#ue4-general
1 messages Β· Page 879 of 1
View through VR headset where the body is fixed by head isn't fixed and show pairs of sounds + visual objects, make a button response, then delay, and next pawn pair.
Ok thanks! I'll look into that now.
is there a way to make the GI effect more pronounced?
Essentially the task is for people to see if they can name the pawn being presented - but we vary the level of masking noise for either cue
So I figure I just tack on a variable that increments each time a specific pawn pairing is presented and have that have a set point where it stopped presenting at like 3 occurances.
My logic is to first get the pawns to present in sequence, then include the button response requirement, then figure out how to increment everything to prevent repeats, and then finally figure out how to get the data.
Quick question, when is UE5 planned to drop and how will porting projects to the engine work?
@grim ore hey! I know you from the videos haha
Quick question, when is UE5 planned to drop and how will porting projects to the engine work?
@dense knoll ue5 is going to release in a preview version early 2021
kk
and ue4 projects should just open in ue5 based on the info we have so far
So i have a puddle shader I applied to a material. I can control the amount of puddles through a collection parameter. I am making a rain system, and I want the puddles appear like only in the area where it's currently raining. Is it possible to like, only make the shader work in that specific area in the world of that material?
So like it's a landscape, and landscape has that material applied to it
Is this the best place for newbie questions or is there a better place for those?
everytime i launch to the quest headset. i get a stupid amount of shaders to compile.
my question is this compiling all shaders in the entire project or just the ones being used?
@grim ore Love your channel mate, helped me a bunch when I started this lovely journey. π€
what should i do abt this, i think they are trying to get to a destination and if they get blocked by another guy they keep trying to go there and they just get stuck
@median hound which ai controller are you using? Try detour crowd ai
If it still stuck try to add rvo avoidance
where is rvo avoidance at
@burnt galleon I guess you can dare to ask π
how will i add both avoidance and ai crowd?
Try typing avoid into the search field on top of the settings frame, it should then show it to you
found it thx
(deleted my message, I instantly solved my problem)
whats the thing called that makes the animations speed based on the characters speed
@median hound np
what config file controls editor layout ui? i've got mine locked behind source control and I need to remove it so window/tab positions end up saving
Guys i am having trouble playing a video from url
this is in unreal 4.25, similar thing works in unreal 4.16
@crimson vapor - Print the return value of your Open URL
url value prints fine
oh return value,, i;ll check wait
@light thunder It returns true
@quick shell Is there something like that? I dont think so.
But you have velocity and you can set the playrate of animations
why are some guys not moving after i place a couple more
he just wont move at all anymore hes broke π¦ ai crowd breaks it
Anyone have some experience with sound design?
Just having a small issue with collision sounds.
even from 80km away from the scource lol:
sneak peak at one of the most powerfull spells in my game im making\
hi guys, so i have weapon SK, and i replaced mesh only in blender, but every time i swap mesh in unreal unreal says skeleton is missing bones, any fix for that?
unreal makes skeletons for you normally
might just need to reimport it or design your own skeleton
i have already skeleton with animations, i just want to swap mesh on it
When packaging a shipping build for Android, what's the most commonly used platform? I'm guessing ATC?
Possible to have a 24/7 live YouTube link play music on my main menu?
plus your game would probably get a dmca takedown more than likely
Not if itβs a no copyright 24/7
Also .. Iβm thinking it MAY be possible somehow with something like node.js
Outside unreal engine scope tho I suppose
after scrolling away from the center for almost 15 mins now
no one will be able to evade this spell XD
gonna call it holy law
named after a similar spell from a anime
Dose UE have any way to use the new effects on the ps5 controller
Is there any documentation on it
not that i know of
a full character should have everything on that default thing or do you have multiple?
hey fellas
if i have a full 3d model and i'm going for a first person camera, is there an easy way i can clip part of the player's body mesh so that it's not visible to them?
i want to place the camera inside the head, but when the character animates the head is visible through the 1p camera
i have a weird thing that i cant understand
I have two directional light actors: sun and moon
When i change intensity: moon working just fine, but sun is not
it keeps its intensity at default 8
but it do change cast shadows bool for example
ya using ray tracing?
nope
k so thats good
moon is duplicate of sun with different color settings
cant help ya on that
im learning ue4 myself\
but i asked if raytracing was on cause i know that it sometimes can be related and cause that issue
I can change directional light (sun) right in editor, second light is also ok. I have some other light sources that works great with intensity changes.
Why this started to happen i no idea
aw shit, found it. just in front of me
Can someone give me an example of the condition and its relation to the scalability. I can't find a single piece of information of documentation at all in regards to it
can some1 explain my why retarget button does nothing expect for closing window? I don't use default humanoid rig, skeletons are same
I'm honestly surprised that like no new information has come out about UE5 other than the unveiling.
whats responsible for ai, cpu?
Gonna ask a really simple noob QQ, assets that are free for a month, get somehow blocked after a month and need to be purchased? How does it work exactly?
if you collect them you get them permamently
Thx
I usually do my stuff in Unity, feel scared π Because one project really draws my attention towards ue4
I know UE4 animations can be retargeted to Mixamo characters, but can you retarget Mixamo animations to a UE4 character?
Ryan Laley has a YT video on how @gusty dune
Thanks Duroxxigar, although can't find the reverse tutorial, only the Mixamo character to UE4 anims one
This video was voted for Patrons and YouTube Members. For those who voted, thank you!
Learn how to use the retargeting manager to copy the animations of one skeleton to another one. A common use for this is in conjunction with Mixamo assets. Learn how to retarget a Mixamo ass...
I am trying to play a video on full screen
I get the following error videoTexture not found in mediaPlayer
This is unreal 4.25 it works in 4.16
I'll give it a go, cheers dude
Any ideas?
It's an API change by the looks of it. Try to find any migration scripts available, read the changelogs, identify the new API.
For example, Navigation went into its own module in 4.20+ iirc.
Idrc which version, but they provided a python script for changing all code references in classes and build scripts.
It is likely that this has been addressed between versions. Sadly, UE4 doesn't backport gracefully. You could copy the project to test.
Hi all, I hear that folks are getting 1,000 shaders compiled in under 10 seconds with an AMD 3900x. It is taking me a couple minutes. Does anyone have ideas?
Oh, I should mention: using SSD and 32gb 2666hz ram
It's an API change by the looks of it. Try to find any migration scripts available, read the changelogs, identify the new API.
@plush yew Yes definitely an API change
cannot find savetexture method in the new mediaplayer.h file .
You should hit the docs first, see where the versions began differing.
sure ill try it
@minor grove there is a very good chance they are exaggerating. Just watch your core speeds and shader compiler %'s in task manager. If you are getting high boost speeds and near 100% use with a shader compiler on each core you are doing fine
Off hand I would say I get about 10-20 shaders compiled a second on my 3950x but I really dont pay attention
allright can i get some help
I don't think anyone can help without a problem
i have a problem
Im having issue using the vr mode with oculus quest, menus and icons are black, and no shortcut key to exit
I am trying to play a video on full screen
@crimson vapor @grim ore Any advice
the media player tools dont work?
does ai use cpu
video texture not found in mediaplayer
have you walked thru this document? https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/FileMediaSource/index.html
This works in 4.16
yes the media player framework has changed
so then this document? https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource/index.html
the concept is the same you just have to change the source
its all in the media framework documents
Is it possible to just NOT apply a shader to a pixel on the material if the world position of that pixel is not inside a defined range of values?
