#ue4-general
1 messages · Page 861 of 1
yeah...the vomiting quality of taa dithered ghosting is incredibly painful
@plush yew @dense gate Do I select keep offset?
I haven't worked with blender for rigging so I dunno
well what do you use for rigging?
To give a bit more context, I'm using the mask to reveal an abstract line, so it's fine that there's a sharp edge
I use ready assets when possible
It's kind of a draw on effect
Ah, added a directional light in addition to the HDRI and grass is already looking better!
@dense gate @plush yew oopsie doopsie
@dense gate @plush yew is this because I didn't assign the bones to the legs?
Maybe I forgot.
but you're a genius.
As you wish : )
It's 4 AM so I wouldn't want my phone to wake me up 
Oh s***, go to sleep
how do i lock right hand rotation to the left hand
my left hand goes through my gun
right hand transform i should say
so that they move the same exact way
Hey I don't know why but my CTRL Z doesn't work. I can't undo anything. Anyone had this problem and/or know a solution?
nvm it's working now. that was weird though
don't use undo in unreal lol
why not?
sounds like a problem that restarting unreal might fix
yeah, good point
if it happens again i'll do that. I was wondering if maybe I'd changed keyboard language by accident, but CTRL C and CTRL V still worked, so I figured it wasn't that
I wanna understand blueprints
Hey I don't know why but my CTRL Z doesn't work. I can't undo anything. Anyone had this problem and/or know a solution?
@bold fog You can also do it manually and see if it's an input problem or something else. There's even an undo history, very useful.
@regal creek did you solve your problem? if not, i wonder what type of lighting system you are using?
Hi, thanks for checking in
It seems to be looking much better. Although I'm doing a (long) build now
I was using an HDRI only before
i suggest watching this: https://youtu.be/Xd7-rTzfmCo
This session by Epic's Sjoerd De Jong covers the latest improvements to Unreal Engine's Volumetric Fog and lighting features.
Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring Volumetric Fog t...
Great! Will take a look.
Adding a directional light seemed to help the dark shadows immensely
you can undo the god rays but then again, a little bit of God Rays in the trees and the volumetrics in the fog will give nice depth to the scene, plus skylight intensity can be adjusted to give an overall effect that the directional dynamic light (set it to moveble to preview, then the middle one (i forget the name)) for final build.
it will give player shaddows and is a littlemore taxing but your overall scene lookss very opmtimized
This is what it looks like now (mid-build) it's blown out and needs more varied vegetation, flowers, etc - but the awful shadows are much improved
well, could i ssee your lighting actors in a folder, (right click top of world outliner, first entry (persistent level) and create a new folder, right clcik any lighting actors (objects, etc.) to make the ligjhting and hover your mouse down to "move to" and select the new folder, shoudl be called lighting, it's a good tip for oganisation and making sure you troubleshoot if needed corerectly
it is washed out indeed, and overshot with brightness,
There are also settings in Volumes -> Post Process Volume that can adjust Global highlights, midtones, and shdows, but given your sky is super bright with really high contrast, i dont't suggest it at this point, might never need it, but can enhance certain workflows if you're new
so if your lighting just won't seem to work right, you can Globally encompass your level with a Post Process Volume, so it will affect all and adjust high,mid,shadow
Great
but the link i first gave you, would replace your lighting very well, and use light shafts if interested in this effect:
that is volumtric lighting wwith Light shafts and the color of directional light set to a mild orange-ish color, intensity not very bright, and the fog wayyy under the ground, with the same settings as in the beginning of the expoheightfog, just positioned about 15,000 to 30,000 units under the level
(lower until fog reduces, and it will Blend with Light Shafts like in that image
the post process volume is covering all playable area, in the level so that is why the Lens flares are there
I do like it. In this specific case the reference I'm working from is that super saturated 90's style lighting:
then you would love a Post Process Volume after you implement the volumtric, you don't need the Exponential height fog to be visible (drop it wayyyy under the map if in the tutorial i linked, you leave density and inscattering(or other 2.0 value in the beginning when the God rays are really strongly visible,) at 2.0,) but it enables volumetrics (think ambient occlusion) so that while the player is in a shadow, which you can adjust in a Post Process volume big enough to cover even the sky mesh, you can also adjust global contrast and saturation, and some individually
thank you!
Does anyone know if is UE5 going to be performant on mobile?
@regal creek i edited it with some fixes and more information
Thank you
When trying to locally debug from source I keep getting Monolithic headers should not be used by this module. Please change it to explicitly include headers it needs. anyone know what I can do to speed this up?
When trying to locally debug from source I keep getting
Monolithic headers should not be used by this module. Please change it to explicitly include headers it needs.anyone know what I can do to speed this up?
@empty dawn That sounds like a compiling warnings, saying you should use different includes
what? that sentence doesn't make sense
I don't know what include, you'll have to show the entire compile output
But somewhere you're including the wrong header
No, as this does run, it just takes 5 hours after I change some files.
I'm assuming you change the monolithic header which make sense, because monolithic header are very big which is why you shouldn't include them, hence the warning
Okay but to fix this?
don't include the monolithic header
I can't not do that 😄 Like I said it's the engine headers.
Hi, guys, noob question here. How to blur refraction/make frosted glass with raytraced translucency on? 😅 ,
or anyone can point me to the right😅 tutorial, or forum post ? or anything ? 😅😅. thanks!
I can't not do that 😄 Like I said it's the engine headers.
@empty dawn It's not. The inner one might be, but you still somehow do it. Like I said before, you are including the wrong header somewhere.
its just a warning isnt it?
the line that is triggering it is // Boilerplate #include "Misc/MonolithicHeaderBoilerplate.h" MONOLITHIC_HEADER_BOILERPLATE() which could just be a macro they put in so you pay attention
its just a warning isnt it?
@grim ore Warnings are more dangerous than errors, you know. People you ignore them.
Warnings have a tendency to become bugs even if they're not them currently... or they end up masking bugs, etc.
..it bothers me a lot that my game spits out ~150 warnings atm but I don't have a good fix for it atm :p
I hate that I get plugin/engine warnings. Not too long ago I fixed all my warnings, and it really annoy me I keep saying this every time:
Warning LogLinker Failed to load '/Engine/Tutorial/Paper2D/FlipbookEditorTutorial': Can't find file.
Warning LogLinker Failed to load '/Engine/Tutorial/Paper2D/FlipbookEditorTutorial': Can't find file.
Warning LogUObjectGlobals Failed to find object 'Class /Engine/Tutorial/Paper2D/FlipbookEditorTutorial.FlipbookEditorTutorial_C'
anyone else getting these weird bugs with camera shake BPs? if i set the blend out time to anything other than zero, the blend out will last a considerable amount of time
oscillation duration is correct
How comfortable it is to animate Control Rig in Unreal Engine ? Also, if you want to animate multiple characters have you guys encountered any bug like eg. the Control transformation resets every time you switch the control rig from one character to another character from the sequence editor?
I have activated Raytracing in Unreal Engine but it's not working properly. I have placed post processing volume and tried with GI , Ambient Occlusion . Although Ambient Occlusion worked real time GI is not affecting at all. Csn anyone help with this?
Does anyone know the 4.26 update where they're allowing for less dependency for levels ? Or something along the lines of that ? Maybe its not even 4.26 i forgot. Does anyone know about this. If you do could you please provide me a link so i can read about it in detail.
@fervent sigil ok.Thankx
I can't seem to figure this out but I downloaded a landscape material pack and when I put it on my landscape it's just completely black and the only way to see it is with height fog
sooo... do you guys know how i can get all BPs in a shipped game... for some reason the AssetRegistry only returns assets like textures and meshes but no BPs... any way to fix it?
@barren flume make sure you have the initial lighting setup
@Sandman depending on the import, the auto painting may not be working. You may need to set it up.
@barren flume
make sure these are set up
Is there a way to include folders when searching using the content browser?
