#ue4-general
1 messages · Page 868 of 1
Apologies if im asking in the wrong place, new here lol, but how would I go about adding modding support to my game? Id like to allow ppl to change the character's model/animations to start, but everything ive read so far doesn't make it seem like this is very possible. Anyone know how I could do this?
@wary wave yes thats it i want to convert blender normal map to use with unreal
So, obligatory metion that it is a laptop. I7-9750h and RTX 2060
I made sure to test in an empty level, and the issue is still there
so, not the quantity of stuff is the issue
The engine seems to use the CPU's integrades GPU, and when i completely disable that, it instead seems to not be used the RTX at all. And it's so laggy that it is not usable
I did that, yes
So, case 1: with integrated gpu stii enabled: Cpu: ~75% iGpu: ~100% and RTX: ~5%
case 2: intrgrated disabled: Cpu: ~100% RTX: ~5%
I had the integrated gpu sharing with my gpu too but it didnt had ur issue now I dont have it, I didnt install it... try uninstalling the integrated gpu and installing the gpu again
i'm doing that next, i think
maybe ur cpu is using a higher task that requires a higher cpu usage
do it otherwise ur rtx is useless
Well, a few week ago i didn't have the issue
same setup
I can't figure out what changed
if it didnt work then try installing the windows again and install the gpu drivers first... but do that if u dont have an option left
what did u do before to make changes
?
nothing that uses more than normal, or at least nothing that uses alarmingly lots of resources
what did u do before to make changes
Before what?
Let me clarify a bit more.
I've been working on a UE4 project for a long time
Months
And i did not have these issues at all
Then a few weeks ago a weird issue emerged that crashed my engine
where when i modified stuff in the content browser the enginee would freeze and die
That's when i started looking around for info
And someone suggested disabling the iGpu, which i did
something must be preventing using ur ex gpu
Now the engine does not crash, but it moves and handles like a 95yo overweight granny
haven't found anything of sorts
just lemme check it there has to be a solution to fix it
Please do, thank you
how bout the cpu usage tho?
close to 100 when engine is running
thats normal
that does seem normal, but having shitloads of lag, while both GPUs on minimal usage isn't normal, i think
wait how bout the gpu
?
oh its not using the gpu?
then u are having a gpu bottleneck man
it's not using the RTX, only the integrated one
^ did that, nothing changed
I'm force updating the drivers now, and then i'll try some gaming and re-doing all steps so far
not an issue, i have source control
just tell us if the problem still occurs
How to switch from Intel HD graphics to dedicated Nvidia graphics card. Switch from Intel HD to NVIDIA GPU made easy.
If you have a laptop or other computer using 2 graphics card this is the tutorial for you. When Intel graphics is included some games and software run using i...
try watching this too
thank you
When does the marketplace go free?
Hi guys, stoopid nubie here. I am confused about the GPU lightmass plugin. I'd like to use Luoshuang's GPU lightmass in unreal engine 4.25.4, but it seems he is now dev for Epic and they released a GPU lightmass plugin of their own. What do I need exactly?...
Where you guys download assets free??
@swift basin Unreal Engine Marketplace in epic games app
You can get the megascans but they are humongous in size
They're better for things like archviz and maybe virtual production
In this case u can try making ur own or other sites where u can find free blender projects that import to ue
Turbosquid has a kphjillion free models, but they might have some issues
Though with free stuff you must keep in mind what's the license for it
In some cases you aren't allowed to use the assets in anything commercial
From Unreal marketplace FAQ:
Can I directly contact the publisher for a refund?
Yes, publishers can choose to override our decision to not refund a product. If you have an issue with a product, we recommend reaching out to the publisher first. If the issue cannot be resolved or the publisher agrees to the refund we must receive an email from the publisher to give us permission to grant the refund for the purchase, along with a filled out refund request form from you.
so if the publisher just dont want to refund he has 100% right to do so? even if the product is not working as it should or false promises?
I think it's about not refunding
As in, if Epic decide to refund you, publisher seems to have no say
ok
But if Epic don't refund you, publisher can make them refund
Yeah, pretty sure they can @swift basin
I'm trying to spawn an actor into my scene, but I can't see the actor in game, the actor shows up in the world outliner, but I can't see it in the game, does anyone have any ideas? the actor isn't set to be invisible in game, and when I just drag the blueprint for the actor on screen in editing mode it shows up just fine
shift-f1 to escape from play mode, click on the actor in the outliner, hit F to focus on it to find it
click on directional light and low the intensity?
I apologize as well I'm still learning unreal, when I press F while running the game nothing happens
ah wait no
found it
that's weird why is it below the floor?
ok so the actor's position is moving around in the details panel but not in game for some reason
perhaps it is colliding?
ok I found a couple problems
first one was that the actor isn't attached as a child to my character
gotta figure that out
also there's no static mesh on the actor even though there is in the bp
lower it to 0, see what happens
Is that true blueprints has issue with performance? Someone told me c++ better than blueprints in performance
@swift basin depends on your light settings, if its static or stationary then yes
yup true
Is that true blueprints has issue with performance? Someone told me c++ better than blueprints in performance
@buoyant tide
@buoyant tide yes blueprints are super slow, you should never use them. always code 100% in C++
you should never ever do your own profiling or research or make your own educated decisions
@swift basin then your issue is probably auto exposure at this point
What could be the reason for a sudden repeating fatal error crash in my build?
there is no answer, you would have to check the log or attach a debugger to it. the logs should be in the saved folder (unless this is a packaged build)
Does anyone have any idea what would be causing this huge use of memory? I have tried removing absolutely everything except the landscape..and it's still over 8gb. The SizeMap is less than 1.3gb of assets when they are in the level
I thought it was all the 4k textures I was using so I Lodded them down to 1024's and it made 0 difference
It's making the engine unworkable as just painting a surface lags by seconds
I thought maybe my landscape was too crazy so I moved it to a new project and it works perfectly fine....the memory was at a mere 600mb give or take a dozen mb
I am pulling my hair out
there has to be more than just the landscape, or the landscape is crazy there are 5 million tris in that level
Right? So I tried a new project and replicated what I had done with the landscape..and there is no problem
It's driving me insane
stat rhi
there has to be more than just the landscape, or the landscape is crazy there are 5 million tris in that level
@grim ore It's not that though. 5 million tris is nothing. The shaders aren quiet simple too. There's no overdraw anywhere either. What I am saying though..is ignore that number..because it's not the cause. I have tried to remove everything to see what is causing it..but the problem still persists. The landsacape can be totally barren and its still using over 8gb
Huh, made me wonder, I don't seem to have that
There's obvious things you might think it would be like the all the foliage on the landscape ...but again...it's not..it makes zero difference
I use some megaascanned assets so even with that I don't have that much memory usage
coffee where do you get your assets
foliage is all from quixel assets with modifcations to make them simpler. Textures reduced to 512x512..the landscape are quixel textures put together in quixel mixer
the landscape I aws originally using 4k.
