#ue4-general

1 messages Β· Page 846 of 1

plush yew
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how do i change the pivot?

bleak hound
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my auto landsacpe material looks like a mirror evn after doing everything right, can somesone tell where is the peoblem plz?

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change pivot W, E=rotation,R=scale

plush yew
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btw all my mesh have the same pivot

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oh you mean that

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i need to do it for every mesh???

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since they're 32

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the static mesh

bleak hound
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try selecting all and change

plush yew
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ok

bleak hound
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i mean all meshes

plush yew
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not working :\

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need to do it manually but it would take so long

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also

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setting absolute rotation and location doesn't animate the mesh

surreal laurel
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Whats the best way to alternate materials on an emitter? So lets say I want two different flame sprites to alternate from a single emitter to create some variation

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After some searching it looks like the best way is to create multiple particle systems and assign each a different material. In that case, whats the best way to stagger each particle system in even intervals?

obsidian nimbus
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i dont think you want to attach clothing to sockets

plush yew
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well that's what i need to do

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i mean

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only the body is rigged, other parts (like hair, clothing ecc.) are not, so they should follow body animations

surreal laurel
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I have three particle systems in an emitter that I'm trying to stagger so that when played, there is a constant rate of particles cycling between each system. However it's not constant, sometimes it skips one, sometimes not. With just two particle systems (and a delay of .5) it works fine but with the third one (delays of .33 and .66) there's this skipping issue. Anyone know what the problem is?

bleak hound
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my auto landscape material looks like a mirror. plz help me

covert hedge
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uuh can i export a mesh to a FBX file so i can open it in dimension? It's a mesh that i created using several other meshes FeelsDankMan

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ah nvm found it

plain pagoda
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is there any way to not turn red into orange when using emissive?

silent harbor
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anyone know why i cannot access this node

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it cant be found in my bp

spark wren
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Hey anyone up?

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I have a need help

covert hedge
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can anyone explain how the substance licencing on steam works? pajaS

torn sundial
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Okay, what gives. I load the same project, without changing a single thing, and each time it loads differently.

strong schooner
grave nebula
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won't affect at all

autumn grail
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Hello i have a very large landscape and an ocean , my fps goes down to 9

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how to increase performance plz

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in stat gpu it says the shadow calculating takes a lot

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Please help me

strong schooner
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won't affect at all
@grave nebula may I know why? is this not optimized for games or what? thank you

autumn grail
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basepass and prepass takes 30 ms each

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when i hide everyting i have 90 fps and not 120

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because of postprocessing

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if i can recover that 30 fps it will be fine

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how can i do it?

silent harbor
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is it possible to merge actors in blueprints

willow plank
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guys will ue4 seperate the mesh if i use triangle and quad gons?

plush yew
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Is there any free First Person or Third Person Shooter animations library somewhere? Making them from scratch takes a lot and it's annoying(for me)

willow plank
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bro bro bro wrong place

elder pasture
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oh sory

willow plank
elder pasture
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i cant post there 😦

willow plank
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🚬

covert hedge
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ppL 🚬

willow plank
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i cant post there 😦
@elder pasture why

elder pasture
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use dm πŸ™‚

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dm unreal bot πŸ™‚

white socket
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Hi everyone, is this an UE4 bug?, the character is going from state ground to state wall, and when the transition is complete, it dissappears for 1 frame

elder pasture
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maybe?

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can be some errors in your code...

thick herald
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can you check the physical location of the actor at that frame?

white socket
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sure, this is just before dissappearing

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and skipping 2 frames more

thick herald
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That certainly is weird. Sorry not what to suggest.

white socket
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and here the state machine

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I can put any animation inside the 'wallhelding' state and it happens

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maybe is too short anim? is just a pose

frigid needle
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@plush yew try Mixamo. They're not super-high-quality, but they can at least get you started

thick herald
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I don't have much experience with animations, so this is wild guess, is it possible the logic for picking the animation is flawed?

white socket
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I'll try to isolate it as much as posible, but the only thing the logic is doing there is changing the enum

plush yew
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@frigid needle Thank you

prisma orchid
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is anyone familiar with the return uv collision on hit option, with regard to performance? it's turned off by default which makes me think it's probably expensive

placid sand
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hey, anyone know why my 3rd person camera is not setting up? It worked with the last vehicle, idk why its working now

autumn grail
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Anyone have a tutorial for fading normal mapping with distance for material landscape?

placid sand
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its meant to be stup the way show in the bottom picture, but its showing as the 1st picture when I press play

prisma orchid
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@autumn grail there's a material node that gives you the distance from the camera, you should be able to use that to lerp your normal map with whatever at the distance you desire

shut marlin
prisma orchid
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two things come to mind: you must be doing something with the score variable somewhere else, and possibly the delta time being returned on event tick is keeping track of time, even when paused, and when unpaused it returns a value so wack it screws up your calculations somewhere?

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honestly you're proibably better off keeping track of game time/points like that with a timer

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unless you absolutely need the precision of the frame time

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(if you're using it for a player score, i suspect you dont)

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and if you arent updateing/displaying it at runtime or whatever, an even better way would be to cache the current game time when you want to start keeping score, and when you want to use it subtrack the then current game time from your cached one to get the total play time you care about

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also, i'm not sure exactly how its all supposed to be working, but are you verifying that isvalid on your pause menu is actually doing what you think it's doing?

shut marlin
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The pausing function pauses everything besides the score.

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And im not really sure how to set up the timer

prisma orchid
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what i meant is depending on where you get delta time, it may or may not take into account time dilation/pausing. I think the delta time from the event tick node does not

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but that still shouldn't make your score value turn to zero, if all you're doing to that variable is adding delta time on tick

shut marlin
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I just found my mistake.

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You were right, it was with my pause.

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What was happening is it was removing the widget with the score when I unpaused and reinserting the UI (Starting the time back at 0)

chilly bobcat
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Has anyone had success with Ray Traced Translucency working with DOF?

I've tried toggling "Mobile Separate Translucency" and "Unchecked Render After DOF" But for some reason I can't get my glass materials to appear at the right depth when using DOF in camera. They're always out of focus unless I focus on the background which doesn't make sense.

All 3 spheres in this image are at the same depth position, focus is set to the spheres. (translucent spheres are out of focus)

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All 3 spheres in this image are at the same depth position, focus is set to the spheres. (translucent spheres are out of focus)

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Anyone have any ideas on how to fix this? I've tried Raster Translucency as a workaround but the noise was pretty bad.

prisma orchid
honest vale
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@chilly bobcat I guess the underlying issue is that translucent things don't write to depth buffer

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and scene depth is used to determine what to blur and what not

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so essentially the translucent objects are at the depth of the background pixels

chilly bobcat
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@honest vale gotcha, I have read things similar in a few places but wasn't sure if that was the issue here. Is there anyway to override the depth position or something?

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or manually control blur of a material

honest vale
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no idea

winter zenith
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Anyone here familiar with advanced steam sessions?

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I'm wondering how to leave a session

chilly sun
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oddball question: if I use ranges for decimal places in a single value/variable(int or float)
.. I can use parts of a single variable, as multiple variables?
ie: I have a 6 digit number, I can use first 3 and last 3, as 2 variables consisting of 3 digits?

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Im not even sure what Im saying myself, so, if it's "what?!?" then nvm lol

grim ore
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you could do that yes, you would just have to have a way to get the number out of it

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but there is no real reason for that unless maybe network transmission for packing data

chilly sun
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yea it seems to be a lot of extra bother and some kinda trade of memory for processing

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my brain just went "hey - I can have like infinte variables in 1 variable!!"

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lol

grim ore
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well no you cant, as variables have +/- limits and with floats in particular they lose accuracy after a certain decimal place

chilly sun
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(would not be infinite)

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;b

frigid needle
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If I want to, say, tilt a static mesh in my Blueprint on an axis without affecting the entirety of the Blueprint, I'm going to want to make sure the Static Mesh isn't the root, correct?

grim ore
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yes, if its the root all children (the rest of the blueprint) would rotate with it

frigid needle
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Great. Just wanted to be sure

quartz forge
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guys how can i make an in game custom content loader system ?

ornate forge
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Are all teams in IGenericTeamAgentInterface neutral to each other by default?

harsh tiger
prisma orchid
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is time paused?

harsh tiger
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nope

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wait

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it is firing, just not how i want it too haha. i thought it wasn't working at all

deep viper
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I'm trying to get an actor to move forward when I press the [w] key, any glaring mistakes in this BP? I get the actor location, I add the forward vector times some value, interpolate between start and end with a timeline. My character does not move, and the blueprint does activate when I press [w]. The timeline curve also starts at 0 and ends at 1 (the values of lerp)

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It started working. I might have not compiled before? Unsure, but it works!

haughty hound
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yo! can someone tell me please how can i change the content browser view to see a folders tree?

white socket
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yo! can someone tell me please how can i change the content browser view to see a folders tree?
@haughty hound click this button

haughty hound
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finally, ta so much bro πŸ™‚

narrow mauve
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I wonder if nanite will support tessellation

runic vector
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Should I learn how to model if I want to make a game? I've been learning ue4 and trying to make my first game but I've used marketplace assets for maps and characters. Is it bad to do so?

deep viper
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Interesting, the Primitive Landscape [sections] seem to be subdivided into power of 2 minus 1 variants. (e.g. 7, 15, 31) thats curious

white socket
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Should I learn how to model if I want to make a game? I've been learning ue4 and trying to make my first game but I've used marketplace assets for maps and characters. Is it bad to do so?
@runic vector Depends on your intentions if you want to do a solo-game and you want to publish it, you will need to learn all the aspects of the game, if you want only to play a bit with the engine or enjoy the time doing a game, just take the assets, indeed taking assets is a good habit to see how others solve the problems

spark wren
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Hey guy's

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need some help

quiet token
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why do client spawned actors that have replication turned off show up as a network actor ?

civic charm
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@placid sand

spark wren
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can someone pls help me?

civic charm
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mee toooo

placid sand
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Ahh, good to see someone else is having the same problem

oak stream
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Hey so I've been working off the FPS template and I don't know what I did but now I can no longer play as the player, previously I would just spawn as the player idk how it happened but I didn't need to change it at that time so it was fine. How can I fix this?

