#ue4-general
1 messages · Page 820 of 1
420x420 is the resolution i think
512, 1024, 2048, 4096 etc
the size sorry
is 420x420 bad?
so if i resize it will it lower quality?
without mipmaps you get shimmering like there
noob here, i've created an animation for a sword slash in blender, just the sword. no character. How do I get it into UE4?
resize it however you want
well do you see any glitching anymore?
yes
double click the texture and show a screenshot of the texture info/stats or whatever they're called
seems to be okay
the shimmering basically happens because without mipmaps the rendering engine was trying to render a 420x420 texture into a space of something like 10x10 pixels on screen
happens always when trying to render a texture into a smaller space on screen
which is why mipmaps are used
better info here https://en.wikipedia.org/wiki/Mipmap
In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the mipmap is a power of two smaller ...
@honest vale by the way how do i make my third person character go slower?
Hi someone I have a question
If I use "Play Montage" node while playing other montage, it will be broken?
or will be replaced by new montage?
Hey Guys. is there a website that gives you questions for practice or something like that? For Unreal Engine Blueprints
i've created an animation for a sword slash in blender, just the sword. no character. How do I get it into UE4?
Is there any way to make the content browser's folders show the icons of their contents rather than just plain folder icons?
Navigating like this is really hard
you can change the color
bad coding????
Hello guys goodday
on Steam Do i need to publish the game to use app ID ?
or devappid
is my code bad @runic fern
it is
why?
why the value of intensity too high ?
idk
its the value that suited the game
i can adjust it though
but can you set the visibility of the spot light through the blueprint?
yes Set Visibility
no, there is nothing objectively flawed with the code, even the high intensity setting
the only thing that determines if a code is bad or not is the desirable functionality, and how well it achieves it, in addition to how readable it is, scalable it is, etc
Try set hidden in game?
And make sure the light is moveable / dynamic light
Or at least stationary
its movable
i did "set hidden in game"
nothing.
oops
i set the intesity of the spotlight to 0
from the previous code
ahahha

is cool
i have a moving shader that clips when you look down, any ideas?
the sun @wintry marlin
guys
i made a first person character controller
with the third person bp thing
how do i make the animations look better?
i set the mesh's visibility to false so the animations don't play
but i want good ones
I don't know if this is what you meant but i guess make your own animations in blender. @scenic fox
hm good idea, i guess i can make them in blender?
If you learn blender that is insanely rewarding as you can make both models and anims + mats and tex.
@autumn elbow They are both set to block all atm
@oblique tangle Nah, not spawned like that
Also sorry for my late reply, my kitten was being a bit sick so had to go to the vet
editor freezes when i set effects quality to medium or low
does this happen to anyone else?
is ur pc bad?
its probably doing something in the background
check task manager
this will def happen if you have a lot of assets in your game
i dont have a lot of assets just a house, rocks and trees also my pc isnt bad too i have ryzen 7 1700
hmm
check task manager then
right click your taskbar
and then click task manager
or do ctrl + shift + esc
and it will pop up
i just waited more now its working again but recompiling all shaders :/ even the skybox
@ᛪᚢᚷᛁᛚᛒᚨᚱᚨ#1398 what do you mean by clips? Stops rendering? It's likely that some of the math in the shader depends on the angle of the camera and it bugs out when the angle of the camera is 90 degrees and the shader doesn't handle that scenario. Tangent of 90 degrees results in a div/0
if i set up my pro controller with x360, will it work with ue?
need help
Im trying to get my gamepad to work with ue4. It is a switch pro controller that is compatible with pc. It turns out it doesn't use xinput, so i downloaded x360 controller emulator and bound everything, and it still doesnt work
also guys, how do i make antiviruses not hate my built unreal projects
idk how to do that
ok no idea wtf i did but the controller works now
also is there a way to make it so u can move the mouse with the controller without almost softlocking your computer?
editor freezes when i set effects quality to medium or low
@royal crest you have to wait for a while. it happens when its the first time you're doing that on your project
@rocky radish how do you make tube lights in ue4?
@rocky radish how do you make tube lights in ue4?
@scenic fox wdym
rect lights then?
Describes how RectLight Actors emit light into the scene, and the settings you can use to affect their behavior.
uh i guess
read the docs
np
is it possible to make it so steam only gives controller support when in a game but not on desktop?
Does anyone know what's causing the paint/sculpt tool to disappear on the landscape surface? It looks like the tool shape is sliding under it and disappearing
@rocky radish ok it is a rect light
...fuck.
Hey everyone. I am creating an outdoor scene and using the SkyAtmosphere. But to get more dense fog, I also use AmosphericFog. When rendering, I get the message, that its not good to have em both activated. But how than do I get denser fog with SkyAtmosphere only?
@merry canopy You can use exponential height fog, and there's some setting that lets it use the atmosphere coloring too. I'll find what it is
This hands-on presentation by Epic's Sjoerd De Jong explores the Sky Atmosphere system in Unreal Engine. Starting off with the basics, viewers learn how to render a beautiful and fully dynamic sky within seconds. From there, the session showcases how to create alien, dusty, or...
At the time linked he talks about how to do it
hi, its possible to use knob in "editor widget " as "live knob" when change value with mouse ? ( value changing only if i release mouse button...)
Anyone know how to take a texture that was made for a heightmap (which is already in unreal, no issue) and make it so the texture fits over it without blurring, or complete tiling mess, that would make me the happiest camper
is there a guy who i can pay that knows everything about unreal?
thats a pretty expensive guy yo
@grim juniper thx, gonna try that now. 🙂
ok whatabout like 85% of unreal?
Damn anyone know what object to use when casting to an AI character inside the level blueprint?
I'm trying to render in the sequencer but playing in game and in the sequencer doesn't match the viewport. I have volumetric fog and atmosphere visible create the warmer hue, I've only set the process process to auto exposure 1 / 1. Any suggestions?
Is there a way to update navmesh in game? I'm trying to make it so that when a door opens, enemies come out of it but they are just stuck where the door was and can't come out since the navmesh doesn't update. It updates in editor but not in game.
Hello, i would like to ask how can i test in Full screen mode not only viewport
hey guys, how do I make a florating pawn movement use gravity
i got it to jump up, but it doesn't go back down
@green lake In the dropdown next to play, you can select new editor window to open the game in a new window which you can then maximize to make full screen.
@runic vector you would set the nav mesh to generate at runtime, its in the nav mesh options in the project
Thank you, x-killer 👌
@grim ore Thank you.
hello , why i can't see the steam overlay on standalone on version 4.25 ?
hello , why i can't see the steam overlay on standalone on version 4.25 ?
@fierce forge you need to launch your game through your .uproject file. standalone doesnt show steam overlay anymore
Hey everyone. I recently Found this image of a character sheet 1024 x 2048. I'm wonder how to get this to work properly in UE4.
I created a base class that inherits from Actor. If this base class only contains the DefaultSceneRoot, then you're fine. But if I add some other component to it, then suddenly movement is disabled for all classes derived from it (?, I don't know how to describe it). They do not respond to Set Target Location, if you turn on physics for a component in a derived class, it will simply fall through the floor.
I'm new to UE, what am I doing wrong?
P.S. The screenshot shows an example of components that do not work properly.
