#ue4-general

1 messages · Page 861 of 1

dense gate
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Though relying on that and anti-aliasing hasn't been pleasant in my experience

next badger
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yeah...the vomiting quality of taa dithered ghosting is incredibly painful

plush yew
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@plush yew @dense gate Do I select keep offset?

dense gate
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I haven't worked with blender for rigging so I dunno

plush yew
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well what do you use for rigging?

dense gate
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Some Maya long time ago

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Maybe like 10 years or so

regal creek
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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

dense gate
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I use ready assets when possible

regal creek
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It's kind of a draw on effect

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Ah, added a directional light in addition to the HDRI and grass is already looking better!

plush yew
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@dense gate @plush yew is this because I didn't assign the bones to the legs?

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Maybe I forgot.

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but you're a genius.

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As you wish : )

dense gate
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Yeah, for me too, I'm going to bed

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Already too late

plush yew
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Okay lmao

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It's 9 for me but goodnight.

dense gate
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It's 4 AM so I wouldn't want my phone to wake me up KEKW

plush yew
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Oh s***, go to sleep

dense gate
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I'm going

rough knoll
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how do i lock right hand rotation to the left hand

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my left hand goes through my gun

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right hand transform i should say

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so that they move the same exact way

bold fog
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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?

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nvm it's working now. that was weird though

manic pawn
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don't use undo in unreal lol

bold fog
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why not?

spiral belfry
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sounds like a problem that restarting unreal might fix

bold fog
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yeah, good point

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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

sterile tulip
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I wanna understand blueprints

fervent sigil
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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.

tiny eagle
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@regal creek did you solve your problem? if not, i wonder what type of lighting system you are using?

regal creek
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Hi, thanks for checking in

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It seems to be looking much better. Although I'm doing a (long) build now

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I was using an HDRI only before

tiny eagle
regal creek
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Great! Will take a look.

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Adding a directional light seemed to help the dark shadows immensely

tiny eagle
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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.

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it will give player shaddows and is a littlemore taxing but your overall scene lookss very opmtimized

regal creek
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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

tiny eagle
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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

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it is washed out indeed, and overshot with brightness,

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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

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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

regal creek
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Great

tiny eagle
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also contrast, and other things

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gl

regal creek
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This is the only lighting at the moment

tiny eagle
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but the link i first gave you, would replace your lighting very well, and use light shafts if interested in this effect:

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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

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(lower until fog reduces, and it will Blend with Light Shafts like in that image

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the post process volume is covering all playable area, in the level so that is why the Lens flares are there

regal creek
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I do like it. In this specific case the reference I'm working from is that super saturated 90's style lighting:

tiny eagle
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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

regal creek
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thank you!

worn anvil
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Does anyone know if is UE5 going to be performant on mobile?

tiny eagle
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@regal creek i edited it with some fixes and more information

regal creek
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Thank you

sterile tulip
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Do you guys use tesellation

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Or is it too expensive

empty dawn
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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?

fervent sigil
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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

empty dawn
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They all look like they are engine specific libs

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@fervent sigil

fervent sigil
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what? that sentence doesn't make sense

empty dawn
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I'm saying what includes? They look like they are all engine specific.

fervent sigil
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I don't know what include, you'll have to show the entire compile output

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But somewhere you're including the wrong header

empty dawn
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No, as this does run, it just takes 5 hours after I change some files.

fervent sigil
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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

empty dawn
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Okay but to fix this?

fervent sigil
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don't include the monolithic header

empty dawn
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I can't not do that 😄 Like I said it's the engine headers.

slim kestrel
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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!

fervent sigil
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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.

grim ore
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its just a warning isnt it?

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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

fervent sigil
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its just a warning isnt it?
@grim ore Warnings are more dangerous than errors, you know. People you ignore them.

polar hawk
exotic thicket
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Warnings have a tendency to become bugs even if they're not them currently... or they end up masking bugs, etc.

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..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

fervent sigil
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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'
late verge
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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

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oscillation duration is correct

faint grotto
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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?

errant slate
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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?

fervent sigil
humble yacht
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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.

errant slate
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@fervent sigil ok.Thankx

barren flume
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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

stiff hawk
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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?

plush yew
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@barren flume make sure you have the initial lighting setup

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@Sandman depending on the import, the auto painting may not be working. You may need to set it up.

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make sure these are set up

barren flume
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yeah I'm trying to figure out how to setup layers

mortal cedar
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Is there a way to include folders when searching using the content browser?