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it's almost like I'm spectating now

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and when I add extra players no new windows open like they used to

hearty walrus
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is there a way to interface with logitech G, using blueprints?

oak stream
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I'm dragging my player blueprint in, even clicking auto posess player and I just see it moving in the distance as I spectate

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ok I just discovered "simulate" was a thing I'm fine

vale silo
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4.26p1 is out !

maiden swift
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Yep, and it's full of goodies.

vale silo
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@gleaming narwhal will there be more 4.25.x hotfixes ?

maiden swift
quiet token
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useless

lunar depot
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can the existing input system not handle runtime remapping ??

grim ore
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it can, this is easier

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this also handles complex triggers like say you can define one for hold and release, define the delay for hold, and its just one action you drop into your config and now that input uses hold and release and has an event that handles it all

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so like the trigger on the event would trigger after X time for hold, if you later decide you dont want it or you want it on release for example you dont have to change the event in the graph you just change the action in the input definition to now use the new action definition

clever bone
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I have some collision in my nav mesh, but I cant figure out where they come from

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is there any way to find out?

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or select them?

grim ore
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you should be able to yes, they should be somehting. Perhaps make sure Translucency selection is on (T Key) and see if you can select them? they have to come from soemthing

maiden swift
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@grim ore Nice. Sounds like the new input system will require less manual scripting.

grim ore
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it definitely will for stuff like non press/release actions. It can even be super duper complex with multiple action definitions but for the stuff most people use like holds it will make it simple!

maiden swift
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Very cool.

grim ore
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rebinding seemed to work easily, it just makes an array with the key to use basically, but it also changed the array in the editor when you rebound it in the editor which was... odd

maiden swift
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Yeah that is a weird experience.

grim ore
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but this was ~ 2 weeks ago when i was playing with it

maiden swift
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You can accidentally clear out all your mappings in the project config if you're not careful.

grim ore
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yep this also handles is something bound checks which is fantastic so you can see if keys are already bound, prevent inputs from being rebound or bound twice, etc.

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its super neato but.... way harder to set more complex to setup than the old input properties unfortunately

cedar jetty
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Im having a issue where im trying to load a map from the market place but when trying to load it ue4 stops responding and it fails to load i only have 16GB ram is there anyway to turn the graphics down before opening it?

thick herald
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give it time, often it can take a while for it to load up, especially on the first time.

cedar jetty
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@thick herald Ik it’s a ram issue because it’s taking up 12GB ram and not giving my OS enough ram to operate

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That’s why I’m asking if there’s a way to turn graphical settings down

thick herald
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Sure, you can turn down your settings. Off the top of my head I can't remember the exact place for it.

cedar jetty
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Thank you I will look try that

frozen mortar
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Hey guys, I'm not sure if this is the right channel to ask this but does Unreal have any build in zip/unzip utilities? Specifically for gzip files?

placid hornet
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Hello guys...

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My friend gets this error whenever he tries to open Ue4. Was hoping someone could help out:

thick herald
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Ooof. Using onboard graphics?

placid hornet
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Yea... intel

thick herald
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That will probably struggle a lot. Only thing I can think of is the usual stuff, turn off all other programs, make sure drivers are up-to-date etc

ornate forge
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Why AI Perception ignores vehicles without AI Controllers even when they are possessed by the player?

weak echo
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Hey everyone, what channel do I ask data table questions?

exotic thicket
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@ornate forge I think characters might have logic in them which automatically register them as perception sources, other things need the perception source component

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if you add that into the vehicle that should make them register

ornate forge
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@exotic thicket But then why vehicles are detected when they have the default AI Controller?

exotic thicket
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Oh do they? That's interesting

ornate forge
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Yep

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I'd like characters to attack vehicles only when they are possessed by hostile Controllers, and this is getting in the way

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If I keep the default AI Controller on vehicles, they always get attacked

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Whether or not they are possessed by the player (who is hostile to the only characters I have implemented so far)

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But when I remove the AI Controller, vehicles are not spotted at all

deep viper
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I added a Sky Sphere to my level, but I can't see it render, its just black.

sterile tulip
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how do I install the new version of UE4

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Oh I found out

ornate forge
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Vehicles are actually detected as neutrals, huh

sterile tulip
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why does it say ,,Preview1,, on the new version?

ornate forge
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But they should be detected as enemies when possessed by the player, and they aren't

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It's so weird

sterile tulip
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also with every version do I have to download the entire size of the engine again? 30GB+?

grim ore
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Engines are separate, each major version sits by itself. Versions come out in PREVIEW form for a few months before the final .0

thick herald
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preview versions are exactly as they say. A chance to poke at new features before they release a stable version

sterile tulip
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so if I have 3-4 versions I have 100GBs of versions ._.

grim ore
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yeppers

sterile tulip
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how do I move my projects to the new version

grim ore
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open them in the new version

thick herald
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You can change the options of what get's included with each engine version

sterile tulip
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so it works and then I can delete my old versions?

grim ore
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no one knows if it will work for you, you have to test and make that decision

sterile tulip
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how many versions do you have installed

grim ore
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0-10 depending on the day and machine

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and that doesnt count source versions

sterile tulip
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why didnt you delete the older versions?

grim ore
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most games pick a version and stick to it until release to prevent bugs introduced in new engine versions.

sterile tulip
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hmmm

deep viper
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All the Sky Sphere tutorials seem to chaneg the sky from black to an actual sky as soon as the "Sky Sphere" is dragged into the viewport, but it stays black in my case.

grim ore
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did you try it in a new map or what else is in this map?

deep viper
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Seems to work on a new level (thank goodness), I now need to learn what my old level is doing to stop the sky sphere from doing its job. (It has a starting template plus a generated terrain, hard to think of what might be causing it)

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The scene has very few objects, not sure what could possibly be the cause, its just meshes.

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I'm not going to find out how Sky Spheres work today, that's for sure. I'll just have to re-start a level / roll-back if a sky sphere ever bugs out on me for the time being.

plush yew
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Starting some character stuff lately, how re-usable are character Rigs and Animations for different character meshes?

grim ore
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did adding the sky sphere remove the existing lighting? as in you had a lit background and now nothing

deep viper
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It did not remove the existing lighting. I could try manually removing the existing lighting first.

grim ore
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no it should work fine with it in there, it actually wants it for the sun disc

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I just wanted to make sure your existing lighting was good before

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click on the SkySphereMesh component and see if it has a static mesh in there

deep viper
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Somethign showed up as soona s I removed the second postprocess volume.

grim ore
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oh weird, yeah you dont have 2 by default I wonder what was in the 2nd one

deep viper
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Now I'll just slowly add my lighting back. πŸ‘

grim ore
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yay

deep viper
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I found the cause! I was using a Cell-shading [PostProcessMaterial] in my PostProcessVolume. Adding this material disabled/hid my Skybox. Removing this material reveals it.

grim ore
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oh weird

deep viper
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PostProcessMaterial based masking is dangerous. I finally got it to show by adjusting the custom depth which I use to filter what gets "processed" I cell-shade + color my 2 white clouds here with a PP_Material.

autumn elbow
ornate forge
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GetTeamAttitudeTowards seems to be called at the start of the game and not whenever AI Perception detects an actor, what the hell

grim ore
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@autumn elbow the eye meants is exposed for editing, its yellow when it has no tooltip/comment/description and green when you were a good developer and put in that description so people know why you are exposing this variable and what it does

autumn elbow
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ahh.. tooltip! yes thanks!

