#ue4-general
1 messages · Page 828 of 1
Hey guys!
I have a question about components and not being able to use TimeLine. My task is quite prosaic: I created a component where I have a dialog system and camera animation.
With static cameras, everything is simple - I set their position, everything works. However, once I got to the small dynamic camera (the camera moves from one shoulder to the other using Lerp and Timeline) I'm faced with the fact that I can't use the Timeline.
Thus, the Lerp itself in the form in which I know it was useless for me.
What alternatives do I have?
@twilit pagoda is your image set to pixel perfect mode so its the same size regardless of resolution? and is it set to ui so no compression?
@grim ore
its not an image its just 2 static meshes (plane) on top of each other, one of them is less than the other in size
and they have different material instances ( const vector 3 color)
@lucid grove a normal workaround would be to use a timeline somewhere else to drive it, if not you can look at using a tick to drive the value over time
Hello @grim ore thank for reply, i was thinking about it. I can get variable from other actor for example, but didnt figure out how to update it every tick\frame\second or something.
I mean on component ofc
my ue4 latest version keeps freezing and never unfreezes when i create new landscape. Anyone know the reason or how to fix?
Quick question : would it be faster to draw a lot of cubes using procedural mesh or instanced static meshes ?
I have a pawn and a controller. If I want my pawn to pickup something, woudl it be better to put that in the pawn or controller ?
pickup via LeftMouseClick
It doesn't make a huge difference... It may be helpful to think of it in that the pawn knows how to do certain actions, and the controller can tell the pawn to do the action
Eg. the pawn has a custom event "Pick Up" which would play an animation and grab the item, and then dispatch an event "pickup finished"
and the controller could trigger this by calling the Pick Up event
just an example, doesn't have to be implemented exactly like that :)
hmmm... the thing is .. i have 2 pawns
both need the right mouse click event
both do different things on click
Right, so one would pick up and other would do something else?
ya
You could probably create a custom event "PerformAction" and implement it to do whatever you want in both
so I could put it in the Pawn, or I could put it in the controller and check which action to perform.
It's probably easier in the pawn
Since then you don't need to make any logic to choose
np
anyone know how to get ios ads everything I can find no longer exists anymore.
I cannot have the same lightning in the editor and in the playing mode. Do you too have this issue sometime ?
my ue4 latest version keeps freezing and never unfreezes when i create new landscape. Anyone know the reason or how to fix?
@sullen sonnet it crashes?
I have a bunch of modular level pieces that are all built pretty much the same one; one of my pieces though here circled in red is behaving strangely where navigation is being generated on the bottom of the actor instead of the top, anyone know why that would be?
Ah, I've discovered it is because that actor is mirrored... hmm, anyone know how to deal with that?
Hey. I’m new to ue4 and app development in general. Is it possible to make apps on Ue4? Like not games but apps
Like would it work to create different viewports every time a button is click or soemethjng like that
yes....
A game is an app :)
also wdym is it possible if I wanted I could make an app out of a potato
That would be a bit tough lol
😉
ah I could make an app in scratch that ones prob better just couldnt think of anything
Does anyone know if there's a way to batch change a group of static meshes to have complex collision?
I tried bulk edit via property matrix, but the option seems to be entering the collision mesh path manually for each fricking mesh
I'm just trying to make each mesh use itself as complex collision
without having to go through a hundred meshes and set each one individually
the option should be in the property matrix
Static Mesh > Body Setup > Collision Complexity
yeah they're not always in the obvious spot :)
are there any settings in the import settings that can reduce memory consumption? I'm trying to import an extremely large obj and keep getting memory crashes, I've tried to max my page file, and that did help but not enough. would anything like reducing the build uniform scale to .2 reduce memory consumption?
I have an issue of lighning difference between the editor and the play mode. Into a FAQ, someone wrote : « In your post-process volume, try changing exposure min and max to 1.0. »
What is this parameter ? This ? :
I'm not sure...
Don’t know, ever since 4.23 whenever you go to the help menu to try and generate the console command HTML, the engine crashes
You could try ‘dumpconsolecommands’ to see if that still works
the console command HTML page it generates is so freaking bad
it's completely unusable that's how bad it is... you're better off just looking at the source code it generates...
it tries to be so smart with only rendering parts of the list instead of all of them.. I'm assuming to have good performance... but the whole reason it's so bad is because they've coded it completely wrong and it performs really badly. It would perform just fine without that crazy ass scripting they've put there...
:D
@plush yew in the project settings, search exposure. Disable it there. Then in ur post processing set something you like
Does this sound right? I could use a post process volume to simulate a material over the active camera to make it look like I'm moving underground?
It sounds all well and good to me.
None of that voxel terrain to worry about either
i accedentaly closed the details tab on the main level design page how do i get it back
Check Windows, it should be an option there
ah thank you
trying to setup a simple sprint here. This is by far the easiest thing ive done so far. But I cant get sprint or crouch to work
i mean....theres not a whole lot to miss here
nvm rubber ducky i got it
crouch is still boned tho
Well that was kind of concerning...
I was doing some refactoring, deleted a struct.. which caused one of my BP's to stop compiling with "invalid variable type Structure" on a variable that didn't even seem to exist
thankfully it seems an editor restart fixed it...
how would you rate the tutorials on the pinned section?
why does my character want to autowalk when i crouch now?
and my run animation breaks
bruh why is your walk speed 200
that RP walk
ah
yea now crouch works, but soon as i do i walk in place and when i stand back up my run animation breaks
sheesh i need to hire a smarter person to do this
ay is it possible to have a game going 10,000 times faster then normal ?
Depends on what you mean by 10k faster
The time dilation in UE only goes up to I think 20x at max
so if you wanted it to go faster than that, you'd have to come up with some solution of your own
@noble magnet small steps .. dont get frustrated 😃
Hi guys, I'm trying to update my engine but I'm getting "Please wait" for the past 20m or so.
Any idea what's going on?
Hello. I have a problem when I pack a game for android. For some reason, when the game is launched on the phone, the grass shader is not visible. Everything is fine in the preview on the computer. What could be the problem? The grass is made by foliage.
Has anyone encountered a similar problem?
Small question about AI
Whats the best way to learn and create AI, since i see 2 different types of tutorials.
- That works on Charcher blueprint and locate enemy position etc.
- The one with Behavior Tree and Blackboard stuff
I normaly saw only the 1.st one and just when i got back to unreal i saw some using the Behavior tree, which on do you recommend or can you even recommend a specific tutorial?