Since like materials don't have if statements
or AND
materials have if statements
Yes but its like super limited
Only 3 options
and if I want to define a range, I can't do that
you can also use a lerp if you want something to be something if its not something
Thanks @grim ore.
If you are getting high boost speeds
What are boost speeds?
lerp takes in 2 values, and outputs a value that is in between those 2 values based on alpha
the speeds you see when its under full load
so if you put 10 and 20, and alpha 0.5, it will output 15 (I think I am referencing your video lol)
Not familiar with where these speeds are displayed
yeah but for example if you want it to display its pixel, you can pass its value thru the lerp and if you dont want it to pass the value you could make it 0 and pass it thru the lerp and have it output whatever you want. basically the input is the alpha and the output would be "do this or do nothing" as the A or B
@minor grove task manager like this
so in my case when compiling im getting ~4.1ghz on all cores which is full speed for this machine
Sorry, I was referring to "boost speeds"
yeah these are the boost speeds, normal non turbo speeds are lower
Ah, is"boost speeds" synonymous with clock speeds?
The word "boost" is throwing me off, I haven't heard that term before
yeah just making sure its not the base speed basically like this
boost/turbo/overclock its all wacky named stuff now based on the cpu
if your cpu is 100% and your getting that speed or more then your fine (assuming you have like 24 shader compilers running on that cpu)
people tend to exaggerate
thanks π
yeah but for example if you want it to display its pixel, you can pass its value thru the lerp and if you dont want it to pass the value you could make it 0 and pass it thru the lerp and have it output whatever you want. basically the input is the alpha and the output would be "do this or do nothing" as the A or B
@grim ore Here, some context might be more useful. Basically I have a material that I am applying to a landscape. I also have my rain particle system. The landscape material has a shader applied to it, a puddle shader, so it gradually creates puddles with time (puddles value is hooked as a parameter which changes with time). What I want to do is to ONLY make that shader work in the x and y area of the range of the rain, so it would only make puddles in that area and not across the whole landscape. Since in my system it's supposed to rain only in certain parts of the world, so having puddles appear randomly in the areas where it's not raining wouldn't make sense
I am like super mega stuck on this
Like i can get the x and y values of my rain particle system through parameters and stuff
yeah, like i mentioned in graphics, just mask it out, if you need persistence, use a render target
doubt anyone can tell me this dont look cool as hell:
hello folks, do some of you ever tried to overwrite the ,,grass map cache,,. My Problem is that I try to populate 32x32km with Trees generated from a mask inside a shader - but I guess the cache is too small ( says 50k grass maps ) since flying around the map the landscape tiles will generate from 0 instead of already having trees. Tiles that have the grass map calculated will need to regenerate once you go away too much and reenter which is the main fk up atm.
You are awesome
Can someone help me out. I am trying to set emitter enable for an emitter in my niagara system at run time. It's not having any effect..not sure of the step I am missing
You are awesome
@sterile tulip me?
Anyone using Control Rig? I want to animate some characters inside Unreal π§ does it works? do I have to make a Custom Controls everytime or is there a base Control Rig?
so i downloaded a replicated ALS project and got it set up with steam
then i added a graphics menu and
when i change the graphics settings, it applies to the server and all clients connected
i don't even have to change the settings on the server
to change it for everyone
How the fuck do I get past 39%?
wait
I did that already.
what % is your cpu at?
94%
yep then wait
39% is shaders compiling. If your machine is near 100% then your just waiting for them to finish
And how long will this shit take?
all depends on your machine
This is fucking boring. I installed a 3D modelling engine, not a loading screen.
well you didnt install a 3d modelling engine so you might be disappointed
i meant rendering, fuck
This tested my patience enough, how do I get it to actually fucking load?
you wait
I did that already.
Time is finite.
pay more money for a faster machine then
I don't have the fucking money.
if this compilation is causing problems your going to be disappointed when it gets to 45%
well nobody in here is a wizard that can magic away your problems, so I guess you'll have to live with it, or give up
your choice either way
I know this might be a noob question but - I'm learning UE, I just want to make a simple desk with drawers. Any simple way to group that desk so that drawers and desk itself change lods at the same time? I'm a bit lost as to how to have them all do that without merging them
Like I said, I installed 3D rendering software, not a loading screen.
If I wanted to watch a computer do nothing for hours, I'd go to zombo.com, not unreal.
I wish there was an unreal tool that could reset the pivot point on static mesh assets, or combine materials on mesh assets. Its super annoying having to export your assets and fix them in blender
you can change the pivot using the new modelings tools in editor
you can Alt+MMB for a temp pivot point
Indeed it is
Oo you can change it perm in the new tools?
What version you use ?
the mesh editing tools are cool, but I wish these features were available within static mesh assets themselves. it currently feels a bit janky
you're talking about the modelling tools I'm guessing
well you can adjust the pivot point by reimporting it without adjust it, its an offset in the import
Btw does the ue5 8k graphics good enough for computers 4 years old ?
yeah but thats extremely annoying to do, you spend ages testing and reimporting
Like if you make it then no one can play it
Hey guys, i have a question: I have a button I use for upgrading stuff in my game and the button is only enabled when I have enough money. The button state gets updated whenever the player receives gold. This works fine. The thing is when i hover the button with my mouse while the button is disabled and while my mouse is still over the button, player gold updates and the button is enabled I can't press the button. The player has to move the mouse away from the button and back over the button for the button to work again. Is there a way to fix this?
and yes the new tools can change the pivot permanently
Cool. Good to know π
can someone help me fix the settings menu?
How long does it take to make a login system to go online into your game just like an mmorpg ?
Hey guys I am pretty new to unreal but trying to play around with displacement. I have everything working correctly and just added displacement to a plane imported from blender . Everything is working fine the only thing is that my displacement doesn't seem to cast shadow. Is there a workaround for that ?
CreateExport: Failed to load Outer for resource 'AssetImportData': MediaSoundWave /Game/ctalyst/Assets/FullScreenWidget/ctalystMainMediaPlayer_Sound.ctalystMainMediaPlayer_Sound
Getting this error anyone knows how to solve it
by googling i find that some people suggest clearing the cache, however i do not know which particular files in the cache should i delete
CreateExport: Failed to load Outer for resource 'AssetImportData': MediaSoundWave /Game/ctalyst/Assets/FullScreenWidget/ctalystMainMediaPlayer_Sound.ctalystMainMediaPlayer_Sound
@crimson vapor I copied and pasted the assets from another project
If I have a material with a parameter that will take on five, already-known values, is it better to create 5 Instances, or create a dynamic material every time, with the values hard-coded in the construction script of the actor?
Can anyone tell me why my DefaultEngine.ini settings are not taking effect?
In my DefaultEngine.ini file I have
r.VolumetricFog.TemporalReprojection=0
But in the editor after launching if I enter 'r.VolumetricFog.TemporalReprojection' in the console the result in the Output Log is 1
Is anyone able to explain what this is doing please? It's in the Paragon Wraith character anim bp
I'm trying to get my head around the best way to create something like an infinite runner. I've seen a lot of tutorials regarding this but they don't really do what I'm trying to figure out.