@onyx rivet i need a plugin ?
for some reason my ball rolls forward when i hold down W and backwards when i hold down S. i've followed everything in the tutorial and i'm getting the opposite result. anyone know what it could be? i'm not concerned with inefficient code atm, moreso functionality.
@late verge maybe your camera is on the wrong side of the ball so you are seeing it move forward and backwards relative to the ball correctly but the camera is on the other side
possibly. i'll check that out.
@plush yew what does the log say when you try and move the actor?
There is nothing in the log, its window does not appear. Or am I looking not there?
thanks matt, that's definitely what it was.
well the output log, I ask because maybe your mesh in your base class is set to static or stationary which wont allow it to be moved
MapCheck: Warning: SM_foliage is in the same location as SM_foliage2 - is there a quick way to select these actors? i have a ton of them
So.. Opening a new level, 300+ FPS, adding a Skylight makes it go down to 220, after deleting the Skylight, the FPS does not go back to 300+.. This normal?
Am I being dumb? I'm trying to affect the lens settings inside a post process volume but I can't get the lens effects to work. I've just got a simple post process volume inside the level with adjusted settings, it works in editor window but if I hit play they dont show. Am I being a retard and need to set it up with the players camera or something?
Am I being dumb? I'm trying to affect the lens settings inside a post process volume but I can't get the lens effects to work. I've just got a simple post process volume inside the level with adjusted settings, it works in editor window but if I hit play they dont show. Am I being a retard and need to set it up with the players camera or something?
@vernal thicket do you have infinite extent option set to true?
yeah all thats fine
I mean.. I've got colour grading and that works fine, its just the lens effects I cant get to work
what plugins i need enabled for write achievement progress for steam ?
I've tried to google but can't seem to find anything on the lens side of it?
Found the issue, i've got 2 cameras on my character and its only showing through 1 of them
Hi guys! quick question, do you have any tips on how i can rebuild my game a bit faster? ive been doing a big underground map and since i added a lot of rock mesh i think it contributed why my PC is having a hard time rebuilding my map, but i cant remove those rocks, so what are my other options?
apart from getting a better computer hahahaha im using a gaming build right now
@plush yew whats the purpose of pay the guy that knows everything ?
whats thew purpose of breathing?
Well that depends if you're a plant or a human, but as you're void then isn't any of the cases will bet you're asking as don't even know how it feels ?
anyone can build this project for me in visual studio
@plush yew Even the engine developers likely don't know "everything" about Unreal. Unreal is such a huge programme with many disciplines that don't always overlap. A jack of all trades that does everything in the engine wouldn't be practical on anything other than small teams
So.. Opening a new level, 300+ FPS, adding a Skylight makes it go down to 220, after deleting the Skylight, the FPS does not go back to 300+.. This normal?
@topaz brook Framerate in-editor does not accurately reflect framerate of the shipped product. I would say it's not unusual for that sort of thing to happen. Reloading the project will probably bump you back up to 300.
Where should I start looking for "background" or "sky" settings? I'm following this tutorial and am wondering how the black sky/background is achieved, all other projects have had a whiteish sky. https://www.raywenderlich.com/454-how-to-create-a-simple-game-in-unreal-engine-4
@winged robin Just create a new scene and it will be pitch black. Most 'Sky' effects are created using a combination of a Skylight with Atmospheric Fog, Exponential height Fog, or the newer Sky Atmosphere actor
@magic jewel Yeah, I've seen those in the docs. Thing is, this project literally has items atm, none of them related to the sky afaik.
I've found "Environment color" in World Settings, but it doesn't seem to affect anything
!ghelp
@magic jewel Heh - now I feel stupid. You're ofc spot on. Nothing about sky and it'll be black. Silly me.
how do i make antiviruses not hate my built unreal projects
Hello everyone. Using source; the editor is not prompting restore tabs upon editor load. The setting is set to true in the editor. I toggled the bool and also checked ini files, but I cannot for the life of me figure this one out. Any suggestions would be greatly appreciated; please @ me.
How do I move something from blender to unreal?
probably a noob question, but how do you get the PS4 controller to work with UE4?
trying to test it out in 3rd person layout.
I'm using 4.25.3 version
@jolly jungle Disable it or add the executable as an exclusion in the Antivirus/Firewall settings
is there a way to break apart the mesh that resulted from this actor merge?
I accidentally removed all my actors and I need the individual pieces back again
@hearty walrus Too large/vague of a question, probably better to follow a tutorial e.g. https://www.youtube.com/watch?v=Wr8qJheu69M
In this video I will show you how to export your 3D models from Blender (using Blender 2.8) To the Unreal Engine.
I also go over 3 problems that I face most often when exporting my 3D models to Unreal and how to fix them.
If you have any questions or comments feel free to l...
is there not a way to make it so that antiviruses like it?
@magic jewel okay, time to simplify it real quick
I've created a model using around 40 parts in blender
@jolly jungle Yes, as above, open your antivirus software and add the executables as exclusions/allowed programs
it's got materials set up, using no textures
using FBX import works, but it imports everything as separate objects
and Blender to unreal tools just won't work
@hearty walrus On Import settings, tick the 'Combine Meshes' box to merge them into one object in engine. Alternatively, merge them into a single object in Blender before exporting
Hey guys, I've been trying to incorporate multiplayer into my game, but the multiple attempts at steam AdvancedSessions haven't worked. Are there any other ways I can incorporate multiplayer into my game?
would I merge all the static parts together first?
since there's lights, screens and stuff on it
You can't just drag and drop a Blender scene into Unreal like that. Light actors in Blender, for example, do not work the same in Unreal so you can't simply expect to export them and have them work in UE4
The only thing you should really be taking out of blender is the object and textures. Everything else will be set up inside of Unreal
anyone?
@vast pawn Settings > Input
Project Settings*
you can add in PS4 controls there, iirc
they only have touch pad options
I want to be able to use analog which this Engine doesn't allow me atm.
@hearty walrus tried that already the closets I find is this
https://answers.unrealengine.com/questions/961001/view.html
but the user is usihng version UE 4.24
and under Plugins which is under Project settings there's Raw Input which I don't have.
when you press L you ask for the values and then print it. at no point do you ever save it after you add 1
@grim ore I add this in the end of my function :
Now it displays 1 when I first push M (Save) then push L (Load)
If I push L (Load) again, I have +1, so 2
Pushing again, I have 3, etc.
but problem is if I push M (Save), it comes back to 1...
has someone here experience with the substance painter to unreal engine workflow ? im getting weird black shades inside unreal and more visible UV seams and these arent there inside substance painter
so I can't use this function in my game because it will make Save then Load, Save then Load, Save then Load, so it will not increment... I'll have 1 each time 😦
how do I fix this?
@magic jewel well unreal isn't a program is an application composed of different programs.
And yeah technical artist is a position only at big companies are are Jack's of all trades. To be more technical 😉
@hearty walrus you should center your pivot inside your 3d modeling program and set your model to 0,0,0 , or you can move your pivot inside unreal with Alt and middle mouse if im not wrong
Is it possible to limit CPU usage for the editor?
You can set it to use less CPU whilst in the background. Or set it in the task manager.
I wouldnt go the task manager route though
What are your reasons for wanting to do so?
