#ue4-general

1 messages ยท Page 882 of 1

plain pagoda
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start with Udemy's blueprints course

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then move to youtube.
First, start with Dev Squad.
then move to Matthew Wadstein, Matthew Palaje, Reids Channel, Matt Aspland, Ryan Laley.
All these channels are fantastic, Dev Squad is for super newbies.

steady bronze
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can anyone tell me if theres any way to add mountains in my scene

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as a background sillouhette

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i cnt quite figure out hdri here

hollow atlas
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i am working on a ue4 mobile-based game if there is anyone who can help me with then please msg me i am waiting i want someone who work for royalty

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yes you can scupt mountains far from the sceene or use a 3d model@steady bronze

steady bronze
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i dont want to use an actual model

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as it may increase polygon count

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i was hoping if there was anyway to use texture

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like usually in blender I would just add a hdri and call it a day

normal jetty
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lol make a blocking plane with fresnel dictated image gradient to black ๐Ÿ˜ฎ

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old school

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(this is actually a way of doing it but probably not the best way)

empty prism
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Has pixelstreaming over the internet recently stopped working for others too? Got LAN working, but over internet clients get stuck at "Starting connection to server, please wait" screen

ember cliff
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Hello guys, got some troubles with Spine plugin integration in UE4 - Im am using this instruction for plugin instalation and got some issues with that. http://ru.esotericsoftware.com/spine-ue4

After passing all of the steps and entering the project i receive the message and error(
https://gyazo.com/f179e853c447acef51bccc2665b06dba
,
https://gyazo.com/e8b65250361d2743d1657eae35b96440 , )
If i try to create a new C project and rebuild from source im getting this log errors - https://gyazo.com/cf1301bec0d20e539487f997744ffd45

In the instructions, we have also to change Build.cs file and add PublicDependencyModuleNames. After adding names and rebuilding, receive same log errors.

Thx for your attention, and future help.)๐Ÿ˜‹

Gyazo
humble yacht
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Is there a way to smooth camera transition between possessions, rather than the camera just instantly jumping to the new possessed

wary wave
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yes, maths

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interpolate, basically

honest vale
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I think set view target with blend BP node does that

plush yew
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i know its not unreal related

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but can you write off the platform royalty costs as tax deductions

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does anyone know if thats the case

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as a business i know taxes and platform royalties can really eat into your profits and returns o-o

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nvm found the answer

wary wave
shut glen
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?

timber mountain
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i wonder that ue4 hasn't any active/deactive actor checkbox like unity ?
so what i should to do if i want to deactive an actor temporary to test my game ?

shut glen
timber mountain
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@shut glen my mean is in editor not in game

shut glen
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ughhh

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idk

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that little eye icon

shut glen
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how can i get the Attenuation from the audio capture
?

timber mountain
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@shut glen this option only deactive actor in editor, not in game.
i want to deactive it in editor, and it will be deactive in game too.
its temporary.
i think its very necessary when you want to test your game.
i wonder that ue4 doesn't have these !

tacit onyx
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What are you trying to disable in game?

timber mountain
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@tacit onyx i want to temporary disable my enemy spawn to test (i don't want to delete it)

tacit onyx
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Why not just make an exposed bool and not run the execution if it's checked, or unchecked. Then all you have to do is click the checkbox.

timber mountain
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@tacit onyx your mean is construct script ?

tacit onyx
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If that's where your enemy spawner works, sure?

stuck scarab
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well, never used that but hes right I guess. We should have such option, without us making a variable.

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You seem to be very new so I will show you quickly what Authaer means.
Create a new variable inside your Blueprint and press the icon the the right so this eye appears. Not you will have this variable available in the editor on the right side when you click on your actor.
So when you include this variable in your code, for example on begin play - branch - active? You can set it active/deactive this way
@timber mountain

timber mountain
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@stuck scarab thanks for your help but i really wonder Why no one understands what I mean.

shut glen
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you mean by default

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like a feature?

stuck scarab
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For certain components there is actually a "active" option in the blueprint which you can set. But other than that, I dont know

shut glen
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can you help me?

tacit onyx
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It's not a default feature on everything you can place in the viewport, because it's unnecessary.

solemn cloud
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You could just make an actor, name it baseActor and create all you actors as a child of baseActor. In baseActor you then do what @stuck scarab did

tacit onyx
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I'm just imagining all of the loaded, disable assets floating around that designers are likely to leave in 'just incase'.