What I would like to create is a randomized terrain composed of several different tiles that I create. I can do this in a block by block way but I'm trying to figure out how to get them to follow random curves. I don't need a step by step guide but I think I could really benefit from some clarity about the best way to go about this.
Quick question guys, when publishing a game to be earning money from, am I right in thinking that you can't use assets provided
how do you referencing a landscape spline through blueprint?
@daring gazelle if it comes from epic and it's provided/free, yes, you can use it to make money
you start to own Epic for using their game engine for royalties, I think after the first million now?
ahh thank you for that and you know anything about blueprints like if yours is the same as someone elses can you still use it?
unless someone can prove you stole it from then, yeah, you are fine, it's not a patent or something (unless you patent in a trade office)
this is the default bp
character
did they define it? or does ue4 know what speed is?
@quick shell you replying to me?
no
@daring gazelle do you know how to do linetraces?
ive seen a little bit of it on a tutorial but i didnt think you could do it form an enemy
quick question anyone
where do you find perameters in a blendspace
What is the Line Trace For Objects Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@light thunder would it work for a melee attack?
um, yes,
can someone tell me where to find perameters in a bs or blendspace
remember it's blueprint/programming - it doesn't care what an enemy is
all it thinks is in forms of ones and zeros - in this case, did one object collide with another
anyone here with extensive development experience
@light thunder true, I'm just trying to find out how to put a line trace on my enemy
there's probably a better way, like interfaces-
seriously, I've been in your shoes, trust me trust me trust me, spend the time to watch this video, if you only watch one - https://www.youtube.com/watch?v=EM_HYqQdToE&ab_channel=UnrealEngine
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
save the time and watch that video
this is what i have at the moment, having problem with sphere
how do you make so characters only face and not turn on a 2d plane
I know this might be a noob question but - I'm learning UE, I just want to make a simple desk with drawers. Any way to group the desk and drawers so that they change lods at the same time? I'm a bit lost as to how to have them all do that without merging them and cant find much info on that
The LOD system should load the LOD's automatically, based on your settings for the mesh
so if the desk is one mesh and the drawers are another, they will be loaded whatever your mesh settings are for each invidual mesh @fluid lance
how come i dont have a Root Motion section?
for context my i got my third person character animationa working however it keeps running away from the camera then snapping back and i read it might have to do with root motion, but i cant find it under asset details
@light thunder in order for my enemy to hit my player I'd have to put a logic on the enemys blueprint right? Check with a print string?
is their a way to get left vector
@elfin moss what asset are you looking at?
it looks like a blend space, and thats not going to have that option. the animation itself will
you need to open the animation assets yes
the blend space just determines which animation to play
im a bit confused which animation would be the issue
cause in the blend space i use 3 animations
idle, walking and running
i tried removing running but that didnt fix it
open them each up and hit play and look at the animation, it should play back just like you would see it on the character
so if its a root motion issue you would see it move in the preview
yes
oh ok thanks ill check that out
@grim ore do you know how to start line tracing on an enemy?
Linetracebychannel?
ive got this logic for the enemy to hit the player and when i get the message from the print string its giving location rather then the player
what would i set the end to?
usually forward, but it would be wherever you want your trace to end
look at any video that uses a line trace example, most of them use a foward direction/vector as the example
get the right vector and multiply it by -1
thank
@grim ore I'm still having a problem with this, for some reason, it's not facing the right direction every time when i start the binocular zoom event -
Managed to create a simple .357 round that changes the mesh and plays a sound when it fires
The cartridge becomes an empty case
Now to create a projectile thatβs spawned
hey! super quick question for a newbie; trying to work with collisions for the first time, and before I flesh it out more I just wanted to have a spiral (which will be turned into a staircase). However whenever the player approaches it, they're blocked away from it entirely.
Is there a preset I should be using that would fix that?
Speed in UE4 is cm/s, right?
@molten surge turn on the collision toggle at the top for simple collision and look at what it is using for the collision volume
Hi all.
I'm learning about material instances, and I see I need to have parameters in my master material that have a name.
Here's a screenshot of a Youtube video which has a named parameter in a master material
But in my material editor, I don't have the field for giving a parameter node a name, as seen here:
What am I getting wrong?
that is not a parameter is why
The round works perfectly
that is a constant, so a non changing node. right click and convert it to a parameter, or make a parameter node from the palette
what am I missing here - I can't find a duplicate directional light, duplicate sky light, expotential height fog, post process...why is this looking double exposed?
excellent, tthank you @grim ore
so WTF doesn't this show when I type "light" in the outliner when this is loaded as a streamed level
when I have that level loaded as part of another persistant level, I can't find those lights
@grim ore Why would a light not show up in the outliner of a level? I have to physically load the level by itself
devs here, how can we help you?
i get that this may be the wrong place to ask but how do i fix this, after updating my truesky version from 4.2 - 4.3 this started happening
dunno, i"m having problems with sky/light too
anyone know how to implement Niagara system on hit? I bought this pack but cant figure out how to use it right.
with the cinematic camera, is it still possible for iso to create noise and for shutter speed to increase/decrease motion blur even if the exposure mode is set to automatic?
from what iβve seen, it appears i need to have exposure set to manual in order for shutter speed and iso to do anything at all
can anyone confirm?
what type of map is this ... it's not a normal map - filename denotes a "_C"
Wow can you not modify RowNames in DataTables anymore in 4.25?
yeah that threw me off @weary basalt
you can, but you can't do it from the menu the same way, you have to go up top to do it
Up top?
but not down here
I feel like you could edit it before on the row editor portion
should a turret be a character or actor
Actor
actors can use ai perception?
in theory, you should be able to export everything to excel, sort it out, then import back, but why should you have to?
Its just a component from what i remember?
Does the Turret need to move and use pathing?
You could get away with it being just a Pawn.
oh i see
so for character if it needs to move and pathfind and actor if it dont need that
The Character class is pretty heavy, i wouldnt use it unless you absolutely have to for anything that isnt player controlled or has complex movement behaviours for AI.
Why is my skylight doing this to the one level of my streaming levels, but no other? what object needs to die for me to fix this?
If I change source type to SLS specified cube map, it fixes it but causes other problems
why github engine guide says to fork and clone engine repo instead of just cloning it? I can just clone the repo, if I want nothing but to compile the engine, right? I hope that running provided bat files won't spam automatic pull requests, or something like that?
You could also just use the download option then.
then I'd download just repo archive, which won't allow me to get following updates quickly
Do you want nightly builds?
They are usually unstable iinw. You should stick to the stable releases, unless the repo uses three branch git flow...
I want some fresh fixes for 4.26 preview, and I want to keep cloned repo
there are numerous engine branches, including stable ones
I know what I am doing btw, I have some experience with git
just wondered why the guide says to fork the repo
Because the repo follows the Fork and Pull model, I'm supposing.
You fork the repo, sync existing branches with upstream origin via pull requests. For new branches and code, going upstream, the repo maintainers have to review it, while you yourself can agree to sync your fork when you pull changes from upstream.
