#ue4-general
1 messages Β· Page 815 of 1
the way you have now the orient will never be false
so you need to set orient as false when the branch is false
no.. try to think like that. when will orient be false in your case?
you dont have that in your logic
oh you changed it to false, then when it will be true?
i want to have it when am not moving
so when not moving is false
yeah
but when moving set it to true
you need to duplicate the orient
on both condition
if branch is false then orient is true, when branch is true then orient is false
and do the same with yaw
you could also even avoid using branch but since i cant open my unreal project i cant show you an example..
yup
this wont have an impact on the performance but its a good practice to use tick as less as possible
if thats what you needed then yes
only problem is the snap am getting
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
from the mouse input
snap probably happens when you set orient to false
yeah
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
Thx it works like i wanted
only problem is the snap just need to find a better way to smooth btw the 2
Does anybody know any good photogrammetry companies?
Question about optimization. Using the same texture for multiple objects is better for performance than each their own I'm assuming?
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?
Question: Anyone know why my logs generate a NameOfMyProject.log and a NameOfMyProject_2.log? Both seem to be in use simultaneously.
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..
hi. unreal engine is ready for ray traycing in games ? π i have low fps on gtx 1070ti 32gb ram. 8700k...
raytracing can be used for games, yeah. it can be resource-intensive if it isn't optimised well enough
ya wait for the new 3000 RTX coming later this year..
Could anyone recommend any tutorials for making shooter/adventure based levels in UE4 please?
Anyone here leverage VaRest for executing JSON-based calls to a remote API endpoint?
i did once
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.
@gusty dune not having watched the entirety of it, this seems pretty in-depth:
Get full course:
https://bit.ly/36lJS3S
Please Subscribe: http://youtube.com/c/devslopes?sub_confirmation=1
Project Assets Download:
https://bit.ly/2IgYiq6
In this video you will learn how to make a first person shooter. Though the video is short, you will learn the core ...
i used it to send json to google cloud functions
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?
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
I suppose I'd have to edit the code of the plugin itself, no?
i dunno, i never had that problem
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.
I wasn't able to find anything about environment building or level design for UE4, sorry mate. hopefully that helps enough
im not well known in that area and it just did what i wanted , guess somewhat lucky
Or just say fuck it and buy a cert.
As If I haven't dropped enough on this project.
lol
Ok I'll figure it out, thanks anyway.
google firebase does have its own tokens but i didnt really use em
it was straight up fire a cloud function
globally, or on the assets that you're casting shadows from?
globally
you may want to check if there's a way to increase the mesh resolution for that railing/catwalk thing
Mesh resolution?
mesh resolution as in, the number of triangles inside the mesh geometry of those railings
Actually before building the shadows look fine
I already had some weird bugs with building in the past
Building always seems to break everything
Glitch everything
maybe it's some sort of shader or postFX technique that's getting applied after build that isn't visible in preview
yeah, I have absolutely no clue. my experience with UE is limited especially with lighting
The reason it looks fine before building the shadows is because the shadows are being calculated differently before and after building
Pre-Build, even if your light is static/stationary, then what you are seeing is dynamic placeholder shadows
Yeah theyre cached (I think)
Post-Build, shadows will be baked
Ok. The reason your baked shadows look awful is either: Your Lightmap resolution is too low, or your Lightmap is just awful
ive seen this happening before with other people here often, why does baking cause the lighting to break so frequently?
A lot of people using the engine are just noodling with it without an underlying technical knowledge of what's going on
myself, for example
When you bake lighting to make it static, you're baking the lighting information to a textuire
If the UVs of the object suck, then the resulting lightmap texture will also suck
similarly, if the resolution is too low, it'll suck
You can use different UVs for different TextureSets/Materials
Actually I havent even thought about the UV since the materials are all flat
I'll try
Notably, because UVing for Lightmaps is different to UVing for Color
So, open the Static mesh
Search for the setting Lightmap UV Coordinate
Then use the dropdown menu on the header to select that UV channel and display it
If the UVs look bad, then that's your problem
You can let Unreal attempt to automatically fix bad UVs for you. To do this, have 'Generate Lightmap UVs' enabled on import
The engine often does a good enough job, but for things like modular architecture, doing it manually gives the best results
Yes, that is not a good Lightmap UV
There is no padding
Would "Lightmap pack" in Blender also do the trick?
