I need help with game logic (probably Math):
So I have a datatable of items (simple one, there are only name, icon and mesh ref)
Having a random number as quantity of items in a "treasure" (50 items for example)
I want to randomly pick a number of items (5 items)
and then distribute the quantity randomly on them (10 for item X, 20 item Y..etc)
#ue4-general
1 messages · Page 836 of 1
@grim ore sorry i was afk.
I meant sharing small elements like UI etc. I like to work on different gameplay elements isolated from the rest if they don't need to depend on each other, that way i know i have a "clean" element, i was wondering what was the best way to pieces the elements together if they were made in a separate project
you would have to migrate them over from one project to another basically.
Hey, Does anyone here have any experience with the volumetric cloud systems in UE4? It works perfectly fine on my test levels but when I implement it into an archviz project supplied by a client the clouds are just black.
@oak mango Does that support custom widgets in the loading screen?
@scarlet birch Yes, it support custom loading image using Image Sequence
but not UMG?
you can check the tutorial on GitHub
sorry can't
UMG runs on main thread
while Slate is run on it's own thread
btw, Async Loading Screen just got approved. You can download it on Marketplace now : https://www.unrealengine.com/marketplace/en-US/product/async-loading-screen
Sorry, i meant slate, it's been a while since I built a similar project.
you can take a look at source code if it fits for your project @scarlet birch
feel free to modify the source too 😀
yeah, thanks, I'm doing so now. Trying to remember how I got it to work with widgets.
watch the trailer and see what it can do
Hi! Does anyone know why unreal all versions from 4.20 to current hang when i try to switch the preview renderer? If I try to switch it to mobile it hangs on "Changing Preview Redering Level" and some random percentage. I have tried it also with a blank project. Never had the issue before
did you wait for it to compile the shaders?
@grim ore thanks for the reply. It doesn't show any shaders compiling and it does the same in a black project too
yep, did you wait for the shaders to compile?
its redoing all of the engine shaders for your new target platform
GL, vulkan, SM4, etc.
@grim ore Blank Project* in the blank project with nothing but the grey floor i waited 15 minutes and the progress bars not moved. Thanks again
yep.....
the engine uses shaders and by default they are compiled for windows in the cache
when you change the rendering interface it has to redo them for that interface
the easiest thing to do is open up your task manager and see what it shows
@grim ore 0.0% to 0.1% cpu on UE4 with "Not Responding" and rams increasing about a mb every 10 seconds
@grim ore you were 100% correct. went to grab a coffee came back and its done! Thanks alot for your help really appreciate it 🙂
I want to make a small game whose player score I want to collect. Is it better to make a mobile game or web game? Moreover how can I collect the scores of the players and store it somewhere? I want to be able to take all that data for further work. Can anyone please point me towards the right direction?
How can I make a timeline play again every time it finishes indefinitely? If I attach finish node to start again will my game crash?
@oak mango Sorry, last time. I figured out what it was I was trying to remember. You might consider adding the ability to change the bWaitForManualStop before the loading screen is triggered. I had some levels with huge open worlds and I wanted the loading screen to stay up until certain streaming levels were fully loaded.
@scarlet birch there is already this option
Ah, sorry, I missed it. You can change it at runtime then?
sorry, I'll leave you be. I was just curious about how you approached it.
if you enable Wait for Manual Stop you need to shut down the Loading Screen by yourself in code
no problems
hope the plugin can be useful for your project 🙃
yeah, I added two functions to a bp library for starting and stopping the loading screen. So if you needed to have it manually stopped you could just start it with the node rather than letting the events trigger and if you open a level and a loading screen is already present then it doesn't start a new one.
How would you go about creating nodes for something like a graph/tree for use in blueprints? Apparently UStructs can't contain UStructs of the same type as themself...
Can you even do that in c++
structure that holds structure
that seems very weird
i mean same struct obviously
Well, in most languages you could just create a class that contains references to instances of itself
There's some free dialog plugins that you could tear apart to get an idea of how to do it. There's also a really cheap state machine plugin that does a good job of it.
Actually, there we have it
I shouldn't be using structs, I should be using blueprint objects >_<
how can i stop this shadow bleed? this is in static mesh viewer not in world
you can create a custom blueprint class that holds reference to the same class probably ye
👍
is there a way to have only the used assets being added to whicever CVS you're using? 
how do i stop the water from doing this weird reflection thing
@rough knoll you can scroll up for the video just still need help
Hey
Is it possible to take an entire game In UE4 with megascans textures, and replace them with lowpoly cartoony texture/materials?
I'm tryna make a KingdomHearts/FF style game
do i press reset to fbx or just done? im confused to fk
Why can't I simulate physics on objects with complex collision as simple and is there a way to bypass this?
does anybody know why id get "Error Launch Failed! Unknown Error" when trying to send to an android phone from 4.25.3 please?
hol up we can't draw primitives like box or whatnot with UMG ?
Hi, i dont know where to ask this, but i have a large world project with a lot of trees and im trying to build the light. Every time i tried shows InstacedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, .... I tried to change in the Foliage Tool but nothing happens. Anyone knows?
@rough knoll whats the specular and roughness on the water material?
@clever arch probably a plugin, try disabling them all see if it works.
can anyone give me links to youtube videos of how to add multiplayer to my game? I have a 1v1 arena game that has everything besides multiplayer servers. (i want them to be player run)
@lime ruin im not sure, i'm using the UIWS from this months free contennt
doesn't have a material that i can access atleast
Hello there. Is there a chan to talk about sofware like this thing ? : https://github.com/scurest/apicula
I'm stuck when the readme says : Make sure Rust (1.34+) is installed and build the usual way
$ git clone https://github.com/scurest/apicula.git
$ cd apicula
$ cargo b --release
$ target/release/apicula -V
@plush yew No there is not a channel discussing how to Rip content from other games. Be very careful how you decide to proceed with this type of discussion on the Server. Read the #old-rules.
Ripping content/pirating content is frowned upon. If you discuss pirating content on the Server you will be banned.
@rough knoll ahhh, havent used UIWS plugin yet, i'd imagine their should be a way to modify the refraction of the water, not sure how if you dont have access to the water material.
@weary basalt I swear it's for personnal use but it's ok, I will not tell about this no more.
@rough knoll only other thing i could think of would be if youre using exponential height fog, but the solution for that would also require accessing the water material
Oh my jeebus - I swear, UE 4.25.3 has been having more issues with loading my C++ changes than normal lately. Keep having to restart the editor.
Yeah - hopefully they can improve it with .h changes as well though.