I have like 100 folders and it'd be nice to be able to search for one by name lol
@mortal cedar nope. Don't have 100 folders :p
but folders go brr 😦
why would you even divide folders up like that?
got lazy and decided to run this code 4 loops deep, bad idea
need to bake this data so I dont have to loop so much D:
Does anyone know what the rapid button pressing mechanic in the resident evil games is called?
Hey got a beginner problem here. I was following this simple tutorial https://www.youtube.com/watch?v=cspvI84d78g
My problem is that I have no controller buttons working. When I load the "motion controller map" they work just fine. What do I do wrong?
#UnrealEngine4 #Beginner #VR
One of the first things when creating a VR project is how to set up a New Level. This includes setting up your player character and adding navigation for teleport.
Discord: https://discord.gg/xw65fg7
Hi! Can someone help me with creating a simple Minecraft Clone? I'm trying to learn to make games in Unreal, and thought a Minecraft Clone may be a good thing to start with
Sure, go ahead, I'll be happy for anything 😅
is there any way to set Z-Lib compression level for game packaging? Or use an alternate compression library
Heya!
A question: it's time to make caves in the open world and there is a small problem - to make everything completely out of stones (ceiling, walls, floor) sounds quite hemorrhoid with UE4. I would rather use some simple meshes like a straight corridor, fork, descent, etc. and fill itwith various stalactites, stones and some other cavern stuff.
The first thing that comes to mind is a Blender. Someone can recommend the simplest and fastest guide? I actually need to make a couple of "sausages" and add sections to them. I don't want to dive deep into the topic of modeling, but just create simple meshes for this task.
OR MAYBE you know some good not expensive modular cave pack.
Hi! I want my camera to collide with only a few collision channels. Does someone know where can I change this?
Generally you have a Camera channel that you can use for that @idle needle
You can change the presets as you wish so it collides with what you need
I've created a Camera channel do handle this, but I don't know where do I change the presets. On my Spring Arm I've set the collision channel, but yeah, I don't know where to change the presets @dense gate 😅
In your project settings, under collision
whats up with slate taking 22ms in editor in 4.25.4, anyone with the same problem?
@dense gate Got it working, thanks!

Hi people, when I use the foliage tool, how can I stop different pieces of foliage overlapping? I know there is a checkbox to prevent overlapping of already painted foliage, I am talking about overlapping of foliage within the same brush.
Similarly, if I have foliage type A and B and set minimum spacing on both to 100, what is to stop foliage A being placed 1 unit from foliage B? How can I set the minimum spacing between ALL types of foliage?
anyone know how to fix this warning LogAudio: Warning: Detected orphaned looping sound 'Starter_Music_Cue'.
Hey guys, i made Chris Murphy's automatic tiling material and it looks fine in the initial rotation but as soon as i rotate the cube it starts to stretch and i don't know how to fix it
@surreal cloak taxation has nothing to do with how you learned about a job. In most jurisdictions you need to declare all your income and you get taxed based on that... but you'd probably be best to consult an accountant or such in your area to be sure
@exotic thicket Ok, Thanks for the info.
Hello,
#unreal
I'm facing an issue here , where u can see cut on hand fingers these cuts appear wherever there is a UV cut
Left image is screenshot from default project and right one is from main project which has rtx enabled
Also Dont know weather its a rtx issue.
(this only happens when i import this as skeletal mesh, somehow looks good when importing as static mesh
Workflow question here
Often when I introduce a new variable to a base blueprint / abstract one, inheriting blueprints null the new default value
i.e. adding a FName variable to add ability to change the DynamicMaterialInstance Vector Property I want to change, however the default value entered in the base blueprint is just "None" in the inheriting ones
Is there any way to "detect" that issue? I mean I didn't set the value explicitly to None here.. which is kind of annoying when suddenly nothing works anymore 😱
Only happened to me relying on raw blueprint inheritance (maybe I forgot to compile relying classes?)
I'd suggest planning for all cases about what your class would need
If your class is a unit from an RTS, they'll have default HP, armor, damage, vision range, name, etc
Names default to None always sadly
I overrid the default on the base class I even promoted the variable from the original "input"
Planning out a head is fine and dandy but does not work in real-life scenarios
I need help
Albedo Texture looks like this
material looks like this! why is it so white?>
Can I somehow rebuild map built data registry? It's 850mb on the simplest map ever and I have no idea how to change it, as far as I know it contains light and even when I removed all the light and build lighting that file size stays unchanged.
i want to move an actor with its static mesh in the world. what function do you recommend? There are so many different functions!
does unreal engine 4.26 support python 3? or i have to build form source?
is there some bug with the asset system? if i try to delete an asset with no asset references(only memory references) to it it takes a full minute, goes from 2gb to 8gb editor ram usage, and then never frees the memory once done
it likely loaded reference chains, then did not unload them afterwards
normal behaviour for the editor
@lusty carbon we would need more info to even guess. We dont know what your material looks like, we dont know if you imported the texture at SRGB or not. we dont know what the texture looks like in engine but not in the material.
When is 4.26 releasing
sometime between this week and 2021
why can't a dictionary be replicated? 😦
Blender is wonderful. the first 3 weeks, you will shut it off and hate it every time, because nothing seems to be doing what its supposed to, even when you verify correct keymaps. but once figure out what the hell the current UI state is doing, you can at least begin to practice. you will not be making anything decent beyond modified cubes and simple stuff for the first few days practice, and even then, the next 60 days will be slow and tedious. blender is really really well done, its effecient, once you understand the UI , modes and keymaps and tools, it gets more and more fun, the more you know. pay 20 bucks for generic marketplace mesh models,or invest 3 months in blender. youre living a pipe dream to nowhere otherwise.
@lucid grove
Hey guys, what is the best way to set up a "theoretical" infinite loop? I have come across this issue a couple of times: I want to get a random number/vector and then decide if it works or not. If it doesn't work it should get another random number until it suits the restrictions. If you simply do a branch with that, UE4 will give out an Error saying infinite loop detected
@lucid grove
@rancid lynx Found a quick tutor and made those meshes already thank you 🙂
well 3 months learning blender or 3h working at a McDonalds and then you buy the 20 bucks asset and you still have some spare
hard choice!
were can i change my scale to cm (i just started)
@rapid ridge what are the parameters of your randomness? There's options to get random (e.g. integers) in range with a function. You can also get a random integer and do some maths on it to fit it into your goal while keeping it random. Sorry not direct answer but plan B and C.
@bronze mango the engines default units are in centimeter
@grim ore ok but if i use the starterContent folder use a floor there with 400x400 and then try to make a wall with the same size i cant typ 400x400
@bronze mango how are you trying to make the wall?
im trying to get the default items in the starterContent folder the same size like the scal mode for other items
what example?
also after the nummers isnt the cm sign that i saw in a yt tutorial
you might want to show us the issue? 1 Unreal Unit is 1 Centimeter in the engine
shoudnt be in the scale tab a cm sign behind the number
no it shouldnt be
was it there in older versions
mhh ok
Do you think that ksp like orbiting and physics would be possible in ue4?
Yall, I am running into an issue. I have joined a project, created a clone of the repo, but when I try to open it with unreal, it says its on a different version. Im on 4.24.3, thats what everyone else is on and I have completely uninstalled and reinstalled epic/unreal to no avail.
is there a quick way of removing all textures from models used in a scene?
keep assets but remove all from use
or make it all clay
@plush yew absolutely possible in UE4. Not with the default gravity though. There are even marketplace assets for this.
@mossy prairie if you open the uproject file with a text editor you should see which version of UE4 it's on
when I do it gives some weird shit
oh nvm, so I guess if I have visual studio open, it lets me see the version, before it was a weird series of characters
its 4.24 which is what I am on
I cried a little bit and it started to work! appreciate the response!
how would I go importing an SVG?
Erm now I'm running into a crazier situation. Opening the project maxes out my CPU and then slowly uses up more and more gpu until all of my displays shut off.
I gotta assume this isn't normal
Why are clouds stretching like this at equator?
its volumetric cloud 4.26
engine content material
Should projects normally have 15 ShaderWorkerCompilers when opening?
