#ue4-general
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@prisma marlin it certainly might if there are 1200 draw calls
ok so if you want to make a game, what should be in it? all of these questions write down somewhere and that is the start of your design doc. From there look at one of those things and figure out how to do that. repeat until game is done.
Sorry feeling a little overwhelmed
Well dang Mathew you make it seem easy lol
you are the guy who makes the blueprint videos right
yep which is why you document it all and then you can break it into smaller parts and tasks
i have made a few yep ๐
its ok if making a game seems overwhelming or hard or large or will take a while. there is nothing wrong with it at all.
most of the time people making games try and make a vertical slice, just a small focused portion of the end goal to showcase the end result.
it doesnt even have to end up being used in the final product so you can be dirty and ugly with the code and design it's just to get something done to show off to represent the end. think of it as a teaser or stinger.
also kinda helps with the whole "this thing is overwhelming" since you have a much smaller goal now
You are such a calm and wise person lol
old.. old person
im like over here having a panic attack because it seems hard to grasp. I love making things though. I definitely use it as an outlet to keep my mind out of depression or other bad places the mind can take you...so it feels important to me to figure this out. Even if it doesnt end up as a game its something awesome and wonderful.
So i appreciate the guidance
yep I spend all day learning stuff
@solemn mauve it happens to me sometimes when someone posts amazing environment work and they say it only took them only few days and which might take probably a month or so lol....but i know they have years of experience and i can get on that level someday and even better.
Its inspiring to see others incredible work for sure and hope one day i can achieve something just as awesome
I can't art. I like understand the fundamentals but I just dont have that required creative part of me to do art justice. I recognize it and while I keep learning more art stuff just to know I don't let the pretty stuff get me down. I can code the hell out of an inventory so I just let the artists art while I do my thing lol
@plush yew which warning?
im kind of the opposite mathew lol i want to push myself to understand the code
the first warning is fine, the 2nd one is because your area is huge and you don't have any important areas for the static lighting to be built with. https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/Lightmass/Basics/index.html
yep I want to understand the art more I just accept that I won't be proficient in it beyond the basics and stop worrying about it anymore. Some people can, I can't so why let it bother me. If you can learn it go for it but if you can't don't get frustrated just focus on your skills
Is there anything I can do in the Engine that will not use as much of my computers resources?
I find a scene is crashing when I try and launch it.
@grim ore you're probably underestimating yourself when it comes to that :) I draw stupid 30 second scribbles in paint that are literally just poorly drawn squiggly lines and people find them artsy enough lol
To all those of you who were like me several seconds ago, I'm gonna save 10 years of your life. You can select all faces on a bsp and add the material once with bsp->geometry->select->matching brush
obviously there's a long way from 30 second mspaint scribbles to mona lisa, but that doesn't make them any less art imo lol
I can do a circle, I can texture a wall lol. It's just that part where some rocks dropped into a scene turns into something else is where I end
@grim ore the first ones
its just a warning you can ignore it assuming your meshes all use the same lightmap UV for the LOD's (they should unless you changeed it)
is there a way to make the UI bigger
editor UI or something else?
so my terrain has a literal tear? it's like the mesh doesn't work. if I flatten, only 1 side goes down, if I smooth it creates a worse more noticble line and and I didn't change any UV's that I did
like everything was working fine until randomly earlier
I've had so many errors popping up and I've added nothing
try restarting, see if it helps
my ue4 has crashed like 10 times in the last 2 hours.. I think I've restarted it enough :/
idk what's going on
yeah editor UI, i have decent size monitors but i have bad eye sight and being able to adjust the UI for certain things is helpful
Hello everyone, i fixed issues can't type ime in webbrowser, where i can send my fix to everyone in github unrel engine?
open the Widget Reflector then change the scale in the top left
@ember sigil you would do this https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/ContributingToUnreal/index.html for an official request or make a post on the forums
now every time I load my game level the engine crashes says D3D graphics card failure
maybe restart the pc at this point, that sounds bad
MAT I LOVE YOU OH MY GOODNESS
you just have to redo it when you restart the editor is about the only downside
So basically mat i like games with crafting, and rpg stuff etc. Im going to attempt to make a character walk and punch first, that seems pretty simple right?
welp the engine has a third person template that can cover the walking part and the content examples have an animation example with punching
I want to say there is an animation how to on the docs site that covers punching but I cant seem to find it lol
matt you seem quite knowledgable.. I restarted my computer and it took forever but it opened without crashing. but I still have this tearing happening to my terrain
no amount of smoothing, flattening, or anything gets rid of this
ah hah I knew I saw one, lol. its an old video series but it covers punching montages https://youtu.be/hRO82u1phyw
your material is not using displacement or tesselation or anything special is it? @plush yew
hold on
this is that texture
so yes it has tesselation but was working perfectly until I tried moving some folders into other folders.. like I was dragging some (add to project) folders from the marketplace into a marketplace folder I made.
if you disconnect world displacement and tesselation multiplier and re compile does it go away?
the ones on the right going into the make material attributes
when its compiling see if the landscape looks broke
@grim ore Have you ever tried to capture APEX fracture objects to attach emitters to them? All the steps I have been trying spawn the effect find the fracture objects but the emitters will not attach the fracture objects all the emitters spawn at the origin of the base object.
๐ฆ
@plush yew can you flatten the terrain?
I can try now that I've taken off the tesselation and stuff... but before literally no amount of flattening or smoothing would get rid of it
@loud knoll I have not used Apex much, with Chaos coming in I did not spend much time on it
Can you do what I am saying with the new systems?
@plush yew you might just need to replace the terrain with a new one at this point ๐ฆ
yeah no.... tool strength set to 5 and brush fall off .5 literally doesn't affect that ones spot
@plush yew Did you add those chunks or try to delete them and replace them with new ones?
@loud knoll based on the documentation for it, and the fact it has custom solvers in niagara, I would assume so
If you set those cells to that setting that preserves the vextex pos's you wont be able to change them it is a buggy broken feature
it's literal terrain
Is it possible to make TWO "InstancedFoliageActor" ? I cant see how to make a new one
I haven't added or removed any. just placed a heightmap and then manually painted and sculpted everything
@rancid lynx yeah you can add tons just drag them into the window then you can set instances settings
i know how to make 500 trees
you should see a foliage window that shows the current foliage being painted
but i want to make two different foliageinstances
yeah you can drag the same model into that small window and give it different settings
id like one for trees and one for rocks, so that i can addtag stone and wood
ok ty. ill try and figure outwhat that means : ) !
I can show you
is it possible that is the edge of your heightmap?
tyty!
@grim ore yeah I think that too
no, not even close. I made a heightmap set to 8161x6121 and then made my landscape the same then scaled x2. my entire map has literally no problem anywhere except this one tile
this is from 4.23.1 but it should be the same @rancid lynx waiting for it to load
can we share our screens?
is it better to just use the engines template code or to learn how to do it yourself
@loud knoll who? you'd have to personally call someone to share screens. this channel doesn't allow it
sure. how do we do tha t?
this is just the one island that it's affecting. and that little white spot is where my paint brush is, that's the ONLY spot affected by that cut
k
i know its weird but have you tried deleting that landscape tile and re adding it just to see if it will reconnect?