When opening a project my computer is basically stunned, I can't open web pages in the background or do anything really. I have a ryzen 5 1600x.
Can I set the amount of subdivisions a spline has?
@meager nimbus Does that happen every time you open the same project, or just the first time?
I have a question: When editing GI variables, should I be casting to the GI itself or casting to the GI class?
@hard quarry Pretty sure that is down to the mesh you are using.
Hello guys. I need some help here. Unreal Engine crashes on My system due to missing D3D. I am using an Acer Predator with Nvidia GEForce GTX 1060
@open wadi Probably better off asking in #graphics
@placid hornet How did you install the engine? Launcher or source code?
No, this has nothing to do with graphics, this is a general question.
@placid hornet How did you install the engine? Launcher or source code?
@ruby folio
Source Code
Oh, GameInstance... sorry. Then it should be #blueprint or #cpp
@ruby folio Everytime, more specifically I have it opening a level at startup so thats the main issue as opening any large level causes it.
How do I make a 3D gui that's the size of this?
@placid hornet May be work installing the prerequisites again
I've got the basic system set up, but idk how to have it match the size
it's not intractable, just a small visual detail
Hello guys. I need some help here. Unreal Engine crashes on My system due to missing D3D. I am using an Acer Predator with Nvidia GEForce GTX 1060
@placid hornet I think you do not have DirectX installed.
@hearty walrus Add a widget to the Blueprint. Scale it
@grim juniper Thx again, works perfect! 🙂
already have
Then rotate, move and scale it to that position
@placid hornet May be work installing the prerequisites again
@ruby folio Yea I've done that already.
@placid hornet I think you do not have DirectX installed.
@meager nimbus I installed DirectX, yesterday, but it still has the same Issue. Is there something else I'm missing?
@placid hornet Perhaps do a wipe of your graphics drivers and reinstall. I looked it up and seems to be some driver issue. Perhaps theres an simpler way but I'd just take ten minutes to try a nuke fix.
Okay, let me try that, thanks
Anyone currently present have experience setting booleans in a GI?
Good job we have different channels for different subjects then!
Hey @meager nimbus Thanks. It works now without crashing. Just wiped my graphics drivers and reinstalled them.
can anyone please tell me how I can enable finer sensitivity over these controls? https://gfycat.com/HospitableHealthyBabirusa
Setting up collision boxes like this accurately is a god damn nightmare
you got the snapping controls right at the top of the level editor
Yeah, scaling snapping is disabled
I also tried enabling it to very small values, it's still way too sensitive
@ebon marlin in the project settings you are able to change the values of the snapping
How will snapping help tho? The GIF I sent already has snapping disabled
does someone know why i get these black shades on my mesh after baking the light ? the uv isnt overlapping or something like that
@celest vigil What lightmap res does that mesh use?
Might be your answer then
so what resoultion should it be then ? or does i need to try that until i got the right one ?
@placid hornet what is the error you get?
Yeah you need to experiment a bit with lightmap sizes. It's partially dependent on the size of the meshes is my understanding.
@celest vigil just from glancing at the world material on that, your uv mapping looks sub par which could be causing the issue.
How do I fix this?
this being ?
rotate the object the text is on
scale was inverted
@grim ore i dont have a problem inside substance painter with the UV and without baking the light is also dont have a problem. i will take a look into the lightmap size
what does the uv map look like in UE4
bug fixed
and yes you wont see the issue in substance or in dynamic lighting mode since it doesnt care about the UV's being properly set up for baked lighting
the UV map for texture mapping is not the same as the UV map for light baking nor is it the same requirements for what you want out of the map
copy the existing font materials if you need to do something with them
[SM5] (Node FontSampleParameter) Font Param> Font 'DINPro-Bold_tr_Font' is runtime cached, but only offline cached fonts can be sampled
Fonts in Unreal Engine 4 are categorized as a Font asset and use two caching methods, Runtime which is in the form of a Composite Font or Offline which is the older pre-computed Font Atlas method. You can switch between the two methods by opening up a Font asset in the Font Editor (this provides a simple way to convert existing Font assets from Offline to the new composite method without having to replace them).```
@celest vigil yeah there are a ton of pieces there without much continuing faces, it would definitely cause that issue but I dont know what your UV1 looks like assuming its using UV1 for the lightmap
I've set it to offline, and the font material is pure white
it's a duplicate of the default
Hey kind of a starter question and I wasn't sure of the right channel to ask in but where do yall recommend commissioning 3d assets?
@grim ore thats the channel 1, thats generated by unreal itself ?
@placid hornet 🙂
yes 1 is generated by ue4 for lighting. Besides making a proper lightmap you could try making the lightmap resolution higher for sure but nothing beats a proper lightmap
@placid hornet what is the error you get?
@grim ore After clearing my drivers and reinstalling, I dont get the error again. But Previously the Editor crashed with the error that D3d was missing
d3d was missing or d3d was lost?
@grim ore yea lost... sorry
yep drivers would fix that
I am trying to import MMD mesh and animation to unreal as fbx but part of the arm always twisted or wonky. Anyone knows how to fix it? Thanks.
How do I replace the gun in the first person template?
I'm using the same model as before, it's complicated
How do I use it as a 2PMesh
anyone here using VSCode with UE4 ?
As someone who already has a project going on my own, I'm wanting to scale up my project to a team, get perforce running and allow members on the team to use UnrealGameSync, but theres just something daunting about setting up UGS that I cant quite comprehend
I'm uncertain if its just over my head or if the documentation on setting this stuff up isnt that clear
(fwiw: i also have no idea what Wix 3.8 is)
Hey guys, i have a little problem but i can't find anything on google etc.
I have some greenscreen footage with camera movement, and i want to export the 3D Camera track from after Effects as a fbx to Unreal.
The problem is, if i import my camera into unreal, i see the camera path but the Camera isn't moving and the scale is false.
Does anyone has experience with importing .fbx Cameras?
im getting some pretty bad lod popping on various megascans assets with the included lods. am i doing something wrong or are the megascans lods just bad?
How do i post on the looking for work tab?
Part of my mesh it's turning black after light rebuild, I've already tried the lightmap sample and index thing, but nothing happens, It started after I switched to Ray Tracing tho
@quick plover screenshots might help?
aah sorry, it's the part at the bottom right
it's the same material as above, gold with reflections and stuff
If I open it, it looks good
how does the paint mode work in the landscape editor? I set up the layered material, but no dice on the layers appearing in my master material
Is there a way to dynamically reference keyboard keys by int/string
trying to assign hotbar via keys 1-9
is there a way to connect multiple montages to the anim bp
Is anyone else unable to adjust a camera's post processing settings in 4.25?
Hey, not sure where should i ask this question, but anyone have problem running pixel streaming for 4.25, everything seems to connect but web page gets stuck on, WebRTC connected, waiting for video ?
i'm having trouble understanding what is happening in this code. anyone able to explain this to me?
is there any1 good with product configurator?
aren't both of these doing the same thing? i'm having trouble understanding the difference
@late verge I believe The first == node is checking if the overlapped actor is the same as the player pawn, only if they're the same will the true node fire off, if the overlap is triggered by a different actor then it fires the false node, if you want to do something else
wouldn't the false node not fire at all? nothing is connected to false.