This is to prevent accidental writes, and is the go-to model for public OSS development efforts.
Is it possible to use a ps5 controller in UE4? I don't plan to use any of its unique features, I just want to use it as a normal controller.
Still looking for an answer
Does it require downloading a driver or does it just work as soon as I plug it into my computer?
Depends on if it responds to XInput
I suggest you read about this online.
I'm not sure if Dualshock controllers support XInput
I'll read more about it, thanks!
This is to prevent accidental writes
@plush yew thank you
@mortal cedar I mean, GitHub has some restrictions on using the same repo for all the updation I think
no, I just cloned the whole repo strictly from epicgames and switched to 4.26 branch locally. no restrictions
I'll just remove remote origin from repo config to keep it safe
or I'll make a local fork, it is even better
anyone know why this is true?
@median hound it will always be true
look at your conditional
any possible number is always either less than 280 or more than -210
wouldnt that clamp tho so it wouldnt go false if its above 280 or less than -210
did i do math wrong
yes
more precisely, you did logic wrong
it shouldn't be or
it should be and
as far as I can see
spaghetti code :>
Guys, I can't figure out how to know which foliage type I have selected in the viewport
If I use 30 similar bushes in my foliage collection, how to know which one I have selected in the viewport?
I bet nobody will have answer because it just doesn't tell...
Do unreal games use a single thread or are they multithreaded?
I"m wondering if I should take thread safe precautions
Do unreal games use a single thread or are they multithreaded?
@plush yew they are almost always multithreaded.
Except maybe on a Web context ig
okay
If I use 30 similar bushes in my foliage collection, how to know which one I have selected in the viewport?
@clear shard Is there no editor feedback when you select a foliage type?
Anything at all, like verbose console messages or the like?
hello guys i wanted some help plz
Guys, I can't figure out how to know which foliage type I have selected in the viewport
@clear shard ah
@plush yew No, nothing... and I cant believe I am the only one needing that
check the marked items in the foliage menu @clear shard
this is for double jumping but it isnt working
@woven bay but nothing is marked if I just enter foliage mode and pick something from the viewport?
@viral gorge Checked but not that great with the blueprints stuff...
ok np thanks
Btw that just reminded me that you might try posting that in blueprint section
ok thanks
Hey guysss I got a small issue , can anyone help?
me?
@abstract prism
Yes you are awesome
My game was a bit dark on some places
So I added some directional lights
Now the game looks good in the editor
But when I package, the lights don't appear in the android
Can anyonee pleasssee help
Not sure where to ask this, maybe someone could suggest a channel? But basically, we have a bunch of assets which reference old static mesh asset locations, which for some reason did not transfer over to the new places when we fixed up redirectors. I made a basic Python script which replaces the text content within each uasset to point towards the new locations, but it seems like Unreal encodes string sizes within the asset because I got a memory leak after this modification. So now, I feel like the best option is to use the Unreal python API. However, I am not so sure how to detect what paths an asset variable is pointing to if the asset does not exist.
Hey Guys! Does anyone have any idea if we can import the lighting with the model from Maya into UE4 within an FBX ? ... or any other format for that matter if it works
@summer kraken I think you can use Datasmith
I checked the UE4 documentation for Datasmith supported softwares, Maya is not on that list
It supports fbx files, maybe you can still try?
If you have VRED, you can import Maya FBX into VRED and then export VRED FBX to Unreal Datasmith, but beyond that, I don't know of anything that would support the scene structure from Maya.
I do think Epic knows about this issue but it's complicated to support both the Maya animation and scene data formats, if I recall correctly.
Ohh, thats sad
Oh I found two plugins
Actually I have one more issue, my current FBX only imports the mesh and Materials without any texture in them. Is this because I have got a Texture folder separately ?
Oh I found two plugins
@fringe crest Thats great! Can u please share?
MIRROR
PiStage
MIRROR's website is down, but the download link still works, and their videos are on that vimeo channel
My game was a bit dark on some places
So I added some directional lights
Now the game looks good in the editor
But when I package, the lights don't appear in the android
Can anyone please helppp me for this
Have we gotten any news on how close 4.26 is to release?
It is pretty soon
hey guys - I am a total newbie... but stuck.. in 4.25 trying to get landscape layers to turn up... I have them in my material but it';s just not happening... looks easy in the tute... any ideas?
@abstract prism
Yes you are awesome
@sterile tulip well im currently deciding to work on simulating a eco system
thought it would be fun but tis difficult
oh well im still new to UE4 so of course things gonna be difficult
ima make it low poly to save my gpu lots of trouble π
and me π¦
Ok - I've solved my above problem... the mode located in the top left has been removed in 4.25... if you enable the legacy interface it returns and you can click 'paint'... than you see the layers.
Hello
I have a problem where UE4 crashes
You can see it here
Any help is appreciated
I have a question: If you use the insert into an array at index 0, does it automatically push all other items up?
Or does it overwrite index 0?
insert node*
Referring to blueprints, obviously
how do I change referenced value
just started ai and managed to get the bunny to move to random locations every second π thats good
very basic and easy to setup
dont even have to setup movement controls in the player model
ima use the forbidden u word here and say its a hell of alot easier than unity
Is there a node where you can do 2 int comparisons in BP? Such as, if int 1 == int 2 OR int 1 == int 3?
Or do I always have to double-up branch statements to do that in BP?
i got one question here: 165,42,42 what would that be if 255 was 1.0
nvm
made a quick forest to see how the rabbit avoids objects using the foliage tool, some trees are merged but it still serves the purpose i intended
I made my instanced mesh move along a closed spline. The problem is that they have different speeds depending on where on the curve they are right now
Hi all.
I'm wondering what I should look into learning to achieve the following:
I want a character running around the ground, and as he runs the ground he passes changes colour around him, and stays that changed colour. It doesn't have to be very precise... just ground that's roughly near him.
I can use Dynamic Material Instances and Custom Primitive Data to make the ground change as he moves around, that's working (see pic). But I am not sure what's a good way for the material to "remember" which colour to use, or if this is the best approach at all.
I could have lots of data values -- I'll call them "markers" -- representing lots of different positions covering the entire ground and use each marker in a script to remember what colour it should be, and then pass all those markers to a material via some CPD ... but this doesn't smell like a good solution. A lot of ground would mean a huge number of markers for a decent result.
Any suggestions on what I could look into?
I'd look into virtual textures and using one as a mask and then painting to that mask during runtime
new map for the simulation gonna work on getting water in eventually and then food
my plan is to eventually have a entire eco system
Sounds cool 
however theese bunnys aint gonna live peacefully for long hehehehehe
i said a entire ecosystem
so ima add in a bunch of low poly animals
with there own ai, etc
even birds
ima work on perception now though
btw i made this model myself wasnt verry hard but it works:
now ima import a low poly fox and color it etc
π im not gonna bother with animations in this simulation except with maybe the humans once i add them
character animations*
You could have them bounce up and down and sway a bit when they move around
That should be quite easy to do with no actual character animation and might look fun :D
I dunno just a thought :)
ill do that in the final product thanks for the suggestion π
currently just duplicated the bunys ai over to the fox rn just so the fox will run arround
ima make it chase the bunnys shortly
low poly models make it extremely easy to set up a simulation ngl and they make it very optimized so im glad im going this route cause on the scale that ima be running this
heesh
female foxes?:
i might just make the male foxes orange and the female foxes white
sounds about the simplest way to do it
ima have to figure out how to make speeds varry cause rn i dont have anything sent up in the event graph its just going by some default speed
in order to keep the fox population in check
i might have it so the humans only hunt the foxes
for food
along with berrys
hey can i get some help i know how to make a ai chase a player but how do i make it chase another ai
Hello guys! I was making spline following a tutorial and I'm trying to make this object spawn length in a way to merge them together. It has a easy way to do this?