Why modular statc shadow is weird
So guys, its actually right if transparent material like glass, is separated from material which is fully opaque right?
i.e trim texture with glass material is bad, or is there a way to utilize it this way?
textures are textures
you can have a glass material and a metal material, that just use the same texture it doesn't matter
though you'll probably want the alpha channel to be on it's own texture so that the metal material doesn't waste time reading it
is there any thing to start learning programming in unreal ( i know about cpp and want to learn programming on unreal)
@valid patio theres plenty of youtube videos, but if youre more serious this is a great tutorial https://www.udemy.com/course/unrealcourse/
if you arent comfortable with coding on unreal just use the blueprint system and make whole games without any code
@plush yew im uncomfortable with blueprint
Can anyone help me in unreal engine
i have problem
if anyone knows a bit about it
@steep tundra Just say what your problem is man
Stof, yes it seem like it has to be separate, because if I use 1 material for opaque and transparency, I cant have it in the alpha channel, needs a mask, else the entire opaque materials like walls and metals get semi transparent too or at a specific angle clip through
its been my 4th day in UE4 and I used unity before for several years, but this is just amazing how simple it is with such powerful material system
if its with ue related too, i can try, but not 100% sure yet Im confident enough, I have troubles to get blender export to ue done, but if its blender specifically shoot, i might be able to
its belender specifically
basically
when i scale something, it goes two ways.
how do i make it so it only scales the way i need it to.
oh nvm
figured it out, i can use verticies.
yeah it scales from the origin
check this one out, specially scroll to pictures, so you get a quick idea
dissolve and delete are 2 different things
yes
ty
im havinga problem
i used a image texture
but
the texture isnt showing up??
oh nvm
Is it possible to generate animations based on actions in the game? For example if I wanted to be able to swing a sword in any direction I wouldn't want to make a thousand animations for it so could I just have them generated when the player chooses a direction? If so would it be extremely slow?
are there premade themes for the UE4editorcustomize plugin
How can I create a gun.
From scratch
I cannot find one tutorial on YouTube without them using the first person template.
what do you think a gun in UE 4 does exactly?
basically you want an actor that has a mesh (the gun mesh) and that it somehow either spawns projectiles or does line traces against objects
yeah unfortunately naive gamers have to sacrifice that and face the truth in gamedev.. , its rather often primitive and weird how things actually are behind the scenes
Smoke and mirrors, smoke and mirrors.
Mine some iron, mix in about 3% carbon, hammer out some metal and bash into gun shape. Bullets and powder are tricky to make though.. 😄
Also, do realize that there's no shame or offense to be taken by not starting from scratch. Case in point, Valorant is made with UE4, and they hadn't even renamed their project from the ShooterTemplate to start.
pewpewpew
So making a gun off of the FPS Template's a good way to start
i think it's good to test the mechanics of how guns work and test gameplay features with the starter templates
yeap no reason to reinvent the wheel.... is that not the reason you are using UE4 in the first place.lol
if you make something you really love but want to make your own guns you'll want to model them in blender / maya etc
New Tutorial: Replicating UObjects and a Slot-Based Inventory System:
http://jambax.co.uk/replicating-uobjects/
What's the best way to create a grid system, such as the one seen in Turn Based Strategy games like XCom or Phoneix Point?
Would each environment have to be divided into tiles and have the grid be built in coordinates?
Or perhaps a volume over each tile, while the environment can span multiple tiles( e.g landscape actor, or large mesh)
Does the material preview scene have the effect you get from a pixelnormal for lighting?
I mean this
It looks like my material is reacting to where the light is in this scene and not the actual point light ingame
Am I even using the right nodes 😅
If it is because of the scene can someone tell me how to change the material preview scene?
@digital badger In the Learn section of the Unreal Engine Launcher scroll to the bottom. You will find a downloadable starter project Called "Turn Based Strategy". This might help. there are tutorials that go along with that one on Youtube as well i believe.
I didn't know about that, I'll check it out - thanks!
enjoy that then
How "scratch" is scratch?
Because your best bet is to open up the FPS Template, take a look at the default weapon that's been created, and then replicate those steps
Nothing.
Blank plate.
But I found a tutorial
I have a question though.
I’m planning to create a launcher for my game, I’m wondering how I can get the players username?
From the launcher
How do you undo r.forcelod?
@plush yew I'd worry about getting an actual game working first before thinking about any of the kind of stuff.
Ah alright.
What is management references in reference viewer? There's no documentation on it
Sup guys! Correct me if im wrong. I cant cast directly to actor component right?
Like: set custom event inside component and then fire it from player character
nwm, figure it out
Is it possible to generate animations based on actions in the game? For example if I wanted to be able to swing a sword in any direction I wouldn't want to make a thousand animations for it so could I just have them generated when the player chooses a direction? If so would it be extremely slow?
@unreal rampart
Where (which ini file) and how can I change the default value of this?
Tips for how I could go about trying to create data only in game events? I'm more specifically wondering how I would be able to set expressions like "Starting conditions", would I need the expressions to be their own objects? Say for example I want an event to trigger if Temperature >= 30C. Would be wonderful if anyone could send me some article etc about similar systems
Does an actor with a fair bit of blueprint logic impact performance even if the logic isn't fired or ticking?
Does anyone know how to increase the view distance for the grass when i click play i only see a little part of it
circle around me
like 5 feet around me
@pulsar badge Might have something to do with the LOD/LOD distance of the grass
@sick escarp Can I change the LOD distance
@plush yew Ok I'll give that a shot thanks
@plush yew It's attach to the landscape, I only see that option in the foliage.
is it just me or UE4 forums are impossible to access ?
Might just be you. I can log right in
nm, the page loaded.. It's been horrible a few hours ago - infinite loading times..
So, my friend told me I can do collaboration on unreal engine. How can I do that?
Where he can join my project
@plush yew i feel you might need a better understanding on the subject.... I suggest Every single person to do all training on the course "Unreal Academy 2019" but inside that course there is a subsection titled "Tools and Techniques for Team Collaboration" so Unreal Online Learning > Content > Unreal Academy 2019 > Tools and Techniques for Team Collaboration that Will Help
has anyone had any issues with the texture streaming pool? im at my cap and the command that sets the cap higher isnt working
do i have to clear a cache somewhere?
nvm, found the correct command, "r.StreamingPool.Size
Anyone know why my virtual texture is displaying like this? https://puu.sh/GmING/3a8f869319.png
if it's a variable intended to be used in the children then having it in the parent makes sense so all children have it
Hello! Can anybody assist me with why unreal is suddenly using up 30GBs of ram and 40-50GB's of cache to render a paper2d game ?
what does your task manager show for the processes for UE4
32GB's of ram taken (Not Responding) and the like
once it either fills up the cache, it crashes
if it decides that 50GB's of Cache are enough the PIE instance still lags a lot
yep sounds weird but we can't see your project or know whats happening 😦
the log might have info on what it is trying to do
Trying to figure out which log to look at
why is my view inverted
nvm
ok so
i added third person feature
how can i fix this problem
@plush yew This is my mouse setup
i fixed thjat aleady
nice
im now dealing with a new problem
what?