And the live coding isn't really working either. I was just changing some values in my character movement component and the editor wasn't picking them up. Oh well.
is there say a fortnite blueprint with all the multiplayer and basic laids out where I could create my ideas for a unique gameplay and not worry about the matchmaking or connectivity side?
run my own server
let me know when you find it. I am looking into game spark. I want to integrate action rpg inventory with it. If anyone has some knowledge of where to start please let me know.
I currently can register users. Adding items to the data tables seems a bit tricky but I think I got the Events down.
@karmic lagoon no
that would be useful tho i agree
but there is no template like that
baby steps. I just added my first data type to game spark. multiplayer here i come!
I have 5 LODs, Base and 4 more (skeletal mesh). On Windows I am fine with all of them. On Android, I need for Base LOD to be LOD1 (basically I need to ignore Base LOD on Android). How do I do this?
@karmic lagoon XD if you find one lmk
Having problems trying to setup quixel bridge
When I try to export it says it failed and to check log and not sure how to do that
When I try to look at the plugins in ue4 i don't see anything related to quixel
Question: I have a text box that takes a username and a password, with a login button underneath. Is it possible to configure the password button so if you hit enter, it automatically executes the login button, akin to web-based login forms?
So the user doesn't have to manually mouseover the login button and click it?
@barren flume It's always important to check the logs. The UE4 logs are located in your project's directory /Saved/Logs. Within that directory, you will see TheNameOfYourProject.log, and if you are testing in standalone mode, you will also see a TheNameOfYourProject_2.log
The way I check them is to stream them in real time using PowerShell (assuming you're on Windows). Open PowerShell, navigate to that directory, and run Get-Content TheNameOfYourProject.log -Wait
Which is akin to unix's tail -f
So go open that file and look for relevant errors. In network administration, checking the logs is always step #1 for troubleshooting.
You don't see the two pages of warnings there?
Yup
Your logs indicate dozens, possibly hundreds of instances of being unable to find files.
So I'm guessing fixing that will help.
Those fonts are weird
just some custom ones I added but they seem to load in fine
but that enterprisepak thing I don't know
Question: I have a text box that takes a username and a password, with a login button underneath. Is it possible to configure the password text box so if you hit enter, it automatically executes the login button, akin to web-based login forms?
The event graph has the functionality to "on click" authenticate to my API which is all working properly
So in essence, I would be configuring it so hitting the enter key within the password text box generates the OnClick event for the login button
Is this possible within BPs, or would this require custom code?
i'm making a cinematic in UE4, and realized the render looks much better than what i see in the cinematic viewport. i was told this could be due to multiple lighting levels triggering, and that i should "check my 'levels' setup to make sure only one lighting layer is loaded". how do i go about doing this?
Anyone want to take a guess at the ratio of small/indie unreal projects that are multiplayer vs singleplayer 🤔
seems like less than 1%
anyone able to help ? , is there a easy way to get the physics hit box to go down to that flat bed ?
Any way to run a compiler to check what BP has errors or missing code? because when i package my game it displays several bp errors and i have to rebuild all over again
it has to be there
have you tried going to build>> map check ?
hmm no but does it verify only the content in the current level or all the blueprints in the project? @plush yew
idk , i know it verify some bits and thought it was a good place to start
Ok ill give it a try
Hello guys
I have a question: I using webview plugin and can't input the Japanese language. How to enable Microsoft IME input composition on UE4? Could anyone help me?
Hey everyone, quick notice: If you receive DMs from people you never interacted with, asking you to help them or to join their project, please report them.
This is against the rules and I'm more than happy to hand out infractions for that.
@regal mulch where do I report them?
You could just DM a moderator that is online with screenshots of the conversation.
Okay I'll send you a DM if you don't mind
Sure
@tame owl Editor settings -> language -> Editor language ->Japanese
I think it would work
My issue same as: https://unreal-engine-issues.herokuapp.com/issue/UE-75056
This issue happens when build to windows app.
http://unrealengine.hatenablog.com/entry/2015/05/29/204622
According to this article, you can't use type Japanese but copy and paste
it's old article, so Idk it still exists
How do I download UE4 2.25.2 if I already have 4.25.3?
it's old article, so Idk it still exists
@icy egret Do you have any idea to resolve this issue?
With Unity, I can resolve by set IME mode = on https://docs.unity3d.com/ScriptReference/IMECompositionMode.html
I have no idea without copy and paste sorry.
@wary wave
why would you want 4.25.2?
Compatibility reasons.
only through compiling your own Github build
:S. Ok. I will try that. Thanks!
there shouldn't be anything compatible with 4.25.2 that isn't compatible with 4.25.3?
it's just a hotfix
whatever it is that doesn't work with 4.25.3 but works with 4.25.2 should be fixed first really
since the release cycle of UE4 means you should always use the most recent hotfix/minor version for your 4.X project
if it's third party code, that's not always an option, but it is peculiar
yes of course but you have to call that third party stuff "broken" if they don't update for the very reason that you cannot download an "older" hotfix version anymore
it's not even an old UE 4 major version, it's the most recent one, if they can't keep their stuff updated already I wouldn't count on them
it was only a month or so ago, so it's not that unlikely that an update wouldn't have been pushed
shit takes time
hmm, a month is kinda a long time for something that should normally be pretty simple to fix
a company that works in 3 week sprints would take 6-9 weeks to release a fix for a problem like that
if your stuff got broken by upstream a few weeks after you released it, you should hotfix that though 😄
I mean, sure this can take time but can you rely on such system if they cannot provide you a working version a month after 4.25.2 isn't available to download anymore?
anyone relying on 3rd party code will want to be one full release version behind for various reasons anyway
it's just sensibly cautious
true, I only say that in the context of an hotfix release because the older minor version isn't available anymore
how can I declare an enum/structure in CPP (for example imagine ammo types, each type has say a caliber size, and a damage multiplier), so I can work with it in CPP, however populate it (actually add ammo types) in the engine (editor)?
Enum and Structs don't support that
But you could use a more complex "type", which is a DataAsset
That can have properties, like size, damage multiplier and you can create new assets in the editor, where each is a unique ammo type
Would that work for you @ebon marlin ?
Also #cpp is a thing :P
why isn't my AI moving when i go into the radius?
i can put a print string and it does infact see me
i have my navmesh bounds volume
it just wont move
You should ask in #gameplay-ai
but if I remember correctly, MoveTo is something you need to implement (at least that was true for my case because I used a weird character)
might be wrong tho
somebody help i literally have no clue why this happened.