THinking it was the problem
but nope
Im so annoyed
give me the name of the asset ima try it
shet
How many different foliage meshes do you have?
the foliage on the landscape is only utilizing a few different meshes...but again this is not the issue not even close...I remove everything...leave the landscape..still...8gb
its like a leak somewhere
the landsscape material utilizes several layers
but...again...not the issue.....I remove it all
still...problem
I am using a tiled landscape but I only work on 1 tile at a time
1,017 resolution
each tile it lodded
its not the default setting
for better performance
I tried an unworked on landscape in the corner of the map and its fine..so I thought okay its this tile..so why when I remove everything does the problem still persist
I deleted teh level entirely and reimported the tile
..same problem
makes no fucking sense
figure out what the problem is
lmao
Found
exactly
I'll open up my complex map and see if anything changes there
why cant you just use grass as a ground then terraform it then add folliage
I got some numbers closer to yours this time around
Though my landscape is approx 500m by 500m
You can imagine my frustration when it seems like some basic optimizations would be helpful but its weird that it doesn't make any difference you know
It's a head scratcher
what r u trying to make coffee
3 landscapes?
thats what I am saying wtf
I guess that's where your issue comes from
Though your component resolution seems pretty high too
But I guess it's balanced by having less components
ohhh
no no
Thats because I had other tiles loaded I was testing
I just unloaded them..but yea no thats not it
ugh
I GOT IT
OML
It was something to do with the landscape...I had a landscape actor hidden away

Congrats
Can someone confirm this: try switching the UV channel viewer to '1' then enable mesh editing. It will copy the uv from channel 0 to 1.
what is some advice yall would give to someone who knows the basic stuff about ue4 who wants to create a game?\
You never know enough
Design all your systems before you start to implement them
Plan for every possibility
okok thx
make some docs... make some more docs.. then make more docs? so document stuff!
how do i remove this capsule
@median hound you don't, it's part of the base character
yes
what if my character isnt a bean
Hello. how can i make a particle of systems? I set up the projecting system of the shot, but how can I make the smear effect stop after the shot, instead of playing endlessly?
@charred stirrup you can set lifetime of the system or you can destroy the system after a given delay
@gloomy gull pls. how I cen seta time for delay?)
@gloomy gull pls. how I cen seta time for delay?)
@charred stirrup There's a delay node that should work
In bp
@median hound what's happening
that hitbox
@median hound what did you set your capsule collision to? you can adjust it so the projectiles are not stopped by it
@charred stirrup in the particle emitter there is the number of loops, set it not to loop
i thought it would make sense to make my own collision then set that capsule to overlap but he goes through the ground into space
yes the "character" class is a special class that uses the capsule to determine it's collision settings when moving
you can still set other items to ignore it if you want, such as the projectile
how do i do that
go into the project settings and set up custom collision channels for the projectile https://docs.unrealengine.com/en-US/Engine/Physics/Collision/index.html
Anybody know why my UCX collision goes haywire? this is the only one that brokes in my collection
i hate function blue prints sometimes
I imported a font, created a data table, added a row using the imported font in my data table, and finally used my data table in my rich text block. The rich text block still has artifact fonts. What else do I need to do for my font/text to display text?
how do fix this?
cant click on anything on that bar now
true
i think the better question is how to prevent that shit event from happening
I just fixed my issue. My DataTable needed a row named "Default". I really wish there were more big glaring signs saying "make a row named "Default""
@deep viper for your text style set, what do you have in there?
@grim ore I managed to figure out the problem. My row was named something that wasn't "Default", once I renamed it to default it displays properly.
yep that is what I was going to ask
hi, how i can display int number like "0000000" instead of just 0 ?

@frozen pond you can take an exemple here by using string :
https://answers.unrealengine.com/questions/344962/hud-add-0s-to-unused-number-places.html
thanks
soo, on the cmd of the editor i typed freeze because i wanted to freeze the rendering but it froze the whole editor, is there any way to undo it? 😆
oof
okay so closing it prompts you to save any unsaved items so that's good
Hi guys! Was having a problem with multiplayer replication on my FPS game. I want to have the client that picked up the weapon to have the weapon attach to the first person mesh and for everyone else have it attached to the third person mesh. Would the best way to do this be to make a duplicate of the actor on pickup and then attach each weapon and set owner no see on the third person mesh weapon?
@weak forge you can ask that here -> #multiplayer <-
oh thank you!
I think you can prevent that by going into settings and finding hotkeys
Enter the general voice chat
They will be able to help you
How can I set up blueprints so that when the left mouse button is held down, the event will loop? While I have the fact that when pressed, the engine reads it as one click.
what should happen in this loop?
the character is shooting with projectile
can it just go through a gate with event tick then delay it for how fast you want it
that would definitely work, or your fire event could be a timer event that you start and is ended when you release the button
both are good options 🙂
it will never show a line unless you turn on debug traces
do most games use line trace?
most games use whatever is needed, something with say a catapult and boulders probably doesnt. something with laser pistols probably does
Actually getting annoyed that Epic haven't disabled VR by default ...someone sends me a project asking for support and I can't just go ahead and open it, I have to disable the plugins then restart every time, and for every engine version they don't disable it, thats 3 engine versions where I have to deal with it, so even if they ever eventually fix it, the problem will linger for ages
yep
it's not optimal but you can disable them by default once for each version in your engine folder then not have the issue
AI Perception's hearing sense works in one level and doesn't in another one, what the hell
Just for my own curiosity, lets say I have a standard axis mapping of W being forward and S being backwards. When I press W, does that event get sent to the server showing my keystroke, then the server recognizes that as an InputAxis and then calls the corresponding event (InputAxis MoveFoward)?
