#ue4-general
1 messages ยท Page 824 of 1
I have a lot of CameraAnims so I just want to get ahead of having to convert a bunch of objects down the line
@surreal laurel what version are you on?
4.24
Hi guys. Im new in Unreal Engine's world. Can somebody help me with little problem? How can i set up the "hitbox" to an object?
(to get closer)
Hi guys. Im new in Unreal Engine's world. Can somebody help me with little problem? How can i set up the "hitbox" to an object?
@stark cipher what is that green stick? is it a blueprint?
or a static mesh?
I imported it as an object from Blender
What should i search in the collision? Here's 4-5 option
What should i search in the collision? Here's 4-5 option
@stark cipher
all my map seems to have a very orangy tinit to it
@surreal laurel well, they've added Camera Animation Sequence in 4.25, but it's a different asset type...not sure if the conversion available just by right click
also some nodes in BP not work as is
Thanks guys for the help
@surreal laurel asked about conversion guide..."soon"
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/documentation-feedback/1625105-feedback-on-the-new-docs-site?p=1803453#post1803453
The sharp-eyed among you may have noticed a few changes in the look of our UE4 documentation site (https://docs.unrealengine.com/en-us/) this week. Along with the
*migration
I need help tracking down and fixing a bug in the engine
anyone here available to do so ?
it depends
I found a bug in SkeletalMeshComponentPhysics
it seems there is a loop that doesn't check if the array length > 0
causing an out of bounds engine crash
and you have the crash callstack?
yes
this is the code that is causing the crash specifically L1627
one sec, let me do the crash once more and upload the callstack to gist
^ this is the crash call stack
I sadly have deleted my source build of the engine due to lack of space, and it will take forever to rebuild it
steps to replicate is to use any model other than the default mannequin
add physical animation component
finally in the character blueprint add the following code to "Even BeginPlay" https://blueprintue.com/blueprint/9no_ruum/
hummm, when using the same model on a new project it doesn't crash
@tight prawn well, it does work for me, jusm created an empty project added a simple 3 bones mesh and simulated it
it seems that it is only broken in the main project i develop
when using the same fbx in a different project, it doesn't crash
I just tried using a totally different mesh in my project, it crashes
@tight prawn cpp?
blueprints
is there a way to validate the assets ?
I have imported a completely different mesh on a different location with new SK mesh and physics asset
and it crashes
as far as i know...no
it just happened few times on my projects
you still running logic from the same BP?
or it's new BP with the new SK?
same logic, i'll create a new bp with the new sk
Why use Apply damage node at all? I mean why not just play your particle effects on hit and just subtract from max health some amount. What is the point of Apply damage?
@mellow hollow it's a Kismet node (means generic)
and it works with network replication, since it has an instigator reference
no need to use one if you don't need one
So after spending two hours hunting a ghost reference to some widget, I have my answer:
Main widget, Child Widget.
Other widget, only containing Main widget, had a hard reference to Child Widget.
Fix: Delete Main Widget stuff, and recreate.
And no, there was no mistake in identifying which was which.
hi im having trouble with my animgraph my characters legs dont run and im not shure were im going wrong would appreciate the help
@pseudo sapphire make sure slots are set properly
most common issue with animations in ue4 afaik
ah what am i missing in the slots sorry im new 2 this lol
@next badger you are correct, it seems my blueprint is corrupted ๐คฆ
I know this sounds silly, but can someone please explain what a variable map in the simplest terms possible? I'm having trouble understanding even after reading the documentation
Why does my scene have a weird pinky/orangy tinge to it? I would like it to be as white as the texture thats displayed in the texture window
@pseudo sapphire slots are like layers...if the animation uses slot, it may blend only part of the bones
like a bright daylight and not a sunset
@proud narwhal can you show from outside?
its OK I fixed it, just needed to change something from 1 to 1.1, weird
@next badger so do i need another node to set it to say upper boddy and lower boddy ?
an thanx @next badger ill have a look
Hello ! I have just joined the discord because I have a question. I've just build a chroma room to use for online presentations, webinars, etc. The final rendered product, going out live, in our tests so far, had been, less than optimal. The image has a lot of artifacts, looks clunky and has a tiny bit of delay, as in, looks like it drags a little bit. My question is, is this a graphics card issue ? We're using a 1660 , it used 99% of the card when it's in use. We're thinking of upgrading to a Titan 8000 but we're worried we'll invest heavy into it and it won't fix the issue... My question is, do you guys think there could be another issue in the middle of it ?
Never heard of Titan 8000...quadro? 1660 is definitely low grade gpu, if you want to get 4k 60fps no matter what*, look towards 2080 ti
also ue4 is memory lover, 32-64gb of ram is okayish
Sorry it's a quadro 8000 not titan
NVIDIA QUADRO RTX 8000
*
We want to get 1080p 60fps to stream it live without issues, right now, the main problem is the output of image quality, it looks bad and was wondering if that's the card
I'll upload a photo
So I thought I fixed my lighting, but its still not correct, if I open a model in the model browser window it has a lot better lighting than where its placed in the scene
for some reason its darker, and the tops darker too
@proud narwhal well, model browser has own scene
can I match that to my scene
@proud narwhal just to be clear...there is no sun inside buildings
correct, but I was looking for some type of fullbright mode
no clue what that means
I clicked generate visual studio project files and got an error that said I need to install VC++2017 toolset
how do I install that?
I have visual studio 2017
@plush yew ue4 version?
fullbright was what the goldsrc engine used to do, it would default to a full brightness mode until you added lighting to a map, but I guess that is a very dated concept now
wait, I'll check
4.24
it says visual studio 2017 is installed but is missing the c++ toolchain
go in VS installer and find a VC++2017 toolset there, check it, and you done
@proud narwhal i guess, skylight is what you looking for...it acts like ambient lighting
yes that might be it thank you
Do I install this?
Can I upload a video to youtube so you guys can see the quality of what I was talking about earlier ?
Or are we not allowed to link that here?
@white hornet go for it, but put it on streamable much easier that way
so which installer do I get?
I don't know why I have been so sparing with line traces, apparently they're cheap as hell
line, not shape that is
@surreal laurel How do I do that ?
just go to streamable and drop a video into your browser, don't need to log in or anything. then share the link
it finished first xD
@plush yew ? no clue...most people here use Community versions...as it's free
ok I'll just get the top one
I'm wondering if that image quality is linked with the 1660 we're using, does it look like a graphics card issue ?
but i mean it's up to you
I don't have the workloads tab
well, cause you have not reached it yet
oh.
ok so after, I clicked install and it just installed.
I didn't get the workloads tab.
did I get the wrong installer?
ohhh I see, community.
this time I have the workloads tab but not visual c++ tools.
which exact installer did you use to get that? @next badger
indeed...cause i've just downloaded it
Sorry for repeating the question but finally got the video up, hope anyone can shine some light on this
actually that's right isn't it?
@plush yew gamedev c++, the one checked on my screenshot
if you only need the toolset i believe it's core module
@white hornet are you feeding video through ue4?