[2020.09.11-07.25.16:897][528]LogD3D11RHI: Error: D3DDevice failed CreateBuffer VB with ByteWidth=4608, BindFlags=0x1 Usage=2, CPUAccess=0x10000, MiscFlags=0x0
[2020.09.11-07.25.16:897][528]LogD3D11RHI: Error: Result failed
at D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11VertexBuffer.cpp:90
with error DXGI_ERROR_DEVICE_REMOVED 8007000E
[2020.09.11-07.25.16:897][528]LogD3D11RHI: [Aftermath] GDynamicRHI=00000000244A00C0, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0
[2020.09.11-07.25.16:897][528]LogWindows: Windows GetLastError: The operation completed successfully. (0)
spec: i7, 24gb ram, 8gb video ram. ue 4.25.3 have two project PCs with near identical specs. the project runs on one, no crash, no low memory problems. and on the other one the project just crash with this log. original had 8gb ram and an old GPU with 2GB Vram. the project run few times after a reboot, then started dropping d3d device loss or not enough video memory errors. the GPU was upgraded to 2060 with 8 GB ram. same errors. Setting the swap manually to 24GB helped a bit, I was able to run it 3-4 times after reboot. i just brought +16 GB ram to reach 24GB. and since then the editor just close without any error messages. and when it's running there is a huge fluctuations in fps. It usually runs around 45-50 fps but sometimes just drops to 25ish fps. on same map. this PC's hardware is tested with varius stress test, with other heavy u4 games. and not a single problem.when on the other PC the project runs perfectly with 60x opened Chrome tab, with blender in the background, etc.i just wasted almost two weeks trying to resolve this problem.. any idea?
it seems my ai is failing to move
have you built lighting lol?
maybe a problem with the material, try changing the material to another one, and see if it looks any different?
Well it did say it had overlapping uvs
Do you have a 3d modelling software?
on maya you can automatically uv map it out
what is it meant to be?
Send me the OBJ ill uv map it and texture it for you
I have problems about animation and character blueprints
like this picture, I made animations variables to make child blueprints
And I changes anim montages of childBPs
but it doesn't show any montages
Why???
@grand foxopp
yo
Anyone have a good write up for the blender to UE4 workflow?
@scenic fox on it
thx
@scenic fox 146000 Triangles for just this playset xD
lmfao
i could reduce 100000 triangles out of this and it would look the same
i've already fixed the UV
@icy sigil can you send me the .fbx pls
This is the new one
Yeah let me export quick
Would seriously consider reducing the poly count
if you had like 10 of those, that would drop the fps a lot
i can do it now if you wantr
Sure.
alright
thanks a lot by the way you're a big help 😄
hot damn @regal mulch, data assets are absolutely insane and are exactly what I had in mind! this gave me so much order and comfort in my head, thank you 😍
@scenic fox i got you bro
thx
i removed 70000 triangles
if i do anymore it starts to disfigure
whoever made that is wild
@icy sigil got this ):
well, you can use the uv mapped high poly one i made as well
dont have to use low polu
both ones i sent are uv mapped now
It just means that some part of the model is a bit dodgy and it can cause problems but
i would still use it
i wouldnt care
no worries bro happy to help
didn't think someone would be this nice 😄
haha its rare
Yeah
why is maya so good though.
Don't you have to use seams to make uvs?
im confused
lmao
How many objects can I put on a landscape witouth having performance issues? If I copy paste 4-5 objects until I have 400-500 of them will cause some problems?
2k textures for foliage and rocks, poly count for rocks is between 1000 and 2000 quads
why dont you use the foliage tool and you can literally paint them on
instead of copy paste
For making walls it's a bit harder to use foliage so I have to copy paste them
Also, if they have LOD's the further you get away from them the lower quality they will be which will save performance
make sure the lod's are set up on all foliage
Yes they all have lods
perfect, well if the furthest LOD reduces the poly count massively then you shouldnt have a performance hit that bad
your performance will only really be hit when you are loading all of the foliage closest to you
@icy sigil what is this
With some foliage I have an issue, if I'm not very near some objects they look flat(literally), only when I get very close to them they look good, how can I change lod distances
it looks kinda weird
@scenic fox where i reduced the poly count, it can sometimes make it look like that.. use the high quality version if you want to remove it
just dont paste like 1000 of them
otherwise you will blow up
lol
@icy sigil alright its not too big of a deal but alrighty
Leo, if you double click the mesh in your content browser
you will get a load of settings
and one section will be for LOD's
where you can set up the reduction of each LOD
so the furthest LOD you can decide how much reduction you want, to pick how it looks from that distance
Hey guys.In This video I will show you how to use the new automatic LOD generation system in the unreal 4.14 preview.This works similar to simple polygon.
-~--~--~--...
Please watch: "Invisibility Effect - Unreal engine 4"
https://www.youtube.com/watch?v=ZZQo89xUqxs
-~-
@thin mantle
Thank you
Hi all,
I just downloaded the latest version of unreal engine and began a project... (my first time ever upgrading)
I realised I would need to migrate the mobile mannequin I have in an older project, when I opened that project it started compiling the shaders.
will I need to recompile evey time I open projects in these two versions ?
rather, will it start the process every time I go from one to the other ?
someone Please help me
I can't understand why this issue is caused
My character doesn't play any Montages even though I set montage slot
I thought that montage couldn't play, so I connect print string with play montage
It actually played (because montage length was printed) but no motion changes
I can't understand...
Please help me it makes me so irritated
doesn't' your bledn weight means it will always be pose 1
since the wieght is at 1

idk i wasn't sure it was the problem
okay...
thx
@icy egret hi how are you
how can i force the editor to refresh which class exists or not? it keeps suggesting me c++ class that i deleted...
..
I'm soso
wow this really deserved a facepalm 
@covert hedge maybe. idk
hey, Does any one have any ideas why when i try to build to my android phone the error "LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary" comes up. I have tried a full package build, light build and it shows the same error
how i can let every character open different inventory depend on character class(rpg skills system)?
create an enumeration with available class
and when they open inventory, switch on that enum
something like this
smart
it's pretty basic tho
Hello, Is that a good sample for Inventory to build upon? planing to replicate it later
In this sample, they don't use an inventory component and they store items data in a Data Assets and Asset Manager to load and access inventory items
any suggestions ?
https://docs.unrealengine.com/en-US/Resources/SampleGames/ARPG/BuildingGameplayInCPPforActionRPG/index.html
you can also find inventory system for free on the unreal market if you wanna take a look at them 🙂
i have no idea if they use what's described in the tutorial or other means
i have a bunch of marketplace assets, but I feel like they are not efficient for multiplayer. Especially if you want to extend it for AI and loot boxes
well it all comes down to whichever thing you're most comfortable with extending
they aren't called lootboxes 
they are surprise mechanics
tbf if you are going for multiplayer you probably want server to be source of truth about loot and stuff, and i have no idea how this gets implemented 
I have 5 LODs, Base and 4 more (skeletal mesh). On Windows I am fine with all of them. On Android, I need for Base LOD to be LOD1 (basically I need to ignore Base LOD on Android). How do I do this?
without a behavior tree you won't need a controller
but everything should be in the ai pawn class
my getters setters and event are in the controller class i attach to the pawn, so i can use different pawns if needed.
then the behavior tree runs, but i was asking because i'm creating a different behavior tree for a dummy actor that will be my AI overlord, broadcasting messages to different AI in the level, and i just want the behavior tree to run, i don't really need this actor to be "possessed". but ye apparentely even when you don't intend to do anything in the controller, you need one
but ye i'll need one anyway just to set the values of the blackboard

help Mesh contains Armature_001 bone as root but animation doesn't contain the root track.