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I'm a good developer. πŸ˜‚

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well..partly cus I forgot I put in tooltips

grim ore
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I .... uh never put them in but thats because I like to be mean to other people lol

hearty walrus
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image tiling fixed it

sterile tulip
hearty walrus
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what the fuck

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problem is, the image is now too small

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can you increase the image scale?

summer sedge
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4.26 preview is out now

hearty walrus
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you fucking what

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what's new in 26?

summer sedge
hearty walrus
tacit hatch
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Is UE 4.26 confirmed to be the last version before UE5?

scarlet birch
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No.

hearty walrus
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what

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I thought it went 4.26 > 5

devout gulch
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not confirmed

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but 99% there won't be more 4.X releases

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look at changes

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most of them are either low impact

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or transition getting as much as shit ready for 5.0

surreal laurel
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Hi all, question - I'm trying to make a particle system with pretty strict movement. It's basically a sprinkler, water shoots out in an arc and lands on the ground. I want the sprites to have a locked orientation and not face towards the player (Velocity Screen Alignment doesn't work because sprites will still roll as the player moves around them), and I want each sprite to have it's own trajectory (with my current set up, as the emitter slowly turns, each emitted particle will slide to stay in line with the forward vector of the emitter)

scarlet birch
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There's already stuff marked for a 4.27. Don't assume that 5 releasing means there won't still be an incremental 4.x of some kind, even if it's just cleaning things up.

devout gulch
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it's just macro change

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i wouldn't read into it

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on master

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recenetly there were changes which invalidated all content

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no more latest version for master

surreal laurel
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I guess a better question would be, how can I move an emitter around without the particles moving as well?

scarlet birch
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Niagara or cascade?

glossy marten
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im super new and this is gonna sound dumb when I open third person blueprint how do I find the viewport it isnt at the top

rich furnace
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hey guys I've set bp nativization to inclusive....now what? How do I transform my project into C++ ?

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do I just package the project?

rough knoll
sterile tulip
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WoW

plush yew
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bruh

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i just downloaded 4.25

sterile tulip
quick plover
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sup dudes, is there a way to plug a texture into the default skysphere?

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or should I make a new one?

plush yew
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cant find unreal on github, I already linked my account and everything. can someone give me the github link

rich furnace
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is it normal for packaging to take so long? I made coffee, ate breakfast and took a shower and its still running lol

plush yew
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yeah

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how many cpu cores do you have

rich furnace
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Sir, I am ashamed to say I have 4 cores (AMD FX 4000)

plush yew
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yeah

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it will take long with that

scarlet birch
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If you don't specify maps to package or set any of it up it defaults to packaging a bunch of stuff you likely don't need.

plush yew
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^

rich furnace
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I'm still impressed I can run UE on this decade old PC

plush yew
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yeah lol

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my pc randomly shuts down sometimes so i cant compile

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feels bad

rich furnace
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Still waiting for 2080ti prices to drop in Canada then I will upgrade to 2017 specs LMAO

plush yew
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2080 ti is pretty good

rich furnace
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y'all killin me with this currency echange

heady lynx
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Hey everybody! Hope you're have a nice day. I finally built from source to try out Chaos. Had to rebuild due to old instructions on how to build with Chaos. In setup.bat you shouldn't change "TargetBuildEnvironment.Shared". Each build took a day on my old computer. So now I'm trying out Chaos but I can't find a way to undo fractures or remove them. IS there a way or do I have to remake the collection to tweek fractures?

rich furnace
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Each build took a day on my old computer.

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holy

heady lynx
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@plush yew Have you joined the Epic Games org on github? The UE files are hidden if you haven't.

icy ridge
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Yis

rich furnace
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wait hang on....where are my C++ files

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oh crap thought I was converting my BP to c++

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I've set the BP nativzation to inclusive....how do I convert to C++ now? I thought packaging would do the trick lmao

marsh swallow
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DragonBally, you have to have Cpp enabled your project by making a cpp class and then compiling. Also you have the wrong idea about nativization. All it does is try to rebuild the BP without all thr extra wrapper code and conver lt into cpp if it can. But it still packs into a .pak. What are you trying to do?

rich furnace
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stuck on the "convert BP to C++" part....the link there no longer works so I googled "how to convert bp to c++" and it got me to nativization....which I wrongly assumed was what I needed LOL

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Convert your project to a C++ project if it's a Blueprint Only project.
Convert a BP/Content Project to a C++ Project

grim ore
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@rich furnace all you have to do is go to file -> add C++ class and that will convert it

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or right click in the content browser and do the same. Adding a C++ class will make your project into C++

sterile tulip
deep viper
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I've been using Tracing (Raycasts) to find the value on the Z-axis of the Landscape geometry (to lerp my transform there). Seems to work, but I had to add an offset of +100 on the Z axis so that my lerp'd actor does not sink through the landscape and fall into the void. I might be missing something. (I'm pretty impressed it worked on the first try though, I love tracing)

grim ore
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your trace starts from the actor location I assume?

rich furnace
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@grim ore thank you! my poor CPU lol

deep viper
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I added a forward vector to my actor's XY position and added +8000 on the z value for the start point, and then subtracted -16000 from the start location as my endpoint for the trace.

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Not very easy to read, but this is the visual logic for the locations/transforms.

grim ore
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ok so then the failure is on your moving. Your hit point on the surface is where you want the character to go yes? Your using move or set location for the actor? well the "location" for the actor is going to be it's pivot point on the root which is where on your actor?

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I ask because this is normally the center of the capsule on a character for example, which would be ~100 units above the bottom of the capsule

deep viper
#

Good question. I'm using the default Unreal Manequinn (and I am completely unfamiliar with it), it appears to have some kind of capsule wireframe which looks like its physiscs component.

grim ore
#

so thats a character class and yes the default pivot is the center of the capsule which is the root so that would by why you have to offset where you move it up

deep viper
#

Thanks Mathew. The pivot makes a lot of sense.

grim ore
#

yep its always important to remember that, what you think should be the "location" point might be obvious but to the engine its going to use the pivot point on the root or the object which might not make sense. This is especially an issue on stuff like doors where you think it should be on the corner to rotate it and the mesh goes "nope i am in the middle because you put me here" lol

rough knoll
#

yo wheres the water plugin lmao all i see is the landmass one

thorn dew
#

I'm having a tough time understanding any of the control rig coordinates. Here is my set up. I got the Set Control Transform set to Global Space. With the default values as shown. This puts the red control where it is after compile. Next I try plugging in the varying x value from the set up in the above part to the x value of the set control transform. After compile this makes the hand go back to where the torso is. Next I try plugging in the handlparam I made with the default as the exact same numbers as the set control transform and it makes the control go to the ground. I got no idea how this control rig is handling coordinates.

#

It is weird that plugging in just the x value makes it jump in the y direction

#

then plugging in the same numbers jumps it to the ground

grim ore
#

comes out with release

rough knoll
#

hopefully they'll actually put in the water soon, i wanna try it out

grim ore
#

there is an entire chaos example learn project, chaos has been usable for the last 2 versions

blissful echo
#

Yeah as far as I can tell the new water plane actor isn't in engine yet (built the correct branch and enabled the plugins).

grim ore
#

well that sample needed it to be compiled from source, no idea if it works with .26 preview but it might

thorn dew
#

On the Param if I connect that to a add node before putting it in the Translation it gives some better results. Seems the param has some bugs.

blissful echo
#

Ah for future reference the water plugin is not in yet, will be in preview 2. Apparently it was confirmed on the stream. https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview?p=1815103#post1815103

surreal laurel
#

Banging the wall against my head on this one - I'm trying to get a particle system to emit particles that follow along their own trajectory, but fire outward from the emitter's forward vector as it rotates, and the sprites don't face the player. Like a sprinkler - shoot, turn, shoot, turn, etc. Velocity Screen Alignment doesn't work because the particles still roll based on player position. I tried locking the axis, but when set to use local space all of the particles that are already emitted move to stay aligned with the forward vector of the emitter like a laser, instead of being left behind along their own trajectory. When set to world space, the locked axis keeps all the sprites facing the same single direction, even as the emitter rotates. I'm going crazy here, is anybody experienced with this stuff?

deep viper
#

Dang, hair is gonna be production ready? I'm looking forward to this. (such an easy way to make hairy creatures aesthetic, even with non-simulated strands)

scarlet birch
#

@surreal laurel You want the sprites from the emitter to stay in world space but always face the camera?

surreal laurel
#

@scarlet birch yo, not face the camera. They would keep an up vector based on their path

#

Sort of like the velocity screen alignment, but that mode doesn't work since the sprite will roll when the player moves around it

thorn dew
#

@scarlet birch there is a setting called Screen Alignment in the Required part of the Particle Emitter that should solve it.

kindred warren
#

Can anyone help with what I'm doing wrong with Capture2d
to use similar to a rear view cam. however, instead of rendering the dungeon it's not rendered at all.

I"m not sure if it's the capture2d, the RrenderTexture or the Widget Image.

plush yew
#

having an issue with a masked material here, is there another node I need to make it seamless/ stop it from tiling like that? I'm just trying to preserve the masked object

supple totem
#

There might be something to change on the texture node.

#

If anything says wrapping change it

plush yew
surreal laurel
#

@scarlet birch there is a setting called Screen Alignment in the Required part of the Particle Emitter that should solve it.
@thorn dew It was my question actually, and the Screen Alignment settings don't work for the reasons I listed above unfortunately

plush yew
#

nope it worked my bad

#

i didnt save

#

saving updated the material

deep viper
#

i did it again, I was using a Lerp without saving my initial rotation as a variable, instead constantly referencing my current changing rotation DX (silly me) Thank goodness, Rotators DID use degrees as a unit. My bad blueprint logic was confusing me.

plush yew
supple totem
#

πŸ‘

thorn dew
#

@surreal laurel I had a problem with having particles follow a moving object. What I had to do was write a blueprint for individual planes and have the planes spawn and follow the craft for it to work right. If you don't have that many particles you might be able to do the same thing.

surreal laurel
#

@thorn dew that's what I'm thinking too. I figure that's pretty straight forward but where there any issues you ran into when you coded that?