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It hurts.

solemn cloud
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But why would you even need this? Having dead actors flying around in your game does you nothing, except hurting performance.

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@tacit onyx lol, same thought ๐Ÿ˜„

shut glen
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anyone know how can i get the Attenuation from the audio capture
?

stuck scarab
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thats why I probably never was in the need such option yet ๐Ÿ˜„

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but who knows, maybe it would be actually useful for him

tacit onyx
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Maybe. Making assets more modular and repeatable so as to be able to removed and added to any level easily is likely to be more fruitful.

timber mountain
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i'll send a video from Unity to get my mean

solemn cloud
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They should remove that checkbox^^ It just helps people doing bad practice

shut glen
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unity is just a mess for me

signal flower
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where do I ask math questions? (about vectors)

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hmm
Ok thanks

shut glen
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unity is really relying in the assets from the assetstore

timber mountain
shut glen
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when i saw that unity is really asset relying i just jumped to ue4

timber mountain
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@plush yew so whats solution ? ue4 hasn't it ? ๐Ÿ˜ฒ

solemn cloud
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Dude

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we wrote you multiple solutions, why do you even need that? You. dont. do. this.

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And maybe read what we wrote above

timber fern
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dose epic engine have a cloud?

tacit onyx
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I think the honest solution is to either learn the UE4 design style way, or go back to using Unity.

stuck scarab
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@timber mountain If you spawn your thing by code, you can use my mentioned method.
If you place it manually, I'd delete it. Test it. Place it again.
Other than that, no I dont think there is such an option

gusty geyser
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i just wanted to know if epic games or unreal engine has it's own cloud for storing or syncing game data and progress

timber mountain
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@stuck scarab "Place it again" its really a big problem when you have two or more actors to disable.
@solemn cloud i think its very necessary when you want to test your game. imagine that you have 3 spawn enemies. now you want to test your game without one or two of them. so you disable them easily and test your game. but in ue4 there isn't this feature. its necessary when you have a big project with lots of triggers and spawn enemies and etc.

shut glen
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many times

timber mountain
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@plush yew so i should think about other solution ๐Ÿ˜„
i know ue4 is very different. it has other way sure.
but i only wanted to know does ue4 has it or not.
so it doesn't have this feature.
but i think its a very basic feature.

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@plush yew hmmm ... maybe i change my mind in furtue about this.
no ... i was working unity for ten years. i prefer ue4 now. its so much powerful.

tacit onyx
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@plush yew Player controller is the player's own actor basically. It becomes even more apparent in multiplayer since the controller only exists on the server and the controller's owning client, no other client can access the controller of another player without going through the server. Unlike the PlayerState or even PlayerCharacter which would exist on every single client. In SingplePlayer, it's basically the input actor where you can place input that doesn't belong in any other specific actor or an actor you might keep variables on related to the player that you don't want to throw away.

stuck scarab
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thanks from my side as well

orchid glade
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Hello, can somebody explain me why unreal engine sometimes 'bug' and use all my gpu (hardware & shared) memory when importing 3D Models and so makes it crash and how to fix it please ? Thanks in advance.

lost otter
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anyone know of a opensource ue4 maya rig for the mani?

honest vale
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@orchid glade how many vertices do the 3d models have when it crashes?

orchid glade
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@honest vale the same as when another day, it will import correctly when not using my shared gpu memory at all. That's why i call it a bug.

honest vale
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okay

plush yew
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Any Fixes?

fair herald
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please can anyone help me out

shut glen
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anyone know how can i get the Attenuation from the audio capture
?

daring gazelle
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what do i change to sort this grass out

dawn gull
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What's the best way to do multiplayer without compiling Unreal's behemoth sized source code?

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And not just LAN

merry bison
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(Hi, I'm new) So I have this idea of dropping different colored glowing balls into an arena and they're going to bounce around, colliding, falling off the platform using physics. What I want to do is to spawn these above the arena in an unlimited but controlled amount, maybe from sources that moves the way I want, maybe going around above the arena in a circle or a random location in range. Question is - what shall I use to spawn these balls? Would particles be a good idea, or shall I use something else?