Import failed.
WHAT DOES IT MEAN
Exactly what it says, The mesh has a root, but the animation doesn't have any data for the root.
well maybe the root isnt suposted to be animated
dont give me an error then
but i actualy checked it doesnt matter if its animated or not still breaks
create an enumeration with available class
@covert hedge thanks man can u send to me best series for learn bp nodes system>
uh well i guess blue prints are kinda like any other languages, you need to learn algorithmy and logic before trying to implement
uh well i guess blue prints are kinda like any other languages, you need to learn algorithmy and logic before trying to implement
@covert hedge so is there a series for these things?
uuuh it's pretty generic, look up programming courses i guess. They should teach you about branches conditions, stuff like structures etc
How Do I Run This Code ?
ye this damn looks like c sharp
would it be possible to interact with other games on the system?
so if you did one thing in one game, it modified something in antoehr
another*
Depends
does anyone know if event/delegates can be tweaked to recieve a wildcard? 
If you can implement a tool to your new game that can read the savegame file of the other game, yes @hearty walrus
Like CD project Red did for witcher 3, it can read your Witcher 2 savegame and consider that information
the idea was to have a few "trigger" NPCs
so if you kill one NPC in game A, it effects the story in game B
Are you making the other game too ?
If the "NPC XY killed" is saved in the savegame files and you know how you can code a tools for the other game that can read this information out of the file it would Work
yes
Nah
Either go with the Default Location where it gets saved, for example user/documents/my Games/Game1/savegame
upon first load, R3 will check R1's directory, and will throw an error and prompt to manually select if wanted
if R1 is found, look for FlagSave
Or have a dialog where the user needs to select the file
in FlagSave, there's set flags that manipulate actions in the game
Sounds good
so a flag named
IsNonHostileKilled is set to True, it prompts the early ending cutscene to play, with an option to clear the flag
is there a place in the editor to override console variables and save it to disk for the project?
or do i need to manually create a .ini file or something?
I have a landscape that when visible, my framerate drops from 60fps to 15fps.
Is there a way to check what is with the landscape that's making it so slow?
Sorry if I'm out of topic but I've just downloaded this soft from github and I'm desperately trying to open this but can't :
Any idea how to open this thing ? (if I understand well the README, I should open the consoleTool3.jar)
1 unreal unit is 1cm right? 
is it possible to set the scalability lower than 25%
i can do it in the editor, but dont know any console command to set it lower than 25%
The screen percentage? r.ScreenPercentage xxx
Hey everyone,
Is there anyway to import 16 bit raw texture, and use it in c++?
@grim ore thanks 🙂
Did anyone else get a DM from some Martouu guy?
who in his right mind would use imperial 
I hope there's more tutorials for beginners and hobbist, What i want is just building a dedicated serverw ith working positionlal, immersive voice chat and webbrowser
still i am struggling with making voicechat work in dedicated server
I find voicechat actually basic, essential part of Game.
does anyone know how long does it take to get accerss to UE and UT repos? i linked my account but i still cannot seem them
there is a thing called discord
Hey. There was a problem. The transition of shadows between assets is too hard, where did I go wrong?
do you mean the seams between meshes? if so that is baked lighting and lightmass and you have to fix your meshes or work on your lightmass settings to try and fix it https://polycount.com/discussion/200584/why-cant-i-get-a-seamless-lightmap-even-with-the-most-simple-geometry
there is a thing called discord
@versed spear I want it positional audio, with sound effect., cave , forest etc
cool I guess discord can not do that 🙂
Vivox can do it, their document says it ,but harder to implement
do you mean the seams between meshes? if so that is baked lighting and lightmass and you have to fix your meshes or work on your lightmass settings to try and fix it https://polycount.com/discussion/200584/why-cant-i-get-a-seamless-lightmap-even-with-the-most-simple-geometry
@grim ore Thank you, this is what I needed.
start network voice won't work?
Unreal Engine Forums
Advanced Sessions Plugin
Updated 05/05/2020
Plugin now has two modules, one is AdvancedSessions and one is AdvancedSteamSessions, this will allow me to tie more Steam specific functions in without forcing the steam subsystem to be packaged out with projects that don't wan...
Did anyone else get a DM from some Martouu guy about needing devs? I checked mutual servers and it’s just this one
Probably a dumb question, but is there a specific way to report it or do I just DM a mod?
Nvm, just saw that DMing is an option in #old-rules
I have a question that will make some of you shake your heads. Is that a power of or a negative
Hey. Is skin system for all like Guns, character etc. Hard to make or not ? No videos found in Internet.
unreal engine stuck after i cclicked on launch to desktop, this is my 5the time unreal reinstall, even formatted my pc several times, this didnt happen before, please help me. it just stays there.
hello , i have a noise texture , how i can generate the terrain with it ?
@fierce forge Think on YouTube there are many videos with Terrain
i searched but i didn't find something without a plugin
В этом видеоуроке будут показаны основы работы с игровым движком unreal engine 4, работа с материалами и создание террейна. Будет добавлена растительность, трава, деревья, озеро с динамической водой, горы и туман.
➡️ Возвращай до 30% от стоимости покупок в интернете с кэшбэко...
It is russian but i hope it is gonna help you
Try to find better
@narrow mauve Think any way it will be like 1/edr PS i dont know high math
I have this code that picks up objects, how can I make it constantly check and update the distance?