Hello I'm new to Unreal Engine, I only just installed it actually how or can I merge two shapes in order to make 1 shape I don't mean like a group either I did it on some other Engine that I used to Build on but cant seem to figure it out on this. - (What I mean is say I have a cuboid and a cylinder and I want to make a window similar to this kind of shape)
Anyone have any tips for reducing input lag (besides disabling vsync)? I'll probably run some diagnostics soon, but just switching from cs go to the simple FPS template reveals worrying amounts of input lag. It's gonna be hard to make my game feel snappy like this. It's an acceptable amount for something like a third person game or racing game, but for a shooter or fighter it seems out of wack. Ive tried running the export in fullscreen mode already as well. Thanks
@plush yew reduce postprocessing
@plush yew you mean like a boolean operation but in-engine?
So I'm setting up an environment and I imported a model from blender. The model in blender has a metallic value of 1, and the color is black, then it has a roughness map and a normal map... it looks good in blender... until I take it to unreal engine
For some reason in Ue4, when the color is black, the model has no reflections
Why?
@plush yew reduce postprocessing
@spare sun what should I reduce? The sample I'm using has no post process volume + I already disabled motion blur.
ssao, for example
I'll go through all of it thanks
So, my team member is trying to download 4.25.3 of UE4, but theres no way for them to select it.
This is kind of messing the entire workflow up
any idea why?
how to disable auto LOD switching in editor ?
Okay so i built light and trees went black (they werent before) anyone knows why´s this happening ?
@north badger if you build lighting and something goes black, there is a very good chance it does not have valid, or any at all, lightmap UV's
@sinful pike you cannot download older point release versions of the engine is why, 4.25.4 is the latest launcher version. If you need that version you can share yours with him or download and compile that tag from source. alternately upgrade yours to .4
with that noted point releases are generally compatible between eachother so a project in .25.3 would open and work in .25.4
@grim ore Is there a way to fix this inside unreal ? or should i should toss that mesh ?
Hi guys,
if there are valid UV's on it then UE4 can generate lightmaps, if not you need to fix it outside the engine. double click the mesh to open it up and look at the UV's in the drop down box
If I want to learn how to orient textures,
where /what should I look at to learn ?
define orient?
For example, If I was to change the way the wood pattern flows on an object.
so rotating it on a material?
yeah, rotating the material
yep there ya go, look for rotating the texture on a material
there are helper nodes to make it easy
fantastic!
the custom rotator is a good start
thank you @grim ore I will check it out now
for line trace should i use timer by event or a gate
hi,
do anyone know where (which method) ue calculate the navigation tiles
i m intresting to see the algorithm in use
so confused, how do i stop these?
i've tried set velocity to 0, stop movement immediately, set max walk speed to 0, etc
I have 1 question how much time i need to learn c++ and learn how to use it in Engine while i know c# (basics)? it will help me sset approximately plan
Hey so the clip explains its self. how do i stop this from happening?
we need more info/ is this BP or C++ code and check if movement setup is correct
im not familiar with this cuz im new
camera on a spring arm?
what alex said, check the blueprint make sure the camera isnt at some weird pivot
there should be a third person rig already setup
just change the mesh and skeleton
unless im worng
i think he's going for first person
oh
yeah first person
ok
you can still mess with the TP template to get it first person
you know that clip doesnt explain itself if we dont know what you want or what you are using...
usually spring arms are used for third person if I'm correct @grim ore
@cinder cargo are you using Blueprints or C++ for movement?
if its alt+P simulate and theyre using that rig its probably the pivot point spring arm its parented to
well no one ever said they were using a spring arm
pivoting it like a sippy bird
blueprint
what should i use to stop AI movement? i've tried deactivating the component (as seen), setting velocity to 0, turning max movement speed to 0, using stop movement immediately, etc. some of these will stop movement but it will not play the death animation. it should stop an AI MoveTo node
try detach controller pending destory
or disable character movement
@rough knoll are you trying to stop the ai or kill it
i see
@cinder cargo what are you trying to actually do, you never explained what is actually supposed to be happening.
Nada im not familiar with Blueprint / i learning c++ for this may some1 help you
detach controller pending destroy >>>> disable character movement>>>> play animation and so on.. lemme know if it worked @rough knoll
@pastel geyser to answer your question about learning C++ and time there is no set answer. It will depend on your skill. C++ is not a basic language. If you are trying to learn it, try and learn it in general and then learn UE4 and then learn how C++ works in UE4.
*CameraBoom component maybe
usually blueprint nodes are named the same in ue4 c++ its just blueprint is used by designers or artists right @grim ore
nope blueprints are used by everyone
theyre pretty efficient
I'm learning c++ separate to UE and also practice it there at first i learn basics and after how to use them etc when in other hand i will learning UE
the performance hit is has gotten much better for its compactness
yes every BP node has a backing C++ code behind it, that is why I suggested learning C++ first, then learning UE4, then you can use that knowledge and look at the backing C++ code to learn how C++ works in UE4
if the performance hit has gotten better is it useless to convert bp to native c++ code??
nope
ok
useless infers there is nothing gained, there is almost always something gained. Do you need it? possibly not
sorry to interject, accidentally put this question in the wrong channel. Anyone messing with the particle effects demo level see this plane in it? It's right above some rocks in the starting area. I have no idea what it is. trawled the outliner several times over. some say might be a spawnable, not sure how to check.
you could for example do your entire UI in C++ or you can do it in UMG. Would I ever do UI in C++? Never lol
@plush yew can you not select it?
nope
tried many times, no G game icon for it either
cant select it, selects the objects behind it, deleted them, still nothing
is it in editor mode? or only shows up when playing
did you make sure translucency selection is on?
wheres that setting?
you can do UMG in c++ if you want but.... I would never
pain in the ass i bet
settings drop down on the top toolbar, down a bit. or hit the T key
im having a problem with shaders
yay
is everybody working on a project alone
just wondering
unreal is so quirky
well its not disabled by default so the dev who did that project must have disabled it
I exported a model from blender to unreal and the model in blender is completely metallic and also completely black. For some reason, with that same node setup in Unreal, I don't get any reflections whatsoever... why??
probably due to all the translucent stuff in the cave
yeah i deleted a lot
cleared it out for sunsky and got rid of a lot of the planar stuff
@true sail check your blender model again maybe
I work on my projects solo yep but no real project just work stuff
usually i create a project to learn something new
@restive zinc I should be more specific: The material in ue4 is just a black albedo with a 1 dragged into the metallic slot
or get better at something
@true sail does that same material look correct on a default cube?