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I have like 100 folders and it'd be nice to be able to search for one by name lol

fervent sigil
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@mortal cedar nope. Don't have 100 folders :p

mortal cedar
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but folders go brr 😦

wary wave
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why would you even divide folders up like that?

dim arch
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got lazy and decided to run this code 4 loops deep, bad idea

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need to bake this data so I dont have to loop so much D:

plush yew
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Does anyone know what the rapid button pressing mechanic in the resident evil games is called?

floral aspen
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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

▶ Play video
plush yew
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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

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Sure, go ahead, I'll be happy for anything 😅

digital badger
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is there any way to set Z-Lib compression level for game packaging? Or use an alternate compression library

lucid grove
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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.

idle needle
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Hi! I want my camera to collide with only a few collision channels. Does someone know where can I change this?

dense gate
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Generally you have a Camera channel that you can use for that @idle needle

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You can change the presets as you wish so it collides with what you need

idle needle
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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 😅

dense gate
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In your project settings, under collision

digital anchor
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whats up with slate taking 22ms in editor in 4.25.4, anyone with the same problem?

idle needle
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@dense gate Got it working, thanks!

dense gate
frank grove
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using target layers seens to be a little complicated

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oof

plush yew
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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.

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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?

loud knoll
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anyone know how to fix this warning LogAudio: Warning: Detected orphaned looping sound 'Starter_Music_Cue'.

fresh bay
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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

exotic thicket
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@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

surreal cloak
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@exotic thicket Ok, Thanks for the info.

small gulch
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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

floral lion
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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 😱

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Only happened to me relying on raw blueprint inheritance (maybe I forgot to compile relying classes?)

dense gate
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I'd suggest planning for all cases about what your class would need

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If your class is a unit from an RTS, they'll have default HP, armor, damage, vision range, name, etc

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Names default to None always sadly

floral lion
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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

lusty carbon
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I need help

vestal raptor
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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.

plush yew
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i want to move an actor with its static mesh in the world. what function do you recommend? There are so many different functions!

cobalt owl
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does unreal engine 4.26 support python 3? or i have to build form source?

quaint fox
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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

wary wave
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it likely loaded reference chains, then did not unload them afterwards

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normal behaviour for the editor

grim ore
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@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.

plush yew
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When is 4.26 releasing

grim ore
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sometime between this week and 2021

plush yew
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why can't a dictionary be replicated? 😦

rancid lynx
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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

rapid ridge
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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
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@lucid grove
@rancid lynx Found a quick tutor and made those meshes already thank you 🙂

serene birch
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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!

bronze mango
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were can i change my scale to cm (i just started)

plush yew
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@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.

grim ore
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@bronze mango the engines default units are in centimeter

bronze mango
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@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

grim ore
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@bronze mango how are you trying to make the wall?

bronze mango
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im trying to get the default items in the starterContent folder the same size like the scal mode for other items

grim ore
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what example?

bronze mango
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also after the nummers isnt the cm sign that i saw in a yt tutorial

grim ore
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you might want to show us the issue? 1 Unreal Unit is 1 Centimeter in the engine

bronze mango
grim ore
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no it shouldnt be

bronze mango
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was it there in older versions

grim ore
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it might have been

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but it wouldnt have been in the scale box

bronze mango
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mhh ok

plush yew
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Do you think that ksp like orbiting and physics would be possible in ue4?

mossy prairie
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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.

thorny perch
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is there a quick way of removing all textures from models used in a scene?

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keep assets but remove all from use

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or make it all clay

wanton lotus
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@plush yew absolutely possible in UE4. Not with the default gravity though. There are even marketplace assets for this.

serene birch
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@mossy prairie if you open the uproject file with a text editor you should see which version of UE4 it's on

mossy prairie
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when I do it gives some weird shit

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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

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its 4.24 which is what I am on

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I cried a little bit and it started to work! appreciate the response!

hearty walrus
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how would I go importing an SVG?

mossy prairie
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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.

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I gotta assume this isn't normal

plush yew
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its volumetric cloud 4.26

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engine content material

mossy prairie
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Should projects normally have 15 ShaderWorkerCompilers when opening?

fervent sigil
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@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.

mossy prairie
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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.

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Should I see if I can kill some of those compilers or do you think it will make it stop working?

dense gate
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You can set UE4's affinity and child processes inherit that

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As in, which cores it's allowed to work on

fervent sigil
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@mossy prairie I believe it will work, but settings affinity is the better option

mossy prairie
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How do I due that?

dense gate
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I've forgotten how to do that in task manager, I use process explorer

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Generally it's right click -> set affinity

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You can set with CMD but it might be hard

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Ah, here it is

mossy prairie
dense gate
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In task manager, right click process, go to details, it'll autoselect the process, right click it again, set affinity

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And then set it to like half the cores you currently have

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Might want to forcefully kill off the shader compilers so they reset

fervent sigil
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I'm using just disabling the first and the 2nd, should be enough

solemn goblet
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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

viscid vapor
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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?

finite prism
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hello, how can I implement In-app purchases for consoles? I've searched in unreal documents and I didn't find something useful

idle needle
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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!