I have this empty folder and when i delete it prompts me this force delete window. I moved everything inside that folder to another folder. if i force delete it messes up my assets in the level. what should i do?
is there a way to make the engine verify the assets in project or something?
youu probably have 'redirects' in it
if you look at the actual folder
right click on the folder (or parent) and hit fix up redirects
then you shouuld be able to del
when you umove things, it leaves behind a file to help old refs track it
oh right. cool thanks @ember star I had this issue in my old projects in the past, I just ignore them but since the project size is pretty big (80GB!😱) I thought I'd try doing some house cleaning and mention it.
is my comment a good summary of the code (i inversed my code so i could try understanding it better)? if so, how does the code know that the other actor is actually in fact equal to the player pawn? @gusty dune
Anybody know if replicated code (meant for multiplayer games) will work fine for single player games too?
Basically if I make my game multiplayer, will it also work as a single player game
That depends on your game. Single player pong sounds awful
@autumn elbow @dense hatch I just wanted to thank you two for your time trying to answer the problem I had up here: https://discordapp.com/channels/187217643009212416/225448446956404738/744040593616928818 I ended up finding a solution via the import options and toggling off Remove Degenerative. I didn't think zBrush would produce this type of geometry, but it looks like it did.
i'm having trouble understanding what is happening in this code. anyone able to explain this to me?
@late verge its making a branch to check if other actor == get player pawn
if true do something, if false do something else
@rocky radish ah, so the branch is the one establishing that the other actor and player pawn are indeed equal?
the == is there to return true or false and the branch is what defines what each value is going to do
how do i change landscape material in a certain area
my landscape material is grass and i want a desert area
i think what's throwing me off is that the == returns true if A and B are equal, but i wasn't sure how exactly it finds out if they're equal @rocky radish
@rough knoll you would have a layered landscape material and paint on the desert where you want it
i think what's throwing me off is that the == returns true if A and B are equal, but i wasn't sure how exactly it finds out if they're equal @rocky radish
@late verge if they are the same object then its going to return true, if not they'll return false. The branch is going to tell what to do when its true and when its false
how do i do that @grim ore
@late verge if you want to know how it finds out they are equal you need to look at the C++ code, otherwise know that the node checks to see if the 2 objects are the same and returns back true or false.
Check out the docs https://docs.unrealengine.com/en-US/Engine/Landscape/QuickStart/index.html or video tutorials on it
right, it just confuses me how the code finds out they are equal. "other actor" could be referring to anything it seems like.
how does it know that the "other actor" i'm referring to is the player pawn?
your question is odd
the node == is a comparator, its saying is A the same as B
you feed in A and B and it does some stuff and tells you if that is correct
At runtime Every object is a unique object.
other actor in this case is whatever overlaps the trigger at that exact moment
and get player pawn finds your current player pawn and returns it
and yes other actor could be anything, if it was say an enemy then your == (equals) would be false
alright, i believe i've got it. once an actor overlaps, the code checks to see if the "other actor" is the player pawn. if that's the case "True", then the level restarts @grim ore
for the first example yes, for the 2nd one you are checking if its not equal and then opening the level
how do i go about painting the material on the layer? i have the layer but im not sure what to do with it lmao
read the docs
watch videos
how do I do something without learning is what you are asking
the direct answer is you add the material to the layers area on the landscape, select it, then paint that material on your landscape
what does audit assets do?
Built on top of the Asset Management Framework, the Asset Audit window can be used to audit disk size, memory usage, and general asset properties for many assets at once. It is a specialized version of the Content Browser, and can be accessed from the Window->Developer Tools menu, or from the right click menu in the Content Browser or Reference Viewer. Once you have opened the window assets can be added using the buttons, and platform data loaded out of cooked asset registries can be loaded using the platform drop down.
im still confused 😖 is it like defragging but with assets? will it make the project size smaller?
ah ok.
i feel so silly. I thought it was something special to improve my project file size. 😆
not directly but you can use it to see sizes of things that might be able to be removed or trimmed down
Hey all. I have a question about highres screenshots. I have that shot and I would like to have a higher resolution of that shot:
whats the question?
oh, dont do that. click the drop down arrow in the top left and choose high res screenshot
than i tried the highresscreenshot delay...
I thought, maybe the screenshot command is quicker than loading the trees or so 🙂
@grim ore ah okay, moment - try that.
@merry canopy you might want to make full screen with F11. that way you can get maximum size
anybody know where these are in the newer versions? cant find them.
@grim ore I still get the same - there is no Grass/Trees - only the terrain
oh nevermind, they are under geometry now.
@gentle crypt I would like to have more resolution than my monitor can handle 😄
Anyone work with writing data to a local file using Blueprints?
Such as a local text file?
@merry canopy what scalability setting is it using for the screenshot, that definitely seems weird
@merry canopy ugh.. might be a known issue thats not fixed yet https://issues.unrealengine.com/issue/UE-53916
can someone send a screen shot of the standard macro for for each loop I am having trouble finding a complete picture
thanks
i forgot how to make pure functions how do i convert them again?
OH I see it now thanks. I thought it had something to with right click. 😆
you can right click and convert some built in functions to pure that way yep, mainly getters
@grim ore ahh, the "Always Persist Rendering State" did it... thank you!!! 🙂
Looking at the component list of BP - why are some of the components separated?
probably child components
Wouldn't a child component be indented a bit?
actually now that I think about it I bet the top ones are actor components
they all are attached to the root
i never really thought about it lol
mathew, would you happen to know about how one would be able to transfer a string out of a blueprint function library?
it doesnt let me declare variables that i can read outside of it, and when i cast it to the destination, it doesnt want to pass the variable on either.
Hey ! I need to connect the variable "Save Instance" on the 2 outputs just like here : https://cdn.discordapp.com/attachments/293047579288272897/744671970163032204/unknown.png Though I can connect to just one pins. If I make the variable a GameInstance BP type, I can connect it to the target of the SET. If I make the variable a BP_SaveGame type, I can connect to the object of the Save Game to Slot. But I can NOT connect to the 2 outputs at the same time. Sorry to not explain all my code but with this little indications, any idea of how I can connect the variable to the 2 outputs in the same time ??
hey i need help with something but idk if it has personal info so idk what to do
You need to create a save object and check if the slot exists etc there should be a bunch more there from what I can see
could I dm a mod about it?
what type of info is it
k
@thin tendon How to create this save object ? I have already a variable "Save Instance" that I created doing "promote to variable" from a Cast to BP_SaveGame but it's in another BP.
how do get windows sdk
is it a c++ project?
I just recreated this variable on my second BP (those with the function I've posted) but like I said, I can't connect in the 2 nodes in the same time 🤔
is it a c++ project?
@hollow ridge bp
just Substance
um
@covert ivy I don't have my unreal open right now. Its been a while so I might be a little off. But you get your game instance. Cast to your custom game instance. Create a save object. Add a reference to the owning player index (for multiplayer) then check the slot. You need a custom naming system for the save file. If it exists save. If it doesn't create it then save.
@plush yew I think its an issue with substance but I have no clue
how do i make a material darker? the grass i have is a bit too light and i was wondering if i could darken it
@covert ivy this is the most basic version I can think of for what you want.
