is there a way to change a player back in to a spectator in multiplayer?
there doesn't seem to be a way to do it all on in blueprint, but I hope I'm wrong.
I tried to find a way in cpp but had problems there, too, I'll ask in that channel if I'm just doing the cpp bit wrong but a blueprint solution would be awesome (or really any solution)
#ue4-general
1 messages Β· Page 809 of 1
Can you not destroy the player's pawn and have their controller possess a spectator pawn?
Not sure if there's a more specific way to do it but at least that seems like it'd do it :)
that works, but I have some existing third party logic that relies on the built-in GetSpectatorPawn functions, and those only seem to work when you use the built in Spectating State
ah, maybe there's something else for it then π€
yeah it seems bizarre that the most common method for switching to spectator pawn involves literally abandoning the built in spectator logic
so i think im missing something
How do I set different game states for the same map?
Should really be doing this logic in the dispenser blueprint
Hey - anyone know if it is possible to bake light from an emissive mesh decal? I can't get it to work, but want to confirm its not user error
@hearty rose ?
It's only for testing, and the level blueprint can handle key inputs
I'll try moving it over
nvm moving it over broke the script
Is there a good place to view normal rates for unreal engine programming ?
and the variables involved haha
(like if i wanted to hire programmers)
Is it ok to present a game in kickstarter with assets that aren't yours and tell explicitly, that all the code is made by you but the graphic part are assets that aren't yours, but put there just to show the game what it will look like (style) until you get enough funds from the people to be able to pay an artist to redo all the assets needed before publishing your game ? (Tag me if any answer plz π )
that would probably still be a problem because you're collecting money w/ someone else's content. akin to using someone else's music in a video you're monetizing
But the money isn't for myself but to help me develop the game
It's still your business entity, whatever that is, collecting money
It's not even legal to use someone else's stuff if you're making a video for a charity, unless you get rights
if you can't do full art w/o funding then you should maybe try fundraising with obvious developer art, rather than using something cheap or bad in the meantime. that's the advice i've heard from other people as far as marketing a game w/o final art assets goes
if you purchase art assets on the marketplace you have the rights to use them even on a kickstarter
if they are royalty free assets under a CC license then you cannot use them for anything that generates money
the issue comes from the fact that you are most definitely not the only person using those assets and you will probably get called out by folks who are paying attention
It depends on the CC license, some variants of it allow commercial use
I think it's really just the CC-NC which disallows commercial use
my build normally exports pretty fast, but today it has been super slow (5-10 minutes) on "building 3 actions with 4 processes"
any ideas?
what is the best tutorial for a complete beginner that wants to use blueprints?
thanks
im made a datatable containing all items in game. for each item to have its own type specific data (weapons firerate/damage, vehicle speed health, etc) i have a UDataAssetItemType* field where u can select the right dataAsset for that item/itemtype.
is this the right way of doing this? or is there some struct casting magic i dont know of ?
whenever i import my fbx i get this error
Failed to import 'D:\DBD Models\FengMin\FengMin.fbx'. Failed to create asset '/Game/FengMin/FengMin'.
Please see Output Log for details.
any fixes? i checked output log but it didnt really tell me what was wrong
is there a reason why whenever i try and load levels it just loops me back to the start of the main menu on my game?
using a simple open level button as a test and on my exported builds (dev and shipping) they will both just loop me back to the start of the main menu. this just started happening today
they are
the only thing i changed betwen todays exports and yesterdays that worked fine was the position of some ui objects @hearty rose
dont use debugging builds
i will export one though. what am i looking for?
it just fixed itself
idk what was going on, but its working
now i just need to figure out why theviewports suddenly stopped scaling with the window a few days ago
i love/hate those little bugs
This is a good place to start. https://docs.unrealengine.com/en-US/GettingStarted/index.html
Introductory information for developers starting out creating games with Unreal Engine.
Read the #old-rules
probably not a good idea to block mods.
blueprints aren't super complicated
have you programmed before?
are you familiar with OOP principals?
heyo
How would I get my mouse to report it's position while dragging?
I highly recommend taking some beginner programming courses first
it will make learning blueprints much easier
so ue5 announcement convinced me to start moving unity projects to ue4, was wondering if someone can give me advantages/disadvantages of using c++ vs blueprint
can someone tell me if the regular particle system is broken in ue 4.24 please?
i cant seem to use any type of param from blueprint, it just doesnt work
yo what the FUCK
why did my thirdpersoncharacter blueprint just fucking vanish
im so confused
its gone
and i cant make a new one because it says its only partially loaded
????
why is it here
im going to try and duplicate the project
i have no idea
nvm i dont have the disk space gonna reinstall ue
@hidden adder Blueprints are C++ under the hood, but they are more visual scripting, which is generally easier for newer programmers to pickup. C++ however gives you total access and there's just some things you can't do in Blueprint. C++ is also faster performance wise and is much easier to code complicated features in as it can get a little crazy in Blueprints to keep everything neatly organized.
@plush yew honestly, C++ for beginners, start learning the language itself. Once you understand the basic/intermediate stuff, UE4 will make a lot more sense.
djriff do you know anything about what happened to me lmao
did you update your engine version on your project?
did you change the parent class of the BP?
i updated to 4.25.3 but it was there earlier today
i updated it a few days ago
it just vanished when i opened it after my nap
there's some UE4 specific stuff in regards to C++, but it's easier to pickup if you understand C++ principals in the first place.
it was created on 4.25.2
Did they fix the performance speed?
is there any way i can revert to that?
i duplicated my thirdpersonbp and im storing it on my desktop just incase i accidentally delete it
yeah, I'mma leave my more complex logic to C++ hehe
i just find it weird that its in the files but not in the engine
idk what it could have been though
i closed it normally then went to sleep, woke up and its gone
no idea, sorry
@plush yew just to clarify, there's no point in learning "game coding" when it comes to C++, the language is much more nuanced than just game coding.
is it possible to rebuild your project to latest version ?
like my current project is 4.24
i want to make it 4.25
Is it issue in UE4.25 where Spawning 200 - 250 AI mobile units cause server lag?