@plush yew try this, its within the char bp
i cannot find it.
you show a screenshot but without knowing what you are expecting how can we know what is wrong with it?
Are Camera Modifiers used a lot? I can't find much info on them in the documentation. Could you just implement the same logic in the CameraManager?
@grim ore the problem is im inside the character instead of looking at the back of it. I imported the feature and play tested. and it did this. I did not edit anything
@plush yew they reside within these
oh alr.
Also hi Mathew I am a big fan
how are you using it? if you imported it you will still be using the older character.
My lighning in Editor mode is different from the lightning in Play Mode : https://gyazo.com/a4fdf60e61c6f7b68a8a8691570c6f4f
- I have some weird luminary artifacts in Editor Mode : https://gyazo.com/262eb0e06e4e6a2adf0f18108b0db52e
@plush yew it did nothing.
@grim ore I just imported it and did nothing. I used the mesh inside the character and play tested.
if you just imported it ou need to tell your project to use the imported character that is set up for third person
i did.
uh.. .you said you did nothing lol
the mesh is just a mesh, its got nothing to do with the camera
you want to tell you project to use the third person character you imported
yes.
does it have to do with the matter that there is more than 1 charcter?
I set my Lens Exposure Min and Max to the same value, in the PostProcessVolume, and uncheck AutoExposure in my Project Settings, but it doesn't solve the pb.
I dont know, I dont know what you did but from the sounds of it you are not using the new character you are just adding in the mesh to your existing first person character
you dont have to, you just have to tell the project to use the new character you imported
how do i do that
you change your default pawn in the project settings -> maps and modes, or you have it in the level and set it to auto possess. I dont know how your project is set up to do it now.
how does UE4 check for overlaps internally? and is it more efficient than doing a linetrace on tick?
@tribal marsh overlap works as multicast delegate, try to use Event Hit
overlaps are significantly slower than line traces
they work by performing overlap queries every tick
which is a shape vs shape test, significantly more complex than a line vs shape test
ic
So im having a bit of a problem
i did third person myself
but
i cant move my camera
can someone help me fix this?
Your spring arm isn’t set to inherit the controller rotation. It’s a tick on the Spring Arm details.
I meant “check mark” or “toggle”. It’ll say inherit the controller rotation
ah
yes i knbow that
do you mean "editable when inhjerited"
or inhert pitch yaw and roll
since they are all on
Does fortnite use the Particle system to have there skys go crazy like that
just wondering
no
if you came here to advertise your youtube channel then get out. This is a place for game development
not videos.
you lie like a filthy pig
how so?
im not spick inglish
jajjajajaja
heres your spanish explination
si viniste aquí para anunciar tu canal de youtube, sal. Este es un lugar para el desarrollo de juegos.
ok lo siento
esta bien,. Pero tal vez vaya a un servidor diferente para la publicidad. tal vez uno que encaje más en el contexto.
ok
perdón si esto salió un poco duro. No quise proyectarlo de esa manera.
no pasa nada
¿Qué quieres decir con eso?
I will try to speak in English
what language do you speak
está bien hablar español. solo habla aquí si se trata de desarrollo de juegos :)
i speak Polish/American/spanish halfly
after some trial and error i came out to this
spring arm
camera
how can i fix this?
what i want it to do is that you can move your camera, only halfly though (half of your sides) and it the camera movement goes with your character movement aswell.
kind of like fortnites camera movement
Can we create a procedural spline tool or just procedural volume inside unreal that automatically applies cliffs on the slope of a landscape?
Hi all! How do you call a function on main thread after a worker thread finishes working?
how do i make it so the camera moves with the player?
or when the camera moves so does the player
kind of like fortnite's camera system.
you read the 3rd person tutorials then you'll know?
like it's basically the most basic part they teach you 😛
i have wtached a tutorial on this.
all i got from my tutorial was how to create the camera, movements, and mouse.
did you try to make a project based on the Third Person template? you should be able to just use the provided playerpawn for all that
no i didnt
this was complete scratch
@serene birch question: can you maybe link me a tutorial that explains what im trying to do?
I don't really have much other than just starting from the third person template
did you try looking at it? just make a small temporary project to play with it and see how they made their blueprints
you can try to import them to your own project after
alright im looking at it
so, in the playerpawn where do i exactly enable it
or do it
the gist of the system is
you have a camera component in the playerpawnBP
when the player possess that pawn, the camera in the BP will be the camera you see
mhm..
I'm having a weird situation where collision doesn't seem to impact my character unless I'm moving, none of the collision settings are changed to allow that so to my mind it SHOULD collide with me but I don't know why it's not when I'm static. Does anyone know how to help with this?
i understand waht you mean. but dont at the exact time./
im trying to make my third person camera like fortnite's
what is a realistic walk/jump speed?
ah, I thought you wanted realistic 😄
half half.
somethign thats efficent.
Im trying to find the answer to this
but i cant.
how do i make it so my mouse moves with my player]\
like fortnite does.
@plush yew have a look in the documentation/watch a tutorial or something
ive watched a tutorial
by "{script} ninja"
and what would i even search up?
since i dont know what to describe it as
hey @plush yew , fortnite is kinda like first person
but the camera is behind you
instead of in your eyes
so get a first person player
and then move the camera back
i can show you an example rn if you want
well
Hey everyone! In this let's create video, we'll create the foundation for all future Let's Create episodes. I hope you enjoy this video and I hope you're excited for the future of this series, let's learn Unreal Engine 4!
Support me on Patreon: https://www.patreon.com/matthew...
do this, then maek the player a body, then move the camera back a little bit
ok,
body could just b a cube for now
but that's a good tutorial, works completely from scratch
im using the animation starter pack for now.
thats not scratch.
dont worry abt animations for now, just make the character a cube
until my designer gets the character
oh, the animation starter pack comes with this character
yes.
just starting the tutorial.
and it has already broken my game
ok i have fixed it
but ive followed the tutorial
and it still has done nothign to what i want to do, @errant venture
hold up
make a new, empty world
and do the tutorial to learn the content
and what you want is kind of unclear, but just move your camera back away from the character's head
and it will be kinda like fortnite controls
yes i have done that
let me show you what i mean.
when i move my mouse it does a 360
but in fortnite, the player moves with the mouse
that's a setting in the player controller or so
where in playercontroler?
