#ue4-general
1 messages · Page 875 of 1
yeah its a duplicate of the BP_PickupCube
I loaded a blueprint game onto my iPhone from the iPhone packager, but every time I try to open it on my phone it crashes
i recently updated my project from 4.23 to 4.25 and i keep getting this message. I have enabled the plugin in 4.25 and it is def updated. if i click yes, it takes me to the marketplace where I cant do anything cuz it litterally aldry updated, and now im stuck in a loop. plz help
well, i found a workaround, not optimal but epic needs a better solution
@tiny sonnet Select "No" and then it usually asks if you want to disable the plugin and continue, do that. Then when it loads, you can enable the plugin again through the plugins menu. Not sure if this will work.
Ah maybe that is for the "would you like to recompile" alert.
Yep, editing directly is the other way.
im making a options menu i was wondering if anyone can send me a link or something to save the settings the player puts them at as in graphics to low medium etc but they dont save, i dont want to have to make a bp for every button just want it all to save at once
ok, man youtube has alot of problems
@plush yew have you looked into SaveGame BPs? Game User Settings will let you access the settings and apply them, but you will need to save what your players choose so it can be displayed properly in your options menu.
If not saved, when they quit game and reload, it will revert to default project settings.
i dont look into that stuff, mostly work on assets and player movement etc never done saving before
does anyone know of a good first person animation tutorial?
Welp no one can get help off youtube right now
Youtube is bugging out for a lot of people
where "a lot of people" is the whole world?
@dire ingot use retriggable delay
how
delay only completes once
yes
take out the delay and you get six right away to confirm?
i can make it spawn infity, but i cant make it spawn 6 times
Type in delay and click the one that says retriggable
what after that?
Use a retriggable delay my god
each enemy has a delay between each spawn
i'm telling you it will confirm that "delay" only completes once.
There's two delays
ok
There is two different delays
The one that says retriggable
Hmmmm let me check something
ok
What blueprint is that
how do I get a texture coordinate as a parameter?
@Blakestr texture coordinate isnt the part that needs to be a parameter the when dividing multiplying and other math u also append. With different parameters @light thunder
i just want to experiment with this tiling faster
it takes forever to iterate these adjustments
@misty cargo what now bro?
Well u can't change the text cordiantes node that's a c++
ur delay trick failed
@dire ingot I'm checking something
oh thanks so much
@misty cargo I just want to be able to adjust uv settings faster
@light thunder well use a cordiante that has four outputs
@light thunder smh
im pretty sure ur suppose to connect the param directly, i might be wrong, havent touched materials in a whiel now
@plush yew what is this
@tiny sonnet no you need to append to the uv I'm pretty sure
let me give it a try
goddamnit why does blender suck so much going to unreal, what is the equivalent for "clip" in unreal? i don't want that texture to tile...at all
@light thunder your supposed to uv map the object
Then map the texture to the designated panels
trust me, it's uv mapped
blender has this lovely setting that unreal says no you aren't allowed to have it easy like that lol
U not supposed to do it like that in the first place
Anyone else having trouble with world displacement in preview 7?
Getting errors in shader
just letting people know youtube is back up im not sure if its for everyone tho
thank f*...I was actually productive
cant you just put a decal on it?
When plugging anything into world displacement
thought the update broke the material (which happens) but nah all and any material is no good
weird
using world displacement that is
@plush yew can u send a more clear pciture? i cant understand some nodes in that pciture
ok
the bug occurs when sampling a texture...same error when input to roughness or displacement
wtf
Random question im writing a script for something what do you think the better chapter name is Demons Gambit or Corpse Royale?
Can someone help me? I’m trying to test an iOS game on my iPhone, I have the provisions and certificate, the build is successful, but when I try to launch I get one error: No connection could be made because the target machine activity refused it
@sage coral That question is not only random, but arbitrary. Nonetheless, I'd go with "Demon's Gambit". Sounds cooler IMO...
@hidden knoll Sounds like a permissions problem; check the settings on the phone you are trying to test it on, specifically for the stuff relevant to third-party/untrusted/unknown-source apps (which, from the perspective of your phone, your app most likely is)
@static sparrow do you know what setting it would be?
um... exactly? no. That's why I said "third-party/untrusted/unknown-source"... I don't know what it would be called on iOS. I use Android, personally. But I feel that I can pretty safely assume that there exists some equivalent on iOS to those settings.
any good animation tutorials? pref for first person
Oh okay
@plush yew I learned a whole lot from one specific animation tutorial, but it wasn't tailored to first-person stuff... What kind of first-person animation you talking about?
So with RTX enabled, you cant Fracture meshes anymore for DM's?
just hands and how to setup the camera and how to animate for first person
cause its abit differerent I suppose
I bet you're right. Sorry, the tutorial I am thinking of was more general than that and may not be what you'd be looking for, exactly.
thats fine, it could still help
I can post it anyway if you'd like... it is pretty popular, good chance you'd have run into it before
but was looking for a more specific one 😄
k one sec
http://www.LittleWebHut.com
This is the second in a 3 part video series that demonstrates how to use Blender to make an animation of a Robot Dog. Part 1 of the series covers Modeling the dog. Part 2 covers Rigging. Part 3 uses the Graph Editor, Dope Sheet, and NLA Editor to A...
It's a 3-part series. I specifically posted part 2 because that was the part that taught me the most that I didn't already know when I first encountered it.
ill check it out thanks man 🙂
np, hope it helps.
Also, I kinda forgot this about that video series, but it is specific to Blender. If you're not using Blender, it will be of no use at all, likely.
i am haha
Also, @plush yew, don't forget that you may find better help in the #animation channel for animation-specific questions.
Also there is https://discord.gg/blender
Hi all. I also have a similar rigging question for UE4 Control Rig setup. I have a gif of what is happening.
In the gif, you can see that the fingers don't move along with the hand. But the hand does move with the rest of the arm via Basic IK. What do I need to do to get the fingers to follow that hand_slide bone correctly?
Is anyone else having material issues in latest preview?????
half of my shaders are broken
lol
fresh project the result can be reproduced..sampling a texture and using tessellation or emissives
produces errors
Is it true that you cant call functions inside constructors ?
oh that looks good! thanks man 😄
@humble yacht you can't call latent functions inside constructors
Like delays, asset loading, etc
Timelines too
@dense gate Just have it in BeginPlay ?
Ye, that's an option
when looking at a laptop under $1000, that can run ue4 very easily, should i look for a gaming laptop or apple?
@plush yew Well that's where I started in Blender, more or less, and it worked for me. And... oops. I didn't know that about the discord invite links. Sorry about that.
gaming laptop
Hi to all..
I'm new to unreal engine..I downloaded the Urban alley pack from the market place ...but when opening the maps it not loading.what should I do?
I managed to get a cave in my mountain, but how do I sculpt out the interior? I tried sculpting with the landscape tool but because I already have landscape forming the mountain I don't think it's accepting that
Do I need to use Geometry?
hello can someone help i use uiws water system from marketplace and if i try to jump in the water i eventualy climb it any idea how to fix it ?
How do I attach actor to socket in vr?
Hark! The herald angel sings!
Glory to the newborn king!
Peace on Earth and mercy mild!
God and sinners reconcile!
Joyful, all ye nations rise!
Join the triumph of the skies!
Universal nature say:
Christ the Lord is born today!
@remote mist I would suggest checking out the level used in the learn.unrealengine.com Audio Courses (eg. Ambient and Procedural Sound Design). There is a cave that uses a Landscape for the floor and SM's for the walls/ceiling.
@plush yew Not sure about UIWS Water, probably something in the BPs.
@next nebula Look into AttachToActor.. and Google 🙂
Ok, guys I have got a Corrupt Widget Ref that only works for the childrenBP's but not for the Parent. How do I fix this ?