That clears Alot up then I won't bother with BP, C++ is simple enough to relearn since still got the basics down
Thanks Alot guys
@void barn yeah right click on the uProject file and select Change Engine Version
its a 1 way street tho! Once you open files and save u cant go back. Also u need 4.25 installed already
vc kinda dead ngl
I think it's mainly for screen sharing?
or just talking someone through something really quickly
π
you're not going to learn c++ in one night
or even one month
it's complicated
you're not going to learn c++ in one night
or even one month
or even one month
it's complicated
discord kind of lagged a bit there for me
my apologies if I sent duplicate messages
I highly recommend you create a project of your own to follow along with the tutorial
rather than do the tutorial verbatim
anyone here interested in talking about and possibly working on a competitor to garrysmod 2
you can do it the first time you watch the tutorial, to get an understanding of what you're doing, but do it a second time with your own project
that's how you get stuff to stick
My grass output node not working
i am trying to use grass output node, and it works fine, but after i try build the light, UE4 says "Texture Streaming Pool Over budget 1.45G", and the foliage wont appear no matter what i do, i tried rebuild the node and grass ouput, etc. no luck
i also tried set Texture Streaming Pool Over budget to 2G
still not working
anyone can help?
never mind, i restarted the engine and problem solved//
Question: Does anyone happen to know if UE4 supports HTTP cookie jar functionality?
what specifically is the "cookie jar" functionality you're referring to?
Hi @exotic thicket - I mean HTTP cookie jar functionality. I've built an external app for authentication / authorization for my UE4 project, and it's working, but I need to decide between leveraging stateless JWTs and server-side stateful session cookies for authorization.
All the guys in #node.js and #javascript on freenode regularly point out how JWT is inherently filled with security risks, and I'd prefer to use stateful session cookie-like functionality. But obviously, this isn't a web app - it's a UE4 project.
I don't remember seeing cookie specific functionality in there, but cookies are just headers
So I'm wondering - will I have to build this from scratch, or does UE4 natively support such functionality?
A "cookie jar" so to speak?
so you could probably just read the cookie header
I'm not quite sure how JWT is inherently any more or less secure at least in this context vs cookies
Well, I'm no cookie expert but the client-side aspect of it would have to be stored akin to a web browser.
yeah cookies are just a string of text that is sent when the request happens
Well, JWT is stateless, and there are apparently many flaws in terms of security.
so if you wanted to support cookies, you would do your request, read the cookie response header, and store its contents
This article breaks it down well: http://cryto.net/~joepie91/blog/2016/06/13/stop-using-jwt-for-sessions/
then in subsequent requests, you would attach the stored cookie in the request headers
Ok, sounds good. The gentleman I was speaking too, who seemed well versed in the topic; for example, he wrote this github here: https://gist.github.com/joepie91/cf5fd6481a31477b12dc33af453f9a1d
He apparently seemed to think that it was important the IDE or framework I was developing in supported "cookie jar" functionality, but that if need be, a spec exists and I could build my own.
However, if it's literally that simple, storing a specific component and including it in the request headers, then that seems fine.
yeah since you're not doing anything with the cookies all it needs is just sending and reading the relevant headers
Yes, I literally only need it for authorization, so the user isn't re-logging-in when attempting to access every protected resource.
is there any way to downgrade to 4.25.2?
iirc the header that the server would send is called Set-Cookie and the header you need to send is just called Cookie
See https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cookie and https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Set-Cookie
MDN Web Docs
The Cookie HTTP request header contains stored HTTP cookies previously sent by the server with the Set-Cookie header.
You should look into OAuth 2.0 if you're worried about using JWT
I'm not worried about using JWT, everyone who appears intelligent in the javascript channels craps all over it.
there are some flaws with JWT
So I've heard it enough times from enough people that I'm now like, well.
it shouldn't be used for sessions
but I know the WWE Network app uses it
so it's used professionally
yeah might as well use cookies, they're generally more straightforward
with JWT you'd have to store and resend it as well so in terms of UE end implementation it doesn't really change much
it also depends on the backend you're authenticating with as well
with the cookie you might have to write a bit of code to parse the Set-Cookie header but the syntax is fairly straightforward
there might even be some marketplace http client assets that have the support builtin :)
adding headers to an HTTP Request in UE4 is fairly straight forward, that was a nice surprise to find out when I create a Login system
if you have troubles with that aspect, feel free to DM me @open wadi
im hella confused. did something corrupt my thirdpersoncharacter file? not even putting it into a new project works
Very helpful @open gorge, thank you.
Does it not open in your original project where it's from?
no like it does not show up at all in the content browser
it's in the foldder
but its not in the content browser
Huh π€ I don't really have ideas on how to fix that, but I would recommend looking into source control like Git or such in the future
It helps avoid problems where you accidentally cause some problem and lose the entire file
does anyone care to create a new empty project and check if it shows up in their engine?
wait. i got it back
i used a backup from my saves folder
i must have done something that fucked it
Oh that's good :)
Definitely time to look into using source control if you aren't using it yet lol
lol
Hey
hi
ok another question
how do i take control of thirdpersoncharacter
because im just spawning as a camera
kk, now how do i reset my animbp because even though i have it selected in the tpc viewport its not using it
by reset i mean make work
i have the correct skeleton selected in both
nvm i got it
hey guys iam a unity user and a bit new to unreal engine to where can i get the landscape tool or terrain tool
how to get that modes panel
where can i set the mobility if i am using grass output node for foliage
i cant get the active mode toolbox why\
it's 1am in the states sorry?
π
if anyone sees this tell me why my modes panel is missing and i cant even click and enable it thanks
@inland kettle objects can only belong to one parent, but you can certainly attach multiple children to the same parent
thanks @exotic thicket
that's weird
ye
How do i get the velocity of another actor/blueprint?
I'm currently controlling a character, and i would like to get the velocity of a bullet that's spawned when i left click(fire)
iam a unity user first time using and first experience sucks π
so physics constrain or socket is the answer i guess? @exotic thicket
It kind of depends on what you're trying to do
i need one object ans "attach" multible actors to it. not the multible actors to the object. i give socket & physconstrains a try
hey, can nyone gimme a tutorial for packaging ue4 project for android, like all those sdks and all
@inland kettle I mean if you want to attach multiple children to the same object, it should just work by attaching them
thats not what i need.
i try to spawn an actor with 2 sockets and attach them / or "attach" them with the constrains
thanks for your answer π
i have to go now
bye
okay hope you figure it out :)
@stone stump fixed it then?
yup
hey, can nyone gimme a tutorial for packaging ue4 project for android, like all those sdks and all
@untold swallow ???