#

did you spawn actor? (from class)

thorn dew
#

If you go that route arrays are your friend. Lots of array stuff to cut down on the nodes used.

sterile tulip
#

1 year left for UE5

thorn dew
#

and while loops

#

also make sure to use a material instance on the planes so it can be changed if you plan to change any of the params on the material like color or brightness

surreal laurel
#

cool thanks

#

for added complexity I'll be using flipbooks but hopefully that won't be an issue

thorn dew
#

@surreal laurel flipbook does make it that much harder. I had flipbook in mine. It is simple as there is a FlipBook node in materials.

#

they were explosions so I made them have HDR too

deep viper
#

Ugh, gotta use either Ticks or Timers to use RInter which I need to be able to rate seeamlessly. I tried to use a simple Lerp, but the rotation went the other way around whenever I completed a full 360. RInter requires a Delta time which can only be supplied by [tick] or [timer] from what I can tell. Rinter requires a [target rotation], in other words... thats it rubberducky! Must implement first.

spare kernel
#

urgh

#

why does Unreal have to be a pain!

deep viper
#

@spare kernel It's not Unreal. I think just learning things in general is painful.

spare kernel
#

some times things just make no sense

#

nah

#

this is a engine bug

#

just annoying i have to work around it

#

3 years i have been using UE4 professionally, and at least once a week it bites my arse.

deep viper
#

This engine has so many tools that work in different ways that it is very hard to find tools if they do exist. (sometimes they do not have the tool)

#

@spare kernel At least you'll never get bored with this puzzle of madness. (implementation)

spare kernel
#

like the issue right now just makes no sense

#

and i can't even work out where it could be happening

deep viper
#

First thing you could try is isolating the problem. Second thing you could do is approach it with a fresh set of eyes. Might be futile to "try" right now.

thorn dew
#

I don't think you need a tick for delta time. World Delta Seconds should be the same as Delta Time.

deep viper
#

@thorn dew Thanks for the tip. I honestly do not understand ticks very well atm. More specifically, I am not familiar with how long the interval between [RInter] BP node is. (I think I found a practical solution to my rotation though)

spare kernel
#

tick is how long the last frame took

#

that is the delta time* sorry

thorn dew
#

Tick is time between frames.

spare kernel
#

delta time is time of last frame, tick is called every frame

#

so the time from that last tick call to the next tick call, is the delta time

south ridge
#

Tick is the span of time during which state updates happen

#

Tick call is the start of that span of time, time from last tick call to next tick call is deltatime because ticks are synchronized with frames (nothing about ticking implies that time delta between two ticks would be delta time - but the design of the engine itself answers this question)

rotund yew
#

is there a way to use the fill tool to place one instance of all selected foliage

#

intead of me just wanting 1 instance of all 278 in one clcik

#

(new to this server and unreal btw)

deep viper
#

This is a nontick event. I currently believe I can't use the [tick] dependant node which is [RInter To]. For example, these nodes won't loop (I cant see any loop logic here)

thorn dew
#

It is needed to be able to adjust calculations so it is right regardless of the frame rate of the system playing it. Lets say you had something adding 10 every frame. If the frame rate goes from 60 to 120 suddenly you get 2x the adding and everything is different for every player. This is why tick time or Time Delta seconds is needed.

deep viper
#

I think RInter is a node that add to my rotation if my current rotation still does not match my target rotation, but it only adds to my rotation if it is called/reached.

spare kernel
#

@deep viper that has to be on tick

#

else it won't be smooth

deep viper
#

I actually thoguth a Timer would be a better choice, its a tick that shuts down. And I can control the delta time there

spare kernel
#

won't be smooth tho

#

would jitter

deep viper
#

I'll test it out to make sure (though ur the expert)

spare kernel
#

sure lemme know πŸ™‚

deep viper
#

Since Tick is so expensive. 😦

thorn dew
#

Lots of stuff actually uses tick. Like physics or anything moving. What should not be done is using the tick for things that don't need updating like a door that only moves when a character is near it. That door does not need to check every tick to see if the player is near it. Better to have a zone that triggers door when player is in zone.

#

Even with that I think the zone checks every tick to see if player is in it.

#

For somethings like physics it actually does sub ticks too. If it didn't the object physics could do crazy things.

spare kernel
#

^

thorn dew
#

For sure though the door would not have to have it's position updated every tick. If it only checked is player close every tick it is way better than triggering the whole string of what the door does when the player is close.

spare kernel
#

your code above, should be on tick for smoothness

#

ultimately in C++ for less overhead πŸ˜„

#

BP tick is more expensive than C++ tick

deep viper
#

Since this is rotation for a dungeon crawler, I had categorized it as a [non-tick] function. (you only rotate for a very brief period of time)

spare kernel
#

you still want to be smooth tho

#

and why can't it be on tick?

deep viper
#

I was just avoiding tick if possible, though at this point I'm more than willing to just use tick for this. I was able to get away with moving without using tick by [lerp]ing between points, but rotation is a different beast. I was able to [lerp] between rotations, but dang 0-359 just loops back to zero and goes the wrong way on my 4th turn.

spare kernel
#

people read these "Horror stories"

#

and like Tick is bad, end of the world

thorn dew
#

To make it better you could set it up so the player would trigger the rotation only when it is close to the rotating thing. Before that it does nothing.

spare kernel
#

Tick is important, and should be used not abused

deep viper
#

@thorn dew This would be an on-demand 90 degree turn the player triggers. It is an actual control.

spare kernel
#

then gate the tick behind a bool

#

Tick -> Branch -> Rotate

deep viper
#

I'll use tick. So many good arguments, doesn't make sense not to use it for something this cheap.

spare kernel
#

πŸ‘

#

Micro-Optimizing is the root of all evil

#

(C)2020 KaosSpectrum

cedar jetty
#

im having a issue where when my zombies respawn they dont attack and follow me anymore i have copied the same thing to move to "me the target" on respawn but they still dont do that any suggestions?

thorn dew
#

Probably related to your problem yesturday. You got the is dead bool which is making them dead then on respawn they think they are still dead.

cedar jetty
#

lemme see

thorn dew
#

Do a set isdead to false on spawn at the start of begin play

spare kernel
#

same logic for both window and the barricades lol

#

same collision settings, everything

#

😠

cedar jetty
#

@thorn dew that fixed the movment issue of it being stuck in one place

#

but now when they reach me after respawn they dont attack

thorn dew
#

same thing probably in a different place. you got them to stop attacking after dead somehow now that is not being reset after respawn

#

@spare kernel does it go through the barrier if it is closed?

weary basalt
#

@spare kernel Is the Capsule being blocked by the barricade?

#

Check collision settings?

spare kernel
#

no collisions on the barricade

#

just a overlap on world static to block navmesh

weary basalt
#

Very weird

spare kernel
#

this small monster jumps fine, using RootMotion animation

#

all monsters use the same collision settings

#

though it does seem to push back slightly

#

over the barricade

deep viper
#

Character rotates when i press a key, and cannot rotate anymore afterwards, but can rotate again if I alt+tab out and back in.... a puzzle.

weary basalt
#

@spare kernel The navlink looks different for the Window though, it looks longer. Is the Navlink defining the endpoint?

cedar jetty
#

@thorn dew fixed by setting is dead to false on respawn event as well as beginplay

spare kernel
#

its a root motion animation

#

so i don't define end point

weary basalt
#

Yeah good point

spare kernel
#

i use the end point to make them look the correct way

#

via Control Rotation

#

but that is it

weary basalt
#

Just seemed like the barricade one was using the navlink as the endpoint

#

See in your second video how the other monster also does a shorter jump

spare kernel
#

right, its weird

#

this is the animation

#

thing is though, nothing should be blocking it

#

unless the cmc is cause of the non floor..

#

where the nav projection fails

#

doesn't make sense that, cause the window cuts the navmesh out

south ridge
#

Heh. In my current little side game I'm working on, the concept of a tick is much less frame-tied than in UE4

plush yew
#

is anyone aware of any ways to increase the resolution of 2dscene render target textures? They come out fairly pixelated, not sure if this is a fundamental engine limit

south ridge
#

The game has many parallel ticking processes and the ticks are only loosely synchronized

#

So each simulation thread (and some parts of the world) run at different FPS relative to each other

#

Though they try to maintain stable FPS, there can be partial lags where only some ticks are lagging and FPS drops on only some of the game

#

There is only one central tick clock that sets the pace for other threads, but it only defines a pace and doesn't synchronize them

hardy jewel
#

best tutorials?

thorn dew
#

@spare kernel I was having a problem with collision detection and overlap. As I remember it turned out when using the character parent class it kind of overrides a lot of things including what it uses as a collision capsule and many other things. I ended up making a fresh blueprint non character related so I could use my own collision shape without it conflicting with all the C++ code baked into the Character Parent Class.

plush yew
raven island
#

hi does anyone know where in material does the bump map go?

chrome sky
#

normal

#

pretty sure

scarlet birch
#

@spare kernel are you still applying gravity when the vault animation plays?

spare kernel
#

The root capsule never leaves the floor

#

It just slides forward

scarlet birch
#

oh, so it's not blocked by the barrier?

spare kernel
#

No collisions on it

#

Its strange really is

scarlet birch
#

weird. Last time I had something like that it was caused by the capsule being blocked which kept the root motion from moving it. No idea then.