How would I be able to have my system where the grass moves when something goes over it along with the wind
It will only let me plug 1 thing in for worldposition offset
@outer cosmos you shoult not be using launch to desktop
@grim ore why
because that is not what it is for
what are you trying to do?
launch would be for other devices or machines, such as ios or android mobile for example
i changed the playercontrollerclass in fps template and it doesnt use the gun anymore even when i changed it back
@grim ore was just trying to see how it looks on full screen with all light built up, i could do it before
well if you did you got lucky, and its not freezing its trying to cook and compile and build and a ton of stuff
you should be packaging and testing if that is what you want, launch is not just push launch and it works
@grim ore I am new to unreal, I have played with it before but now I am going into game industry so thought it would nice to know it
yo can someone help me
@grim ore packaging and testing I will remember that
how did you change the player controller @bright wharf
@grim ore thanks for solving the problem,👍
how did you change the player controller @bright wharf
@grim ore using the "FirstPersonGamemode
so all you did was change it and change it back? that would not affect the character. You could try re importing that feature pack if you want from the content browser (top left add, then content and feature pack, and add back in the first person pack
How can I use "Complex Collision as Simple" and still use physics?
The model im using only has complex collision and so when it uses the default it just sinks through the floor
why what?
the square light stuff
as a guess, super low resolution lightmap?
check the "lightmap resolution debug visualizer"
where might i find that
Techniques and guidelines for properly setting up UVs for static meshes.
link anchored to the section "Using the Lightmap Density View Mode" for that debug
but the rest of the page is worth having a look at
Hello is there any ref/idea tips for making quick cast spell like LOL ?
Anyone with unreal dedicated server experience?
Hi. Quick question I hope. Extremely new to unreal. When I bake light maps on a simple scene all my modular pieces look like the lighting is incorrect.
I may have missed a creat lightmaps UV setting on import but can't seem to locate it in the models properties
@serene birch i tried screwing around with the desity and res but when build the light it looks od and then just turns back to squares
what kind of density the debug showed you?
do you have overlapping UVs warnings?
do you have excessive amounts of stationary lights touching the same part?
(excessive means more than 4 :D)
How can I use "Complex Collision as Simple" and still use physics?
@dawn gull So I'm dumb and that sucks, so I just did custom collision and it works now
@serene birch i had all the lights on static except for a couple i didnt get to, i switch them all back to stationary and that fixed it
it gives me the annoying red x's tho
how can I remove these weird looking tiles? thanks
did you build lighting?
Change your lighting to dynamic or go to 2010 and bake it
ah, ok thank you
in the Anmation BP when it calls "try get pawn owner" would that work if the mesh was in an actor class instead of a pawn?
Sorry for so many questions, why does the timer not start when I do this? (Or at least not run anything)
ok, i thought that was the delay for executing the code
what did i do to make that folder dark
the time on timers is how long it will take to then execute the code. not how fast it does
uh is there a way to find actors belonging to a certain class in a given area ?
@ember star right click
I thought that changed the icon color @covert hedge not the selection color
@celest vapor How can I stop the timer?
thank you
np
@covert hedge thats folder color
Is there a way to see which bps are loaded into memory?
Anyone know why I can't import this into a project?
hey guys, is there any way I can make the water here not go through the fog? thanks
Thanks @plush yew When I create the project it's not showing up in the project browser.
Ah, it was in "More"
Where can I find Migrate?
Thanks @plush yew Can I just ask why can't I just import that into my own project?
Since there's also no "Migrate" with folders 😦
Nope 😦
See this is what I hate about Unreal,
I migrated that then went to migrate maps and now I have it...
LAST question, after migrating to my other project the materials are not applied.
What can I do?
Or do the shaders just need to build?
@plush yew hey did u find out the command to show draw calls in the stat unit command?
and suddenly, casting an "Actor" to a type that inherist from "Actor" fails 
booooo lol
i noticed it shows stat unit as the above image on android
with draw and prims
i did a search just now looking for an answer and it came up lol
🕵️
I got a custom software cursor set up but i want to make it change assets when ever it is touching a button. Here are my assets:
Top one is deselected and bottom one is selected
is there a way i could execute a console command to log somethig to the console for when I package a dedicated server?
When I add a preview pose to my aim offset it looks like the arms are backwards, looks like that in game too. When I remove preview pose it looks and behaves fine in the viewport window but arms are still backwards in game. Is this an issue with the imported animation skeleton or something?
Is there somewhere I can go to pay someone to model a vehicle for me
yes but have u tried photogrammetry
there is prolly a place where u can buy a model of a car allready made, wil be lots cheaper
when i add this it makes my character glide left when i try to move
im so confused
ive been here for hours
please help
ok
where would i find that
ok
so like this
they not colliding anymore
😦 still not work
i cant find any fix on google
at least i can move now
wait so apparently the mesh is set to 'block all' on collision
where would i change that
boom
thanks for the help
🙂
NO
WHY ISNT IT WORKING STILL
:(((
its literally off what could the problem be
THIS IS SO ANNOYING
O
M
G
i used a static mesh
instead of a skeletal
i am so stupid
its literally 4 am
good sign to take some rest :D
how do I get a CMSID from Nvidia for the DLSS branch?
NVIDIA Developer
NVIDIA DLSS - Early Access Program This program is accessible by invitation only. NVIDIA set out to redefine real-time rendering through AI-based super resolution - rendering fewer pixels and then using AI to construct sharp, higher resolution images. Powered by dedicated AI p...
apparently this
how would you guys go about representing an actor like a grid-based-vehicle (like those made in games like space engineers)?
would it be possible (not terrible on performance) to construct large vehicles using many smaller actors without the use of instanced meshes in ue4?
ive tried spawning 1000 cubes, all attached to a master cube with the simulated bodies welded, and fps drops to <10
would instanced meshes be a requirement for something like this to work? if theres 50 different block types, there would have to be 50 different instanced mesh groups then, right?
dont add your ui more than once?
Well, that's a different weapon
look for your add to viewport nodes
is each weapon adding the ammo counter to the viewport?
ok so thats the player hud, is the ammo counter part of the player hud or separate?
so thats creating it and adding it, but in the other blueprint you are talking to the player controller and getting a reference to it and then updating the ammo counter
when you are adding it in that screenshot you are not saving a reference to it soo...
where are you setting that reference, the HeadsUpDisplay in the player controller
When it comes to the ammo, I am saving the current ammo for the current gun then switching to the second gun and then showing the new gun's ammo
Voice chat, i've used advanced sessions, uuhm... is Networked voicechat "positional voicechat"? did i do sth stupid here?
then showing the saved ammo from the first gun
you are creating the hud twice, you just showed me 2 seperate places you created it and added it to the viewport
Well, those are different though.
I think
Ooooooow
You're right
I just deleted it on the character
Yep
I am stupid
How do you create a "GameSession" that you can apply settings to using Blueprints? I see nothing, and I can't find anything to "Get" so I can say break out properties, call functions, etc.