I already created the arena, the differently colored glowing balls, and a camera that rotates around the arena. All I need now is a way to spawn the balls.

exotic thicket
dawn gull
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Dedicated servers. What do you mean by "you can get from Epic Games Launcher"

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You need to compile the UE4 source for dedicated servers.

exotic thicket
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Ah, you didn't say dedicated server, yeah those would require it :)

plush thicket
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anyone know what could be causing this reset?

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on animation update?

dawn gull
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But is there any way to do multiplayer across multiple networks without dedicated servers?

exotic thicket
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I mean although it'll take a while to build it, it's not like you'd have to keep rebuilding the whole thing all the time

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Sure, you can do regular listen servers too

dawn gull
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I don't have the 40 gb of spare storage

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Pardon, 58 gb

dire ingot
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guys why i cant find free explosion effect in the market place?

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why it is very pay2use?

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unity has millions of free

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similar results

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yet unreal engine has only 1 and it is not even a good one

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๐Ÿ˜ 

gilded needle
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You could build one in Niagara.

honest vale
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@dire ingot people tend to value their time

dire ingot
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u mean unreal engine people*

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and u mean untiy people dont like to value their time?

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funny...

dawn gull
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Oh nooo, you can't asset flip! So sad

gilded needle
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Well I mean Unity is also a free engine, you could use Unity as well since everything is free there.

dire ingot
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yeah

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unity has a much much better support

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and better communtiy and assets

honest vale
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@dire ingot I wasn't that serious about it ๐Ÿ˜›

dire ingot
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and easier, but unreal engine has quality

honest vale
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but I mean, I think you can't really complain if people want to get paid over something

dire ingot
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which is what i want

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so im in a hard situation

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so can i get help now? is there a way to show more results?

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i tried to serach in some other places

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but there is no good free exlposion effect

timid frost
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How can I make my environment looks more realistic

dire ingot
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who would pay 39USD to get an explision anyway

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Any help?

dawn gull
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Just pay like, $20 and get dynamic explosions

dire ingot
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i cant afford to pay right now

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why u try to bypass my question

dawn gull
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So program your own

merry bison
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isn't the black friday thing starting like today in the marketplace, has it begun yet?

dawn gull
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@dire ingot If you can't afford it, you can probably program your own, right?

dire ingot
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someone from other server has helped me

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thanks for not help

dawn gull
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Suuure

dire ingot
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np

timid frost
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Anyone can tell me how can I make my environment looks more realistic

merry bison
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it's normal getting frustrated when stuck

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yet ppl here laughs at u instead of realizing that u're simply frustrated @dire ingot because u're stuck

dire ingot
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actually i never got help in this server

daring gazelle
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Anyone?

dire ingot
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it is really helpless and useless

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other server

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i get very good resonses

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and nice people

merry bison
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which other server?

dire ingot
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who love to help amd discuss with respect

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maybe this is one of that cringe servers, i dont know yet. lets stay here a bit longer and see

thick herald
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Well, complaining there isn't any free stuff that suits you, isn't the best way to attract help.

dire ingot
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yep

thick herald
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If you asked, if anyone knew of any resources or tutorials that could help that would be a better approach.

dire ingot
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qoute my self
``
so can i get help now? is there a way to show more results?

``

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check the converstion next time

timid frost
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@indovar they aren't helping that's not a big problem . What's your problem tell me

dire ingot
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yeah they are not helping at all, actually they are rude...

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my issue is

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i cant find a free explision effect

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in the market place

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do i have a problem? why there is no result?

timid frost
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Hmmmm

merry bison
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look somewhere else i'd say

dire ingot
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like?

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suggest places if u dont mind

timid frost
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@ use starter content explosive

merry bison
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i don't know, i'm very new here myself... i would google it

dire ingot
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i did google before i come here, the result i find is not good

merry bison
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ok

dire ingot
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and 99% of them are paid

thick herald
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If you cannot find free stuff that suits you, you may have to consider learning how to make your own.

merry bison
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but i would recommend you to move on with your project and come back to explosions later - instead of getting stuck with the project i mean... and i do say this in all friendliness

dire ingot
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but i reached that part

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where i have

merry bison
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ok

dire ingot
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to add the explisions

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why it is hard to explain this?