The blueprint
Hello guys! I was making spline following a tutorial and I'm trying to make this object spawn length in a way to merge them together. It has a easy way to do this?
@fossil shadow That's pretty much the way to do it, I don't use the Get Actor Scale 3D though. I use Get Bounding Box, and use the Return Value Max X to set the section length. That way you don't need to do anything else with it ie no multiply. Hope that helps π
Keep in mind that unless your meshes are designed to be flush, you will get gaps.
Thank you man! I'll take a look at it
is anyone aware if it is possible to have a packaged game not lag when focus is lost?
Hi, i just started learning UE yesterday and immediately encountered a major problem with Swarm Agent.
[ERROR] Channel registration failed. Reason: No such host is known
, Callstack: at System.Net.Dns.InternalGetHostByAddress(IPAddress address, Boolean includeIPv6)
at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
at Agent.AgentApplication.Main(String[] args) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.
@smoky valve Sounds like it's not finding the coordinator. Did you try using the ping tools to make sure you're connected?
Mind helping me with that in the vc?
Ok, when i pinged coordinator it said:
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Agent.SwarmAgentWindow.NetworkPingCoordinatorMenuItem_Click(Object sender, EventArgs e) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\Display.cs:line 506
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Invalid Simulate Options: Body (BEAN_BP_C_1.CollisionCylinder) is set to simulate physics but Collision Enabled is incompatible
what is this?
New Unreal Online Learning Challenge https://www.unrealengine.com/en-US/blog/enter-the-unreal-online-learning-challenge-and-learn-game-development-this-fall?sessionInvalidated=true
the actor that is an instance of goodsky
cast doesn't create any instances/objects
it simply tells the engine "treat this object as if it was this insertclasshere"
casting unrelated actors doesn't work
so for example you can't cast a static mesh actor into a light actor
because it isn't one
Mhm jeah I also still struggle with casting from time to time. Dont know if I fully understood it yet. But you somehow need to get the reference.
I tend to try to spawn the thing that I want to cast to, then you easily have the reference.
Of course that doesnt make sense in a lot of cases, like in this one π Would love to hear how you solved it tho π
Anybody know how you can manually define the value of a key in an animation sequence at runtime?
@stuck scarab for something that exists in the level you could simply just expose a public variable on your BP and then set the type of that variable to the type of thing you need from the level
and then place the actor like you normally would in the level in editor and then just set the reference to point to that
oh well that should help @untold swallow as well mh. Thanks for the additional info @honest vale π
Anyone else get dx11 errors when trying to run their packaged game inside a VM?
Ive searched for fixes online none of the solutions ive tried worked.
Does anyone have any idea why Ambient occlusion isn't working, even though I have it enabled in project settings?
Is it possible to migrate VFX (niagara) AND KEEP settings like Mesh and Materials?
I just migrated my stuff for the first time and had to find out that all slots are now empty.
AO not working (FIXED)
- Reason : Screenspace global illumination being on means AO doesn't work ...no idea why, probably makes sense to somebody xP
how can i conect 2 points to make a perfect circle using curves
What is the point in tutorials if they don't work
they might have worked when created, they might still work now and the issue is on your side, they might still contain valid content but need some changes to work with current versions, just to annoy people
Ahh I see yeah cause to get something working, I had to do it another way
Alot of the time with Youtube Tutorials I am finding it was done in a much earlier version of UE and either someone else made a newer video or that channel doesn't upload anymore so they never bothered to update.
Hello guys! I tried the other spline but didn't work well. Now this one I've done and worked well, but the texture is inscreasing size, anyone knows how to fix that?
video tutorials are a bad idea in general for UE4 because once they get outdated it's impossible to update them without replacing them entirely
yet the world insists on video tutorials, so...
I would prefer videos like Mathew's tbh, ones that explain what things are for example. Some of the ideas are kinda abstract so having a person say "This is what a gamemode is and what it's for, and look, this is how you might use one in THIS situation" is far more helpful that 51 x 25 minute videos explaining how to build an inventory system that doesn't work when you are finished.
can ue4 deform the terrain in realtime while playing, or just in the editor?
just the editor
Can you use Voxel to do it in RT?
I really haven't had issues following videos from like 10-15 versions ago. Some UI changed, sure. But it's the concepts that I pick up on.
yeah thats pretty much what it comes down to in the end. New users stumble on the older stuff due to ui changes or smaller changes while an experienced dev can still use it for the content itself as they can get around the issues. Older stuff still has validity to a certain audience, that audience just complains less since they are doing stuff π
I generally prefer a video when I first get introduced to something, so I can have some kind of frame of reference and the opinion of someone else who is familiar with the topic.
Afterwards, I prefer text based. I don't find much value in long playlists.
i just wanted to share my fish spawner, the fishes move along a spline and then repeat if they have not been eaten pretty nice right?
yep I am finding that I prefer to watch the smaller bite sized focus stuff lately
ththey also spawn at a random offset
are the recommended specs for UE4 the ones on the website?
the only recomendation i can give you is make sure you got hardware that can support direct x properly
cause if ya dont your engine will crash at the slightest lag
and your get a error smth like ue4 renderwr crash d3d error etc
?
how can you be promoting pirated content and be againt them?
posting links to their services
piracy is against discord TOS, and the mods dont work for epic
epic cannot ban them you need the fbi to ban them
these arent epic moderators
theyre discord moderators
just random people taking care of the server
you should reach out to epic not to people on this server
it isnt
the epic staff on this discord server are from the community team, not legal team
thats not how it works
if you want epic to see those links you must reach out to them directly
people here wont be able to ban those sites
you shouldnt be reaching out to them through a community discord server
Yeah I totally agree, I'm a new user and at the minute I'm following a survival game tutorial because I've always wanted to make my own
and epic community staff passes on the word to legal teams dont you understand?