HOw do I fix a Corrupt Parent BP ???????
widget will no longer open up with the parent BP no more , all I get is this. But the widget only opens up in the children..
if I override the parent and open up the widget from the children. So how do I fix the Parent so the reference is working again.
@bold quartz hmmm
in the parent on Begin Play, the widget refuses to open and gives none access erorrs. But in the children on begin play, the widget works, so it works for my party members,
don't work for my commander who is the parent.
the commander can't open up any6 widgets on his begin event play execution line, so something is wrong.
i have got 3 casts on the begin event play line, is this why the rest of the code on the line won't work?
@bold quartz nvm i will try to fixed thx 🙂
How do I get the REF TO TURN VALID ????? it keeps reading invalid !!!! e
can please someone tell me how to get the variable to turn valid. I've tried almost everything and it still won't turn valid.
what exactly are you doing there?
I dn't understand, I set the Variable in the Widget in the Commander, but when the Commander goes to open the widget, it reads INVALID.
I'm trying to get the commander to simply open the dialog widget and he won't open it.
where do you set the please work ref?
are you setting it on the correct char ref that's referenced in the StartDialog event?
i don't know where you're supposed to set it so I set it in the commander's BP where I created the widget. That's where I thought you are supposed to set the reference.
but its not working by setting it in the commander's BP.
sooo you're creating a widget if the variable is not valid and then store it in that variable, right?
you create that in CH_Human
but the reference in CH-Human is reading invalid.
the first pic? That's not CH_Human, is it?
no the first pic is the dialog Actor the player steps into to start the dialog off
so what is the "Please Work Ref" in CH_Human? Shouldn't you set the variable in DialogMasterBP if you want to use the reference there?
oh right
it refers via char
Char Ref is CH_Human Char Reference.
does the widget appear on screen?
no the widget does not show up on screen, but the print string, invalid shows up on screen.
check if the return value of Create Dialogwlgd2Widget is valid immediately after calling it
maybe it's invalid for some reason in the first place
i had a video memory crash and ever since It crashed the dwig reference has all screwed up, not working for the commander, but it works for the children if I use parent override and create the widget in the children..
but it won't open in the commander's BP, even when creating another new widget on the Begin Play of the Commander, the widget still won't open, so I asusume the code has stopped working on the begin play exe line when the engine crashed, has done something to the commander's BP.
Corrupt BP. is what I suspect because the reference is no longer working anymore, it worked for the commander before and the other pawns. But not now.
that's why I hate UNreal engine, because it crashes and when it crashes, it can corrupt references.
the Dwig ref works for other pawns.
so the widget shows for them.
but my commander pawn can't open the widget, because the ref then TURNS INVALID soon as he steps into the actor
.
very frustrating..... I been at this problem for HOURS trying to get the Dwig ref to work for the commander.
But for some reason the Dwig Reference is being blocked the commander can't access it. But the other pawns can access it.... Here's how I got the other pawns to access it.
I created the dialog widget and set the same ref in the other pawns, that was the only way I could get the other pawns to open the widget up. Because the Commander's BP Ref turns bad when I try to open it with the commander..
So I can only access the dialog widget with the other party members if I override the parent (commander)
So what now do I do, or is the whole system now corrupted because the parent has turned bad in one of its references.
however, CH_Human's the commander's Parent is third Person Character...
can anyone help me with my little python script
Hi everyone. Actually i am facing an issue after i build my lights in the scene. The scene becomes red after building the lights. can someone help me with this. Much appreciate the help.
im creating socket objects with python and then adding them to a static mesh with python. It works fine and I can use them as usual sockets but when I restart the project it crashes when I try to open the static mesh where I added my sockets
are action mappings and axis mappings actually different? or just categorys
just noticed it actually changes the input nodes
can action mappings change your characters postion?
does having more scale not change how fast your character goes?
(run having 2.0)
@quick shell they are different one runs on pressed/released the other gives a vaule of -1/1 or whatever you set your scale to
so like a bool vs float
those are just for input
character is a separate thing
it's up to you to forward the input to the character
someone please help me
my zombie army is so strange
they can take damage when they are moving
but they won't take any damages when they are stopping
https://i.gyazo.com/092d60b1ee988286687fdaa6c009521a.mp4
https://i.gyazo.com/be4028abb16737b01f179b8fd4e4bcd9.mp4
why it is caused??
does anyone know how to add a shader to certain objects? as in i have a shader material in the post processing but i want it to only effect certain objects not everything thats in it
PROBLEM : Widget Ref passes to my party members as valid as I overriden the commander by setting the ref in the children but won't pass back to my commander as being valid as the ref is also set in the commander but when I switch back again to the commander, his reference then becomes ALL INVALID and the widget refuses to open up when the commander is in posession....
And nothing I try to do is changing his invalid ref status.
how do i save objects created in python?
the Widget no longer opens for the commanding pawn no more but it works for the children pawns. But only because I created the same widget and set the same reference in the children to override the parent (the commander).. It did work for him and the other pawns before I had the video memory crash then the ref stopped working for the parent....Putting the Ref in the children was the only way I could get the widget to open up, as its not working in the commander BP, because the Reference that is in the commander's BP soon as the Commander takes possession of the Player Controller the reference becomes all invalid....
But when I take possession of other pawns with the controller the widget opens up and works finel for them....I was not able to resolve the problem to get the referencing for the widget to work for the Commander when hes takes over the player controller. It stopped working for him, he can't open up the widget. So I'm running out of options to try....
Heya
I have seen a lot of videos about making shadows better, but didnt found any about optimizing shadows. Can anyone share a link?
what could cause a pathing char to get stuck on corners instead of properly avoiding them?
is the nav agent radius too small?
hi everyone i'm new in this thing and i want to create a game with unreal ungine
someone who can help me?
@honest vale nav agent in bp are set to the height and radius of the capsule
maybe try making the nav agent slightly larger, like one UU or so
could also be that the navmesh has been simplified too much and doesn't match the actual geometry that well anymore
Seems to not make any difference
someone please help me
my zombie army is so strange
they can take damage when they are moving
but they won't take any damages when they are stopping
https://i.gyazo.com/092d60b1ee988286687fdaa6c009521a.mp4
https://i.gyazo.com/be4028abb16737b01f179b8fd4e4bcd9.mp4
@honest vale In fact, adjusting it here seems to produce 0 effect at all. Am I missing something else?
may I dm?
nope, I'm busy
Hey, people. Can someone remind me what was the proper way for the engine to automatically execute some console commands at the project's startup (not the game's)? I want to use r.Streaming.PoolSize, but pasting it in DefaultEngine under [/Script/Engine.RendererSettings] doesn't work
@median wigeon is possible to create a game similar to a survival game, where you have to create yourself the guns and kill the monster in this island
how do i fix a bad widget reference.
if anyone else has a problem similar to mine, i solved it by switching to this whenever i use click movement GetCharacterMovement()->SetMovementMode(EMovementMode::MOVE_NavWalking);
when i get my rotation i wanna find if it is closer to 180 or 0 or 90 or -90 in the x axis
I have a quick question about the experimental version of 4.26.+
Until it's full release are we restricted by clause to not release anything using it or is it just a question of taking the risk of releasing a softwaring using an experimental build?
Couldn't find any documentation about it, legally.
Thanks ina dvance
I noticed that, if you set max draw distance other then 0 on a Landscape in 4.26/4.25 it will actually disappear/hide completely while still affecting collision , even if you reset to 0, it will still behave like that - is there any documentation about working with max draw distance and landscapes in particular or chat - I couldnt find anything related after a few hours on google
I’m all out of game ideas. Every day I turn on the computer and launch UE.. and then I’m stuck - I just can’t come up with something fun to create..
I have a vision of a game that I’ve been wanting to create for a couple of years, but when I begin coding and designing I do so for two days max and then I delete the project. I can’t seem to find inspiration, at all; totally stuck. How do you guys deal with these kind of issues?