Yes
But I need it to be metal?
idk
I've found that in unreal, if something is black, it has no reflections or highlights for some reason
maybe show us a screenshot of the same material on the cube and your model to see if we can see anything that stands out
I have a feeling you are expecting metallic of 1 to be "shiny" or "reflective" but thats not what it does, metallic towards 0 would do that
assuming roughness is 0
and that would be due to your color being black, knock it up a bit from 0,0,0 and you might see your reflection
detach controller pending destroy >>>> disable character movement>>>> play animation and so on.. lemme know if it worked @rough knoll
@restive zinc doesn't work
it once again just freezes the actor and doesn't play the anim
how is the animation supposed to play? what triggers it
its the anim bluprint then
when the ai dies @grim ore
look at png
he saying animation is not playing
he changed his code so we dont know if thats playing anymore or where it is in the code
you need to add a slot i think to play anim montages
in anim blueprint ill show you
@rough knoll hold
@grim ore its running on event tick, checking if the health is 0. if it is, it runs a do once, attempts to stop the ai from following the player or moving at all, plays the death animation, and then 5 seconds later destroys itself
the damage function is already extremely cluttered and i couldn't really be bothered hooking that in
so i just did it in the bear actor rather than the fire function in tpc
have you tested that the play animation node you are using actually works? just a simple begin play -> play animation node or hooking just that node up to a keyboard key to test
ok
take off the disable character movement and try
my bad
maybe thats causing it
then perhaps like they mentioned its the fact your anim BP is causing an issue. stop movememnt immediately basically sets the movement mode to NONE, see if your anim bp is overriding it
ye its fine, thanks for helping
let Mathew know if you have any more problems he is more experienced than me
eh we all have experiences that can help 🙂
@plush yew I dont think it really matters but the PBR flow ue4 has doesnt follow the glossy workflow. there are also some shader modes that might help. https://www.youtube.com/watch?v=JYk1Qdfo3p4 is an example of a glass shader
hey guys i need some help like fr
so i made a spkine for m rivers on my landscape
but lmb isnt rlly letting me select or scale or change the points to make the spline bigger and adjust it
Does anyone know how to fix it
so it wont let you select the little mountain icons? on the spline
When I tap lmb it’s not selecting but it’s trying to let me change my camera view
And ya I can’t adjust the splines size or length without clicking it on the right panel
Its never happened b4 today and it starts bugging like 30 mins after I start working
does anybody have experience with Unreal Engine 4 on Linux?
I'm getting an error I can't get passed
Srry I don’t
Anyone got experience with using Kinect with UE4?
I know there's a plugin on marketplace for 45$ and there's also a free plugin made for 4.18 but I'm wondering if there's any tips from someone with experience
I plan to use for low budget virtual production, not for game development
I'm currently watching Epic's tutorial series from 2016 for BP Multiplayer. He's setting variables within GameInstance to replicate. But the GameInstance only exists clientside, right? If so, then there would be no point to replicate these variables, I believe
A game instance is created when the engine starts running, for both server and client
It's one of the very few persistent objects
Ohhhhh. I was under the impression it was only for clients
Player controller logic pretty much only works for that client
You use the game instance to connect to games as a client
But it's useful to also contain things like a player list between maps
@grim ore so u think u can help me?
Is there a way to make a speedcap in the rolling template? when you go forward and jump like twice the ball starts doing super fast animation and when it touched the ground it just boosts itself by a lot.
Anyone got an idea of why editor performance spikes like every 3 or so seconds? I'm sitting at 120fps on one of my levels and the fps will very quickly dip to 80 or 90fps then go back to 120. It's extremely quick and if you're only looking at the profiler you wont really notice it, but in gameplay the stutter is ungodly. I tried my project on my gaming laptop and had no weirds dips like this.
For reference my desktop has an i7 7770k with an rtx 2070. I wasn't having these issues last week and all of a sudden they're here now
@vagrant iris how’s the code looking
a little spaghetii-fied, but i dont think it's a code issue. the same thing is happening in my pixel 2d platormer also. im thinking something might be wrong with my pc but im not sure
If you package the game, does the same happen?
Every 3 seconds sounds like garbage collector stuff
D'oh! i actually haven't tried that yet. gonna see now
So PowerIK was bought by Epic. Wonder when we will see it in engine. 😂
we were getting ready to buy it this week too. hah
what's powerik? another toolset epic has scooped up?
its an IK plugin on the MP
we used another one, wasnt flexible enough for us. we were waiting to see what this guy did and it was impressive
but i guess, it was more impressive than i imagined. haha.
but now im torn. do i buy it now.... or wait for epic to integrate it and take limited support on known bugs.
guys
idk how to select all but not all
like idk how to say but i wanna select all
i know its ctrl + a but not all just to obstacle 1 to 6 example
because I don't want to click by click
click on the first one, hold shift, click on the last one...
is anyone else having issues logging into the Epic launcher?
this is honestly annoyed the fuck out of me how do i play animations in a sequence
i want to withdraw, attack, and then sheath and go back to idle/walk blendspace
but apparently they all just play at the same time and makes my charcter look like its having a seizure
google is useless i tried searching up many different things
am i doing something wrong
i need to wait until withdrawsword is finished before transitioning into attack and same with attack to sheath but idk how to do that
You could use a Time Remaining node in your transition rules between anims
is there a better way to do it
Are you just trying to always play those three animations in a sequence? You might be better off with an anim montage depending on how you want to trigger it.
coming from other backgrounds, how do you guys edit levels in UE4? is there any snap features for shapes?
it is really pissing me off
Hi, How can I change the default location of \Unreal Projects?
Modifying the location, rotation, and scale of Actors placed in levels.
@arctic horizon i tried use V but it doesn't work that as well at least the way i'm usingit
and i have to change "User Defined Increments" and "Vertices" constantly to make things perfect which is annoying
you may need to move your transform gizmo to get vertex snapping to work correctly, read a bit further down on the page. There are probably other snapping methods (I know a handy shortcut is hitting the "end" key to snap something to the ground) but that's about all I've got.
might get some better suggestions in #level-design
thanks
apologies if this is a really beginner question -- but is there an easy way to merge skeletons when there are several animations associated to multiple copies of the same skeleton? I've got a project that has been cobbled together from a few sources and has many animations and also several copies of the UE4_Mannequin_Skeleton. What is the best way to go about consolidating this so that all of the animations will point to one single copy of the skeleton?