@rough knoll You could multiply it by a colour to tint it darker.
@hollow ridge
@covert ivy based on what you are doing in that screenshot the variable cannot be the same. One is of type Save Game Object and the other is a Game Instance Object
technically the 2nd is a BP_GI Object
Mh... So you mean that the node called "Save Game to Slot" MUST be a GameInstance object, right ? @grim ore
If I understood well so it's very weird. I don't know why my variable matches with only one of the two nodes O_o
@thin tendon Yeah but my system is a bit different from the very basic save & load system. I want to save a variable which contains the number of time that the player finished the game. I struggle so hard with that since yesterday ! 😆
@covert ivy In the picture above I sent. I'm creating a keybind save object. Then saving it to a slot. All you do for variables. And what I do when I save the key that the button is bound to is; I open my keybind save BP, I create a variable for the button and expose it by clicking on the little eye symbol, then in the BP thats saving (the picture above) in between the two bits of code I showed you, Drag out from the save reference and Set the variable inside the keybind Save BP(before saving to slot).
is there a way to sort blackboard keys? im going to have a lot of keys and right now it looks like theres zero organization to it
@thin tendon I didn't understand so well but... If I do the code that you've just showed to me, I'm near of what I want, do you think ?
Man fuck, Im 3 days in and right when I feel like Im getting a grasp KA BOOM some shit slaps me in my face and I have no idea whats going on or why lol, So de motivating, Anyone here know any good tutorials regarding blueprints in ur4?
@prime sandal https://www.youtube.com/channel/UCsS5i15vvUbwfr_1JdRKCAA
Thank you!
@covert ivy https://www.youtube.com/watch?v=hf98GRZA2d8
In this video I go over how saving and loading work in UE4 and give some pointers as to some ways to improve organisation and efficiency to developing a save and load system.
Support me on Patreon and get access to videos early, join our developer community on Discord, get ex...
Hello has anyone done the RTS tutorial on youtube for Unreal Engine 4? I keep getting an error in my project ""Blueprint Runtime Error "Accessed None trying to read property CameraPawnRef" Blueprint cameraPawnController Function Movement Speed Calculation Graph MovementSpeedCalculation Return none." I have tried a few work arounds and checked to see what my issue was, and I am stumped. I can screen share or send my project. I can't figure out what it is.
@thin tendon Indeed my actual code looks a lot like those in your tuto. I have some variable in a BP_SaveGame, anothers in a BP_GameInstance, a BP_TriggerBox with this code :
@thin tendon ...and another BP_TriggerBox with that :
Hey everyone
What can I do to make my Blueprint listen server experience smoother? Right now I get a lot of lag when I host my little project about a coop cat game :D I'm learning unreal and I'm wondering how I can add network Smoothing for online listen server gameplay?
Like if someone has high ping the experience is a total laggy mess.
@thin tendon ( I have already finished the code but I just have this stupid variable in the end that I can not connect to the SET node (those with the ERROR), I don't know why... )
what would be a clever way to make some small mosquitoes? those who are really small, almost like dots flying randomly
@quick plover I'd say Niagara but really I may be wrong
yep I thought the same, but I'm a complete newbie
Same here, sorry 😅
Hello, guys! I'm just starting out. I have a newbie question. I'm wondering why are the Cast Shadow inaccurate where I placed the Light Source? Thank you!
Quick question what do you do if you don't want area effects damage to harm team mates
You could try having a seperate damage type for area of affect abilities then use a variable to gate its effect on the player
I have a story but nobody wants to turn it into a game and I don’t know how
I just write stories
https://gyazo.com/0abd438995b3db954bf2c926beb213c6 yeah uhh how do you remove this thingy that pops up whenever i select the character?
how to detect whether a specific plugin is enabled or not
Hello, I wanted to know, I have 3 SSD, one of 500GB (where there is an operating system, steam, games, some software, I have 350 GB left) the second there are 2 software for my tablet, and there is 232 GB left, the last one there is an application and a game which takes a lot of space. I wanted to know where you advise me to install Unreal Engine ?
unreal with debugging symbols is about 60GB, i don't install it on the same HDD where i keep my projects
So, i can install on my second SSD (230 Go) and if want to start a project, i create a folder on my HDD ?
Hi
Is there a reason as to why Set Collision Profile Name is not showing Update Overlap for me?
First one is mine, second one is from the UE4 documentation?
@golden condor maybe different context? Urs targets primitive component. Try making one without a target.
How can epic games have so many textures in a single master material with FN... (not sure if best place to put this)
@analog sigil I read on Facebook someone said if setting texture samplers to "shared wrap" you can have 128 textures in one material.
They have 209...
Not to mention the hundreds of parameters also and this is only for the weapons
I really wish there were more tutorials on how to create games, with the most recent version of UE4, for beginners. That'd be really helpful
Tbf there hasn't been too many changes between engine versions 😮
does anyone want to help my friend and I with making a avatar game?
Let me clarify what we are doing, @mystic holly and I are trying to create a basic game, we are doing this mainly as a way to practice and learn Unreal, we are offering any other beginners to join us if they wish to do the same, i.e. practice building a game along with a team. We would also love it if some of the more experienced Devs and artists joined us to spectate.
Thank you
Anyone interested feel free to DM, either me or TOAD
you should post in #looking-for-talent, may get some bites there.
I did get some bites here XD, but the suggestion is appreciated. I guess I will post it there then, if no-one has a problem with that.
hope ue5 has better import performance for large models
hope ue5 has better import performance for large models
That does seem to be a major focus of UE5, with the Nanite system and all that jazz
Guys, I can't see the guidelines when moving or resizing a cube. Where can I re-enable it again?
Oh, got it. It's the G key.
@autumn elbow I tried but there is no way to set it without a target
Best approach for calling assets from code? i know that setting them on the blueprint saves me trouble if my artists move the assets but we will handle lots of assets, which might be more time consuming to reference one-by-one on each blueprint
i was constructing the path, using a pre-established folder order
but i do understand that can be a fragile approach on some scenarios
Does anyone know about Control Rig and how it compares to Alright Rig? Alright Rig is pretty advanced but is there any reason to use Control Rig over it?
Morning everyone. I have a problem with my skysphere. When hit the Play Button, the character model starts rising to heaven and than stucks in space with a message, saying that:
I followed the SkyAtmosphere Tutorial and changed the sky sphere to all the right dimensions and transformations.
Is there something I am missing?
Is there any macro for detecting plugin enabled or not
Any idea what word can I use instead of "Faking" shadow. I'm doing thesis and I need a proper word but can't think of
hello guys
@scenic moon best approach is to not. You can change assets via BP much faster than code. It also lets your designers and artists freely change things without having to mess with the code, which they never should be. At the end of the day, you'll spend more time coding the exact path than just making it a BP Variable and setting it there.
smth went wrong here
Hello again! I am wondering why the shadow of my mesh differs after I build my lightning? Here's the before Building Lightning
And here's the after building lighting
Aside from my the Lightsource outside the house, the rest has Cast Shadow disabled.
It will be your light map resolution.