Reimport the object with Generate Lightmap UVs on and the engine might do a better job
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
No overlapping UVs for lightmaps too
It makes this
(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.) π
Ok, that's a lot different
What do you mean when you say 'Materials are flat' before?
Your Materials aren't flat vectors, because there's a brick stone texture on it
But they have a texture applied?
Which means you must have reasonable UVs in the first UV channel
Anyone get this thing where Sky Atmosphere time of day gets stuck at the top of the gizmo (the βmiddayβ position) . Ctrl+L will still show the gizmo but no amount of mouse movement will affect it. Itβs fine as long as it does not end up in that position but thereβs no way to fix it when it does.
How about that, it also gets stuck if you move it straight down. Yay.
I just noticed that "Generate Lightmap UVs" was already checked
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
So if what's in the first channel isn't great, you won't get a good result
Can you screenshot your first and second UV channels for the object you're having difficulty with?
Yeah.. You need to assign proper UVs to all objects, even if you're just using flat colours
Ok should i try simply clicking Smart-Generate UVs in Blender?
Unwrap the object properly and then bring it into the engine with Generate Lightmap UVs enabled and your result should be much cleaner
I mean, anything would be better than the above UVs. π
So sure, try a flatten/smart unwrap in Blender
It would create this
Tough I can adjust the angle at which it determines to make a "cut"
Looks OK. Bring the object into the engine now, with those UVs, and then check the second channel
Not perfect, but much better
Search for a setting called Lightmap resolution
Increase it to 128, as a starting point. I believe default is 64
Next, search for Min Lightmap resolution and increase that to the same value as above
While trying to come up with a fix earlier I already set it to 512
Then, hit the 'apply' button in the build settings dropdown for the object
Ok, you can leave it at that - but that's quite high for a single piece of geometry - but it can wait
Search for Minimum Lightmap Resolution setting
Change it to like... 256 or something
Then hit the Apply button -- Think they're both in the Build Settings dropdown menu
Then look at the second UV channel again - you'll notice there's less padding
Should I try to build the lighting now? Ok
Under the Build tab, set your Lighting quality to something like Medium/High
Its on medium
Preview will always look ass. Preview is for when lighting artists working in highly static environments need to quickly iterate on changes
The result should be nice and crisp
If you press Alt+0 you'll be able to see your Lightmap density in the viewport
Uhm....
Green = Good Red = Bit high Blue = Too low
Yeah - That's much better than before, when they were completely* broken?
This is where you can increase the lightmap resolution
So if that isn't good enough for you, bump it up to 256
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
It also depends a lot on the type of light you're using
In my experience, Stationary lights look more crisp than static lights, even though both are 'baked' on static objects
IIRC Stationary lights combine a baked texture with a very low cost realtime sample which is why you can only have four nearby
Also, you're still on medium settings
Bump lightmap res to 256, up Lighting quality to high, and it'll look sharper
You might be justified at 512 then
Make sure to bump the min. lightmap resolution up and hit apply again to rebuild the lightmap, to account for your increased res
you guys are doing an awesome job with this
You can try increasing some of the Lightmass settings here to improve the light bake quality as well
(As you're probably figuring out, technical lighting is a lot of number tweaking)
what is the difference between baking and cooking?
Baking is typically known as rendering something onto a texture
Cooking is where the project is built into it's executable/shippable version, wherein assets are often compressed and any unused assets are discarded
Isnt baking also when you have for example a physics simulation that you want to turn into a keyframed animation?
Maybe, generally it's just used as a way to say reprojecting/storing something in a cheaper format
Settings like those might help tighten it up
You can also use view modes to try and figure out what's wrong
Including Alt0 to view lightmap densities
It might also be worth you opening some sample scenes and looking closely at shadows in those
I don't think the result you have is bad, per se, especially if your camera is 3rd person
You'll probably have to be in the viewport, for viewport shortcuts to work too
Yep. Increasing lightmap resolutions, upping build settings, will quickly start to get longer
Ok for some reason only every third diagonal line has a good resolution
I assume its because of the lightmaps?
Yes - basically what's happening is some of your UV shells are in the middle of a pixel
The ones which are snapped neatly to pixels will look cleaner
@magic jewel do you know much about flight models? as in, how one would work in UE?