Hey @rancid lynx you want to join my private server?
ok sure
no.... because I thought that was bad to do xD
nah its just a bunch of game devs not many people mostly people that watch my stream
a lot of pros from EA and 2k
basicly nobody that would ever help anyone
๐
you could always duplicate the map if you are worried
this window is what i am talking about you see different objects I can paint with?
@rancid lynx that image above for you
drag your new model into that small window
or add foilage type
tyty il check it out now !
i know how to add new trees to the curent instanceActor
one foliageInstanceActor can have many meshes
but can you make two different foliageInstanceActors with different meshs in them ?
oh maybe ill figure it out
with the world outliner. thanks. ill checl
its the gizmo ?
ok i think i understand now. thankya : )
I am trying in 4.25.3 maybe you can select two items from the list and paint the them at the same time?
I think you can add more meshes and set a random var for it so it will just place from a list of objects
does anyone think they can help me with making good terrian?
@jagged sand what type of game are you making the terrain for?
i am making a zombie wave shooter
i want to make a map
its basically
a
cabin in a snowy forest
i've already got a tiling issue
yeah so you want a small area wit channels and pretty flat ground unless you are going to have leaping zombies?
i
the terrain is basically the back drop?
kinda
i wanna make something like this
Time lapse of an environment created inside Unreal Engine 4 by 3d artist Tom Adams. Created using assets from the VR title Unhallowed: The Cabin. Final Result at 10:15.
Get the game here https://store.steampowered.com/app/789670/UNHALLOWED_THE_CABIN/
TREEFORT STUDIOS
www...
you can eventually progress to outside of the cabin
i want the ligting to be similair to that
yeah it is very pretty but not a lot of game play can take place
hm?
what I would do is get your game play working with a gray block level using placeholder assets until you can lock down the locations then build up the terrain around that gray block
i wanna start with the terrain
is the goal to make a good playing level or pretty terrain?
lols
it is very hard to get AI to work well
and play well much harder then pretty
regardless you want pretty now to learn, so lets focus on that.
mhm
what about that video are you confused about he is showing you how to do it?
its not a tutorial?
@grim ore hey so getting rid of the terrain material and replacing the tile ended up working was just a lot of stuff to redo like terrain and smoothing and painting
also my terrain is tiling to start with
Have you done a basic terrain tutoral?
ah well then do that find one then you can get the basics then what you are seeing in that video will make sense
but now I have another tile that's broken :/
make a basic terrain materal with 3-6 layers and figure out how to make that work
mk
I've been really getting into 3D designs. I learned a ton in blender and now it seems, after some research that MAYA is where I really want to be for easy UE porting of rig and skins.
thanks
Landscape system for creating terrain for large, open, outdoor environments.
this is the top
ahh
@jagged sand once you get it roughed in try to see how many AI you can get running around and what the limits are for them, most zombie games are clones of COD Zombies and if you notice the design is very constricted with narrow paths
alright ill try
idk what the end game will be
im more experimenting and learning
but yeh
yeah I worked on a couple of COD's so I understand it very well
wait actually?
terrain was just a flavor to use to spice things up but the COD terrain system is not as much fun to use as UE
I was a 700 person team man I didn't make it
MW3 and BO3 but 2 Medal of Honors, Quake Wars, Bond AUF, BF1942 but as a producer
I worked on a lot of FPS games
you can download the tools for BO3 and they give you the editor and kit for zombies you can make as many zombie levels as you want but it is limited to that type of thing, in UE you can make anything you can want
they give an example zombie level
locally are you just floating arms or a full player
dead version?
yeah when we didnt have as much memory we created a dead version of you on the ground until you respawned
FPS version has more detail in the gun and hands arms what ever, these days you have enough memory you dont need to worry about that as much
if you had a game where you dropped a weapon we had a "placement" model for that and one you carried different models, the FPS version of a gun model might not have the entire weapon just what you can see in the FPS camera so you can increase the detail level
thats smart
I was a level designer back in the old days when 1 person created an entire level and did all the jobs, for about 1 month in 2004 I was the best level designer in the world
thats so cool
what a title
sorry for asking lots of questions, you have me very intrested. but how does working in a team work? It has always seemed complicated especially in teams of thousands, i've heard of github but don't understand how multiple people work on it.
medal of honor: spearhead I rebuilt an entire level from scratch and did all the scripting in 3 weeks after someone quit and left a turd in the bowl he made a level that was unshippable to fuck the team over before he quit
what a dick
yeah I worked 17 hours a day 7 days a week, slept at work so we could get it done
it was fun I have a big ego so all they did was tell me it couldnt be done
has anyone used the ActionRPG template from Unreal? i want to know something about how it works
hehe
I the spearhead team on medal of honor was my favorite team all great guys, 2 of those guys work at Epic still on Fortnite, Dave Nash and Ken "something" hmm getting old
ah
Ken Spencer
ah cool
i had a question about how making a game works in teams tho
is it confusing with version control and stuff?
@scenic moon I just loaded it up for the first time earlier, just starting to take a look into it. I'm impressed already though.
ah let me PM we are wasting everyones time
sorry
I wanted to know if anyone has found out how it chains the combos, i know that it uses the comboend anim notify but wanted more info
hey there im really new to unreal engine i know a few things but just wondering if anyone would be willing too help me out and jump in a call with me tomorrow and show me a few things and understand a little bit about how to make like mountains and that if so dm me ill be very greatful if anyone could help me out โค๏ธ
@scenic moon, I'm pretty sure it's just a blueprint movement allow where it doesn't allow anything to fire(other than player rotation) until the animation from the previous movement is finished.
The rest is handled in WeaponAttackNS and WeaponActor
hey guys, is it possible to not auto close epic launcher when i'm opening unreal engine? I really wish there was an option somewhere in launcher...
is multiplayer possible in bp
@quick shell yep
I am completely new, there is no event begin play do I make my own?
all actors should have begin play
make sure you are not in construction tab and you are in event graph tab
yeah I am in event graph tab
and if you rightclick and type event begin play the event does not appear?
is there any way to get a location from the editor world without using actor. I just want so that I can place a point into the world and get it's location in another actor, but I don't wan't the unnecessary overhead of actor
Hello. Anyone know why I can't see the Lightmass Importance Volume object in the viewport? I can drag it in, set its parameters, but can't actually see it, so I don't know what size to make it.