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4.
Hi guys, is it possible to convert a landscape spline in a spline actor?
@next badger yeah, it goes directly into ue4
noooooooo
I got another error.
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.
I'm so confused.
@plush yew well, install it...it's in this installer
NET Framework SDK 4.6.0
Netfxsdk?
ok
is it .net desktop development?
@next badger sry for pinging again.
oh it is.
finally I've got it working.
hey I've got a problem with a project I'm trying to transfer to my new workstation
everything works just fine except when I try running the game
cause when I do I'm being greeted with this screen
and this message log
I've got this basic UI working, but it feels really bland - how would I go improving on this?
how do I update ue4 to 4.25?
open a launcher ->
do I click launch?
you hit +
can I attach a light to a model, for example a ceiling light which will then be automatically applied to all uses of it in a scene?
found it
why does the progress bar fill at 10, instead of 100?
@hearty walrus incorrect math?
@hearty walrus I actually think your minimalist UI is quite nice. I don't like the font though. It looks like a digital radio clock and not a HUD
But the simple bar and shape cut in from the top looks sleek
really, the rest of the game has it's own over-the-top scifi look, and the UI just looks bland
I'll probably keep it in as an accessibility feature
You could look at UI from games like Crysis and Halo maybe if your character is wearing a visor
Or even stuff like Iron man
You can use tools on the web to analyse fonts from screenshots too
Halo's UI is a big inspiration for this, actually
If for example you found a font but couldn't work out what it was
I finished downloading unreal engine from some 3rd party software. It says it's master source and compiled(I have no idea what it is)?
So what should I do now to open it?
Can you move procedural meshes in real time? you have to move them as a mesh and when u want them to be procmeshes you copy from static mesh?
need some help i want to add an inventory and crafting system into my game
how do i add it to my project
it just says create project and not add to project
ok how
cool
thanks
so i can just use this and then expand on it then
like the system is in place already but i can just change out the ui and stuff to fit my game
is it simple to add your own items
like new ones in
can i easily replace the ui too
Can anyone help me?
my game is going to be a sort of survival crafting game
but it's a bit differant to most
since you're going to start off with no resources on the planet
and you have to plant everything first, then harvest them later, it doesn't start off with much at all
What should I do so that Engine can run๐ ?
@wooden delta where did you download that from?
Just from a website
Just from a website
@wooden delta may i ask you what website? github?
Nope(I should have but i found it only when it was done)
i'd recommend you downloading the engine from the epic games launcher and if you want the ue4's source code you should download it through github
@plush yew i need help i can't find where it stored
how do i find where is stored a project
i just created one not looking where it saved to
I can't download from launcher ๐ฅบ
I can't download from launcher ๐ฅบ
@wooden delta why not?
Internet limits doesn't allow me
Internet limits doesn't allow me
@wooden delta dont allow or it just takes a long time? i need you to be a bit more specific.
Hi everyone. Is it possible to share one unreal engine 4 install on dual boot system (Windows 8.1 & Windows 10) or would i have to install ue4, visaul studios and win 8.1 sdk on windows 10 seperately?
I used public WiFi to download in my phone. I can't take my PC with me to public wifi@rocky radish
I used public WiFi to download in my phone. I can't take my PC with me to public wifi@rocky radish
@wooden delta wait what do you mean download in your phone?
I downloaded the RAR format of unreal engine in parts
Extracted in PC
Lemme DM you link
ok but what i dont understand is why didnt you just install the epic games launcher and the engine through it?
Because I wanted some offline launcher
Because I wanted some offline launcher
@wooden delta from what i've seen from the files you've shown you're gonna have to build the engine in visual studio
Offline installer
and you're still taking the risk that the files you got are gonna give you malwares and such
How can I build that?
Hey if anyone is good with animation state machines I'd appreciate a quick look in #animation
i wish megascans had more trees
@jolly jungle get open world example from epic, if you have no one yet
there are a lot of trees
is there a free program that i can throw megascans bark and leafs into to make trees? like speedtree but free?
yep, Tree It is the only one afaik
Hi does anyone know how to put a hole through plane. Im trying to do this so I can have a door
looking into treeit
@midnight flame use blender, you can do it with ue4, but it's not a simple thing and i have not seen tutorials to give you a link
to make hole in mesh
Ok but I rather do it with ue4 even if its more complicated
I bought some assets for wall that I would like to use
sometimes i hate my antivirus so much
Just use Windows defender and something like Malwarebytes + AdwCleaner lol
Unlikely that you need a dedicated realtime software outside of defender, it doesn't suck like it used to
@midnight flame Unreal is not equipped with the tools to do complicated modelling well, particularly boolean-style operations like what you're describing. Do it in a 3D program such as Blender, 3ds Max, Maya, Modo, etc
You can do simple boolean operations with BSP, but it's unlikely to be good looking.
Hey guys ...quick question: direct light can only be movable ? Canโt it be baked ??
You might need to set it to static
@midnight flame oh...it seems like they've added a hole puncher
Really?
@midnight flame when I set it to anything else other than movable it disappears
ok thanks
Movable lights cast fully dynamic shadows. They can be changed at runtime entirely.
Stationary lights cast dynamic shadows onto movable objects, and bake static shadows for static objects. They cannot be moved at runtime, but their intensity and colour can be changed.
Static lights cast static shadows to everything, and cannot be changed at all without rebaking.
When i set my direct light to stationary and build light its effect disappears
When i set it back to movable it shows up again
Your Lightmaps are probably broken/inappropriate. Take screenshots of your level in Lit mode, Lighting Only mode (Alt+6), and Lightmap Mode (Alt+0)
I guess I figured out by myself
Unreal engine is on๐
Remember you can only have 4 overlapping stationary lights. If 5 stationary lights overlap, one of them gets disabled
@magic jewel screenshots with direct light set to movable or stationary?
And the sun counts as a stationary light
I have only1 stationary light for now which is the sun
In that case I recommend doing what Subzero said above
both
Ok guys will run some few tests and get back to you, thank you guys
wait am i allowed to use free megascans in treeit as long as the tree that will be exported will go straight to unreal and unreal only
Hey guys why does my montage window look completely different from this: https://docs.unrealengine.com/en-US/Engine/Animation/AnimMontage/Creation/index.html
Overview of creating an Animation Montage for use within Blueprints and Animation Blueprints.
mine looks like this
wait am i allowed to use free megascans in treeit as long as the tree that will be exported will go straight to unreal and unreal only
@jolly jungle i don't think you are because it says you're ONLY allowed to use it on unreal
Does anyone know how to fix an issue where the capsule component doesn't fully follow the mesh? I'm jumping but the capsule is well below me, making me not reach the desired height. Any way to ensure it sticks to wherever is the mesh is?
but i think you can create tree's from scratch on tree it
@rocky radish if you use Epic account to log in to Megascans - you ONLY allowed to use it in ue4
@rocky radish if you use Epic account to log in to Megascans - you ONLY allowed to use it in ue4
@next badger Enator18 was the one who asked it ๐ wrong @
Yeah Iโm just gonna do it I think
it doesnt matter if there will be some intermediate steps
@next badger wait so its allowed if i export it to unreal later?