@mossy prairie I believe the amount is based on the resource capacity of your computer (cpu/gpu), assuming a large amount of shaders needs compiling. But when compiling it will create some. I usually have around 8 in such cases.
Ah kk, ya. I just did a huge clean on my computer since it kept shutting down to see if I can reduce heat. because those are pushing my cpu hard.
Should I see if I can kill some of those compilers or do you think it will make it stop working?
You can set UE4's affinity and child processes inherit that
As in, which cores it's allowed to work on
@mossy prairie I believe it will work, but settings affinity is the better option
How do I due that?
I've forgotten how to do that in task manager, I use process explorer
Generally it's right click -> set affinity
You can set with CMD but it might be hard
Ah, here it is
Like they are pushing hard atm
In task manager, right click process, go to details, it'll autoselect the process, right click it again, set affinity
And then set it to like half the cores you currently have
Might want to forcefully kill off the shader compilers so they reset
I'm using just disabling the first and the 2nd, should be enough
I had an issue where all my shit was reset from bindings to collision so
Is it common for all your shit to be reset like that or is epic games messing with my project dafuq
hello do you guys know if edges marked as 'sharp' in blender will be preserved in UE and change normal of the faces the same way?
hello, how can I implement In-app purchases for consoles? I've searched in unreal documents and I didn't find something useful
Hi everyone! This is a "math" question so I'm not sure if I should ask this here, but I don't see any better place 😅 I want to get a point in a radius, having as a starting point the player position. I've found that there is this function called GetRandomReachablePointInRadius, but it doesn't work for me because I need that this point has a minimum distance from the player. Any help with this? 🙏 Any source helps, thanks!
just use the circle equation (x-x0)² + (y-y0)² = r² 
Also i'd assume GetRandomReachablePointInRadius has something to do with the point being reachable on a nav mesh 
@dense gate So I set the affinity, removed process 0 and 1 from the list, still pretty much always maxed out. Should I remove more?
hello do you guys know if edges marked as 'sharp' in blender will be preserved in UE and change normal of the faces the same way?
@viscid vapor or custom split normals
Remove them all so it actually applies
Every new process spawned will have that priority, so the old ones still use all cores
Hey people! So Ive been meaning to release a game on steam, but I had one question. Can I use any marketplace asset in my game or not?
P sure there was FAQ for that
@idle needle random unit vector > remove z > normalize > multiply by a minimun distance
Ah, a random position
One way would be to get a random yaw, rotate, multiply if needed
theta = random number from 0 to 2 * pi; randomx = r * sin(theta); randomy = r * cos(theta); done.
Ive decided to launch my game on Epic Store. Hopefully my game fits their standarts
good luck to you
let me know when its done
hello, how can I implement In-app purchases for consoles? I've searched in unreal documents and I didn't find something useful
My packaged scene ends up huge! about 13GB and it's just a small archviz house. Can't help but wonder, does unreal package ALL assets in the content browser even those not used in my scene? And if yes, what can I do about it?
Does anyone know if a UE4 skeleton character can be placed on a new skeleton containing 2 new bones, so long as those bones extend from the hierarchy?
@lusty carbon you can select which maps to package, then it will only include references in that map
How to make sky atmosphere smaller than 100
Hey I have a question. Is it possible to make a multiplayer game for android on unreal engine 4 for free?
Like is the multiplayer part free/
yes it is possible.
the theory being you'd be a drop in the bucket compared to the traffic of fortnite
put a lot of microtransactions 
just curious, do y'all use any plugins?
If so, are they generally plugins to help development like expanding the editor functionality, or are they plugins that expand the engine's functionality?
@digital anchor Nice thanks a lot!
@lusty carbon if you're sure you've selected only the right maps, also right click on your map and select Size Map
It'll tell you how big it is and it'll show you references to what takes up the most
Hey im saving an array of actors and loading it using this https://i.imgur.com/BLdYYcu.png
but every time I load the array it crashes, whats going wrong?
how would I make so that the top part slowy
turns into transparent?
i need some sort of a gradient?
use texture coordinates + time multiply by color, into the opacity
I just made a node begin overlap for making the object fall by itself and how I can stop them from happening again and again
Need help
how do i add a coin?
I don't know bro I am new
@fervent sigil I don't know what that is
Can u please help me
idk man:D
is there a maya 2020 binary that's been done for live link yet?
how is there no 2020 live link yet?
cause 2020 not here yet
I have a sincere question
If your game is pvp based like dragon ball xenoverse 2 for example
Should you build the game via pvp based functions and such than spread it outwards towards PVE additions
or should you build it in mind with PVE and bend the features and mechanics towards PVP gameplay smootheness and functions
do you mean multiplayer and single player?
i mean like
dragon ball xenoverse, or even phantasy star online 2 or final fantasy xiv
for example
those are multiplayer games
like do you make sure because its a pvp focused game with a ton of pve stuff to do, that you start with pvp smootheness and such before pushing that into pve functionality
answer that question first, if this is multiplayer then you design for that first.
also hi hi again mathews ❤️
as always thanksies so much for your keen insight it's sincerely appreciated~
as for pvp and pve there is no right answer and most games that straddle both fail somewhere
Okie though i guess that makes sense i felt that the pvp should be made purrfect since its pvp focused like dragon ball xenoverse or shinobi striker
you have to design for your intended game design and audience
yeah i feel ill fail in places doing this
but i really want a sort of shinobi striker like pvp focus but with well fleshed out pve and a very very short introductory story to explian the world you partake in
most of the time the PVP and PVE audiences are separate with a small straddle between. Trying to split resources between both ends up splitting resources and you get what you put into it
using the pve as a means to bring out differing styles of pvp play and equipment and such or player expression making the pve fast asf and snappy as heck so it doesnt feel like having to slog through pve to get cool stuff you want to woomp pvp players with
hence why i use dragon ball xenoverse 2 as an example though it may not be the best example xD
yep theres no right answer, you have to spend the time designing and prototyping systems be it in the engine or on paper
yeah alot of prototyping atm and thoroughly matting down all of the possiblities and such on paper
well thanksies i think that makes the first set of design goals pretty clear x3
I put a UE4 skeleton model with a new skeleton asset of new UE4 skeleton w/ bone from root and head. The new bone additions dont seem to be working with ue4 skeleton model. Any help appreciated if this is possible to do!
https://gyazo.com/e7d6c16f45fed36a1359098ec0330323
says this bone only exists to the skeleton and not the mesh, any idea how to unlock?
hello there, anyone know what tool I need to use to make a usable hole in the landscape? I can make a visual hole but it still has collisions
so me and my one buddy decided to DL UE4 the other day but any advice on what polycount we should use for our character models?
https://gyazo.com/5819dcb6562d78382e1d44c05174f7ff
Does anyone know how to fix this infinite particle system looping?
The problem is that it's looping. how do you set particle looping to false .-.
@twilit pasture there is no answer, it should be enough for your projects requirements and goals
Has someone got any experience with clothing getting stuck in mid air for no reason? It's been over 24h non stop looking for solutions but apparently no one got this problem. After hundreds of different ways to export the model from blender and watching lots of tutorials I still dont find a solution.
https://www.youtube.com/watch?v=flfA56uaA-0
I basically have the same as the second 25 from the video, but apparently no one mentions it, flag gets suspended in mid air.
Here is how to use the cloth system in unreal engine 4.24.
NOTE* This is only how you do the cloth system for 4.24, review other videos if using anything else. i.e. 4.23 or 4.22 and beyond.
I figured it out. Click on the "Required" Emitter option and then in it's details panel set "Emitter Loops" to 1 to turn off particle looping. Set it to 0 to keep particle looping on.
hey guys, looking for someone knowledgeable about the video game programming industry for some general questions. Anyone around that has plenty of experience
Why would unreal prevent me from adding actors to a variable array? I am only referencing this variable to check a value so I am not setting it at all.
When I try to set it, it gets reverted to "none"
when I try to open a blueprint in a c++ project, it just gives this. Does anyone know how to fix?
Might just have to open the panels in View?