Edit: Seemed to be a display glitch. Loading another level and re-opening the previous level has sorted it.
are nav mesh bounds and nav mesh bounds volume a same thing?
hey what is the best way or is there a tutorial out there to import google maps location to ue4? because i have a house inside a city which i modelled in ue4 and now i just want the terrain around the house to be in ue4 because otherwise you just see white if you stare out of the window
hey what is the best way or is there a tutorial out there to import google maps location to ue4? because i have a house inside a city which i modelled in ue4 and now i just want the terrain around the house to be in ue4 because otherwise you just see white if you stare out of the window
@smoky sonnet I saw this tutorial for an OSM plugin to Blender that seemed pretty good, can be a hassle if you don't know Blender tho. Think there's some unreal native plugins too https://www.youtube.com/watch?v=NW_djQS_N8U&t=682s
Blender 2.8 Tutorial - Learn How to Create 3D Cities Easy and Free!
Head to https://www.squarespace.com/cggeek to save 10% off your first purchase of a website or domain using code (CGGEEK)
OpenStreetMap Addon: https://gumroad.com/a/77804659
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can someone help me
are nav mesh bounds and nav mesh bounds volume a same thing?
i don't see nav mesh bounds
you might have to turn it on in the viewport?
well they have a lot of options in the viewport start looking for things related to Nav and make sure they are all on
@heavy granite yup, same thing. Drag it into your level and scale it to the size you want. Pressing P will make it go green/red.
Green for navigable, red for not.
it is under volumes
YEAH
are they both on?
what?
Under volume you see Navmesh Bounds?
make sure that has a check mark
then you know it can be seen if it is working
The volume has to cover what you want to be used. Lower/raise the volume or scale it properly.
yeah that is the next step
look like you have to click the blue arrow and move it down
then turn on scale and make it bigger
The volume has to cover what you want to be used. Lower/raise the volume or scale it properly.
@thick herald the pink cube is covered
Ohhhhh
had to rest on top of it
Thanks for helping @loud knoll @thick herald
np good work, everything is like this just keep banging your head into your monitor until it works
๐
if your head starts to hurt to much just walk away and come back to fight again
Really means alot
I have been working the same stupid thing now for 3 days and I am sick of it but got to keep going until it works
if your head starts to hurt to much just walk away and come back to fight again
@loud knoll I will never give up ๐
I have been working the same stupid thing now for 3 days and I am sick of it but got to keep going until it works
@loud knoll I hope you achieve what u want
I am never happy I end up settling - but attempting to bend a game engine to your will is like this.
just wanted to know does anyone know what shop fortnite and spellbreak use for unreal engine as i saw its the same
just wanted to know if its like a paid plugin or sum
quick question: is the construction script of an actor run per instance or per actor class?
well problably per instance right?
Per instance
is there any places where we can sell our finished projects / buy ones?
UE marketplace?
no, not like that
imagine you made a very well optimized, networking ready game with your own assets, is there a place to sell it or should you find the customers your own?
im asking just because of wondered tho
hey i have 426 material slots and 426 textures is there a way to asign them fast?
or is there a way to export a mesh with just 1 texture
that would be much more easier
because i have 420 meshes which can be combined in ue4 but i still have 420 material slots i just want one material slot and 1 texture
is that possible?
any help? ๐ฆ
Em I missing something, or what? Is a new standard to not pay 3d artist?
Should we pay for texture baking?
Set up your UV good & bake your materials(textures) onto one material
Blender is not good at this, try Autodesk products or Substance @smoky sonnet
i wouldnt do that anyway btw, as far as i know their vertex groups will be seperate & UV wont be quality
as far as i know it doesnt collapse materials
creates new slots for each materials and wraps them in uvs
not sure tho
understood, thanks for informing
@plush yew where is the merge option?
i have a feeling my material is to dark but into the substance its more brighter, is here something i can do ?
open up the actual texture and mess about with the settings.
make sure your textures are correctly setup at import/material samplers
- color textures (base color, emissive etc...) should be sRGB
- normal map textures should not be sRGB but UE4 detects that automatically. And the sampler should be of type normal
- technical data textures (masks and the like so roughness, metallic etc...) should not be in sRBG (and UE4 doesn't detect it so they usually are sRGB on) and sampler should be something Linear (color or greyscale)
I'm not dutch
DAM xD
its all a little bit chinese for me atm begeus im new into shading but im going to try to do my best
it's all written in the doc there ๐
it concepts of "importing" for UE4 should apply to any source textures even
if import is correctly setup, then you need to understand that your material look depends strongly of the lighting environment
Substance and UE4 don't use the same really
PBR is meant to adapt to all environments if done well but you cannot expect the look to be identical in two different apps unless you worked (hard) to make sure the two lighting environments are identical
any help how i can merge my meshes in blender to one texture so my mesh in ue4 has only one material slot and not 420 textures
pls help i try this now for 4h and cant find any fixes
You Should try a blender discord or maybe the graphics channel
Google does seem to have a lot of information on this though youโre looking at like an atlas map or an atlas texture
Is there a way to change the normal axis' without rotating entire level?
Brb
wrong chat
When I detect wrong/outdated documentation on the official docs.unrealengine.com site, how can I report that?
It's happened several times, and many people will benefit from up to date documentation...
in the bottom right should be a feedback button
yeah, saw that
they are understaffed and overworked so quite a bit is still behind and going to be unfortunately ๐ฆ
But it takes me to a general forum thread that gives the impression that no one is gonna care
Isn't there a place dedicated for reporting inaccurate docs?
there is nothing but that forum for now
I have been forced by personal experience to almost completely ignore the forums...
But I'll try
thanks MathewW
I'm having difficulties with Engine Crashes, can someone take a look at my UE4 AnswerHub question and see if they've seen something like this before? https://answers.unrealengine.com/questions/981002/view.html
you can see there is epic staff in there replying to posts tho
I believe it has to do with my ActorComponent I attached to my character but any edits i do result in it triggering an exception
A: Is there a place where I can find icons for controller buttons and keyboard keys?
B: Is there a way to "test" controllers without actually having one at hand, so unreal thinks you have a controller ready?
Anyone had issues with importing a rigged vehicle from blender to unreal4 but when it import only the root bone is there and none of the bones for the tires?
@hearty walrus A: Look at the marketplace, it's literally on the home page of it. B: Probably. Through a 3rd party app or something. Sounds like something someone would have cobbled together 'just because'.
would it be worth coding in a "Controller Debug Menu", where a controller can be emulated
?
worth it to whom?
literally just me lol
I'm using Move to Target for my AI, but I can't get a movement result enum to come up, like failure/abort/success, so I can diagnose why it is stopping? What should I look into?
Look into #gameplay-ai ๐
ok seems there is a bug with unreal4 on importing vehicles that have more then 4 tires
I can import a vehicle that has 6 tires but if I try importing anything with higher number of wheels it will only import the mesh with root bone but all others are missing.
am I the only one who is concerned with lack of updates for 4.25 and no word on 4.26 ?
yes?
it went to .3, thats on average where most main releases get to. with ue5 planned for next year and .26 planned to be the last ue4 (tho i bet we get .27) it makes sense for .26 to be a large release schedule
it branched out ~2 weeks ago on git which puts .26 preview this week or next likely
They had hoped for this week, but are doing 'things' so it's delayed a bit.