2s warming up shader compiler 😄
yes
yes
where is that?
go to your character, its the top component (self)
you are welcome good sir
YOU ARE THE BEST
i am aware
what
too bad you didnt just use the third person character to make this easier
alright so. Firebase is a chrome thingy. you can kinda control stuff with it and its sometimes used with apps, In my game there certain limited time gamemodes I want to publish. So is there a way i can use firebase or something else for them to be published on-time?
Firebase is a platform developed by Google for creating mobile and web applications. It was originally an independent company founded in 2011. In 2014, Google acquired the platform and it is now their flagship offering for app development
no idea,
i guess that might be a later question 🤷♂️
proabably.
I mean
alr, question. How do i make it so i can move it, like i can see the sides a little?
not only keeping it 3rd person
If its an integer/float array @fierce forge there will be a number
you might as well just write out your game design doc and post it here since everyone else is doing your work for you
ok but if there's like 12 , 10 , 11 , how i can detect if there's 12 or not in the entire array ?
Aand you could simply make a check using foreach loop
there is a contains and a find node for arrays
@grim ore tnx
drag off the array output, scroll down to array and look.... its literally a list of stuff you can do
Hi there!
Help, I broke my head over a seemingly extremely simple task. I have a component that I use to output a function that I need to output dialog options. Animations, sound, camera position, and duration until the next dialog. Everything works great. However, I started adding the option to skip dialogs and ran into a problem.
Skipping is quite simple: we destroy the sound, stop the animation and... I have another element-DELAY to the next dialog, which is taken based on the duration of the audio file.
So I have no idea how to stop it. I can't do anything in the function - I need to output the duration of the dialog separately in output and then put delay next to it inside the character.
And at this stage I have a dead end. Because the function happens instantly-the signal for delay goes immediately and I can't do anything with it.
How do I solve this?
Still nobody knows why my render in Editor mode is different from the render in Play Mode ? : https://gyazo.com/a4fdf60e61c6f7b68a8a8691570c6f4f
I have also some weird light artifacts in Editor mode : https://gyazo.com/262eb0e06e4e6a2adf0f18108b0db52e
( I specify that I set my Lens Exposure Min and Max to the same value, in the PostProcessVolume, and uncheck AutoExposure in my Project Settings, but it doesn't solve the pb )
if auto exposure is disabled in the project your pp settings shouldnt matter, also your pp needs to be unbound probably. Ignoring that it looks like a rendering issue and not auto exposure.
your project itself looks like it is having issues, like your card isnt compatible or you changed a rendering setting
@lucid grove is the issue you cant stop the delay?
Yep
you might want to consider using timers then since you can stop them, delays are more fire and forget
for the rendering issue grab those weird items that are having problems, copy them, start a new level and paste them into it and see if there is a problem in a new level
@grim ore « or you changed a rendering setting » => I deleted 2 PostProcessVolume that I do not need and changed the Min and Max Brightness in the Exposure panel. That's more or less all I did. Can it be the cause of the issue ?
well if you click the view drop down in the editor and uncheck the use game settings for exposure you can see if thats causing the issue
but i doesnt look like it, it looks like you have other light related issues. does your output log show anything?
( Yep my bad : and I also unchecked the Auto exposure in the project settings )
Hey can someone send me a tutorial on how to make guns?
from scratch?
Start from MathewW YT channel 🙂
We've also already mentioned firing up the FPS Template and replicating the setup.
@grim ore I don't understand so much but I don't see anything reliated to my issue in the output Log :
I was about to ask if epic is planning to support apple silicon and then I remembered they are having a feud so never mind 😆
you might want to consider using timers then since you can stop them, delays are more fire and forget
@grim ore the first thing I looked at was the timers. However, I did not understand how to apply them in this particular case. Let's say I have 20 dialog functions and there should be timers between each one? Timers as I understood are tied to events, but I can't create 20 events for each.
I have a feeling that I either misunderstand how timers work or complicate everything (or worse, I underestimate the complexity).
@grim ore .. And if I uncheck "Game Settings" in the wiew drop down, I can see the screen becomes darker. But it's all what I'm seeing. 🤔
auto exposure tricks
I'd like also specify that I have some minor overlapping issues with the light... Don't know if it can be reliated... And also a warning about the lightmap resolution (total lightmap size for this InstancedStaticMeshComponent is large, consider reducing blablabla...)
@serene birch Checking some forum, this issue seems always to be from auto exposure, yeah, but in my case, maybe not... @grim ore was saying it looks like I have light related issues...
the thing is, that's auto/manual exposure at work
if you uncheck game settings, you are in a forced exposure level you set in that same menu, in the editor view
if you check "game settings" the exposure amount is controlled by the active post process volume (or just plain autoexposure if there's none)
hey uh
how do i make it so it isnt exactly stuck in 3rd person
and maybe let me look at the side of my arms
if you want some key to unlock free view, listen for that key events and manually enable/disable the setting earlier
anything else would need you do go more in details in coding I guess?
ah alr..
how can i create a gun?
@serene birch Mh, thanks for this information. Though, the render is still different in my Editor and in my Play Mode.
Here, I check and unckeck "Game Settings" in the Editor : https://gyazo.com/26e6fc7d8fce6ce91af7966f9f289435
But in Play Mode, it looks like this :
did you enable "Game Mode"?
@serene birch You can see the difference when I check or uncheck the "Game Settings" in my gif (penultimate screenshot)
Enable "Game Settings" enlights the scene but it's still complety different from the scene in Play Mode (last screenshot)
it just means your post process volume causes a different exposure than the one hard set when Game Settings is off
as for play mode I'm not sure
Mh.. Yeah, I understand the thing with the Game Settings. But still doesn't about why play mode has a different render ^^
this is a different issue probably
Maybe it's reliated to my lighning issues ? I still have some errors :
- With the foliage : InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component.
How can I create a gun, sorry if i sound repetive but I dont know how to. I want it to work with a inventory system and more.
- Some overlap with some plants and trees : SM_Pine_Tree Lightmap UV are overlapping by 67.9%. Please adjust content - Enable Error Coloring to visualize.
How can I create a gun, sorry if i sound repetive but I dont know how to. I want it to work with a inventory system and more.