The best advice I have is just make shit for fun. For the shits and giggles. Then once you have a large enough collection of assets then start looking at a serious project
Yeah someone told me once “If you can’t create something good; create a shitty game. It’s the creativity that’s important, not the actual result”... But I can’t even create a shitty game right now 😅 It’s too boring 😁
Nah man stop thinking of an entire game
For example make an ai donkey that poops portals and burps cupcakes. Just random assets man.
I think I will put UE aside for a while and maybe learn something new, like Blender for example. Maybe that will get me going..
Once you start making smaller stuff for fun the juices will flow. Then the problem becomes too many ideas and not enough time to make it all
hello , is anyone familiar with distance field shadows/ao, I need help
My UE crashes when putting a lot of foliage on the terrain, how can I avoid it crashing ?
@ashen elk You could try not placing so much at once. You could split your level into sub levels. You could also add some render distances and LODs to your foliage. There are a lot of reasons this could be happening
Alright, I'll look into it, thanks !
Hello! New UE4 User here. I've got a weird issue where trying to duplicate something in the blueprint event graph doesn't work all the time. It's like 8/10 times it won't work. Any ideas?
@timid sequoia sometimes glitches happen. I suggest not using duplicate much, it can introduce invisible problems sometimes.
Thank you!
is there a way to put multiple console commands in this one or do i need one for each command?
so i was playing godfall then i got this
eh, probably put the commands in an array and execute them using a foreach loop @hasty wharf
ty
@ everyone wont tag anyone and even if it did, dont spam it
ban him already
and kicked
thanks
He is spammer, some fake site advertising
2 days with no progress. Im going crazy. How do I save StaticMeshSocket objects that I've created with python script in my project so when I restart they are not gone.
@vocal herald sockets are part of the static mesh asset, so you need to save them with the asset.
Well, I can see them added in the mesh browser
all the sockets that I added with scripts
I can attach to them etc
Obviously I pressed save mesh
@vocal herald so you add them directly to the level? Not to the meshes?
I create sockets objects with python script and add them directly to the static mesh
add_socket(socket) → None¶
Add a socket object in this StaticMesh.
when I restart my project it crashes whenever I try to open my mesh where Ive added my sockets
But when i sculpting landscape - foliage seems to floating in air
@vocal herald ok but that is a different problem then
so you add sockets programmatically to each mesh but somehow they are not saved and crash the editor when reopening
I guess that is the case
I guess add_socket gives a reference to a socket object. And i assume its not saved cause it was created with python
I think I looked everywhere
2 days just googling
I think I need to somehow save socket objects in my project and then reference them in my mesh when adding sockets
but I dont know how to save StaticMeshSocket objects
Hello! I tried making a system where I can pick up items, for example logs and attach them to my character arm and drop them anytime.The system works but somehow it works only once/item.Once you drop it the next time you pick it up the location is wrong everytime. First picture should be last: https://imgur.com/a/nt7pXkv (4 pictures)
@vocal herald there should no need to save each socket explicitly. You add them to static meshes and they should be saved along with them.
@valid canopy it seems to me that when you attach your log to the character you are moving/rotating the static mesh contained in it. After you detach it, it stays rotated/moved within the actor, that is why the second time it seems to attach differently. Its relative location within the actor is now different. You should reset all relative locations to 0,0,0 (or to what they were originally) when detaching.
@proper pasture you need to do a better unwrapping in Blender/Maya/3dsmax or whatever you are using. Make sure the UV islands have space between them.
@patent cobalt thank you very much!
Is there a way to set every texture I import to automatically be set to NoMipmaps? Some kind of global Lod setting maybe? Feels time consuming to change Mipmap settings individually..
I keep getting "you've run out of video memory" errors, forcing unreal to immediately exit. I've had the same hardware for 2 years and never received this error - my only guess is I recently deleted my page file completely, since I have 32 gb of ram. I haven't been able to watch the task manager at the moment of the crashes to see what memory usage peak - any ideas?
You have space right?
I have 32GB of RAM as well, but also 8GB of dedicated VRAM
You'll need to find out how to increase the shared video memory
Harddrive
Or locate the fault and make out if it's a bug or not
@patent cobalt Problem solved! Turns out when im creating StaticMeshSocket objects its not enough to type mySocket = unreal.StaticMeshSocket() , you have to specify your static mesh mySocket = unreal.StaticMeshSocket(outer = meshReference). Didn't know what outer means or if it was necessary since im already referencing my mesh when I type meshReference.add_socket(mySocket)
Harddrive
@pliant rose 480GB SSD containing the installation
Projects usually on HDD, 1TB
Hey is anyone here in the UE Developers Community on Facebook? Any idea why my join request has been in limbo for going on two weeks now?
quick question, is it possible/feasable to make games to play in-browser (on itch.io for example) with UE4?
nothing too big
there was an html5/webgl build option, but I believe it's been discontinuted
oh it has?
besides, the builds usually came out to like 200 mbs
that's with an empty scene
not really practical for web dev stuff
so it'd be better to go with unity for something web based then?
yeah perhaps. there's still probably some bloat there too. you may just want to start delving into three js and see what you can do there
Three.js is pretty much just a higher level WebGL wrapper so if you want a game engine, it might not be what you'd want
But yeah in terms of having a smaller initial footprint it is decent
it's for a tiny project that I'm not expecting to work longer than a week on so I think unity is probably better
afaik UE's HTML5 exporter is still around as a community maintained thing, but I have no idea how easy it's to set up and work with in comparison
Has anyone got the error "Swarm failed to kick off" when trying to build lighting?
I’m using this plugin that allows me to serialize objects into array of bytes, then apply serialization to another object to apply the data of the first object to that object. Everything works fine on that part. The problem is I need to convert the array of bytes to a string and then unconvert it to be able to communicate objects across a TCP network.
When I print the array of bytes as string before conversion and after conversion they show the same. The serialized data matches, but the object is reset to its default values. Something happens when converting array of bytes to string that changes the data even though printing them shows the same.
This is probably very difficult to explain/understand but I’m just hoping someone already had this happen to him before and knows more about it.
I’m using this plugin that allows me to serialize objects into array of bytes, then apply serialization to another object to apply the data of the first object to that object. Everything works fine on that part. The problem is I need to convert the array of bytes to a string and then unconvert it to be able to communicate objects across a TCP network.
When I print the array of bytes as string before conversion and after conversion they show the same. The serialized data matches, but the object is reset to its default values. Something happens when converting array of bytes to string that changes the data even though printing them shows the same.
@quick kelp have you discounted multibyte string errors?
Oh, looks like an editor serialisation problem from the sound of it
Multibyte string errors ?
I tested it on a an array of bytes holding the values 99,100
After serialization to string and back, it shows same string when printed
So it seems like converting it to string and back doesn’t affect its data, atleast from what the print says
But then when I apply the serialization on a object , the object resets to its default values. (If I do it directly through array of bytes without converting to string the object keeps its modified values )
You must check if some serialisation calls are actually occurring or not.
Unfortunately I've been out of touch with UE for quite a while. I'm assuming you'll need to check if the fields are UPROPERTYs or not, or whether the serialisation callbacks are being generated or not, etc.
Well the serialization works fine. I can convert an object to an array of bytes , then deserialize it back and put the data into another object and everything works perfectly.
The problem is when I convert that array of bytes to string , and convert it back to array of bytes, the deserizalition ends up with an object that lost all its data and returned to default values
And the reason I need it as a string is cause I need to send it across a TCP plugin that only takes strings
My guess is that there is a problem with converting certain bytes to an FString character, therefore I see the same results im seeing.
Say - just trying to do the transition from Unity to Unreal... Is there a way to copy the transform values on one "gameobject" (Actor?) and paste them onto another?
what's the best way to compress an audio file size without losing much quality? I have background music I imported as a WAV and it shows 31mb on my size map; is there a better method or format for this (building a mobile project)?