Thanks @grim ore
Hate that I just found out 4.26 exists
Yo im a newbie to unreal engine 4 and Im a little confused on how its structured
I come from game maker studio
And im confused on difference between actor / component and a couple things how the windows are structured and its been giving me that brain fog
So actors are what objects would be in gamemaker right?
I think im a little confused on what makes something a component
Is there any recources that helped you all grasp this topic?
Youtube and the unreal engine docs
good thing to look at if you run in to problems
Actors = anything in the game world
Components = pieces attached to an Actor that provide functionality
Hmm so is the level considered an actor?
Is it just a class?
Im new to object oriented programing so I probably sound like an idiot rn lmfao
So like a object in the level could have a blueprint compoinent
could the level have a blueprint component as well?
Ill actually read that doccumentation first
Its looking great thank you so much
Someone Please help me
I have problem now about Hand IK
I always want my character to grab the gun (idle, aiming, crouching, etc...)
but its hand will go away when I use aiming like the gif
how to fix it??
https://i.gyazo.com/d9bbd7e09cc778e2112bef3f832f002d.mp4
Hold socket is the bone socket where is on the hand guard
@cedar wave This article is proving amazing so far thank ou very much
If anyone has a good c++ resource about lasers please dm me. Thanks
Hey guys, I'm trying to create a spline mesh for UE4 - I would like to convert this tri-part curve IMM brush I made in zbrush as a spline blueprint. Icing on the cake would be adding rope/chain physics to it as well. This is all I have so far and I can't even see the mesh pop in when I drop the blue print - any ideas?
and here's the mesh in question - just trying to use the center boned and rope as atm
So whats the difference between a blueprint and a graph
Is a graph a script component?
Im confused on the vocabulary
So blueprint is a class but its also a visual scripting tool?
Like if I make C++ project will my class for my tree object be called a blueprint?
Is what im saying making sense/
This vocabulary is killing me
lmfao
Im so enthusiatic right now I probably seem obnoxious lmfao
Blueprint is the visual scripting language.
Graphs are typically what you place Blueprint nodes onto to form logic that gets executed as part of the Blueprint script.
Blueprint is generally a catchall term for anything related to the Visual Scripting language within the Editor where you place and connect nodes.
Ok that clears up a lot
OHHHH i see its called a blueprint class
Its starting to make sense
can anyone help me? im new to ue4 i want to change the gravity of the world so the jump is shorter
also how do i disable motion blur?
@jagged sand I figured it out I wanted to do the same thing XD
I dont know if gravity is a global or for each actor individually
If you open thir person player blueprint calss
class
hmm
and select the character movement component
yea
then on the right side you see variables
I think thats what the engine uses when it initializes
you use gamemaker or any other engine before
Bet your already ahead of me
;p
Ive been doing 2d my whole life
dang
So excited to be in the third dimension now lmfao
nah ue4 is completely different to roblox
wdym by classes
Like you know a class in C++ ?
Like where you can make a new variable type
and that variable is just like a combination of over variables
am I making sense?
oh roblox uses lua
you ddon't need to define a class
its automatic
you can have a string on a variable
not with ue4 
same
loll
hmm
how could i make a sprint blueprint?
how can i change walk speed?
i got it
dw
i will pay $10 to anyone who can help me get my 3d model setup in unreal using mixamo
idk how to add the textures I have for it after putting the untextured model in mixamo
pls
can i store animations in a variable somehow
i want to change my idle animation in my state machine based on the equipped weapon
can't you store equipped weapon in an enum variable and use that?
i don't, i was just going to do a simple isvalid to see if the primary weapon was a weapon and if so play this anim and if not dont
How could one differentiate within an anim notify whether it is playing in the animation preview or in play?
GetWorld()->IsGameWorld() @golden shoal
IsEditorWorld() IsPreviewWorld() <- or something like that (don't have VS open) exist too
when I open my 3d model in the basic microsoft 3d viewer it works fine but when I import it into unreal its all white
any ideas?
I have a project file where it works, i tried exporting from that into my main project but it just shows up all white
how much cube actor blueprints can be placed in the world minimum 60 fps from blueprints?
can someone pls help me
I have the model working perfectly in one project but not the other
this is crashing more than vegas pro lol
This is gonna sound so dumb but I A M SO EXCITED
I finally figured out how components work
Coding is worse thing ever until it isnt
Sorry I know this is prolly anooying but I jsut wanted to share my enthusiasim
You prolly changed fov
I think if you go to blueprint class and click on camera sub component
or is this just a meme
Who ever shared that article before yall are amazing
Or use scroll wheel
someone pls help me
i have a 3d model in one unreal project and it works fine but i cant get it in my main project
its an fbx file
@cold vortex there's some weird shortcut that does that, happens for me when i have a controller connected, just restart it
but the textures r seperate
the textures r just white in my main project
How much harder is multuplayer with unreal
is there some way to just combine the projects or something
I know in game maker its pretty easy to just have client server hosting
multiplayer has to be hosted on something unless its p2p
But is it way more complex in unreal
no it uses Epic online services or whatever its called
there's some weird shortcut that does that, happens for me when i have a controller connected, just restart it
Oh, damn
I did recently connect a controller to test controller shake
What modeling software you ise
anyway I fixed it by
clicking cinematic viewport then going back to default viewport
I think Im high of finally learning how to use components
From what I've seen of UActorComponents, they seem kinda of like Unity scripts
I think
you can write code once then drag and drop it on to any Actor right
is there a way to combine the projects or something
It was the blueprint editor that was confusing me
Like where was variables and functions for current actor selected
and where do you adjusted variables and functions for sub classes
Once I understood it was on left and right side it just clicked
Will blender cut it for unreal?
Or should I really get houdini or auto desk
depends on what you're doing but blender is fine
autodesk is like 4k/yr
3dsmax indie is 330E per year
blender is free
can someone help me pls
ive been trying to fix this for a long ass time and I just cant get it to work
you can migrate uassets to a different project if thats what you're asking
Theres nothing fundemental liek a certain export feature or anything blender lacks right
although im comfortable with blender ive never really exported anything
YOOO DUB GOT IT TO WORK
yes i will be remastering him singing wap to sound very ominous and scary
cloud code is no fun when using an outdated tutorial and have to change the code 😄
I wish Iw as smart enought to know what you were saying
hey fellas, having some issues with lighting. the lighting in the default viewport is very different compared to the lighting in the viewport after i hit play. any ideas as to what could be causing this?
for reference:
https://images-ext-1.discordapp.net/external/xoP0S3LvVSKINbK8iAzKJeDGt7UfteZDL3FQoAI309g/https/media.discordapp.net/attachments/375020247335567360/754156479971459152/unknown.png
https://images-ext-2.discordapp.net/external/JGvK-42K8KopmTEtS314XojWshPGmpf9S23YxuBmOCc/https/media.discordapp.net/attachments/375020247335567360/754156511986450553/unknown.png
When I package my games for my freinds to play
do they need unreal engine installed to play
or if they have full server can they just play whole game without having it installed
@late verge How long have you been devloping for
i'm not a developer
What that mean lol
Ah so your a devoloper of mods
not even
Thats sick
just like cinematics
Wait can you animate the skeltons of meshes in unreal
Or like how that workflow work?
that i am not sure about. i'm just using the animations already in the game and playing them at certain times with Sequencer
Ah thats still sick though
ya
Is a cast event just an if statment
Im confused
?