#

it looked exactly like that though,

spare kernel
#

Yeah I mean it feels like something is blocking it

#

But there is nothing to block it

scarlet birch
#

Friction? Physics material? Idk, trying to think of things that can block or slow things down. I know I've had an issue just like that, where it moved like going through sludge when there shouldn't have been collision.

spare kernel
#

Hmm

#

I'll take a look tomorrow its 4an now now lol

scarlet birch
#

oh, lol.

#

one of those things you probably solve in 5 minutes the next day with fresh eyes

raven island
#

@chrome sky but i already have a normal map so where do i put that as i cant plug them both into normal

chrome sky
#

its black and white right

scarlet birch
#

If you want to use bump offset look at the doc page on it or google it and you'll find an example material.

still hemlock
#

Rawr

chrome sky
#

yeah i think i found what u need

#

if its black and white

#

if not well idk what to tell u

#

yeah specular might be useful

raven island
#

thanks

chrome sky
#

np

plush yew
#

You know what's interesting is what hardware is needed to work within ue5

frigid needle
#

If you can run UE4, I fully suspect you'll be able to run UE5

cedar jetty
#

@thorn dew sorry for @ing you but i was wondering if you knew how i could start making a round system for my zombies game mode and have it so the zombies not only spawn at a spawn point closest to the player but also have them run faster and spawn more rapidly through out the rounds

#

if you dont know that is fine i just cant seem to find a tutorial on such topic

thorn dew
#

I was looking at the spawn point thing but could never figure out how to get it working so instead I put any object at the place I want something to spawn then get the position of that object. Use the global position for the spawn coordinates. For spawning at point closest to player find the vector between the player and spawn and say get length of vector, then compare the vectors to see which is got the least length. Spawning faster and running faster should be easy by changing their max speed and spawn speed variables. If you don't have it set up as easy as that you should change the BP so it is that easy.

#

If you can't figure out how to get the position passed on through any other way there is a Get All Object of Class node. It should only be used as a last resort though.

cedar jetty
#

ok would i put most of this inside a gamemode blueprint

#

i mean i could also put it inside of a level blueprint i think

sterile tulip
#

how do I add rotation force to a moving vehicle

#

I want the car to flip sideways on button press

worthy fox
#

What’s your experience with the latest release so far? I’m downloading it later today... Looking forward trying out Chaos Destruction!

surreal laurel
#

If I want to make a Blueprint that spawns geometric planes, should I create a blueprint with a plane and use Spawn Actor From Class, or is there a better way to generate the planes?

wary wave
#

can probably just add components at run time

#

depending on how many planes you need, mesh instances rather than static meshes may be an idea

surreal laurel
#

Hmm i don't see an option for adding a plane component?

wary wave
#

there is no plane component

#

there is a static mesh component

surreal laurel
#

oh duh

#

that makes sense, thanks

#

how would I go about using instances instead?

#

nvm, "Add Instanced Static Mesh Component"

cedar jetty
#

@wary wave sorry to bother im having trouble getting my while loops to work keeps saying infinite loop detected but i need it to loop a certain amount of times i can show my blueprint if needed

wary wave
#

@surreal laurel - and add an instance to that component, rather than a new component every time you add a new plane

#

@cedar jetty - if you don't have an exit condition or you never hit the exit condition, the loop will never end

surreal laurel
#

@surreal laurel - and add an instance to that component, rather than a new component every time you add a new plane
@wary wave I've never worked with instanced meshes before, I'm assuming i'd use an array to do that?

wary wave
#

no, there's a function on the component, 'add instance'

cedar jetty
#

@wary wave i honestly think its my system i have going im trying to get a certain number of zombies to spawn like a round system and when the number of zombies on field goes to 0 it goes to the next round

wary wave
#

you understand that a 'while loop' executes in a single frame/tick, right?

#

the next game frame/tick can't happen until the while loop finishes

cedar jetty
#

ok but is the event tick my only option in this case?

#

if not then what would be your suggestion?

wary wave
#

something event driven is the way forwards

#

each time an enemy dies, decrement the counter, spawn the next, or whatever you're doing

cedar jetty
#

thats what i do i have a variable that keeps track of that adds on spawn and decreases on death my issue is figuring out how to tell the game that all the zombies are dead and to execute a similar thing for the next round @wary wave

wary wave
#

when you change it's value to zero, do the next round

#

this is all really basic stuff (in this case an if statement), you may want to spend some time doing some tutorials somewhere?

cedar jetty
#

i dont think its that simple cause it has to execute on a event tick of some sort and it would just go to round 1 again if that was the case

worthy fox
#

@cedar jetty Use an Event Dispatcher every time a zombie is killed instead of checking every tick... Have the β€œlistener” in your Level BP or GameMode BP and just restart when zombie count is zero?

cedar jetty
#

hmmm never thought of that ill try it and get back to you @worthy fox

worthy fox
#

Once you get it to work you have also done some performance improvements πŸ˜πŸ‘ŠπŸ»

rich furnace
#

what is the player index of the client in a 2 player multiplayer?

#

server is player 0

worthy fox
#

1?

rich furnace
#

but when I try to access player 1 (client I assume) it returns none

wary wave
#

I don't know what you're trying to do, but those indices are not the same on all machines

#

index 0 is always the first local controller

#

on a client, only local controllers exist

cedar jetty
#

@worthy fox if im calling the event dispatcher isint that calling the zombie count to -1 off of it as thats the custom event i have for the binding i looked at a few examples and i understand it but i dont think i understand it completly

#

nvm my brain just is fog at 3 in morning i figured it out

restive yarrow
#

does double siding a material make it more GPU expensive?

unborn quartz
#

Anyone else having trouble with the link to this from the EGL?

left arrow
#

Hey guys, im planning to make my first U4 project. A Viking village. I want some big mountains in the back. Should I build the full terrain with World creator? Or should I create the terrain in U4 and just the mountains in World creator?

blissful trail
#

bruh 4.26 preview likes to crash alot

#

lol

plush yew
#

is the new water system in the 4.26 preview ?

robust oar
#

yo

#

I have a timeline

#

When I have 2 identical blueprints with the same timeline they move together

#

I want to add randomness

#

How is that?

covert hedge
#

hmm do you put textures and materials in two different folders? FeelsThinkingMan

#

@robust oar can't you add a delay before the timeline, with a random clamped float as the delay time

robust oar
#

what is a random clamped float ._.

#

is that a nod

#

e

covert hedge
#

yes

#

i think so

#

there's a node to get random values

#

so you could set that random number as the delay time, before the timeline, it will add some randomness

robust oar
covert hedge
#

uuuh i was thinking of something like this

white heart
#

Hey guys I am having a build issue.

BaseCharacter.gen.cpp.obj : error LNK2019: unresolved external symbol "protected: float cdecl ABaseCharacter::GetSpeed(void)const " (?GetSpeed@ABaseCharacter@@IEBAMXZ) referenced in function "public: static void cdecl ABaseCharacter::execGetSpeed(class UObject *,struct FFrame &,void * const)" (?execGetSpeed@AB
aseCharacter@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
Never encountered this before so I have no idea

robust oar
#

yehh

#

it kinda works

covert hedge
#

uuh do you have the corresponding module to that in your uproject file? I had a similar build error, but it was with something far more strange than ABaseCharacter... my editor didn't add AIModule on itself in the project so it would fail linking dlls and stuff.. But that would be weird for soemthing as basic as ABaseCharacter

#

PagChomp there's a substance plugin for ue?!

white heart
#

I would have no idea why I would be missing anything

#

What would be missing?

covert hedge
#

idk, my problem was a dll missing, your problem is that it can't find the GetSpeed function somehow FeelsDAnkMan

#

do you have all your includes set up properly

proud pasture
#

hey guys, just started using UE4 properly this week. I was wondering, is it possible to use a heightmap as a reference to where materials should go on my landscape? I've been searching all around for a tutorial and none seem to tackle the problem I'm facing. Thanks πŸ™‚

#

(to put it simply, darker points on the heightmap should be dirt, and lighter points on the height map should be snow)

white heart
#

As far as I can tell everything is setup correctly

proud pasture
#

aaaww man I've looked through that haha. I'll be honest it's not a height map, it's a landscape texture map that shows where materials would be based off erosion and what not.

