#ue4-general

1 messages Β· Page 815 of 1

hybrid light
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sorry am pretty new

restive eagle
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the way you have now the orient will never be false

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so you need to set orient as false when the branch is false

hybrid light
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ops sorry about that

restive eagle
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no.. try to think like that. when will orient be false in your case?

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you dont have that in your logic

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oh you changed it to false, then when it will be true?

hybrid light
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i want to have it when am not moving

restive eagle
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so when not moving is false

hybrid light
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yeah

restive eagle
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but when moving set it to true

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you need to duplicate the orient

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on both condition

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if branch is false then orient is true, when branch is true then orient is false

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and do the same with yaw

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you could also even avoid using branch but since i cant open my unreal project i cant show you an example..

hybrid light
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so now i copy past the same code and do it for yaw but in reversed

restive eagle
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yup

hybrid light
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even event tick

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since its bad for performance

restive eagle
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this wont have an impact on the performance but its a good practice to use tick as less as possible

hybrid light
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works good now

restive eagle
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if thats what you needed then yes

hybrid light
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only problem is the snap am getting

restive eagle
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if you dont want to use a branch you could dirrectly drag from is moving to yaw/orient but you would need to use "not" for one of the values

hybrid light
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from the mouse input

restive eagle
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snap probably happens when you set orient to false

hybrid light
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yeah

restive eagle
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im not exactly sure what you are doing, since i cant access unreal atm i cant give you any other advice. just thought will give some hints. best i can do atm

hybrid light
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Thx it works like i wanted

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only problem is the snap just need to find a better way to smooth btw the 2

novel summit
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Does anybody know any good photogrammetry companies?

narrow mauve
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Question about optimization. Using the same texture for multiple objects is better for performance than each their own I'm assuming?

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I'm making fence posts in blender and I can make multiple objects occupy the same UV and just export the each post as a seperate mesh that use the same texture..is this a good idea?

open wadi
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Question: Anyone know why my logs generate a NameOfMyProject.log and a NameOfMyProject_2.log? Both seem to be in use simultaneously.

rigid ibex
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I have the awesome UassetBrowser plugin but I have to restart to load it every time I start a new project, Is there a way to make plug-in always load with every project? I tried searching, and asking in plugins channel, but no luck..

agile nova
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hi. unreal engine is ready for ray traycing in games ? πŸ™‚ i have low fps on gtx 1070ti 32gb ram. 8700k...

plush yew
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raytracing can be used for games, yeah. it can be resource-intensive if it isn't optimised well enough

rigid ibex
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ya wait for the new 3000 RTX coming later this year..

gusty dune
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Could anyone recommend any tutorials for making shooter/adventure based levels in UE4 please?

open wadi
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Anyone here leverage VaRest for executing JSON-based calls to a remote API endpoint?

obsidian nimbus
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i did once

open wadi
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My question is I'm using a self-signed cert and I really have no desire to purchase a cert for this internal API endpoint, but VaRest is apparently using libcurl and, according to the UE4 logs, libcurl is rejecting the self-signed CA for obvious reasons, and I can disable this functionality in curl under normal conditions (such as if I was running curl from the CLI) by simply specifying the -k option.

plush yew
obsidian nimbus
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i used it to send json to google cloud functions

open wadi
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Any idea how I might inject the -k option into the CURL statements used by VaRest or should I say fuck it and go purchasing a cert for an internal API endpoint?

gusty dune
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Thanks @plush yew I'll check it out. I've got the mechanics sorted but it's mostly just environment building that I'm lost with

open wadi
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I suppose I'd have to edit the code of the plugin itself, no?

obsidian nimbus
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i dunno, i never had that problem

open wadi
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lol, yes, I"m guessing the solution would be to use VS Code to search the code of the plugin, find the curl statement, and add the -k flag.

plush yew
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I wasn't able to find anything about environment building or level design for UE4, sorry mate. hopefully that helps enough

obsidian nimbus
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im not well known in that area and it just did what i wanted , guess somewhat lucky

open wadi
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Or just say fuck it and buy a cert.

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As If I haven't dropped enough on this project.

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lol

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Ok I'll figure it out, thanks anyway.

obsidian nimbus
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google firebase does have its own tokens but i didnt really use em

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it was straight up fire a cloud function

lofty wave
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I even INCREASED the lightmap res

plush yew
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globally, or on the assets that you're casting shadows from?

lofty wave
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globally

plush yew
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you may want to check if there's a way to increase the mesh resolution for that railing/catwalk thing

lofty wave
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Mesh resolution?

plush yew
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mesh resolution as in, the number of triangles inside the mesh geometry of those railings

lofty wave
plush yew
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.... weird

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that seems pretty backwards

lofty wave
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I already had some weird bugs with building in the past

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Building always seems to break everything

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Glitch everything

plush yew
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maybe it's some sort of shader or postFX technique that's getting applied after build that isn't visible in preview

lofty wave
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It looks even worse

plush yew
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yeah, I have absolutely no clue. my experience with UE is limited especially with lighting

magic jewel
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The reason it looks fine before building the shadows is because the shadows are being calculated differently before and after building

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Pre-Build, even if your light is static/stationary, then what you are seeing is dynamic placeholder shadows

lofty wave
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Yeah theyre cached (I think)

magic jewel
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Post-Build, shadows will be baked

lofty wave
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Yeah baked

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Thats the word

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But what causes my issue?

magic jewel
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Ok. The reason your baked shadows look awful is either: Your Lightmap resolution is too low, or your Lightmap is just awful

plush yew
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ive seen this happening before with other people here often, why does baking cause the lighting to break so frequently?

magic jewel
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A lot of people using the engine are just noodling with it without an underlying technical knowledge of what's going on

plush yew
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myself, for example

magic jewel
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When you bake lighting to make it static, you're baking the lighting information to a textuire

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If the UVs of the object suck, then the resulting lightmap texture will also suck

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similarly, if the resolution is too low, it'll suck

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You can use different UVs for different TextureSets/Materials

lofty wave
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Actually I havent even thought about the UV since the materials are all flat

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I'll try

magic jewel
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Notably, because UVing for Lightmaps is different to UVing for Color

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So, open the Static mesh

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Search for the setting Lightmap UV Coordinate

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Then use the dropdown menu on the header to select that UV channel and display it

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If the UVs look bad, then that's your problem

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You can let Unreal attempt to automatically fix bad UVs for you. To do this, have 'Generate Lightmap UVs' enabled on import

lofty wave
magic jewel
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The engine often does a good enough job, but for things like modular architecture, doing it manually gives the best results

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Yes, that is not a good Lightmap UV

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There is no padding

lofty wave
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Would "Lightmap pack" in Blender also do the trick?

magic jewel
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Reimport the object with Generate Lightmap UVs on and the engine might do a better job

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I don't use Blender but I imagine if you flatten map the object and then use Blender's lightmap pack then it'll give you something usable yea

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No overlapping UVs for lightmaps too

lofty wave
magic jewel
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(Hence why you use separate UVs for lightmap, and your main textures -- thats why there's options to specify which UV channel to use etc.) πŸ™‚

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Ok, that's a lot different

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What do you mean when you say 'Materials are flat' before?

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Your Materials aren't flat vectors, because there's a brick stone texture on it

lofty wave
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What I meant was that the textures are only a basic color

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(And specular etc.)

magic jewel
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But they have a texture applied?

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Which means you must have reasonable UVs in the first UV channel

inland pivot
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Anyone get this thing where Sky Atmosphere time of day gets stuck at the top of the gizmo (the β€œmidday” position) . Ctrl+L will still show the gizmo but no amount of mouse movement will affect it. It’s fine as long as it does not end up in that position but there’s no way to fix it when it does.