@plush yew for gun creation you have two options:
- Do it yourself with 3d software like 3dsmax, maya or blender
- Buy assets on UE Marketplace
How can I create a gun, sorry if i sound repetive but I dont know how to. I want it to work with a inventory system and more.
@plush yew you need basic knowledge about how BP or C works on UE4
@lucid grove I do not wnat to buy anything from the marketplace, I want everything I make from scratch. buying content from the marketplace is lazy.
and finally, 3, on some Point Lights (but not the point lights you can see in the screenshots that I've post up above) : "Severe performance loss: Failed to allocate shadowmap channel for stationary light due to overlap – light will fall back to dynamic shadows!"
@lucid grove I do not wnat to buy anything from the marketplace, I want everything I make from scratch. buying content from the marketplace is lazy.
@plush yew then first option is yours 🙂
Can it be reliated to this maybe ? 🤔 @serene birch
ohhh..
I have a graphics designer for my weapons
i mean the guns in general.
well the FPS and TPS template both have weapons
so once again, import the template, tweak the BP as you want and enjoy a weapon 🙂
Was wondering if there was a way to do this but for a character blueprint? I can't find that node for the mesh and I tried turning something like that one in my material settings
This picture is from the ue4 docs
but for actors placed in the world
the tech isn't there yet to have emissive textures light up the world dynamically
well maybe with RTX
Alright so im watching a tutorial on how to make a health bar. he uses a progress bar, what im doing though is im using images for my HUD. how can i use them?
@plush yew i can make models myself, and i also have modelers for my game.
i meant how to make the gun work.
I need help with the ads on android someone can help me? thanks 🙂
haha. i can understand the confusion
i have a problem
Alright so im watching a tutorial on how to make a health bar. he uses a progress bar, what im doing though is im using images for my HUD. how can i use them?
Hm?
Anyone good with math. Is the g variable (gravity) multiplied with the top result and not the bottom? also is the +1 added only to the top result before or after the division?
It's gonna be difficult to develop games without knowing grade school algebra... Yes, you multiply g with the divisible, and division happens before addition.
When you are dealing with physics equations, don't forget to use dimensional analysis for sanity checking
In engineering and science, dimensional analysis is the analysis of the relationships between different physical quantities by identifying their base quantities (such as length, mass, time, and electric charge) and units of measure (such as miles vs. kilometres, or pounds vs. ...
Coz, you keep asking the same question and despite getting answers, you keep not listening.
If you want to figure out how to make a gun work, fire up the FPS Template, either Blueprint or C++, and look at how it works. Then you can replicate that yourself, even in that same project, and see how to make changes so it works the way you want to
Asking again because I still can't seem to figure it out
How can I show memory usage?
I've seen it on the top bar in ue4
It would show up right under the project name
Hey guys, for some reason my project is finding thousands of shaders during compile, but my actual number is far far lower. Anyone know what could be going on here?
a single material will cause a lot of shaders by itself
the shadow shader, the normal shader, the different shader quality level versions etc...
it adds up fast
Thx, didn't know that a single material broke down into separate shaders. (also, just realized I accidentally imported a demo file when I migrated a framework lol)
Oh it looks like this
not sure how to enable it
well nevermind found it in editor preferences
Hey uh. Question. So in fortnite. They have customized HUD with images. Like I’m going to have. I’m watching a tutorial on HP bar and such, and they are using a progress bar. Is there a way to make the progress bar with using my image?
LogHttp: Warning: 000001F70FE82B00: request failed, libcurl error: 7 (Couldn't connect to server) is this some kind of telemetry?
can I disable it?
you can change the progress bar image yes
Ah alright thank you
Not sure if this is the right chat but I imported a mesh and it has some type of weird black shadow parts on it
Does anyone know how this could be fixed?
LogHttp: Warning: 000001F70FE82B00: request failed, libcurl error: 7 (Couldn't connect to server)is this some kind of telemetry?
@polar fossilEditor Settings > Privacy > Usage Data > Don't SendI think this fixed it.
@placid wren might need to show the black spots and when they show up (in the static mesh editor, in the game, when you bake light, etc)
@serene birch what actually counts as a shader? is each channel (i.e base color, normal, etc) a shader?
My bad I’m very new to unreal so it is probably something dumb that I did
This is what it looks like
is this a static mesh and is this after baking lighting?
I imported it, saw the black spots so built the lighting then realized it might be because it is a static mesh but when I change it to movable it remains
Do I rebuild the lighting again?
when you imported it did you tell it to generate lightmap uv's? if you open it up in the editor (double click it) does it show more than 1 uv
usually that happens when you have overlapping UV's and are using lighting
@grim ore Hey man, sorry to interrupt. Just wanted to say thx soso much for doing the WTFis series man. Brand new to ue4 and this has been my mainstay while learning!
is there a way to maximize the content browser and output log like maixmizing the main viewport with F11?
not really but they are their own tabs so you can break them off and put them next to the main tab at the top, or on another monitor
when you imported it did you tell it to generate lightmap uv's? if you open it up in the editor (double click it) does it show more than 1 uv
@grim ore O damn I literally just pressed “import all” I can try re importing
Also I believe it only has 1 UV map
if it only has the 1 uv map, for textures, then I would bet its a bad lightmap uv so maybe let the engine make one. You can also go into the static mesh editor and do it after its imported
not really but they are their own tabs so you can break them off and put them next to the main tab at the top, or on another monitor
@grim ore Time for a feature request hue hue hue
Sorry to ask how do I let the engine make one?
Thanks a bunch already for helping out
double click the mesh then you have the generate lightmap uv's under the LOD settings
hit apply after you check it and it should make a new lightmap. It shows in this one that 1 is the destination for it so now I have UV0 and UV1
@grim ore few questions about that:
- how do I find that option
- how is it customizable/ how will it work
did you try to do any of that yourself?
Generate light maps was already on
make a widget, add a progress bar, look at the options. You know try and actually use something and learn it.