covert hedge
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just use the circle equation (x-x0)² + (y-y0)² = r² 4HEad

Also i'd assume GetRandomReachablePointInRadius has something to do with the point being reachable on a nav mesh DankThink

mossy prairie
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@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?

viscid vapor
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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

dense gate
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Remove them all so it actually applies

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Every new process spawned will have that priority, so the old ones still use all cores

quick cloak
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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?

dense gate
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P sure there was FAQ for that

digital anchor
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@idle needle random unit vector > remove z > normalize > multiply by a minimun distance

dense gate
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Ah, a random position

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One way would be to get a random yaw, rotate, multiply if needed

rustic leaf
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theta = random number from 0 to 2 * pi; randomx = r * sin(theta); randomy = r * cos(theta); done.

quick cloak
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Ive decided to launch my game on Epic Store. Hopefully my game fits their standarts

finite prism
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good luck to you

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let me know when its done

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hello, how can I implement In-app purchases for consoles? I've searched in unreal documents and I didn't find something useful

lusty carbon
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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?

crisp turtle
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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?

digital anchor
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@lusty carbon you can select which maps to package, then it will only include references in that map

plush yew
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How to make sky atmosphere smaller than 100

dim narwhal
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Hey I have a question. Is it possible to make a multiplayer game for android on unreal engine 4 for free?

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Like is the multiplayer part free/

rustic leaf
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yes it is possible.

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the theory being you'd be a drop in the bucket compared to the traffic of fortnite

covert hedge
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put a lot of microtransactions Kapp

static sparrow
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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?

lusty carbon
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@digital anchor Nice thanks a lot!

dense gate
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@lusty carbon if you're sure you've selected only the right maps, also right click on your map and select Size Map

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It'll tell you how big it is and it'll show you references to what takes up the most

ivory urchin
odd yarrow
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how would I make so that the top part slowy

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turns into transparent?

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i need some sort of a gradient?

fervent sigil
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use texture coordinates + time multiply by color, into the opacity

timid frost
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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

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Need help

delicate atlas
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how do i add a coin?

timid frost
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I don't know bro I am new

odd yarrow
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@fervent sigil I don't know what that is

timid frost
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Can u please help me

odd yarrow
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idk man:D

clear estuary
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is there a maya 2020 binary that's been done for live link yet?

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how is there no 2020 live link yet?

quiet token
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cause 2020 not here yet

plush yew
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I have a sincere question

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If your game is pvp based like dragon ball xenoverse 2 for example

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Should you build the game via pvp based functions and such than spread it outwards towards PVE additions

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or should you build it in mind with PVE and bend the features and mechanics towards PVP gameplay smootheness and functions

grim ore
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do you mean multiplayer and single player?

plush yew
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i mean like

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dragon ball xenoverse, or even phantasy star online 2 or final fantasy xiv

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for example

grim ore
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those are multiplayer games

plush yew
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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

grim ore
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answer that question first, if this is multiplayer then you design for that first.

plush yew
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also hi hi again mathews ❤️

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as always thanksies so much for your keen insight it's sincerely appreciated~

grim ore
#

as for pvp and pve there is no right answer and most games that straddle both fail somewhere

plush yew
#

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

grim ore
#

you have to design for your intended game design and audience

plush yew
#

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

grim ore
#

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

plush yew
#

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

grim ore
#

yep theres no right answer, you have to spend the time designing and prototyping systems be it in the engine or on paper

plush yew
#

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

crisp turtle
#

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?

plush yew
#

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

twilit pasture
#

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?

plush yew
#

The problem is that it's looping. how do you set particle looping to false .-.

grim ore
#

@twilit pasture there is no answer, it should be enough for your projects requirements and goals

little whale
#

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.

plush yew
#

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.

thorn wraith
#

hey guys, looking for someone knowledgeable about the video game programming industry for some general questions. Anyone around that has plenty of experience

plush yew
#

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"

broken garnet
#

when I try to open a blueprint in a c++ project, it just gives this. Does anyone know how to fix?

grim juniper
#

Might just have to open the panels in View?

kindred ermine
#

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.

arctic horizon
#

An unreal project is more than a single file. umap files are levels, uproject files just define some project settings.

kindred ermine
#

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

arctic horizon
#

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

kindred ermine
#

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

arctic horizon
#

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.

kindred ermine
#

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

stark wharf
#

Anyone use Plastic for version control here?

dense gate
#

Been working with chaos since 4.23

#

Solid tech

#

Glad to see it production ready

plush yew
#

my camera keeps slightly clipping through walls how can i fix that?

marsh swallow
#

@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

dense gate
#

Not really, I've had no issues

plush yew
#

@marsh swallow i got the same problem but during a sitting animation

marsh swallow
#

@plush yew animations dont count. 😛

#

Collisions dont follow animations, they stay centered while the anim plays

dense gate
#

Mine don't shake at all

#

Weird

steep oak
#

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 😐

autumn grail
#

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?

grim ore
#

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

marsh swallow
#

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. 🤣

dense gate
#

Inverse Kinematics?

autumn grail
#

@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

grim ore
#

yes you dont want to move it that way

mint umbra
#

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.

grim ore
#

you want to move the actor itself since you are moving the character, then set the control rotation if you are using character movement

autumn grail
#

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

plush yew
#

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.

autumn grail
#

Simply How to place the camera right in the back of the character?