Anyone know how to like... get adjusted to UE4 bsp workflow
I come from Source and Blender and just something about how UE handles snapping and pivot points bothers me so bad
Like the process of resetting a pivot point is so awkward
Anyone have tips for i guess adjusting or tips on vertex snapping etc? "Shut up and learn" works too 😛
How to go about fixing this issue?
hey guys! I'm trying to import a large number of textures (about 2 millions) in the engine and it crashes
do you know if it's possible to work with a such large number of files or should I try to pack them in one bigfile somehow?
What are all these warning in my log?
How to go about fixing this issue?
@lusty carbon what graphics card do you have ??
2080 Super
hey can someone hel me when i go to a new level I lose my weapon I need to keep player data even when I leave a map
can somebody help me with this?
can someone suggest me a good tutorial series on ue4? I tried learning as I make but I am struggling and a simple step is taking a lot of time
I tried searching for tutorials but most of them are atleast an year or two old. I appreciate your help. 😄
i really dont understand what the issue is with unreal engine logic shouldnt change
i just hope someone will help me figure this out
Hay there I am new to unreal and When i try to Import Daz to unreal, the human character started looking like a alien please help is there anyway to fix this?
ohnestly i dont think anyones gonna help us
you need to chill out a bit
people will help, if they can and when they are free @abstract prism
hey guys! I'm trying to import a large number of textures (about 2 millions) in the engine and it crashes
@arctic osprey first of all try importing them in groups what i mean by that is dont import it all in one go ya gotta let it import some and then import another group, rinse and repeat until your done of course its gonna crash if you suddenly give it 2 million files to import
hey guys, what is the best way to add a map screen inside the game when is paused? like skyrim for example. I was thinking to add level somewhere underneath the map and posses a new pawn there so I can pan the map and unload it on resume. But how this kind of screens are really made?
@abstract prism make sure you cast to the right character that has HP float in it
that it should be there, if not than your initial pawn is failing to cast, you can check that if you try to print string a message from Cast Failed execution pin
a character is an object inherited from pawn with additional functions 🙂
well im not seeing a pawn anywhere in the parts list but ok
is HP a local variable?
Today we take a look at how we can set up the health and mana variables to use later on in the series.
In addition to the above, we also create UI bars for both the health & mana and get them displayed on the screen.
Unreal Engine 4 Beginner Tutorial Series:
https://www.yout...
thats what ive been watching
not a local variable
yeah im aware but when i went into a editor it changed blue
that looks like a hud element
if ya look at the 7 min video closely you can see when that happens
or umg stuff
unreal just automaticly changes it on his side same for me but hes still able to call the float ellement where as i am not
i followed his exact instructions
you should try again from the beginning, that picture that you showed me is not from your character (missing the character vars)
follow from the beginning, you are missing the character setup
allready have
Are world aligned textures (not UVs) not getting mipped?
how the hell am i supposed to know im just following this tutorial
Not talking to you dude
if ya gonna interupt a discord convo make sure ya name the person your talking to is all cause mistakes like that can happen
🙂
thanks andrei i see the issue now
i mustve missed it
🙂
@arctic osprey first of all try importing them in groups what i mean by that is dont import it all in one go ya gotta let it import some and then import another group, rinse and repeat until your done of course its gonna crash if you suddenly give it 2 million files to import
@abstract prism
Ty! Not that obviouswhy it crashes, the engine should be able to do its chunking - it's 2020:)
How could i have effect like this when looking at bright object like sun. Not skybox sun, but real spherical object.
@abstract prism
Ty! Not that obviouswhy it crashes, the engine should be able to do its chunking - it's 2020:)
@arctic osprey your welcome and ohnestly it doesnt matter if it can chunk that inital 2 million file request will crash almost any app if your hardware aint good enough
I have 3950x with 128GB ram and PCI4 disks... the engine probably doesn't handle well multithreading or chunking - the files were generated in python on 32 threads in few hours without any problem
good point
also as a new unreal engine user how the fuck do i get back to the area where i can design my gui thing cause when i click on it now it goes to the event graph
nvm found it
file names should have around 5GB on windows - the rest can be split - (20000000 * 260) / (1024 * 1024) = 4959.10644531
there are some tabs on the top right side
you can switch from designer to events there
thanks
Hey, whats a good aproch to test performance and optimize for my vr game? I my self use a pc just below what steam has as a minimum and i reach 25-30fps when i play using the standalone game and having steam show my fps but i cant figure out what causes the low fps, if its lighting models or what it is
ohnestly you could easily bump up that fps to 45 if you use razer cortex
but to optimize the game
i guess you could limit render distance
that should help
also im running into the same problem as i was before i think it just aint importing the floats correctly for some reason
Ping me if you have answers.
answers to what???
How could i have effect like this when looking at bright object like sun. Not skybox sun, but real spherical object.
witch craft thats the only answer i got for ya
Hmm, its a match-3 space theamed game so not really able to limit render.
I got my grid, and a skysphere. would it still help then?
nvm i fixed it
the issue i was having
its cause the gui progress bar and variable were named the same thing whoops
Any experts on texture streaming here?>
need help on decal, anyone?
Is there anywhere to see just the changes from 4.25.3 to 4.25.4?
Are the texture streaming pool measured per level or per project?
I see
Also, why are twinmotion materials not streaming?
could it be because its using Triplanar uvs?
I have a project that I lost its .uproject (for unknown reason). is there a way to regenerate it? I have all the other folders
Hello there, so Im trying to use a beam particle to make the same effect as a debug trace line from point A to point B - But this happens, the line traces from A to B but stays on the screen ... Never mind I managed to fix it.
Guys, I'm getting object illuminated even when they need to be in the shadow. How to fix that ? Reflection captures don't help
the second bar the MP bar is being all screwy notice its possition in the editor
where it actually ends up
nvm just fixed it
Since the PlacedEditorUtilityBase Bluprint class has been deprecated in 4.25 what is an alternative class to use for those functionalities?
Hello, I have a question, can we use UE4 to make games for PS5 / xbox series x?
There was a plus branch on Github which seemed to have next-gen console support
A few minutes into my archviz project I get a Fatal Error (no explanation whatsoever) and it crashes
What could it be?
we dont know until ya send us the logs
Hey guys, simple question - is there a way to get meshes that have been made into a blueprint back out into regular scene objects?
Trying to get back into unreal but running into what feel like issues that must have simple solutions I'm just missing
In unity to share something between projects I'd usually convert to a prefab, then export that as a package and re-import in another project, then if I want to separate the different pieces I can unpack the prefab.
I've attempted this with unreal by blueprinting a bunch of meshes with adjusted materials together, then migrating to a different project but now I can't figure out how to "unpack" that blueprint and get the adjusted meshes within back into standard scene objects.