Like if the return is one continue line of logic
or return is true
Question about level class
When you load level and theres no camera does unreal automatically create one
And if I were to delete my character does it just creater camera actor where I died
so I dragged a character bp into the map and when i test my game it doesnt show up
is there some specific way I have to put it in the level
does anyone know
bp
hey guys, are "Layers" a design-time construct or can I use them in a release build for actor grouping?
@radiant jasper You have to change deafault character pawn in gamemode BP
Ex, if you use Third person template, you can find it in "Third person gamemode"
oh
I don’t want the player to control it
But for some reason it just doesn’t show up where I put it in the map
umm
I don't know about AI too much, so it's my guess
make sure that AI have accurate collision
make sure that AI's spawn location is accurate
make sure that AI have accurate meshes
hi guys.
i have a basic question about UE4.
imagine that i have different enemy types that they are same in behaviours. should i copy paste anything in my first blueprint to other blueprints ? it means i have 20 blueprints same. (because i have 20 enemy types) ... Can i use only One blueprint for all of them ? because all of behaviours are same. so i think its not logical to copy paste all of my blueprint contents.
if they act the same you could just swap the skeletal mesh to a different one
assuming their skeletons are the same
Hello- I need some help with my drag-and-drop code. Assuming I'm reading this (First image, "On Drag Detected) right, it's definitely setting the dragged element to itself, but for some reason when I get the dragged element again (Second image, "On Drop"), it always gets the values for the very first slot, no matter where I drag from
When I hit Play why does it not automatically possess the player?
it just puts me in camera mode and I have to manually hit possess
@honest vale i said about blueprint not skeletal mesh.
for example AI blueprint. they use same AI.
Hi all. Is there an easy way to have three player split screen also in "Grid" mode instead of "Favour Top / Bottom"? And if not, is there a way at all?
quick question: Can rigged assets in unreal only have one UV tile?
as in, if it's a rigged asset, does it all have to be part of the same object
or can you import multiple components to the same rig
as separate objects, with separate UV tiles
obviously I would use virtual texturing, but it's shit 😛 (too buggy and doesn't work on many machines)
hi
Hey guys, I'm having some trouble with a LineTrace and getting a hit when casting it from inside geometry. It works when the starting point is outside of the geometry. I found a post https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/66507-line-trace-not-working-when-starting-inside-static-collision that explains my issue perfectly, and its solution was to set 'bTraceComplex' to true for the line trace. However, that does nothing for me. Anyone have any ideas? Here's a screenshot to illustrate the specific geometry I'm having the failure on.
anyone who knows about level designing or envirnoments in unreal really well?
i want to add an animation to something and want to put a mesh into it how do i do that
@bright wharf it sounds like you're looking for SkeletalMeshSockets
any tutorial on how to do a magnet that pulls other coins/objects to you?
i want to attach actor (character) to soccket,but pawn is rotating when its attached, its location is good but rotation is living it own life
@frozen pond ctrl + r
oh
attach nodes:
what are the other options in the rotation rule?
https://gyazo.com/3ffd8cec6706c070242a2f7dc92bef87 lock rotation and try
thats the options of the child mesh
@frozen pond which plugin are you using to get straight connections and not splines ? looks sexy
https://www.unrealengine.com/marketplace/en-US/product/electronic-nodes?sessionInvalidated=true @covert hedge
hello, when i package project with exclusive nativization the dedicated server cannot find that asset to spawn. why is that?
geez, finally found my issue. Needed to enable "Double Sided Geometry" on the mesh:
LineTrace doesn't seem to return a hit for backfaces without it.
Hey guys... Anyone here release a game on Steam? I just published my first game... and some of my reviews are saying that the game is crashing. I go to view Errors in my steamworks console and there are none. What do I need to do to output errors from Unreal to Steam?
@bright wharf it sounds like you're looking for SkeletalMeshSockets
@wise lagoon that didnt work i want to put the mesh into the animation
Is there a way to make subtractive geometry work on a mesh?
When is the earliest I can take a data asset and read from it to instantiate my class instance? Is it in BeginPlay, or could it be done during construction?
What's the most lightweight way to place/reference a 'point'/location in the world? I don't want to hardcode a location, I want to be able to place/move an actor and get its location. Is there a simple 'point' actor?
just an actor
an actor has a physical presence in the world
oh, and theres a scene component
which channel would be best to ask a question about gameplay cameras in, as in switching between multiple cameras?
not a cinematic or cutscene, but during gameplay
you should move the camera with a timeline maybe
you can make it move smootly with timeline
yes, but it doesn't need to be a statically placed camera
and the object's position is not static either
i'd prefer not to purchase something on the market place currently, only because i want to be able to understand how to do it first, for understanding and learning purposes
ye i see
and then once i understand it, i'll look into building a complete solution myself or purchasing one
why do my dynamic shadows work in editor and not in-game?
only the character shadow is present in game
plug and play is great don't get me wrong, but understanding what's actually happening and what voodoo they are using will go much further once i make that purchase if that makes sense
that video is of you playing, but i see dynamic shadows working
what am i missing?
play in editor is playing in game
then idk
are you talking about when you package up as an executable?
not really since im making mods
i only know that in unreal they work and not when i open the game
if it's a mod for some other game that you didn't make, i dunno
that's more of a modding thing than a game dev thing
as those types of things will likely be controlled by the game itself
honestly, i know nothing about modding games
i do and i can say that my problem is not related with the game itself
these are default things of unreal engine
hey everybody, I have a quick question about Chaos. Is this the right channel? ^^
i'm sure there are a hand full of modders here but since this is technically being used somwehre that isn't the unreal engine editor and your own packaged game, there are so many unknown variables
#legacy-physics @mighty sluice
ok then ill ask in the modding discord too
thx 👍
any advice on implementing P2P multiplayer on an unreal engine 3 game
Not many people talking in animation. Is there a way to get around creating blend spaces for every skeleton? Is it possible to just create one blend space template and then make children of it then override the animations? For instance, I have many monsters that will have similar sets of animations, but different skeletons. I was able to make a base animBP and I just create a child of it for each monster and fill in the variables with the correct animations. At first, I used blend spaces, but every monster would need them created. I then started to recreate the blend spaces directly in the animBP so I could simply plug in the used animations.