@haughty tangle I don’t think there is, you can however copy vector3 value like location
So you’ll have to do that for location , rotation and scale to copy all transforms
@quick kelp What's the trick for copying the entire V3?
right click on it
Ah (falcepalm)
You are talking about copying them in the editor right ? Right click and there should be option to copy
Yeah - in "the other engine" you can copy the entire component and paste it in one operation.
This isn't an issue, however.
There is a plugin that’s free for this month that does vertex snapping
oh cool
@cyan cargo compress it to OGG or something. You're unlikely to lose quality that would be noticeable on the average mobile listening setup even with higher compression settings
Heh - @grim flame I was just going to ask about vertex snapping.
So far, the experience is fine... just following the startup tutorial and making my first "level".
@quick kelp Is that a "go to the marketplace" thing?
I've not explored that yet.
Yeah, what you should probably do is go to marketplace right now, go to the “free for the month “ section, and grab all the assets there
Once you get them , they are yours forever
It will just add it to your account, not project, so no need to download anything
But after this month, they will go back to being priced
only take the "free for the month" ones
and browse the permanently free collection
else your marketplace account will get flooded with stuff 😄
which is better for performance? an interface that targets characters or cast to a character with a bunch of children. I have a sword that will strike a character "world combatant" and then all my characters are children of it, but i just started playing with interfaces and realized I could probably make it simpler using one.
(and the launcher is bad in that situation)
Where can I learn more about making groups of people, like the World War Z zombies from Unreal, in terms of performancing? I don't need thousands but a few hundred would be great
@quick kelp Thanks! I'll explore
Out of the box you can sort of do vertex snapping but only to origin, so it's clumbsy, you have to be moving the origin around and snapping it to a local vertex then fix it there, then you can snap it to another object.
@serene birch Good point!
anyone knows how i can make my 16gb pc load a project cause of shader compilation is not loading
at one point the memory usage on the shader compilation just skyrockets to 16gb and beyond and unreal gets an access error and gives up
Where can I learn more about making groups of people, like the World War Z zombies from Unreal, in terms of performancing? I don't need thousands but a few hundred would be great
@light thunder that's custom tech, built for a specific purpose
Say - What's the best way to "look around" in the scene view? I'm finding the mouse and left click is ok for panning, but a move on the mouse is a "dolly" and not a "tilt". I'm sure I'll figure it out, but any hints would be great.
can i increase the distance traveled of a root motion animation directly from ue4?
@haughty tangle I use right click with WASD, sort of like a first person shooter controls
yeah same
same..
shader compilation is CPU bound and not RAM bound, so you just wait more
for fine small movements click drag
Ah - gotcha.
You can also use mouse wheel to increase or decrease movement speed
I'm popping back and forth between blender and unreal with a hand that's used to unity... so I get tripping up over my fingers.
I really like the UE4 right click FPS style camera
@serene birch well yeah,but my unreal crashes on shader compile
cause of it trying to access memory that doesn't exist it seems
i'd be fine if i just had to wait,but i'm just restarting the project cosntantly and i'm not even sure if its saving the compiled shaders
@haughty tangle There is a cheeky way of copying transforms. parent the recipient to the one that has the coords you want, then click on the reset arrows, then unparent.
@light thunder that's custom tech, built for a specific purpose
@wary wave Thanks for the heads up - if I wanted a non-reactive crowd (no physics reaction like a battle, just mills around or runs but is otherwise completely "baked" in their scripted actions) is there some time of instantized version of that animation?
ok making my vram from 15gb to 35,lets see if that will do the job
😢 so how to I actually get to the marketplace?
in the launcher
Ah - so it's not from the editor...
noup
@exotic thicket OK thanks. I've converted to OGG before and it generated some crackling :/ I'll try again
@cyan cargo it really shouldn't.. if you get literal crackling something else is wrong
I suppose it's buying back some of the cash I've given Epic for my son's (bloody fussing) Fortnite skins.
I have like 35 free assets I've gotten from the free for the month. I didn't just get what ever, only stuff that I knew was useful to me.
@haughty tangle besides "free for the month" there are permanent free assets that are quite useful, like the twinmotion materials library.
Guys, I have a problem with animations... again
I used state-machine for weapon animations, it comes from Idle state to Fire state and using two variables to check it (Shooting/Is Not Shooting). It actually works, but when I'm holding left mouse button to fire, animation plays only one time (I disabled Loop Animation for smooth transition) AND it don't want to go back into idle state
"Twinmotion"? I'll have a look.
yaaa turns ut i needed more than 15gigs of vram
@rich spoke it sounds like what you have programmed is correct, when do you set Is Not Shooting? I assume when you release the mouse
do you only want it to do the fire animation once no matter what?if so set the transition from fire -> idle to when the fire animation is completed
I suppose it's buying back some of the cash I've given Epic for my son's (bloody fussing) Fortnite skins.
Epic doesn't get money from that free purchase :P
It's more like the content creators getting that!
@grim ore What's your take on this process? I need dead bodies (no gore or anything) - how does this process sound for making them from existing assets -
- Take a skeletal mesh of desired person, put on a various animation that has them dead or laying down (so I don't have to do ALL of the posing)
- Go to end where they are on the ground, generate static mesh
- Make a bluetility that spawns one of those static meshes and also inputs into it's material instance to vary the color
- same blutility also swaps out certain TGA's (for changing skin/hair color)
I'll have to make some quick mods to the TGA's (I tested it, it's double once you get the boundaries dialed in so you don't have 'bleeds' in the color).
This is all done BEFORE runtime I just need like 50 or 100 bodies, ideally with as few repetitions as possible
I'm just not sure on steps 3-4 in terms of picking from the various poses - I don't want to make this into a blueprint asset for performance reasons (or can I make a child of static mesh and override it?_
@grim ore >from fire -> idle to when the fire animation is completed
Yes I want that
use the time remaining node in the fire -> idle transition
or turn on auto in the transition rules and it will automatically transition when the animation is done
I made it like that at the moment
@light thunder that all sounds good, just a basic use. can also use an editor utilith widget for the same effect that might let you actually modify the static mesh actor you are placing in the world
something like this @rich spoke
or like this in the details panel for the transition rule
you can see the automatic rules based transition checkbox
mathew, if epic doesn't pay you, they should. like half of what I know about ue4 is because of you.
fr?
mathew is a fucking boss man
I do contract work for epic so technically they do pay me, just not for this stuff 🙂
Can someone create a material with texture sample and run it into the roughness or world displacement (in ue4 4.26 preview 7) and see if it gives you an error
which error do you get?
Has anyone had any luck (without building from source) with surpassing the max point light count of 4 on mobile? ES3.1 devices can easily handle more than that unless there's some hardware restriction I'm unaware of.
I'm making a burning wheat field in the night and I have issues with shadows and performance. My light is set to stationary, foliage set to movable and after the bake (I need baked light because there are other buildings in the scene) shadows on foliage dissapear. Obviously with ray traced shadows or movable light framerate tanks to single digits so the question is - how do I get shadows or shadowing without destroying my performance? Perhaps bake some vertex color in? I don't know
https://cdn.discordapp.com/attachments/749591334565969971/776427908448518184/unknown.png
@wary wave Thanks for the heads up - if I wanted a non-reactive crowd (no physics reaction like a battle, just mills around or runs but is otherwise completely "baked" in their scripted actions) is there some time of instantized version of that animation?