Hey, i was wondering if anyone else has had the issue of only being able to save a umap version of the project instead of the uproject, I am working on this game on a school computer and I need to be able to save as a uproject file so I can keep a back-up of it.
An unreal project is more than a single file. umap files are levels, uproject files just define some project settings.
ok, so is there a way to save it so I can open it on another computer then? Because it seems to only accept uproject files when Im trying to open a project
You need the entire project directory
when you create a new project in unreal it'll create a folder with a uproject file along with a content directory and a few others
you need the whole thing
ok yeah i know where that is, how do I use it to open the most recent version of my game then? because the uproject file in the project directory is an old version of my game that won't update
What do you mean it's an old version of your game
Each project has a single uproject file.
Open that, if you're looking for a specific level you should be able to find it somewhere in the content browser.
alright thanks I'll have a look
ok yeah i get what you mean, seems to be another issue going on on my personal laptop that is the real cause of the issues im having, thanks for helping out with that though
Anyone use Plastic for version control here?
my camera keeps slightly clipping through walls how can i fix that?
@plush yew Spring Arm camera collision radius
Alright i have a pretty odd one here.... rather than describe. I will show you:
any particular reason collision is being weird. I have the additional capsule collusion set to block all and its a World Dynamic object
Not really, I've had no issues
@marsh swallow i got the same problem but during a sitting animation
@plush yew animations dont count. 😛
Collisions dont follow animations, they stay centered while the anim plays
Hey everyone, I'm trying to track down some information I've spent the best part of two days trying to find.... Paulo Souza has a video where he's using Blueprint Brushes and then using a Paint Layer with keywords to specify specific textures in the material he's using. I've found lots of people asking the question but no real answers that have worked. Would anyone here happen to have at least a screenshot of the material blueprint so I can see what he's doing and maybe share that information in the form of a tutorial?
Well hey, I'm not the first to ask that....for once search has not failed me!
Well...except that it was never answered...much like the forums and answers section on unrealengine.com regaring the same question 😐
I have a problem , my character always rotate to the same position, and not at the relative position of each Ladder
Help please
maybe the relative rotation i get is a Class variable and not an instance variable?
what are you trying to do
you want to rotate your character to the same rotation as the ladder? you wan the ladders world rotation then
and if its a character you would want to set the control rotation if you are using the normal movement
we cant see anything with the super dark screenshots
Does anyone.... know how to get a mount, ie a horse, to stop clipping through the walls until it hits its root capsule collision?
it looks as if the CharacterBP/Root-CapsuleCollision is the ONLY thing that will not phase through a wall from the research i am doing, I have looked at about 25-30 articles now and tried to do it actor based, component based, etc and nothing works. I am apparently not the only one with the issue. However solutions are only ever for Weapons to just "move" them outta the way. well i cant exactly move the horses head out of the way. 🤣
Inverse Kinematics?
@grim ore I want to align the capsule ( which contain all my character components) to the charLocation arrows i added
The moveComponentTo node give the good rotation , but when i move forward input , the rotation change
Because the character rotation is oriented to movement
and the movement detected in fly mode is perpendicular
the forward input change the rotation
yes you dont want to move it that way
How can I bake my foliage/trees into a landscape LOD generated in UE4? If I use the standard method the foliage is not active on the landscape LOD until the level is completely loaded in using World Composition.
you want to move the actor itself since you are moving the character, then set the control rotation if you are using character movement
set control rotation create a Last hit by node
and its not working
i have another solution , desactivating orientation to movement when is on Ladder and reactivate it after climbing done
but i need to place the camera in the back of the character
how to do it plz
Good morning all - does anyone know whether I should be calling "set visibility" on servers or clients? Or does it not matter if the component is replicated?
doesn't seem to be working when I call it on the server.
where is it now?
Curious if anyone knows any articles for creating FMV? I can't seem to find anything
@grim ore its anywhere and i want to place the camera right on the back of character when he is climbing
is there a way to get objects to spawn from a plane?
like this is a plane of a given size and objects spawn anywhere randomly on that plane
I feel like I know how to get the objects to spawn from the plane's coordinate but thats not quite what I'm looking for
as I want the objects to spawn anywhere, including the plane coordinate
I Need Help merging UE4.19 Nvidia WaveWorks with UE4.26.0 Preview or just getting WaveWorks running in 4.26.0 i can't find any documentation online I'm running a Source Build of 4.26.0 not the epic launcher version and VS Studio 2019 any advise
Hi y'all, I'm looking for SK mannequin version 419, as an FBX, would anyone happen to have one?
SK mannequin in 4.19 is the same in 4.25
Ah! Okay! So SK_mannequin_425.fbx would be fine too
yes
I have a weird problem. In my game, the player controller's controlled pawn is a spectator pawn that I use as a camera. The actual player pawn is a separate pawn run by an AI controller. The weird thing is that, every once in a blue moon, I'll open the PIE and when I click on the screen, the screen goes black and my spectator pawn has a Z location of some huge number -- it seems to go up to the top of the universe where everything is pitch black. If I close the editor and restart, same problem. However, if I shut down my computer and restart, it goes back to normal. Any ideas?
Whoa, is that a 32-bit integer error?
Right click on SK_Mannequin and export as FBX
I will do that -- the issue right now is just waiting for Unreal Engine to reinstall again, I'm just the character artist 😛
if your in Blender https://gumroad.com/l/MrMannequinsTools
I actually have been using Uefy but I just came across this today! Would you happen to know any major advantages/disadvantages of this vs. Uefy?
Blender2.8 Unreal Engine 4.23 Mannequins Tools 1.0
Blender to Unreal Engine with Matt Workman
blender 2.81에서는 익스포트 에러가 나더군요..
언리얼 엔진 사용자라면 정말 좋은 무료 블렌더 에드온을 소개합니다..
정말 쉽고 완벽합니다....
https://www.patreon.com/ChamIseul
https://blog.naver.com/oread99
the sequencer sometimes doesnt do the first task when i press E right as im letting go of W? it only does the second one how can i fix this
switching them also doesnt change anything
is there maybe something i could use instead of the sequencer?
do you mean a sequence node or the sequencer system?
Does anyone know how to reference CurPaintLayer outside of my Blueprint Brush?
or more specifically, Paint Layer Target Settings
I Need Help merging UE4.19 Nvidia WaveWorks with UE4.26.0 Preview or just getting WaveWorks running in 4.26.0 i can't find any documentation online I'm running a Source Build of 4.26.0 not the epic launcher version and VS Studio 2019 any advise
On project settings, what is the difference between these two tabs?
I'm trying to understand the Navigation system better. From what I've been doing so far, I usually add a NavMesh Bounds Volume that will create a RecastNavMesh-Default, which controls the polygons settings (height, etc)
Now, if I want a non rectangle area, I can create multiple NavMesh Bounds Volume and scale them accordingly, and they will be part of the same "NavMesh" for navigation purposes
But what if I want two different AIs (ex: car and pedestrial) that behave differently on the NavMesh? As in, one can go there but not there. From what I've seen, I must go on Navigation System and add a new supported agent, but what is the Preferred Nav Data field and how do I tell my AIController or Character which NavMesh Agent he should be associated with?
@grim ore just a sequence node
i cant add elements to a map for sum reason....
That's a weird UI "feature" with maps. You need to change the value which has the default to something else
Yeah it's a bit of a pain :P
and why did i understand what u said, but not the error, when u basically said the same thing....
i need help in the head
:D
anyone here use Quest2 with UE4? I have CVI, I decided to try Quest2.
I've used mine for some testing
i hate it when unreal engine crashes when clicking one button.. great engine lol
Hello where can I find the GameInstance class?
its an engine class. The default one is in the source folder in the engine otherwise you can make a new child of it like any other blueprint or C++ class
Right Click in the content browser and select blueprint class
and search for (gameinstance)
i have tried every camera collision fix but its still clipping through walls
do i need to add a collision sphere to the cam?