Is there a way to do this? Or do I have to go back to before the objects were combined into the blueprint and just migrate the whole scene?
tl;dr: How to "unpack" a blueprint to get objects within back out into main scene.
Cheers!
we dont know until ya send us the logs
@abstract prism
where exactly is that log?
usually unreal engine shows a log upon crashing i think
Hi all!!! Tell me who knows! how is data sent from client to server and back?
is one packet formed and everything is written into it, or does each Actor send a request separately? Thx!
you're going to want to read the docs;
https://docs.unrealengine.com/en-US/Gameplay/Networking/
It's not strictly either-or.
Setting up networked games for multiplayer.
it's me again. Anyone with any new idea for this issue ? So weird
[2020.11.03-12.30.41:198][ 55]LogD3D11RHI: Error: Direct3DDevice->CreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Texture.cpp:480
with error E_OUTOFMEMORY,
you can also use tools like the Network Insights to observe what is contained within each packet;
https://docs.unrealengine.com/en-US/Engine/Performance/UnrealInsights/NetworkingInsights/index.html#packetcontentpanel
Overview of Networking Insights, the network performance profiling tool
Here's a line from my crash log
@lusty carbon - you ran out of video memory
Im with a 2080 Super, 8GB Ram. Makes no sense the scene isn't so big
that's what the error message means
it's pretty clear; it tried to allocate memory for a texture and failed because there wasn't enough available
Makes me wonder if that's related to the "Out of VRAM" errors you randomly get with the editor
which apparently have nothing to do with VRAM :P
gotya
wouldn't think so, the above error is pretty specific
Yeah, that does sound a bit more specific so you might be right
maybe it's that large panoramic image surrounding my scene. it's a cubemap so it doesn't mip either
it's probably not any single texture, but rather than combined load
that means what?
Im not even using so many textures in the scene.. nothing extraordinary. not for my rig anyway. it's driving me crazy
if you have a lot of 8k textures, you can run out of memory pretty quickly
plus lightmaps etc all add up
lightmaps are textures
could my lightmaps be too large?
Im with a 2080 Super, 8GB Ram. Makes no sense the scene isn't so big
@lusty carbon dude 8gb?!?!?! the standard for gaming is 16gb the standard for developing is 32gb
Maybee somebody knows how thats possible im trying to get the grass mask with Bridge but somehow i cant download it
@lusty carbon dude 8gb?!?!?! the standard for gaming is 16gb the standard for developing is 32gb
@abstract prism I mean 8GM Vram., I have 32RAM
@lusty carbon dude 8gb?!?!?! the standard for gaming is 16gb the standard for developing is 32gb
@abstract prism 8GB of VRAM is more than enough, and cards with 32GB don't even exist
oh i thought you meant ram not VRAM
lol
So if my actual lightmap resolutions on my meshes too large, could that be the reason ?
it could be contributing, yes
hence i only use 4k maps
never thought it's so easy to run outta memory for this medium size project
🙂
hence i only use 4k maps
@abstract prism why does that even make sense? 4k is huge
yeah true but my graphics card downscales it
a 32-bit 4k texture uses 64Mb in memory
not that big compared to 8k
yeah true but my graphics card downscales it
@abstract prism you refer to mip mapping in engine?
no im talking for assets
cause i got the option for 8k resolution picture but i dont mainly cause A i cant render it B no one gonna be playing at 8k for a while
Is there a reasonfor HDRI Backdrop to be overiding my reflection captures?
The reflections are all based the HDRI when the actor is in the scene
anyways ima go watch the new season of mandalorian
I guess RTX is staying on then.
@lusty carbon do you have raytracing on?
It tends to be really memory intensive
Also check for number of landscapes used
Lad yesterday had 5 GB usage because he forgot to delete some
not suitable for gaming though :p
I mean if you want to go down that route there's all kinds of computing GPUs with way more memory...
@lusty carbon do you have raytracing on?
@dense gate No raytracing
odds of releasing 4.26 on election day?
please anyone can help me with texture random tiling or non-repetitive tiling?
pls help me im trying to retarget mixamo anim to als v4 and i got hand issue plss helppp
its only right hand tho
Alright tried setting up git and git lfs with my project and initialized git lfs
now to wait for it to publish
ouch already
Ok this has become insane
My build keeps crashing "Fatal Error" message. No explanations
Did I imply it happens cause of megascans?
It's not megascans
4.25 I assume
yup
it crashed inside C++ somewhere, other than that there's no information. I assume you didn't install debugging symbols?
I have no cpp code in this project. weird
and no I did not
Can you remind me where to install those?
if you don't have debugging symbols, you'll not know why things crashed, always install them
I'm not sure how to do it from the launcher
but there is a way, probably in one of the drop downs
how would one go about to make a bag for UE4 with some floppy physics that can be used for vr?
He mentioned the initial crash was failing to create Texture2D because out of memory
Hi, i working on landscape with trees I use directional light movable but when increase distance from my landscape I lost my shadow. It is possible to block this ?
@dense gate That was an editor crash, I did fix the texture issue I believe.
dont have to be super realistic phyics, basic floppiniess when held, plumps together on the ground etc
yeah in the packaged game
The only time I got a fatal error was being dumb by making my own plugin
I use no plugins but the usual Megascans and Datasmith
I use it extensively it's an Archviz project
But either way, for such a fatal error, debugging symbols are your best shot
Yeah I totally forgot about those it's a new machine. I'll go ahead and download them now
Also I tend to build from source since I enable Chaos for my use case
should it still be useful for such package error? it's not that the editor is crashing
So I have those symbols by default
@inland condor you need to increase cascaded shadow distance in the light settings
swag
@inland condor you need to increase cascaded shadow distance in the light settings
@honest vale Hi, I have set to 1 (it's max) but when I set 0 nothing happens.
that's not distance
old message but should I try publishing my new repository?
didn't know there would've been a data limit with what I can upload
i have this main menu level that i made, i set the game mode to none so the character doesnt spawn, but it spawns, any suggestions?
nvm fixed it
is it possible to make an unreal engine 4 game connect to a different unreal engine game for information?
pls help im trying to retarget mixamo anim to als v4 and this happend there is some issue with the hand
Can I get any help with unpacking objects from within a blueprint?
i have a game made in unreal engine 4, but i want to make a server that multiple instances of the game i made can communicate with, and i was thinking of making it in unreal engine. is a connection between the game and server possible?