@light thunder There's a lot of really poor, half-baked stuff in the engine, with minimal documentation
@wary wave Take a look at the Vertex Animation Toolset on the marketplace; it allows you to quickly pipeline a system to convert skeletal meshes and their associated animations to static meshes that use the animation data as offsets for the mesh vertices at given points in time, simulating skeletal animation while allowing you to use static meshes, and since you're using static meshes with what is essentially a shader simulating animation, you can use ISMs and HISMs to draw large numbers of those meshes.
there's better ways to do that (and you can set them up as particle systems, we've tried it here), but ultimately it tends to look pretty bad
you can only use a small amount of animation, and of course every instance is playing the same animation, which rapidly becomes noticeable even if you're using a bit of per-instance offsetting :/
I mean it depends on what you're going for. You can create multiple dummy actors that play various animations and have a handful of HISMs. You'll still get the benefit of the HISM but you'll get more than one "version" of the animations playing. Get the instance and destroy it and plop a new instance in one of the other HISM "animation channels" in the same location and I mean, you got a little more wiggle room.
There's always gonna be a tradeoff somewhere and performance of a static mesh HISM system is gonna be on the best options for a sacrifice in graphical fidelity, but I'd say it all comes down to your project's visual style and how important background fight scene beauty is to your scene.
if all I wanted was a bunch of guys standing around doing very little, it might work
That's, ugh, kinda what I want
basically a backdrop to a fire scene or big disaster
milling around, maybe some have their cell phones out as cameras but they are essentially an 'ambient' effect
said bunch of guys would all look more or less identical
milling around is less of an option, because you can't really move them around much
you can kinda do it with a niagara particle system, but it comes with all sorts of caveats
I'm literally modifying the scanned people pack because I can't afford any assets
this way I can make some variety into them
In that case, does the animation really need to be all that good? Even AAA games with huge unit counts use a similar vertex animation solution and those have massive budgets and expect a certain high bar for graphic fidelity.
Interesting... So I had a static mesh "actor" and I took a BluePrint Actor (Torch with light and particles) and added it in the hierarchy as a child... Then I option/moved the parent assuming it would duplicate the entire hirearchy... parent and child - but no... Only the static mesh was duplicated.
You gotta work with what you can do, and budget time accordingly. How important is this fight scene problem, and is your effort and time better spent tackling other issues and leaving it as slightly less visually impressive? If you watch the LotR films and look at the background CGI units in the major battles, they look way less impressive when you're inspecting every one individually, but the huge scope and the focus on the main characters draws your eye away and you never notice that half the background actors never even actually swing at eachother.
Why doesn't the entire family get duplicated?
So - I chose "Bake Lighting" I didn't notice anything happening, so I selected it again and I was given a notice that my lighting was already baking.
How can I tell there is a bake in progress?
I don't see any progress bars or notes...
But I may not know where to look.
How do I know when the bake is done??
it should show in the bottom right
Ah - it looks like it was failing and I'd hidden the message log somehow.
"No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times."
I guess I'm googling "unreal importance volume"...
well thats not a fail, just a warning
Cant figure out why my foliage on landscape not adjusting according to sculpting
im 100% it was ok before
Anyone have an idea?
@lucid grove If you have moved the landscape itself, the synchronization might have been messed up. Happened to me before.
What's the best way if you wanted to do show some diagrams or whatnot? pure UMG?
what should my page file be if I have 32 gb ram?
have a 1080ti, keep getting "out of video memory" I think it has something to do with my getting rid of virtual memory
(actually I think it has EVERYTHING to do with that)
@lucid grove If you have moved the landscape itself, the synchronization might have been messed up. Happened to me before.
@kindred sapphire hmm... might be
Anyway to fix it?
@lucid grove I don't know if there's any. I had to repaint the foliages in the entire game all over again. As far as I remember, there should also be a setting that adjusts the "global distance from the landscape" for each foliage type. You might wanna check that out as well. It might be a bug.
Damn
@lucid grove I don't remember the exact name of that setting. This is just the description of what it does. It was called something like "Distance Z" or something
Yeah i tried that, its mostly about putting mesh under or below ground with Z offset
Yeah, that one
Unfortunately didn't helped
Well, then I guess you will have to redo everything again as a substitude solution. There was also another problem I encountered: when I tried to paint it all over again, saved the project, closed it, opened it, and checked if it was okay, I found out that that new painting was also messed up.
As far as i can tell - if i put mesh with foliage tool and apply ONCE sculpt its kinda changing its position, but not later on
Well, then I guess you will have to redo everything again as a substitude solution. There was also another problem I encountered: when I tried to paint it all over again, saved the project, closed it, opened it, and checked if it was okay, I found out that that new painting was also messed up.
@kindred sapphire Ah, i know that. I mean even new painting is focked up
Not only those already there
So i converted my WAV to OGG, but when I import my 3.7mb file, it shows in the size map in UE4 that is is 31mb -_-
is thier a way to turn off shadows for working on terrain?
I renamed my file, changed folders, fixed redirectors but still 31mb
Anyone know why im getting this error [SM5] (Node LinearInterpolate) Coercion failed: MaterialFloat3 Local6 = saturate(Local5);
: float3 -> float
trying to make a material blend
with tesselation
the error tells you the error
your trying to stuff a 3 value value into a 1 value value
look at the output of one of your nodes, its probaly outputting a float 3 (RGB) and your trying to shove it into a float 1 (R)
um
failed
im not doing very well lol
following this person
Want to paint textures on your landscape? Want to do it easily and have those nice megascan displacements? This is the video for you.
If you are new to Megascans watch this first: https://youtu.be/MsU0-4btx0A
Here is a video on how to get the trees: https://youtu.be/yaZvyHaYk...
show the graph where you have your error
yes if you start going backwards from the saturate you are putting into the alpha, what powers it? is it a texture or what
yes so your displacement map (your texture sample on the left) is outputting the RGB wire which is a float 3 while the lerp ALPHA wants a float 1
if you look back at the video you will see the issue
yarp
thankls
Uh.. guys. I am super new at unreal engine and I got a question, if someone can help me w/ it
How should I be dealing with levels with thousands of actors? I have a level with around 3600 actors and I get around 50-60 fps
@ebon linden There was some stuff in an epic talk about animation news in Fortnite that covered huge crowds and copying animations
How should I be dealing with levels with thousands of actors? I have a level with around 3600 actors and I get around 50-60 fps
@ebon linden Also have a look at https://atoms.toolchefs.com/
@lean mauve ask in here or in the appropriate #channel and people can try and help
Would that also apply to static meshes?
@ebon linden For that you would use instancing, search for HISM
@grim ore Just a simple thing. I got a material script from pastebin. How do I open it in ue4?
you would paste it into the graph
Yeah. I am struggling with finding it-
finding what?
ctrl + v doesn't work?
is this an unreal engine material graph copy or is it HLSL code?
Graph one, I belive
then yes open a new material and right click paste or ctrl-v into the graph
How do I access these scalar parameters when they are subsets of a parameter - so if I want to change Albedo, do I just put "Albedo" in the slot here?
can anyone here do AI??
I tried but it was Turing
not sure i get the question but use SetVectorParameter and SetTextureParameter
@grim ore can you set a dynamic instance to a static mesh you spawn, before runtime, in a blutility - I want it to randomize their look but it's 100 different bodies so I want to be able to bake them into the scene because they don't need to move
right now it spawns them fine but the dynamic material instance goes pack and affects others arleady spawned
which kinda makes sense
if its the same material instance then yeah thats going to happen
any ideas besides making 100 different material instances?
having them be blueprints that spawns their own dynamic material instance and sets its own values is my only thought
im sure theres a more efficient answer out there
so make the utility spawn the blueprint, which has it's own construction script?
yep or just drag drop the actors in
of course that would be run every time the level loads
it depends, each actor can check a boolean that you set and the construction script can run only if that boolean is not set
or just dont run it on construction but run the function on the blueprint manually with a blutility or editor widget
I think I found a bug on tiled landscape and I need help confirming. How to reproduce:
Create a tiled landscape.
Click the "Summon Tiled Landscape" button on the "Levels" tab.
Select all the tiled landscape.
Inside "Level Details", change the Position for "Z" to any number.
The landscape should shift up or down to this new position.