Can i make sky atmosphere smaller than 100 in 4.25
Hey Guys
I had a basic question. Im trying to render a simple camera movement video in Unreal sequencer and everything is fine when I open the final render it looks like when my first frame starts the game start loading the map so the texture details and not even the little detail models are not in my shot! and it looks like Unreal dont bring them back in just to keep it consistent. Where can I fix this to see the final high level detailed quality that I see in my viewport but not in the final video.
Let me know with any tips or links. Thanks
thank you so much thats exactly what I needed. Is there any specific number of frames that works better?
Also do you know any link that I know which FPS is better for my videos? just overall a good tutorial of which FPS is for which type of movie?
Thanks
how do i make materials unlit without them glowing?
set the material type to unlit
shading model unlit, use emissive channel and make sure the values arent over 1 so it doesnt bloom
@tranquil marlin most films are 24-30fps, games 60-120fps, youtube videos are capped at 60fps
Hey Can anyone help me? i cant change the hdri map in "HDRI Backdrop Actor"
whilst is does work in the tutorials on the internet.
How to make atmosphere smaller than 100
https://i.imgur.com/yLxGSlU.png Aww thanks!
I can't find any documentation on nvidia WaveWorks 2.0 for UE4 any ideas
wjere would you look to find someone who specialized in retopology?
more specifically for UE. LOD's etc
If I want to create this type of illumination from the lamps but without contributing to the scene lighting ?
Perhaps a plane on the end of the light tube with a light shine texture will do it
Hello, i have a questions about shaders but i don't know where to ask. Is it better to have more shader instructions and less user interpolators or less shader instructions and a few more user interpolators?
With the fact that i hate myself, i would like to create a map generation system.
I am creating a ||warning something totaly orignal|| zombie appocalypse game
and i have everything done, but not the map generation, ive seen some plugins that allow you to do that
but i am not ready to pay 100$ for a thing that i will probably will use once.
why does my mesh look like this? https://cdn.discordapp.com/attachments/660903177239003138/767835511761928252/unknown.png
black after rebuilding lights
even with a material that is white
Character always dies when i go too deep underground. How can i disable this?
Well its same with every direction.
When I enable the translations of text for different languages if I set my text during run time will it still translate it to the language that is set
@plush yew check world settings, max bounds or something
if its really a TEXT type, that you set up beforehand, yes
It is a text type that gets added to the widget when a item is added to the inventory then set by a string after it’s created so will that still work
Hello! I'm currently working on an Unreal Project and looking forward to stream it through HTTP (with PixelStreaming or something similar). I read about your work and I think that creating a container of the project with all the dependencies (most importantly Pixel Streaming) will help me automate the process of replicating a virtual machine working as a server for the application. I would love to hear your thoughts about this and how to build it (if you have another approach I would love to hear about it!). I'm not quite sure if this is the correct place so sorry if I missed!
When should you use GameMode and LevelScriptActor
@digital anchor ye i got it fixed already
but how can i make sky atmosphere smaller than 100
Stupid question but is there any text based coding in ue4
yes, you can use C++
Hi, so i literally started unreal engine today, and im trying to either find, or create, a better hand controller for a VR game i want to make, for the index controllers
Im just trying to figure out finger tracking cause the current controllers that come with the test demo are angled wrong and I want to try changing it, that and i also want to change the inputs and some how make sliding movement and rotation like in most VR games
I am an absolute massive novice and Im so clueless i dont even know where to start
Im just gonna say i need to go to bed, so if someone can help me with what i need, or direct me in the place where i can get my help, id be very greatful, i just wanna learn how to make a VR game
can we collab in unreal online ?
the other developer is living far from my house and we want to make a level together how can we do that ?
@solar cove You need source control to do that, i think
so ive been asking around for dozens of times, no one ever answered it:
When i fire up the the editor, somehow randomly all textures (terrain, character etc.) got blurred (in viewport) (like they are not full quality), its really annoying.
note that launching the game this never happens
@solar cove You need source control to do that, i think
@fresh bay Okay how to use it ?
and what is the setup
so it atleast from 4.24, im on 4.25.3 now
@solar cove There are a few caveats here. One, you can't work on it live if that's what you were thinking. Two, you need source control/version control to push/pull the data so it means you have to do a little work on how you set up your level so you only push/pull section of the level and not the entire level. You can probably find a few ways to do it, you can look on the unreal engine youtube page and see if there are some live sessions. I found this one but i didn't try it out so i don't know how much it will help you but it's at least a start https://www.youtube.com/watch?v=faYmvw_Pd-A
In this presentation, you'll dive into source control options in the Unreal Editor that reduce risk and improve collaboration between developers on Unreal Engine projects. Learn the fundamentals of source control to manage versioning of Levels, Materials, Blueprints, C++ code,...
Hello! ^^
I have a problem with autosaves/backups, but I don't find anytopic where I can ask for help, where should I ask things about that?
Thank you ^^
So, i found disabling texture streaming will solve this issue, anyone knows this its obvious to disable it? (it should be enabled ??)
@dim merlin Does your editor load as fast with texture streaming enabled as disabled?
@fresh bay I dont notice a big difference since i just disabled it
But well, never used a stopwatch for it 🙂
Yeah so i think i should disable it as workaround for now, and enable it for non-editor
but still, i dont understand im the only one around asking about it
guys i am pretty fucked i made 2 projects for work with 4.25 and now we realized that external software we need to use dont support 4.25 but only 4.24..tried to switch version, migrate ecc but no way to open it, i can see all assets but cant nether open them... basically i have to redo all the job... any idea? pleeeeease
Hello please help me im a newbie in unreal, I just need to export the thirdpersonCharacter to 3dsmax in fbx
what I have:
there are no option for exporting in fbx
@dim merlin maybe your textures are too big or maybe your level is too big and you didn't split it properly so the engine has to load it in all at once
yeah, so u mention using world composition?
Do I need a plugin or something like that for exporting meshes from Ue4 to Max?
however its still getting stuck on LQ textures, atleast it should load back the Regular Texures.. so its a bug
how to do that?
I clicked here https://i.imgur.com/36jDt9v.png
the problem is that I don't know how to find it
sorry I found it ahha
found it thanks!
Can I buy something from Unity’s Asset Store and use it with UE? I mean.. I own the product when I bought it, right? ...and can therefore use it however I like?
is this the right channel to ask about lightmaps?
What about unreal marketplace, is everything royalty free in there?
Meaning I can use it for commercial work?
What do I need to know to start developing for 4K monitor? What if I don't own one myself and the client is gonna run on one? Is it just supposed to work like in Full HD or are there specific things I need to know?
Im on a RTX 2080 myself. They'll probably have something similar too. but on a 4K screen
Do I need to worry about using more 4K textures though? What about HDR?
gotya
So work the same?
can I use UDIMs in my lightmap or only the space on 0-1 on both axis?
Hi guys. When I add to my level some objects,it starts to lag when I press "Play". How can I fix it?
You can setup your screen to emulate 4k
Generally the thing you need to worry the most about is sensitivity for UI
Hello there. I have a data table I use to store my weapons. So far so good. But now I realise I’d like more than simple values for them.
I’d like to add a field onHit with a function that will be called during an event.
Is it possible to get away with that or is the data table too limited?
Why not create a class of weapons and use that
I'd assume the data table currently has values for the weapons like RPM, damage, maybe mesh, etc
Yes exactly, and the class already exists. It works perfectly as you said for damage, mesh or other attributes.
But two weapons could have different onHit functions. I could get away with a function field I guess, but I don’t know how the data table could support that
Your data table has the weapon class, right?
Yes.
You can make a standard function/event in there with the shot
And simply not override it for the standard weapons
But then override it for your more specific cases
Might require you to rework some stuff around, but it'll let you be more flexible when doing scripting
It’s the override part I worry about. It’s not like I could specify the subclass in the data table
Ah I see, so keeping things separate.
That will work, thanks!