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How about that, it also gets stuck if you move it straight down. Yay.

lofty wave
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I just noticed that "Generate Lightmap UVs" was already checked

magic jewel
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Yeah, having it on isn't an instant fix - when you have Generate Lightmap UVs enable, what it's doing is taking your UVs from the first channel, and then using them to create a second UV channel for the Lightmap

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So if what's in the first channel isn't great, you won't get a good result

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Can you screenshot your first and second UV channels for the object you're having difficulty with?

lofty wave
magic jewel
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Yeah.. You need to assign proper UVs to all objects, even if you're just using flat colours

lofty wave
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Ok should i try simply clicking Smart-Generate UVs in Blender?

magic jewel
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Unwrap the object properly and then bring it into the engine with Generate Lightmap UVs enabled and your result should be much cleaner

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I mean, anything would be better than the above UVs. πŸ‘€

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So sure, try a flatten/smart unwrap in Blender

lofty wave
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Tough I can adjust the angle at which it determines to make a "cut"

magic jewel
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Looks OK. Bring the object into the engine now, with those UVs, and then check the second channel

lofty wave
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Ok

magic jewel
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Not perfect, but much better

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Search for a setting called Lightmap resolution

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Increase it to 128, as a starting point. I believe default is 64

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Next, search for Min Lightmap resolution and increase that to the same value as above

lofty wave
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While trying to come up with a fix earlier I already set it to 512

magic jewel
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Then, hit the 'apply' button in the build settings dropdown for the object

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Ok, you can leave it at that - but that's quite high for a single piece of geometry - but it can wait

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Search for Minimum Lightmap Resolution setting

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Change it to like... 256 or something

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Then hit the Apply button -- Think they're both in the Build Settings dropdown menu

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Then look at the second UV channel again - you'll notice there's less padding

lofty wave
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I set it to 128 now...

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Ok

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yep

magic jewel
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Yeah - That's a good looking lightmap

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Save All, then build lighting

lofty wave
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Should I try to build the lighting now? Ok

magic jewel
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Under the Build tab, set your Lighting quality to something like Medium/High

lofty wave
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Its on medium

magic jewel
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Preview will always look ass. Preview is for when lighting artists working in highly static environments need to quickly iterate on changes

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The result should be nice and crisp

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If you press Alt+0 you'll be able to see your Lightmap density in the viewport

lofty wave
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Uhm....

magic jewel
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Green = Good Red = Bit high Blue = Too low

lofty wave
magic jewel
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Yeah - That's much better than before, when they were completely* broken?

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This is where you can increase the lightmap resolution

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So if that isn't good enough for you, bump it up to 256

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Remember, it's being baked to a texture - so if the texture resolution isn't high enough, it'll look pixelated just like with any other texture

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It also depends a lot on the type of light you're using

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In my experience, Stationary lights look more crisp than static lights, even though both are 'baked' on static objects

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IIRC Stationary lights combine a baked texture with a very low cost realtime sample which is why you can only have four nearby

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Also, you're still on medium settings

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Bump lightmap res to 256, up Lighting quality to high, and it'll look sharper

lofty wave
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Also thank you so much for all of your advice

magic jewel
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Np

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How big is this object..?

lofty wave
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How big is this object..?
About as big as a car

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If you mean size

magic jewel
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You might be justified at 512 then

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Make sure to bump the min. lightmap resolution up and hit apply again to rebuild the lightmap, to account for your increased res

plush yew
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you guys are doing an awesome job with this

lofty wave
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It doesnt really make a difference from the few before

magic jewel
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You can try increasing some of the Lightmass settings here to improve the light bake quality as well

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(As you're probably figuring out, technical lighting is a lot of number tweaking)

plush yew
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what is the difference between baking and cooking?

magic jewel
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Baking is typically known as rendering something onto a texture

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Cooking is where the project is built into it's executable/shippable version, wherein assets are often compressed and any unused assets are discarded

lofty wave
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Isnt baking also when you have for example a physics simulation that you want to turn into a keyframed animation?

magic jewel
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Maybe, generally it's just used as a way to say reprojecting/storing something in a cheaper format

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Settings like those might help tighten it up

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You can also use view modes to try and figure out what's wrong

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Including Alt0 to view lightmap densities

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It might also be worth you opening some sample scenes and looking closely at shadows in those

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I don't think the result you have is bad, per se, especially if your camera is 3rd person

lofty wave
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Alt + 0 doesnt seem to work for me

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It does nothing

magic jewel
lofty wave
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Oh wait

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I used the numpad

magic jewel
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You'll probably have to be in the viewport, for viewport shortcuts to work too

lofty wave
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ok the building time is way longer now

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I'll report back when it's finished

magic jewel
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Yep. Increasing lightmap resolutions, upping build settings, will quickly start to get longer

lofty wave
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I assume its because of the lightmaps?

magic jewel
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Yes - basically what's happening is some of your UV shells are in the middle of a pixel

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The ones which are snapped neatly to pixels will look cleaner

plush yew
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@magic jewel do you know much about flight models? as in, how one would work in UE?

lofty wave
magic jewel
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Know nothing, sorry -- I'm an environment artist

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It could also be that the UVs for some of those beams are squished

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Since you did use an auto unwrap method

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Which could have easily unwrapped some better than others

plush yew
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alright, thought id ask. you seem REALLY good with what you're talking about at least

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also hot damn those shadows look amazing

open gorge
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those look super clean

magic jewel
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You could try switching to stationary lights, too, presuming you're using static atm

plush yew
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Hello is there a way to change the engine background color so it isn't black/grey etc?

lofty wave
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AFAIK no

magic jewel
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Your scene appears to be outdoors too? This is just an exercise, I guess, but with an outdoor scene on current gen it's completely acceptable to use a Movable Directional Light for your Sunlight

pliant rose
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morning..dont waste highnes..

magic jewel
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Or a stationary sun, if you don't need time of day and don't mind being limited to 3 stationary lights overlapping instead of 4

pliant rose
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my volumetrics meshes and lights fading over distance.. what setting increases that distance?

lofty wave
magic jewel
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I would go back into Blender and have a look at the UVs. Relax them to make sure nothing is stretched/squished

lofty wave
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I'll try the Lightmap Pack now

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my volumetrics meshes and lights fading over distance.. what setting increases that distance?
@pliant rose If youre using a Exponential Height Fog this should help
Its under the section "Exponential Height Fog Component"

pliant rose
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@lofty wave Greatful! Played with it long time ago but: 0 to start how about end distance number.. is it related to world distance?

magic jewel
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It's not the pack, per se, it's the unwrapping of the shells more likely

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You can try and see if it's fixed it though

pliant rose
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number too large

lofty wave
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Do you mean "Fog Cutoff Distance"? @pliant rose

pliant rose
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@lofty wave got it, in volumetric Fog

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its getting hot in my room

lofty wave
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Now that I think about it I know why some lines are thicker than others

open wadi
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Ok I'm officially annoyed - I'm attempting to make a simple HTTPS POST to my node.js-based API endpoint, and I see that it's hitting my server properly, but it's not working, and the reason, according tot he UE4 logs is this: [2020.08.09-00.18.15:758][296]LogHttp: Warning: 000001E185830100: request failed, libcurl error: 60 (Peer certificate cannot be authenticated with given CA certificates)

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At first I was using a self-signed cert for the endpoint, fair enough, I just went and purchased one and I'm still receiving this error.

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How the hell do I determine what CAs VaRest / libcurl trusts, or otherwise how the hell do I disable CA checking (which could be done via the CLI, if I was simply using curl that way, via the -k param)?

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I've deployed many PositiveSSL certs on websites without CA validity issue for normal web browsers. I have no idea how to determine what CAs libcurl likes. I'm building this on Windows if that's of use.

lofty wave
magic jewel
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Did you Relax the UV islands?

lofty wave
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What do you mean by that?

magic jewel
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You can't rely on automatic unwrapping to generate a good set of UVs

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Might be called Minimize Stretch in Blender

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Relaxing UVs is to remove distortion, and make them all more uniform

lofty wave
pliant rose
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u guys answering so many questions..

magic jewel
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Can you share the FBX/Obj file for the object?

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I'll try unwrap it properly quickly to show you

lofty wave
pliant rose
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most of the answers come from Epic games employees? or higher level users that do not work for epic?

magic jewel
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Most of the server's occupants will be hobbyists; some professional, and a few Epic staff use it unofficially

open wadi
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lol, most people here do not work for Epic, no, if anyone.