@grim ore 4.25 repo was bumped to 4.25.4.. So there gotta be a hotfix
So who knows
yep we should get p1 soon and I bet they are trying to get it done before winter break so thats 3 full months which should be good
it's shaping up to be a hell of an update.
I didnt notice the change to .25.4 but I stick to master. If so thats a good sign then that .26 will be a long cycle
Can you get whether the player types something in the console to change a value in game?
It will be interesting to see how they will develop the volumetrics system.
For example if the player typed musicVolume = 0 then it would mute the music?
Idk if this is a blueprint thing or not so I'm just asking here :p
there is a way to add your own console variables but I dont know if its exposed to blueprints
but normally the console is disabled in shipping builds as well
Ah alright I can make it work another way then.
Where can I find an animated/skeletal mesh's collision settings? My AI is running THROUGH walls/doors
lol im just seeing all these creations and i wanna do that too but it just seems so complicated lol
my ai is running through the wall -
and it has block all on collision
how do I step out of an over the camera shoulder so I can show you?
characters collision settings -
Not sure why there is no collision capsule on this guy
that will probably do it lol
am I missing a main window here? why is the capsule component not listed?
ugh
fuck you so much Unreal engine lol jesus
it keeps defaulting every BP that pops up that way, (the bar isn't minimized but super shrunk) can I save that as part of the layout so the fixes remain?
XD
How do you target a character to play an animation sequence from BP? I don't want to mess with the default anim BP or the state machine, I just want to perform a specific animation for a set time, like an override...
Hello
I'm trying to make a stimpack ability like the one in codbo4, and I'm kinda stuck
I want it to gradually regen hp back rather than all at once
you can do a timeline event
or even a simple tick with a delay like .5 that gives a certain amount
@light thunder one of these methods to do that
to return back, so I have to make an "OnAnimationFinished?
I guess that's why they set up state machines so you don't have to have a billion "OnAnimationXFinish Play, return to Animation Y
I actually dont know, I dont think there is a way to get a callback for the animation outside of an anim bp
What is a default scene root?
I think if you want to do that you could look at playing an anim montage so it overrides the current animation in the anim bp
Can you recommend the best video on the subject?
use case is having a bunch of firefighers that need to change animations based on what they are doing -
well the anim bp is normally used for that, its what state machines are for
otherwise the docs have the basics on montages. They are super simple changing the default third person anim bp to this (adding in the default slot)
then doing this in the character to play a montage
makes it so this montage plays when I hit the key and blends back to the default anim bp when its done
and the montage is just the normal animation turned into a montage, nothing special.
but that would be like if you need to override an animation basically, or blend in multiples at runtime without using a state machine
Thanks, let me know if you ever want to save a couple thousand lives or win the nobel peace prize
if you got an epic grant (lower grant), and you made another version or a new path related to the first grant, could you apply for a larger grant in the future? thank you
you could, at the worst they dont see a reason to give you another one. people have received more than one in the past.
Hello all. I have a question and I do not know if it is allowed or not. I am a beginner in programming on the Unreal and I wanted something from the ue4 marketplace FPS Multiplayer Template 3.0, but it is very expensive and I cannot buy it, so can anyone who owns it send it to me please I really want it๐๐ญ
@tiny marsh So, there are more than enough resources to learn what you want to do, my advice would be to become extremely skilled at learning how to ask questions in as specific format as possible
So.....
You wouldn't want to ask how do I make of multiplayer shooter?
instead you would want to say something like: my bullets out of my gun are not hitting the enemy targets even though they look like they are. Here is a screenshot what should I look into?
beyond that you should really, really looking to example content that epic puts out. They have basically every concept that can be done in the engine using a small example things like lighting or animation or how to build particle effects and yes multiplayer is in there
you should not be trying to learn anything, instead you should be trying to learn HOW to learn
if you don't believe me just go up and see the questions here that get answered provided, most of them have some sort of a screenshot and a very specific question T
@light thunder I'm sorry, but I have created a character in the game and they shoot, but I cannot do the system of teams and modes in the game and other things
Then get on youtube and watch them
They have plenty of tutorials
Udemy and others have courses where you build one, I recommend those
They usually go on sale like 80% of the time, so if you see a course for $200, wait a few days and you will see it for like $20
I searched everywhere and did not find the thing I wanted ๐ข
Download "Shooter game" example from epic games launcher
Or this https://www.youtube.com/watch?v=QJpfLkEsoek&list=RDCMUClLXKYEEM8OBBx85DOa6-cg&start_radio=1&t=595\
Get the full UE4 course:
https://bit.ly/36lJS3S
Unreal C++ Beginner Tutorial:
https://youtu.be/1dl91ORwmy8
In this video you are going to learn how to build a very simple game using Unreal Engine and Blueprint.
The goal of this lesson is to get you aquainted with the absolu...
"Shooter game" has multiplayer
@midnight root I know the basics quite well, but I cannot do everything on my own and there are very difficult things
of course as most of us, but that series is rather complete and you might find something of use
np hope it helps
There's no way to add certain BP's or content to a list of favorites is there? And I'm not quite sure why my favorited folder isn't persisting between sessions
look at making a static collection
yeah collections have been in for years
does the collection change the folder path structure or are they basically internal shortcuts?
it should be just shortcuts as far as I know
a list of your stuff, either static if you add them manually or dynamic if its a search collection
I just want it for me but I do have source control via pforce so I guess that's what I need
If I hybernate or put in standby my laptop while I'm building light, will it continue after turning the laptop on?
Does anyone know how I can make the water not go through the fog? Thanks
Hey guys I need to know could I install ue4 on external ssd
you can yes
Is it only me or do other people have problems browsing the market in the epic launcher? It's not navigating to something I click on
the marketplace is definitely not the most stable web catalogue, either in the browser or in the launcher
Ok but how to install ue4 on external ssd and will this allow me to open it from any device ?
Do i have to build from source
no you should just be able to change the download location when you start the download
Or just set the install location in epic games to that drive ?
what is the thing with DLSS? How to make a project compatible with it? or Unreal has some integrated API to make it easily?
you need to get the key from nvidia, its on their website under the dlss section
@opaque minnow your external SSD is a drive and it has a letter, just install it like you would to any other drive
Am I missing something for how to get a Dynamic Material to update
when this runs it just goes to grey default material - am i missing something to get it to update in game
if you are using a material instance on the mesh already, try setting the parameter directly without creating a dynamic material instance
@grim ore thanks
@grim ore I know that I could install on it but I was asking to be sure that it will run from the drive
@rich mothW thanks!