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why would i ask for them

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if im not

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reaching that level of adding them

merry bison
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let me check the marketplace for u

dire ingot
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oh

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that nice from u

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but i chcekd, i cant find good free one

merry bison
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np, as i said, i'm very new here myself - my first day commenting here... and i would like ppl to help me too when i need it

dire ingot
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thanks

thick herald
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Asking nicely helps. Demanding answers and demanding assets does not help.

gilded needle
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^^

dire ingot
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bro stop being...

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annoying

merry bison
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you're right, there's only 1 free explosion in the marketplace

thick herald
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I'm simply pointing out that your attitude is why people are not tripping over themselves to help.

dire ingot
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really?

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people are helping me

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u are not

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so if u dont feel like uwant to help

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leave me alone

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and try to be less rude at least to people next time

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i gotta go and check https://quixel.com/

thick herald
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I am trying to help, by helping you phrase your requests better.

dire ingot
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@timid frost did suggest me a good website

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thanks for ur help

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appreciate it so much my friend

thick herald
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Quixel don't do explosions though

buoyant graniteBOT
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Something went wrong. Check the logs for details.

merry bison
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Too bad my own question drowned in all the drama above lol...

thick herald
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The marketplace sale?

merry bison
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no, I asked a UE4-related question

thick herald
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Ah the dropping of balls.

merry bison
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yes

thick herald
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The simplest way would be to drop spheres.

merry bison
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as it is now, i have 3 different colored balls, red, green blue just for testing. i planted these 3 in the scene and they do drop, collide etc... but i would like to spawn them during runtime, should i use a particle effect to emit them or something else?

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they should spawn continuously during the entire length of the scene

thick herald
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You can create another actor that you use to spawn the balls at during run time. You can control how fast or slowly they do this in the blueprint of the spawner. You can tell the spawner to move to different locations too, all during run time.

merry bison
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aha that sounds what i'm looking for

cold condor
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Damn

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There are some nice razer blade 15s sales on Amazon

thick herald
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Things to research: Spawn actor, moving actors. Maybe timers too.

cold condor
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If only if I had the money

merry bison
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thanks @thick herald

thick herald
merry bison
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cool, will check it out

thick herald
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The official learning hub is also good.

merry bison
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so, if i understand you correctly.. i should even be able to use the existing balls to move around and spawn copies of themselves during runtime

thick herald
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The spawn actor controls what balls are dropped and where, you can do this different ways of course. Every time you spawn something via blueprints you can tell it what location to do so, so you have full control. It can be as simple or as complex as you need it to be. If all you need is the balls reacting to things based on physics you don't need to tell the balls to do anything with code during runtime. If that is something you think you may need or want at some point, you will want them to be of the actor type 'pawn' / 'character' so you have more options available to you. The above channel has lots of short videos explaining these concepts ๐Ÿ™‚

merry bison
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cool, thanks

dense knoll
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nvm

thick herald
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It has flying stuff and lots of other examples. ๐Ÿ™‚

stuck scarab
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hehe everytime I see Mathew's picture I'm like, damn that strange guy ๐Ÿ˜„ but he is indeed my blueprint hero ๐Ÿ™

void barn
plush yew
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Hi, i was wondering if i could have help with my game?

stuck scarab
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Specify your question by 2000% and maybe someone can provide support ๐Ÿ™‚

plush yew
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i gotta go so ill be 30-60 mins, but thanks

timber vale
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idk if this the right place to put it, but by default (using something like the thirdpersonshooter template), is garbage collection automated?

stuck scarab
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its on by default if you mean that by automated

fallen flower
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@timber vale, If you manually allocate something, it's your responsibility to clear it though. But I don't think that's what you meant

plush yew
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So i need help to make animations for my (First Person Template) Game, i want to make a rig that i imported animate, e.g. Idle, Walk, Jump, ect. But i dont know how to do it. Can anyone help?

signal flower
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if I will make "look at" to Vector it will look to start point or at end?

stuck scarab
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from start to end

signal flower
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and the mesh will look at start of second vector or at start?

signal flower
plush yew
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thx

weak cypress
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someone mentioned the recommended specs for unreal here

plain pagoda
stuck scarab
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Its a lot to go through, If you find a teacher that spends hours with you - good for you. Otherwise you need to break that down and watch tutorial by tutorial.
So how to create a 3D Mesh -> how to make a skeleton and rig it -> how to make animation -> how to export for unreal.
You probably need to even further break it down to even smaller parts.