"Unreal Unlimited" license is covered by EULA (same as Unreal Marketplace assets)
how do i fix blender fbx files not importing correctly
@plush yew ahaha, i was typing that
@dense knoll are you sure that it's not just flipped normals?
what?
well...every triangle of geometry has normals
how do i find out wether the normals are invertedf?
you need to make a material and check Two Sided in it
oh
if the geometry will back - you have normals inverted
ok
this checkbox is expensive, so it's better to fix normals, than leave it enabled
@plush yew you can do that in ue4 now ๐
do i do it in the import menu?
their are 320 meshes to my model
Any one know how to make sure the mesh and capsule component stick with each other?
"stick" ?
Yeah, I'm jumping and my mesh is higher than the capsule. The capsule is colliding with surfaces and making it look like my character stops in midair and not completing the jump to a surface.
Yet when I'm on the ground, they line up perfectly.
well fixed
@thorny horizon well, first, ue4 collision test for CMC leaves a gap between the surface and capsule
Never mind, I found the issue. I had two different JumpZVelocitys set.
Thank you for the help, though!
Hey Guys... I wonder how does the Tick node work exactly
since it's called per frame
does it mean it goes faster on higher framerates ?
Does anyone know how to make hair in unreal look good? Setting the texture to be translucent makes it look pretty crappy here, it's just a single haircard texture
hair looks like this
uhm I dont know if this is my computer or what but every time I open the game scene and go fullscreen mode it gets a little laggy
anyone know of a way to force a specific LOD while i'm piloting a camera so I can work in another viewport at a lower LOD?
h
@dusk elk cant you open the model viewer and hard set the LOD in the model viewer then revert the change if the LODS are auto generated you could write down the values and then hard set it to the LOD level you want then change it back.
not sure
You just want to do this on one model or all the models?
Is there any way to set it so that stamina is only taken away when the animation is used?
For example, I can spam space bar and lose all stamina and the jump only happens once/twice
i have a cinecamera at a certain point viewing a city
and i'd like to view LOD 0 from that camera but position buildings in another viewport at lod 1
6 individual buildings
6k
@dusk elk did you try the Far setting for that particular object?
Can someone explain me how to fix problem? When i export video from Sequencer i always get fps counter in right top corver, but i dont need it and dont see how to remove it
@wild bear You should be able to turn off the FPS counter in the editor windows before you start recording
its turned of already
ok did you check the settings in the movie recording setup?
checked but have not seen anything
are you running the game to record or doing it from the editor?
-NOSCREENMESSAGE already present
ok
and it creates a standalone and the FPS are on when you do that right?
avi 100% compression 1080, sometimes it disappear when i use custom resolution
yup
but sometimes custom dont work... ๐
run the standalone with out exporting just as a test do you see the FPS on then, if so disable them from the console
then try to export the movie again
standalone sometimes saves things
like res changes will revert and all that
hit the ~ type in stat fps
then type in exit
then try to capture the movie again
it is an attempt, one thing I noticed is that sometime when testing out lower settings they become the default when i do it from my menu options running in standalone then I cant remember what I do to fix it seems like I have to trick it into remembering the latest thing I did. so I am assuming it is the same issue.
can someone help i need to spawn a actor at a random location and move i to another like the fornite battle bus and it keeps giving me this error
@plush yew lft
@pallid yacht, You do not have permission to use the talent command.
@astral copper, You do not have permission to use the talent command.
you have to DM the bot...
oh ok sorry ^^
@dire coral Looks like the object hasn't spawned yet you are doing the move event on begin play, create a custom event and call that when the conditions are met like it is spawned.
The move event is just a function that select random start and end points
@loud knoll i just ended up forcing LOD 0 as a quick way to see then switching back to LOD 1 to move things
Was hoping there was a way to force LOD 0 on a specific camera and work LOD 1 in viewport 2
@dire coral yes I see that but it hasn't spawned yet, that is why you are getting the None over and over again it is trying to find it, maybe add an isvalid? condition to the begin play event, but that will only trigger once, so if you create a function timer and try until the condition is met it will trigger once it is valid.
Now that I've forced LOD 0, my auto LOD's when up close don't work is there a command?
did you unforce LOD 0?
I've been going back and forth with r.forcelod 0 and 1 to move and view my changes, what's the unforce lod command?
I am sure it has auto in it ๐ let me search
i tried r.forcelod auto
Hey Anybody got any idea why I could be getting this issue in UE4
on blender is like this
try double siding your material and see if the face is backwards
how can I do that?
even so why is that looking like that?
its a single face
but in UE4 is a triangle
when the model is converted it turns it into triangles "triangulation"
do it in blender
turn on show normals
Hi guys can someone help me?
face select or select the model then you should see that one normal going the wrong way, flip it, and then save export
@plush yew you have to ask a question or we dont know if we can help you
Hi guys can someone help me?
@plush yew I want to know how can I export to windows in my linux pc, without doing dual boot
export what the entire game or just some assets?
can you build the windows platform under linux?
I only have Linux and Android under export project
dont you need visual studio and all that?
did you enable windows is it a choice in the project settings?
will try that @plush yew
On 24.3
it doesn't seem to be a double vertex issue
P> will try that @plush yew
@ornate ice you using linux os? (I use the term "Linux os" as the pc operating system and not the exported game )
Windows @plush yew
Is RobotoTiny exclusive to the Starter Content?
I see
But I use Ubuntu 20.04 with ue4 25.3 and can't export the game to windows, hmmm...
@plush yew Sorry man I haven't used Linux with Unreal in a long time, no clue if you dont have the export choices it seems something is missing do they have a get started with linux section?
Yes
It's only build and qt Creator as editor ๐
oh @plush yew I found this - https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html
๐
I see something about it only support windows up to 4.14 but then you can do something to fix it
@plush yew didnt work ๐ฆ
@plush yew Sorry it seems that is from WIndows to Linux not Linux to windows
got it
@plush yew This thread might help https://community.gamedev.tv/t/using-linux-with-unreal-engine/4648
scroll down to shootzc seems like he has a long response with a of info
nah that one is all about getting to run on linux
@plush yew oh wait do you know if you have to enable some plugins to compile for windows from linux?
maybe it could be some options in the plugins
I will look, thanks ๐
@loud knoll Looks like scheme when you Play standalone > stat FPS > exit > render seq > loop it if need render again
@wild bear So it fixed it?
@wild bear I have stats off by default when I am working because I get distracted by the data until I am ready to look at it.
yes, its strange fix, but its working
awesome
@wild bear imagine you are testing medium settings running low res then want to render a high res movie and it is stuck in med res mode that happened to me a few times.