@tall iris thats not how it works
I honestly thought thats how you would learn
they not connected
at all
only thought tht company epic games themselfs
plus i dont think the community moderators care that much to try reach out to epic games ceo
He's already been told by Roy in the past that mods here don't work for Epic so I think he's just trolling...
my guess is that he is an admin of those pirate sites promoting the sites
someone else a few days ago was also posting these links here, probably a bunch of trolls or site admins
Yeah gonna get loads of ad revenue from nobody clicking the links out of the handful of active users who saw the links :D
tru lol
thank you kind mod
Can you add assets to version 25 by changing the drag down option to an easier one
Earlier
ehat do you mean
You know when you go to download an asset
Then when you click add to project and chose your project and it says its not compatible with that version
even if theyre not supported
Thank you, I just had to change the option to 21 to get it working with my project on 25
you just have to click this one button
oh you do know how good job
tho beware if its code assets they kight be completly broken
Yeah I wasn't sure it would actually work in game thats all
it should most of the time
but sometimes they remove some modes or add them or change them do if its old blueprint code it might not work
but other than that its fine
tho you might have to do a bit of bug fixing
Thank you for your help π
np
hey guys should i sell my procedural fish ai code?
what price would fit? its very easy to use but very powerful too
Why is this happening
Only my hull has collision, the wheels do but they are getting ignored
when I simulate it in the physics BP, it works fine
We tried several types of ground
The circled ones are named improperly
If I change these names to INCORRECT named bones, Then the collision works
but if I name them PROPERLY, they go through the ground
To make my vehicle move, I have to name them properly
So what do I do
I know this is probably going to sound a silly question to some of you but I'm like really new to unreal and blueprints, would watching YouTube videos and copying their blueprints be the best way to start?
Copying has the danger that you don't really understand the why / how
But if you try to adapt it, for example by modifying it to suit your own need, then that would help in gaining an understanding in how they work
I have noticed things like I understand why certain things need to be linked to others, is that progress?
Sure
try to understand what each step does that gives u the final result
@daring gazelle
each step = each node
every node is vitaly important
I think I'm getting a certain understanding of what each code they do, not a lot at the minute but I can see why they do it.
good youre on the right track then
Hello there I am new I have started to unreal engine blueprints can anyone tell me where to start ? I currently have a pluralsight subscription I would like to learn from there can anyone help me with this?
You are all so cute
@split sierra read what i wrote above
About nodes?
Thanks anyway can you tell me about construction script?
We start from level blueprints right and sometimes they tend to go to construction scripts why they do that?
construction strip is like like event tick
thats all i know
it runs it live and updates on interaction i think
but im not sure
Hello, im working on a game like Candy Crush/3 match and im wondering if some1 can help me on how to make so the game know what blocks match? i have tried google but i cant seem to find anything that can help :/
so does any1 know how to do that? π
ue4 got a whole ready made asset for that just download it and asset flip
you can analize their blueprints to learn too
btw its free
Thanks I will come by again if I have any questions @midnight gate
Guys I made blending a bit and this is what came out. Do u have any advices how to improve it?
how do i get both players in one game
@daring gazelle pick proper net mode:
@next badger legend thank you
@midnight gate @split sierra Construction script isn't like tick.
Tick is a function that gets ran every frame. The construction script is what gets ran at the time of creation (so once)
does anyone have a good video for skylights this is fing up my scenes and I need to figure out why
@cedar wave Construction Script can be run on tick in Sequencer if needed, but yes, generally it only run once when actor is created
@light thunder it depends on what it actually does...intensity scale is generally the setting you're looking for
Hello, I'm trying to move over folders into a new project in different folders but the directories are different so when I open a map, it doesn't show any of the meshes.
I click "fix up redirectors in folder" but it doesn't do anything. I must be doing something wrong?
i have a sneaking suspicion something running in a timer event in my game is causing my game to crap out
whenever the game isnt paused, at certain times of the day in game-time, the audio lags out
how do i profile blueprint timers?
i want to find out which particular timers run at this time in the games execution so i can examine them, theres too much code to just go thru it all otherwise
@next badger That's intentionally running it, not the intended purpose. Not something a complete beginner needs to know about.
@midnight gate having a hard time at the minute
hello guys, awesome a channel like this exists π Got a short question about hair in unreal and the groom_color attribute. I stored that on the vertex lvl in houdini but in unreal it seems like it can't be used ? (i used the hair attributes node in the shader and connected the BaseColor to the material basecolor, is that correct ?)
idk mate
if you attach a mesh to a mesh one mesh will become a parent and another a child right
so setting relative location will set it relative to that parent?
how can I get this to match? my light seems to be affected it but I can't get the particle to get darker no matter what I try
@paper anchor if it's stored in vertex color (there are no such things as vertex attributes in ue4) then it can be read in ue4 material (Vertex color node)
it is stored based on the alembic description for hair
groom_color float32/64[3] Vertex Yes Hair color
so yea on each vertex as color (float32[3])
what am I missing here, why isn't this green?
@light thunder you have initial color, then color over life (that overrides initial color), also if material is not using particle color parameter it won't change
@paper anchor If the hair attribute is exportedm it can be read by hair attribute node in material
alright thanks Alexey, then I assume that there is a bug
or the documentation is wrong
BaseColor should hold the color value which got exported, right ? but it seems it can't be used correclty, while the exported alembic is correct
thanks for your help, will continue there
how would you know the forward vector of something just by looking at it or do you just gotta test, getting forward vector of camera is easy cause its obv the forward way it looks but what if its a cube
Does anyone know where I can buy high quality tree assets?
@midnight gate I got it sorted, I was missing a letter out of the player so when I was searching for it, it didn't show π π€£
Hi, anyone knows when 4.26 will be releaed
on the 92nd of someday
Are you guys sure ue4 only takes profit at 1 million? I heard that they start taking profits the second your game earns over 3,000
Yes, you can look up the license if you like, but it is $1,000,000
How do i know they wont just change it later? I mean this is a new update.
They could have it like this then 3 months down the line change it back to 3,000 π€
It's already 11 months down the line... so really not sure what kind of point you're trying to make.
I recommend researching it yourself then, instead of asking strangers on the internet π
I do search myself, and i still get mixed responses
"Unreal has higher quality than Unity"
"Unity is cheaper"
"NO! Unity is greedy, they steal your cash"
"So does unreal, they snipe your money"
"Only at 1 million"
"I heard it's at 3k, liar"
"Omg guys just get Godot"
Tired of reading all the debates on the internet, just gives me a headache
Now that i picked Unity, Unreal simps are coming at me
Like sheesh
? It's literally on their website, they take 5% when your products lifetime gross revenue exceeds a million. It's not rocket science
Just making sure, since it used to be 3k. Plus stuff like this can change over time.
I see a paragraph coming in...
hey everyone..
Quick questions, are event dispatcher fired async (and/or in parallel) for the subscribers?
like, do the actors that subscribed first will get notified first or it doesn't matter?
dont listen to what people say, read the literal agreement you agree to when you agree to being a dev that sells stuff with the engine
I do search myself, and i still get mixed responses
@south yarrow That's not searching. That's asking random people on the internet.
Each engine is fine. Pick the one that helps you make a game. If Unreal is the best, but you can't work with it's paradigms, then it's not the best for you.
There are plenty of people that come to Godot (I'm a server mod, been using Godot for awhile), from Unity/UE simply because it was easier for them to understand and actually make a game.
Yeah, i see a lot of people like that too
And some switch from Unreal to Unity, vise versa
The first thing I see when googling is a reference to Epics FAQ talking about the royalties π€
And vice versa with other engines. Pick the one that helps you understand the gamdev process and complete games.
yep
The first thing I see when googling is a reference to Epics FAQ talking about the royalties π€
@thick herald I suggest looking up how search engines work. The results vary depending on the user. What you usually google, your interests, what key words you type in, etc.