@opaque minnow the engine itself will run from the drive yes
When retargetting my character his shoulders appear to become all scrunched up, does anyone know why this is the case?
how it should look ^
you need to have your mesh in the same pose as the mannequin
unreal uses A pose, yours is T
๐
you can actually edit your poses in the retarget manager tab
should be at the very bottom
Yes found that
Is there any easy way to copy the pose, I just did it manually
@restive eagle
um i think you can use animation for the pose
if you can make one the same
other than that, not sure
how would I make a camera that doesn't follow player rotation, but "bumps" if the player moves fast enough?
so the camera tilts to the side a bit, to give a feeling of speed
it's a top-down camera
third person template
have the rotation of the camera based on a range based on the speed of the character
@grim ore should've stated it more clearly - What I meant to do was have the camera bump if the player suddenly stops and goes in the other direction
Do variables on objects in a game mode transfer when you load a new level?
*Do they stay the same
I think so
as long as the game mode is the same, it should carry over
wait-
can you move stuff like health into game mode variables?
game mode is not persistent between level loads
Anyone know how the string input into "Data Source Folder" works? Is it possible to make it a relative path to the currently opened project's root?
Is there a way to get the 'Watch Value' to a notepad, or something, so I can read all the values ??
@autumn elbow no, but you could make yourself a more complicated print string line-up so you don't need to get that flood ๐
@autumn elbow np didn't really help did i?! ๐
๐ i was being lazy
either way, if you print it on tick, what could help is setting duration to 0
that way it updates/tick w/o flooding
keeps same line
I'll have to build it with UMG.
what are you trying to do anyway?
a debug printout for my data
aham, well, yea, UMG might be an option too if you are going for complex data and would rather be able to read it properly
maybe editor widgets might also help, depends on context
the game mechanic is like Kerbal Space Program. Lots of data to deal with
@autumn elbow looked it up now, never heard of it before, but it's quie a challenge. It looks like many mechanic layers interacting. Debugging/testing that will be a pain. GL! ๐
good good! ๐
Hey, I'm basically just trying to render an object above everything else. I want to use custom depth. I just want to mask out the postprocess01 input by the custom depth so that I get a 'cut out' of the object as it would normally be displayed, and then render this on top of everything else. I've seen a lot of tutorials, but nothing for making the object show in color. This is what I have so far:
In game:
It's pretty close, but the part that's masked out by custom depth looks translucent when it's overlapping objects. I can't figure out how to fix this without blowing it out and making it look super emissive.
@silk lintel post the question in #graphics . There are pro, nice ppl there always willing to help
oh my b
it's no "b" it's just that you will find answers there way easier for this kind of question
lol
anybody know why my tessellated material doesn't work close to the camera, when I'm looking at it at an angle?
look at using a post process stencil mask @silk lintel
I know I asked before, but I'll try again:
Any idea on how to fix this?
- Cleared Intermediate + saved;
- The files exist and are accessed just fine
- I have no redirectors in the whole project
Still, i get this on opening:
@left citrus that looks like the near clip plane kicking in. try lower it to something like 3 instead of 10 in your settings
@grim ore that was my first instinct, doesn't seem to be helping
I wonder if it's because I'm using world displacement along the vertex normal (up) so the vertices that 'should' be on screen are off the bottom so the tesselation has nothing to reference
@fluid lance check your PC_Battle_C? I have had similar issues. Turns out there were still things being referenced
hmm just gonna ask here about some reflection issues I have...
I got this translucent emissive object that doesn't reflect in opaque materials but reflects in my window (translucent)
any fix for this?
@autumn elbow yea, nah, there is no PC_Battle_C ...
Not even in unconnected nodes?
there's only PC_Battle which refs the struct and everything works fine
Not even in unconnected nodes?
@autumn elbow what do you mean unconnected nodes?
Like floater nodes
if they exist have you tried opening them and checking that the files aren't corrupted? Like the pathing is correct and all that?
There is a _C , so maybe check class defaults ?
@patent vapor ofc I checked their refs, recompiled bps reffing them, even tried renaming and changing refs - quitting - re-naming back, those exact files with those names are there. If something went wrong i could track things down but everything works fine.
@autumn elbow yes, that _C is usually an instance of a bp in world, but there can't be any "instance" anywhere in the editor itself, at design-time. Something got bugged but can't figure out how to clean it up
funny thing is, when i click on the "PC_Battle_C" in the output log it doesn't jump anywhere in the content browser, so the bug i reckon might be in the module controlling the errors themselves
you updated your project engine version before the error happened? I don't remember when but I think I had some similar issues way back in the day. And I happened to have like an additional file with the same name as my updated file... Just go into the content folder and search for PC_Battle
and check that you don't have an additional file with the same name
aw 'cmon man, i did that ๐
๐ have to make sure ๐
it came up after i "obviously" moved some soundfx from a folder to another
never touched the struct for instance, so i'd get why the sfx are bugged, but the struct has nothing to do with those whatsoever
it doesn't contain wavs or any type of sound, and neither does PC_Battle
๐ hmmm... delete, and format C ?
and if anything would b wrong with the struct or the palyer controller, the whole game would bug out/not work in some way since the struct and the controller handle unit placement on the battlefield and all units stats/characteristics are contained in the struct, with their formation and everything
yea, i'll migrate to fresh later on probably and then it might either break properly so I can see what went on, or just work properly
but i'll just add some more work on it before that xD
what about making a duplicate of the PC_Battle and reparent
will the duplicate still have the issue?
I didn't migrate, i said i will at some point anyway
so idk. but reparenting pc_battle won't do, the engine would crash, too many refs to complex structs which always break the engine - as you well know probably ๐
got somewhere around 100 bps refing the pc_battle and the structs through it and in parallel so can't touch it or move it anymore xD
aaanyway, dw, i'll get it fixed with migrating, i'm 90% sure, so thanks for the hlp ๐ @autumn elbow @patent vapor
what version of UE are you using anyways?
last
๐
started the project in 4.20 and fixed the broken stuff with every upgrade xD
or...4.19 ๐ค can't remember ๐
gets like that ๐
yea xD
have a mobile game I have been updating since 4.12 or something...
and well.... I should have used any other game engine for that mobile game xD
I started this in Jan or Feb or something, i'll release it in Q1 2021
yea, thanks! ๐ u2
Oh my game was released back on 4.12 or whatever ๐ So that luck has already ran out ๐ But still update the games engine version and add content every now and then ๐
what game?
Well, it means it either sells or you didn't loose interest - any of which is a good thing in my dictionary ๐
Hey all, I think this will be an easy one for somebody here!
I am trying to check (with some frequency, let's just say every 1 seconds) if the character is colliding with certain volume triggers (they have a certain Gameplay Tag) i have set up so that I can set a bool to be either true or false.
First of all, what is the most performance conscious way to handle this?
At first, I was using the level blueprint "ActorBeginOverlap" and "ActorEndOverlap" which worked great but its not scalable as I have to create new nodes for EVERY volume trigger I add to the world. This is no good. Also, I hear that this is a relatively costly solution for performance.
So, in the level Blueprint I added some stuff on the tick (delayed by 1 second to help with performance) to grab all actors of a tag and class and then do...something with them ...to check if the character is overlapping. Not sure what hte best way is, though? Anyone have any pointers or should I take this from an entirely different angle? I'm all ears. Thanks!