@wild bear It was happening a lot when I was testing my menu options settings for video and then wanted to export the result to show people.
and another what i have is that foliage not loaded from start in sequence export....and after couple seconds it fading in
@wild bear Yeah you can add a delay to it and I think it has an option to make sure everything is loaded.
depends on your hardware what the best choice is
guys how do you make a room
i've been trying to do it for legit hours
and i cant
like i legit cannot
there is like a small gap in between my bsp(s) and i cant get the right placement for it
Hello. i have an object with a "On component hit" on it, to do something when the player is touching it. But if i enable th eobject collision while the player is on the same place, the placer is pushed, but the "On component hit" is not called. is there a way top make it colled at collision activation ?
Does anyone know if vector fields can be used to effect physics objects as well...I dont mean meshes in a particle system
how do I create a cooldown progress bar of sorts?
is that overlapping meshes Bustzee or just where your UV seam is
overlapping meshes
and i cant get it
to
not overlap
can you guys help
plsss
@narrow mauve can you tell me how to stop this thing
god damn everybody stopped speaking
AAAAA
lmao
can you help
but i cant get it on the right place
are you snapping to the unit son the grid
just turn it off to make fine adjustments
now it looks like this
wtf is happening
what the hell should i do?
but why is it doing that?
does anyone know how to create assets for the animoffset?
hey does anyone know what the best way is to how I can make the numbers actually like do something? (Im using blueprints)
the actual health bar works but the numbers dont do anything yet
@plush yew are you using widgets?
if so, you need to bind the variable text to a function that is bind when the widget is created
that way, everytime your bar changes, it will also update the text
if you need more help, just send me a msg
can anyone help me with making my components editable in the blueprint editor?
i have created a blueprint extended from this c++ class
but i have nothing in the details panel of the blueprint editor
Ive just tried that, still the same thing :/
thank you to both of you, its working as expected now :)
Hello Guys ... If i have a material for a long wall between 2 rooms Can i get the coord of texture for each room Like divide the wall for 2 Parts in Material
Do Corpuscular (god rays) work with sun sky?
Other than this Docu reference: https://docs.unrealengine.com/en-US/Engine/Performance/Scalability/ScalabilityReference/index.html - is there any other settings recommended to be implemented associated with graphics?
Scalability options, properties, and console variables.
Hey guys, am very new to this all have downloaded ur4. 25.
Am aiming small and often at the moment to try and learn as much as possible in my spare time.
Been following guides for simple things such as importing a object, texturing it and putting it on a base that spins and a small banana pick game.
Its been really interesting as have no previous experience but even the basics with blueprints so far have inspired thought into how could be expanded upon.
unreal seems to give even a tech caveman the chance to participate in something creative and enjoyable.
Wondered if any advice on some basic tutorials I could follow that you think provide good basic skill sets
The basic tutorials on the Unreal website are good. Tom Loomanโs stuff is good too: tomlooman.com
Ryan Laley recently put up a new โgame from scratch โ tutorial series: https://www.youtube.com/playlist?list=PL4G2bSPE_8uk84cmXmVO-uS8ioIXEJkh0
@cinder forge The best resource is the official UOL platform, available here: https://learn.unrealengine.com/home/dashboard
Guys is it me or does the montage UI look completely different to every tutorial out there?
there's no montage, sections, notify bar, etc..
can someone help me in #cinematics
Thanks for the tip. On the official site tutorials. Will start working through them.
As all that start here my ambitions are huge but my skill base is 0. Hope to see you all soon wish me luck
And jc that looks really good series for what I'm aiming for. I just need get basic utilities down first then will try that tutorial
This may be a dumb question but this is the first time I'm dealing with Niagara effects. How do I change the rotation and location of the effect? I'm trying to do that in the details window in the animation where I have the Notify State in, but the effect doesn't change location or rotation at all.
Yeah I'm using that too - I more need a list of options I can implement
Dumb question really ๐
Thanks though
anyone know why I can't see people look up and down?
and I can only see them turn left and right
also, strafe has a question :)
how do i add animation to my cutscenes
@near pine you mean this?
oh
u need to track first an object
let me try that
or whatever u want to animate in ur cutscene
so happy to help u
if u need something else just add asa friend, and i will be happy to help u
is it possible for the character to do an animation when it starts
so like if its in first person
i can make it like crawl backwards
when the game begins?
well u can only work with animations u have
like crawl backwards, if u dont have that animation
i dont think there is a simple way
yes
need help my world just looks too flat
do you think it's because my ground textures aren't very detailed
something just looks really off about it
i put a detialed texture their and it looks fine
so i think it's because my texture is pretty much a solid colour
Yeah I think it just looks a little weird because the colour is so flat and there aren't really any shadows to break it up a little
a little bit of variety in the texture will help I think
Hello, is there a way to make an "inifite" timer, so I can measure, for example, how long the player takes to beat a level?
I made it by setting a timer's time to 9999999, but something tells me that's not right...
Game time in seconds returns an integer, that gets back to zero from time to time... I had some bugs because of that, so I'm not sure if it's reliable for this. Also, I would like to have milliseconds precision. Doing something like a speedrunner mode.
Then I have no idea why I was having the issue, haha
makes sense
Thank you ๐
I have a package that was imported into my project, when I try and delete it from the engine, it crashes. Is it okay to delete the raw files from my file folder?
and when i run the code and print the hp values, i can see them going down
however, if i print through the "get hp" function related to the progress bar, i see that get hp never changes
Any ideas on what could be going wrong?
@empty dawn i've deleted files from the folder before, just make sure you arent using the contents of the folder or stuff could get weird. idk if it's good practice though.
@errant venture does ur bar update?
Guys my bullet hole decals are only visible when I'm really close to them, like 1 meter close, any farther than this and it doesnt render, any fix for this?
@autumn elbow yeah, it does. I put a print script in there and it printed many times
I tried that, still same thing. ๐ฆ
@errant venture sorry.. maybe I'm misunderstanding where the issue is. You have a hp variable. The progress bar is updating as expected. What's the issue?
@little warren maybe this? https://www.worldofleveldesign.com/categories/ue4/ue4-decals03-decals-do-not-render-in-indirect-light.php
Solution on how to make your decals render or show up in indirect static lighting or in shadow.
help
from the sides my grass looks dark
i want them to still cast shadows but just not look dark from a differant angle, so i can see them
i don't waht kind of lighting i have
i only have one directional light i think
im getting a fatal error when i try to launch my packaged game, but it works when i run it as a standalone game in editor
what i'm doing wrong? i want to play global camera shake but i just wont, i'm using ALS if that change anything
Any idea what would cause big frame drops every 1-2 seconds in the editor?
anything illegal
I have a question (maybe a stupid one): If I have various packages from the market in my project and I want to (package) it for testing, I select package for windows and holly Christ it seems to run through all these market bought folders and trys to compile just "everything"! is that normal or am I doing it wrong?
Anyone know how I can get a Unique Net ID from the owner of an actor?
on event begin overlap
Anyone get issues when using Blender to Unreal? Specifically I'm having a mesh not show up.