Well yeah they look WAY cleaner
Know nothing, sorry -- I'm an environment artist
It could also be that the UVs for some of those beams are squished
Since you did use an auto unwrap method
Which could have easily unwrapped some better than others
alright, thought id ask. you seem REALLY good with what you're talking about at least
also hot damn those shadows look amazing
those look super clean
You could try switching to stationary lights, too, presuming you're using static atm
Hello is there a way to change the engine background color so it isn't black/grey etc?
AFAIK no
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
morning..dont waste highnes..
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
my volumetrics meshes and lights fading over distance.. what setting increases that distance?
Its from a sun
I would go back into Blender and have a look at the UVs. Relax them to make sure nothing is stretched/squished
I'll try the Lightmap Pack now
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"
Ok this is what the new 2nd UV looks like now
@lofty wave Greatful! Played with it long time ago but: 0 to start how about end distance number.. is it related to world distance?
It's not the pack, per se, it's the unwrapping of the shells more likely
You can try and see if it's fixed it though
number too large
Do you mean "Fog Cutoff Distance"? @pliant rose
Now that I think about it I know why some lines are thicker than others
My mesh has these bars
And when they repeat there are two bars
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)
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.
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)?
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.
This is what it looks like now...
Did you Relax the UV islands?
What do you mean by that?
You can't rely on automatic unwrapping to generate a good set of UVs
Might be called Minimize Stretch in Blender
Relaxing UVs is to remove distortion, and make them all more uniform
That are all UV operations
u guys answering so many questions..
Can you share the FBX/Obj file for the object?
I'll try unwrap it properly quickly to show you
most of the answers come from Epic games employees? or higher level users that do not work for epic?
Most of the server's occupants will be hobbyists; some professional, and a few Epic staff use it unofficially
lol, most people here do not work for Epic, no, if anyone.
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.
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
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..
I think I'll go now
I'll try some things tomorrow with a fresh mind
Thank you for your help @magic jewel
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
Omg. I know what it is..
@lofty wave I've relaxed the UVs on that model, so if you import that it might Lightmap better
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
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.
What do you guys think are the main required plugins for a game, such as the gforce now screen recorder and such on
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
Just a fps game or something similar tbh
hello I need some basic help: https://prnt.sc/twgawm
the first one is someone elses screen
mine doesnt show that hierarchy button, why?
The first one is in the widget editor
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
oh, how do I open that?
oh, how do I open that?
@storm lake by making a widget bp and double clicking it
ok thank you I'll try π
Np
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.
@storm lake right click in content browser to create it
then user interface
then widget
or add new button
np
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.
how do I make an image snap to grid when resizing in widget editor?
the grid only works for moving so far
hi guys I need help again
My gun mesh is blinking
how to fix it? I don't edit any LOD setting
Hello there
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 ?
I checked some tutos about the soft bodies physics but I'm not sure if it is what I need... π€
maybe instead of physics just use animations that trigger on collision overlap events
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?
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.
Check out the voxel plugin
nevermind dosent do it by file
huh neat
Well if it can serialize and make the areas persistent that'd be fine too
I was just using those as examples
okay yeah it will work then
I'm using it now to get my dog to digg
you will need the pro tho to spawn objects with the terrain though
There are other things I would integrate maybe with JSON like paths for stuff but that may solve my terrain problem
hmm the Pro features could be helpful too, will have to play with it and see
yeah looking at it now and with pro you can import heightmaps
great!
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
huh nevermind, I see now on the homepage
https://youtu.be/cmHAzu9d1es that's impressive
still need to fix dirt shininess, and play with the clouds more, since they are just a sphere and I am trying to fake that they have depth as best as I can
Because what I'm looking to make could be in the 100+km range of length, if not more
Yeah voxel mixed with the new sky atmosphere in 4.25 can do that
So my dog is currently digging, good night!
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."?
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?
@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.
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.
Thus, I can see it not really being ready for another 3 years
@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.
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.
Is the budget an issue?
So you've got some experience with these things
If not - I would say save. Save and invest.
A little bit π
If working on Unreal for many hours a day and not having friends because of it counts? :X
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.
@plush yew 5 games. damn. are they all smaller games or are any of them larger more complex mechanics like an RPG style?
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).
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.
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
@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.
My real budget questions are if I need to hire people to make 3D character models, which my game will need lots of.
For now I'm just working on making it mathematically functional
If you do hire, i recommend paypal. avoids international wire transfer fees / has great cashback
I do use paypal for things.
As it is, I can probably only offer revenue share, contingent on the game going commercial.