Place a box (or any object) on the surface of the landscape.
Save everything and exit.
When you return back to the project the landscape has shifted back to the original "Z" location, but the "Summon Tiled Landscape" will still display previous "Z" location you've entered. This should not happen.
i've got the quest 2 for game dev. but it uses usb-c and my pc doesn't have usb-c ports. does anyone know of an adapter i can use? i looked on amazon but it all looked a little dodgey 😂 thank you
look on amazon for highly rated ones, I was going to suggest the one i bought for mine but its gone now. was a generic 16 foot A -> C USB3 cable. @harsh tiger look up "oculus quest link cable"
An does that work straight out the box? Thank you btw @grim ore
can i increase the distance traveled of a root motion animation directly from ue4?
mine did, no issues so far.
I beleive it would, I use an adapter for my usb headset, but I dont know if the cable that came with the quest2 itself is data compatible or just for charging
its also... super short
if you are just looking to get stuff onto the device and not use the actual oculus link stuff you can do ADB wireless mode
Hey guys
Hello
there is an #gameplay-ai channel btw
oh
data compatible, we use a laptop and with that we can put standalone builds of the project onto the headset and run it in standalone mode. but because my pc doesn't have usb C. i can't do that atm haha
then the adapter should work
but if you just want to push stuff to the headset it cant hurt to try adb wireless as a quick solution
i've not actually see that option before. might be worth looking into. thanks mathew 👍
How do you force Tiled Landscape to load after closing the project?
Can anyone tell me why i cannot select the effector? (only bones)
I want to move the effector, while in this animation pose, but its impossible.
I've done it before, its just not possible...im so confused.
If i convert blueprints to c++ can i still edit those files in blueprints and then reconvert them for updates? Or is it once c++ always c++?
@worn anvil how are you converting them to C++?
having them be blueprints that spawns their own dynamic material instance and sets its own values is my only thought
there are "mesh instance" level shader parameters you can use
helo
Nativization @grim ore
that is done at compile time so no, that doesnt permanently change them
if you enable blueprint nativization it is a compile thing yep, you still work with the blueprint as normal
Awesome thank you
found it https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/CustomPrimitiveData/index.html
An overview of the Custom Primitive Data workflow for storing custom data per primitive that's accessible through Blueprint.
Using "Undo" with control rig in sequencer seriously breaks things.
any good tutorial of making FPS (hands only) weapons effects ?
Wdym with weapon effects? Reloading animation?
u mean flash?
There aren’t a lot of tutorials. But you could download some rigged arms and animate them in blender with a weapon
That’s how I do it
Nativization @grim ore
@worn anvil Blueprint nativisation is unreliable and I wouldn't recommend using it at all
I've seen it do things like silently drop entire components when packaging
i added staticc mesh component to a pawn blueprint class and i added a mesh but i can't simulate physics/ What should i do?
Hi all. I also have a similar rigging question for UE4 Control Rig setup. I have a gif of what is happening.
In the gif, you can see that the fingers don't move along with the hand. But the hand does move with the rest of the arm via Basic IK. What do I need to do to get the fingers to follow that hand_slide bone correctly?
is there any way to attack an actor to a socket?
as I see you can only do skeletal mesh and statics but I need to use an actor
Hi all! How to make sure a projectile cant hit his self ?
i saw that unreal tourney was made available by the people at epic -- where is the source code for it?
2014 version
where did you see it was made available ?
https://github.com/EpicGames it's one of their repositories. You'll need to be signed up for GitHub and join the EpicGames team to see them (which is the same steps you'd take to download and build Unreal Engine from source)
hey guys, just a simple question. I have to make a complete game
How much does it cost to have a designer make a 3D character
thats not a simple question, $1 to 1 million
Is multi-user editing LAN only?
anyone got a workaround for Raw Input axis conflicts with gamepad mappings? cheers
Hello, how I can make a leg ik system for a mixamo rigged character ?
I need to make tank treads for a vehicle and I was wondering if there was some kind of trick to doing them with splines or something? all of the info I could find on them was very old
Hello. is it possible to use cine camera as default gameplay camera (for 3rdPerson shoter), and why is that bad idea? We are tring to achieve more cinematic look in our game and default camera just can't cut it.
Hello! I want to modify variables that are in a game instance using C++. I want to cast from C++ to my game instance so that I can control my variables. How can I do that?
Anyone knows if not being able to add an element to the override materials array is a bug for 4.24.3?
on a static mesh component*
how do you cast to a actor attached to a player pawn?
im using the actor as a tag, it stores the pawns HP and Altitude, this is because there are multiple aircraft
Any one knows where can I find this example projects of UE4?
Here is the example project of particle system but I have seen many of this projects regarding different topics in different videos.
And I have no idea where I can find them.
anyone know how to cast to a actor attached to a pawn?
the PlayerTag is attached to the pawn
hey everyone! incredibly important question for what i'm doing: is there a way to make immersive mode in the viewport go completely fullscreen?
F11
specifically when i'm using a cinematic camera
Press F11
gah, shift + F11 is really close! what i'm trying to do is go into a fullscreen that removes the black borders (as shown here) @plush yew
damn, that's unfortunate
Is there a way to mass load all content into the cache at once in a project instead of having to have it all in the same folder and selecting it all and right clicking it? It'd be useful to have everything preloaded for when I need to use it instead of having to wait each time. Perhaps selecting all folders and resaving everything will do this?
I'm having an issue where my projectiles collide with other projectiles when they shouldn't. Is there something else I need to do to make them ignore each other?
when i click launch in seperate editorwindow it launches the game and opens a extra editor viewport, how do i prevent it from luanching it as a standalone game?
are there any rookie mistakes that make game file sizes massive
Hey guys! Does anyone know if theres a way to just cut this model here? I dont want that the wood to be there
Hi I'm having issues with a shader. The left side of my asset works properly like i want but the right side sucks. I used vertex painting with the middle of the plane Black and left and right side Pink
Hallo, is anyone currently online ?
I nuat recently bought the CCG tookit and wanted to know if anyone has worked with it and may be able to help me answer some questions i have.
is there a way to increase the maximum sculpt height of landscapes?
When i do play in editor it launches a standalone game along with the editor window
Do you have number of players set to 1 in the multiplayer launch settings?
that is the expected behavior then I think. Editor should run as the server, and the second window opens for the client. MAYBE i DON'T UNDERSTAND THE PROBLEM.
sorry hit capslock, heh
hey all!
why i eradicated my caps button
what would people say is the absolute best way to source or produce photorealistic trees for unreal engine and 3D in general?
i've not really been vibing with speedtree. the results feel less-than photorealistic, especially when it comes to the bark/trunk texturing
You could get some different bark textures from www.textures.com
i'm sort of looking for an all-in-one package, either as ready-to-purchase assets or a more generative solution. i don't mind which i'm just looking for the best visual fidelity possible.
many options i've tried look fantastic at a distance, but tend to break down once the camera gets closer
I'm not too familiar with the generative options. I'm an artist so I would just make it myself using blender and substance painter probably 😛
so when you say photo realistic would a sprite be ok? We have a system for 8 sprite angels that can each be 4k and rotate through the 8 4k sprites to give it the 3D feel.
no, i am looking for a fully 3D, photorealistic under extreme close-up conditions, non-stylised, tree solution
i wouldn't say sprites are photorealistic under close-up conditions
the marketplace has various options
probably either photogrammetry or a really nicely executed displacement solution, don't mind which
i.. know. i'm asking for what people in here would recommend? any particular market assets based on experience? i'm looking for first hand user accounts here
like i know where to look i mean - i'm more asking for anecdotal advice based on experience
specific tree libraries etc
Gotcha 🙂
IanH instead of "Get Player Character" node, try "Try Get Pawn Owner" node.