Dunno what purpose you have to put it in the data table anyway
Since you already have the class, use that
mm how is it possible that a material references a static mesh?
preview mesh
Not it. Anything else?
how can i view through the camera placed in my level in viewport
@ember quest Right click and Fly camera something like that
Hi all, in my game player/pawn are sticking on wall (not falling down) because I am applying sideways force . Is there any way I can set friction = zero or something like that so pawn will fall down?
How To place the Spring arm in the back of the character via nodes?
Hello, I am working on an animation sequencer, trying to make a showrell character animation, and I have a question. How can I make a nice transition between two shorts idle and walk? So that there is no jump between animations, but there is a smooth transition as when using blendspaces, but only in sequencer.
how would I prevent mixing here?
Hello all, I am doing a build with an LED cave and running Unreal on the wall. However what tips would you suggest in regards to genlock? Wall and camera both at 24 frames a second. However we would really like to run the wall at 48 and the camera at 24 but be genlocked together. Almost like we need a signal generator that sends 24 to camera and then doubles what is sending to the wall. Thoughts?
I asked this early hours last night but I assumed no one was online but i'm curious if anyone knows any articles for creating FMV? I can't seem to find anything. Thanks in advance 🙂
can someone tell me why i have this triangular icon when scaling?
@charred stirrup if they are on the same track you can overlap them like this
@autumn grail your spring arm should already be attached to the back of the cahracter isnt it? whats the issue
So 4.26 Preview 4 is released, any changes on the water plugin?
What would cause a SpawnActor node to spawn a cube without a mesh but still show up in the world outliner? All I can see of the “spawned cube” are the xyz arrows.
Collision is disabled btw
@charred stirrup if they are on the same track you can overlap them like this
@grim ore Thank. I still have some gape between animation
Hit save
What's causing the gradient to abruptly stop?
It's anchors are all set to 100%
nvm
doesn't do it now
just saved
So I keep getting this error when trying to duplicate a level, and it's reaaallly starting to get annoying:
So I keep getting this error when trying to duplicate a level, and it's reaaallly starting to get annoying:
@storm venture gpu?
probably level is heavy
@charred stirrup those are not on the same track
@peak vigil yeah but i can load the level just fine, is ue4 trying to load it twice since it's duping it? seems like such an oversight
how are you trying to duplicate it?
just right clicking the level in the content browser and hitting duplicate
im not inside the level or anything
if you can open the map, open it then go to file -> save current as
definitely weird
i ended up duplicating it in explorer, changing the name of the original, and then moving the duplicate back into the original folder
seems to have worked, but i would like to figure out why that error happened in the first place and solve it
@charred stirrup those are not on the same track
@grim ore Yes. Thank. It help!
@wanton lotus Could you send a pic of the mesh your using to spawn? Maybe it’s my meshes I created
@gaunt tide closed my editor already, but it is the default cube mesh from the starter content.
Okay I’ll try that and if that doesn’t work than I’m tossing the idea lol
An idle animation is edited to create a new reload animation through Animation Layer Editing.
ok, this is what you need, i think
it looks like you're doing additive layers, and even though I use them in my project, I'm not entirely sure what they do / how they work, but I think the idea is that if you make that animation a montage, then in the ABP run through whatever slot you made it then you'll get the anim you want
Anyone got any idea what does it mean if I have a reference from a texture directly to a level? how is it being used / how do I clear it?
Are BSP geometry brushes slower than static meshes?
How would one round a number to the nearest 0.1 in UE4 Blueprints?
@potent bridge mul 10, round, div 10 ?
is there an ETA when a quest 2 compatible editor will be available from the epic launcher? 🙂
hm
having a buttload of issues with some models that works fine in 4.25.1 but not in my source compiled 4.25.3 and a binaries version of .3 would prove if its my source version that is the issue or not 😄
@fervent sigil by mul do you mean multiply? because that wouldn't do a thing.
@potent bridge why not?
because that just returns the same value.
0.43 * 10 > 4.3 round > 4 / 10 > 0.4
0.46 * 10 > 4.6 round > 5 / 10 / 0.5
ehh round between it fair
yeah. I said it in order :p
still, displays 99.9002% when I change it by 0.1 in health
@fervent sigil might you know why?
@potent bridge If it's the .0002 you have a problem with, it's how floating point arithmetic work in computers.
Just trunc it by displaying up to 2 points after the decimal point
I only want one decimal point, also it seems to be a tostring issue
how would I truncate it to 1dp then?
@potent bridge Use the ToText (float) node
perfect, thanks!
oh, other question, is it possible to detect if the number has no decimal places at the end?
so if it ends up being exactly 70.0 for example.
how i can use the opacity mask in a decal ?
anyone know how i can get to the source file for this file? the source location is greyed out
Export it?
ill try
Thanks worked
trying to get all my source locations under control its been fun so far
Has anyone found a good way to sort and store their 3d assets? I have hundreds, if not thousands and I am constantly forgetting what I have and where its at. I really wish there was a good library system for UE.
Does anyone know why the VirtualTextureFeatureSwitch breaks my texture?
I have an ImgMediaSource referencing an image sequence in the Movies folder. I have a lowres folder which is populated with 1/4 size version of footage. The playback is setup, however, when I render out the result using the LevelSequencer, the images looks like the 1/4 resolution size.
When I am ready to render, do I have to manually remove the typed in word "lowres" from all of my ImgMediaSource assets in order to obtain the hi-resolution original?
Previewing from the node immediately before it, it looks fine, but once it hits the Switch node it is just a reflective silver texture (including the application to the landscape). I'm following step by step the RVT documentation using the downloaded Example Content project....
Anyone have any idea why I cant import .ini config files into my project? Project Settings>Input>Import does nothing.
does anyone have any resources or advice for merging a project where the input logic is mostly on the player controller with another project where the input logic is on the pawn itself?
You can migrate content
After that, on the pawn start replacing the input events with custom events
Then in your player controller, cast to that pawn and call the events
that makes sense
from what i read, having the input logic tied to the pawn is better for games where you might enter a vehicle or switch to a totally different style of movement, is that accurate sounding?
Haven't worked with vehicles so I can't say
man i appreciate you taking the time to give me some advice 🙂
It's standard stuff tbh
im still a noob lol
im mostly tearing apart some free content i got in order to understand how the systems work
I know you can safely use input events for movement in the pawn, though if it's multiplayer it might cause some issues
it is
on one of the systems, the pawn just receives info about the animations it should play and whether it can move or not with the input being handled by the player controller
super noob question here, but how do I unlock objects in my scene so I can move them around?
seems stuck at the origin and when i move the widget it just snaps back to the center
i guess i am really just working on learning how the input graph and event graphs tie together, although they seem like constructs that just help make things organized
i feel like i really just need to copy a few specific functions
If you're making a singleplayer game, there's a kphjillion you can allow yourself
For multiplayer is where things get very iffy
its multiplayer so its going to be a pain lol
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Update your engine install maybe?
already tried that
Then maybe they need to update
i'm testing it with the same computer
Due to power outage my computer has shut down and my unreal scene was on the screen. Now, most of the assets vanished from my content folder and I get many "Failed to load /Game... referenced by ...." on my log.
Before this happened I was moving the source assets used in the scene to another directory in my harddrive. Now I see the name of these assets in the world outliner, but not in the scene and the content folder.
I hope I am making myself clear. My question: Is there any way to locate/re-link these missing files in world outliner? I'm very new to Unreal Engine, couldn't find any solutions online.
so the .uasset files are missing from the entire project now?
it seems Unreal sometimes arbitrarily generates alpha channels on textures when I import them - Im using pngs - Im finding some of my textures have random alpha channels and some don't - any idea why - FYI - Im exporting out of Painter -
hello very simple question here sorry im a big noob
I exported the SK_Mannequin in 3dMax and edited it
and now how can I replace the original verison in Unreal without break anything please?
because i don't know why I exported a fbx file and can't replace the original one
There are no fbx file to replace here: https://i.imgur.com/lIOOvFO.png
maybe it's on another folder? sorry again im such a noob ahha
nvidia suddenly updated license on flex's github
it mentions 1-way source code access
full source release ahead?