@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.
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
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
I'm not familiar with stat game; that a debugging tool? I heard about one
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
ok
This video is an unbiased as possible attempt to help you decide which game engine, Unreal Engine or Unity are right for you in 2020. We look at all aspects of both engines to help you see both the pros and cons of each engine and hopefully to make your decision a bit easier....
I really can't make my mind up at this point
@kindred venture both are good
might consider deploying for both systems.
as i've done
Quick ?: How do I turn it off?
type stat game or stat again in console
ah ok
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
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.
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
yep that's the right use case. you can hold average ms values in that way and see which node execution flow works best
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
indeed
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
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'.
But out of the two i'd choose c# anyday which unity facilitates
c# is more forgiving for sure.
more implicit code
then again C++ is lower level and therefore you have higher cpu optim there.
I don't wanna regret not choosing UE4 instad of unity 2020
choose ue5 in late 2020? that's coming soon
then again C++ is lower level and therefore you have higher cpu optim there.
Yeah c++ can be upto 50% faster then c#
Something that in the long run will help your game alot
Is there a road map for ue5
@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
thank you
Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.
Join Technical Director of Graphics Brian Karis and...
We can thank the 10yr olds on fortnite for funding this beautiful technology buying vbucks and emotes.
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
it shouldn't be because of standalone, to my knowledge
well thats worrisome, the animations were about 10 fps
i just finished a build and its bad in there too :\
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
what is your net update frequency set at?
do you see the same thing if you test by yourself locally?
@open gorge local testing looks good, net update is at 100 with a 2 on min
so the stutter doesn't happen on local tests at all?
well theres maybe a slight slight amount, but nothing more than i would expect in MP
what's going on
the stutter gives off a nice look tbh aesthetically pleasing if it was cell-shaded.
https://i.gyazo.com/85a6642aad5b77fd5c92a3fc483a6b99.mp4 im creating an endless runner.. just a personal project of mine. and my tiles seem to be duplicating on top of each other π€
hopefully i can make it exact to how i want. im quite new to Unreal Engine so its a long process
well all I know how to do is spawn cubes and image textures XD
starting to learn though
@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―_(γ)_/Β―
You should try running 10 at once, that really bogs my machine down lol
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
are you making like low poly models too
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.
I love it
are you planning on publishing this stuff?
since its a zelda mod i try to reuse the sources like textures. other than that, everything like music, models and code is custom.
Nintendo can be uhh kind of mean
if i will change any IP
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
but if i move to unreal engine, i would just swap out any textures or NPCs that relate to it. ha π well, thats why you keep it all behind closed doors and release a patch for the game.
have you seen the UE4 OOT version?
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.
it's pretty cool
eh i know the guy behind the HD remake
Nintendo is kinda annoying XD
oh cool π
but ye, modding can be hard since you're limited to a maximum of like 1,500 polygons on real hardware.
how do people even figure out how to reverse engineer games to mod them XD
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
how'd you get the textures for it
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
whats GODOT?
oh wow that looks so nice
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.
that sounds dope af
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
that's good
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?
jesus I thought you were a bot giving me a warning for a second XD
Uh dude I'm into engine Less than 2months lol
This is my first and I just downloaded it yesterday
Ah okay , got it xD
you should try the #packaging channel.
I've messaged there since long, like a week but no responses
oh
And it's kinda urgent for me
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 ?
Uhhh Okayy No issues :) have a Nice Day
i'll see if I can dig anything up
but that LogCook: Display: Inisetting is different for Windows Game /Script/UnrealEd.ProjectPackagingSettings is interesting
What's that basically?
What?
First I was getting a warning saying that derived data cache is slow, then I moved The DDC to another drive,cool ?
Yes the DDC is now in a new drive
No maybe, btw it's not being shown as an error , it's normal log
But still the package stops
Ok I'll try :)
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
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
and you can use a state machine to drive between different animations
thought there was an easier way
well
you could always use anim montages for one off things
I generally use anim BP's for movement
and anim montages for actions
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
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
how do i get the level name to show in the viewport window like this?
@rough knoll you could try blend poses by bool
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
Thank you π
how to compile ue4 so its not showing engine version in uncooked .uasset files ? as normaly there is ++UE4+Release-4.XX
how do i attach particles directly to a skeletal mesh
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.
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.
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
@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...
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?
I made it in blender
Did you make UVs?