#

@plush yew Thank you so much for the help man

#

however I used heightmap as an example as it's also greyscale, and I'd assume it would work the same way

#

(not true resolution) but you can get the idea

spare kernel
weary basalt
#

πŸ‘

spare kernel
#

thanks for the help πŸ™‚

#

fresh head next day solved it lol

covert hedge
#

uh is there a way, with the substance plugin, to get substance/unreal editor to automatically create the materials ? FeelsDankMan

dim merlin
#

its prepass and shadows? im not sure

iron wadi
#

Anybody knows what;s up with the Extended Input (Experimental) in 4.26 Preview? Any more info about it?

gloomy flare
#

Hi guys ! Do you know if Blueprints take more space in memory (in the final build) than the equivalent writing in C++ ? I'm working on a mobile game and everything is good to reduce the size of the build. Thanks !

dim merlin
#

@gloomy flare i dont think code takes that much space in general, or its like a huge project..

iron wadi
#

They do (it's small but measurable), but you can try compiling blueprints to C++

dim merlin
#

i guess just the engine and your project content takes most of the space

iron wadi
#

depends on what order of magnitude of size you care about

#

MB? kB? B?

gloomy flare
#

Thanks for the answer. I think it's hard to tell but do you know how much more ?

#

MB

iron wadi
#

then you are safe to use blueprints, the size difference is negligable

#

assets will be much bigger

gloomy flare
#

Ok, great ! Thanks for your answer.

iron wadi
#

biggest size difference is that blueprints sometimes store paths as string instead of pointers

gloomy flare
#

Yes, I try to reduce the size of my assets too.

#

Ok, good to know, thanks !

#

By the way, what do you think about making a mobile game with unreal engine. I keep thinking about the build size compared to the build I could get with Unity. It's 30-35mo more for an empty project. Do you think it makes a difference for the user ?

#

The thing is I'm very comfortable with unreal engine tools. Unity is okay but I prefer working with Unreal. I know Unity would be a bet fit but I keep pondering my decisions πŸ™‚

lusty mural
iron wadi
#

TBH not sure why would you need a book on that

#

it's not like you will write your own physics

#

and most of the unreal specifics are in unreal docs and unreal learning portal

plush yew
#

so no?

#

none knows if they have the water sim in the preview yet

iron wadi
#

seems like they do

plush yew
#

but i cant find the plugins

#

was it shallow water?

iron wadi
#

gimme a sec, downloading preview RN

plush yew
#

cause i have that but no landmass xD

iron wadi
#

ok so apperently it's being pushed to preview 2

plush yew
#

ooof

#

well i have landmass enabled

#

so shallow water is usless?

iron wadi
#

yop

plush yew
#

dam so this preview lmfao is just useless haha

iron wadi
#

well there are other new things

plush yew
#

yeh

#

vehicles

hearty walrus
#

@plush yew more shaders, I'm guessing

#

well idk but all you need to know is that it's one of unreal's "stop points"

#

just wait

#

okay question

#

how do I increase border thickness above 1

woven zealot
#

newb question: how do I delete rows in arrays like the following? I just want to completely delete one of the entries but I can't figure out what key press I need to press to do it, I don't want to delete all entries just one

wooden cosmos
#

I have such a problem. UE4 does not want to open the level umap file and does not want to see it in the content folder. Backups of files did not help, also launching on a different version of the engine, and migrating content to another project, none of this helped.

grim juniper
#

@woven zealot click the down arrow on the right of the entry you want to delete and click delete

woven zealot
#

oh great thank you lol can't believe I missed that

spring raptor
#

o need teacher

#

i need to lern basek UE$

#

will you help me?

honest hawk
lost niche
#

Is this a correct way of starting my standalone server to start on the map named "MapName" and game mode named "MyGameModeBP" ?
UE4Editor.exe MyGame.uproject /Game/Maps/MapName?game=MyGameModeBP -server -log
(.exe and .uproject are full paths actually)

frigid needle
#

Did you set your double-sided material to be double-sided in the Material itself?

grim juniper
#

The double sided tick box in that image is under collision

thin mantle
#

What are some easy and fast game categories to develop but are higly enjoyed and played? And is a good multiplayer fps survival game hard to develop?

exotic thicket
#

realtime multiplayer is kind of nontrivial

open wadi
#

Question: when I attempt to open the source code of any given blueprint, it won't load because UE4 is looking for itat D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime... and on and on, some incredibly deep directory tree, which is bizarre as this is a new Alienware box and absolutely nothing has been written to D: whatsoever.

#

Afternoon @exotic thicket.

exotic thicket
#

hey

open wadi
#

Ahh, interesting.

#

Yes, this blueprint is from the VaRest library.

#

So that's where the VaRest guys had UE4 deployed.

#

Is what you're saying.

#

Oh really.

#

Right.

#

I thought I had the engine source deployed.

#

Right.

#

Yes, I have all that installed from the Epic launcher as well.

#

The engine source and symbols.

#

I did copy this project I'm working on from another box, but on that one as well, I never deployed it to D:, so not sure if that's a factor.

#

Is there a setting somewhere within the editor to specify path to UE4 source?

#

I don't see an option in the laluncher.

exotic thicket
#

doubleclicking BP nodes almost never opens the correct files for me

#

it's usually easier to just go into the IDE and using its search features to find the right source file :P

open wadi
#

Yeah, I'm researching online, seeing nothing relevant in terms of info on this.

#

The reason I ask is I believe I"m going to have to develop some custom BP widgets in C++ to complete some of these tasks, particularly multipart form file uploading to my API.

#

Would be nice to look at a couple pre-existing for reference.

covert hedge
#

doubleclicking bp nodes seems to be working for me FeelsThinkingMan

cyan orbit
#

Hello everyone, I'm a guy from India, i have just started Unreal Engine, could someone tell me the basics and settings i can do to Understand Unreal better, any names of good tutorials?

summer edge
#

What do I need to do to setup my game in UE for online multiplayer? Setup so that the clients/players can connect to Google/some other server working as a host. Thanks!

cyan orbit
pallid talon
#

I have a terrain loaded as tiles. Is it possible for me export one of these tiles so I can accurately place objects from another 3d source?

summer edge
#

@cyan orbit okay, let me check that, thank you

hybrid brook
#

Hi, how do i decrease the camera fly speed (when holding rmb and moving with wasd)?

exotic thicket
#

@hybrid brook if you mean in editor, mouse wheel while holding rmb should adjust speed

hybrid brook
#

Thanks @exotic thicket, that is what i wanted to ask

pallid talon
#

@hybrid brook Or click the camera icon at the top right corner, the default is "4".

hybrid brook
#

Thank you @pallid talon

hearty walrus
#

why aren't my buttons working? They're enabled, but the current system to print "Click!" won't do anything

hollow ridge
#

hey... I got some help with foliage yesturday, but it is kinda laggy how can I disable foliage via bp

#

nvm I figured it out

echo verge
#

What is the cheapest way to have a one color background

alpine laurel
#

how do i make a button have a pulsing animation when hovered?

grim ore
#

@alpine laurel make an animation that changes the color and have it play the animation on hover using the on hovered event for th button

alpine laurel
#

how does that make it pulse though?

grim ore
#

sorry I assumed by pulse you meant make the color change, you can animate the other properties on the button including size if that i what you mean

alpine laurel
#

i mena like pulse as in fade in and out repeatedly

grim ore
#

so the opacity or the color? anyways you would animate that

#

pulse to you is not the same as pulse to me

alpine laurel
#

well when i do color and opacity, that only changes the text, so would i do just background color?

grim ore
#

if you are changing the background color of it then yes, color and opacity is the content of the button ( any children )

alpine laurel
#

thanks i got it working

cedar jetty
#

@grim ore im trying to figure out how i can loop the amount of times i spawn a zombie on a delay for example round 1 would be 5 times and round 9 would be 80 lets say i already have a counter system setup to count when the zombie dies and when one spawns as a integer how would i properly loop it without causing a infinite loop

grim ore
#

a timer would probably be the easiest if you want a delay and you just call the timer event, have it spawn the zombie, increase the spawned zombie count, see if it needs to spawn more this round and if so call the timer event with your delay on it . this would repeat over and over until all your zombies are spawned and then it would stop since you dont call it again when your # is met.

cedar jetty
#

ok

#

@grim ore i did what u said but zombies are not spawning

grim ore
#

not quite what you need, I dont know where those event links are going to or how you are calling this or anything. you basically want to make a self contained loop with the timer

cedar jetty
#

ok

grim ore
#

you want something like this. You call the spawn zombies event, it spawns a zombie or whatever you do, then it adds 1 to the # of spawned zombies for this time. Then it checks to see if that # is greater or = to the total # you want and if so it does nothing, else it calls the spawn zombies again after 2 seconds

#

which then repeats over and over adding 1 more zombie until your # is met

#

obviously adjust that as needed but the structure is there

cedar jetty
#

ok thank you

sterile tulip
#

Have they added a function to add water in 4.26?

grim ore
#

there is some water functions in the water plugin with landmass in .26 but its not in the preview

sterile tulip
#

wasnt it possible to make water before?

grim ore
#

its always been possible

sterile tulip
#

so what is new in this water thing? I havent really added water before

grim ore
sterile tulip
#

this is all new ? the functions

grim ore
#

you can watch the video, pretty much

cedar jetty
grim ore
#

yep makes sense, you arent calling this function again

#

you are just spawning them with the timer I would guess

cedar jetty
#

i just realized that as soon as i sent it

sterile tulip
#

this water looks nice

#

wooow

#

Epic

cedar jetty
#

i only see the 1

grim ore
#

I dunno, read the errors to see if those are causing it and you can also pause the game or jump out andl ook for them in your world outliner

cedar jetty
#

ok

#

hmmm it says there are 2 more in the world outliner

grim ore
#

double click on them to find them and see where they are at

hearty walrus
#

Using the animation system, is there a way to scale both top and bottom handles?