Either up your light map resolution or you can stay with just dynamic lighting
Thank you for the response! I have just read that as well. The thing is, I played with the "Overridden Light Map Res" of the SM_Door4, changing it to 1200 then to 4 just to see if there's a difference
But everything I build the lighting, it is still the same.
Is the floor called SM_Door4?
Light map resolution is the resolution of the light map for a particular mesh.
Not how accurate the shadow it casts is going to be baked at
Thank you so much!
I'll be setting up the Lightmap of each tiles since I have split the BSP.
Light map resolution is the resolution of the light map for a particular mesh.
I still really don't get what it means but I'll try and learn it. Thank you so much again!
I have just read that as well! Thank you for sharing ^^
@willow quarry One way to do it would be to have a texture with colors you want to use for the cube. Then just map the cube UVs to the color you want.
Any idea when 4.26 might be coming out?
I have accidently deleted the Viewport 1 and for some reason, it wont come back on all of my projects, what should I do?
nvm, found it
@real thorn what was the solution?
Open Windows -> Go to Viewport and find Viewport 1
help0
Good ways to import content? I am trying to use a pack for an older engine version
hello everyone. i have a material that has a background image and then a watermark on top. my question is, how would i make that watermark image smaller and in the bottom right? thank you
@harsh tiger you can multiply the Texcord with a constant to scale it and add / subtract a constant2 from it to offset it.
your texture would need to be set to clamp instad of tile
this set up with the clamp has done the trick! thank you
guys will a 1024x1024 texture use mimimaps?
@scenic fox mimimaps?
minimaps
mipmaps
Anyone here dealt with GIs that don't properly retain variable values?
I have this issue with tranlucent materials whenever I enable ray tracing how do i fix this?
@hearty walrus well what are the errors?????
@uncut vigil none
that's the only error that appears, aside from the "Maps need lighting rebuilt"
@hearty walrus Can you build in other projects? Tried restarting computer? Ensure that there are no swarm processes running already?
after converting a bunch of stuff to actors, the location and scale get broken
how do I fix?
Question: I've watched multiple tutorials now but none of them seem to explain the process properly - how does one simply create a CPP helper function (to leverage as a node) for a BP-based project? It appears you start by creating a BP function library, but from there, I see no option to edit source. I have Visual Studio ready to go.
@open wadi are you saying you want to write a function in CPP and use it in BP?
I navigate to the new BP function library on my local disk as well, it's just a uasset file.
Darkloud - In essence, yes.
There's multiple guides on this but it appears either they're missing a step or I did not install something correctly.
nvm one object was fucked
thus breaking the entire file for some reason
thanks UE4
@topaz brook - Example: https://www.youtube.com/watch?v=4CgCJsThsWU
Used for presentation in the May London UE4 meetup
More details on presentation can be found here: https://forums.unrealengine.com/showthread.php?110680-Plugin-Socket-io-Client
If all you want to do is call a CPP function from BP is add the BluePrintCallable property
@open wadi
Right, my issue is I don't even know where to begin adding CPP to my BP-based project, my project's content appears to consist entirely of .uasset files.
I'm experienced in coding but new to the UE4 framework, so I'm not entirely sure how this is configured.
Ok so youve never done CPP before with UE?
That's correct, I've coded in C/C++ for decades but so far my entire experience with UE4 has been with Blueprints.
How does one integrate the two?
Save starting a new C++ based project.
The issue I'm trying to tackle is saving a string to a local file on disk, apparently there are no BP-based nodes for this purpose but it's trivial to do via C++.
Do you have VS installed
Yes, I have VS ready to go.
So for example, say I simply want to create a new C++ function, but leverage it as a BP node, I presume this is possible based on what I've read.
No problem, I appreciate the advice.
ok
so
well hmmmmmm....
Right click in your content browser and you should se create c++ class correct
One moment.
I can, yes.
Which parent class should I select for this purpose?
Oh, I see.
THIS i s where you select BP function library.
err
lol, I was right clicking and going directly to Blueprints > Blueprint Function Library.
no
Am I incorrect?
Ok.
one second
It appears some of these tutorials are worthless.
Thank you for knowing what you're doing.
NO worries
ok so you actually can make a function library that way
so you can do it that way if you want
Ok, yes, so my purpose is, I want to leverage C++'s FFileHelper's SaveStringToFile and LoadFileToString to write to / from files on disk.
Is that the best way to do this? BP Function Library as the parent class?
To create such a node I can integrate with my otherwise BP-based project?
Yeah probably. For your use at least
also, tbh, if you have experience with CPP, yoou should think about moving your project to it... It is much faster
^I just started working on this 2 days ago and I don't have a lot of c++ experience, more of c# but switching from bp to c++ is so much better and faster and easier than doing everything in bp
@open wadi you can also inherit from UObject and write a static function
Hey. I am just watching a tutorial and the tutor can Hit the play button and start playing from where his mouse is pointed or so. How do I do that?
what?
Hi someone can help to me about this problem, when I import the 3d character to unreal engine, the glove moves to right side, but in 3dsmax is aligned
@topaz brook - when I hit the play button in my level, I always start, where I put the ThirdPersonCharacter
@topaz brook in the tutorial he is starting at the position, where he is just in the level: https://youtu.be/-6nLF5bNfd4
Get Brushify from the Unreal Marketplace:
http://bit.ly/BrushifyUE4
https://www.unrealengine.com/marketplace/en-US/profile/JoeGarth
Learn Unreal Engine 4 faster than ever before, with the Brushify - Moorlands pack. This next generation product allows you to build massive envi...
min 09:15
@merry canopy you should jsut need to remove where the thirdpersoncharacter is in the level
hello, when i start up my game it will always load a level called untitled, wich is black.. but i can't find a level called untitled..
is there a wat to change it?
idiot
thats because you didn't save it
hit file
then save level
then choose a folder where you want to save it
boom!
@topaz brook ah, found it - under "Play" you can tick "Current Camera Location"
boom!
@scenic fox
lmao, i struggled too long for this shit
naaah
is this rough/ bumpy?
@scenic fox wdym with bumpy? all i can see is a normal map over a reflective surface
well, if you say it is rough/bumpy than you should change it, but i think it is fine.
@topaz brook Got one last question for you on this topic - private or public, how should I declare this and what is the difference? Explanations I'm finding online aren't clear beyond the fact that the code is obviously stored in either a /public or /private directory within source within the project.
@rocky radish i swear i've used a bumpy normal
Is this simply in reference to the standard cpp private / public declarations?
hello, when i start up my game it will always load a level called untitled, wich is black.. but i can't find a level called untitled..
@prime iron it is a new map that the engine creates when there's no engine default map. you can change it to whatever map you want in your project settings
@open wadi afaik it is the same as general CPP, I put things in protected unless it needs to be public
@rocky radish i swear i've used a bumpy normal
@scenic fox you're not making sense to me. type everything in a single message as clearly as you can please.
Right, makes sense. If it's akin to CPP public means the attributes of the methods within can be modified from elsewhere.
The attributes and methods can be modified from elsewhere.
pretty much i was trying to take a blender node pbr, and use it for unreal, i baked all the textures and used them in unreal. Then i put them in one material
In this case, I am creating a node that will allow me to pull a variable and write it to a text file.