Yeah I know that feeling
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
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
With a scene capture how can I make it only render a single actor and not the whole scene?
@jolly jungle Look at the logs
ok
Just using splines for the first time. Can anyone tell me how to close a loop?
I cant find an answer anywhere
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
remove your drive
What?
I'm a newbie, I didn't get much, could u explain?
U mean to delete everything from my pc drive?@plush pagoda
You should.
Why?
What the heckkk, dude my whole game is ready ! Htf shall I reninstall ?
Sorry if I'm being rude
U sure?
It doesn't remove your projects..
Ok Would that fix my issue???
Well it is reinstalling UE so if @plush pagoda is right then yes
@plush pagoda Bro would that fix my issue?
It will.
There was a bug. But they have fixed it.
Not everyone got this tho. Just a few people.
But I had installed 4.25.3 just a few days ago
They've fixed it recently.
π
Wouldnt verify also work?
I was just asking
Verifying checks the files for errors
Wouldnt verify also work?
@lofty wave I highly doubt that.
Ok
What is this called? I'm not sure how to word it when looking for a solution, Map clipping?
A cow
I think your issue here is that you want your character to align to the terrain
Or no
Mooo
Some... Panther ?
Just using splines for the first time. Can anyone tell me how to close a loop?
@shrewd pewter anyone?
Aha! That got some tutorials, thank you Slim
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?
maybe create first then change it or move it
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
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
is there something else that I have to do to get the controller to work in unreal?
@shrewd pewter in the spline's details
@shrewd pewter in the spline's details
@grim juniper Thanks so much. It was driving me mad π
cant find any gamepad settings or anything
Does it work like an xbox controller?
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
@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.
outside of unreal?
I thought you meant inside unreal
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
here are my bindings:
and it seems to act like a standard usb gamepad
but I thought you said it was a switch controller not a gamepad why is it bound to gamepad
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
iirc there's XInput and DirectInput, and it has to be one of those I forget which
?
In windows
what are those
10 votes and 10 comments so far on Reddit
ah
XInput is what you want I think
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
Β―_(γ)_/Β―
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
this is me pressing a bunch of buttons when in the controller properties
building lighting shows the world checkerboard material
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
ok il try that
nvm figured it out
turns out the materials are irrelevant, you need to use the post processing options
The RawInput plugin can read specific devices that don't conform to XInput standards.
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
You need to setup the inputs with the correct buttons and stuff. Not the gamepad stuff
I think
do u need xinput for a usb controller?
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.
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
@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
@grim juniper like i have said many times, it is already connected to the computer and works with other things, just not unreal
The thing near the bottom
the light?
DirectInput to XInput
oh in the article
@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
I think what's happening is windows sees something like 'button 1' instead of like 'gamepad face button bottom'
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
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
what kind of character
luckily I can kinda cheat out detail because of ooh fancy shaders
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
Question is too vague @hearty walrus
third person, blueprint
cool
something like breath of the wild, but that's honestly down to shading
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)
looks, really
oh yeah, well im not an artist
so essentially most things that aren't code
other than animation, I'm still gonna have to work something out for that one
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
@magic jewel okay got it.
Actually iirc I already have set it on stationary
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
@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.
Hello everyone, can i ask why it take so long to package even a blank project in unreal ?
Yes, you can ask.
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
π
yo yo, anyone knows if ue4 has a bp node to detect if device is connected to a network or not? ;o
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
@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
@magic jewel thank you for the advice, i will see if i can manage one π
@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
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
Can you setup materials and UVs with the mesh editing tools?
Nvm, found it in the docs
all i did to fix is just create new player controller etc
have everything as blank yet it is still spawning em in
π¦
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
InvalidDrawScale error, anyone know how i can ignore this and continue my light build?
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
What is it you're trying to figure out?@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?
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
In Project Settings is one of them
Relevant thread about it https://forums.unrealengine.com/development-discussion/content-creation/1407222-world-origin-rebasing-multiplayer
Hi, im wondering if anyone here has got the "enable multiplayer world origin rebasing" option working?
I have tried to enable it for my project (16
and I'm just a bit dumbfounded that this doesn't seem to be properly documented
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.
Some documentation on what to do with it or how to work with it would be nice
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?
for some reason my unreal dosen't show up my foliage, even tho it's there...
anybody knows why ?
worls in preview
nevermind, it's back
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
https://www.patreon.com/UE4tuts
Working on a Locomotion System Using DistanceMatching.Technique Used in UE4 Paragon.All the Animation that i m using are InPlace.Proper WalkStart With Proper Rotation Matching with Minimum FootSliding.