#

?

grim ore
#

where is it now?

modest marsh
#

Curious if anyone knows any articles for creating FMV? I can't seem to find anything

autumn grail
#

@grim ore its anywhere and i want to place the camera right on the back of character when he is climbing

dawn bloom
#

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

winged notch
#

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

autumn grail
#

How to set rotation of the Spring arm via nodes

#

Please ...

umbral palm
#

Hi y'all, I'm looking for SK mannequin version 419, as an FBX, would anyone happen to have one?

winged notch
#

SK mannequin in 4.19 is the same in 4.25

umbral palm
#

Ah! Okay! So SK_mannequin_425.fbx would be fine too

winged notch
#

yes

placid yarrow
#

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?

umbral palm
#

Whoa, is that a 32-bit integer error?

winged notch
umbral palm
#

I will do that -- the issue right now is just waiting for Unreal Engine to reinstall again, I'm just the character artist 😛

winged notch
#
Gumroad

Mr Mannequins Tools (v 1.3) - Third major update of the add-on for Blender 2.8+ that gives the ability to export animations and weighted meshes that are directly compatible with the third person mannequin without re-targeting anything in Unreal Engine! Even more bugs and issue...

umbral palm
#

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?

winged notch
plush yew
#

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?

grim ore
#

do you mean a sequence node or the sequencer system?

steep oak
#

Does anyone know how to reference CurPaintLayer outside of my Blueprint Brush?

#

or more specifically, Paint Layer Target Settings

winged notch
#

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

wind harness
#

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?

plush yew
#

@grim ore just a sequence node

tiny sonnet
exotic thicket
#

That's a weird UI "feature" with maps. You need to change the value which has the default to something else

tiny sonnet
#

bruh

#

thats so stupid lmfao

exotic thicket
#

Yeah it's a bit of a pain :P

tiny sonnet
#

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

exotic thicket
#

:D

plush yew
#

it works fine except for when i press E and W in a specific timing

#

i got it yes nvm

rancid lynx
#

anyone here use Quest2 with UE4? I have CVI, I decided to try Quest2.

grim ore
#

I've used mine for some testing

plush yew
#

i hate it when unreal engine crashes when clicking one button.. great engine lol

crisp thicket
#

Hello where can I find the GameInstance class?

grim ore
#

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

winged notch
plush yew
#

i have tried every camera collision fix but its still clipping through walls

#

do i need to add a collision sphere to the cam?

plush yew
#

Can i make sky atmosphere smaller than 100 in 4.25

tranquil marlin
#

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

dim arch
#

use warm up frames to let the scene load before the sequence plays

tranquil marlin
#

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

plush yew
#

how do i make materials unlit without them glowing?

dim arch
#

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

pale path
#

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.

plush yew
#

How to make atmosphere smaller than 100

tame delta
winged notch
#

I can't find any documentation on nvidia WaveWorks 2.0 for UE4 any ideas

dark stag
#

wjere would you look to find someone who specialized in retopology?

#

more specifically for UE. LOD's etc

lusty carbon
#

If I want to create this type of illumination from the lamps but without contributing to the scene lighting ?

fallen marten
#

Perhaps a plane on the end of the light tube with a light shine texture will do it

fresh bay
#

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?

plush yew
#

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.

thorny perch
#

black after rebuilding lights

#

even with a material that is white

plush yew
#

Character always dies when i go too deep underground. How can i disable this?

#

Well its same with every direction.

zinc shore
#

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

digital anchor
#

@plush yew check world settings, max bounds or something

#

if its really a TEXT type, that you set up beforehand, yes

zinc shore
#

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

junior compass
#

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!

humble yacht
#

When should you use GameMode and LevelScriptActor

plush yew
#

@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

exotic thicket
#

yes, you can use C++

vivid night
#

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

stable ore
#

I'm in real need of some help

vivid night
#

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

solar cove
#

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 ?

fresh bay
#

@solar cove You need source control to do that, i think

dim merlin
#

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
#

@solar cove You need source control to do that, i think
@fresh bay Okay how to use it ?

#

and what is the setup

dim merlin
#

so it atleast from 4.24, im on 4.25.3 now

fresh bay
#

@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,...