I'm exporting, and a bunch of the ones I'm trying to import do indeed import, but one doesn't. =/
It does import the texture & material though weirdly enough
Ahh fixed the issue!! I went into the folder to ass if the uasset for the object was there, and it was! So I closed Unreal, and deleted the uasset
Imported just fine after!
How long would you guys think it would take to write a plugin to create a blood decal system?
Obs are object?
Does anyone know if you can sell blueprints on the marketplace if they require Advanced Sessions?
as a beginner, why I find blueprint is more confusing than C++?
Because everyone thinks and learns in different ways.
U know your bad at lighting when your game looks better when laoidng shaders
That's me right ther lmao
Has anyone been in the predicament of adding a new animation to an FBX export, and then struggling to import the extra animation into UE?
Hello, Does anyone know if they ever release the Unreal Anatomy Diagrams and where i could find them?
...Found it in the tutorial
i want to make a walking simulator with an art style like Zelda: Breath of the Wild and Genshin Impact.
what assets would you recommend? what should i start with first? grass? water? skybox? sun? landscape elevation?
can anyone help me to update UE4.25 using source build
in previous version there is a glitch(screen flickering) and now i want to update the with new one
so please help me to update using source build
I'm trying out POM in materials but I'm getting this blurry result. Anyone knows why this could be?
Anyone have good resources on sessions? I know i want to have a player spectate while dead until the next game starts, but I don't know how to do the specate part or the create-next-game part.
Like, can you leave a session without destroying it?
Anyone ever leveraged html in a widget?
I was wondering how I could use directional hit reactions? I have animations for them too but I'm not really finding a lot of information when I search that up
@barren flume I've never messed with that but i'd probably create a state machine for the reactions and create conditions for each animation based on what side of your character capsule registers a hit
i have something weird going on, I have one zombie skeletal mesh with a physical material called "Flesh" placed in each of its materials, similarly I have put the same physical material in my human base male skel mesh's materials, but the thing is when i shoot the zombie skel mesh, it prints out the hit physical material "flesh" and spawns the blood splatter emitter, but when I shoot the human skel mesh, it prints out the default physical material, spawning a concrete blast emitter ( which is set as the default phys material emitter )
I am using a projectile based bullet btw
sure what's your address
you cant order pizzas from outa state
duh
where am i
what
come back in 3 years and ask that question
so annoying
@ebon linden Looks like some kind of culling issue. Try putting the animation in an actor BP and drag that into your scene
@ebon linden Found this, it might help https://answers.unrealengine.com/questions/153901/skeletal-mesh-disappearing.html
Hello, I have a weird problem.
I'm creating a local multiplayer, I want to control 1 character with keyboard and second with gamepad.
When I want to control one with gamepad that doesnt. I have done "Skip Assigning Gamepad to Player 1" check.
What happens when I do that check is that both character are spawned in the same Player Start and only one can be controller with keyboard, with gamepad nothing works anymore.
When I did the same thing to a template project, then it worked, but I can not seem to figure out what is the difference between my own project and template project
Hello, i have a question
I have version 4.21 of Unreal and i want to update to 4.25, is it going to download everything from the beginning like the templates and some other files?
@abstract frigate Yes it is a fresh you can set the options to remove things you don't want helps to reduce the size.
@plush yew all shapes and sizes man, who know how big each asset is going to be once you load it from the store.
@abstract frigate Yes it is a fresh you can set the options to remove things you don't want helps to reduce the size.
@loud knoll ok thanks!
Hey. Im still using 4.24.3 and I want to upgrade to 4.25.3 but I want to port my projects. is that possible
Yes. make a back up copy first though in case it goes horribly wrong ๐
dude
there is a ue4 version with rtx enhacement on github
wy we cant have this in luncher ?
DLSS TOO โ
?
I've made a skateboard_bp with a skateboard static mesh, i attach the skateboard actor to the third person character - that works fine, but it is as if the skateboard doesnt have a rigid body... it goes through the ground......even when i set it's collision to block all
any idea why?
Is there anyway to make some part of a static mesh move? Like for example rotate one leg of a chair in game
@proper stump maybe u don't have collision set on the wheels.....idk just a wild guess...sorry if I'm wasting Ur time
I do have a collision, it's something with physics....
Is there anyway to make some part of a static mesh move? Like for example rotate one leg of a chair in game
split it into a separate mesh or make the chair a skeletal mesh (that's exactly what they are meant for after all)
skeletal meshes are mostly meant for skinned animations, if you're making mechanical stuff with rigid parts it would be worth checking if it runs better as individual static sections
How can I make the mannequin character bounce when you jump like this ball? I know you have to do it with capsule but you have to enable physics which makes it so you can't control the character
https://www.youtube.com/watch?v=1EzVZeNt00k
Check out my Patreon: http://bit.ly/TechnoNerd_Patreon
DON'T CLICK THIS: bit.ly/2vBhU2s
PLEASE LIKE AND SUBSCRIBE
And please request Tutorials.
Hey all I donโt know where to put this, but is anyone else having issues with Live Link intermittently freezing or not getting data?
Is it possible to "Apply Physical Animation Settings Below" with the exception to some bones ?
nvm i got it
Hey so....I have a moveable tank that a player can control and shoot with...but when a different tank shoots and hits me or I hit it, the tank goes off into the air flying and twirling. Is there a way to instead just make it twitch a bit and stay on the ground? Twitch in order to make it look like it absorbed the impact but was still really strong and sfuff
You can try increasing the tank's weight or reducing the projectile's weight
Or you can set it up so the tank doesn't physically react to the projectile, instead when hit it would play some predetermined animation of shake
I'm trying to use the new hair system for a character creator, but I'm running into memory errors every time I try to build something to switch the hair
I know its new and in beta, but does anyone know any tricks for hair
@exotic thicket Ty.....that's a really good idea...ima try that
I installed the SunPosition plugin and wanted to use the SunSky object from it, activated the Extend default luminance range in Auto Exposure settings and set the location, date and time for the SunSky object. However, my result does not look as expected, all textures are overexposed and white? Does anyone know a solution?
Yup, change the luminance of the directional light in the details panel.
Thanks for your answer, I have now set the luminance from 75000.0 lux to 5 lux. Unfortunately it does not look very different.
I tend to use a value of 2.75 or a little lower. Play with the skylight values as well.
How do I get started with UE?
SHould I start learning about pawns/character or level design or what is crucial
Start with something simple you want to make ๐ Find a tutorial that is similar to what you'd like to do, and go from there YouTube has tons of good channels but my 'go to' ones are Ryan laley or underscore. The official learning hub is a great place to start though. https://www.unrealengine.com/en-US/onlinelearning-courses
alright
I want to make planes/spaceship type of games
but youtube has almost to none
jesus
learning hub has so much damn stuff there
This site by Elhoussine Mehnik (Ubisoft dev) https://ue4resources.com/projects has a lot of example projects etc to learn from inc flying ๐
alright
thanks
is he using nodes or cpp?
cause I am pretty new to all this
where can I ask questions about blueprints
oh yes
found it
anyone know how dead matter does there ADS system?