Does anybody know why when I paint foliage it paints some foliage oustide the brush size?
I have no idea why this would have changed, but suddenly my navmesh doesn't go to the edges and I can't walk between levels
Not many people talking in animation. Is there a way to get around creating blend spaces for every skeleton? Is it possible to just create one blend space template and then make children of it then override the animations? For instance, I have many monsters that will have similar sets of animations, but different skeletons. I was able to make a base animBP and I just create a child of it for each monster and fill in the variables with the correct animations. At first, I used blend spaces, but every monster would need them created. I then started to recreate the blend spaces directly in the animBP so I could simply plug in the used animations.
@wanton lotus I got really stuck at this when I started with Unreal. If the skeletons are different, I don't think there's a way to really "re-use" AnimBPs from an easy inheritance perspective.
That being said, there's ways to mitigate the issue:
- If you're using C++, you can house some of your repeated logic (like getting distance and speed) in a parent AnimBP class that you inherit from. A locomotion system like MoveIt would handle that for you ('frameworks' like that are a boon if you can use them well).
- Don't make functions in your AnimBP if you can get away with it. Collapse as much of your logic into thematically organised collapsed graph. That way you can copy paste the collapsed graphs to your other AnimBPs when you make changes, makes maintenance a bit easier.
- Make use of interfaces to prevent direct casts to your pawns. That way moving logic between AnimBPs becomes easier.
- Where you can, use montages instead of the statemachine (I tend to use statemachines for things where I really want the granularity and be able to use things like blendspaces. Your core locomotion). The logic for playing those types of assets is easier to make generic enough for the code you write to be re-usable. When I started I over-used the state machine by a metric shitton and it became a huge tangled web. That makes not being able to re-use it much more painful
- To save yourself some time, you can retarget an AnimBP (or the individual assets like blendspaces) so at least the set-up is done for you. Even if the retargetted animations are shit, you can then just replace the individual assets with your own by reimporting with new file.
@forest tree My AnimBP is currently working well with all the monsters. I have no problem creating a child and plugging in the animations. Right now I am trying to save myself the hassle of making hundreds of blend spaces that are all identical except for skeleton and the animations.
I was able to make a base animBP and I just create a child of it for each monster and fill in the variables with the correct animations.
Oh.
I misread.
For reference, this is what I am currently doing to remove the use of blend spaces. https://cdn.discordapp.com/attachments/748189959999193221/754142290120933466/unknown.png
You were able to parent even though the skeleton was different? I thought that was impossible. Ha.
I have to recreate the blend space logic directly in the animBP
You can create the child, change the skeleton, then fill in the variables. Can't directly override an animation, so everything must be set as variables.
Interesting
I was hoping that blend spaces had some similar trick as what I am doing with the animBP
So I don't have to recreate the logic in the animBP and just fill in variables for the base blend space.
Is there an tutorial of how to make game mode like TDM or free for all
Someone please help me
I want to get the RIGHT vector, but if character's Z rotation is -90~-180, it becomes left when I "get right vector" node
how to get the RIGHT vector?
what measurement is the friction in?
@versed spear
mmh hey... do you wanna help me making my voice chat finally working?
Can you put .obj in ue4?
yeah you can put obj
@icy egret getting the right vector should always return the right vector. Not sure what youre asking. It might be that you have an actor, with a mesh component that is rotated relative to the parent, and you're actually trying to get the right vector of the mesh, instead of the actor as a whole?
Hi guys, My name is Sujayanto, and currently I am really stuck and cannot move any further with a problem. My workflow is Blender (modelling), Quixel Mixer (Texturing), unreal assembly and lighting. Is it correct? The main problem that I am facing for almost 2 weeks with no progress is this. I have tried to uv map a simple cube room with glass on 1 side. I put it on 0-1 space. I export as fbx. send it to quixel mixer and then bam. the resolution is really bad. the line is not crisp. I have tried playing with the uv texture and it bear no fruit. can anyone help me?
thanks in advance
Here's what I get when putting a texture
@fast verge I mean, its texel density/resolution. Increase the resolution of a texture or make it tillable. Is the resolution equally bad in Unreal and Blender?
@red prairie it was okay but still not sharp enough. so I tried 2 thing. 1 with subdiv (because I want displacement) and the pic above no subdiv.
when u said increase the texel density it goes wild with texture. I tried to go far beyond the 0-1 space. When I do that I got 1 tile which is in the resolution that I'm okay
my goal is archiviz..
thanks for reply btw..
here's from the result above
Not sure what you mean by going OUT of 0-1 space. Bu you can tile it with geometry.
Dont make whole floor 1 single plane (1 plane = 1 texture tile). Instead place multiple tiles (modular).
Can someone walk me through opening a 4.24.3? project in 4.25.3? I’ve installed the latter, but haven’t opened my project since
so If I understand it correctly. I should break it into 2mx2m and placing it modular.
so the texture will be the same on each modular tile to match with quixel mixer size
@red prairie Thanks a lot for the advice. I'll try to do it now.
Is there a way to make Ai rotation smooth instead of snapping to the direction they move in
How do I move art content from one Unreal Project to another? I tried copiying it manually, and using migrate, but content files are not shown in the new project.
I am moving content from project made in 4.25.2 to blank 4.25.3 project (opening the project does not work).
Hey guys! I have an issue when creating a project from a blueprint. Nothing just happens :S Any tips?
i tried to open the first person gamemode controller and this happened
Hi everyone.
I downloaded a file thinking it was an unreal project to check some things and learn and after unzipping I see and exe. How can I open it with unreal?
@red prairie This is from using unreal basic box
@red prairie this from using the modular 1mx1m
what do u think?
pass or nay for archiviz?
where can i find this? its highlighted green
isnt it postprocess volume?
@fast verge I mean, looks good. Not much stuff to look at yet. But if I am looking the the quality of the texture, it looks good.
It looks like there is different scale on floor and walls?
Are types of TInterval supported for blueprints? Such as FFloatInterval?
@red prairie it got me thinking if lets say I made a room of 10m x 10m it would have 100 plane. Do you know if this modular system is the best standard industry practice? I'm sorry if i ask a lot of question. I'm just trying to learn it correctly since I have no background expertise in this area.