@inland kettle you likely need to create a child array component to your actor and add your actors to that.
like the default level?
you should do this tutorial https://www.unrealengine.com/en-US/onlinelearning-courses/making-the-switch-from-unity-to-unreal-engine
in the workspace to zoom in zoom out is there a way to faster
courses man sadly i had last moment transition to unreal
Its 2 hours and well worth it if you're used to Unity
π
you should use the hit location (from the hit struct) to spawn your emitter location
if that doesn't work, you may need to add a sphere collision to it and spawn it on overlap
How do i maintain the speed of my projectile bullets?
Currently when i fire my projectile, it "flies" fine, but when i run in the same direction as my projectile, it visibly slows down on my screen.
I've tried printing the relative velocity of my projectile and char to my screen, and it goes from 1000 to about 400 when i start running in the same direction.
I assume it's this drop in relative velocity that's causing the visible slowdown in my projectile's flying speed. How do i make it not slow down?
I'm thinking one possible way would be to do calculations in my projectile blueprint to ensure that the relative velocity stays the same?
But i'm hoping to eventually make it a networked multiplayer, so i'm guessing that this method wouldn't work?π€
so uh
everything is gone
there are 0 assets or textures
when i play the game all there is is my hud and a floating weapon
occurred after trying to build
looks like this when i place a tree
everything is invisible
Try closing and reopening unreal?
i have
everything is here
but there are no textures
textures are applied to objects yet not shown
upon a 3rd restart they are now here yet no textures
i cannot click on them though
looks like this with unlit if it was hard to see
i can also send the build log if it helps
i plan on making a new map anyways so this is not too too major, and if its project related it can be solved when i migrate stuff tomorrow
looks like your terrain went missing too
the only reason it worries me is that the mannequin texture is gone (but still there in the thirdpersoncharacter viewport) and my rat's textures are gone
yeah everythings gone
its literally just a sky after a fourth restart
i did ctrl a to make sure everything is there and sure enough it is
is there one specific file that contains the data for every texture that could have been corrupted?
alr
Guys any idea how to tone down Composition Pre-lighting?
this is what happened after a restart
the land is here
but the tree textures are not
it took a launcher restart to get the trees to show up after restarting the pc
the rat textures are also absent
@ebon linden yeah
its a little bit hard to see but the mannequin is there but just see-through
make sure the collision is being called
do a print string
@ebon linden
and try to have the collision happend in the game
see if it print
how do i fix that
@dreamy sleet what are the errors above that?
im noticing games build on 4.24 have some pretty odd bugs with fullscreen and alt-enter. If a player toggles fullscreen they can get their detected mouse position misaligned with where Slate thinks your mouse is (and also change your saved screen res).
Does anyone know where the UE issue tracker post for this is? or of it's fixed on other engine versions? googling for this has been rough, apparantly this was also a bug on the 2015 mac build versions of UE though...
ok so I need help with making this work, Iβve never used UE before so I apologize if I sound stupid. I want to edit this uasset blueprint which I took from a different game, however Iβm unable to open the uproject of that game to edit it directly. How can I edit the blueprint without needing the uproject?
^i was told by the person who found it first that you need to do some setup in unreal to get this to work
you can't edit blueprints outside of an unreal project unfortunately
Do you have any idea as to how I can open the uproject? Whenever I open it I get told that Iβm missing like 3 plugins then it asks me if I want to rebuild and if I click yes then it says to rebuild from source instead
@rough knoll which engine version are u using agian
4.25.3
@devout pawn you need to either add those plugins or disable them in the .uproject file (you can open it in notepad, it's just a JSON file)
C++ or BP project Solstice?
Make a copy of ur project, delete all the unnecessary folders, i.e. Build, Saved.. right click and generate visual studio solution. Then open that and build and run.
If it's cpp that is.
If it's Blueprint, open the uproject with notepad, see the engine version, and download that. Open ur uproject with the engine it was created with. Then you migrate to the new engine.
@devout pawn
hey guys, when i put in a material i made everything got black ik it has to compile shaders is it normal everything going black
Ya, after the shader is compiled, it will return to normal
the landscape is having a blink affect
but it wont show that its shader is compiling its just black and blinking i think its alright
n!!k
so pretty much, Iβm trying to edit a BP file from a developer version of a game I play. This version has everything unpaked and is all in uasset files. I need to open the uproject but Iβm met with a few errors and then it asks me to rebuild, I click yes and it fails and tells me to rebuild using source (which I donβt have) and if I click no, it just exits.
@autumn elbow
Copy ur asset to another project's content folder. See if it loads in.
what version was it made in?
I think 4.21 which is the version I use
Right click the uproject, open with notepad, make sure it says 4.21
@autumn elbow how long it will take to shaders to compile its still black
No idea, depends on ur computer speed and the size of the material
In ur task manger, what's the percent processor used?
my computer is a predator helios material is just a mix of from the starter pack to experiment
it says 7%
now 14
maybe it's not compiling
{
"FileVersion": 3,
"EngineAssociation": "4.22",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "DeadByDaylight",
"Type": "Runtime",
"LoadingPhase": "Default"
},
{
"Name": "DBDCompetence",
"Type": "Runtime",
"LoadingPhase": "Default"
},
{
"Name": "DeadByDaylightEditor",
"Type": "Editor",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "GameLiftServerSDK",
"Enabled": true,
"WhitelistTargets": [
"Server",
"Editor"
]
},
{
"Name": "MirrorsSdk",
"Enabled": true
},
{
"Name": "OnlineFramework",
"Enabled": true
},
{
"Name": "OnlinePresence",
"Enabled": true
},
@autumn elbow
Could me being on an older version affect this?
@autumn elbow its black and blinking
I'm on version 4.22.3
@autumn elbow
Check ur light?
Does it matter if i'm on 4.22.3 and this says 4.22 or no?
Solstice, make a copy of ur uproject file, and then clear the plugins stuff
Doesn't matter.. 4.22
I just set everything to false rn
Hi, so anyone knows how to control the camera aspect ratio As like
the black bar animates?
i tried messing around with directional light its still black and blinking
No idea on the landscape... maybe restart? Maybe ask in #level-design
Is it possible to take an open source python program and port it into unreal, and add a UI?