▶ Play video
thick prawn
#

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 ^^

dim merlin
#

So, i found disabling texture streaming will solve this issue, anyone knows this its obvious to disable it? (it should be enabled ??)

fresh bay
#

@dim merlin Does your editor load as fast with texture streaming enabled as disabled?

dim merlin
#

@fresh bay I dont notice a big difference since i just disabled it

#

But well, never used a stopwatch for it 🙂

fresh bay
#

From the documentation

dim merlin
#

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

sour slate
#

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

idle mantle
#

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

fresh bay
#

@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

dim merlin
#

yeah, so u mention using world composition?

idle mantle
#

Do I need a plugin or something like that for exporting meshes from Ue4 to Max?

dim merlin
#

however its still getting stuck on LQ textures, atleast it should load back the Regular Texures.. so its a bug

idle mantle
#

how to do that?

#

the problem is that I don't know how to find it

#

sorry I found it ahha

#

found it thanks!

worthy fox
#

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?

subtle timber
#

is this the right channel to ask about lightmaps?

sterile tulip
#

What about unreal marketplace, is everything royalty free in there?

#

Meaning I can use it for commercial work?

lusty carbon
#

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?

subtle timber
#

can I use UDIMs in my lightmap or only the space on 0-1 on both axis?

stark cipher
#

Hi guys. When I add to my level some objects,it starts to lag when I press "Play". How can I fix it?

dense gate
#

You can setup your screen to emulate 4k

#

Generally the thing you need to worry the most about is sensitivity for UI

opaque plover
#

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?

dense gate
#

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

opaque plover
#

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

dense gate
#

Your data table has the weapon class, right?

opaque plover
#

Yes.

dense gate
#

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

opaque plover
#

It’s the override part I worry about. It’s not like I could specify the subclass in the data table

dense gate
#

You can specify it in the class itself

#

The data table doesn't need to know about it

opaque plover
#

Ah I see, so keeping things separate.
That will work, thanks!

dense gate
#

Dunno what purpose you have to put it in the data table anyway

#

Since you already have the class, use that

fervent sigil
#

mm how is it possible that a material references a static mesh?

wary wave
#

preview mesh

fervent sigil
#

Not it. Anything else?

ember quest
#

how can i view through the camera placed in my level in viewport

lusty carbon
#

@ember quest Right click and Fly camera something like that

molten arch
#

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?

autumn grail
#

How To place the Spring arm in the back of the character via nodes?

charred stirrup
#

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.

hearty walrus
white swan
#

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?

modest marsh
#

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 🙂

regal zephyr
#

can someone tell me why i have this triangular icon when scaling?

grim ore
#

@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

dim merlin
#

So 4.26 Preview 4 is released, any changes on the water plugin?

gaunt tide
#

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
gaunt tide
#

Hit save

hearty walrus
#

It's anchors are all set to 100%

#

nvm

#

doesn't do it now

#

just saved

storm venture
#

So I keep getting this error when trying to duplicate a level, and it's reaaallly starting to get annoying:

peak vigil
#

So I keep getting this error when trying to duplicate a level, and it's reaaallly starting to get annoying:
@storm venture gpu?

storm venture
#

@peak vigil 2080ti

#

11gb of vram

peak vigil
#

probably level is heavy

grim ore
#

@charred stirrup those are not on the same track

storm venture
#

@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

grim ore
#

how are you trying to duplicate it?

storm venture
#

just right clicking the level in the content browser and hitting duplicate

#

im not inside the level or anything

grim ore
#

if you can open the map, open it then go to file -> save current as

storm venture
#

ohh interesting idea

#

notta, same error

#

damn, that got my hopes up, lol

grim ore
#

definitely weird

storm venture
#

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
#

@charred stirrup those are not on the same track
@grim ore Yes. Thank. It help!

gaunt tide
#

@wanton lotus Could you send a pic of the mesh your using to spawn? Maybe it’s my meshes I created

wanton lotus
#

@gaunt tide closed my editor already, but it is the default cube mesh from the starter content.

gaunt tide
#

Okay I’ll try that and if that doesn’t work than I’m tossing the idea lol

grand walrus
#

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

fervent sigil
#

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?

ornate forge
#

Are BSP geometry brushes slower than static meshes?

potent bridge
#

How would one round a number to the nearest 0.1 in UE4 Blueprints?

fervent sigil
#

@potent bridge mul 10, round, div 10 ?

thorny perch
#

is there an ETA when a quest 2 compatible editor will be available from the epic launcher? 🙂

potent bridge
#

hm

thorny perch
#

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 😄

potent bridge
#

@fervent sigil by mul do you mean multiply? because that wouldn't do a thing.

fervent sigil
#

@potent bridge why not?

potent bridge
#

because that just returns the same value.