Here is the blueprint that I don't know what to do with (for the loop part):
well first dont do it in the level blueprint
Oh, wait, yeah. I'm thinking about this completely backwards, huh?
second are you just trying to check for when you overlap these items?
I should be checking if my character overlapped one of those objects. I started the other way around and I guess it was late last night so my brain got cloudy ๐
@woeful arrow Use the OnBeginOverlap on the character capsule, and check against the trigger with tags
yep thats a better way
np
๐
in Unity i learned to use "GetComponent" as rarly as possible, is this also true for Unreal?
yes
its not going to kill you if you need it, but its not good to use every frame for 100s of objects
well i do try to get the health component of my player whenever he gets hit, is this a way to use it ?
what is trying to get the health component?
i have a component on my player called "Health" which handles the health of the player.
So thats the health component
yep but what is trying to get it?
GetComponent on the Target my Bullet hit
So I've set my project up for raytracing and set reflections to ray traced, but I'm still only seeing screen space reflections...
so your bullet is hitting the player and trying to get it's health component?
ah and you are not casting to the player class so now way of guaranteeing a hit component
soo...
couple issues, what if what you hit doesnt have one?
Unreal Is fantastic
2nd if your item has a health component, it can get it naturally (its a variable by default)
generally you would just tell the item "hey you got hit for X" and let the item handle it
i need to modify the health component by a lot ... so i would much rather implement it myself
thats what i am trying to do here
no you are telling the health component on the item to handle it
not the item to handle it which would then talk to its health component
you should probably be using an interface for health
or interaction in general
you implement that on a per actor basis
you arent going "hey I hit you" you are going "hey I hit you, so now I am going to take 10 health from you directly"
so yes like mentioned above normally you would use a generic blueprint interface and let the item handle itself (if needed)
thats the next iteration for it for sure
you can still use the health component, no issues there, its just the actor getting hit handles the damage event and not the hitter
well ofc the target hit handles the damage
but somewhat the bullet needs to tell the target its hit, doesnt it ?
for what you have there it should be fine assuming you arent calling that over and over, its not efficient but its not going to hurt in the end
yes the bullet tells the target its hit, the target then goes "oh crap I was hit, what should I do"
in your case the bullet doesnt do that, it gets the health component from the target it hit and does the damage directly
any good replication tutorials out there?
what if the target had armor? what if it didnt want to take damage but instead was invincible? etc.
since it is a simple network prototype, i dont bother to submit the whole bullet as a whole so i simply take out the damage value and send it towards the Health component with "hey you got hit for 10 damage, do stuff with it!"
thats what the "GetDamage" method handles
i mean armor and all the stuff
you describe the stuff i do so i am confused
The Health Component on my Player is there to handle everything that resolves around health, armor ,resistances, shields and so on. The "Deal Damage" is maybe a bit wrongly named, but it just handles the event that there is damage incoming from any source.
thats correct
the health component handles the damage, skipping the player
its a small difference but it is a difference
for now i dont have a player component, thats why it skips it
understood, its just semantics
your actor is getting hit, your actor should decide what happens when it gets hit
with your method its not, its being ignored directly
Hey people.
you are correct Mathew
so yeah ,its mostly semantic ... its not a highly engineered script (as of now) because i am still in the phase of toying around what the engine can do and what it shouldnt can ^^
in the future maybe you decide you need to do something other then getting the health component and calling deal damage. With your way you need to go into everything that did that and change it to the new way
building something quick&dirty is just faster than engineering it properly just to see if i can make a simple "shoot stuff on the internet" thingy
So I got the ray traced reflections to work, but why does it look so bad lul
oh mathew, its planned to be changed ^^ i just wanted to know if "GetComponent" in this context is the right way to do. But it seems like i should Cast the Actor that got hit to my Player Script and handle everything there and dont use GetComponent in that context. Is this correct ?
you wouldnt want to cast as well, you want to look into generic interfaces since you might want to be damaging other items
but yes for now get component will work fine, its not heavy if you do it rarely
Do bsps not show up in reflections?
drop a cube in there and see if it shows up next to the invisible bsp
a static mesh cube
yeah makes some sense
okay now im curious ... i have no clue how to implement interfaces in blueprints in UE4
So does auto convex Collison just not work at all? No matter what i do it will not generate anything. also clicking 10dop 18dop or 26dop do nothing at all either, just sphere capsule and box simplified Collison actually create something. Any one have a fix for this?
how is everyone
already working through it ๐
just reworking my whole health script to not be known outside anymore and be called from an "IGetHit" interface on the player ๐
Okay got it, cool
all works fine โค๏ธ
https://docs.unrealengine.com/en-US/BlueprintAPI/Input/MouseEvents/LeftMouseButton/index.html I can't find this in my blueprint list...
Left Mouse Button
its not that, the left mouse button can only be called up in certain graphs (not in umg or in a function for example)
It still didn't appear when i clicked that haha
you are probably in a widget or a function or macro then
Anyone have an idea on why complex collisions do not generate at all but simple do?
Rise.. Blender Input make same as ue4 any way lads?
anyone know a semi-accurate way to get the altitude and azimuth of the moon, like the sunposition plugin?
Which channel should i use for talking about Multi-user editing ?
or should i just ask questions here ?
probably here, whats the issue? i recently tried that myself
its not as good as it might seem
The documentation regarding creating a constraint profile in a physics asset is all based on version 4.13, which is so different from 4.25 that I can't even figure out how to create a custom constraint profile. Can anyone point to a more up-to-date tutorial?
I have a simple question... Do u add material to your objects in your 3d program then reapply them to the object in unreal once you imported it or just skipp adding them in your 3d program and just directly add it in unreal?
If you want to have a material slots, then you need to set it up in 3d program (which is easy in Blender 2.8+)
If it's just a single material, like single texture without UV's or something like that, then you dont have to.
Ya, epic had flawless demo but when i tried with my wife, it kept disconnecting/crashing (multi-user editing), Did you have the same experience as me ?
and that was on a local lan !
hope they fix it soon
yup it only works on lan
but the only thing that worked fine was just drop&drag props
foliage and landscape edit was not persistent and kept disconnecting from time to time as well
Hi everyone, I have a question I've been working on for two-three days that on the surface should be quite simple but for the life of me I can't figure out, nor find an example of online, be it a guide, YouTube, etc.
I'm using VaRest to hit my API and return a series of table entries - for example, "users". I use VaRest all over the place to return and handle individual entries from the API, but this is the first time I'm returning something that could have multiple instances. There could be 2 users, there could be 10 (the limit is 10).
I simply cannot determine how to iterate through the "users" JSON object returned and work with the individual entries. Currently I'm attempting to convert it into a For Each loop, but I cannot find a node that is compatible with using the data from the individual entries.
For example, I use this code regularly to handle and work with individual API responses:
However, here's an example of what I'm attempting to do: loop through the varying "users" results and handle them individually.
That one isn't working.