Anything else that could’ve done it?
what does your lightmap uv look like?
you can see here on the right side my lightmap Coordinate Index is 1 and you can see on the top I am showing UV 1
my other suggestion is to see if its the actual lightmap UV, make a new level and put that asset into the viewport. Change the lights to movable (all of them in the default level) and see if its still there
this would eliminate the light map as movable light does not use it
try the movable light test to see if its the actual lightmap
Alright will try that out
the people in #graphics are more art oriented and might have more suggestions if its still black with dynamic lighting
Still there 😞
Alright will try asking there also
Thanks a lot anyway man will let you know if I end up fixing it
yeah its something with the model maybe and might not be lighting
or I guess maybe a texture issue, does it do it with a single color texture
Is it possible to make a material swirl in one place for the emissive only?
if you go to the unlit mode in the editor does it still show it? top of the viewport it should say lit right now
It doesn’t!
hmm... sounds like a lighting issue then but that is weird if it does it when dynamic
Ok I got it fixed lol
I just went and unchecked everybox in the mesh
And it was
Shit hold up now I cant remember
Under the light mass settings there is a cast shadow option
so its self shadowing?
it looked like it might have been it but looks very very very weird
Ok one other quick question it keeps giving a texture streaming pool error
What causes this?
high resolution textures, large objects (your object looks huge)
based on your screenshot it seems to be like 11 miles wide
Ahhh alright makes sense yeah its 80k vertices I should probably make a way smaller one
Kind of worried that my model looks so poor closeup in Blender with the perspective camera vs the orthogonal camera...
But it doesn't look so distorted in Unreal?
Any advice?
@soft fiber ue4 default focal length is 90, while blender is 50
I was wondering about the setting. The longer length helps, why is Blender so much lower?
"Blender"(c)
Should I be modeling with a 90 length in perspective mode to get it as close to Unreal as possible? Is that what people do?
Should I be trying to adjust my model above to look better in perspective mode?
something tells me making this a plugin is a bad idea
Pretty sure there is a way of managing plugins without this browser
oh?
@tranquil sphinx whenever you enable/disable a plugin it’s added to the .uproject file with its new state, otherwise UE4 will just load/not load plugins depending on the default load list (which is also why VR plugins are by default enabled even on non VR projects).
Once I disabled that by accident; opened .uproject in notepad, removed the entry about Plugin Browser, fixed in 2 minutes.
ah right, i had wondered how that was stored
did i do this right
ik wasd and aim/shoot and vertical mouse and stuff are right but
what about jump + crouch
Jump button is gonna be:
A - For XBOX
X - For PS4
Crouch is gonna be:
When you click on the right thumbstick
how do i do mulyplayer
@dreamy sleet Click the Learn tab in Epic Games Launcher, look for Shooter Game and Multiplayer Shootout samples, study them
ok
hey uh
im looking for a tutorial of how to do team collaboration
so my developer can join the place
@plush yew https://www.youtube.com/watch?v=ywu4l1RTFPU
Join us for a brand new Unreal Educator livestream series on Twitch, hosted by Epic’s Global Education Evangelist Luis Cataldi and Technical Artist Tom Shannon.
These presentations are for both educators and students and geared specifically towards teaching and learning in an...
Hey guys, is it right to use the "Cast To" function when I need to set a variable from another blueprint? For some reason this is where the code doesn't work for me. Thanks
how can i change my projects location?>
without it screwing up
ok
i created a repository for my devs
how do they accept the invite
how is this related?
alright so
i put my project in github
and now it isnt showing up in my projects
nvm
help
how do i open a content browser in a differnt window
you can just drag it?
i mean
im trying to edit a material
and i need my content briowser
how to i open it there-
you drag your material window down and resize it so you can see both
I'd like to completely disable an actor from my game (Playing mode) AND disable/hide it from my editor too but I DO NOT want to delete it though. I think that this is the thing I'm looking for ?
Nope... I've just tried it. Doesn't work... 😦 [EDIT : Oh ! Indeed, it works ! But simply, it needs to launch the game in stand-alone! 🙂 ]
how do i change my landscape texture to my material?
i changed the landscape material to it and it did nothing
its just grey
As I understand you can make whatever and sell it, but you may not resell the assets.
hey uh
how do i change my landscape material
its just grey when i set it to my grass material
how many invisible actors can the engine handle? guessing virtually unlimited till memory runs out?
Is there a way I can create a admin panel for certain players?
ue4 lets me walk in the edtior but not when i package it whyy?
I checked imput in project setts looks fine
What does “engine source” mean in install options on unreal. Never really touched it
?
Wait nvm
How would you go about splitting revenue in a revenue share team?
That sounds more like something you’d want to talk to your team and/or a lawyer about
Can someone tell me how I can make fire from scratch in ue4's particle system?
Can someone tell me how I can make fire from scratch in ue4's particle system?
@mystic holly Check YouTube and find one to your liking?
@mystic holly you dont need videos to start from scratch, just know the concept
I know that
I just don't know how to make the elements for the fire
such as materials
@serene birch what actually counts as a shader? is each channel (i.e base color, normal, etc) a shader?
@latent hemlock no unless some new rendering technique splits them? what counts as a shader is that a shader is a piece of GPU assembly an engine sends to the GPU to draw something. A typical draw call always has at least a vertex shader and a fragment shader so your material in theory should always build at least two shaders all the time.
how many shaders you need to build depends on what the engine needs to render with all it's techniques
i need help with this thingy. I have this kind of weird shading after i import fbx from belnder to ue4
in game the shadow is weird too
did you make sure all the textures are correctly imported? correctly set in the material?
remember that sRGB is only for "colors" so roughness and metallic shouldn't be sRGB
Hm
Damn this actually may be it
gimme sec
i created brand new material now
straight from texture
without editing
Damn lifesaver
thanks @serene birch
normals shouldn't be sRGB either but UE4 detects them at import usually and sets it up
hmm so did it solve it?
checking rn
compiling shaders
it didnt
srgb isnt checked either
but the shading is broken by normal maps
What is it
how do i make the texture work on my landscape
show your material graph then (Mikolaj)
I fixed it
idk why but switching to normal materials isntead of instanced ones helped
¯_(ツ)_/¯
ok
thanks bud
im confused
cus
when i make it simple like t his
it doesnt work
instead
i get this
Hey everyone, i have a question regarding ui widgets. I have this widget and the ItemButton has a size of x=100 and y=100. I'm using the widget at two different places in my UI. At one of those places I would like to scale up the size of the buttons to about 150x150. I thought just increase the render scale on the widget would work, but they are inside a horizontal box and that doesn't scale with the scaled buttons so they start overlapping. Is there a way to make it so they still keep their padding to each other? I can't seem to figure out how to just increase their actual size without using render scale
That's what i want to solve. I have now scaled the buttons using set render scale to 1.3 but they overlap. I did this in the editor manually and it seems like the main size (without scale) is used to position the widgets and set the layout :/
put the button inside a SizeBox
that way you can manually set the width/height even if not inside canvas panel
alr question
so yesterday i created a github repository for my game
how can my devs join it?
join the game
@plush yew i forgot to add that i add them dynamically inside an event to the parent widget. Is there a bp i can use to then set the size dynamically?
you could put the new widget in a size box. you can also use BP and expose override height/width yea
I added the size box. How do i actually set the size now? I can't seem to find the bp for that :/
oh with size box you can get rid of the canvas panel
to set the width/height, click size box and in details there's options for override height and width
Ok that kinda works. I set the override to 100 for width and height
This is a different place though where i now need to set the size to 150x150
I still want to keep the default 100x100 for another UI
Cause I want to reuse the widget and not create a duplicate with another size
can someone help me with landscape?