fervent sigil
#

0.43 * 10 > 4.3 round > 4 / 10 > 0.4
0.46 * 10 > 4.6 round > 5 / 10 / 0.5

potent bridge
#

ehh round between it fair

fervent sigil
#

yeah. I said it in order :p

potent bridge
#

@fervent sigil might you know why?

fervent sigil
#

@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

potent bridge
#

I only want one decimal point, also it seems to be a tostring issue

#

how would I truncate it to 1dp then?

fervent sigil
#

@potent bridge Use the ToText (float) node

potent bridge
#

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.

fierce forge
#

how i can use the opacity mask in a decal ?

plush yew
#

anyone know how i can get to the source file for this file? the source location is greyed out

ornate forge
#

Export it?

plush yew
#

ill try

#

Thanks worked

#

trying to get all my source locations under control its been fun so far

sage tree
#

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.

steep oak
#

Does anyone know why the VirtualTextureFeatureSwitch breaks my texture?

vague scaffold
#

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?

steep oak
#

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....

manic copper
#

Anyone have any idea why I cant import .ini config files into my project? Project Settings>Input>Import does nothing.

brisk shadow
#

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?

dense gate
#

You can migrate content

#

After that, on the pawn start replacing the input events with custom events

brisk shadow
#

i feel like i would have to do it by hand maybe

#

ah

dense gate
#

Then in your player controller, cast to that pawn and call the events

brisk shadow
#

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?

dense gate
#

Haven't worked with vehicles so I can't say

brisk shadow
#

man i appreciate you taking the time to give me some advice 🙂

dense gate
#

It's standard stuff tbh

brisk shadow
#

im still a noob lol

#

im mostly tearing apart some free content i got in order to understand how the systems work

dense gate
#

I know you can safely use input events for movement in the pawn, though if it's multiplayer it might cause some issues

brisk shadow
#

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

tacit void
#

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

brisk shadow
#

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

dense gate
#

If you're making a singleplayer game, there's a kphjillion you can allow yourself

#

For multiplayer is where things get very iffy

brisk shadow
#

its multiplayer so its going to be a pain lol

wind yacht
lime sorrel
#

Multi-user editing is broken for me

#

Does anyone know how to fix it?

ornate forge
#

Update your engine install maybe?

lime sorrel
#

already tried that

dense gate
#

Then maybe they need to update

lime sorrel
#

i'm testing it with the same computer

neat current
#

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.

grim ore
#

so the .uasset files are missing from the entire project now?

obsidian lark
#

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 -

idle mantle
#

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

#

maybe it's on another folder? sorry again im such a noob ahha

patent ibex
#

nvidia suddenly updated license on flex's github
it mentions 1-way source code access
full source release ahead?

grim ore
#

@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

random summit
#

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

idle mantle
#

@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

random summit
#

fuck

plush yew
#

@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.

random summit
#

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

plush yew
#

do you try and make an armature for this?

#

or it came like this with animations

random summit
#

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?

plush yew
#

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.

random summit
#

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 😛

plush yew
#

keep trying watch some videos

#

don't give up

dense gate
#

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

random summit
#

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

dense gate
#

You can add a socket inside of UE4

#

This was originally a .obj file, imported as skeletal, and I can add sockets

random summit
#

I have no idea what a socket is i added one through unreal but I don't really know how to use it

dense gate
#

Ah

#

Then you have a long way ahead

storm venture
#

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?

dense gate
#

Select the multiples of your BPs, right click, asset actions, bulk edit via property matrix

#

See if that helps

storm venture
#

doesnt look like it exposes any material options, just general options

dense gate
#

@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

idle mantle
#

@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 😮

dense gate
idle mantle
#

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

storm venture
#

@dense gate oh interesting, project crashed so its breaktime for me atm, will try when im back at it, thanks!

dense gate
#

Aight, hopefully that solves it for you

limber mesa
#

Difference between macro and function anyone?

dense gate
#

Macro is basically condensed blueprint graphs

#

Functions are, well, functions

#

Macros cannot be overridden

#

Functions can

limber mesa
#

What do you mean by condensed blueprint graphs?

#

Just regular event graphs?

dense gate
#

Macros can be used to spawn actors or do timed events for example

#

Functions are iffy on that front

limber mesa
#

What’s the main difference or is there one?

dense gate
#

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

limber mesa
#

Why do you say

dense gate
#

I'm trying to formulate a sentence but it isn't working out

limber mesa
#

What would be a good example on why you personally would want to use a macro?

dense gate
#

Spawning actors, ForEach logic

limber mesa
#

So you wouldn’t do that in the event graph instead?

dense gate
#

It makes it tidier

limber mesa
#

Hmm

#

But you can use for each logic in functions though

dense gate
#

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

limber mesa
#

Criteria such as their damage types or level

#

Would that be acceptable or what were you thinking

dense gate
#

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

limber mesa
#

So a macro is like a function but on steroids?