Ik unreal has python support, but would it work to that level?
nik i didnt know you have to assign them in the paint section after i did it it workes i got a texture
@stone stump Google 'unreal black blinking landscape' there are a few other people with that issue
Oh lol
K... I'm off to bed... night!
still didn't work
says theres another plugin "Wwise" but it's not in the uproject file @autumn elbow
hi i have a problem with a game can i explain the problem here?
@autumn elbow
i have to talk to him?
i am trying to play hello neighbor 2 but whenever i load a save it crashes and says fatal error
i am using a Radeon RX 5700
Is there a way to increase FPS in terms of lighting build? having directional light stationary is killing my fps
I disabled the plugins, now theres these modules which are either missing or not on the right version. It doesn't let me rebuild and I'm unable to do anything to fix it. If I switch engine version it tells me theres no source code.
is there a way to not have these all unticked by default and just be active, thus saving my RSI .
hello guys, quick question. If i have Directional light (moveable). Would casting shadow on static object cost fps drop?
hello guys!, I'm using Skeletal alembic with Fbx Skeletal mesh at the same time. But Playback speed is different. Alembic seems to going a lot faster than Fbx.
How can i match these 2?
hello guys I follow this docs and want to optimize my level but I can't find this baseengine.ini file
can someone tell me how to find it π¦
is there a way to delete shadows of little things like stones or grass
how do I make a small tube that cubes come out of?
I've got the spawn system set up, but idk how to actually make it look nice
I have a weird issue where everytime I set the type of variable in a blueprint structure from a single value to a map, the entire engine just crashes with access violation
Hi guys ! I'm confused : Does "UE to Rigify" (the new blender addon recently offered by Epic Games with the addon "Send to Unreal") is the same that UEFY ?
@plush yew "UE to Rigify" is more adding control to already rig (mostly marketplace compatible) using Rigify control rig, and UEFY is more to make rig (Rigify) that compatible with Unreal Engine mannequin skeleton
you can try to use my addon to rig character that compatible with Unreal Engine mannequin skeleton
https://youtu.be/CiA2VvHBdvU?t=775
showcase some feature on Blender add-on for Unreal Engine 4 v1.2.1
DOWNLOAD
Gumroad : https://gumroad.com/l/BlenderUnrealEngineWorkspace
Github : https://github.com/anasrar/Blender-UE4-Workspace/releases
TIMESTAMP
00:00 - Static Mesh
01:21 - Character
03:13 - Animat...
guys is the procedural nature pack still in the store
tried to find it didnt find it
how do I align these objects
is there anyway to do a replace all instances in the scene of this actor with that actor without deleting the old one? my current method is right click in content browser "replace references" but it forces you to delete the old actor π¦
@hearty walrus i would probably just make sure you have snapping turned off and do it manually!
Hello guys I have little problem with my level
it is on parts
on the landscape one part of the level is under than other
I can't fix it
how I can do it?
How do I get everything to register as their respective names?
I can't do any caclulations off the TriggerBox
And I'm following this tutorial
I'm traversing through character creation via a bunch of createWidget and removeFromViewports. When I go back and forth, my 'get all widgets of class' returns more and more each time, which means removefromviewport isn't destroying them
How can I addtoviewwport instead of createwidget if it already exists?
Editor doesn't open, its stuck on 45%.... I compiled engine from source code without any problems. Is there an fix for this?
Editor doesn't open, its stuck on 45%.... I compiled engine from source code without any problems. Is there an fix for this?
@willow river is it the first time you're opening the engine?
No, i took break and now this happened from nowhere
@willow river its compiling shaders
@still bough lol compiling shaders 5 hours?
it happens
but maybe it's not, then, check to see if there's a compilershaderworker process
there is but 0 cpu and memory usage
use debug
all of my particles are just black squares could someone help?
Can someone help me with collision on imported meshes? I have a mesh that is essentially a deformed plane that I imported and I can't detect any collision hits on it. I also need it to have complex collision.
does someone know some themes for my game? i made a rainbow theme, wood theme..
Water?
Maybe flowers?
idk
how do I make a camera that orbits the room the player is in?
how do I make a camera that orbits the room the player is in?
@hearty walrus Maybe set a while loop and check for player under a radius and then use some transform to keep it circling the room
Can matcol textures be used in unreal?
Hello guys I have little problem with the LOD group
How To use the Automatic LOD Generation system in UE4.
I fooloowI follow this docs but I can;t find the vase engine.ini file
how I can find it?
because of I can't find it I can't set up the lod groups
How do you implement an exclusive feature for crowdfunding backers? A special version only they can download? How would you authenticate?
How do i get my bulet to maintain the same speed on screen when i run in the same direction that it is flying?
Currently when i fire my projectile, it "flies" fine, but when i run in the same direction as my projectile, it visibly slows down on my screen.
I've tried printing the relative velocity of my projectile and char to my screen, and it goes from 1000 when my char is stationary to about 400 when i start running in the same direction.
I've tried adding the player velocity to the bullet's initial speed & max speed but it's not working, and is the bullet still slows down when i'm running in the same direction as the bullet.
@ebon linden yep
Here's a gif of the slowdown happening, sorry for the low framerate and quality. I had to reduce the frames to fit discord's 8mb limit
The animation's a little wonky, and it's showing a running anim when im idle, but you can see the bullet slowdown when the char starts running
How the hell do you generate complex collisions on imported mesh? I got this slightly deformed plane and it's got quite a lot of polys but i just can't generate any kind of complex collision on it
the convex thing also doesn't do anything when i press apply
The game I'm developing has a background with just stars - how can I make it look more visually intresting?
make the stars shimmer
are the stars just a texture bg?
i mean you could make it into a material, if you have texture of stars could use it as a mask and run animated noise through it which would result in a flickering look?
@timber panther It's using SkySphereBP
@dim merlin pretty easy, go to camera settings -> Current camera settings -> Filmback -> Sensor Height and make it smaller. Viola.
could you make a game only using blueprints?
@quick shell yes
hell ya π
source: am doing exactly that
so for main menus
?
idk just use google
how do I make the camera be locked to turning around the lvel?
level/
clicking play is like starting up the game in steam?
yeah, I think
alright, new drive came in so now i can actually migrate projects
Anyone know why this is crashing my engine?
Line 44
The error is just
"Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000b8"
The offending line is this one:
Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, Weapon->WeaponData->HolsterSocket);
Hi there.