Does anyone happen to know, in summary, simply how to iterate through a JSON-based response? Preferably via VaRest, since that's standard and I would presume absolutely includes the functionality to do so, I mean that's the entire point.
what does the json result look like?
@grim ore - Here's an example response: https://gist.github.com/TM818/2f5dabd6eb3da44a7493d42d47cb7e97
Note that this specific table is "call_times", identical concept though, I just used "users" when describing it since it's more standardized.
and your call times array isnt working?
Well the issue is, when I get to the For Each loop, I simply cannot determine what node to use to do the same thing I do elsewhere - convert an individual "call_times" entry to a string to write to a local variable.
For example, here's what I do normally with an API response that isn't contained within an object to iterate through - this works perfectly fine.
I can get a single field name and write it to a string, no problem.
well I would assume the array element in the for each loop would be a json object?
It is a JSON object, yes.
Should I re-use the "get response object" node?
No, that doesn't work.
According to the "Array Element" output pin in my For Each loop, the individual Array element is a "Va Rest JSON Value Object Reference"
Any thoughts @grim ore?
I mean if you can't figure it out I presume we're all doomed.
I would presume that this is absolutely standard functionality, literally part of the point of VaRest.
it is you just have to get at it right
did you verify you were getting json objects into that loop?
For example, if I test this:
The logs print this: [2020.09.16-01.17.57:431][643]LogJson: Error: Json Value of type 'Object' used as a 'String'.
[2020.09.16-01.17.57:431][643]LogBlueprintUserMessages: [W_Comm_Call_Times]
So how exactly do I take this JSON object and access the individual field_names as I do here:
That works perfectly fine when dealing with an API call that only has one entry
yep im finishing up the example
Ok, truly appreciated.
I used your exact example text before this and just encoded it to a json object, thats the line to the left
then I said hey json obkect, get the array field of that name and loop thru it
the issue is that gives you a value, not an object you can decode so we turn it back into an object (the {} part of each entry in the array)
then we can do whatever you want, the bottom unconnected one was just how I debugged to make sure it was coming out correct
so your code was close you just had to turn it back into an object
yep the field returns back values, which you could i dunno do something with, but you wanted it back as an object to pick apart
anybody know why my trees are so dark after building lighting? How can I fix this? Thanks
oh yeah if the uh array only held single values that is what you would want to use the pure value return for, but in your case the return value is an object so you need to tell it to become an object again lol
it should work, I got stuck on why the ID field was not returning a string for about 5 minutes....
i uh... did not feel smart after I figured that one out
lol
Hey, I need some help. I am having trouble getting 2d worldspace from the mouses location
Is it possible to append text to a text block instead of just using "set text" to overwrite the entire body?
yep just convert it to a string first since strings have an append node (and a ton of other crap)
text are special strings designed for localization is why they dont have many helpers
Please! does anyone have any idea how to get complex collisions to actually work in ue4 on any mesh brought from blender? https://imgur.com/a/gSgg62t This is what i mean, the entire complex collision system does nothing and only delete existing collisions if you use auto convex.
My characters arms are becoming "scrunched" when I retargetted the anims with the UE4 mannequin.
its got to be your model, have you tried a different mesh? @dry harness
5 different meshes
been at this for over 8 hours. redesigned the mesh over 10x thinking the same thing
Anything exported from blender will just not work with auto convex
have you verified it works on starter content meshes or other meshes?
@grim ore Do you know why I am experiencing my issue?
I do not, did you make sure when you retargetted the default pose was correct
I just pulled in a blender exported fbx and i had no issue with collision here ๐ฆ
@winter zenith are you trying to retarget to epic skeleton?
So i tried with other started content and it works fine, but litterally ANYTHING i bring over from blender does not.
it sounds like your export options are funky ๐ฆ
you are retargetting to the ue4 skeleton, you should be putting yours in an A
okay ill try putting him into an a
you can edit the pose inside the editor if you want
inside retargeting tab, down below
Just tried with the litteral starter cube @grim ore Start up-> saved the cube ->export to fbx,->check select objects and mesh only.
Is there an export setting that messes with this? i havnt touched any of them
which version of blenderand which version of fbx?
Blender 2.83 Im not sure of version for fbx, i just hit export then select the fbx
you need to modify
this is for if you have a pose made already
oh you asked the same question before :D, it didnt work changing your mesh into an A?
Not really I noticed a slight difference though
Are my export settings, anything stick out as wrong?
hmm, i think you would get the best result if you put your mesh and unreal inside the same editting 3d software and try to match poses as much as possible
@dry harness welp I literally did that just now and... no problems
Okay thanks for the tip
Hey ... @grim ore Just watched you video on Multiline text box. Could you elaborate on how to trap the enter key?
also look at this https://prnt.sc/ui0a60
you might need to change your translation retargeting
to use animation for some bones
as far as I remember root/pelvis should be using animation and all other bones skeleton, i've done that long time ago so i dont really remember
@dry harness
had no problem with the cube so I tried something else, thats the 26 option in ue4
fml so something is messed in my blender settings.
my options are default and look the same as yours, have you tried a new project?
like a new ue4 project right? im gonna try that now
Now im soooooooo much more confused lol HOW in the hell does my project setting mess up imorting and collision?
Works fine on a new project
thats a good question
Do these setting look right @grim ore for the ue4 side of import?
GOT IT!
idk how
but setting those to default fixed it so one of those setting was the issue.
only diff on that screenshot and mine was remove degenerates was unchecked on yours but there is a ton below that
Satisfactory!
well and you are forcing a LOD group, perhaps that?
Thank you!
It wasnt the lod group, i thought that too. It was the degenerates option
ahh
I just deleted my map on accident and still have ue4 open
how do i get it back
it has taken me like 4 days of non stop work
check \saves\autosaves in your project folder
move the .umap file back into the content directory
@grim ore - Basically, with my call_times output, I want to build a long string and then insert it into a text box, should I create a temporary placeholder string var for this purpose, or convert the text box to string and simply use that?
The append functionality with strings wants to output to a new string, I just want to keep appending to the same string.
Disregard, I figured it out.
@open wadi i've sent you a PM with a solution to the problem you had yesterday.
@tame rose /game/ is the same as the content directory, find which folder your map file is in and then move it back into the same folder in /content/
It's just a lot of Subsurface Scattering.
ah yeah, shouldnt be too hard
Yea, it's expensive but cool. There are raytracing method for that IIRC, but it works with no raytracing.
RE: Material Function doesn't respect texture rotation - Hi folks - I'm building a tiling detail material function, but for some reason the Rotate Texture Input Material Function doesn't actually rotate the texture - I'm curious if anyone knows why or has any suggestions or guesses as to why? It worked fine without/before the MF Input -
Does anyone have a good video for game states? (to store data such as locked levels, how many collectables you have, etc) so I can recall the variables if you exit and run the game again?
Is there any downside to putting all your game into a plugin? all source, content, everything.....
other than having to migrate your project settings eg input mappings
Do you guys know of a way to conform Landscape to a mesh? I have a mesh that is shaped correctly for my ground, and I would like my landscape to conform to it without using a heightmap. Possible?