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I've been here for a couple months, there's one or two people that really know their shit across the board. MathewW is one of them.

narrow mauve
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Anyone know what this is all about? Using splines to create this fence..but every new mesh on the spline is slightly offset ahead of it. I use it for roads all the time and never had this issue..I can't figure it out. At first I thought it was the origin of the mesh but that wasn't it either

pliant rose
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fair.. so it is purposely generated self evolving organism.. morphing within the Dimension of CyberSpace.. Recently most of information on web is clutter fu so feeding curious mind is hard.. but learning UE4.. No problem..

lofty wave
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I think I'll go now
I'll try some things tomorrow with a fresh mind
Thank you for your help @magic jewel

rough knoll
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I bought a build system from the marketplace and i have a slight issue. I need to use LMB to place things, but i have LMB as Fire for my shooting system

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how do i turn off the shooting system LMB and turn on the build system LMB

narrow mauve
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Omg. I know what it is..

magic jewel
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@lofty wave I've relaxed the UVs on that model, so if you import that it might Lightmap better

plush yew
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so i've given up trying to change appearance does anyone know how to fix this? i clicked reset and it still like it. hurts my eyes just looking at it

open wadi
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If anyone is curious, I figured out the issue.

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For my libcurl problem.

plush yew
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use grid was ticked

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should of been off

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phew

terse pawn
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Having some trouble understanding how Instigators/Owners work. Ideally I would like to call a method or update a property of the instigator/owner, but I can't seem to determine proper usage and nothing I've tried works. This is in C++ by the way.

devout whale
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What do you guys think are the main required plugins for a game, such as the gforce now screen recorder and such on

rocky radish
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What do you guys think are the main required plugins for a game, such as the gforce now screen recorder and such on
@devout whale depends on the game

devout whale
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Just a fps game or something similar tbh

storm lake
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the first one is someone elses screen

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mine doesnt show that hierarchy button, why?

rocky radish
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The first one is in the widget editor

rough knoll
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I bought a build system from the marketplace and i have a slight issue. I need to use LMB to place things, but i have LMB as Fire for my shooting system
how do i turn off the shooting system LMB and turn on the build system LMB

storm lake
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oh, how do I open that?

rocky radish
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oh, how do I open that?
@storm lake by making a widget bp and double clicking it

storm lake
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ok thank you I'll try πŸ™‚

rocky radish
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Np

storm lake
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is it in bluprints?

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I dont see it

harsh ivy
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By chance anyone know where the landscape edit tools for unreal are in the content browser. I want to add them to my player character.

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@storm lake right click in content browser to create it

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then user interface

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then widget

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or add new button

storm lake
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oh, thanks

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got it now

harsh ivy
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np

unreal sonnet
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I really hate how I can spend thousands of hours making stuff in UE4 only to feel completely helpless and ignorant when I run into a basic C++ problem, like include paths getting messed up because of plugin dependencies and usage. I never learned how to do this, and I feel like the more effort I put into it, the worse everything gets.

storm lake
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how do I make an image snap to grid when resizing in widget editor?

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the grid only works for moving so far

icy egret
plush yew
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Hello there

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I'm making a simple 3D platform game and I'd like to when we jump over one specific platform, this one flattens (then comes back to its initial shape when the character leaves the platform). Is it possible ?

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I checked some tutos about the soft bodies physics but I'm not sure if it is what I need... πŸ€”

harsh ivy
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maybe instead of physics just use animations that trigger on collision overlap events

fresh oasis
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Anyone familiar with any Unreal projects that dynamically generate their worlds at runtime as defined by file input, for example maybe using heightmaps and also maybe JSON for defining object generation and placement or anything like that?

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There's a project I've been bouncing around trying to figure out how to get started which would involve heavily user-created worlds and content.

harsh ivy
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Check out the voxel plugin

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nevermind dosent do it by file

fresh oasis
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huh neat

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Well if it can serialize and make the areas persistent that'd be fine too

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I was just using those as examples

harsh ivy
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okay yeah it will work then

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I'm using it now to get my dog to digg

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you will need the pro tho to spawn objects with the terrain though

fresh oasis
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There are other things I would integrate maybe with JSON like paths for stuff but that may solve my terrain problem

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hmm the Pro features could be helpful too, will have to play with it and see

harsh ivy
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yeah looking at it now and with pro you can import heightmaps

sudden bridge
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hello

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how is everyone

harsh ivy
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great!

sudden bridge
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good good!

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I'm new to unreal

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hoping to make some cool games 😎

fresh oasis
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Though with voxels, how can that run well with very large worlds? I'm not too familiar with how Voxels work technically but I imagine it to be pretty intensive

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huh nevermind, I see now on the homepage

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Because what I'm looking to make could be in the 100+km range of length, if not more

harsh ivy
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Yeah voxel mixed with the new sky atmosphere in 4.25 can do that

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So my dog is currently digging, good night!

unique timber
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what does it mean when i try to package with debug configuration: "ERROR: Targets cannot be built in the Debug configuration with this engine distribution."?

eternal rain
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I was recently advised that I might have to watch how high a spec level I require for my game. The PC I'm developing it on was put together 4 years ago (16GB RAM, i7-4790, GTX 980 Ti card). Say my game comes out 3 years from now: will most people likely have the power to run it? Or should I seek out testers with lower specs when it gets closer to coming together?

plush yew
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@eternal rain can always check steam hardware survey for common configs. also Unreal Engine 4 Documentation > Get Started with UE4 > Hardware and Software Specifications

~3 years should aim at mid to mid-high tier. high tier is not necessary.

eternal rain
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got ya. The game is still in its 'Pet Project' phase, with me as the only developer for now. A lot will have to happen if it's to become a real game.

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Thus, I can see it not really being ready for another 3 years

plush yew
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@eternal rain I'm the only developer for 5 games total, all owned entirely by me. But my system is then again i would say high spec.

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Because I want to be able to experience the games, and other games I play for inspiration, with high fidelity. It's more developer experience, right? Why invest in mid spec hardware if you want to truly enjoy it.

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Is the budget an issue?

eternal rain
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So you've got some experience with these things

plush yew
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If not - I would say save. Save and invest.

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A little bit πŸ™‚

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If working on Unreal for many hours a day and not having friends because of it counts? :X

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I like lots of things though. I'm not singularly focused on just UE. Still though the sheer volume of time spent is likely up there.

marsh swallow
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@plush yew 5 games. damn. are they all smaller games or are any of them larger more complex mechanics like an RPG style?

plush yew
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They are all fully fleshed from concept. 2 are unity titles based on unity asset store templates , but the templates have been fully extended with custom graphics, and a fair amount of C# (3.5K lines).

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The other 3 are all Unreal. Loving it. One of these three I am beginning officially today, it's in concept / early alpha using the gameplay ability system i'm super excited to test out.

eternal rain
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Budget might be an issue if I really try to go big. While the specs above are what I mainly use, I picked up a new laptop recently so I could develop while (half-heartedly) watching TV shows. Laptop has an i7-9750-H; 32 GB ram, RTX 2060

plush yew
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@eternal rain I've consistently done the following. Upgrade the rig to latest hardware, bid off previous gen hardware on ebay. you avoid capital loss that way.

also super important to look at pcpartpicker and sales rankings elsewhere to optimize cost to performance. look at places like gpu / cpu benchmarks. might help to benchmark some of your own system stuff with software to do so:

benchmarking (cpu, hdd, gpu,network): cinebench, crystaldiskmark, hdtune, fio, 3dmark, valley-benchmark, heaven-benchmark, iperf3

unreal exec times stay optimized, and everything works well this way.

eternal rain
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My real budget questions are if I need to hire people to make 3D character models, which my game will need lots of.

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For now I'm just working on making it mathematically functional

plush yew
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If you do hire, i recommend paypal. avoids international wire transfer fees / has great cashback

eternal rain
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I do use paypal for things.

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As it is, I can probably only offer revenue share, contingent on the game going commercial.

plush yew
#

@eternal rain I've helped a lot of people with CPU builds. Saved some capital cost for them. if you have questions later, DM me. I'm available.

eternal rain
#

I'll keep that in mind when I think a need a new PC.

#

I'm just relieved I finally got a way to show a bunch of Menu Items without an Event Tick; I might re-fashion a bunch of my menus in light of the discovery

plush yew
#

Tick is very expensive, yes. You making sure to use stat game commands to check tick execution times right? (some great content on tick and exec times - Blueprints In-depth - Part 1 | Unreal Fest Europe 2019 | Unreal Engine the talk by the great Sjoerd de Jong on the Unreal Engine youtube channel

eternal rain
#

I'm not familiar with stat game; that a debugging tool? I heard about one

plush yew
#

press tilde (~) while in a level or blueprint and type stat game and observe the viewport window. works with other commands too : Unreal Engine 4 Documentation > Engine Features > Performance and Profiling > Stat Commands

eternal rain
#

ok

kindred venture
#

I really can't make my mind up at this point

plush yew
#

@kindred venture both are good

#

might consider deploying for both systems.