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just some weird dude @light lintel ๐Ÿ˜„

plain pagoda
signal flower
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for some people its hard

stuck scarab
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I think it is hard ๐Ÿ˜ฆ its complex and you need to learn a lot.

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so I went with assets for now ๐Ÿ˜„

plain pagoda
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hard as in coding algorithms or hard as in sitting long hours to get the work done?

stuck scarab
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haha ok yes there might be a difference

plain pagoda
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because if it's the latter, I don't consider that hard, the work that is

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the hard part is getting started

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there's an internal struggle, to not start with learning

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maya is pretty good, it's better compatible with ue4

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what

weak cypress
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who had the minimum/recommended spec list for unreal?

plain pagoda
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maya has the best animation tools out there, there are also ue4 plugins that are much better than blender's

stable orbit
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How can I install an older sub-version? I created my project in 4.25.1 (but I just had to re-install my windows) and now I can only download 4.25.4 or 4.24.3

plain pagoda
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animating the manequinn in blender is a mess

signal flower
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sorry wrong ping

stuck scarab
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so you went with rigify?

plain pagoda
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same here with maya, gave up blender because most things are broken or just outdated

stuck scarab
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there is also a addon called mr.mannequin, which seems be be quite nice as well

signal flower
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(and 3ds too)

stuck scarab
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you cant deny tho that maya has more support to ue4 than blender. But as time passes by everything is going to be better

plain pagoda
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maya's interface sucks

stuck scarab
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yes

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he is going to release an update soon as well, then hopefully some nice documentation for noobs like me to actually get the grasp on that ๐Ÿ˜„

plain pagoda
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I used that Mr. Manequinn plugin, the skeleton was a mess after import. Nothing worked as it should

stuck scarab
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its probably the most popular as well

plain pagoda
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this is how the bones looked like after import, was very hard to get the work done in blender

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you should see how it works in maya, there's no need to fix bugs at all

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that's what I did

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that workflow just didn't work for me

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I'm no pro, I just started recently, so I'm telling this from a beginner's perspective

stuck scarab
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because its indeed not that easy. I was quite surprised that you have to overcome so many hurdles to get it working.
Once you got the right plugins and all neccesary settings it might be easy.

plain pagoda
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I had to try a couple of different things

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at last, maya just worked out of box for me

stuck scarab
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hopefully when Im at the point again where I need animations everything is more polished and easier to access ๐Ÿ˜„
Because other than that blender on its own is great

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and no money for maya ๐Ÿ‘€ ๐Ÿ˜†

plain pagoda
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blender is great for modeling

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I used it for sometime, before switching to maya

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@light lintel neither am I

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In just saying that it was easier for me to get started in naya

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why rage

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I thought we were having a discussion

winter gale
stuck scarab
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this "worked out of the box" is what I'm wishing for blender as well.

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but everything is evolving fast so, im positive ๐Ÿ˜„

plain pagoda
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maya has ART, Animation and Rigging plugin for UE4

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worked great for me, I was able to edit pre existing animations pretty easily which I just couldn't get done in blender for some reason

stuck scarab
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I saw that and was like, oh thats exactly what I need. Only to found out that its for maya only ๐Ÿ˜„

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rhetorical question? ๐Ÿ˜›

plain pagoda
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idk, I got it for free. My friend is a 3D artist so I borrowed his account

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before that I was using the 30 day trial

stuck scarab
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uh good for you ๐Ÿ˜›

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๐Ÿ˜„

plain pagoda
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lol, why be so angry

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you said you didn't care?

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I was just saying what worked for me as a beginner, everyone has his own workflow

stuck scarab
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I actually hope that this mr.mannequin plugin is gonna be like ART at some point in the future
Import animation, make your adjustments, export.

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it actually should be already able to do that, from what they say. If you have enough experience with all the settings you might get it to work.
I actually believe he is just missing proper documentation so people like me actually understand his plugin ๐Ÿ˜„

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I lack knowlege in the field, touched it 10 month ago and decided to go with assets for now.
for people who actually know how things work this plugin might be a good solution

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and its free as well ๐Ÿคทโ€โ™‚๏ธ

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jeah and for people like us a really easy system would be much appreciated ๐Ÿ˜„

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Imagine buying assets for the base to save most of the work, then just make some easy adjustments to your needs.
thats my dream ๐Ÿ˜„

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but im gonna go back now to learn substance designer ๐Ÿ‘€

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its for making textures

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haha jeah I feel you.