@rocky radish why is not bumpy though
@rocky radish why is not bumpy though
@scenic fox because you're using a normal map, normal maps do NOT affect the height of a surface, they only give a illusion of depth by changing how light behaves on each pixel
https://cdn.discordapp.com/attachments/225448446956404738/744923190127624262/unknown.png this seem normal to me, how exactly did you want that to look like?
Since I want this to be a BP node that I can leverage elsewhere, should I make this public so it the methods within can be accessed outside the class?
@rocky radish did i do the thing correctly?
@scenic fox i dont see anything wrong, how did you want that material to look like?
hold on
it looks like this in blender @rocky radish
what am i doing wrong
it doesnt look like that in ue4
what do ido
wait, did you just apply that mesh texture over a cube or did you put that on your mesh?
@prime iron it is a new map that the engine creates when there's no engine default map. you can change it to whatever map you want in your project settings
@rocky radish
i might be blind, but i can't find it in the project settings..
@rocky radish its from blender nodes
@rocky radish
i might be blind, but i can't find it in the project settings..
@prime iron just go on the search bar and look for 'editor startup' and it should show you an option to change it
and then used them for ue4
@scenic fox but did you use them on the same mesh you used on blender or in a different one?
found it, thanks..
i used the same mesh in ue4 yes
found it, thanks..
@prime iron np
man what do i do
is it bumpy or not?
as in the texture
@rocky radish is my thing correct or not?
i already said that there's nothing wrong with your material
wait you're asking if it looks bumpy?
because you already said that you dont think it is
so why does it not look bumpy or detailed
@scenic fox maybe because of the different roughness values, it could be a lot of things
does it look bumpy to you though/
because as you can see the less rough areas have more visible normal mapping than rougher areas
does it look bumpy to you though/
@scenic fox in the black areas it does
is roughness suppose to be in sRBG
@scenic fox thats optional, either you want it to be sRGB or you dont. it depends on which one looks best for you
Do someone know how to make a stand , from jojo bizarre adventure in unreal engine XD ?
Is there any way to make a customizable character section like many games such as skyrim have?
@rocky radish i think it is working just not very very rough
@rocky radish i think it is working just not very very rough
@scenic fox if you REALLY want it to be more bumpy you should check Parallax Occlusion Mapping or Displacement Tessellation
stop doing the @ thing. i'm looking for the docs page to send you
An overview of the Material Nodes example level, example 1.11: World Displacement.
you should look for some tutorials on this
or on POM (parallax occlusion mapping)
anyone in here that has experience with point cloud?
i cant go through the thing
i cant go through the thing
@scenic fox try using complex collision as simple inside the static mesh editor for your mesh
ok let me try
oops unreal crashed
@rocky radish i checked the complex collision its still not working
@rocky radish i checked the complex collision its still not working
@scenic fox show me a screenshot of where you changed it
how would I go about making my grass not shiny
@naive quail increasing the roughness
here
@scenic fox and what is happening in game when you try to get inside of it?
roughness of 100
i cant go through the gap
its blocks sme
@scenic fox maybe your player's capsule collision is too big for the mesh and its blocking it from getting through
yeah
i then
scaled the thing
its still not working
what do i do?
@rocky radish it still blocks me even when i increase the size
the size of the object
what do i do?
mannnn
no one is telling anything ):
everyone is just gone
ikr
How can I make it so that a certain thing happens only 10% of the time in blueprints? I want enemies to drop health when they die but it drops only 10 percent of the time. Thank you.
use a Random Integer node and then check the value it returns!
then, run your code for dropping the health
@runic vector
How can I make it so that a certain thing happens only 10% of the time in blueprints? I want enemies to drop health when they die but it drops only 10 percent of the time. Thank you.
@runic vector maybe use a 'random boolean with weight' node to check if its going to drop the health or not
because that allows you to choose a specific percentage
^ that works too
open the mesh, go into the options at the top for collision, remove the collision that is on it. Make sure your settings in the details panel for it are set to "project default" or "simple and complex" is chosen for the collision complexity @scenic fox
can i round the edges of a part of a landscape grid? i don't want the edges of the map to be square and pointy but rather rounded.
What is the best approach on moving unreal engine 4.25 from C drive to a different drive without losing all of my project links.
@grim ore
i did that
@scenic fox you're using simple collision as complex, you did the inverse of what we said
its complex collision as simple
lol here is no way you did that since it literally says you have 1 collision object on there as well...
you probably have a simple box collision around the entire thing
@soft wedge you can really just move the projects to a different drive and locate them again when you launch the engine
if you want to move the program itself you can uninstall it and reinstall it on the new drive
thx
@scenic fox np
it won't delete your projects when you uninstall the launcher
sorry
@scenic fox why are you saying sorry lol
thx guys
@hearty walrus you wait. make sure that the process is running in task manager more than 0 %
its still doing the same thing when i play
@grim ore it's using up 2GB of my ram
but is the cpu usage doing stuff?
if there is no skeleton why is it a skeletal mesh?
custom gun w/ first person template
don't think there's any way to do it otherwise, or I'm wrogn
wrong*
10-4 but it has to have some bone or it wont be a skeletal mesh, even if you really dont use it
actually, probably gonna end up rigging it to save me some headaches later
yeah if you arent going to rig it just remove the skeleton and bring it in as a STM
does someone know how to make a good underground, not just like flat? i know there is a program like maya, but that is expensive as hell.. xD
@prime iron what do you mean, "Underground"?
sorry Static Mesh
@prime iron what do you mean, "Underground"?
@hearty walrus
ground
like in a forest, you have a ground to walk on.
try blender
i'll have a look
I got some wired error in my packaged build if anoyone has some seconds to spare
#packaging message
guys
guys
where should i put my ui
where should i add it to the viewport
in the level blueprint?
how do i stop textures from stretching on places i've raised with the sculpt tool
you can see the difference here
or just in general stop textures from changing based on landscape changes
@naive quail Whatever you did there sure doesn't look like roughness. Look like you're fiddling with metalness
Do I leave the skeleton blank? It's a rigged model
Also it's a good query for #graphics, as you mentioned in #server-feedback
Hi guys! Quick question, how do i reduce my polycount in unreal engine?
@hearty walrus if you haven't imported it yet, then yes, leave it blank and it will create one for you.
it's imported, but only the rigged bits
how do I import everything at once, or is it also an act of lining everything up
I created a level, and it is quite massive but i am planning to add more since it is a an open world game but being the noob that i am, i didn't considered that it may lag if i continue adding stuff specially foliage. i tried to package my current level and as expected it is laging when i turn the camera from left to right. is there a way to reduce the polycount all at once or do i have to manually change the LOD of every mesh that i used? beacause to be honest, it is quite massive 🤣
by the way, this is my level
How do I enable snapping to the floor when just moving existing actors around?
Just like when you drag in a new actor it will automatically snap to anything already in the level
(Please ping on reply ❤️ )
I attached my phone to my forehead then recorded myself getting up. Now I want to replicate my video into a first-person cinematic. How can I do this? Please send me a dm if you have any idea
@midnight flame facial capture?
Hi everyone, just wanna know does anyone use Gameplay ability system?