I'm trying to use a ULocalPlayerSubsystem that I created in Cpp, but when I access it it's always null. I thought it was automatically created by the engine? A I missing something?
Thanks in advance :)
where are you trying to access it and what are you doing with it?
it's a gameplay subsystem that should only live during a player lifetime, and that's why I aimed for it instead of a gameinstance subsytem.
I'm trying to access it from blueprints
cause i moved them and now they don't appear
if you open it, it should fix itself
what's the syntax you're using to get a reference to it? @real mantle
where are you calling that BP node?
I'm just trying in the player character begin play @open gorge , just to check if it's working
ah
you need to use Get Player Controller first
Character doesn't have context for ULocalPlayer
that call is global tho?
yeah
Can i ask questions in this channel about steam integration or should i do it in a different channel?
but it can be a null global
ask away
if need be we can direct you to the right channel
wher'es that? cpp?
how do I change the distance a player is detected with pawn sensing
So i have a authentication system for my game, just you know username password( separate backend on a serverblade). How would i go apon securely verifying someone's steam info using steams subsystem. I see their are session tickets, then application tickets which is better to use in this scenario
no i mean, even if you can reference it in any blueprint, the reference could be null because it doesn't have context of a local player, which is why you need to pass it off from GetPlayerController
you want to authenticate through steam?
Essentially if a class doesn't have the context of a local player, that subsystem doesn't work in it unless you give it context
Yeah i want to authenticate through multiple ways, steam being one. I was thinking it should be possible to automatically make an account for someone if they run the game through steam. I just don't know whats the most secure way of doing that
ahh, I think it makes sense, so I guess I need to initialize it somehow from my local player controller right?
steam handles that internally already
no extra work needed for you
if you enable the steam Online Subsystem in your game and they have steam open when you launch it in standalone or a packaged build, it will automatically log them in on their steam account
Oh, i recently started porting a previous project from a older version of unreal to the current. Got alot of it working, but steam doesnt work in editor anymore is that intentional?
it never did
steam only works in standalone
also in order to test multiplayer in steam you need 2 steam accounts and 2 computers
bit annoying tbh
@real mantle no. Just literally use GetPlayerController drag off of it, and get your LocalPlayer subsystem
Mhh, i tried running it in standalone, but that doesn't seem to work. When its packaged it does
that's it
Which is a huge inconvenience...
I think it was either 24 or 25 that made that happen
thankfully you can use the project launcher
thanks mate, it's not working for me, but I'll figure it out hopefully
okay, well migrating projects worked just fine
everything has returned
wait what is this
@tight canopy apparently this is a known issue
something that was updated in the OSSSteam
Oh damn really
some say you can add OnlineSubsystem.bInitServerOnClient=true to your DefaultEngine.ini and it might fix it
others say you can Right Click your UProject and select Launch Game
@real mantle can you DM me your subsystem code?
Adding bInitServerOnClient and using launch works alot faster than packaging!
Thank you
glad to hear it
how do I pilot a camera around a block?
@tight canopy any chance to see ur project π
@hearty walrus around collusion u mean?
?
whats the hotkey for grouping nodes?
@hearty walrus can u share some screenshot
hold on
so every level is on a small platform
how do I lock the camera to orbit around said platform
ohhh... blueprint stuff, sorry cant help
I solved it @open gorge , thanks for the help (the subsystems thing). For some reason the ping to drop the playercontroller was not showing up but after deleting intermediate now it's there.
Now I've another issue, where each time I restart the editor, all the nodes that are "get some subsystem" get invalidated Xd but that's a different story, thanks for the help mate
yeah, I even created a new subsystem cpp class just to see if it was some weird error, and it also happens there
weird... will see how it goes
did you try deleting your Binary, Intermediate, Saved folders and your .sln then regenning the project?
yeah
anyone have tips regarding game optimasation
Noob question: If a game environment uses only dynamic light (i.e. moving sun) or dynamic meshes, then do lightmaps even matter for mesh assets?
Don't think so
I have static lighting disabled for my projects and haven't had to do anything related to lightmaps
hey. Just starting out so plz forgive me. How does ue4 share variable between blueprints?
I'm tying to share a MotionController worldpos between blueprints
you have to get an instance of it, but yes you can get that variable
are you familiar with OOP principals?
Any tips when baking light in big big levels? Is there any optimization to reduce time. Thanks
@hidden aurora you should have pretty good amount of ram if your level is heavy. definitely standalone mode in swarm agent. also, there's a small plugin Compiler Booster, people say it speed up about 30-40% but never checked
I do have swarm set to standalone but, still takes ages
understandable, check out that plugin it's on marketplace and cost some pennies
worth to check
I dont want to be building lighting for days π¦
@hidden aurora i used 4 computer to help me build lighting
Well I dont have 4 pc haahah
@hidden aurora also if is just a test, go on preview mode
and unthick cast dynamic shadow
also u have lightmass importance volume?
Yep
your level indoor or outdoor?
@hidden aurora the only way to avoid it, buy rack with 5-10 servers dual xeons
Thats a big no no
@hidden aurora then your process will speed up
can i see your level
send some screen shoot
im building lighting too atm XD
Cant wait until UE5 came out
no more baking lighting
π
why does rebuilding lighting mess up all of my lighting lol
none of the shadows are proper and it does not look like it should
@rough knoll ss?
anyone wanna help me make rocket jumping in my game?
i would like to learn how, but as u might see from my question in blueprint channel.. i won't be any use to u.
Are event dispatchers expensive to run?
@honest crown If you want help with something on the internet, you should learn to ask pointed questions, no one wants to spoonfeed strangers
@honest crown basically have to apply forces, so when the rocket or object explodes (you do this by creating a collision boundary for the object, and when the object collides with a wall, it explodes) .
after the explosion, it creates a radial force and that affects your player to move in a certain direction. as long as simulate physics is enabled this is doable with character pawns. please check this for more information Unreal Engine 4 Documentation > Samples and Tutorials > Content Examples > Physics Content Examples > 1.3 - Radial Force / Impulse
Does Anybody know how to turn off the beeping sound in the editor
So if Im making a drivable boat, what type of Blueprint do I use?
@devout pawn either attempt to rebuild the items, or you can edit the uproject files to exclude the missing modules (modules or plugins section of the file. open it using notepad).
I disabled all plugins and modules but when I opened the uproject it just crashed
@glass dirge UE4-OceanProject on github contains buoyancy code
@devout pawn please check the crash log dump file.
wheres that at
IDK how to properly Import stuff from Github.