#

as i've done

eternal rain
#

Quick ?: How do I turn it off?

plush yew
#

type stat game or stat again in console

eternal rain
#

ah ok

kindred venture
#

Don't get me wrong the graphical and performance side of ue is just amazingly good but C++ and awful build times puts me off

plush yew
#

same here when i started. so i made a blueprint project, and then added a cpp class and simply compiled to enable C++. you don't have to use cpp when you start out and blueprints are very powerful and fun to use so you can use those.

eternal rain
#

As mentioned, I disconnected the Event Tick, but now I'm curious. I'm thinking I'll leave the nodes there disconnected and maybe do a comparison test later with the stat game

plush yew
#

yep that's the right use case. you can hold average ms values in that way and see which node execution flow works best

kindred venture
#

You may disagree but I'd encourage someone to learn the language instead cause languages like c# for unity or C++ for unreal can be used in so many fields outside game deving

#

Very good skill to invest in

plush yew
#

yep i use C++ as well.

#

good stuff

kindred venture
#

indeed

plush yew
#

i kind of have to build the engine since i have a dedicated server for one of my games.. so

#

i'm also gameplay abilities and have some custom stuff in there

eternal rain
#

I learned some basic C++ in college, but the kind used in UE4 just seemed too different for me, so I said '* it; I'll make things with Blueprints'.

kindred venture
#

But out of the two i'd choose c# anyday which unity facilitates

plush yew
#

c# is more forgiving for sure.

#

more implicit code

#

then again C++ is lower level and therefore you have higher cpu optim there.

kindred venture
#

I don't wanna regret not choosing UE4 instad of unity 2020

plush yew
#

choose ue5 in late 2020? that's coming soon

kindred venture
#

then again C++ is lower level and therefore you have higher cpu optim there.

Yeah c++ can be upto 50% faster then c#

plush yew
kindred venture
#

Something that in the long run will help your game alot

#

Is there a road map for ue5

plush yew
#

@kindred venture it's mentioned in Unreal Engine for Next-Gen Games | Unreal Fest Online 2020 on the Unreal Engine youtube channel at t=1818s (30 min 18 seconds in the video)

#

great watch

kindred venture
#

thank you

#

We can thank the 10yr olds on fortnite for funding this beautiful technology buying vbucks and emotes.

storm venture
#

hey so im testing networking with a friend using standalone in editor, i use ?listen, he connects, it works, but its disgustingly stuttery. is it because of standalone? i dont wanna do any builds tonight to test

dense hatch
#

it shouldn't be because of standalone, to my knowledge

storm venture
#

well thats worrisome, the animations were about 10 fps

dense hatch
#

i'm not the most versed in networking but i will give my two cents on what i speculate, until someone who knows a little more can help
are you not doing all of those animations on local client? the way i am interpreting the animations, i'm guessing you are doing the animations on his side and then passing along the result via network, but how i understand game networking is that the polling rate is typically lower than the framerate and then each client handles interpolation of transformations and animations

open gorge
#

what is your net update frequency set at?

#

do you see the same thing if you test by yourself locally?

storm venture
#

@open gorge local testing looks good, net update is at 100 with a 2 on min

open gorge
#

so the stutter doesn't happen on local tests at all?

storm venture
#

well theres maybe a slight slight amount, but nothing more than i would expect in MP

crimson marten
#

what's going on

hard reef
crimson marten
#

ooh okay

#

hope to see what it becomes

hard reef
#

hopefully i can make it exact to how i want. im quite new to Unreal Engine so its a long process

crimson marten
#

well all I know how to do is spawn cubes and image textures XD

#

starting to learn though

open gorge
#

@storm venture a slight amount is to be expected on one machine, especially with a number of other processes running at once + 2-3 instances of your game running at once

#

it may just be your net

#

or your friends net

#

Β―_(ツ)_/Β―

#

You should try running 10 at once, that really bogs my machine down lol

hard reef
#

im hoping i can get the ps1 shaders to work after ive done with the basic mechanics. its a simple game, but i want it to mimic the original game from the ps1. it might not make sense, but once its all together it will

crimson marten
#

are you making like low poly models too

hard reef
#

yeah, i make a lot of low poly work. im making a mod for an N64 game, but i may move it to unreal engine if i can recreate ZeldaMM/OOT type feel. here is my wise tree. basically my version of the deku tree.

crimson marten
#

I love it

open gorge
#

are you planning on publishing this stuff?

hard reef
#

since its a zelda mod i try to reuse the sources like textures. other than that, everything like music, models and code is custom.

open gorge
#

Nintendo can be uhh kind of mean

hard reef
#

if i will change any IP

open gorge
#

yeye

#

don't want you to pour your heart and soul into a remake of zelda (as cool as it would be) only to be met by a cease and desist lol

hard reef
#

but if i move to unreal engine, i would just swap out any textures or NPCs that relate to it. ha πŸ˜‰ well, thats why you keep it all behind closed doors and release a patch for the game.

open gorge
#

have you seen the UE4 OOT version?

hard reef
#

like ThirdQuest and The Missing Link mods, those were worked behind closed doors. Third Quest still is, im working with the team. we release a patch when its ready.

open gorge
#

it's pretty cool

hard reef
#

eh i know the guy behind the HD remake

crimson marten
#

Nintendo is kinda annoying XD

open gorge
#

oh cool πŸ˜„

hard reef
#

but ye, modding can be hard since you're limited to a maximum of like 1,500 polygons on real hardware.

crimson marten
#

how do people even figure out how to reverse engineer games to mod them XD

hard reef
#

this Buddha took a while its a temple entrance for a cistern. haha well, its taken to many years. we've got custom cutscenes. hopefully i can mimic everything in Unreal engine because thatll mean i have no limitations

crimson marten
#

how'd you get the textures for it

hard reef
#

i actually have the statue with me, i made it and took pictures then i split up the pictures into textures and basically wrapped it round.

#

heres a screenshot of the face texture

crimson marten
#

very nice

#

I think I might start with trying to make a 2D game in GODOT instead

hard reef
#

whats GODOT?

hard reef
#

oh wow that looks so nice

crimson marten
#

it is

#

no royalties too XD

#

I wanna learn how to make a 2D game

hard reef
#

ive made a few 2d games back in college. i excel so much in pixel art, i made a giant pumping heart in a forest and it was as good as hyper light drifter (it was an inspiration) but i lost the files. the heart would pump blood around blossom trees while the trees were swaying.

open gorge
#

that sounds dope af

crimson marten
#

mhm

#

I'm just starting college

#

in a week

true isle
hard reef
#

its good. just make sure you have the right teacher. if you feel you cannot connect with them, id ask to change your course around so you have someone else. my mistake was staying in a class where i didnt feel like i could connect.

#

but the final year of college i felt great and was always wanting to stay and do more

crimson marten
#

that's good

untold swallow
#

Hey

#

To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Windows.Game:/Script/UnrealEd.ProjectPackagingSettings

#

How do I do this? What's this basically?

crimson marten
#

jesus I thought you were a bot giving me a warning for a second XD

untold swallow
#

Haha lmao

#

πŸ˜‚

#

Btw Bro do you know what's that ?@crimson marten

crimson marten
#

You know more about this engine than me sorry

#

I'm fresh

#

XD

untold swallow
#

Uh dude I'm into engine Less than 2months lol

crimson marten
#

This is my first and I just downloaded it yesterday

untold swallow
#

Ah okay , got it xD

crimson marten
#

F R E S H

#

do you get me now XD

untold swallow
#

O K

#

Y E S, B R O

crimson marten
#

bro bro bro

true isle
untold swallow
#

Hey anyone who knows much about packaging issues?

#

I'm super stuck, NEED HELP

open gorge
untold swallow
#

I've messaged there since long, like a week but no responses

open gorge
#

oh

untold swallow
#

And it's kinda urgent for me

open gorge
#

I just checked aand saw

#

sorry X_X

#

what's your issue

untold swallow
#

No issues Brother

#

First I was getting a warning saying that derived data cache is slow, then I moved The DDC to another drive,cool ?