Nvm i already got it
np. I made this example so I'll post it anyways - https://i.imgur.com/LO1vhoT.png
instance editable Height/Width variables that update the size box
@plush yew yeah i only had set the item button as variable. I just set the size box as variable and could access it like that. I am doing the same now as your example 🙂 Thank you very much for your help!
np, just don't forget to set the default values to 100
how can i create a admin panel for a multiplayer game?
(spawn weapons, kick players, revive myself, etc)
If anyone knows about source control can you check the Source-Control chat
I have a problem
How do I get an ambient sound to play in game?
I can't seem to hear it at all while playing
Weird it used to play by itself without doing that just by being placed in the level
then you can adjust the sound volume
If you're doing ambient, you probably don't want Play Sound at Location, but rather Play Sound 2D
Hey, I have an array of Boolean arrays and I want to change only one value, in this example of the second boolean array the third element to true. I printed it out afterwards but all values are still false, how do I change one value in a 2d array?
Hey uh. I have a question about collaboration. I made a GitHub repository for my game, and I’ve invited my developers. I’m wondering how they get into the project and if I can see there changes live so I can add my own aswell.
You must do stuff
Normally you can change things in diffrent files without a problem, if you change stuff in the same file you gotta merge it. Thats how it was when I made a website at least, but I dont think it will be much diffrent when working on an ue project
Ah alr
I have a question. How would I make a admin panel. (Kicking players, spawning weapons, reviving players, etc)
I fixed it, I set the sound as looping and now I can hear it
hey everyone, I have a question, should I or should I not add the "Cinematic" overall scalability level in my game graphics' option?
Question: how can I make a startup screen like fortnite has?
Question: have you attempted to Google that?
for very vague questions, tutorials will do a lot better than discord chat
Because I see an actual tutorial on one of the first couple of results when I Google that
Hello guys,
Any ideas why I can build for Shipping but development is not working since I build once in shipping ?
LINK : fatal error LNK1104: cannot open file 'G:\Powerz\Binaries\Win64\PowerzTest.exe'
Max, this was suggested when I searched for the error:
So was this one, yeah
Someone in that same thread mentioned a rogue Visual Studio process, but I'm not certain what that exactly entails
how i can make my license valid ?
because i think this is why i can't package to android
have you bought one?
@frigid needle I haven’t googled but I’ve watched some videos, and couldn’t find a result.
Can you maybe send me a article or such so I can attempt to make it?
Just do a quick search. "UE4 How to create an external launcher"
Make that your first step for most every question, and you'll find results a lot faster than waiting for someone here.
Then come back here and ask question if there's something you don't fully understand
Ah alright.
how do i hide the extra camera view ?
@frigid needle I didn’t mean a launcher. I meant how I make a launch screen when I start the app (like how fortnite has the loading screen and such?)
@manic pawn I need to purchase one just for packaging to Android ?
if you don't have a license, why did you install expensivebuild? go uninstall it
I've got a quick question
How do I set a material that's attached to the player
for example
this right now is grass but I need it to change based on on int value
help does anyone know how i can make my armour move with my mesh
i don't want it a permenant part of my character since i want to equip and unequip each piece
and swap them out
wait i can parent it to my cahracter bones
so it will move with it when i add animations
help
so i made some armour for my cahracter
but i want it to move with him when he is animated
but the thing is i don't want it a permenant part of his mesh
since i want to equip and unequip armour eventually
can't you just attach it in the viewport and toggle it's visibility?
Also I need help, does anyone know how to delete an instance that is hit by a raycast
Also how do I get something to happen when the game starts
I have something in Construction Script that only happens when I compile, not when the game starts but I need it to happen when the game starts
Also how do I get something to happen when the game starts
@woeful wadi event begin play
if i attach it in viewport i don't know if it will actually move with him
I need it to happen in construction script
when he's animated
Oh I finally figured out why sometimes the perspective and view modes disappear on me sometimes
I need it to happen in construction script
@woeful wadi why?
if i attach it to joint it goes really dodgy
That's what the tutorial did idk
the size of it goes absoloutely massive
I'd just rather do it in the construction script if possible
and i can't shrink it precice enough, or move it precise enough
I'd just rather do it in the construction script if possible
@woeful wadi that sounds unnecessary to me
it's not working in the event graph
it's not working in the event graph
@woeful wadi why not? what is it doing that it shouldnt do?
the problem is it's not doing anything
@woeful wadi can you show me your blueprint?
this is the important part
that should be randomizing this
also if anyone knows a good tutorial on like, chunk systems and/or just a better way to do seeds lmk please
@manic pawn without incredibuild I can't export on Android , it worked 5 months ago
and how do you know its not setting the variables? i'd recommend doing a print string to make sure
it probably is
it's probably just not working because the thing can't check in time or something
what happens first
the construction script or the event graph
if it's the construction script then that's the problem
make a print string to check. also, what exactly are you trying to do with these variables?
it randomizes the blocks that you see in the picture that I just sent
If the construction script is executed before the event graph then that's why it's doing nothing
anyone know why in the editor the gun points straight but ingame the gun points sideways?
why when i parent it to the sockets i can't change it's size precise enough
If the construction script is executed before the event graph then that's why it's doing nothing
@woeful wadi because you're setting these variables in begin play, not construction script
why does it all mess up and make it change by massive amounts at a time, so instead of dragging it i have to manually type in numbers
begin play happens after the constructor, it happens when the actor is spawned in the world
is their any way to make it precise and accurate when moving it
yeah that's why I said it has to be in construction script
like it moves by absoloutely massive amounts each drag, instead of tiny amounts which i want
yeah that's why I said it has to be in construction script
@woeful wadi but do you want it to randomly generate the blocks when the game starts or before that (in the editor)?
like
it has to do it when I hit play or when the game starts up if it's exported
because if I have it in construction script it only works when I compile
it has to do it when I hit play or when the game starts up if it's exported
@woeful wadi for that you'd have to do everything on begin play, when you do that, it will generate the variables when the game starts (or when the actor is spawned)
ah
do you have a better tutorial for how I can make a sort of minecrafty kind of game with random generation and chunks and seeds and all that
sorry but i dont 😐
rip
@stark marsh make sure that the orange button shown here (located in the top right of the viewport) is unselected so you can make small changes
okay thanks
can i have the same skeleton along with animations but with a differant mesh
like if the mesh is very similar in shape
drag from overlapped actor and make a node called cast to first person character
@light oriole
wdum?
wait no im stupid that wont really do much
so you don't know
i can't find the middle block?