@plush yew - http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf <- this one is great, it's multiplayer compendium but it has some pages about all game classes.
Anyone know how to use the Camera Shakes Preview plugin??
Alright thanks!
what luck have some you had with different advertising options for showcasing your ue4 game? I have been using facebook with decent impressions.
I'm trying to open one of my functions with VS but I'm getting an error, why would that be?
whats the error message?
bit of issue with vehicle I created and rigged a vehicle following the standard tuts and set all its files up but when game starts the vehicle I have placed is sunk in terrain ignoring the wheel collision. but the car test_PhysicsAsset I placed next to it that the vehicle uses is sitting on the terrian and when I go up and push it rolls
what have I done wrong with the vehicle setup?
file refresh visual studio project maybe
Make sure your VS installation has C++ components.
Also ensure you have generated the project files by right clicking the .uproject.
the file you use to open the project
kk, I'll check this out, thank you.
get recursive depth? Any tips?
heyo! i got a problem, i make a new level and when i pout in the same material liek i normally do all i get is black...everywhere
and i dont know what i did different that effects this
@polar barn Hey Albert, are you trying to us WheeledVehicleMovementComponent4W? In that case, did you set up the wheel blueprints?
And try console command โpxvis collision 1โ, it will show if it has proper collision.
Anyone awake happen to have any idea how to logically insert a whitespace between two appended strings?
Via blueprints obviously, this would take about two seconds in proper C++
Append a whitespace literal to the first string before appending it to the second?
@weary basalt Hello there, sure. Basically I'm appending two strings, and I want to insert a whitespace in-between so the two strings aren't slammed together.
For example, I'm working with this, which works as designed, except for the fact I simply need a whitespace in-between.
In proper code I could write this in 2 seconds in 5-7 different languages, but I haven't a clue how to approach this with BPs. I keep scouring the web for articles where someone has had this simplistic issue and I cannot find an example.
My comment earlier was the answer
Do I need to create a separate var to contain the whitespace, and append that every time in-between?
@weary basalt Giving that a shot now, thank you for your time.
๐
hey devil, you wouldnt happen to know why this is happening would ya?
no matter what materil iam using it jsut turns black
and i cant type....
someone please help me
I want spawn actor class to be variable, but if I make it variable, it makes error
how to fix it?
@latent salmon make sure that layer info is enabled
Mode Tool bar -> paint
Did you compile the blueprint after changing it to a variable? Did you set the variable to the same blueprint it was set to before? You can't have input pins if it doesn't know what blueprint its supposed to be spawning.
Should also be asking this in #blueprint
iam on mesh paint mode
???
your problem is about landscape?
ok iam there
then you will see layers that you attached to materials
press + and make layer info
ahhhhh gotcha, sooo when i was doing it before it was auto filling the whole world tho?
even witha reinstall its nnot doing it anymore tho
gotcha, so i made a weighted blend, and not it appears but thers this fog stuff around it
weight blend yes
Idk what the fog, but I think it will disappear if you build
okie dokie ๐ thanks you so much for your help ๐
np
good luck
๐
hey all, I'm new to unreal and trying to evaluate it as tool for some upcoming projects that I have. Is anybody able to give me some indication about how difficult it is to migrate an existing scene/level to whatever the VR equivelent is?
I've done a bit of research that's indicated that it is possible but I can't see anythign definitive - I'm probably using the wrong search terms
does ue4 do lods for you?
Hello guys, Is there anyone knows how to make live link work in nDisplay? How should I get signal from live link in nDisplay launcher?
there has to be an easyer way ?
@burnt sage There's no task about combat at default, so you have to make task
Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this episode we add an NPC that can randomly roam around the level.
Support me on Patr...
@icy egret o thanks
Is it possible to import new skeletal meshes and animations at runtime?
Hey guys, currently trying out the new blender plugins 'send to unreal'. Unfortunately I cant get a custom collision working with this export. It just doesnt export the collision it seems. Anyone have experience with it?
@plush yew There has to be collision collection?
@plush yew Exporting it like this wont include the collision
@plush yew Not yet merged?^^
Well, without this, its pretty much useless as the export even overwrites any other collision
Thank you for finding this out! ๐
Sup! Can assets that are present in the project but not used at the level affect performance in the editor? I missed the moment when I started to have spontaneous drawdowns in fps from 120 to 30-40 for a fraction of a second at different time intervals. Nothing heavy is running, but I recently bought a lot of different assets and added them to the project for future use.
Where would be the best place to get some royalty free edm for commercial use?
@thin tendon Try bensound
Hello. Can anybody tell me why my Mixer displacement cannot be connected to the parallax occlusion mapping nodes heightmaptexture T2d input? I am just learning UE4 and following a tutorial to texture Gaea terrains in Mixer and then put it all together in UE4. Thanks!
so i switched from ue4 to unity just to try it out only thing i prefear is the lowpoly asstets and the in engen animation editor using keyfames
is there any way to convert lowpoly unity asset to ue4 asset
a bit steep
@thin tendon That it is, time to google something better XD.
@dire coral What filetype is the asset?
give me a sec
why does Vol. Fog disappears ENTIRELY if I turn the Indirect Light Intensity from like 2359034058340 to 1?
What does the Indirect Light Intensity has to do with Fog anyways
How the do you link an event from a regular blueprint to a blackboard/behavior tree
@plush yew 3d object but fbx
it has a 3d object and a fbx.meta file
and .meta files
Yeah so just import the fbx model into UE4
ok
Can you spawn mesh instances controlled from material level or is it only with landscape material? Basically if I make grass and want to spawn some rocks always when there is grass?
Why does Volumetric Fog disappear entirely when I turn off the Indirect Light or lower its intensity?
how does one communicate back and forth from a regular blueprint to a behavior tree? if I have an event I want to execute but that is made in blueprint, how can I get the behavior tree to execute it? holy crap are the engine docs obscure on this fact
It seems like the most logical, basic thing that someone would want to do, and they don't even address it at all
We've already lost - it's obvious AI has taken over the framework of the world' computer systems, and they do not want us to understand their inner workers, so they obfuscate and purposely make behavior trees and blueprint communicate as unintuitive AF so we cannot free ourselves lol
i ahve been looking around and googling my brains off....i cant seem to find how to use my new person i bought in the store.......on how to link it all togther use it.....any ideas or links? thanks in advance lololol i guess
I'm trying to make it so the "ItemList" can be srollable. It is a Wrap Box now. If i fill the item list with items it increases in size till it fills the space. This is fine. But i want this inventory to be scrollable
In this case i want the last to rows not to overlap the rest of the UI. The buttons are out of the area of the ItemList. How can i make this wrap box scrollable? I found the scroll box but just wrapping the itemlist in a scroll box didn't work :/
is there a list of all features that are only avaliable in c++ and not bp somewhere?
how do i hire someone for a days lesson in ue4? lol
@zinc ledge its too extensive to list