There is no best engine for sure, use whatever works for you π
I just switched from Unity to Unreal
And i could say its better
for me, unreal is more complete
same cant deal with the shading
I switched from unity to unreal too lol best decision I ever made
there is no better or worth, at least when comparing unreal and unity.
@thick herald I suggest looking up how search engines work. The results vary depending on the user. What you usually google, your interests, what key words you type in, etc.
@south yarrow I humbly suggest in that case, looking up how to google properly π
I switched from unity to unreal too lol best decision I ever made
@summer turret What do you like about unreal that made you switch
You'll forever be in verbal debates about programming languages and engines. Focus on making games. Not arguments.
I just switched like 3 days ago XD
omg engine debates... its like.... compeletely useless and takes away time from playing games..... whyyyyyyy
fuk unity 
I mean, no splash screen must be epic, Unreal users π
hahahahaa
hahhahahahaha
XD
I'm just learning multiplayer concepts, I want to make a multiplayer game... Am i greedy? I have like 3 days using unreal
@summer turret What do you like about unreal that made you switch
@south yarrow apart from the engine being complete, I would say quixel, Epic's community outreach stuff like monthly assets, EOS.
Engine being complete?
Don't forget Epics recent acquisitions like Hyprsense, PowerIK etc.
Epic literally gives you everything you need on a platter and 99% of the time without a fee.
I mean if we have to argue I would think Unity would be better its what? 2016 versions higher than Unreal Engine 4 at this point so it must have much more features and tools.
Yup - logic checks out
Guys, can you give me full guide from scratch about visual scripting for learn blueprints? Most basic guide, function by function etc?
Or it doesn't exist?
Not a full guide, just a good start (IMO) https://romeroblueprints.blogspot.com/p/table-of-contents.html
@lyric falcon learn.unrealengine.com
Just set yourself a goal, like a little game or whatever. Then split this thing in lots of little parts and start. Then research on what you need at each specific point. The fun way to learn
thankyou guys
And sooner or later you will stumble across Mathew's youtube channel π
Usually i just google how to do each feature at a time until i can make a full game. Like search how to script a movement script, collectible coins, etc
hahahaha π I want to make a "simple" (maybe not that simple) Multiplayer game, changing gamemodes like every 5 minutes
Yes. @south yarrow the problem is that when they start to map the blueprint, I'm like "Oh ok... why is he doing that?"
to the googles!
start to map the blueprint...?
multiplayer is probably a lot harder than singleplayer. so maybe consider that
when they show the blueprint finished, I'm really lost
because i'm not a master and i dont understand a lot of references
Wait you guys make blueprints for your games? I just come up with an idea and start coding / designing
@lyric falcon everything takes time and dedication to learn, nobody just watches one video and understand everything π€£ keep on watching and practicing as you go along
thankyou dude
tough but fun journey
hey now, some of us do watch one video and understand everything π
^
Do you feel like 10 hours pass like nothing?
No
Watch Mathews videos. They are gold.
watch the materials and rendering courses on the learn portal by Sjoerd..... that will feel like 10 hours pass like it's nothing.... but thats due to Sjoerd recording for 10 hours lol
Im guessing "Matthew" is the Brackeys for the unreal engine?
wowowooww
nah... brackeys makes like full projects and stuff
tomatos
I just found that Master materials course last night lol I gotta start that soon I need to get over my fear of materials
I was trying this game
This is fan made game following the history starting in the chapter 6 of the anime series.
any content by Sjoerd is a freaking goldmine
That is an excellent course, for sure.
Yep I played it for 5 seconds for a sneak peek and when I heard his voice I knew it was gonna be good
Sjoerd is pretty much "I know everything and I know how to tell you everything so sit back, listen to the soothing tone of my awesome accent, and enjoy"
Chris Murphy is really good too, I really wanna do his course on Udemy but waiting for a coupon to drop 
but pretty much any of the kickstart courses on the learning portal are great starts as well
I mean that link works even if you're not logged in. You couldn't link them like that before.
Oh
The rendering course is awesome as well https://www.unrealengine.com/en-US/onlinelearning-courses/an-in-depth-look-at-real-time-rendering
yes this site https://www.unrealengine.com/en-US/onlinelearning-courses is a landing page for all of the courses now so they can deep link
I think it redirects to learn.unrealengine.com and asks your login
yep they've been working on fixing that stuff, sharing was a big issue π
Cool, I really like it. It looks good, is easy to navigate and share.
Oh, nvm
It's still the same if you link from the course itself.
Looks good though.
yeah the learn.unrealengine page unfortunately cant be linked to directly you need to use the special ?C= parameter which is why they made that page
hopefully we can get module deep linking working in the future, they are working on it but... you know... technology sucks
I wonder if they could redirect to the landing pages if someone isn't logged in and then let the start course button prompt for the login.
The context less login screen is a drop off point.
It keeps improving. Those pages look good.
heya
Can somebody suggest me some artistic solution? I have made dark night with fog and stuff, but there is noticeable line between landscape (or any other objects) and sky.
I want to make smooth transition or something
I couldnt find black option in height fog
Its either colored or white
Something is really off with that. Have you looked through any tutorials or guides on setting up lighting at night?
specify
like young as in teenage
Is there a channel where virtual production is discussed?
anyone know why when you force delete something the engine just seems to hang now for minutes?
if you remove the reference first it works fine
this bug seems to have started between .24 and .25
less of a bug and more of a safety thing π¦ They are trying really hard to find all references now to prevent dangling references
Guys I need help
With?
Am I missing something with landscape edit layers? After enabling it my brushes are no longer visible in the viewport.
Como lo puedo solucionar?
@warped ridge rename which node? the red ones looks like input events and that is in project settings -> input settings but then you need to change those events in the graph again.
from one of free pack i have hands skeleton + weapon skeleton, how i can change preview of weapon skeleton only ?
@grim ore My machine will hang for minutes and I have to close out the editor after 15 minutes of it looking for a single reference of an instance of material that was just created and used in one slot.
So it really feels like a bug
@warped ridge that sounds like a comment. Select them all and hit C for comment
its not a bug just a really crummy feature π¦ I think the new systems they are working on will help (one file per actor and such)
Omg thank you soooooo much
Anyone know how to set a vector color on a Cascade mesh emitter material via BP?
anyone with zbrush can convert a file for me ?
@grim ore Well if they added some sort of indication of what was happening right now the editor locks up while it is searching. If I close down the editor and clear out the references or reference it will force delete right away.
That is what I mean by it "feeling" like a Bug
if the editor is locked up after you click a button for minutes you wont know what is happening as a user
no argument here
Ok I feel like I won something now I will go cry alone.
π
You should come into voice and hang with us when you are mentally ready @grim ore it would be fun to talk to you.
I learned so much from your videos
π
if i ever had quiet or time i might
@grim ore So what is the trick to change a vector color on a mesh material emitter in cascade? If you try to use it on the vector param color over life it has no effect, so how do I access this color value?
i wish i knew but i dont cascade π¦
do I have to create a material instance and manually set the color for this one part of the emitter?
ok
like all the other vector color params accept the color value but they aren't a material so I think that blocks the value even if it named the same
https://gyazo.com/01515e556816746900ba84c0e074b952 anyone got any ideas why my delay isnt working inside a macro?
so **end **snaps an actor to the floor. Is there a hotkey, or a plugin or marketplace asset that lets you snap in a different direction?
instead of delaying the next execution it just skips it and ends
Ok if you change the material to accept Particle Color then X by the Parameter Color you can pass BP vector values @grim ore
so **end **snaps an actor to the floor. Is there a hotkey, or a plugin or marketplace asset that lets you snap in a different direction?