@glass dirge if you go to the repo, there's a button that says download zip where you can download the project files to your computer without using git clone on the commandline. i also advise getting git installed first before trying it.
Also I didn't ask about buoyancy, I asked about what am I supposed to use for vehicles.
Like Pawns, Actors
@glass dirge UE4-OceanProject has code you can use for a water-bound vessel like a boat in that github repo though which is of class pawn
@plush yew Is it the .log file?
Assertion failed: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp] [Line: 3234] Failed to load UnrealEd Engine class '/Script/DeadByDaylightEditor.DBDUnrealEdEngine'.
that's the error I get
@devout pawn ```The editor session log file for your Unreal project is located at Engine\Saved\Logs\UE4.log.
The crash logs file for your Unreal project can be retrieved using the command: %USERPROFILE%\AppData\Local\Microsoft\Windows.```
yep you have to disable the plugin by removing it from the uproject and trying to re-build it in visual studio or trying to open it in a new version of unreal by copying the project over.
you want the second one right?
seems liek the plugin is still included in the uproject
I set everything from 'true' to 'false'
wouldn't hurt. cut and paste it to the desktop or something
make sure to back everything up before you do anything
same error
in that case you have to open the sln in visual studio and rebuild the project with the current engine version
or generate the visual studio project file and try rebuilding
it's not a visual studio file
at least I don't think
says it doesn't have any source codes
It's a BP file
@devout pawn try to open the uproject with a different version of unreal or try to re-add in the modules and re-compile with visual studio. some modules may have c++
if you removed the modules from the uproject it should no longer be giving the error.
I tried opening w/ 4.21 and still same error
I removed every module from uproject file and it looks like one of them is a dependency
keep the modules that do not show the update error
you might want to try stuff out for an hour or so and get back if you don't mind please?
huh?
@devout pawn i had this error before, and by removing the plugins it solved it in my case. if this is not working for you, i recommend looking this string up the following modules are missing or built with a different engine version in search. i hope that helps. you might also try #plugin-dev
Hey all. Anyone know of a cheap way to add a custom collision mesh to a BP at runtime? I just want to spawn one triangle where I control the vert positions and something that can detect overlap.
I found that it's possible to do by adding a procedural mesh component but when I enable collision generation I get substantial hitches.
how do i import an fbx file and the textures that are for it
Why is it so hard to find tutorials on how to make stuff, its always "download this project and use this project" I want to make my own stuff
yeah ik but how do I import the textures with it
to automatically work
and not have to manually put each one on it
@deep basin can't you have a hidden mesh that you add as a static mesh component and assign as a collision object in your blueprint for the asset? is there any need to spawn it at runtime like this?
@plush yew Thanks. Unfortunately yeah, I'm driving some bones on a skeletal mesh, so the final shape isn't determined until runtime. Thought about using colliders in the physics asset but it's hard to get consistent coverage.
could you have a copy of the skin mesh, except slightly displaced outwards and assign collision to it? that or attach the colliders to the joints and enable or disable the collision property as necessary?
oo, i wonder if there's a way to generate a static mesh from a skeletal mesh's shape, once I have the SK where I want it
π
@radiant jasper you can import textures and create new materials in FBX Import Options or you can use datasmith for more advanced pipelines
is there any way to speed up compiling C++ in UE4?
why is the entire project compiled each time, even on just change in one line of the code?
@balmy tide might be out of the scope of your question but our team uses a distributed solution like incredibuild - https://www.incredibuild.com/
well check it out. I don't get why UE doesn't implement anything as such in native so that you only need to compile one class at a time
the same way you do for Blueprints
if you change a header file, generally a lot of classes will need to be recompiled to account for those header changes.
are you using Unity Build?
It does the same if .cpp is changed. each time hot recompile is done. btw what do you mean by Unity build?
@balmy tide In your compiled Unreal Editor go to Compile -> Recompile Game Code or press Ctrl+Alt+Shift+P. It will only recompile changes not the whole source. found that unreal forums online (uses an earlier version of Unreal though - and you may have had to built unreal from source to get it to work. not sure about that though the hotkey might still work. worth a shot.)
the option doesn't show in the normal ue and the hotkey doesn't work either
@balmy tide try to enable live coding (Live Coding will patch individual functions without requiring any special consideration for object re-instancing, making it much more reliable and scalable for large projects.)
if this does not work keep in mind you can use batch files to automate the build process. i pasted some scripts in #cpp a little while ago that may be of use to you if you want fast recompiles of your project. that way you can have a cycle where you dev something, and then periodically rebuild automatically using batch scripts.
Anyone know how to make an Airship? Or where I can find where to learn?
Like the model or the actual coding?
I'd assume you just use an actor BP with the airship as a mesh
actor or a pawn?
Thinking actor, it's been a while lol
Cause I wanna make something similar to Sea of Thieves but with Airships
When you press whatever button to get it in, change the controller & possess actor to the airship
Look up a vehicle tutorial, my explanations are kinda bad at 12am lol
they always give me cars
And any "hover" vehicles there are are like hover crafts, not like a boat. And boats always require u to download a project or use water
How can I disable unreal editor sounds?
may I ask for some help on this
its playing CompileSuccess_Cue
even after I disabled it in this check box
so we got a bunch of people workin on stuff for our game but our only programmer feels a bit lonely so ive come to seek for more helpers if they're interested 
Has anyone experienced a Variable... corrupt? Or go bad in a BP.
This variable is loaded up by default with all values, and when being asked by the ForEach it returns nothing. There is NO other place in the project that touches that to set it. The fix was to use a Make Array and confirm it worked. Then I deleted it, readded it and it worked again.
Thats pretty scary to think a variable can corrupt.... 4.25.3. Happened in .1 as well just didnt look at it until now.
@brazen narwhal Post something on the #looking-for-talent π
how do i do that
im new lmao
@marsh swallow how do i do that
its locked for me
^_^
Gentlemen, I have successfully created the base framework for my node.js authentication and authorization API in node.js for my UE4 project. Now, I just need to build out the login form functionality to test implementation.
Might anyone recommend a tutorial, guide or walkthrough for building a login form that sends API calls via HTTPS and for which I can store a standard session cookie? I figure the session cookie component would be easy to build myself, simply save the cookie to a local file for the user.