Don't forget to subscribe my YouTube channe...
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
hi guys, im trying to give these squares each from A1-H8, so that on my HUD it will show "Location: C3" For example, could anyone throw us a hand?
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

somebody knows why some textures works only in the viewport, not in a separate process ? (showed here separate process)
in the viewport
How come my begin overlaps dont automatically spawn if a player is already inside? i have to go outside and then enter it again
Is it normal for unreal to sometimes freeze your computer permanently when you open a level?
can you be more specific
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
yeah but i dont want an event, i want a boolean
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...?
yeah but bools get reset when you load a new level or restart the current one, i want one that stays
ok use gameinstance
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
global variables go in gameinstance https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UGameInstance/index.html
GameInstance: high-level manager object for an instance of the running game.
im surprised that unreal doesnt have a boolean for the input actions built in
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
ok
Just keep the value when you place the new pawn. You don't have to create a new controller or pawn when respawning.
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
i am just reload a new level when respawning
wow that was the worst grammer in a sentence that i have ever said
@jolly jungle you could do this
ah
it will only work if your sprint key is hold not toggle logic if that makes sense
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
probably go back a step, have a key mapping (map) that will set the sprint action binding and that check
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
@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.
Have to start somewhere.
what is the best course (free or not) for learn the basics to intermediate in UE ?
You can also just name your action mapping Jump and call it directly no? @tacit onyx
the loop seems a little overkill
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.
i use tail -f *.log in cygwin, just tails any and all as it changes. π
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?
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
@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.
Thanks @tender pecan, much appreciated.
Anyone in here work with VaRest at all for doing JSON-based POSTs?
Problem discord broken be.
@open wadi I don't know
I need help.
what is the key to open the console while PIE?
simple answer ...I just need tknow if I can or how I can enable edit layers for world composition
hi these textures for volumetrics, how to find or make them
hi, these textures for volumetric works.. wtf please how to find it or how to do it?
Does anyone know any way to import a VDB smoke simulation to unreal currently?
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 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
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?
I'm not at my pc atm but I can look into it when I am.
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?
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
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
I don't think
https://www.youtube.com/watch?v=TRVmRtMrsGg is this intro music available to download somewhere?
We're excited to have Sumo Digital on Inside Unreal this week! The team behind the Spy-on-The-Wall adventure game Spyder talks about their journey from day zero to the weeks after launch. Learn more about the mobile Apple Arcade game, as well as how the team overcame difficult...
in a multiplayer environment, spawning in of enemies in a open world, would be in the gamemode bp right?
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"
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
why does my volumetric fog (ExpoHeigh) disappears when I apply Ray racing Translucency?
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
are there any optimization tutorials out there?
@rough knoll https://www.youtube.com/watch?v=hcxetY8g_fs
This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the CPU and GPU. Learn how to set up a test environment and how to employ the necessary tools to identify key performance p...
Any good guides on developing plugins?
anyone with experience on the "character skills" package, can any of you help me with multiplayer replication?
Looking at the component list of BP - why are some of the components separated?
alright somehow I corrupted the SunSky default object in 4.24
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?
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)
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?
I'm making a main menu where can i get a picture for a play button and quit button and options from
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 didnβt focus enough on the actual modeling itself and more on the composition of the shot which doesnβt matter at all when doing models for games. Does anyone know a more modeling focused tut series?
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 didnβt focus enough on the actual modeling itself and more on the composition of the shot which doesnβt 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.
Ok
guys, what's the easiest way to make a circular array? (for meshes)
Ok
@jolly jungle also theres a bunch of new beginner courses for blender 2.8 start to finish
@timid crown Thats a lot of landscape just for a menu
@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
Is enabling edit layers for landscapes not possible for world composition?
@open wadi still having an issue?
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
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?
check your saved/logs
i changed some settings with rendering
i don't have a log file that came from the crash that just happened
can you copy and paste that to a github gist?
wdym
Is it crashing when it first loads or after you click on something?
that's fine
theres nothing too important in there
blueprint or c++ project
blueprint
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
just move the project config files to a directory outside the project and see if it starts
ah
The landscape material?
yes the landscape material
ohhh
the material projected on the ground
that's the issue