@mortal cedar
i have a marketplace asset that snaps down to the floor. and you may have just gave me an idea for a new feature.
i'd buy it instantly. I literally have to bust out a calculator to line a bunch of walls up without seams. haha
i'll dm you the asset link. i'm amazed i didn't think of different directions at the time of implementation haha. such a good idea
I'm missing the modes button in my layout
I want to get the landscape tools like, but it doesn't exist. In 4.24
can somebody convert a zbrush file for me
hello @grim ore do you happen to know of a reason as to why my delay node is being skipped in a macro? https://gyazo.com/01515e556816746900ba84c0e074b952
I wouldnt put a delay node into a macro
break that into 2 macros and put the delay between them outside
@proper quiver the modes button was added in .25, if you are using .24 it will be a panel on the left. You can also turn on legacy ui mode if using .25 to have the panel back
interesting, didn't know a delay in a macro could cause issues
i think the for each loop might be causing me issues
well it is a value that you might tune so if I was creating a system like BP I would add the skip so you could NOT hide a delay inside it which might be some bug that takes time to find later is my guess
Hey! Does anyone know why when I place a geometry box brush I always have one side overlight compared to the other side?
i see, i'll look into it further. thanks mate π
@harsh tiger yeah it just a guess - might just be that it does work but I wouldn't want to debug that BP and or tune it later.
Has anyone been able to try and get working Audio Playing in Niagara System? I am trying to play audio on a collision event..heh
Hi there.. - I have what i think is a simple question.. is there a way of sending 2 camera outputs to 2 different monitor displays?
I think u can create a BP actor with ur collision and add sound
Is the 4.26 branch production ready? If not, what's the difference between 4.25 and 4.25 plus
(posted in #cpp earlier by mistake)
@heady zephyr This? https://docs.unrealengine.com/en-US/Engine/Rendering/nDisplay/index.html
nDisplay renders your Unreal Engine scene on multiple synchronized display devices.
It's meant more from film & media though
@grim ore ah thanks! Also, super cool, you're here I love all your HTF/WTF videos, saved me so much time, million thanks
I think I learned most of UE4 from your videos
@digital badger do a search for the change list from .25 to 26 it is very long and no it is not production ready until at least 1 point release after it is final.
I am doing filming but that seems sooo complex for just 2 cameras 180 deg setup also its not clear IF i can for example use 2 monitors on the same machine instead of needing 2 machines.. sadly.
@loud knoll I am looking at the productboard now for 4.26
Seems very large indeed!
I got a problem with the install it stops at 82%
I got video working in unreal 4.25 however i cannot hear the sound
I am playing the video through an url
Any ideas why the sound is not playing
anyone know what this means>
idk where I should ask this so asking here: how would I go about assigning multiple physical materials on an auto-landscape material?
Context: I have a landscape auto-layer which combines multiple other layers based on slope and altitude. The problem is that I can only assign one physical material to the auto-layer. I have several workarounds in my mind (using some parameter collection index inside the material and switching based on it) but it would still fail, especially since in some cases, you have 25% mud 25% rock and 50% grass layered so yea...
Inside your Survival Player character, the TempRifle object is invalid @daring gazelle
Dunno where that happens, I tend to rubber ducky until I find it
so **end **snaps an actor to the floor. Is there a hotkey, or a plugin or marketplace asset that lets you snap in a different direction?
@mortal cedar There's a snap tool in the free for the month assets. You can also alt+middle click to temporarily move the pivot to your mouse and then hold down V while moving to vertex snap
@dense gate its a variable so what would i need to do to make it work?
Where would I put the set temp
That depends on your game mechanics
when i click on the error it leads to that
Hey guys, this is a dumb question but I forget what liscence I choose when downloading the unreal engine. Where can I find that information?
Hi,
Is all values of a tarray replicated or only changed values?
While opening an asset I get this error.
CreateExport: Failed to load Outer for resource 'AssetImportData': MediaSoundWave /Game/ctalyst/Assets/FullScreenWidget/ctalystMainMediaPlayer_Sound.ctalystMainMediaPlayer_Sound
Any ideas on how to resolve it
I enabled Edit Layers on a landscape and the brushes for landscape sculpting & painting are no longer visible in the viewport. I've been looking and haven't found a fix. If anyone knows what to do or where to start looking please ping me.
Ok, so I have been trying to enable landscape edit layers on a big landscape 128km x 128km so that when 4.26 comes out I can use the water on it but It will not let me and it just crashes But please tell me that I won't have to redo the entire landscape because I have almost finished it.
I was wondering, if I finish a game and not publish it but still play it on my pc is that possible
And possibly send the game to friends, can you do that?
Yes you can you just have to package the game and send it to them
@velvet loom thank you, you're a legend. What about mobile games is it easy to put them on to the app store?
Um... I don't know I haven't really been going into mobile games but you can look it up somewhere and there are a lot of good support just type in google "ue4 mobile game on app store tutorial"
Easy is relative
Thank you, I'm new to unreal and I'm following a tutorial for a survival game
@scarlet birch eh?
It's dependent on your abilities and experience. I would say it is easy. If you've never worked with mobile it could be difficult for you.
@scarlet birch ahh thank you, I've never actually put a game on a phone before. I did come from unity and had problems with sdk and stuff like that
You'll have to setup the same things with UE
anyone use find look at rotation node and is it pretty solid?
@scarlet birch hopefully its easier then unity though
I'm not sure the process is all that different.
Hello people do you know any ressource regarding the polycount of LODs ? I'm looking for the numbers for different assets from leaves to large rocks.
does anyone know how I could make an individual object look like it is lagging, similar to how you take out key frames in an animation makes the animation look laggy, but for an object
I am using a collision sphere and it's on component begin overlap..and it's somehow finding my character wayyyyyyyyyyyyyy out of its radius despite not even remotely close to overlapping it
any thoughts?
how to make sure ue4 saved to slot and is safe to close? is theres some node like check tasks complete?
Can anyone help me with the mediaPlayer, i can play a video from an URL however cannot play the audio
any help would be much appreciated
@crimson vapor you need to play 2d sound at the same time
Have a movir file and wav file
Play em at the same time
what's the best tutorial for creating modular skeletal meshes? Specifically Armor preferred tool is maya
In Maya you can just copy and paste the weighting for the most part. You might have to clean it up a bit afterwards.
where do you set the platform lod screen size? I cant find it in settings
Hi, i got some issues with translucency depth in my project.
Here's what model looks like in maya:
Here's what it looks like in UE4:
Is there any ways to increase translucency ray depth? Looks like at some point (angle) second glass mesh which stand beside the first one is ignored.
anyone know why the offset for this niagra system is not moving?
Does anyone know good solutions for version control that has a lot of space for assets? Github seems to have added a size limit for repos :(
Don't mind paying, but all the solutions I've found have had very small repo size limits, even when paying
you can always install a solution yourself on something like AWS