You could probably just hold it in memory too if you don't need it to persist across game sessions
Anyway I don't think it should really be very complicated to do this. You'd just have a UI with the relevant input fields, and have them call some actor that handles the logic. Maybe have some events on the handling actor so that you can react appropriately based on whether login worked or no etc
with the multi-user editing plugin, can you run it on a dedicated server?
was looking to see if I can run a dedicated server and my friends who are helping dev a little game could connect through that
so far we just use a VPN/proxy server so we can avoid port forwarding
who can help me my game wont launch
I'm interesting in installing UE 4.25.5 but when I hit plus next to "engine versions" I do not see it listed as an option
The latest I see is 4.23.1, even though I have 4.24.3 and 4.25.1 installed.
how on earth do I download UE 4.25.5?
@exotic thicket You got any thoughts on this? This seems like a very basic question but for whatever reason I see absolutely nowhere to install the latest subversion of UE 4.25 and googling reveals 10 pages of articles of people saying "Cannot install Unreal"
Just generic nonsense, nothing about a specific subversion not appearing as an option to install.
Is that even released yet?
Is it not?
25.3 is the latest I have
Ok, well I'd be happy to use 25.3
But that isn't present either.
And apparently there are 10 billion 12 year-olds using this platform because if you google these issues you get endless pages of generic "Epic games launcher wont' launch" posts.
Nothing whatsoever about a specific subversion not appearing, otherwise I wouldn't bother the channel with what I assume is a very basic question.
Haha, this is true.
A very good point.
Where is the new subversion supposed to appear?
anyway unless you have some specific bug or feature that's in the later versions it seems you should be fine with 25.1 too
for me it was just offering an update button on the engine versions
Well 25.1 apparently has a few flaws, I'd rather update to a later subversion.
Yes, I see it.
Ok, I'm leveraging the update button.
That's hilarious.
It's not the + button next to "engine versions", it's not the "install Unreal Engine" in the upper right
I would assume people would want to have specific subversions installed, I didn't realize they only allow one install of a given 2 tier subversion.
so you can't have 4.25.1 and 4.25.3
Apparently.
That makes sense now though, that's why only 4.23 and below were appearing on my Engine Version install options, since I have 4.24.3 and 4.25.1 both installed.
those are "updates", but the 4.X is an "engine version"
Wonky but I'll take it, thank you.
yeah I think the minor versions are released in such a way that they don't cause BC breaks or such (or at least shouldn't) so you're safe to update
Got it.
The man with two handles.
Hi; My editor has been crashing a lot so I'm trying to Verify/Re-Install, but the launcher thinks the editor is still open when it's definitely not. I've restarted my PC several times, checked the systems tray, it's definitely not open. Any thoughts?
hello guys i can't find the base engine, ini file
I read and I asked google so many times but I can't find this file
can you tell me the directory? thanks in advance
How To use the Automatic LOD Generation system in UE4.
I want to setup the auto lod but I can't do it cus I need to copy rows from the do into this baseengine.ini file
if someone can help me tag me or write me in DM
@plush yew You can use DefaultEngine.ini for that, just in case BaseEngine.ini is inside the engine folder UnrealEngine\Engine\Config
so the direction is engine not in my project direction?
so not this direction?
@sleek solar
that is project folder, not engine
yeah
oo shit I am so big retard-xD
okay now I found the file and opened it, the code is there so I don't need to add it
Anyone have an idea for this? I've managed to re-install the launcher but I still get the same error π¦
open task manager and close all the unreal engines? @vale bone
if it doesn't work restart the pc and try again
it should fix
there's nothing in there, i've restarted many times
i can't verify or uninstall
are there processes associated with the engine called something different?
uninstall and install again the launcher and try again to install ue 4?
i have, same issue
hmm
idk man then, hope other people to help you
okay I found the code and I replaced it for each case but now when I open the project and try to setup the LOd for each mesh and "tick" the custom lod and click then save, it saves and when I close the window and decide to open it back the tick for custom lod is again unchecked :(, why? How I can fix it? @sleek solar
I click this
I click save, then I close the window and when I open the same mesh, it is this:
π¦ π¦ π¦
and I can't optimize the level cus it doesn't save it
What can i do when content is gone from directory folder
I'm felt so silly right now
π
I'm don't want to waste project with redownload
And the game content that missing is about health bar option
My health bar content option
ah bad
it still doesn't save the changes that I do, whyyyyyyyyyyyy
come on
I am fighting with this 2 days π¦
with this optimization
why it doesn't save it π
@vale bone could be a drive permission or partition issue. you may need to run a disk checker utility to make sure the partition is healthy.
I just cleared up the drive, it had 67 gig and now it's got 200 free, that seemed to fix it
@cyan warren your content is stored in ProjectName\Content and you basically usually make backups or manually import into unreal using the import button.
@vale bone ah cool. that's good
can someone help me with the LOD π¦ π
Anyone know if its possible to grab an actors preview thumbnail as shown in the editor?
I realise I can probably use scene target, Im just wondering if theres a more simple way to grab quick previews of an actor for use in a UI
@merry gazelle In the Content Browser, click on the blueprint icon you want to edit.
In the bottom right, click on View Options > Thumbnail Edit Mode.
Then left-click drag in the icon to rotate and right-click drag to zoom.
When you are finished, click Done Editing.
(or you can right click a blue print - > asset actions -> capture thumbnail )
OK cool thanks π
The best way for you is to set a timer, with the lifespan time as the time - some time, so it gives time for the projectile to play the effect that when it fires, a particle is played and the projectile gets destroyed.
how do I add a background to a main menu?
Cant update to 4.25.3 ?
How do i make when the key Q or E is press the character camera rotate to make 180Β° (see behind) ?
I'm facing an issue with materials only working on specific meshes
for example, when working with the Stylized Rendering projects
Hey Guys if there are 2 ppl working on one project Pushed To Github how to garantuee no overwriting will happen when they push ?
if I use the material used on trees, and apply it to a cube or any other mesh, it doesn't work properly
Hi I need help
I try to use mixamo's motion that is converted with blender mixamo motion converter
but motion's legs are drifting like this picture
how to fix it?
okay i know this has to be simple... why is the alpha not coming through in materials?
How do we morph or transform one 3d object texture and mesh to another? Like I want to timelapse an object in sequence that is decaying over seconds? Thank you
Left: Different project
Right: My project
Why in the hell is the time running slower on mine? A second literally takes twice as long to be counted.