#

so these both go apart

cedar jetty
#

but its spawning there?

#

@grim ore so its a spawning issue then

grim ore
#

yep so debug and loop thru your spawning code to see whats going wrong

next badger
#

Any photoshop geeks here?
Is there any way to paint on layer only on opaque pixels (including the ones from all layers below) ?

grim ore
#

Z issue could just be due to it spawning in on another one and being forced out due to collision for example. No idea on the other one but could be similar and its getting tossed out of the world

cedar jetty
#

hmm good point

grim ore
#

@hearty walrus what type of item are you trying to scale up and down?

hearty walrus
#

a progress bar.

grim ore
#

so you want it to scale vertically?

hearty walrus
#

yeah

#

both up and down

grim ore
#

if its just for looks, adjust the scale in the render transform

hearty walrus
#

oh, thanks!

cedar jetty
#

@grim ore figured it out i had my vectors messed up on spawn B and spawn A when comparing to player location length

#

just had to switch the 2

grim ore
#

ah

cedar jetty
#

@grim ore theres only 2 things left one how would i have a flashlight type of thing where the crosshair would be?

sterile tulip
#

if I want to make a snowboard game, do I make the snowboard a vehicle and posses it or do I add the board to the character and animate it?

rare abyss
#

Quick question, what are some of the best beginner tutorials to use in the unreal dashboard (or a different place)? I'm absolutely new. There is quite a few of them but some seem like they are the same thing (from different people).

grim ore
#

@cedar jetty there are videos and tutorials on that out there, it could be as simple as a model if you want one and a spotlight in front of the character

#

search for your first hour, or intro and start with those courses. @rare abyss

cedar wave
#

@grim ore Hey buddy - you havin' a good day?

grim ore
#

there is also a Getting Started category

#

but like Your first Hour with Unreal Engine or Unreal Editor Fundamentals might be a good start

#

@cedar wave doing good so far

rare abyss
#

@grim ore Yeah i did those two. They showed up automticly. So now im going for the getting started then, thanks πŸ™‚

cedar wave
#

That's great to hear.

grim ore
#

@rare abyss after that find something you want to learn and focus on that is a good path

dense dock
#

Does anyone know if it is possible to change input mappings on a cooked build? I thought that I maybe would find a config file to do so but I've had no luck so far.

grim ore
#

@dense dock the config file is probably inside the .pak file is why you dont see it

hasty osprey
#

quick question, is it possible to take a high res sceenshot in the animation editor?

barren flume
#

Okay having a new issue now all of a sudden adding a c++ class is missing

merry gazelle
#

I have set randomised view targets in the level blueprint to switch between actors with cine cameras. I'm confused now I'm trying to capture as it is when I begin play in the sequencer.

Any pointers? As far as I'm aware view target just moves the player controller. Should the sequencer be recording the player pawn or view target actors with cine cameras?

#

World settings, just change the shadow settings

cedar jetty
#

@grim ore I’m having this strange bug where 1 zombie spawns on the upper map immediately when I press play no debug string nothing as the ones that spawn with the actual round have a debug string that I. Can see I checked my world outliner when exiting game and there are no zombies preloaded onto the map any idea what might be causing it?

nova kernel
#

my engine will random;ly change the textures to a low LOD with no texture detail when working with them. Is there any way to fix this?

grave nebula
#

Post on social network that you are looking for idea guy. You will have all ideas you can have.

thick herald
#

Just ask everywhere for ideas or something, why didnt i think of that
Maybe because:
I'm not creative at all.
@haughty ledge πŸ˜„ πŸ˜„ I'm just joking πŸ™‚

plush yew
#

cant find the brushes lol

#

feels bad

#

anyone know where i can

radiant haven
#

did someone already used the Sky Atmosphere

solid glade
#

**Can I set a pop out viewport size to a given resolution?
**
When you go Windows > Viewports > you can from here pop out a new viewport.

I would like to set it (the window, or the actual viewport size) to an exact size. I can try rescaling the window to match a certain size, but is there any console command that can do it for me?
Or another solution?

hearty walrus
#

is there a way to share variables across widgets?

#

so you've got one screen that sets a variable to true, and another needs to react to it

solid glade
#

question 2

Is there a keyboard shortcut for Migrate? I need a faster way to reach Migrate from the context menu

hearty walrus
#

nope

ornate forge
noble sentinel
#

is there a way to make decals not blend with the background material?

wispy leaf
#

Why does unreal load faster on windows (hard drive) then it does on ubuntu (with a SSD)

surreal oak
#

Does anyone have a list of things they would setup when starting a new UE project? For example, testing workflows, ci, version control, etc. I'm setting up a project for a uni project, and wondering if I'm missing anything crucial that I need to have ready for starting my project!

quick kelp
#

@surreal oak file locations/file organization. Like where some assets are going to be , where some folders are going to be etc..., because I’ve had multiple problems with reorganizing files in unreal after the project is done (unreferencing issues)

surreal oak
#

File structure completely slipped my mind

#

πŸ˜„

hearty walrus
#

can you increase the thickness of a border above 1?

sterile tulip
#

When are they going to release 4.26

plush yew
#

water is hot

#

i thought its already out

sterile tulip
#

I want the water functions

#

They released only a preview without the water

plush yew
#

oh

#

ill update

#

when water comes out XD

sterile tulip
#

Yea

#

Before that it was only possible to add water with textures I think right?

chrome sky
#

u can do some fun stuff with cos functions for water

sterile tulip
#

Hmmmmmm

foggy berry
#

is there some sort of bug with the 4.25 engine that causes reflective surfaces to flicket?

#

flicker?

#

or maybe its just because i migrated my project from 4.23

supple wyvern
#

See ya! Im switching to unity

plush yew
#

can anyone point me in the direction of how to set the Server Details described in the Steam Online Subsystem documentation

#

the UE4 macros like UE4_PROJECT_STEAMPRODUCTNAME

flat axle
#

Does anyone know what the target has to be to send a message on interface for a button on a widget?

#

an actor blueprint is the recipient'

bright wharf
#

anyone know how i can automatically convert a bp project into a c++ or copy the blueprint project files into the c++ one?

dense knoll
#

anyone know a free 3d navigation plugin for ue4.25

still schooner
#

where is this new water thingy content in preview?

weary basalt
#

It will arrive with Preview 2

still schooner
#

okay

#

r.TemporalAA.Algorithm=1 we put this in ConsoleVariables.ini right?

flat axle
#

got it thank you

ornate ice
#

Hey People got an issue

#

was wondering if any could help me a second

bright wharf
#

im making a new game about animals so whats ur fav ecosytem, for example african savannahs or amazon rainforest be specific and shit

hearty walrus
#

is there a way to detect if the mouse cursor has gone away from the widget?

#

also, how can I make a context menu system?

astral orbit
#

Has anyone played with 4.26 yet? I'm seeing the following error when compiling a new, untouched project:

UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Assertion failed: nullptr == ListenSocket [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Online/HTTPServer/Private/HttpListener.cpp] [Line: 24]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffc5f5d3e49 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffbdddaf896 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffbdddb2fb8 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffbddac332d UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffbdda5b2f5 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffbdda5d3a0 UE4Editor-Core.dll!UnknownFunction []
hearty walrus
still schooner
#

how can we increase bounce with new gpu lightmass?

sturdy trench
#

it says ue4 project can be converted to ue5 project when its released... so blueprints are confirmed for ue5?

#

or did epic developed a magic tool to convert bp to c++ without making it harder to read?

grim juniper
#

They're not dropping blueprint

sturdy trench
#

cant decide its bad for me or not

plush yew
#

Excuse me

#

Do you fellows use Unreal?

gaunt pivot
#

🚁

sturdy trench
#

sarcasm?

sterile tulip
#

Imagine using unreal engine

crimson vapor
stark jasper
#

@still schooner GPU Lightmass calculates 32 bounces by default

#

however due to our implementation problems of russian roulette in the path tracer, it calculates 4 bounces most of the time

#

2 ways to fix:

#
  1. enable irradiance caching
#
  1. manually edit Engine\Plugins\Experimental\GPULightmass\Shaders\Private\LightmapPathTracing.usf
    change #if !USE_IRRADIANCE_CACHING Bounces > 4 #else
    to #if !USE_IRRADIANCE_CACHING Bounces > 16 #else
    and restart the editor
#

so that now russian roulette starts at 16 and you will get at least 16 bounces

#

note that this will make GPU Lightmass noticeably slower

flat axle
#

does anyone know how to attach a camera to a widget? (HUD)

crimson vapor
plush yew
wary wave
#

you move it to another drive

neat mesa
#

Here's a video of some UE quick tips and tricks I made after looong break. Enjoy

quiet finch
#

whenever i try to test my character, it crashes and my level, lighting, and skybox is gone

plush yew
#

Does anyone know if substance livelink is broke? My textures remain black with the livelink up and the program beside unreal

sonic pagoda
#

where are the water plugin tools

#

mentioned in the livestream?