@idle mantle it wont work like that
@idle mantle you can double click to open the mesh and try and reimport it, but as you dont have the original that will not work. you will have to import the new mesh you made then retarget the animations to this new mesh if you want it to use them
anyone know a quick way to apply a transform of a bone position in the preview editor of the skeleton?
as soon as i click off and back on it resets any transformations i make
@grim ore Oh it's fine, I just wanted to know if I it's possible to add a turbosmooth modifer in 3dsmax (adding some poly to the meshes)
and I would like to know if it will break the skinning.. I will make a test tomorrow
fuck
@random summit you can position the bone/mesh then hit create asset
if you make a idle asset then a recoil asset
then you can make a 1d-blendspace for the animation
if thats what you're trying to do.
its just my bone is a tad off, it needs to be in the barrel as its where the bullet comes from but I don't actually have any animations just this
not too sure what an armature is sorry, I imported it from max but due to issues with xform i can't move it into place without guessing so wondering if i can do it here?
and i think you can use a socket if you're trying to get a position i think
if the mesh has seperate pieces id make a "skeleton" for it
can always separate pieces manually to shouldn't be to hard to make basics animations for this thing
just a learning curve.
its just for a small assignment all of the character, weapon system's is setup and all we gotta do is import the model and put the bone in the correct place so the bullet comes from the barrel but that aint gone so well 😛
In your skeleton, you can right click a bone and "add socket"
I'm not entirely sure you need an armature for that, you can import an armatureless object as skeletal mesh
It still creates 1 root bone so you can add sockets at will
I have a socket but i'm not entirely sure how to use it i'll have a google and look into ur suggestions. thanks for the help
You can add a socket inside of UE4
This was originally a .obj file, imported as skeletal, and I can add sockets
I have no idea what a socket is i added one through unreal but I don't really know how to use it
hey, anyone know of a quick way to change the material across multiple BPs?
i have a couple dozen modular meshes all set up as BPs that use a particular brick material, i'd like to try a few different variants, but i'd have to either go into each mesh or each BP to change the material.
is there a way I can, for example, select the current brick material and move all references that use it to another material?
Select the multiples of your BPs, right click, asset actions, bulk edit via property matrix
See if that helps
doesnt look like it exposes any material options, just general options
@storm venture I think I figured out a way to edit components
It's again with the bulk edit
Find under which actor the component is, click the tab for that actor and you can edit there
@grim ore Hey I need your help now I created my mesh in Max with animation I need to export it from unreal
and having the exact same fbx that I had in Max; an animated mesh with skin
but I don't know how to export it WITH the animation 😮
You can change properties of components like this
Oh this is not what I want!
I imported my meshes with animation in Unreal, but now I need to export in Max
I Need to export my mesh with animation from unreal to to 3ds max
I select my mesh_Anim in Unreal and export it to fbx But nothing is saved very strange!
It's ok thanks a lot for the help man!
ok I select it
asset action>export
and need to check here maybe
Oh ok
@dense gate oh interesting, project crashed so its breaktime for me atm, will try when im back at it, thanks!
Aight, hopefully that solves it for you
Difference between macro and function anyone?
Macro is basically condensed blueprint graphs
Functions are, well, functions
Macros cannot be overridden
Functions can
Macros can be used to spawn actors or do timed events for example
Functions are iffy on that front
What’s the main difference or is there one?
Functions act as functions, macros act like you've added the blueprint nodes into the graph and don't cost anything for calling them
But macros are less flexible
Why do you say
I'm trying to formulate a sentence but it isn't working out
What would be a good example on why you personally would want to use a macro?
Spawning actors, ForEach logic
So you wouldn’t do that in the event graph instead?
It makes it tidier
For example if you have a graph that takes all actors in a range and if they meet a certain criteria you call something on them, it's better to use ForEach there
Depends on your use case
For example in my project I have a function that returns me an array of "units" that are in a certain range from point X, are from the selected teams, etc other parameters
Criteria such as their damage types or level
Would that be acceptable or what were you thinking
Instead of me calling the function and then a ForEach from the returned array, I can make a macro that simply does the logic at the spot directly while they're being filtered by the criteria
So a macro is like a function but on steroids?
It's more flexible
A macro can have multiple execs in its input and output
You can make your own ForEach with them, but with a function that'll be hard
Ok
Those can be useful for async loading too
Though if you're new to the engine, don't take on those yet
Really, haven’t dove into a sync loading yet
I have about 6months of blueprints and decent in c++
Functions expect to be completed on the same frame always
Macros can have latent calls in them, like delays, async loading
Because they operate as if you added those nodes into the graph directly
That’s what I never got, why can’t you use delays in functions, for that reason?
So a macro is like a condensed bp graph but better
Wouldn't exactly call it better
More efficient in certain ways?
In space, absolutely
Though macros themselves can become a big mess
Local variables in them can be iffy
Why do you say
Local variables happen with a node that acts like a reference
To set the local variable, you need to call a Set-by-ref var on it
Yea
And you'll need to drag out of that same node
Oh
Wildcard variables can get tough as they have some limitations, like requiring a certain number of references to make them sure of their type
Ok
But can be flexible for things like swapping 2 variables by reference
Won’t the ref just get called over again multiple times ?
Pretty much
But setting a variable really acts the same way
So the macro itself just becomes more cluttered with links
Ok
Again, depends on your use case
If it's a standard function that you won't override, a macro is a good option
If you expect to override it at least once, function
You can still do most things with functions
Though you can't call macros from other classes
Really?
As in, in your controller, you can't directly call a macro from the pawn it's controlling
Ok. Thank you for the help
Though in those cases you use events that call the macro instead
Makes it easier to get it working for multiplayer too
Sorry if I caused confusion, 5 AM brain isn't working well
Things sounded a lot better in my head than when I typed them
im getting this when packaging game, it packages then i try to run .exe
any help?
ive tried everything i can find online. feel like im missing something very simple
how are you packaging it? it shouldnt be trying to find the .uproject so definitely weird
file - package project - windows 64
i saw this on a video, unsure if it helped
thats about all i changed. building in development mode
i had it working, sent my version to co-worker, he made some graphics modifications and now this error
yep thats weird
i fixed it
did they add any plugins or anything?
oh weird
Hello there! Im a big noob, my gizmo are shaped like a Triangle instead of Arrows, someone knows how to switch it to arrows?
Are there any documentation out there that outlines the order of execution of classes
try hitting W E or R i dont know what that triangle is
the scale is a triangle, and the moving is not appearing
W E R, just switch between them, it doesnt change how they looks like
it seems nobody knows
really no idea
did you change your near clip plane?
how do you do that?
hello does anybody know why i don't have this component?
i'm trying to follow this but
what kind of BP is that? Not seeing your components
i don't seem to have the same results when searching
pretty sure you need a scene component or something to rotate
oh i'm trying to make a day and night cycle
ohh ok nvm
XD
yea thanks for that delta i think it solved my problem lmao
i shouldve placed this blueprint on my lightsource so it would rotate yea
sweet
placed it on my level blueprint
does anyone know a good course to create a car type game with c++?
that is free ^^^
Got it
Im getting an array index out of bounds when trying to assign a new skeleton, anyone know what causes this?
how do i cast more than one trace, do i need to use event tick?
because i dont really wanna lol
is there a way to report an error in the documentation?
@plush yew Event-based, loops, timer, and tick are options
quick question i was messing around in ue4 and i created a character bp and just copied over the code from third person character content pack and every thing works except for mouse movement and gamepad movement on y axis, did i need to do something extra for that?
@split wedge did you bind it in the engine and the code?
yes
the y axis on mouse works for the third person character but not my new character bp
@split wedge that happend to me once. I would get a template and compare to see what you did wrong, might have something to do with the vector not being scripted properly
cool thanks, its just frustrating when something that simple breaks for 1 blueprint haha
is there a way to transition to the next level
when all objects of a given type are destroyed
of maybe like
if destroyed == 64
go to next level
increase a counter every time object of the required type is destroyed
could do in game mode or game state
level bp maybe, but it would be limited to existing in that one level in that case
is it bad practice to store in level bp?
kind of yeah, it's best used for level design related logic
ok i read up
I think "game state" is the one I should use
how do I create a game state for a given level?
it's created for you automatically
what exactly do you put in level blueprints?
because for example moving platforms or cutscenes could be achieved in other ways right?