dense gate
#

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

limber mesa
#

Ok

dense gate
#

Those can be useful for async loading too

#

Though if you're new to the engine, don't take on those yet

limber mesa
#

Really, haven’t dove into a sync loading yet

#

I have about 6months of blueprints and decent in c++

dense gate
#

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

limber mesa
#

That’s what I never got, why can’t you use delays in functions, for that reason?

dense gate
#

Pretty much

#

You can still call timers in them though

limber mesa
#

So a macro is like a condensed bp graph but better

dense gate
#

Wouldn't exactly call it better

limber mesa
#

More efficient in certain ways?

dense gate
#

In space, absolutely

#

Though macros themselves can become a big mess

#

Local variables in them can be iffy

limber mesa
#

Why do you say

dense gate
#

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

limber mesa
#

Yea

dense gate
#

And you'll need to drag out of that same node

limber mesa
#

Oh

dense gate
#

Wildcard variables can get tough as they have some limitations, like requiring a certain number of references to make them sure of their type

limber mesa
#

Ok

dense gate
#

But can be flexible for things like swapping 2 variables by reference

limber mesa
#

Won’t the ref just get called over again multiple times ?

dense gate
#

Pretty much

#

But setting a variable really acts the same way

#

So the macro itself just becomes more cluttered with links

limber mesa
#

Ok

dense gate
#

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

limber mesa
#

Really?

dense gate
#

As in, in your controller, you can't directly call a macro from the pawn it's controlling

limber mesa
#

Ok. Thank you for the help

dense gate
#

Though in those cases you use events that call the macro instead

#

Makes it easier to get it working for multiplayer too

limber mesa
#

Ok

#

Thank you

dense gate
#

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

hasty wharf
#

im getting this when packaging game, it packages then i try to run .exe

#

ive tried everything i can find online. feel like im missing something very simple

grim ore
#

how are you packaging it? it shouldnt be trying to find the .uproject so definitely weird

hasty wharf
#

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

grim ore
#

yep thats weird

hasty wharf
#

i fixed it

grim ore
#

did they add any plugins or anything?

hasty wharf
#

so i unzipped the game he sent me, renamed the .uproject

#

and it worked

grim ore
#

oh weird

calm shale
#

Hello there! Im a big noob, my gizmo are shaped like a Triangle instead of Arrows, someone knows how to switch it to arrows?

humble yacht
#

Are there any documentation out there that outlines the order of execution of classes

calm shale
#

it looks like that, and the moving arrows arent appearing at all

plush yew
#

try hitting W E or R i dont know what that triangle is

calm shale
#

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

plush yew
#

really no idea

grim ore
#

did you change your near clip plane?

calm shale
#

how do you do that?

vernal jewel
kind pumice
#

what kind of BP is that? Not seeing your components

vernal jewel
kind pumice
#

pretty sure you need a scene component or something to rotate

vernal jewel
#

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

kind pumice
#

sweet

vernal jewel
#

placed it on my level blueprint

broken garnet
#

does anyone know a good course to create a car type game with c++?

#

that is free ^^^

crisp thicket
sturdy trench
#

I cant see my anim notifies in 4.25

#

Any help?

vapid narwhal
#

Im getting an array index out of bounds when trying to assign a new skeleton, anyone know what causes this?

plush yew
#

how do i cast more than one trace, do i need to use event tick?

#

because i dont really wanna lol

misty lynx
#

is there a way to report an error in the documentation?

warped tangle
#

@plush yew Event-based, loops, timer, and tick are options

split wedge
#

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?

broken garnet
#

@split wedge did you bind it in the engine and the code?

split wedge
#

yes

#

the y axis on mouse works for the third person character but not my new character bp

broken garnet
#

@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

split wedge
#

cool thanks, its just frustrating when something that simple breaks for 1 blueprint haha

dawn bloom
#

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

exotic thicket
#

increase a counter every time object of the required type is destroyed

dawn bloom
#

where wuold I store the counter

#

like maybe in the level BP?

exotic thicket
#

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

dawn bloom
#

is it bad practice to store in level bp?

exotic thicket
#

kind of yeah, it's best used for level design related logic

dawn bloom
#

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?

exotic thicket
#

it's created for you automatically

dawn bloom
#

nani

#

where is it

plush yew
#

what exactly do you put in level blueprints?