#

Now I get something like this

#

LogCook: Display: Discovering localized assets for cultures: en UATHelper: Packaging (Android (ASTC)): LogCook: Display: Inisetting is different for Windows Game /Script/UnrealEd.ProjectPackagingSettings StagingDirectory 0, value (Path="D:/Epic Games/Final_Destiny - Copy") != (Path="D/Epic Games/Final_Destiny") invalidating cook UATHelper: Packaging (Android (ASTC)): LogCook: Display: To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Windows.Game:/Script/UnrealEd.ProjectPackagingSettings UATHelper: Packaging (Android (ASTC)): LogCook: Display: Clearing all cooked content for platform Android_ASTC UATHelper: Packaging (Android (ASTC)): LogCook: Display: Sandbox cleanup took 2.890 seconds for platforms Android_ASTC

#

@open gorge Can You get Something of it ?

open gorge
#

oh

#

android packaging?

#

sorry i'm useless there

untold swallow
#

Uhhh Okayy No issues :) have a Nice Day

open gorge
#

i'll see if I can dig anything up

#

but that LogCook: Display: Inisetting is different for Windows Game /Script/UnrealEd.ProjectPackagingSettings is interesting

untold swallow
#

What's that basically?

open gorge
#

I have no idea

#

i'm researching

untold swallow
#

Ah Mee too

#

If u get plsss ping me or dm :)

open gorge
#

will do

#

have you tried moving that DDC back?

#

that warning is w/e

untold swallow
#

What?

open gorge
#

First I was getting a warning saying that derived data cache is slow, then I moved The DDC to another drive,cool ?

untold swallow
#

Yes the DDC is now in a new drive

open gorge
#

so move it back

#

did you get that error before moving it?

untold swallow
#

No maybe, btw it's not being shown as an error , it's normal log

#

But still the package stops

open gorge
#

well yeah

#

the cook fails

#

try putting it back and see if you still get that warning

untold swallow
#

Ok I'll try :)

rough knoll
#

how do i stop an animation

#

this is a really stupid question but i cant get it

open gorge
#

in what case?

#

like in game?

#

in editor?

rough knoll
#

in game

#

is there a stop animation node

open gorge
#

you should look into setting up an animation blueprint

#

it will save you a lot of headaches in the future

#

basically you can setup variables there that will reference your character

rough knoll
#

i have one for my main animations but i really dont want to go through the hell of connecting every single animation i have into this one

open gorge
#

and you can use a state machine to drive between different animations

rough knoll
#

thought there was an easier way

open gorge
#

well

#

you could always use anim montages for one off things

#

I generally use anim BP's for movement

#

and anim montages for actions

rough knoll
#

essentially whenever you enter the building mode then it shows a building animation and when the key to turn the mode off is pressed again then it turns it off

#

i just dont know if there's an easier way to do it other than state machines

open gorge
#

that's exactly what you would use a state machine for

#

that's the perfect usecase for it

#

you can just switch between 2 state machines

#

1 for regular movement

#

1 for building movement

#

you could possibly just do a blend animation

#

but that can get a wee bit complicated if you're unfamiliar with an animation pipeline

rough knoll
#

do those exist?

#

cause i cant connect 2

rose girder
silent chasm
#

@rough knoll you could try blend poses by bool

near iris
#

hi guys

#

how are u doing

hearty walrus
#

how do I merge a skybox?

#

I've got six faces of a skybox, because unreal didn't want to import the DDS from SpaceScape

random holly
#

Could I get an invite link for my friend please

#

<@&213101288538374145>

snow crown
#

we have a static invite link

random holly
#

Thank you πŸ™‚

wet sphinx
#

how to compile ue4 so its not showing engine version in uncooked .uasset files ? as normaly there is ++UE4+Release-4.XX

hearty walrus
#

what's causing this bug#?

#
Error: Texture import failed```
rough knoll
#

how do i attach particles directly to a skeletal mesh

rancid lynx
#

can anyone else suggest some ideas about walking enemies that dont use NavMesh? i was using collision spheres with physics impulses and line traces. i dont like the idea of pasting navmesh over the entire open world.

frank oar
#

Can anyone please advise me how to set up scale between unreal and blender ?

My first project was a massive pain because I had so many issues wit this.

zenith lily
#

stupid question but does anyone here use UE4 on a WD Blue drive? I'm planning on buying one specificly for UE4 Projects to be on but have no idea if its fast enough for that, UE4 itself would be on an M2 drive

lofty wave
#

@magic jewel After trying it out with your lightmap it still doesnt change
The res is on 512 and the build setting is on high
There is something else that causes this...

toxic ingot
#

Every time I bake this model, it goes black (the material is completely white) and it's been driving me insane for the past 3 hours, most forums say to turn the lightmass importance value to 1 or make a lightmass importance volume but the value is already 1 and I've tried making a volume. Can anyone please help me?

lofty wave
#

You might have a similiar Issue to mine

#

Is that a mesh you made yourself?

toxic ingot
#

I made it in blender

lofty wave
#

Did you make UVs?

toxic ingot
#

I've tried exporting as obj and fbx

#

I didnt actually i'll try now

lofty wave
#

That can cause these things

#

Make sure that nothing overlaps

toxic ingot
#

THANK YOU SO MUCH

#

oh my god I just cheered out loud

lofty wave
#

yw

#

But Subzero is the true hero here
Without him I also wouldnt have known that

toxic ingot
#

thanks @magic jewel

#

god I was troubleshooting that forever

lofty wave
#

Yeah I know that feeling

strong schooner
#

hi is there a workflow in sending blender soft body (rigid body etc) to unreal engine? Or should I just use VICO dynamics? Btw, I just know basic blueprints that is why I wanted to opt for VICO dynamics. thank you

jolly jungle
#

was packaging for windows and got this error

#

UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
UATHelper: Packaging (Windows (64-bit)): Took 0.7699973s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\ewr20\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\UBT-SpaceDefender-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

#

had blueprint navitization on and visual studio was installed and ue recognized it

thin tendon
#

With a scene capture how can I make it only render a single actor and not the whole scene?

lofty wave
#

@jolly jungle Look at the logs

jolly jungle
#

ok

shrewd pewter
#

I cant find an answer anywhere

plush pagoda
#

hi

#

how change player

#

posytion?

untold swallow
#

While packaging ,First I had some warnings like Derived Data cache is slow , then I moved it to Other drive now my logs look like this
LogCook: Display: Discovering localized assets for cultures: en
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Inisetting is different for Windows Game /Script/UnrealEd.ProjectPackagingSettings StagingDirectory 0, value (Path="D:/Epic Games/Final_Destiny - Copy") != (Path="D/Epic Games/Final_Destiny") invalidating cook
UATHelper: Packaging (Android (ASTC)): LogCook: Display: To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Windows.Game:/Script/UnrealEd.ProjectPackagingSettings
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Clearing all cooked content for platform Android_ASTC
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Sandbox cleanup took 2.890 seconds for platforms Android_ASTC

#

Nyonneeee PLEASE HELP, IM ASKING SINCE A WEEK AND I CANT STILL FIGURE OUT

plush pagoda
#

remove your drive

untold swallow
#

What?

plush pagoda
#

delete your driver

#

format it

untold swallow
#

I'm a newbie, I didn't get much, could u explain?

#

U mean to delete everything from my pc drive?@plush pagoda

lofty wave
#

No

#

Dont do that

untold swallow
#

Yes Yes Okay

#

What shall I do ? I'm super stuck

plush pagoda
#

You should.

lofty wave
#

Why?

plush pagoda
#

Either format your drive or reinstall unreal.

#

it'll fix the problem

untold swallow
#

What the heckkk, dude my whole game is ready ! Htf shall I reninstall ?
Sorry if I'm being rude

lofty wave
#

He told you to reinstall UE

#

Reinstalling UE does not delete your project

#

I think

untold swallow
#

U sure?

plush pagoda
#

100%

#

I've helped multiple people with this problem.

untold swallow
#

Dude it's my 1st game! I really fear this risk😭

#

I've worked super hard on it

plush pagoda
#

It doesn't remove your projects..

untold swallow
#

Uhh so how shall I reninstall?

#

Any safe way?

lofty wave
#

Go to the Epic Lancher and delete your engine version

#

Then install it again

untold swallow
#

Ok Would that fix my issue???

lofty wave
#

Well it is reinstalling UE so if @plush pagoda is right then yes

untold swallow
#

@plush pagoda Bro would that fix my issue?

plush pagoda
#

It will.

untold swallow
#

Okay

#

Can you just leme know what's the issue?

plush pagoda
#

There was a bug. But they have fixed it.