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most of it from this indian guy, but there you need some knowledge already because there are not step by step

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then you have the issue with cascade and niagara. So you want to go with niagara but all you find is cascade. So you also need some knowledge in following along them.

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Maybe look at THARLEVFX. He went through the basics of niagara

vital cosmos
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er I have this weird box on the screen and my viewport is stuck how do I remove it

stuck scarab
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jeah not all "tutorials" are for complete beginners.
I watched a ton of videos..
Then I bought a smaller pack with the style I want to go and tried rebuilding it in niagara. That was actually quite a nice training.

plush yew
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Hi Guys we are currently looking for some new roles in our project called Tanks Of Honor,

The following roles will be needed please be able to speak fluent english as we will all be having meetings during the game design these roles will be paid once the game is launched

  • Community Manager
  • Website Manager
  • Moderators
  • Art and Design
  • Level Designer
  • Sound Engineer
stuck scarab
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well, I guess most of them are basically breakdowns. So if you already know how all this works it might be actually good. Its just not for beginners.

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there is a channel for that @plush yew ๐Ÿ™‚

plain pagoda
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CGHow has a good playlist on niagara basics

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I started watching his tutorials and couldn't understand anything

plush yew
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ah sry mb

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where is the channel

plain pagoda
#

but then I watched his basics playlist, it's pretty good

#

Support me on - https://www.patreon.com/Ashif
Support me on - paypal.me/9953280644
Hi guys this introduction video for Niagara basic tutorials series.

#cghow #unrealengine #Niagara #gamefx #ue4vfx #ue4fx #niagara #unrealengineniagara #unrealenginevfxtutorials

โ—Upload Your Tutorials/Work - https://cghow.com/
.....................................

โ–ถ Play video
#

that's not true, I have watched like 30 videos of his and not once did he ask to buy anything

stuck scarab
#

Tidiiii I recommend watching Jason KEysers league of legends videos, he breaks down some skills, Annies fireball for example. Also not a tutorial but quite cool to get a little idea of how things are done.

fierce tulip
#

lol

#

yea, check jason keysers stuff, 1000% worth your time

plain pagoda
#

but that's got nothing to do with the tutorial. He's released some assets on marketplace and he has some patreon links. The video content has nothing to do with it, in the ones I've seen at least

#

watch the playlist I've linked, you cannot get into his other tutorials without the knowledge of niagara beforehand

stuck scarab
#

if you already have some clue his videos might be gold. Just a shame that there is not a lot of alternatives channel that do stuff like that.
but also something that might increase in the future

fierce tulip
#

just search on discord about my opinion on his stuff/tuts hehe

stuck scarab
#

ah thanks but Im at a okay stage now. got the basics @light lintel

plain pagoda
stuck scarab
#

and vfx is just a difficult topic in my opinion. I personally define it as a combination of coding + 3D work + the system (niagara)

fierce tulip
#

not sure about the last 6 months or so, but lets keep it at that hehe

plain pagoda
#

I bought a course from Udemy on Niagara

#

it's pretty nice

fierce tulip
#

< afk, cooking

stuck scarab
#

nice, so I will continue with skipping his videos ๐Ÿ˜„

plain pagoda
#

@fierce tulip are you a vfx artist?

stuck scarab
#

jeah me too monke, which one did you get?

plain pagoda
#

I watched tharlevfx first

#

then some cghow videos to get a rough idea

stuck scarab
#

yep bought that course as well. Was okayish ๐Ÿ˜„

plain pagoda
#

then I started this course

stuck scarab
#

I bought the course first I believe. So maybe now with my knowledge its better to watch ๐Ÿ˜„

#

i dont think so, niagara is the future. so better learn to do stuff there

plain pagoda
stuck scarab
#

as a beginner i find it always hard if they dont explain the goal and why you do certain stuff. Thats why this course was "only" okayish for me. But for 10 bucks.. nothing to complain