I dont
ok I'm just new and I found it on unreal document so I'm wondering that should I use or not
I can't build lighting, help
what do you mean?
it shows an error saying "Unable to kick off Swarm, recompile Unreal Lightmass"
I'm using 4.25, running off Epic's launcher
windows 10
sorry I cant help you I run 4.24 cause Im too lazy to download the new eidtor
I attached my phone to my forehead then recorded myself getting up. Now I want to replicate my video into a first-person cinematic. How can I do this?
Can anyone help me with setting up a post for looking-for-talent?
to post it or help you?
Make a website of html5 or google sites
Then Just Make it public
Then you can post the link on industry chat
@robust acorn eyyy thanks! its laggy though haha
I bet you can do that too, i just started last July haha
okay still having the samei ssue
same issue*
I've deleted SwarmCache and it still shows the error
Would it be better to follow along with a tutorial series or try little small things by urself by googling and reaching out for help, So problem solving with trial and error etc, What do yall think is the most effective way to learn blueprints for a newb? (I have the bare basics of how to get around the engine and have a somewhat understanding of what classes/actors are)
@rough knoll You either need to smooth the terrain or use triplanar mapping
would it be possible on ue4 to make a game for the wii (ik it sounds like a stupid question but still)
cause ik you can make it for like pc xbox ps4 switch vr but i really wanted to make a game for the wii
thats wii u
and its not officially supported either
would their be a way to load it in though
?
(cause the wii's hardware is s***)
If the wii u you dont have it, Im sure the wii dosent have it could be wrong
but just google it tbh
ok
there's no support for the wii in ue4 @sweet trout
@rocky radish So its impossible to make it?
exactly. there is NO support for either the wii or the wii u in ue4 and at best you could make a game for the nintendo switch (IF you have the sdk for the switch and permission from nintendo)
what about another engine?
@sweet trout i doubt many recent engines have support for the wii. but i guess you could try looking for it
@rocky radish ya will do
i'm pretty sure unity has support for the wii (but i think only on older versions) @sweet trout
i dont think you will but i know that you will need the sdk from nintendo
just like in any other console
ok
well might as well not do it then cause i dont think that nintendo would give me an sdk (and its the wii so...)
the wii is not worth that
well might as well not do it then cause i dont think that nintendo would give me an sdk (and its the wii so...)
@sweet trout i think all you have to do is to register in their developer portal
np
Isn't the starter pack supposed to include like a mannequin skeletal mesh or something?
Isn't the starter pack supposed to include like a mannequin skeletal mesh or something?
@slate sierra no. only the third person example content
ah
Do you know if that mannequin let's you move the arms and legs and stuff with addforce and what not
or is that a diff type of asset?
Do you know if that mannequin let's you move the arms and legs and stuff with addforce and what not
@slate sierra wdym? like a ragdoll that can be moved with addforce?
yeah
Like if I wanted to make it so that it flails it's arms about randomly with physics
for that you just have to drag and drop the physics asset from the mannequin
would I just do add physics asset to it and set up constraints? I'm brand new at this
OR check the 'simulate physics' box in the skeletal mesh details panel
thank u
np
ok how the heck do I get unreal to stop launching steamvr when I open a project
I've disabled the steamvr plugin it still happens
ok how the heck do I get unreal to stop launching steamvr when I open a project
@slate sierra https://answers.unrealengine.com/questions/441149/how-to-disable-auto-steamvr-launch-on-ue4-launch.html
yeah i've tried it, still happens 😦
I think it's bugged for me or somethin
I'm just gonna uninstall steamvr for now since I don't use it on this pc anyhoo
its possible you enabled it by default for the engine on accident
hi im trying to make a FPS using third person character everything was going well till i added the idle gun poses to the anim graph now my characters legs dont move he kinda floats around what am i doing wrong
is there anything to reduce html5 build package size?
or can we cache data files using web browser?
okay there's still NOTHJING
I've verified UE4
cleared SwarmCache
gave everything a material
and it's failing
and it shows the "Lighting build failed. Swarm unable to kick off. Rebuild Unreal Lightmass." error
Got a slightly unique question here. Right now, I have 3 levels - a Primary Persistent level and 2 sublevels that are stream-loaded, my Login level (which simply contains my login form) and my Main Menu Navigation level. Right now, the user experience path is Primary Persistent > Login Level > Main Menu Level. When my user logs in, it creates a session cookie on my node.js interface and the code is working to periodically check the validity of the session cookie.
Right now, I have a BP function library function, "Session Cookie Fail", that is called if the session cookie check fails. This BP function library function is simply this screenshot.
The issue is, this doesn't work - it does successfully remove all widgets, but when it stream loads the Login level again, and I log back in again, it doesn't load the Main Menu Nav level like it is supposed to after successful login (which it does correctly initially)
So in this example, the level loading path is Primary Persistent level > Login level > Main Menu Nav level > Login Level (loaded again because session cookie check fails)
And all widgets are removed with that BP function library function (the one in the screenshot), but after re-logging in, the Main Menu Nav level doesn't appear (as it does initially)
First off, is this an OK way to behave? Going Primary Level > Stream Level 1 > Stream Level 2 > Stream Level 1? Will that cause memory / garbage collection issues, or can you stream load levels back and forth like that?
Oh wait, I take that back - it DOES load the Login level again (the login form), but upon re-logging back in it does NOT load the Main Menu Nav level.
So this is the path: Primary Level> Stream Level 1 > Stream Level 2 > Stream Level 1 > Stream Level 2
AKA: Primary Level > Login Level > Main Menu Nav Level > Login Level > Main Menu Nav Level (this is where it fails)
My logs display the following, that would indicate it should be re-creating the Main Menu Nav level: [2020.08.17-15.29.51:603][569]LogLevel: ActivateLevel /Game/VLevels/L_VMainMenu 1 1 0
i wonder, how to make my camera move when i hover my mouse over screen end ?
can anyone help? I can't build the lighting with this error!
Therefore, 2 questions:
- Is it OK to bounce back and forth between Stream Loading Levels in this manner as-needed, or will this cause RAM / garbage collection issues, and
- Might there be anything wrong with that workflow?
@rocky radish I have the same issue, SteamVR fires off every time.
One post I read indicates the only way to truly disable this is to go into the UE4 install dir and hose the SteamVR content manually.
Seems a bit much, I'll probably just deal with it for now.
@hearty walrus Check project for duplicate material names
how?
Filter by material & material instances and look?
I SWEAR TO FUCKING GOD IF IT WAS THAT ONE FOLDER-
let's find out
update: it was
@somber quail THANK YOU
Hey Slackers! Rookie question here. The default mannequin has this shape to it. I'm trying to apply a holographic material with translucency, but I think there's some unnecessary overlap happening. I have two questions: 1) where is that data from the mesh shapes coming from? Is that the skeleton? 2) How might I adjust my material to work with translucency sorting? I was told maybe to look into scene depth node-- but wanted some additional direction!
@dusty zinc https://www.tomlooman.com/ue4-hologram-material/
You have 2 options here. Check the "Culling Inner Triangles" section of this blog post (the same as what MatthewW just posted (you ninja)): https://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/
Or set your material to masked and multiply your opacity by DitherTemporallAA and plug into Opacity mask
@open wadi as a general question, are you unloading the levels when you don't need them anymore. for example I see you loading the login screen again but did you unload the main level that you were in as well?