My remove from parent is not getting rid of the text widget
itll be called whatever you character is called
bruh
anyone know why i hit the top of the ladder and just keep flying? I think i tied in wrong somehow
should one of those branches be a sequence?
i see where the disconnect is, i just dunno how to fix it
I'm so confused
Why is my material not working
I have 4 types of blocks but only 3 of them have textures that work
this works
works
works
this does not work, nothing was changed, the default one doesn't change, my custom one doesn't change, etc
Gold also used to not work until I made a brand new material and copied over the data for gold
Intellisense and syntax highlighting in my Visual Studio is very slow. Are there any settings I can change to improve it?
Hello guys I’m playing around with mocap . ARKit in with LiveLink face. But I’m struggling with the eyeballs I don’t know how to link the eyeballs. Don’t know if need morphs in the eyeballs or remap the bone with nodes . Please somebody know about this? I can’t find documentation of this section.
Intellisense and syntax highlighting in my Visual Studio is very slow. Are there any settings I can change to improve it?
@plush yew
So i think i fixed this with installing a better Intellisense (Recharper) Its like 1000x times faster and provides additional informations that vs didnt even get. (e.g. Reflection Specifier)
visual assist is another option but ya stock intellisense can't handle unreal
hey all, so i'm trying to build my loghting (1116 unbuilt objects) and it stops at 0%, this is what opens
my foliage and lightmap settings
nothing in the Lighting Results log tho
does anyone have the automotive materials (Epic asset) on version 4.22 or prior?
the vault/marketplace no longer has that version available
missing dll
@grave spruce alright gonna try to update
@vestal ferry are you using an epic binary? Do you have debug symbols installed?
@plush yew intellisense is fairly garbo for ue4. Use Visual Assist or another extension and disable Intellisense
Yes found that out too. as i said im using recharper c++ for now on. Works great. Thanks anyways
ReSharper is good :)
@vestal ferry are you using an epic binary? Do you have debug symbols installed?
@open gorge i installed UE 4.25 on the store, updated it, still can't build lighting
in blueprint, is it possible to make a delay that i am able to cancel before it is done?
You will want to do that with a Timeline.
@open gorge Yes :)
I found out that Jetbrains also brings out an C++ Editor exclusivly for Game Engines: https://www.jetbrains.com/de-de/lp/rider-unreal/
@jolly jungle probably easiest by using set timer by event, you get a timer handle which you can use to invalidate the timer
my unreal engine just started being slow as hell. like not responding, delayed reactions
4.25.3 this normal or is my computer acting up?
Hey, I've set custom mouse cursor, when I press play in one map it works, but if I try in another map it doesn't .. What can be the problem with this, if I'm setting it on project settings
Reboot your machine, Ep.
i need to know how to change a variables max value through script
anyone know how can i make fast paced movement in unreal?
i want to make dungeons full of puzzles and enemies, and once you reach the end you get the choice to upgrade health, mana or stamina
thanks
then i can just said it so when i walk over something it plays a script to icnrease it
nah that's not it at all
nothing to do with what i'm doing
you could have two variables, Health and MaxHealth, let's say both start at 10
then when the player chooses whatever, you increase MaxHealth to 15 and set Health to match
that'd do it
Hello!
yeah something like that should work
Hello, I have a separate geo on my main mesh that translates a lot further on the skeletal mesh in Unreal than it does in Maya, has anyone seen this before? I do have a stretchy spine rig on the joint it is weight painted to, could it be that?
@odd steeple Do you have a picture to show the issue?
Yeah I sec!
Chest piece is working fine in Maya.
Chest goes inside the mesh in Unreal.
It seems to be the only piece of geo that doesn't act correctly.
@hot canopy It also seems to push out a little too much on the walk cycle. I guess it probably is the joint it's attached to.
I'll bind it to another joint and see how it reacts.
(Probably) The monsters' chest have weights from more than one bone while the chest piece only from one OR the chest and piece have different weight ratios between different bones.
Does the animation work in Maya?
Yeah it looks just fine in Maya.
That chest piece just really seems to stretch in Unreal.
Can you show the mesh weights?
Or the material adds some displacement?
Sure that can cause some troubles. I don't he should make 2 separate skeletons in this case.
I got the Sparrow hair exported BUT could not export the textures, the export and bulk export options are not showing for Paragon characters. Is that a thing? on export for the Paragon characters textures
Is it possible to change the scale of a static mesh in the Static Mesh Editor?
I would like to avoid rescaling every instance of it separately
Guess I'll have to change it in Blender and reimport
you can apply a manual scale in the import settings
@chilly gale you can using export texture 2d to export
but the paragon character license is only use in unreal engine project
@dusky crest It's for an Unreal project, just trying to fit hair etc to another UE4 character
Wanted to try making RPG characters in a Skyrim style of play where they can change cloths etc, with more customising options
you can make your own tool to export that texture
https://www.youtube.com/watch?v=83Jd3HhADCU
Tom Shannon, Technical Artist at Epic Games, will explore the systems available in Unreal Engine to create in-editor tools that automate and improve workflows, reduce errors, and even extend the Editor, unlocking new functionality.
Using Blueprints—the native visual scripting...
using Export Texture 2D
Maybe use CC3+ characters to put Paragon cloths and hairs on
anyone know why this would happen? pasted the filename from the output log into the search bar
I don't think that came from me
I guess I need to get the UE4 exporter for blender
Hi, sorry if this isn't the right place, but I built lighting in my map and it says lighting needs to be rebuilt bc there are two unbuilt objects.
Anyone know what sort of thing would cause that to occur?
I think you can't have the name start with a underscore @halcyon flame
ok. weirdly it can find some of them
is there official support for a blender to unreal batch exporter yet?
bc what I did to get the underscore names was having all of them in the same .fbx
does that support batch export?
just seems like more clunky file management from the video
@dusky crest ty. I'm trying to install this plugin on Blender, but typing in 'send' or 'unreal' after installing BlenderTools-master.zip doesn't return any results...