#

dude im happy if I can create my little cartoony clouds explosions ๐Ÿคฃ No sorry

potent bridge
rotund scroll
#

I'd love to see if a vfx course would actually be worth it

stuck scarab
#

hard to see with all the green but I believe you need to pull that thing down qite a bit @potent bridge

plain pagoda
#

Official Niagara Documentation:
https://docs.unrealengine.com/en-US/Engine/Niagara/index.html

Getting started tutorial for Niagara:
https://realtimevfx.com/t/niagara-unreal-gdc/4359/47

1MaFX showing a ground break spell with some base info:
https://www.youtube.com/watch?v=Ba-U3rSAM4Y

Niagara tutorials by Art Hiteca:
https://www.youtube.com/watch?v=q4LdwbifKVY&list=PLcnm14M-VSVyUBngJpQ9WTLVpc2mwevgz

Somewhat more abstract niagara vfx tutorials by Bleeck:
https://www.youtube.com/playlist?list=PLcDcPCfgLOnCzYTufd6DXOJ-6-oacih_D

Procedural vfx by Ash Oakenfold: (scroll down)
https://www.patreon.com/cannabis_cod3r

Unreal Engine 4's Niagara visual effects system used for creating and previewing particle effects in real time.

Real Time VFX

I made a tutorial video about getting started in Niagara. Hopefully itโ€™ll help get other people up and running; sharing what we learn in a virtuous cycle. Cheers.

https://twitter.com/pmargacz - Here I post most of my VFX
https://www.artstation.com/mgepm - Artstation
https://gumroad.com/1mafx - Free Noise Texture Pack I use in most of my VFX

https://ko-fi.com/1mafx - If you would like to get me a coffee because you find videos useful! - THANKS!

โ–ถ Play video

Unreal Engine 4.24.1
Niagara Electrical Discharges Tutorial
Part 1

https://gum.co/lDGmR
If you liked this tutorial, you can support me
https://www.patreon.com/ARThiteca

Timeline:
00:00 - ะ ะตะทัƒะปัŒั‚ะฐั‚
01:13 - ะญะผะธั‚ั‚ะตั€ - ะธัั‚ะพั‡ะฝะธะบ, ะบะพั‚ะพั€ั‹ะน ะฑัƒะดะตั‚ ัะพะทะดะฐะฒะฐั‚ัŒ ะฒะตั‚ะฒะธ ั€ะฐะทั€ัะดะพะฒ
01:58 - ะฃะดะฐะปัะตะผ ะปะธัˆะฝะตะต ะธะท ะญะผะธั‚ั‚ะตั€ะฐ
03:13 - ะกะบั€ะธะฟั‚ ะดะปั ัะพะทะดะฐะฝะธั ั‡ะฐัั‚ะธั† ะฟะพ ัั‚ะฐั‚ะธะบ ...

โ–ถ Play video
potent bridge
#

@stuck scarab How would I though? its just a nav mesh bound.

stuck scarab
#

well for 10 bucks I actually think the course was okay to buy. On the other hand.. you probably will find the same value by buying a pack in the marketplace and check how they done that.

potent bridge
stuck scarab
#

if im not confusing it with the other nav thing you can simply grab it like every other thing and move it around

#

are the green mountains the nav mesh? ๐Ÿ˜„

potent bridge
#

the angle is 55 degrees and its so AI can reach the player no matter what really, but dragging it does nothing.

#

yes, but I try doing AI with it and it wont recognize it.

stuck scarab
#

sry i thought that are just mountains with grass and you miss the navmesh on this platform

#

but still, you can grab your navmesh, move and scale it like you wish. like just any other object

#

with P you can toggle the view, maybe that helps as well

potent bridge
#

You are right, doesn't change that it isn't on the ground though, its not matching to the geometry.

dense knoll
#

any way to prevent these flying AI from doing stupid stuff like this

worn granite
#

write better AI

dense knoll
#

i have

#

now they dont instantly ram themselves into the water

#

but instead go inverted

#

and then ram themselves into the water

worn granite
#

You're making a 6DOF (well not entirely) AI. There is not going to be a plug and play solution.

stuck scarab
#

sry whats your goal again @potent bridge ?
If you want movement on this platform, there cant be since the platform is not green.
So you need to make sure that the platform is inside the navmesh as well.