I had some things that for example trigger level specific logic like spawning enemies
As in, I have a trigger volume in the level, and I have enemy spawn point actors in the level. The level blueprint is then used to connect the player overlap from the trigger volume into calling a function on the relevant spawn points
This type of level specific "glue logic" seems suitable for it
Has anyone got the issue in 4.25 where client lag is random and is like 6secs in duration? Makes testing mp impossible. And yes, all was fine before the jump to 4.25, and yes my machine has ample specs (Ryzen 7 4800, 16gb ram, NVIDIA GeForce GTX 1650ti)
Also for context, level is a default level which should run at 150fps and is giving me 30
anyone test 4.26 preview 4 has the water been fixed
nvm 5gb update was usless
how do i connect 2 blueprinnnts i dont get it
i was looking for a good document needed exactly that thanks
Anyone have a 21:9 ultrawide monitor and use it to develop UE4 on?
Been thinking of getting one during Black Friday
How's your experience with it? You get way more blueprint space in the middle, right?
@median island Depends on what you're upgrading from. If you get a 3840 x 1600 21:9 monitor to replace a regular 16:9 4K monitor of comparable size then you don't really gain width, you lose height. Similar reasoning applies to the ultrawide 1080p monitors.
@plush yew are they actors?
like, subclasses of actor? Where do they inherit from?
If they're actors you can just place them in level and have a variable in each blueprint that holds a reference to the other BP
then just assign them in editor once they're in the world
the variables should be visible in the details panel if they're public variables
you can use splines to sculpt the landscape
they can have width, falloff and such settings
@honest vale Im trying to make another actor play one of his animations when the Character does something. Pretty sure its exactly what the doc says, im just struggling with the custom events atm
how do i cast to a BP Actor from a widget blueprint?
I don't know what i should put for the object i tried before.
you need to get the door instance somehow
i tried to get a reference to the bp but it didn't work
i got an object reference
still nothing
would this be where to ask questions in relation to an unreal engine game?
idk
Depending on what you're trying to do a cast might not be what you want
@honest vale this is what im suppose to do for getting a reference right/
would this be where to ask questions in relation to an unreal engine game?
@small panther probably not, depending on the question - this is a developer community?
Well it isn't exactly a developer question but it's something I figured they may know more than most
@grim juniper can you help?
tldr a game I play allows loading of assets via a published folder, and I was wondering if those are forcibly loaded into ram at startup. I ask this because I believe some text caching or allocation is happening very suddenly and always causing a stutter upon the first headshot
this isn't an Unreal Engine feature, so there's no way of us really knowing what that game is doing
can anyone help?
ahhh rip
anyone?
I believe most of the games code is in the sdk, but I'm meh at reading such large code
I'm not sure exactly since I'm also sort of new to this, but this page goes over various methods of blueprint communication. https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/BlueprintCommsUsage/index.html
Overview of when to use different methods of Blueprint Communications.
Can someone explain to me why X is up and y is right, instead of like on math graphing where x is right and y would be forward
the number of times I've forgot this and spent ages debugging why my world gen is messing up is crazy
because that's what Tim Sweeney thought made sense when he created the first version of the engine lol
no joke that's probably the only reason for it
:P
Besides isn't Z up or have I been dreaming this whole time
tbh I never really paid attention to which was which because everything always uses their own rules
yeah I meant x forward, y right haha
unless y is forward and x is left
depends how you see it haha
I'm doing all my calculations using the x and y based on what they would be on a graph, and then having to swap them when placing object in the world. but I always forget haha
also just rotate your camera pI/2 around Z and bam, you have the coordinates you want to with x facing right and y facing forward, it's not like it really matters anyway 
how can your self be looking at your self 
i dont even know what self is
self is just a reference to the blueprint itself
a reference to the instanced blueprint that is, if you place an actor and use self, the reference isn't to "actor BP" but to "actor"
yeah i needed that
how would i make a door with a password?
While I understand static stationary and mobile lights, I dont quite understand stationary objects behavior. Can anyone make it clear?
Circle collision is sphere collision ?
@scenic fox Id say first you have to get the interacting ready with line traces or a collision box and from there you add some kind of widget
But like
i've been trying to do that one cast
and i stil don't understand why it's not working
im using a collison box and enabling input once the player enters that box
and disabling when it leaves the box
and you wanna make the door open when the code is right
then im trying pretty much the same thing to make blueprints communicate
Overview of when to use different methods of Blueprint Communications.
Multiply and put into your opacity
I think there was an option for a masked material?
Not sure tho
I tend to use translucent
How to make a collision that fill my character ? Because box collision can be too big or too small.
or i have a native collision on my character model?
Hello, Can anyone help me please?
Actually this FPS Character has only one base collider but I need another collider for my weapon so it can collide with the static environment.
But adding another collider only works with physics object and the gun still passes through static objects
Please help me: DM or Comment below. I really need your help and I will be really thankful to you if you can help me here.
& I am a designer that's why I am not so good in this ..
Does anyone have any idea why my optimization viewmodes (shader complexity, etc) have nearfield clipping set very high? Or know how to change this value?
@sleek swift did you check the collision channels of the collision component you added?
@sleek swift did you check the collision channels of the collision component you added?
@covert hedge What I didn't get it ?
when you add a collision component, capsule box or whatever, it is suppose to respond to what ue4 calls channels, if one of your channel is set to ignore or overlap, it wont block anything, just either do nothing or just trigger the OnBeingOverlap and OnEndOverlap events
The Collision Presets section in the Collision Property Category has a large number of properties broken out here for clarity.
Can I show you my problem though screenshare in general?
so if the collision you added to your gun has collision channels set up poorly, it might just ignore the collisions with stuff altogether
uh i guess, idk if that'll change my answer tho 
ok then join general you may guide me properly
click on the arrow of "collision preset" and check if they make sense
so the gun goes through the wall you say?
probably something to do with the char collision not being the same as the gun, resulting in the char still being able to move when the gun would be in wall 
you could try what this dude did https://answers.unrealengine.com/questions/156115/how-to-prevent-weapons-from-penetrating-the-wall.html
which is basically line tracing forward to check if there is a wall less than x meters away, and if so, lower the gun or something
otherwise i think you'd have to make your main char collision big enough to include the gun
and use a different capsule for the hitbox
might not be optimal tho
Yeah I will try all this, thanks for your help man😊
tell me how you end fixing it in the end, it's interesting
👍
ok
you could also do a battlefield kinda thing where the gun isnt moved but also doesnt clip through the wall
help with weeping angel ai pls
it's
not weeping angel ai
any help?
im using a character blueprint class
anyone?
@scenic fox you didnt really ask a question
is your print string firing?
yes
HI. Does anyone know about the compatibility of nvidia ANSEL with new versions of ue4 (4.25)? it doesn't work on 5 different PCs🙄
yes i put a print string in the false of the branch and it's working @honest vale
what's the value of the move result? You can print that too
it's right there on the right side of the AiMOveTo node
HI. Does anyone know about the compatibility of nvidia ANSEL with new versions of ue4 (4.25)? it doesn't work on 5 different PCs🙄
@snow cosmos it seems to be broken on newer versions of the engine, maybe try some older versions from around the time when nvidia ansel was introduced to the engine
just grab it
@snow cosmos it seems to be broken on newer versions of the engine, maybe try some older versions from around the time when nvidia ansel was introduced to the engine
@rocky radish
Ok thanks.
np
Connect to either On Success or On Fail
guys im looking for a freelancer for a paid job
why is my AI not moving at all now
guys im looking for a freelancer for a paid job
@whole cedar #looking-for-work
In your opinion, in terms of rendering quality, NVIDIA Ansel or stereoscopic 360 capturing is better ?
@rocky radish i dont have permissions there
