting needs to be rebuilt
An introductory document on UE4 Materials and how they work.
so i should rebuild the lighting first of all
@exotic cave i see unless he did some manipulations in camera exp or post process
@rough knoll i thought you rebuilt the lighting a while ago actually.. not sure why you didn't yet? do that now.
are you seeing ?
not rn
kk
coffee break blueprint
ooh
Could someone please help me with a problem I have?
Whenever a level is opened through a BP Unreal Engine just crashes...
I didnt change anything in the BP for the last few weeks and it also happens with new BPs
delete, re-download, re-install and see if it helps @lofty wave
My projects will remain right?
@lofty wave https://answers.unrealengine.com/questions/26701/view.html (Where are UE4 crash log files stored?) check the crash log first. based on the log, you can act appropriately.
after a crash or project failure (such as packaging failure) the log is always the first go-to
quick question, how do yall save your raw assets, like PSDs, blender files, etc.?
right now I just have a seperate folder in my projects root folder
same
How do I make rooms correctly?
Most of the time they end up having parts sticking out
thanks
i'm having a very weird problem that no one on the internet had it yet apparently my character can only walk forward/to the right normally crouched
https://streamable.com/yss6dd
i reached to experts and no one figured it out
yet i can get like 60fps on all high in assassins creed odyssey
on epic i get like 20fps if that
I'm going to try again to ask about my problem. I now have two action bindings that never calls my functions, ever. One of the functions is purely made to print out some text but the console never displays anything. Why?
are there any settings in project settings>rendering that can improve performance with less quality drop
@thorn scarab : Is that a fractal blueprint?
I have a client who might be very interested in that tech. You open to connecting?
@rough knoll : System specs?
i7-4790k, rx 570, 12gb of ram
there's no way no one knows a solution to my problem ๐ฆ
its not great but i mean it should be running this better
Not if you have a bunch of overlap on your foliage that you don't know about. ๐
I believe it's Alt-8 that will show you the shader complexity of your scene?
You might want to try that, and show us the screenshot.
K, and with it off? What am I looking at with regard to that red there?
water
Ah, understandable then.
Is anyone here good at debuggin/collision problems? if there is can i PM?
Poly count?
how do i see that
What about a #Rider channel?
Please can you at least take a basic UE class man, this is killing me
You go to the little arrow in the upper left of your viewport
Go to "Stat"
mhm
Then there are various options you can use to see the polycount
I recommend Advanced->RHI
Though there's an easier one I can't seem to recall offhand
Mhmmmm
You have 17m active triangles
That's a boatload
I have an i9/2080 and even I wouldn't dare go above 10m
Whatever assets you're using, they're very high-poly and not high-performance.
oop hold on
i think i know my issue here
or the thing behind the problem
yep
its the absolute abundance of grass on my ground texture
Yes, grass that is not well behaved will absolutely choke you.
You can use aggressive LODing with grass.
He doesn't even know how all these assets work yet though
@rough knoll you can use instanced static meshes for grass. or LODs like ponkkis said to lower poly counts at high distance from view.
https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/LODs/index.html
when you have a question about an item in unreal and someone types it here you can google the term, he said LOD you can google the term and find more info on it by typing Unreal LOD
How To Create and Use LODs.
What pack is this that you're using?
UE Marketplace free assets are kinda notorious for these beautiful scenes that are absolutely impractical for actual game levels at least in my opinion
nah its not the packs fault its my stupidity thats at fault here. the grass mesh had a density of 1000
when on my grass mat
Yes, maybe turn that down a notch ๐
Looks great I'm sure
But, won't actually work
turning it down to around 100 has good performance its very splotchy and ugly
For what it's worth, this is part of every UE project. I have a little MOBA side project level going right now that I've audited a ton of assets for that I have to throw out, because they're beautiful and high-maintenance
I would suggest going and finding yourself possibly some better behaved grass assets.
That grass is lush and lovely and clearly only meant for closeups ๐
alright
Good grass is not easy, I've been through several revs on my upcoming Marketplace pack and will likely have to do more revs.
Epic bought Project Nature awhile back, they have lovely grass though it is pretty high-performance and might not work any better for you
It is per-blade rendering so tri counts are high however the author has a technique that really vastly decreases the amount of complexity per tri (basically nearly eliminating transparent overdraw)
do you think that grass density could have been the reason behind my 100% memory usage while packaging?
Sure
resulting in my pc crashing
hi everyone
finally trying some unreal engine, and I opened up the advanced vehicle project
When you have a scene that's probably several hundred million polys or higher in its entirety (remember, building lighting builds offscreen stuff too) then your computer will have teh terrors building
and when I press play it's constantly moving backward and turning
I tried unplugging all gamepads
any ideas?