#

Not everyone got this tho. Just a few people.

untold swallow
#

But I had installed 4.25.3 just a few days ago

plush pagoda
#

They've fixed it recently.

untold swallow
#

Ohh okay :!

#

Thank You :)

plush pagoda
#

πŸ‘

lofty wave
#

Wouldnt verify also work?

untold swallow
#

I hope My Project stays with me!

#

@lofty wave what bro?

lofty wave
#

I was just asking
Verifying checks the files for errors

plush pagoda
#

Wouldnt verify also work?
@lofty wave I highly doubt that.

lofty wave
#

Ok

plain iris
viral fractal
#

A cow

thin tendon
#

I think your issue here is that you want your character to align to the terrain

viral fractal
#

Or no

plain iris
#

Mooo

viral fractal
#

Some... Panther ?

plain iris
#

Yess, as Slim said

#

Cougar lmao

shrewd pewter
#

Just using splines for the first time. Can anyone tell me how to close a loop?
@shrewd pewter anyone?

plain iris
#

Aha! That got some tutorials, thank you Slim

sinful sage
#

I have a vector array and every time I click to add a new vector its always created at the scene object position. How do I change it to add it at the last added vector position?

thin tendon
#

maybe create first then change it or move it

jolly jungle
#

i connected a switch pro controller to my windows computer, and I went into the controller settings and it was recognized as a controller and everything was working perfectly fine

#

but when i try to use it with unreal it doesnt work

sinful sage
#

I want to create a path but dont want to go back to the starting point whenever i add a new point is what i mean

jolly jungle
#

is there something else that I have to do to get the controller to work in unreal?

grim juniper
shrewd pewter
#

@shrewd pewter in the spline's details
@grim juniper Thanks so much. It was driving me mad πŸ‘

jolly jungle
#

cant find any gamepad settings or anything

grim juniper
#

Does it work like an xbox controller?

jolly jungle
#

i think so

#

it worked with bizhawk (an snes emulator)

#

and when i open up the windows controller settings, and opened up the thing where u can view the inputs, everything seems to be working

#

but i dont have an xbox or ps controller to compare it to

#

this is the only pc controller i have

thin tendon
#

@jolly jungle There might not be any set up by default. I have been doing a fair bit of game-pad support stuff for my project. And seen a bunch of devices that are compatible with Unreal. But I think you will need to create a button event and bind them first.

jolly jungle
#

outside of unreal?

thin tendon
#

I thought you meant inside unreal

jolly jungle
#

yeah i did

#

and i created an input event and bound everything

#

i tried the face buttons as action inputs and the sticks as axis inputs

#

and it seems to act like a standard usb gamepad

thin tendon
#

but I thought you said it was a switch controller not a gamepad why is it bound to gamepad

jolly jungle
#

it is a switch controller that i connected to pc

#

is a gamepad not a controller?

#

the nintendo switch pro controller is the one that looks like an xbox controller and is compatible with pc

#

what is the difference between a gamepad and a controller

grim juniper
#

iirc there's XInput and DirectInput, and it has to be one of those I forget which

jolly jungle
#

?

grim juniper
#

In windows

jolly jungle
#

what are those

jolly jungle
#

ah

grim juniper
#

XInput is what you want I think

jolly jungle
#

whatever windows has as default seems to be working tho

#

it works with everything else except unreal

#

all of the things that support gamepads are working with them

#

i thought that unreal had direct controller support

grim juniper
#

Β―_(ツ)_/Β―

hearty walrus
#

using the advanced cell shader lite from the marketplace, none of the materials are rendering in the viewport

#

they all just display black

#

it's the same when playing

jolly jungle
hearty walrus
#

building lighting shows the world checkerboard material

jolly jungle
#

windows seems to recognize the controller and i was able to use it with an snes emulator that has controller support

#

but its just not working with unreal

grim juniper
#

Might need that plugin enabled?

jolly jungle
#

ok il try that

hearty walrus
#

nvm figured it out

#

turns out the materials are irrelevant, you need to use the post processing options

grim juniper
jolly jungle
#

i have never heard of this xinput thing but i just want my game to work with controllers and this is the only pc compatible one i have

#

ok still not working, il look into xinput

grim juniper
#

You need to setup the inputs with the correct buttons and stuff. Not the gamepad stuff

#

I think

jolly jungle
#

do u need xinput for a usb controller?

cold venture
#

I am kinda like a beginner. I have seen that people say learning both blueprints and c++ is beneficial. How do I implement both of them? Like when I start a project should I select blueprint or c++ and then what?

Sorry if the question is not in the right place.

jolly jungle
#

if ur a beginner, select blueprint

#

it is much easier to start out with

#

and this is a fine place to ask that kind of question

#

back to the controller thing, i just dont understand why its working with other controller compatible applications and not unreal

grim juniper
magic jewel
#

@lofty wave You may just be hitting limitations of static lighting, I don't immediately know of anything else which would cause that. Maybe move the light's position slightly and see if that improves the result, or try Stationary if not already

jolly jungle
#

@grim juniper like i have said many times, it is already connected to the computer and works with other things, just not unreal

grim juniper
#

The thing near the bottom

jolly jungle
#

the light?

grim juniper
#

DirectInput to XInput

jolly jungle
#

oh in the article

magic jewel
#

@cold venture Having a firm understanding of a high level programming language makes it easier to understand what Blueprints are doing, and allows you to create your own functions etc. with a lot deeper control

grim juniper
#

I think what's happening is windows sees something like 'button 1' instead of like 'gamepad face button bottom'

jolly jungle
#

ok

#

i see

#

but then why is it working with other thing

magic jewel
#

If you're an artist, such as myself, it's unlikely that you'd ever need such levels of control or understanding; however, programmers wanting to build deeply complicated systems will benefit greatly from knowing a language like C# or C++ before using visual scripting such as Blueprints. Typically, visually scripting was implemented to build things faster and prototype, or for people like me who don't know a language deep enough - visual scripting simplifies it, but sacrifices fine control

hearty walrus
#

has anyone got advice on making a character from the ground up?

#

I've only got some loose plans, but I want to try and build a character for a game

jolly jungle
#

what kind of character

hearty walrus
#

luckily I can kinda cheat out detail because of ooh fancy shaders

grim juniper
#

Because those other things are setup to use those too, but not unreal. That RawInput plugin should work, but you need to know which button numbers are what and set that up in your project's input settings properly. It wouldn't know what is what

magic jewel
#

Question is too vague @hearty walrus

jolly jungle
#

first person, third person, or top down or other thingy

#

also c++ or blueprint

hearty walrus
#

third person, blueprint

jolly jungle
#

cool

hearty walrus
#

something like breath of the wild, but that's honestly down to shading

jolly jungle
#

are u talking about the looks or the code

#

for the looks, i cant help much, for the code, i cant help much (but slightly more)

hearty walrus
#

looks, really

jolly jungle
#

oh yeah, well im not an artist

hearty walrus
#

so essentially most things that aren't code

#

other than animation, I'm still gonna have to work something out for that one

magic jewel
#

If you haven't modelled a character before, just find a tutorial series on YouTube and follow it

#

There's no shortcuts to modelling anything - most people building photorealistic characters, for example, have years of experience doing it

cold venture
#

@magic jewel okay got it.

lofty wave
#

Actually iirc I already have set it on stationary

rocky radish
#

I am kinda like a beginner. I have seen that people say learning both blueprints and c++ is beneficial. How do I implement both of them? Like when I start a project should I select blueprint or c++ and then what?

Sorry if the question is not in the right place.
@cold venture you can add c++ classes after you selected a blueprint project if you want

terse pawn
#

@cold venture I'm fairly new as well but I've put this much together: you create your base classes, functionality and defaults in C++, expose those properties to the Editor/Blueprints, and then you can have easier control over setting those defaults inside the editor.

For instance, if I want to create a basic Player Character, I create a C++ class based on the Actor class from Unreal. In C++ I then add a camera boom and camera, a skeletal mesh component and a player movement component, and if I want those components to have defaults, I can set them in C++. From there, in the C++ header file I can expose those components to the Editor/Blueprints using UPROPERTY() and UFUNCTION(), and from there I can make changes to those components in real time instead of having to compile every time I want to make a minor change.