When im running the game its sometimes running in complete slow mo
dude do you know where is the brush size in foliage brush tool in 4.25
Here?
hello guys I have problem with my landscape, when I go into brush wireframe mode I see a lot polygons, is there a way to optimize it ?
this map is without any meshes and I have low fps, holly π¦
can anyone help me with my problem sent in #cinematics real quick?
i've waited for hours and...
nothing
same man
don't cry
I can't fix the problem with the LOD for days ...
I have installed the new version of ue 4 to can work with the auto lod system and it doesn't work and save it...
do you have the disappearing landscape bug as well?
no
i mean
it works in normal viewport
and it works ingame as well
but in cinematic viewport and rendered vids / imgs
the landscape becomes invisible
also @plush yew try decreasing the tesselation multiplier value
although your one sounds like a pc problem
we tried this already π¦
bro i mean like
we changed the tesselation multiplier value but nothing
i have a landscape that fills up the world entirely and some other photoscanned stuff from Epic Games and Quixel
still hits 30fps at least
the polygons are so manyy π¦
which graphics card do you have?
gtx 1050ti
4gb
I need to optimize the level for good pc-s not for high end
oh yeah
maybe disable the tesselation entirely
and rely on POM
i've built a custom landscape shader for that
didn't really do the POM part tho
just yet
but yeah
i think it's gonna work
also 75fps is high...
also 75fps is high...
@plush yew not really when you only have a landscape on your level
yeah that part
what does pom from?
15fps π¦
it produces an illusion-trick that'll make things look "displaced"
@plush yew what is the resolution of your landscape?
wait
wait
waitwtatasrsdasddfsfsdf
the texture tiling wtf
you don't need tessellation when your ground textures look cheap...
POM isn't tessellation
what is POM from?
yeah i said disable tessellation and enable POM
read before you say if you mean it
also, do you mean "where is POM" ?
or "what does POM do" ?
for the second one i've answered it already
what is POM from?
@plush yew wdym
POM - parallax occlusion mapping
gives the illusion of depth on a texture
not to be confused with normal maps though (that also gives illusion of depth)
this is the info of the landscape
3061 x 2041?
why do you need that much
and 4what
are you making an open world project?
yes
you guess
π
but I want to optimize it
also I want to make the locations to be in different levels and be loaded with level streaming
but let's first optimize this fucking level
you can try dividing the main level into different parts
and then make them be connected seamless in runtime using level streaming
okay but how I can divide the current level into parts?
up to you.
since you can't chop the level in half lmao
tell me how I can do it cus I have not idea how to do it
I thought that I can do it with chop π¦
xD
for me personally, i'd rather make the indoor ones separately
but with that framerate
this won't do anything
since the big ass landscape itself is a bottleneck
i'm not really sure how to optimize the level either
make the lighting stationary maybe?
but you need insane amount of RAM pool for that
considering the size of the landscape
but i mean like
Cascaded Shadows ain't gonna perform well in a high-poly environment
perhaps use the distance field shadows instead?
@plush yew first of all, do you have any materials with tessellation? if so, what is the tessellation multiplier on them?
also static/stationary lighting instead of movable helps a lot
also you should try lowering texture resolution
disabling the tessellation completely is the only way to reduce the polycount, for now
if you really want tessellation you can leave it on a really low value though
@plush yew are you using movable lights?
i'm guessing stationary but not baked
@plush yew if you increase res on static it doesnt look too bad (also stationary in a way can be baked lighting with dynamic shadows only on movable objects)
I can't find the materials of the terrain
How do I give a button an outline?
Whenever I try to do it, it appears to load in UE4's spritesheet
this doesn't work
hi i have a game object in my scene which houses the audio however once i leave its radius from the ambient collusion while it does fade out it doesn't fade back in or play again once i go back to that area.
@rocky radish i mean lowpoly displacement
and i can't find the asset π¦
is there other way to find it?
i know about the resolution trick already
@rocky radish i mean lowpoly displacement
@plush yew oh
and i can't find the asset π¦
@plush yew what asset?
yk what
that's bc you don't have any layer info
lmaop
you have to click on the plus button first
and then use the zoom zoom
@plush yew if you mean the landscape material its on the details pannel
yeah click on the plus button
these materials I can't find them in the content folder
@plush yew if you mean the landscape material its on the details pannel
@rocky radish no I don't mean
materials? these are layers
these materials I can't find them in the content folder
@plush yew they're in the landscape material
they're layers not materials
you can only select the landscape material itself
this is how i have the auido set up is there somthing i am missing?
#audio .
will ask there sorry for asking in the wrong chat
np
Does anyone know a good video for a tutorial on ghost-trails (in blueprints)?
Hey guys, somebody know or have got tutorial how can I import skeleton from UE4 to fbx character what I found in internet? Thanks
Hello. I am learning UE4 by watching some tutorials and had a question. What is the difference between the construction strip and the event graph? when would you use the construction strip? Thanks!
Construction script runs at editor time and when objects are spawned
I just got a project from a friend and when I try to launch it says this, how can I fix it? When I try to rebuild it says can't rebuild
I am using the right version
Hm...Can anyone test a bug that may crash ue4?
@next badger 4.25?
doesnt matter
sure
while in play - sg.EffectsQuality -1
in the ~ console?
yep
Hi I need help
I try to use mixamo's motion that is converted with blender mixamo motion converter
but motion's legs are drifting like this picture
how to fix it?
taking a while to load sorry
for mixamo it's better to use retargeting in ue4 than blender, as blender can flip bones
@dawn gull no, it's ok, no hurry
it completely froze but is still playing my music
oh...ok...then you probably will see shaders compiling soon, you can set it back to 5 (epic)
How do i make when the key Q or E is press the character camera rotate to make 180Β° (see behind) ?
I don't get it. When I do a Print, it prints once, but when I replce the Print with my Function call (that has another print in it), I get the print twice... wtf
oh great, when I do my function call + print, the print happens three times... like, wtf... how can my function call fire twice from one wire?
is it me or this looks bluring and so bright i tried lowering the intensity doesnt work and some of the youtube videos i watched had great quality is there a setting to mess with to make more quality pls tag me thanks
@stone stump try to play with post processing especially with auto exposure
how do i upgrade to 4.25.3 ?