Is it possible to un-blueprint a group of objects?
what exactly are those objects?
a mesh?
@main cobalt
because if they are just a mesh, you can just place it in the level then right click on it and select create static mesh actor from object
which would give you the mesh without the blueprint
Its a bunch of meshes with new materials applied
But I cant seem to access the submeshes and I need them as separate static meshes
(By submeshes I mean the meshes within the blueprint)
I've tried to copy paste them out but no luck, paste is always greyed out
are they already separate meshes inside the blueprint?
because if you click on them (while inside the blueprint editor), on the right you have the asset used for them, then you hit the magnifying glass icon to see where each seperate once is located in the project
Yeah I do have the meshes in the project content but not with the new materials applied
and in the main world outliner I cant seem to select them here:
Just snaps back to selecting the blueprint
So all of the items being referenced in this message I know for a fact exist in my game folder as I can go to where I know they are located an see all of the items listed. How do I add them as references for my BPs? Yesterday I was moving things around for better organization and it seems I have broken most of the things in my game because of it.
in the blueprint editor, you can select the static mesh object and you should be able to select the material for it in the details panel on the right
@main cobalt
unless you have multiple instances of the blueprint in the level and want to be able to customize each one when desigining the level, is that what you are looking for?
I'm basically trying re-educate myself on unreal (my main tool is unity) so trying to find parity, in this case I was hoping for a way to use blueprints similar to unity prefabs, it seems like creating a blueprint from something is a one way operation?
Aaaaand again
yeah, i used unity before, prefabs and blueprints are a bit different but you should be able to achieve the samething with both
Debug symbols don't help. same log file
Debug symbols are to be used with Visual Studio
You launch VS, launch Unreal, attach VS to Unreal and you can debug
Package with DebugGame so it generates debug symbols for the packaged project
Instead of Shipping
how?
@main cobalt you can search "Prefab" on the unreal marketplace, and you will find alot of plugins that help you use a prefab system similar to unity. but i'd recommend learning blueprints and c++ since people you work with in unreal engine in the future will most likely be using those.
it's not a shipping build it's a development
Then it should have some .pdb files
found this
@dense gate I don't quite know what you mean. Can you help me debug it but be more specific? assume im not a programmer and a noob
I really need to fix this tho
Hollup let's try something
Navigate to your project file
Right click -> launch game
ok
See if it crashes there too
black screen
Yeah thanks for the help @quick kelp , think I need to look deeper into this.
Wait for it to load
ok loaded
And it's all fine?
wait let's see. it usually crashes in a minute
Any idea what happens after that minute to make it crash?
nothing special. it's an archviz project. nothing moves here or triggers
hasnt crashed it
yet
should have crashed already
Weird as hell
weird. it won't crash from clicking Play on the .uproject but it does from build
Wait
Huh
Nvm
I thought that the fatal error might have been caused by missing DLLs but it would crash when first loading
that fatal error man.. wtf is this
yeah i just roam around and it crashed randomly
Do you have any actors/components that are set to invisible or hidden in game?
I assume you're just walking around your scene and that's it
the weird part is, only crash from WindowsNoEditor build .exe
That's super weird
if only I had a way to debug it somehow to know where it happens and why
I tend to build from source so I can run VS and use that to see where it crashes
Been a hot minute since I've used a version that's directly downloaded from the Epic launcher
hmm
and no log files are helpful from what I have sent?
C:\Users\Sparks\Documents\Unreal Projects<ProjectName>\WindowsNoEditor<ProjectName>\Saved\Crashes\UE4CC-Windows-6CFD782A43A4D426B7A37FAEBD4DE13A_0000
How much time do you have and what is your CPU?
I have time. But it needs to be fixed asap
i9
i9 10900K, 2080 RTX Super
32 GM RAM
Pretty solid then
yeah
My suggestion would be to build from source so you can properly debug it
Or find a guide on how to use debug symbols
I assume those are downloaded, I guess you'll need to download VS too
I have VS 2019 installed
Look up a guide on how to use debug symbols with UE4, I'm not familiar with those because I build from source
Serious question
how much easier does game design become when you thoroughly map out every little thing you plan on implementing in your game even if youre willing to toss away ideas that are feasible :3
Plan out a paper version of the design first and you'll notice things faster
If you're doing singleplayer/coop, think of the most interesting thing you could do, if you're doing multiplayer, think of both sides of a mechanic
E.g. if you stun something for 5 seconds, how does it feel to get stunned for 5 seconds, and what can the stunned person do in that case
Though I believe this belongs more into #design-chat
yup yup im not playing too much with percise numbers as i know things might be heavily adjusted when the game feel and speeds are tweaked
also yeah possibly there sorry sorry >.<
hey guys, I can't seem to figure out how to change the shape of a spotlight. Tried looking online for square light profiles couldnt find anything.
What I want to achieve is like, imagine alight bar, the light it emmits (gonna add a spotlight in blueprint) has to be squar-ish. The normal one doesnt really seem good to me
any help would be highly appreciated
Yeah, I just found the Rect Light, thats what you meant right?
Honestly I had no idea this existed. I saw it was added on 4.20 right?
thx for the reply!
Anyone ever had the problem with the Launcher not starting? I just did a fresh Windows 10 install, and downloaded the newest launcher version.
After install, it just keeps starting and immediately exiting, it never actually fully loads up 😦 😦 😦
Hay there I having this weird issue when i am uploading Daz to unreal with animation
please help me fixing this alien looking thing to human
Hi
I am new
If anyone is interesting in working and knows how to render 3D creatures DM me
My engine
doesnt
load
the game
I have been working
on
for 4 years
It stuck at Intializing 39%
It's not bro
is my life some joke
Same happens to me
Did u turned ray tracing on?
Ye
Ok
I will relase it some days after
Then that is the thing
Just wait
Yeah when u enable ray tracing it takes 30 minutes
wait what
I will suicide if my project corrupted
Nah bro
Relax
Is the fucking ray tracing
Ray tracing is not fixed in unreal
Is a little bit broken u know
I hope you're using version control if you've been working on that project for four years
Is total darkness, some things disspear, and it takes ages to load
Guys! My question is a bit too long to type here. Can you take a look at this forum post?
Im trying to create a turn based game. I have one pawn/player character. I have a custom player controller & a custom ai controller.
When the player finishes his turn, I unpossess the player and possess the custom AI controller (I spawn the AI controller by using Spawn all ac...