Blueprints are also very good for prototyping functionality that you want to implement but aren't 100% certain yet. You can test out ideas and once you have it figured out, it's pretty easy to translate to C++ from there, if you want.

plush yew
#

Hello everyone, can i ask why it take so long to package even a blank project in unreal ?

thick herald
#

Yes, you can ask.

plush yew
#

I run unreal engine on internet cafe PC with medium spec, like win 10 64bit, duo core, medium VGA

#

when i run, a project like 3rd person temple, and i want to test packgage because in viewport, i run normally

#

this progress take too long, i have search for some trick and read UE guide but it do not work

#

i dont know how to fix it, could you give me some advice

#

because people say it normally took about 5~10 min to packgage with project about 2 GB size

#

πŸ˜€

warm bluff
#

yo yo, anyone knows if ue4 has a bp node to detect if device is connected to a network or not? ;o

hybrid brook
#

Hi, when i zoom out, the object turned into this on the right, the problem is fixed when i increase the bound scale, but i have to do it for each of the object, is there an option to do it for every new object i bring into the scene?

#

this asset is a plant from Quixel Megascan

magic jewel
#

@plush yew duo core is not medium spec - Dual core CPU is below minimum recommended spec, so packaging a build will take much longer

#

Recommended budget-friendly processors for Unreal would be things like Ryzen 5 3600, or the Intel i5 10400

plush yew
#

@magic jewel thank you for the advice, i will see if i can manage one πŸ˜„

magic jewel
#

@hybrid brook That is LOD'ing - go into the objects LOD settings and adjust the reduction amount, or disable LODs by changing Minimum LODs to 0

plush yew
#

Hello, I don't have my player in the scene bc it's my main menu yet the player keeps spawning in any way? does anyone know how to fix this

scarlet birch
#

Can you setup materials and UVs with the mesh editing tools?

#

Nvm, found it in the docs

plush yew
#

all i did to fix is just create new player controller etc

#

have everything as blank yet it is still spawning em in

#

😦

scarlet birch
#

Set it to default to a spectator spawn or something

#

then manually spawn the player or load a new level

#

if there's a player start get rid of it, gameMode handles this stuff you can override in the setting menu from the level editor toolbar

unreal plume
#

InvalidDrawScale error, anyone know how i can ignore this and continue my light build?

fresh oasis
#

Anyone know of any proper documentation on origin rebasing? I'm not finding any proper official documentation on those settings on the official docs and not much else that's helpful community-wise

scarlet birch
#

What is it you're trying to figure out?@fresh oasis

fresh oasis
#

@scarlet birch Just details about the two options in the UE Editor about origin rebasing, but not finding any official documentation on them

#

One being for single-player the other for multi/networked

#

I think, only looked at them briefly

#

Like is it a turn on and it just works magically from there or what else needs to be done?

scarlet birch
#

I must be behind on something. I'm not aware of anything related to origin shifting that works with multiplayer out of the box.

#

It's basically just an offset to the world origin

fresh oasis
#

and I'm just a bit dumbfounded that this doesn't seem to be properly documented

scarlet birch
#

Ok, I don't remember what that does exactly. But I think it will give you different world origins on each client which has to then be accounted for.

#

It's been a few months since I messed with it.

fresh oasis
#

Some documentation on what to do with it or how to work with it would be nice

fresh oasis
#

Probably an obvious question but something I've been going in circles a bit on, I'm having some trouble figuring out whether to create a custom new Actor for something or to do it as a Component. Any generic advice on when to use one or the other, if that makes sense?

#

Surprisingly not finding anything helpful on this online either, but I see a good amount about just components so it sounds like the common go-to is that?

vestal ferry
#

anybody knows why ?

#

worls in preview

#

nevermind, it's back

ocean hemlock
#

deleting things that arent even refrenced on ue4 takes 15 min

#

why si this

#

Is

maiden sundial
#

Maybe just a slow PC ?
Cuz i only have this problem with many referenced things, but even then it's not taking 15 minutes

#

Could also imagine that it could come from an HDD

ornate ice
#

Hey people this is a series which is about to start about distance matching a topic there is almost no info about in YouTube or outside

bitter iris
ornate ice
#

It's been done by friend so please let's give him some support

#

For anyone who is interested Distance Matching helps achieve this next gen movement in animations by allowing start and stop animations to be played with out the need of root motion

#

Which is great even for multiplayer games

#

And will allow to get that nice realistic look to you character when moving

#

Please feel free to check his YouTube channel and give him your support as not many people is explaining this kind of topics

#

Also he has an amazing Climb Tutorial Series for anyone interested

plain terrace
vestal ferry
#

somebody knows why some textures works only in the viewport, not in a separate process ? (showed here separate process)

bitter iris
gusty dune
#

Is it normal for unreal to sometimes freeze your computer permanently when you open a level?

jolly jungle
#

how do i tell if an input action is being pressed

#

not a specific key but an action

dense hatch
#

can you be more specific

exotic thicket
#

If it has been configured in the controls section of your project, you should be able to add an event for it

#

ie. InputAction YourAction

jolly jungle
#

yeah but i dont want an event, i want a boolean

dense hatch
#

Is it normal for unreal to sometimes freeze your computer permanently when you open a level?
@gusty dune no...?

#

sounds like you will want to set a boolean when you trigger action and set false when it's ended...?

jolly jungle
#

yeah but bools get reset when you load a new level or restart the current one, i want one that stays

dense hatch
#

ok use gameinstance

jolly jungle
#

i basically have a sprinting thingy and i want it where if u die and go back to the beginning of the level, if you are still holding sprint, i want you to still be sprinting

#

how do i make a boolean that doesnt reset

dense hatch
jolly jungle
#

im surprised that unreal doesnt have a boolean for the input actions built in

dense hatch
#

though for what you are doing you should probably have a setup where you have a key mapping and so you should be able to use "is input key held" node

jolly jungle
#

ok

scarlet birch
#

Just keep the value when you place the new pawn. You don't have to create a new controller or pawn when respawning.

gusty dune
#

Okay so I'm using my normal PC, decent specs, but every time I open a megascans demo map my entire computer freezes and I have to hard reset with the power button after waiting 10+ minutes

jolly jungle
#

i am just reload a new level when respawning

#

wow that was the worst grammer in a sentence that i have ever said

dense hatch
jolly jungle
#

ah

dense hatch
#

it will only work if your sprint key is hold not toggle logic if that makes sense

jolly jungle
#

is there a way to get what key is currently bound to sprint if i implement a binding system in the future?

#

i have an action event called sprint

dense hatch
#

probably go back a step, have a key mapping (map) that will set the sprint action binding and that check

jolly jungle
#

ok

#

is there really no way to get all of the keys bound to an action event? there is a way to bind them, how come not get them

#

also it didnt work

tacit onyx
#

@jolly jungle You'll start understanding how to look for things a little better in a few months. but to save you a little time now, you get the keys of an action mapping like this.

jolly jungle
#

ok

#

yeah im pretty new to unreal, thanks for dealing with my incompetence

tacit onyx
#

Have to start somewhere.

potent veldt
#

what is the best course (free or not) for learn the basics to intermediate in UE ?

open gorge
#

You can also just name your action mapping Jump and call it directly no? @tacit onyx

#

the loop seems a little overkill

open wadi
#

Does anyone have any idea why UE4's logs like to randomly switch between writing to NameOfProject.log and NameOfProject_2.log?

#

It's quite annoying when trying to tail the logs via Get-Content -Wait

#

You either have to jump between two powershell instances or keep halting and launching back and forth based on which log UE4 has decided to use.

tender pecan
#

i use tail -f *.log in cygwin, just tails any and all as it changes. πŸ™‚

open wadi
#

Huh, yeah I suppose that's an idea, tail everything.

#

TAIL ALL THE LOGS

#

Question: does anyone in here know what all are the temporary directories you can safely delete within your project? For example, research indicates you can hose everything in /Saved other than /Saved/Config

#

I feel like there are other temporary directories that can be safely deleted and will regenerate on re-opening the project, what are those?

quick plover
#

sup guys, I had a Recorded sequence with my character, is there a way to add more frames/movements to the recorded sequence?

#

is just my camera attached to the third person char, but I need to record a bit more and don't want to do all the recording again

tender pecan
#

@open wadi we only keep content , config and source. everything else can be deleted. things like intermediate, build, binaries, all of those can be whacked, but we just do that for backups. and copy to other machines.

open wadi
#

Thanks @tender pecan, much appreciated.