@plush yew this is exactly the kind of quality i'm looking for! thank you
is there a reason you are doing it in the update animation?
doesnt matter still doesnt work
Guys i need some help
I built lighting like i do usually but something went wrong and there was no indirect or bounce lighting
I built again and everything in my level dissapeared and i can't see nothing even on unlit or wireframe mode
I can't place any actors in the scene either
and this keeps being spammed in the output log
LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a non-invertible matrix, this results in NaNs! Use Inverse() instead.
@plush yew try seeing what class the try get pawn owner is returning by dragging off it, get class, get display name, and connect that to a print string
complete accident, but totaly worth it, gonna keep it as a easter egg in my game to be found somewhere:
pottentially to be fought
Hey can i ask you guys a question?
is there a setting to make the boxyness fade out a bit?
or am i stuck improvising / blending lights ?
hey so I know how to estroy actors and do grab events but the one thing im clueless on is putting a new item into the vrpawns hand
so when I grab something, how can I put a different actor in their hand?
i was wondering if when i use console commands for graphics and shadows ect is it only for the editor or can it be used in packaged? i know some work someone told me before that they do, im not sure how to change graphics and stuff using nodes so i was also wondering if someone can send e a link to something that will help, i dont want to use console commands for everything
@plush yew
- Yes you can use them and they work in packaged. Only the console itself is removed to type them in.
- Check "GameUserSettings" for non command based graphic settings.
Ok thank you
has anyone figured out how to make the new waterbody(ocean) larger?
Ooh the epic mega jam is looking good
has anyone figured out how to make the new waterbody(ocean) larger?
@radiant fable you should check out smart polys tut on it, he probably covers that there
ty, watching
Anybody know why unreal engine crashes as soon as I hover over the drop down menu for build(lighting) Updated to latest unreal version and it still happends
i keep getting this error
are you on preview7 @feral patio
idk what that is
4.26p7, it's a bit of a bad build imo, waiting for hotfixes
@plush yew It uses main too, not sure
hello, i downloaded a landscape material but when i use it creates a strange fog in the distance
Make a montage of the animation the create a notify where you want it to stay then zoom in and create another notify when you have done that go to where ever the animation is being used then have it play anim montage and have it play from the start then it should stop after that have it play another anim montage and set that one to play from the first one of the new notifys
Hi my monitor has been blacked out while I am using unreal engine especially while i have been screen sharing
And I have no choice but to press the reset button
And I lose progress if ue didn't auto save
Try verifying the engine that you are using
I'm on ue4 and this issue didn't happened to me before this month
Just go to the epic launcher and click the little button n xt to your engine then click verify
Monitor goes blank no input and im using the same computer monitor and desktop
Alright I'll do that
It might work but if not just see if you can get it fixed somewhere
Ok tho I think it might be a hardware thing or a video driver has crashed
I'm verifying and I'll let you know of the results but if anyone else had a similar issue I'd love to hear it here
Is it possible to make game using unreal but the game itself is "open source" based on my defined licence?
I would like my user to contribute as the game develops
I don't know try do some research on it that sound quite cool
@wicked fjordYou won't define the license. Epic does.
To post in job borad
@void barn have it in a state of it's own, and have the lying down animation on loop. As long as the dead bool or whatever never changes, it'll never leave that lying down state
To post in job borad
@plush yew Pinned messages in that channel
Ok
Can somebody explain me how i virtual lightmaps work?
I can't find anymore information than it's possible and here you can activate it in the docs?
Hi! Im attaching lots of objects to sockets at begin play. For some damn reason there are few objects that attach to the socket but their relative transform is 0(it says they are attached to a correct socket but their location is not at the socket) . But if I put a delay node before attach node they get into correct location
can't add contents to my projects, the download bar pops up and vanishes away after few seconds. what should i do ?
Close the launcher, and try again. Are you sure that nothing has been added to your project?
already restarted(also tried with admin mode) and the project is just the default third person template. nothing changed or added
Ah, a quick look at the projects marketplace page show you are not alone. Seems to be an issue with Epic.
@gleaming narwhal maybe this needs looked at ?
hello everyone, since this morning I try to do when the person clicks on the button the camera changes (in movement) to another location, can you help me 🙂
has anyone here ever made a build for the quest 2 to side load it? does it require making an android build for the APK? or am i missing something
@shrewd tinsel is that question to me haha?
Hi, still no R-X-45 or G-Z-25 or S-SHIFT-Z-pan mouse while holding CTRL for incremential snap ?
(blender's like shortcut)
i asked the question 3 or 4 years ago and i really hop it come one day in the engine as a user preference (maby it will be in ue5 🤔 )
I really HATE the space space space space space and mouse the mouse to the right pixel where the arrow is, it is really slow workflow and not that much precise
and a SHIFT+R to redo precedent action (like if you duplicate and move 5 on x, you can redoit without having to manually set it to +5x with the mouse)
Does Raytracing work with a 1080ti?
yes, it does, but slowly
i have this scene, tho i'm not quite sure if these are raytraced reflections..
i have a sphere reflection capture in the scene
i think you need to activate it
Yeah i put my engine on directx12
and in rendering raytracing checked
i ahve a postprocessvolume
You can check in debug if it is really raytracing https://docs.unrealengine.com/Images/Engine/Rendering/RayTracing/RT_DebugOptions.webp
hmm those settings are not there in my dropdown
wierd cuz the settings are turned on.. i chose a virtual production template wich already had rt on
idk, i didn't fully switched to ue4 for my production
hmm wierd
ask someone more competent than me ^^
ill check it further
I'm running into remarkably bad performance when running my game in-editor with a blueprint window open, making it impossible to test and iterate quickly, anyone know what I can do to keep the window open and play at reasonable performance?
Oh, apparently disabling GSync does miracles
Hey guys, I need help with AI.
I made first controller for Pawn blueprint which makes Pawn just go to one direction
@rich spoke see #gameplay-ai
I also enabled controller in Pawn blueprint
And there's Event Move
But it's not working. What an I doing wrong?
@ebon marlin ouch... sorry
Does anyone have 4.26 Preview 6 installed?
im on 7.
RTX + GPULightmass stopped working on 7 for me 😦
Havent tested that yet. Im strugling with landmass and water/river stuff.
Hi Guys,
Anyone know what could stop me controlling the camera when I use PIE mode when I click play ?
I only want to move the camera to take pictures but Its stuck in place...
Its in a VR template but there is no VR pawn taking posession of the camera.
anyone can help me please ?
I want switch camera (like mouvement) when user press button option
idk how to get my camera into widget blueprint ... :/
Guys im trying to decipher an old powerpoint presentation, but the resource img is so low resolution i barely can see
I know the two nodes under are params, but the upper 3...
wow thanks!, mmm what could be
on this one there is 1 param, multiply, multiply, append, append, but the blue one and the last one are hard
There is a nice document of SE that shows very good technique's for save disk space but, the examples are hard to read
have sense 🤔
So - In the Unreal Editor, there's a button that says "Marketplace" and the tool tip says "Opens the marketplace"...
But it seems to do nothing.
Is this expected?
What's it supposed to do?
that button used to open the unreal marketplace, but its broken on newer versions
If I open the launcher, I can access the market place, but why is there a non-functional button in the editor?
it still works if you download a really old version of the engine
Just recently setup Unreal Online Subsystem Steam when I build the project the steam overlay shows up but when I host game other clients that have the project the game does not show up.
I did find that the unreal documentation for it was out of date and missing some steps
Can you guys suggest some good tutorials/courses? I just finished a course on udemy (https://www.udemy.com/course/unreal-engine-the-ultimate-game-developer-course/) and want to improve more! Are there any good courses dealing with advanced animation and IK?
anyone know why a material isnt getting applied ?
what do most people do whenever they want to integrate some machine learning into their ue4 project?
run the code in tensorflow/pytorch, store the results in a buffer and then interop with ue4?
or am i better off porting the code to a compute shader?
most people don't, so I would not be surprised if you get no responses here
anyone know how can i change a material depending on the health?