Been stuck for days with this one.. any help will be greatly appreciated
Alright, you shouldn't have anything to worry about then :)
Can always go back to the previous revision if something gets fucky
just wondering, did the console command for "viewmode" change. Bringing up the console in pie and typing viewmode shows no autocompletes at all
does someone know if there is a way change the texture coordinate index of an instance? i have like 9 uv channels which need to be set indivually depending on instance...
Can anyone point me in the right direction for how to setup proper hitboxes for critical hits, weak points etc; this is for a third person shooter game. I am a beginner so links to good reference videos or something would be much appreciated.
hello! is anyone experienced with the c++ part of unreal?
mathew did u have 2 use cpp in unreal yet?
I have used it for some stuff yep
is it necesary
you use it when you need it
@grim ore can you take a look at this when you have some time? https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1828774-camera-move-with-timeline-works-in-player-controller-but-not-in-ai-controller
Im trying to create a turn based game. I have one pawn/player character. I have a custom player controller & a custom ai controller.
When the player finishes his turn, I unpossess the player and possess the custom AI controller (I spawn the AI controller by using Spawn all ac...
what class is the AI?
or are you trying to have the AI and the player control the same pawn?
What channel would I post tutorials in? I’m thinking of making a how to create a save system in c++ tutorial
@grim ore trying to control the same pawn with player controller and ai controller
whats an object
trying to keep printing out the objects health tho i forgot what a object is
cant put object as self btw
That's what she said (sorry)
@vocal flume the issue is when you stop possessing the character you not longer have that pawn to look thru, the player camera manager is not using that Characters camera anymore (the one you are trying to rotate). You need to make a new camera and use that to rotate
yep I did not say locaiton, I said where is the enemy at?
what is this enemy1 you are trying to talk to
is this something in the content browser, is it one of 10000000 in your level, is there just one in the level? is it in another level or project?
@grim ore my pawn is possessed by the AI controller before I try to move the spring arm
yep but thats not your player controller
your player camera manager is what manages the camera you are seeing thru
when you stop possessing your character, your player controller stops controlling anything, you now have no assigned "camera" to look thru
your player controller needs to be possessing something
Player controller is hooked to the player camera manager and ai controller is not? Is that it?
pretty much yep
you might be rotating the object on your AI but the "camera" you are seeing when you unpossess is not the one on your AI it's just a generic view since you are no longer having a player controlled by the player controller
This generic view is what confuses me. This generic view remains the same as my player camera when I unpossess
this worked wohoo
if you only have 1 of that class you can us the get ACTOR of class node so you dont have to get the array
it's also super bad to do it on tick like that soo.........
Is there no way to give AI it’s own camera?
I also tried creating a camera actor on the level outside the pawn and tried switching to that camera before AI is possessed. I was able to switch. But as soon as I possess it goes to a generic view close to that camera in another direction
ok I think I have a working solution
its 2 parts
one you need to set the view target to the ai character and 2 you need to delay a frame after possess so the character is set up
is there a way the ai controller would act independently without being possessed? That way I can keep player controller possessed and have ai controller make it’s move..
you can also code up the AI stuff manually without using the ai controller
this above is basically what you have but you are telling your player controller to use the AI for the camera now
thats one step you were missing, the other is without the delay the possess is not completed for whatever reason and the actual set view target doesnt have a valid camera to use
a delay of 0 means 1 frame and is normally a fix for stuff like this
I know the setup you gave will work mostly because it’s coming from you. Get player controller part worries me though. Cos at this point player controller is Unpossessed..
and?
you still have a player controller
its just not controlling anything, it still exists
Hmm yes..
I also didnt see your possess AI code but make sure you are not spawning a new AI controller every time you call it
No. I’m spawning it through begin play..
One thing I've noticed is that files sizes of converted .hdr asset files are much smaller, 25% or less, than the original .hdr.
Normally for any other file type, .png,.tiff etc the opposite is true. ie the .uasset file is larger.
Anyone know why?
​​​​​​​
cross posting here as VR side is quite quiet and I don't think this is VR related per se.
I am having performance issues. The game plays fine in PIE (Oculus Rift) but launching from Win Explorer or making a cooked build has horrid performance. 45fps instead of 90 and frequent dips to 20 or below.
I did remove bloom and flares etc. so now the VR preview perf is rock solid with Oculus showing 50% to spare. But the standalone is messed up.
Also game functions like firing projectiles is fine in VR preview but stalls the standalone.
I have tried profiling it but bit clueless how to analyze it.
Anyone here know about installing the android studio and doing the exports from unreal engine?
So I just recently updated to 4.25.4 and it seems that some of my files are now read-only and if I make any changes to most of my BPs like my main menu, or even a level it fails to save. Should I revert back to 4.25.3?
new here and stuck on getting set up for android export
@gaunt tide have you considered making the files writable?
Ive tried but i doesnt let me save anything so Im more than likely going to revert my version of UE. I cant save anything, cant checkout anything from source control, can only delete.
Hello could someone tell me where i can find those things?
I'm looking to reduce my package size by excluding editor content and was wondering if there is a quick way to find (or find references) assets that use editor content?
@viral sleet what part are you stuck on, #mobile might be able to help. The docs should work
Yeah apparently i downloaded the wrong version... cant seem to find where all that data went once uninstalled
😮
like 120gb just vanished into thin air hehe
Never did anything with android studio just bought this pc to do unreal, havent touched it in years and it looks like it got pretty overwhelming since last time i seen it
not much difference just uses the studio download instead of codeworks now
the keys being making sure the correct NDK and SDKs are installed
yeah it wouldnt install the ndk
Has there been any notion of roughly 4.26's release?
i will work on it in the morning..or after noon
3 am here
maybe i can catch you around later and you might be able to help me if i have issues later?
can try sure
.26 will be out at some point, no eta until we see it drop or a week without a preview
@grim ore danke
How do I get the angle of a directional light and send to a parameter collection. Is there a node I don't see or do I have to do some math myself in blueprint
nm got it
Can I ask you guys something?
You guys use BSP for your test levels, right? Otherwise you model your own like static stuff?
or pre made assets from the marketplace, whatever works
Buying Assets??
Yeah committed people will probably do that... I'm just trying to figure out how to make scenes as easily as I could in Source
Man..I remember working in Source a decade ago
The good ol BSP brush days
lol
I use a mix of assets I make myself and others from store...but I never bought any..there's some great free stuff...I prefer to make my own things though
It's more rewarding
I also change a lot of things about assets others use to make it my own..otherwise meh
others make*