#

Anyone in here work with VaRest at all for doing JSON-based POSTs?

plush yew
#

guys I want to invite my friend it's give me broken discord

#

what problem?

open wadi
#

Problem discord broken be.

plush yew
#

@open wadi I don't know

narrow mauve
#

I need help.

mellow turret
#

what is the key to open the console while PIE?

narrow mauve
#

simple answer ...I just need tknow if I can or how I can enable edit layers for world composition

pliant rose
#

hi these textures for volumetrics, how to find or make them

plush yew
#

Does anyone know any way to import a VDB smoke simulation to unreal currently?

pliant rose
#

must make sharper and smoother edges

#

nebulike

open wadi
#

So no one in here uses VaRest for making HTTP POSTS to API endpoints?

#

No one deals with multiplayer auth?

#

Does anyone have any earthly clue why this BP code generates the error "LogVaRest: Warning: No field with name result of type String"?

#

I'm taking the VaRest result, getting the JSON object, then getting the string field for "result" which is confirmed being returned by the API endpoint, but this code apparently doesn't extract the JSON fields and their values as strings.

#

I've spent hours going over tutorials and the like and apparently there's no documentation on this and no tutorial that matches my issue.

#

Seems pretty GD simple.

#

I can't leverage the VaRest "Get Response Content as String" node because it returns the entire JSON object as a string

#

I just want to extract the "result" field from the JSON data and do a compare operation to see if it returned "success"

#

Quite possibly the most basic and fundamental JSON operation on the planet

#

Yet, despite the wide adoption of this plugin, there isn't a single post I can find anywhere, nor any tutorial, that accurately describes this simplistic process.

#

Also, in every tutorial I find, "Get Response Object" is an impure function, meaning it has an exec pin, yet apparently that was depreciated at some point because the only "get response object" node I can find within the VaRest nodes listed in a given UE4 graph are pure functions.

#

I'm even trying this format now, to which I receive the log error:

LogScript: Warning: Accessed None trying to read property CallFunc_GetField_ReturnValue
W_VLoginForm_C /Engine/Transient.GameEngine_0:GameInstance_0.W_VLoginForm_C_0

#

I mean should that code not be pulling the JSON object from the response, getting the value of the result field, and converting it to a string?

#

What the hell am I missing?

open gorge
#

@open wadi the logs are created per instance of the project. If you open editor first, it will be the first log. If you then launch standalone it will be 2

open wadi
#

Ahh, I see, very nice. So the _2 is because I'm using standalone simulation.

#

That's helpful, thank you @open gorge

#

So, any thoughts on why I can't simply extract the value of the "result" field from this JSON object?

open gorge
#

I'm not at my pc atm but I can look into it when I am.

fathom tide
#

oh man this is annoying. My scatter instances from my HDA terrain aren't aligning with the HDA's heightfield on import. Is there any documentation that can point to this problem?

mellow turret
#

unreal is running in PIE with around 10-20 fps is there a way I can troubleshoot this issue? just ran a gpu benchmark and the gpu seems fine

gusty dune
#

Is there a way to make bullet decals move with an object that has physics enabled? Currently once an object moves the decal disappears Just needed to use AttachToComponent

warm echo
#

I don't think

midnight bolt
tiny sonnet
#

in a multiplayer environment, spawning in of enemies in a open world, would be in the gamemode bp right?

plush yew
#

i dont know if* this is the right chat, but i cant import my model, it says failed to import model unknown extension ".

#

and zometimes "zip"

icy mulch
#

Hey I need some help I'm trying to make ai have music when it chases you then after it stops chasing you the music stops then if it sees you it plays again how would I do that

quick plover
#

why does my volumetric fog (ExpoHeigh) disappears when I apply Ray racing Translucency?

next coral
#

hey guys i imported my sprites

#

and when i move

#

it faces the opposite direction

#

if I press D, i my sprite faces left

#

but i move right

rough knoll
#

are there any optimization tutorials out there?

thin tendon
jaunty cedar
#

Any good guides on developing plugins?

knotty owl
#

anyone with experience on the "character skills" package, can any of you help me with multiplayer replication?

cedar wave
wary sail
#

has anyone else had a problem like this?

#

I deleted the object but somehow the engine default is messed up too and keeps rerouting nodes when I open my project

#

this is the broken object in question

#

how do I get it out of my project?

shy sundial
#

Why is Blender Eevee's Material Editor almost realtime (Even for Complex Node setups ) and Unreal's Material editor takes a minimum 3-4 seconds to Preview a basic setup ?
Does anyone know the techincal stuff behind it ? (newbie here)

timid crown
#

Is there a better way to simulate light from LED panels? I have 3 lights (R, G, B) sampling from an NDI texture... everything was fine when I had just 1 light (black and white), but as soon as I split it into three color channel lights, my FPS tanked hard. Is there a way to optimize this? Doesn't Unreal kinda hate lights stacked on each other?

dreamy sleet
#

I'm making a main menu where can i get a picture for a play button and quit button and options from

jolly jungle
#

I want to learn blender to make models for games. I tried using the blender guru tut series and a few other ones but I found that they didn’t focus enough on the actual modeling itself and more on the composition of the shot which doesn’t matter at all when doing models for games. Does anyone know a more modeling focused tut series?

shy sundial
#

I want to learn blender to make models for games. I tried using the blender guru tut series and a few other ones but I found that they didn’t focus enough on the actual modeling itself and more on the composition of the shot which doesn’t matter at all when doing models for games. Does anyone know a more modeling focused tut series?
@jolly jungle There is no course for Modeling everything . The tutorials from Blenderguru teaches you the basic like how to pull push verts how to add textures materials . then you practice .
There's a tutorial series by Gleb Alexandrov but its focued on only hardsurface modeling.

jolly jungle
#

Ok

quick plover
#

guys, what's the easiest way to make a circular array? (for meshes)

shy sundial
#

Ok
@jolly jungle also theres a bunch of new beginner courses for blender 2.8 start to finish

thin tendon
#

@timid crown Thats a lot of landscape just for a menu

timid crown
#

@thin tendon I think youre confusing two posts, I'm not doing anything with a menu. Doing a real-time DJ stage in the desert

plush yew
#

wtf

narrow mauve
#

Is enabling edit layers for landscapes not possible for world composition?

open gorge
#

@open wadi still having an issue?

rough knoll
#

how do i restore a gamesettings.ini file

#

i changed some settings in the project files and now my project will crash on launch

#

all other projects will launch and i've tried migrating to a new projetc

#

project*

#

is there even a way to get that back

open gorge
#

what did you modify?

#

resetting it can be a bit complicated

#

but you can copy your DefaultEngine.ini from one of your other projects and change some values in it to match your current project.

#

what's the exact error you're getting?

rough knoll
#

its not really an error that i can see

#

it just crashes

open gorge
#

check your saved/logs

rough knoll
#

i changed some settings with rendering

open gorge
#

there's an error in there

#

UE4 doesn't usually just crash without logging why

rough knoll
#

i don't have a log file that came from the crash that just happened

open gorge
#

whelp

#

you may have bricked your project then

rough knoll
#

hmm hold on

open gorge
#

can you copy and paste that to a github gist?

rough knoll
#

wdym

open gorge
#

copy all of that text

#

post the link

scarlet birch
#

Is it crashing when it first loads or after you click on something?

open gorge
#

(Click create a secret gist after you paste)

#

it's crashing on Editor start

rough knoll
#

i made it public oops

open gorge
#

that's fine

rough knoll
#

theres nothing too important in there

open gorge
#

doesn't matter

#

and that's not as helpful as I was hoping it would be

#

:/

scarlet birch
#

blueprint or c++ project

rough knoll
#

blueprint

scarlet birch
#

what did you change

#

and did you add some assets at the same time

rough knoll
#

rendering settings in the project files

#

cant remember what exactly i changed

#

project settings*

#

not really

#

the only thing i changed was the landscape material to see if that would change performance

#

changed it back right after

scarlet birch
#

just move the project config files to a directory outside the project and see if it starts

#

ah

#

The landscape material?

rough knoll
#

yes the landscape material

open gorge
#

ohhh

rough knoll
#

the material projected on the ground

scarlet birch
#

that's the issue