@proven minnow all that is relative anyway
your problem is that the default sky works for outdoors
but your room is indoors
the amount of light inside the room you should have is tiny compared to the light outside in full sun
and so you get hit by something pretty hard/annoying
the skylight BLEEDS through obstacles
basically, if you want the inside to be correctly illuminated, you need the sunlight to be very strong because your room inside is illuminated mostly through multibounces
but if you make the sunlight very strong, the sky automatically emits a lot of light too
and the engine cannot really know that the room walls are "inside" so the skylight lights them up a lot
I have a question: I'm interested in adding something akin to a "Facebook wall" to the UI of my app for user communication. My authentication system is done and I have a remote API I built in node.js. I can build such a thing via the web and node.js, but I'm wondering - is there a method for leveraging HTML in Widgets?
I'm finding various tutorials on "how to build a web browser in UE4 using a 3D object" and what not, but that's not exactly what I'm after.
if your lighting is fully static, if should work fine though but it seems the skylight is dynamic
if your scene doesn't need both indoors and outdoors, instead of weakening the directional light power
lower the skylight power!
this should do the trick
or maybe you lack a reflection capture for inside the room
Apparently there is a "web browser" plugin, is this the sole method for leveraging HTML in UMG widgets?
I believe rotation Y is YAW and rotation X, Z is Pitch @reef rune
does anyone kknow how to change the dang font of Unreal
There should be a default font option in project settings
but it's not changing it
I have it built on linux - and I went into Editor Preferences and changed Log Font size to 13 and set as default
that was in editor preferences.. let me see
if you go into the font asset's settings, it has a default size or something like that in there
that affects some of the font rendering
this ?
that should allow you to choose the font asset that's used by default, but if you open the actual asset itself there's a default size option
im on linux so - if there is something I can do outside of unreal
Anyone here have any experience using this marketplace add-on? https://www.unrealengine.com/marketplace/en-US/product/html-menus
Morning / afternoon @exotic thicket.

there are no assets listed .. hmm maybe thats why
the default engine font is roboto iirc, it should be in the engine assets somewhere
this is unbearable
doesn't look like there are any fonts that I can see.
Obviously it is using a font from somewhere or there wouldn't be any text at all
and then I got this ..
second time it's crashed trying to change the font.
I will probably just used windows
you'll need to turn on display engine content from the content browser
the font is in Engine Content/Fonts
I will try again
or at least if you go to Engine Content in the content browser
this is the 2nd time UE has crashed on my system.
theres no font folder in Engine/Content
theres a fonts folder in SlateDebug
and thats it
it has LastResort
I may just copy some fonts over to a font directory and see if that helps
if anyone can dm me how to make a lean in and out function that would be appreciated i literally made one and its not that smooth
its a time line but
its doesn't feel smooth at all
please
nobody is here lmao
can i make a separate window just for my camera, to have it on the second monitor? can someone help me with this
does anyone know why painting foliage breaks the shading of my grass
i get weird shadows, gradients on my grass mesh while manually placing works fine
I have a fog in my level. My character walks through the fog. Is it possible to have some kind of box around the character that disables the smoke. I mean the box will follow the char and everything inside the box will be fogless. I tried postprocess component in my char with box extent but yeah that only affects the camera...Is what I ask even possible in anyway?
np solved
why does unreal have it's own string and int types? (FString and int32)
when i paint foilage i always get that problem. maybe overlapping issues? you could probably fix that in the specific foilage settings
it's just the lighting that's messing up? or is it collision?
Hello, sorry if this has been asked before, but if the Apple lawsuit goes through, games made with Unreal Engine will not be available anymore? And all the developers that made their games with unreal engine would need to use something else to publish them on ios / mac ?
@glad loom two separate issues
Hi guys and gals, I recently started with UE4 and encountered a problem while blocking out a environment in the editor.
Put down a Directional Light and built lighting and these weird shadows started popping up.
The windows are created with BSP Brushes, wall is additive and the openings are subtractive brushes. Is this caused by lightmass options, or due to the BSP Brushes?
DXR Spotlight contest https://developer.nvidia.com/DXR-spotlight has been closed over one month ago and there is no announcement of winners isn't it strange for you guys? O_O Maybe closed means cancelled?
Any idea when the next unreal game jam will be?
Can anybody please suggest on how to select a topic for a college project in unreal engine from a technical point of view? I don't want to focus on the art aspect because of time constraints. I am expected to complete it in a year.
It would really be awesome to discuss things we can do with UE4 combined with other technologies, e.g. AI to develop something that can be useful in a certain industry.
can anyone help me with my grass it looks really dark from certain angles and i don't want that
others people grass is just normal looking from all angles
Hey guys, anyone willing to help an unreal beginner with some dumb questions in PM?
I have a dilemma, and Im looking for insight from exeperienced Unreal devs. Bonus point if also experienced in other engines.
Context : I come from Unity, and for my new project I wanted to switch to Unreal, notably because of Unity shortcoming on render pipelines and multiplayer.
My goal is to make a colony-building game, with some advanced features such as custom building drawing and so on.
Problem : I keep having serious setbacks with Unreal, mostly because of systems that work very differently than expected, or missing tools that I wouldnt have thought would be missing on such an engine (nesting actors, prefabs, save system ...). I am being very unproductive since I keep hitting unexpected walls.
Assumption : Unreal being a leading standard in game engine, I assume the problem comes from me and that maybe I dont understand some basic "philosophies" of Unreal, such blueprints, and this is the reason why things don't work as I expect.
Questions :
- Is Unreal appropriate to make a complex city/colony-builder game ? (I know its technically possible, but is this engine a wise choice for such a project ?)
- Is it possible to use blueprints as proper prefabs ? (Im thinking of a easily modifiable blueprint of a building with usable doors, items, pathnodes & so on), or are Blueprints not really fit for that purpose ?
- Has anyone had similar issues when first coming to Unreal, only to finally understand some concepts specific to that engine and everything clicking together ?
hey OG, how to change Product Configuration Widget icons, they are too tricky for me
@ember cliff 1 yes. 2 yes. If you build them robust. 3. yes Bonus: go to marketplace for some of your needs.
@ember cliff take a look on learn.unrealengine.com. Thereโs a course specifically for coming to Unreal from Unity that will help you understand some of the differences and how to make use of them.
Hi whenever I launch my game in UE to windows, can I get to see the directory folder?
@plush yew, @frigid needle thx. Ill give it another try
Why is my scene looks like painted?
is anybody there? someone please tell me
@proven minnow Looks beautiful tho. Do you have postprocess volume or settings on?
@plush yew Haha yeah looks awesome ๐ Should use it maybe later ^^
Yes i have an active postprocess volume, but this problem still exist if i delete it ๐ฆ
well If you dont provide specifics or maybe a video I think I cant help you
maybe show some material nodes or something :O?
Hi whenever I launch my game in UE to windows, can I get to see the directory folder?