#

all i see is shallow water and land mass as 2 separate plugins

#

on the 4.26 preview from the launcher

#

no fluid simulation or nething...

vague scaffold
#

Is there any way to turn down the quality of the engine and not have it recompile all the shaders again? If I change the Engine Scalability settings, I have to wait for thousands of shaders to recompile. (I'm using the recently released free City Park scene)

grim juniper
#

@sonic pagoda They'll be in preview 2. Didn't make it in P1

rich furnace
#

hey guys im trying to load this free asset that was announced today but it gets stuck at 95%....is my old comp the issuehttps://www.unrealengine.com/marketplace/en-US/product/city-park-environment-collection

Unreal Engine

This package contains high quality nature assets. It is ideal for creating city parks, forests, and squares.

#

all of my 4 cpu cores are firing at full speed

vague scaffold
#

I'm using that one, too. You have to wait it out. It took my 8 core machine over 45 minutes before it came up and then had to compile shaders for another 20 minutes. Just wait it out. It's like that on the first load. (Go watch tutorials in the mean time.)

noble magnet
#

Anyone here know of any common issues with 4.25 that keep people from connecting to your hosted game? Servers won't populate in the list to join

rich furnace
#

@vague scaffold damnnnn I've waited like an hour on my AMD FX-4000.....I guess I will have to restart it

#

(I really need to upgrade my comp lol)

pallid talon
#

I have a terrain loaded as tiles. Is it possible for me export one of these tiles so I can accurately place objects from another 3d source?

south ridge
#

@pallid talon the normal export feature should work fine for terrain

#

You can export scene or just selected actors in it as an FBX and import it to whatever 3D app - does that work for you?

pallid talon
#

@south ridge It doesn't appear as an option when right-clicking on a tiled terrain -

#

Oh wait, File - Expert works! Thanks!

#

I was right-clicking.

queen wasp
#

Anyone got any tip on figuring out what makes Render Target Memory 3D in stat RHI go over 3gb? How can I find the offender(s) in my project?

south ridge
#

Are you leaking rendertargets

#

Creating them without destroying or something?

queen wasp
#

I have no reflection captures nor cube rendertargets, IDK what else produces rendertarget 3D..

deep viper
#

Does UE4 have landscape [sculpt] layers atm?

south ridge
#

Is there some blueprint that creates a runtime rendertarget and then forgets to clear it

queen wasp
#

I have a few 2D render targets but they are not created on the fly (something I will change so I don't have to have them in the project) but that is Render Target 2D .. this 3+gb is "3D" ...

south ridge
#

In that case

queen wasp
#

I am making 3D render targets for icons in the UI, but those are fairly small, 150x150 and there are 51 buildings and a good few 3D icons, but not that much total, as said, still is 2D, I might want to figure out how I can optimize that too though..

south ridge
#

It would be used in anything that performs volumetric light caching or similar function

#

But

queen wasp
#

not 3D render targets, haha, 2D, for 3D icons.. πŸ™‚

sterile tulip
#

Unrealers

south ridge
#

At this point, I'm getting less and less of an understanding of what kinda system you have. But, check anything that has to do with GI settings/indirect light/any forms of runtime light related caching stuff I guess. Sorry for being so generic here πŸ˜„

queen wasp
#

@south ridge Yeah, I tried deleting my VolumetricLightmapDensityVolume, in the thought it might've been something, but no difference

south ridge
#

It gets into the territory of "it's easier to go and debug it than contemplate what it might be"

sterile tulip
#

What do I need to connect the GetActorRotation to, to feed it to another node

queen wasp
#

I've got also a LightmassImportanceVolume

south ridge
#

No, that one shouldn't be relevant

queen wasp
#

dunno if any of those are using any 3D render targets though

#

Yeah I figured, it would be weird if that mounted to 3GB of GPU mem.. but then, what does.. still baffled here.

#

Aim is to get the project down to < 4GB so it would run on an older gfx card. Currently I got a bit much texture2D mem, also about 3+ gb, but the rendertargets, yeah.. how can I optimize the 2D ones, .. I need to make icons on the fly, the buildings have material themes and hence change for each player/game. If I clear the texturetargets after setting material for the widgets, maybe instead set texture, then clear the rendertargets, might still yield icons disappearing, guess I need to try some things.

#

But all that, still is rendertarget 2D, it is the 3D that is confusing πŸ™‚

#

I got quite a bit of lightmaps, wonder if volumetric lighting produces 3D rendertargets? hmm

granite creek
#

Physics went crazy in 4.26

cedar jetty
#

just spent 2 hours trying to add multiplayer steam into my game using a game instance and the game instance is not doing its job

#

on begin play its supposed to do show the mainmenu but nope just stays in my main menu box

#

no widget

queen wasp
#

I'm making a multiplayer RTS btw .. @cedar jetty I hope to get there, no knowledge whatsoever yet with steam, but have semi-working multiplayer in two windows in PIE

granite creek
#

just spent 2 hours trying to add multiplayer steam into my game using a game instance and the game instance is not doing its job
@cedar jetty you are feeding no input to instate

cedar jetty
#

@granite creek the tutorial i watched for 2 hours never put a instate

#

granted it was from 2015 sadly

granite creek
#

hmm maybe that gets state internally

#

double click on that node and see how it gets state

#

then print that state to an string

#

to see what is current state

south ridge
#

@queen wasp if you need to make icons on the fly, you should atlas them

#

What this means is you have a single lets say a 1024x1024 rendertarget that stores all the icons in a grid

cedar jetty
granite creek
#

print it outside of macro to see if it matches startup

south ridge
#

You can't run away from the obvious issue of "you need as many pixels stored as much data you want to pre-calculate", but you can avoid overheads by having one big RT

cedar jetty
#

@granite creek nothing no string

granite creek
#

@granite creek nothing no string
@cedar jetty no execution

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did you set game instance inside settings?

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project settings?

cedar jetty
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yes

granite creek
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did you print before macro?

cedar jetty
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ill try again but im not sure

sterile tulip
cedar jetty
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@granite creek these are my world settings would this have something to do with it

granite creek
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@granite creek these are my world settings would this have something to do with it
@cedar jetty are you trying to show a main menu then load a map?

cedar jetty
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the main menu is literally a box and the widget takes up the entire screen with a video playing in background

granite creek
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the main menu is literally a box and the widget takes up the entire screen with a video playing in background
@cedar jetty Let me tell you how i make main menus

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I make a BP_MainMenuGameMode

sterile tulip
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I need to learn blueprinting

granite creek
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which has defualt pawn set to BP_MenuPawn

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BP_MenuPawn is an empty pawn which shows widgets at beginplay

cedar jetty
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should i put the default pawn to my widget?

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im confused how this game instence stuff even works

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everything was working fine until i decided to add steam

granite creek
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1.Create BP_MainMenuWidgetGameMode
2. Set it as defaul gamemode for that Map(Gamemodes are property of map)
3. Create a empty pawn that shows a widget
4. set MenuPawn as gamemodes default pawn .

cedar jetty
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good thing is i made a backup before i did this so thank god

granite creek
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good thing is i made a backup before i did this so thank god
@cedar jetty use git

cedar jetty
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so better question is how do i add multiplayer to my game?

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cause thats what was my intent to begin with

granite creek
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there are countless ways to do that

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you have to pick one

cedar jetty
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what are my choices?

granite creek
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Nakama, Steam ,EOS

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there is a channel here called epic-online-services thoese guys are network experts

cedar jetty
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i never heard of Nakama or EOS

wispy leaf
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My pc most certainly doesn't handle unreal engine very well

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I downloaded a map from the asset store (a free one) and it took about an hour to open

queen wasp
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@south ridge Hmm atlas, well it is an idea.

south ridge
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One atlas and a caching system

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Potentially - as a way to save on vram

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So you re render tiles as you need them, but only once

wispy leaf
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So apparently the AMD FX8350 can't handle unreal all that well

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How good would the latest Ryzen 5 handle it?

queen wasp
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The weird thing though, I temporarily disabled the creation of icons for the UI, and it was like 400MB difference, still got a whopping 5+ GB of "render target 2D memory" in stat RHI, and still also the 3D.. well, further investigation needed.. πŸ™‚

sterile tulip
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No @wispy leaf

queen wasp
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And furthermore, starting again in PIE I suddenly have 8GB+ render target 2D memory, wah.. mem leak? not sure where it comes from

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It increased after playing a few times

sterile tulip
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Wait till january

queen wasp
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I've had framerate drops sometimes clear up when restarting the editor

sterile tulip
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8gb vram? @queen wasp

queen wasp
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got only 8GB on an RX580, but 24GB with superslow vram in ram..

sterile tulip
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I wish the new 3060 would have 8gb vram

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6 gb is low

queen wasp
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So where these mysterious render target 2D and 3D ram usages are coming from.. hmm

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@sterile tulip Yeah.. we should definitely have had higher ram amounts on cards, it will come but when..

sterile tulip
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Are 24gb Ram possible? Do you have 3 ram sticks?

queen wasp
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I was thinking about having 3 factions/origins in my game, means modeling 100+ more buildings but, now I can't even imagine how I can achieve that with the ram issues, and still make it playable on a min spec of 1660