I started having problems with my UE4, when I create new folders the entire UI just like freezes and does not update, same with 3D view.
I have a suspicion it's the new GPU drivers that might cause this.
I don't remember having such issues before.
I'm using win7 and Radeon RX470 and UE 4.25
Anybody else having similar problems
ty
Yeah, it totally was the latest drivers causing this. I installed old ones from june and it all works fine. So for anyone having troubles with something like this, while having AMD GPU: try older drivers
Yo guys ! What are the main benefits of the new remote control in 4.26 compared to say OSC ?
hii guys, does anyone know if its possible to change the position from which a panoramic capture is taken ? Even if I place the bp capture sphere exactly at 0 0 0 it still takes a screenshot from a different position. Any ideas why this might happen ?
hm
how do i put niagara emitters into my scene?
add then to a niagara system
Is there an easy way to take my 4.25.4 regular build, and upgrade my 4.25.3 source build to the next update?
or do I need to redownload and install
your asking about updating your 4.25.3 source to 4.25.4?
if so you would update your source release with that tag from the github repo and then recompile yes
yes
ok, thanks!
I've normally only done upgrades to major versions
but that is due more to my tunnel vision
hii guys, does anyone know if its possible to change the position from which a panoramic capture is taken ? Even if I place the bp capture sphere exactly at 0 0 0 it still takes a screenshot from a different position. Any ideas why this might happen ?
@plush yew it's obviously using a location from something else - but your question is simply impossible to answer with the information you're giving
it's quite possibly using a pawn location or similar
I have a switch on 5 outputs - how can I just make it random
instead of drawing the wires out
I just want to to pick one of 5 paths
Hi guys... I'm going to ask a question here because I believe someone might be able to answer this aside from just the few folks on the mobile chat
I'm having a ton of issues with the output resolution of an iOS app. I really need to restrict the resolution to something significantly smaller vs what the iPad Pro 2020 is natively
what is the easiest way to cook the app and ensure it's locked to say 1080p
in essence... just ensure the output video of that app is not being upscaled... and its locked to a resolution
I've never locked an iOS app down in resolution... it's almost the opposite... but I'm against a wall and could really use some advice from anyone that might know definitively how to do this
maybe increase indirect lighting Starcrater?
@light thunder put them into array, roll random integer in 0 - lastindex range then pull Outpost[Roll]
@lean mauve you would have to show us more info to give you more info but its saying that parameter input is missing its object, you have nothing in that node
This is the full thing. Yesterday when I was trying to paste material code (from pastebin), I got this in the end. I connected things and when connecting line to base color, I got this error
this is more or less the right way to send an object to the ground, (maybe make trace end a bit longer )
@lean mauve yep you need to find the node that has nothing in it and put something in it. there is a texture parameter that wants a texture and you have none in it. The node should have a red line under it
it looks like there are quite a few
Yeah. Guess code I pasted was incomplete?
the code you pasted was fine, ^^ , there is no way it could copy the texture info over on the paste unless they used something like engine specific textures
Hello everyone, I've started learning about the Unreal Engine Procedural Mesh Component, the documentation isn't very clear, so i'm wondering if anyone has any courses or youtube playlist that they can recommend me to get started with that.
Yeah, probably. Hopefully I can find something similar on megascans I guess
Hm.. I don't know any. I just try to follow megascan tutorials for now since I started maybe a week ago. It takes a lot of patience for me since I don't understand many things. Although I have learnt how to use for example maya for creating terrains specifically this time. Maybe you should try it too @quick kelp
does anyone know why the meterialparameter collection cant be accessed in blueprints anymore in 4.25?
really?
i cant find the parameter collection anywehere
also there is no drop down or anything for set vector parameter value
i cant change it anywhere to be assigned to a collection
restarted the engine and laptop now its there, strange
download the 4.25 branch of UE4 and compile it https://docs.unrealengine.com/en-US/Platforms/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.html
Can you make a hotkey for a blutility script?
ugh cant find any good niagra tutorials :/
Mathew i didn't know you had a youtube channel! :0
yea he has the
wtf is series haha
whats the node to stop character movement? like speed not lock him in place but not make him move xyz
is there a way to make a mesh render only till it hits an obstacle? Like if i have a mesh on a character, and the character rotates towards a wall, the mesh clips through the wall to the other side. I only want the portion that is not on the other side of the wall to be rendered.
yes, but you'll need to edit the mesh which is probably not what ur looking for
how do i conform a landscape to conform to a static mesh?
I have a road that is a mesh and not a spline, and would like the landscape to wrap around it.
Can somebody help me with Material functions because i have 4 material functions with Parameters and when i look into my instance they only 2 Material funtions group there
Is there ANY hotkey you can use to activate a blutility?
seriously I'd kill for a blutility hotkey
niagara is more about how things behave rather then create that thing, Like you cant really make fire in niagara right? Just how it behaves? you still need to make all the textures/meshes?
Is there any way to make DerivedCacheData generate inside the Unreal project instead of the temp location on my C: drive?
can i ask question about buying a computer?
better to have 32GB
If you plan on doing PS5 quality work you can burn through memory using dense assets very quickly
if you are doing droid or simpler tech you wont run into memory troubles with 16
has anyone come across the
UATHelper: Packaging (Windows (64-bit)): ERROR: There can be only one Editor target per project.
error?
i've tried deleting my Intermediate folder, also tried full regen of the project as well. this error still persists when trying to package the project
@random heron check to see what you have set as a visual target quality
Hello guys, I am following a tutorial series on how to make a 2D game, and I am stuck at one part where my characters sword keeps on swinging when I connect it with the AI. Could someone help me ?
i got 8 and using blender/unreal/photoshop crashes shit
ok so 32 ok but 64 is NOT necesary? (i have elitist online friends saying all sorts of outragous $10,000 costing builds)
isnt ram=multitasking cpu=rendering
gpu is renddering no?
@random heron check under settings and check to see if you have the editor set to ios or another visual target
64 is abit overkill tho lol
ok will do @loud knoll
depends shakaama
think of ram how many firefox tabs you can have open at the same time
so that leads t gpu question 8gb gpu?
Get at least a 3070 or wait for 3070S or 3080 or next year 3080TI
the Ps4 is around a 970 or 980 so 7 mil triangles 60FPS at 1080P
you mean you cant buy one because they are sold out every where?
i can order one from a builder but even they are asking for 2 months wait
yeah I got a 2070S
do i NEEEEEED a 3080?
nah
im getting ads to be put on a wait list for the 3090 its weird as hell lol
well :/
are you saying a 20gb gpu isn't better than 8gb gpu?
No who would say that?
still using my rx580 😄
20gb ram on your gpu? for what? lol
the new announced AMD
it has 20gb of ram? thats just dumb lol
i can barely max out my 8gb's on ultra settings
So when I make a car to drive on a simple plane, the plane shakes rapidly like an earthquake. Will someone help me fix this? This keeps happening to my friend btw
but i also do blender, it uses gpu
u use blender, i use it as well
think almost everyone does tbh
probably some maya loyalists around tho
ya fr
20 makes sense for certain work, like 8k video/textures editing
what the best way to have collision overlap for character and pawn?
isnt 8 enough? what resolution are ultra textures in games at? 4k then?
ah right
4k is kinda okay for certain hero stuff say, close ups. It varies alot.
Anyway, 8g is fine in general. 12-16 for more heavy duty work/gaming
i'm mor concerned for creation, not gaming
Well, don't go below 8 :)
and 8gb is not enough. i have that on laptop right now
Depends for what.
Creation is so generic term it gives nothing. If you create generic indie game with no aaa+ art, you are fine.
Hi, i have questions, if I’m working on a game that has single and multiplayer. If the player is playing solo should i remake my code from the multiplayer to a single player or will it ignore the “telling the server and sending back to the client” automatically?