How do I properly get a reference to my Animation BP in an actor BP? I'm trying to call a BP interface on my animBP but nothing works. I have a variable with the type of my animBP but I can't set it's default value, nothing shows up
Get Anim Instance
Lol I just figure that out separately, thanks though. there's always some alternative path, i would have never known to get the Anim Instance instead of the Anim BP itself. Why would it even work that way?
@queen dirge Open a new viewport window, put it on the monitor you want, click inside the viewport, select the camera you want to use in the world outliner, right click it and select pilot camera.
hello how much grass is too much
is 600k grass way too much
i have culling on though
ok so i've got nearly 1 million grass down
ill definately have culling on
it seems to run ok
i don't actually know how much grass is rendered in most games anyway
hey guys im having a hard time getting some custom uasset to import into engine. I even copied it to the content folder in windows but the assets are just not showing up
How would I go about making a trailer for my game? I made a basic one of me just showcasing the game with no fancy edits, but what could I do to make it better
Hey where do y'all usually go to commission 3D assets?
Has anyone figured out a way for facial anim capture using something else than iPhone ? (like Azure Kinect DK maybe)
how can I get the world location of a bone on a skeletal mesh
Do you guys frequently change your import settings for RGBA textures? I'm asking since I notice a LOT of really bad compression in my textures, and changing my compression settings seems to fix it.
As an example this is Default
This is BC7
Any good text-based C++ courses you guys could recommend?
How would I go about making my collectables save to my save game? Currently when i restart from a checkpoint all of the collectables respawn intot he map and remove them from my character.
does ue have a collab feature?
any good way to make a mirror that looks decent ?
the reflections look kinda strange
Greetings, a Planar Reflection actor might be what you are looking for.
ah when i enable planar reflections for some reason it gets stuck at 45%
might just need to be patient, just tested took maybe 2-3mins on my system
is anyone here using UE on dual boot windows?
also got hung at the 45%
@bold quartz did you enable the "use planar reflections" in the i think its editor or project settings
yes.. was just stating that it took a few mins for the project to load after enabling.
Iโm getting warnings about my playerโs pawn (placed in the world and auto-possessing, rather than specified via GameMode) having a null StaticMesh. But I donโt need it to collide with anything! How do I suppress this warning?
sigh never mind. This appears to be due to a spine that had no spine.
hey guys whatsup. i need help with AI behavior for my minions to fight enemies and towers like in a MoBa Game. lanes and waypoints are set up, minions walking nicely, but now i need them fight. is there a Mate who can help me quick out or code this for me ? i think its simple, but im absolut no c++ coder. i twould be great. stay gold all / dm me ๐
Hey, Im trying to save some images downloaded at runtime into render targets so I can uses them on later replays (downloaded images seem to disappear each session), but when I do this, the render target comes out brighter than the original image. The gamma correction within it seems to do nothing. Any ideas about how to correct it?
any way to make a planar reflection disapear at a certain distance from the player ?
any way to make a planar reflection disapear at a certain distance from the player ?
@blissful trail my crude solution would be hiding planar reflection actor by getting distance in BP
is 150gb source build normal now? i have a bunch of 1+gb .pch files in the intermediate folder which seems unusual
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA im losing my mind...nothing makes sense
@blissful trail probes? planer reflection settings?
@blissful trail https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/PlanarReflections/index.html
System for capturing and displaying local glossy reflections.
Hey so random question? Iโm super new to unreal engine and a little while ago I started watching and going through some of the unreal engine courses but theyโre very long and thereโs a lot of them and since I was doing it in like one night, I got super tired and discouraged, so it took me until now to hop back on the horse and now Iโm gonna try learning again and since I know the courses are long and that if I start them now thatโs what Iโm going to be doing for the rest of the night. So I decided that before I start I wanted to come here and ask to see if the official unreal engine courses are where I should start, or if thereโs another video course I should go to instead that I donโt know about that might be better to start from?
is there a way to stop the launcher from opening in the background?
Also sorry if that was a little off topic the server was going pretty slow so I decided just to pop it in here if thatโs OK
@plush yew the Offical Unreal Videos are kinda hard to follow. They should be used more as Reference.
There are a lot of tutorials on YT. I started with Kitatas.
Basically though... Learn the UI, Learn How to Import Stuff, learn how to make and apply Materials, Learn Blueprints. these are the very basics.
Then you can do Animations, FX, AI, etc
Yeah I kind of gravitated to the official guide, since I didnโt really know where to start and especially because a lot of the YouTube videos iโve seen didnโt go too far in depth on most things and so it was kind of hard to follow but the official unreal engine courses kind of did the opposite and went in depth into everything and it was hard to memorize it all and I felt a bit overloaded
A really big issue with the unreal official is that the guys showing you stuff tend to forget how to do stuff. And they joke around a little too much.. well for me that is.
the docs, on the other hand, are very good
It really depends on the Youtube video imo
@plush yew there's a pinned message in here that posts links to get started
I remember I started watching Virtus at first. However once I picked up on engine stuff and understood more, a lot of the stuff he does on his channel is just straight bad
I watched Virtus also
Guys, did they use vray for unreal in Rebirth?
Virtus is good for beginner
With the pins, are there any of them that I should specifically start with first or are there any videos people might be able to send that might get me started on the right track if you donโt mind
You'll also find that a lot of the beginner video are just copies of the official unreal videos
yeah
he explains things very well
I just don't agree with the way he does things is all
@plush yew the way i did it was watching udemy tutorials and following along with other people at a higher-than-usual technical level. then i eventually extended the template base classes to my own games. probably the content examples in the unreal launcher, the unreal academy are good places. i never got "discouraged" with anything i ever did though because i love making games so i guess you just have to keep at it
udemy has a ton of great courses
@plush yew do you know C++ or any other programming language?
Udemy is great
@autumn elbow 
Wazzzzz uppp!
been busy making my action rpg.. havent been able to come here for a bit
hows life ๐
it's hot! Heat wave
haha yeah a/c on alot
I used to know a little bit of C# when I dabbled with Unity when I was super young but donโt know any of it anymore and I donโt know like any C++
I learn C++ in college. Then never used it for many, many years. ๐
Well, if you understand the concepts of objected oriented programming, UE4 will be easier to pickup
@autumn elbow yeah Iโll make sure to start there. I also took a screenshot of the message you sent in the beginning talking about the order I should learn things
Granted, you can start learning UE4 at the same time and just pick up concepts
@plush yew also I think I just end up getting discouraged too easily since I often feel like I just donโt know what Iโm doing. Iโve just always found it hard to get into game development. Which is why although Iโve been interested for years, Iโm only really trying to start now and I still havenโt technically even started
i feel that way all the time and yet have 5 games in development
you'll only become truly a master after several years
then it will be like painting with a paintbrush, until then it's just a journey and you're along for the ride
i really recommend doing it this way. have a thing to call "home". so if you develop your own game, you start from a template or some really well done tutorial online.
after you build that for long enough, you can build a following and start your own discord server and have like minded friends you work with @plush yew
Oh gezz..thinking back... I did C++, then C# (3ds max), then Mel (Maya), then Java (photoshop and after effects), python and QT (Nuke), and now Bp and C++ (unreal)
It was a pain ๐
mel.. gulp
i remember mel scripting. it was kind of cool but i didn't like it lol
java i hate. unreal blueprints are so me
i have no idea why java is so popular in github lol. it's just used on so many devices i guess
I actually use Java with UE4 :/
you'll also find most programming languages are very similar
Well I guess with all that itโs time to actually find some tutorials but I guess I should probably let unreal engine update first
@plush yew also when you start to build your own template game, differentiate it enough from the tutorial so it's not a copy. you want to make it your own. once you have a basis to start from you can keep adding stuff in
templates are like boiler plate code
just search Unreal beginners on YouTube. Youll get a lot of hits.
template in the sense that you follow along from a tutorial. not an actual uproject template you download.