#

because for example moving platforms or cutscenes could be achieved in other ways right?

exotic thicket
#

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

fallen marten
#

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

plush yew
#

anyone test 4.26 preview 4 has the water been fixed

plush yew
#

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

median island
#

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?

worldly rose
#

@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.

honest vale
#

@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

plush yew
#

@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

scenic fox
#

I don't know what i should put for the object i tried before.

honest vale
#

you need to get the door instance somehow

scenic fox
#

i tried to get a reference to the bp but it didn't work

#

i got an object reference

#

still nothing

small panther
#

would this be where to ask questions in relation to an unreal engine game?

scenic fox
#

idk

grim juniper
#

Depending on what you're trying to do a cast might not be what you want

scenic fox
#

@honest vale this is what im suppose to do for getting a reference right/

wary wave
#

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?

scenic fox
#

Im trying to get a variable from that BP actor

#

and trigger a custom event

small panther
#

Well it isn't exactly a developer question but it's something I figured they may know more than most

scenic fox
#

@grim juniper can you help?

small panther
#

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

wary wave
#

this isn't an Unreal Engine feature, so there's no way of us really knowing what that game is doing

scenic fox
#

can anyone help?

small panther
#

ahhh rip

scenic fox
#

anyone?

small panther
#

I believe most of the games code is in the sdk, but I'm meh at reading such large code

grim juniper
mortal cedar
#

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

exotic thicket
#

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

mortal cedar
#

yeah I meant x forward, y right haha

#

unless y is forward and x is left

#

depends how you see it haha

covert hedge
#

Z is up

#

for sure

mortal cedar
#

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

covert hedge
#

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 FeelsDankMan

plush yew
#

why

covert hedge
#

how can your self be looking at your self FeelsDankMan

plush yew
#

i dont even know what self is

exotic thicket
#

self is just a reference to the blueprint itself

plush yew
#

oh thats what i wanted

#

nice

covert hedge
#

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"

plush yew
#

yeah i needed that

scenic fox
#

how would i make a door with a password?

lusty carbon
#

While I understand static stationary and mobile lights, I dont quite understand stationary objects behavior. Can anyone make it clear?

umbral ferry
#

Circle collision is sphere collision ?

plush yew
#

@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

scenic fox
#

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

plush yew
#

and you wanna make the door open when the code is right

#

then im trying pretty much the same thing to make blueprints communicate

dense gate
#

Multiply and put into your opacity

#

I think there was an option for a masked material?

#

Not sure tho

#

I tend to use translucent

umbral ferry
#

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?

sleek swift
#

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 ..

unreal mantle
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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?

covert hedge
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@sleek swift did you check the collision channels of the collision component you added?

sleek swift
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@sleek swift did you check the collision channels of the collision component you added?
@covert hedge What I didn't get it ?

covert hedge
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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

sleek swift
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Can I show you my problem though screenshare in general?

covert hedge
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so if the collision you added to your gun has collision channels set up poorly, it might just ignore the collisions with stuff altogether

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uh i guess, idk if that'll change my answer tho 4HEad

sleek swift
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ok then join general you may guide me properly

covert hedge
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eh

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then just use screenshots i guess FeelsDankMan

sleek swift
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ok wait

covert hedge
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click on the arrow of "collision preset" and check if they make sense

sleek swift
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So I tried blocking all dynamics but it's still the same

covert hedge
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so the gun goes through the wall you say?

sleek swift
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yes

covert hedge
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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 FeelsThinkingMan

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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

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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

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might not be optimal tho

sleek swift
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Yeah I will try all this, thanks for your help man😊

covert hedge
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tell me how you end fixing it in the end, it's interesting FeelsDankMan 👍

sleek swift
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ok

plush yew
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you could also do a battlefield kinda thing where the gun isnt moved but also doesnt clip through the wall

scenic fox
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it's

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not weeping angel ai

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any help?

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im using a character blueprint class

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anyone?

unreal mantle
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@scenic fox you didnt really ask a question

scenic fox
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k sorry but still

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The AI is suppose to stop when i look at it

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but it doesn't

unreal mantle
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is your print string firing?

scenic fox
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yes

honest vale
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is the move to being called?

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what's the move result?

snow cosmos
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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🙄

scenic fox
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yes i put a print string in the false of the branch and it's working @honest vale

honest vale
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what's the value of the move result? You can print that too

scenic fox
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how do i get the result of the move to?

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hmm

honest vale
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it's right there on the right side of the AiMOveTo node

rocky radish
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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

honest vale
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just grab it

snow cosmos
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@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.

rocky radish
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np

scenic fox
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?

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um

dense gate
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Connect to either On Success or On Fail

whole cedar
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guys im looking for a freelancer for a paid job

scenic fox
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why is my AI not moving at all now

rocky radish
snow cosmos
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In your opinion, in terms of rendering quality, NVIDIA Ansel or stereoscopic 360 capturing is better ?

https://www.unrealengine.com/en-US/tech-blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4

Unreal Engine

Here I'll walk you through Ninja Theory's particular settings and workflow for capturing 360 stereoscopic movies like the one we just launched today for Hellblade: Senua's Sacrifice. Read on to learn more about using the "Stereo Panoramic Movie Capture" feature which works out...

whole cedar
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@rocky radish i dont have permissions there

rocky radish
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@whole cedar