@untold hollow : I mean, I was going to suggest unplugging all gamepads ๐
It sounds like it's picking up an input somewhere that it shouldn't be, certainly.
recalibrate gamepads
and ensure the axis inputs are set properly and not reversed in the blueprint code if you made any modifications to it
no changes
For the OnDrop function, How do I specify which item is the target widget to drop on ??
oh yeah
just opened up the vehicle starter thing
minor issue that i had when duplicating projects
i assume my look stuff got messed up
it removed my input bindings so i assume thats the problem
and i cannot look around
nor walk
That could certainly be it
aha!
I just closed unreal and restarted with the gamepad already unplugged
that fixed it
thanks guys!
time to dive in
Yes, you can't just unplug it when the system is active
It grabs a lotta stuff at startup in my experience
Now you all have to help me painstakingly reorganize my Marketplace pack to remove every single duplicated mesh I have ๐
It's only fair
sobs
k
I kid
ask me again later
This is my cross to bear
i guess I have one more thingy
my gamepad isn't messed up or anything
when I open gamepad settings in windows
everything is fine
how is 1.9-2m triangles
Acceptable
i just tried replugging it back in after starting and same thing
1-5m should be fine for most systems. It will always depend on the tris though.
is there a way to recalibrate within unreal?
@untold hollow : "Fine" is unfortunately very relative when it comes to most gamepads
right
1-5m tris is usually okay, 5-10m is getting towards the higher end of acceptable @rough knoll - however, it depends on the triangles so you can never just go by numbers alone
i assume it will get over 5m by the time i finish my environment
I had some 3k tri trees that literally were 20-30fps slower than the current 15k-30k trees, because I was modeling the trees per-branch instead of per-leaf, and it turns out that having large transparent areas in your triangles will choke your system like Darth Vader
You won't really have to deal with this stuff unless you start making your own assets ๐
Just be aware that giant triangles with transparency can be super pokey even if you only have a few of them.
ill try to get some low-poly grass
Ehhhhh shoot for "well-behaved"
The pack I gave you a link to is the most optimized Project Nature grass asset
You might try that
oh weird, something really strange is happening, if I press left, it's stops moving. If i press forward it stops turning
yeah i tried using one of the grasses there
it's like the gamepad is mapped all weird
i downloaded it and added
Still slow?
with 100 density (out of 1000) its 9m polys
I mean, how's FPS though?
30ish on epic
Yeah, not great
Yeah I know ๐
I have an i9/2080 and I consider anything under 60fps on my system to be the kiss of death
Because I know that's 15-30 on someone else's potato
Keep looking around, I suppose. Epic loves to put out these lovely screenshots of the grass system but real, actual, workable grass for levels be hard
Lots of the stuff they use for screenies just will smoosh actual lower-end gamer PC's
Yeah
however it was animated
I wish my pack were released so I could point you in the direction of my grass ๐
However, Epic no likey the way I duplicated a bunch of my static meshes rather than properly swapping materials, so no luck on that
rip, this low poly grass i found was literally just rectangles and idk if i did something wrong or what but it looked terrible
No, most low poly grass looks absolutely awful ๐
Hey I know! Use Megascans grass!
It's free and you'll easily get FIVE fps with that grass
in the screenshot
it looks like that
it does NOT look like that on my project
very confused
Mhmmm, something clearly misconfigured
Go get this while it's free, last day free ๐
Could work!
Try the grass from that
Or did you already?
And that's what was choking?
Here's my grass
Is github a good way to backup saves on UE4?
You can't have it because Epic no likey my project organization yet ๐
cat walked on my keyboard and now my editor looks like this:
no i had a different grass
what setting do i need to undo?
90
just press z or x
z/x didn't do anything
hmm that's the shortcut for fov adjust
Yup, might be something else in that case, possibly the viewport itself has a FOV override
It's probably on your viewport: https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Viewports/ViewportOptions/index.html
Explanations of the various options available within the editor viewports.
heres the low poly gras i downloaded
I mean, it is a rectangle
oh that's weird
All you'll get are rows of that
when i set it back to 90, it zooms back to 170
Will look fine when dead on, terrible from any other angle ๐
but like
why does it render as rectangles and not the grass thats shown there
should it not be transparent
@dim kelp : Cat magic ๐ฑ โจ
It should indeed at least render the transparency, sounds like a materials problem
is there a setting when importing an fbx that changes transparency?
Nope, that's your material
I mean, if all you're doing is importing the FBX and then using the default material that's created...
Then yeah, you're likely to have bugs
it resets the fov to 170 gradually, like zooming, even with keyboard unplugged
yeah thats what i did lmao