I started with a simple PAC Man game. A yellow ball collecting cherries
I think Iโm gonna try and start by making some game jam level of detail type of game. Except instead of 24 hours or a week itโll probably take me a lot longer but I think I really just need to get something done that works from start to finish even if itโs just small. Then I can work up from there
if you aren't prepared to spend a few years to make the game refined enough it will be difficult to do though. so i guess be prepared for the time sink
most independent titles like PoE and other games like that started from years of internal dev. a huge fan of PoE now, i'm looking at their game mechanics for my own >:) they basically copied diablo so .. whatever lol
You can also specialize and work for a company. After the basics, spend time on a specific part of Unreal. Maybe... Materials, or FX, lighting, AI
I think my real big goal is really just to make something or anything in VR but that feels pretty uhhhhhhhhhhhhhhh far away to say the least
my first game job was FX stuff for the Oblivion engine. ๐
It's just another route if you don't want to do your own game... get really good at materials, FX, AI , or something
when you watch some of the official unreal features vid, you'll notice how the AI guys know very little of materials. ๐
the technical lighting guy knows little of animation.
Iโve spent almost all of my life wanting to become a game developer and so for a little while I debated on whether or not I wanted to try and do AAA stuff or just stay indie and for now at least Iโve decided to mostly stick with Indie because of the level of freedom
Iโm only like 17 so Iโve still got a bit of preparing for life to do and honestly Iโm not sure whether or not Iโm even going to go to college. Since Iโve heard some mixed messages when it comes to college and game development, with some people saying itโs not worth in the slightest and some saying itโs absolutely essential
My 2 cents on college.. not worth 80k I paid ๐
Yeah that usually is the most common answer I see when it comes to the college question and game development
I could have learned everything I learned in college from docs and YouTube.
BUT... the 1 on 1 with the teacher was really helpful.
and the homework and deadlines helped keep me on track.
if you do YouTube University, then you are pretty much at the mercy of YouTube and forums.
I know a current ea developer who I gave the whole college question to and he kind of just essentially said that he wished he hadnโt gone to college since he believed it just wasnโt worth it and a lot of the stuff or at least the important stuff he learned was outside of college but he also said that it was way easier to break into the AAA industry because of said college
so pretty much if I decide to stick with indie Iโm likely just going to try my luck and go through it online but then again itโs taken me this long to start sooooo uhhhhhhhhhhh itโs still something Iโm kind of debating
I had to take a lot of useless classes also just to get my degree.. Social Science, Literature, Native American Studies, drawing a bird. ๐
College helps teach things in an organized way that online hasn't really managed to capture yet.
but honestly, most companies use resume reading programs that look for keywords, one of which would be degree
I never had to show my degree anywhere
I haven't either
but it's on my resume
ยฏ_(ใ)_/ยฏ
I definitely got more calls and interviews after I got that degree than before
I don't have a resume... I have linked in ๐
The greatest benefit of doing proper academics is probably just learning what kinda tools there are in forms of methology, algorithms etc. If you're an autodidact it's good to read through some literature/wikipedia pages just to know what tools there are. That being said, I think you waste a lot of time with college and if you're interesting you can learn faster/better by yourself and in actual work experience
is it? I haven't logged in in awhile. I do keep getting LinkedIn emails.
@true falcon agreed
I spent majority of my classes working on projects at least semi related to the subject
but majority of the time it was UE4 C++
Hello! Are there any downside to using BC7 for every texture compression?
My work uses a LOT of gradients (Very toon based), and default gives horrendous artifacts on the gradients.
ah, thats more useful than many then ๐ Guess you'll get some hard core vector math education that's useful anyways with most computer oriented educations
yeah
but there was some stuff that was completely missed
like Quadtrees weren't even mentioned in passing
I remember finding it extremely boring (I dropped out after a year) than found it interesting and useful when I learned it on my own because I needed it for some game stuff a few years later ๐
which are fairly important to at least know they exist
must say, unless you're doing a game engine or a financial quant stuff, hard core mathematics in programming is fairly rare
depends on the studio and role
I applied to one and they asked me about Quadtrees and I drew a blank
and it was for a junior position
can't know what I don't know exists
yeah, I've never heard of that ๐ It's like when I stumbled upon prefix tree's for doing some quick autocomplete, very crucial you know they exist
I keep getting a "the follow modules are missing or built with a different engine version:" and then the game name when I try to open a project, it's a blueprint only project and compiling fails
there's a whole world of types, algorithms, and design theories that just exist but are very niche
what does the compile error say?
the last thing I can view in the log is "target is up to date" and then how long it took, and then it closes and says it failed to compile
you can look at the log in Saved/Logs
LogInit: Warning: Incompatible or missing module: Flavortown
Running C:/Program Files/Epic Games/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/user/Perforce/Flavortown3/Flavortown/Flavortown.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
@progress push 5%
@progress pop
Target is up to date
Total execution time: 0.77 seconds
LogInit: Warning: Still incompatible or missing module: Flavortown
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
hm
I've seen this error before
just trying to remember how I fixed it
@plush salmon I'm drawing a blank on how I fixed this, any ideas?
BP only project
aaaaaaaaaaaaaaaaaaaaaaaaaa being summoned :v
The real question is why do you have a Module called Flavortown
it's the game name
sorry, I figured summoning you was easier/faster than asking them to come to the scary #cpp channel
Lel
It's a blueprint only project? Are you sure that the project has never been c++ enabled (meaning has the project ever had a cpp class either through /Plugins or /Source)?
I just tried to generate visual studio project files and it said it can't because there are no C++ files
Have you tried clean starting the project? (Delete intermediate/build/binaries)
yeah
what happens if you create a new project and replace that project's config and content folders with your current one?
Hey so I need a little creative help, since my mind is kind of drawing a blank. Iโd like to start off with like a tiny little project (like think of game jam level of complexity) but I have no idea what I want to do. Anybody got any kind of ideas that might be fun and simple?
@plush yew 3D Minesweeper with particle effects ๐
"Flamingos doing taxes, in space"
I import a simple test mesh into the engine from Blender, and when I want to set up a costume colission I can't, can someone help please?