dense knoll
#

is there a way to make the actor realize its about to ram itself into the ground?

worn granite
#

And if they follow the flight model and don't even understand it (inverted flight) then something has gone wrong

potent bridge
#

Sven, when I sent that image, that green stuff was the navmesh display. For some reason it is WAY above the ground.

stuck scarab
dense knoll
#

i can disable the roll function

#

but then they just use rudder and are easy to shoot down

worn granite
#

I'm pretty sure Ace Combat just generates a path spline and computes roll and such

fierce tulip
#

@plain pagoda me? nahh, what r particlus

worn granite
#

that's why in that game the enemy levels off every so often

dense knoll
#

im trying to make the AI react to player movments, and adapt to some random in a F22 spamming QAAMS

potent bridge
#

Sven, thats EXACTLY what it is, I can't figure out why its doing that.

stuck scarab
#

ok, sry so hard to see for me ๐Ÿ˜„

worn granite
#

It's not really an easy problem

dense knoll
#

@light lintel then you can jjust farm currency by doging a few missiles and just going AFK at 25000

#

it kinda ruins the point of the game: getting spammed with up to 1000+ missiles

stuck scarab
#

so its affecting all the mountains and stuff but on the platform the navmesh is this little line only.. ? @potent bridge

dense knoll
#

im not,

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just this game isnt one

#

and given that its mostly going to be multiplayer. its f kinda for tge better

#

i guess i can make a backup of theai

potent bridge
#

Basically the AI has issues if it isn't touching the navmesh, I can't get it close to the ground in any location

worn granite
#

you should be running source control anyway

dense knoll
#

ima make a backup

worn granite
#

I can't give you any specific advice without knowing more about what you're doing... but if you want them to actually be flying the plane you need to allow them to prioritize threats. The ground is always the higher threat.

dense knoll
#

i have

stuck scarab
#

well its never super close to the ground, visually. but on that platform its way too high, thats true. @potent bridge If grabbing the navmesh and pulling it downwards doesnt help I cant help you sorry. Never done complex navmesh like your mountains yet

dense knoll
#

but then the plane just rolls crazy and rams irself

#

the AI can get unpredictible at times

worn granite
#

Possible that it "forgets" the ground and avoids the missile again?

#

You making these in BehaviorTree or with BP?

dense knoll
#

BP

#

and they dont even avoid missiles yet

#

mainly because then they just forget you exist then just start flying in a straght line

#

Thats why i currently substituted the AI with the missile AI

#

so if you get to slow you may get rammed warthunder style

odd sigil
#

Hello
Can anyone point me out towards any stuff related to ue materials stuff. Like i wanna know how to make specific materials

#

Specifically fluorescent material

dense knoll
#

You can make a emmesive and base material

#

the emmesive one for the light

#

and the Base for the non light part of the Light

#

To make emmesive materials just get a base color node and then multiply it and input it into the input labeled "Emmesive"

signal flower
#

what is unreal measuring distances and speeds in? cm/s? km/h? potato/eternity?

#

my base character's speed is 600
but 600 of what? millimeters/s I hope but not sure

stuck scarab
#

birds per donuts

#

I think it would destroy the athmospehre in RDR2 if you could go WROOMWROOM ๐Ÿ˜„

signal flower
#

USA uses not metric
Epics from USA

Epics use not metric

honest vale
#

....what

signal flower
#

you didnt answered 1 of questios

fierce forge
#

hello, is there a way to make a distance between each canvas panel from a scroll box ?

honest vale
#

@signal flower all parameters and values are metric in engine

signal flower
honest vale
#

600 cm/s

#

one unit is one cm, same goes for dimensions

signal flower
#

it's not 6m/s its slower

honest vale
#

I guess you gotta measure it ๐Ÿ˜„

#

I haven't really thought about it

fierce forge
#

@light lintel how i can use the spacer ?

stuck scarab
fierce forge
#

i need to use a spacer for each one ?

#

yep

stuck scarab
#

I saw a meme yesterday, "the imperial system is only for countries that lost against vietnamese farmers"
๐Ÿ˜… ๐Ÿ‘€

honest vale
#

xD

dense knoll
#

im currently working on optimizing it to run at a solid 30 fps

#

because its really laggy at some points

#

and also

#

the arcade is limited by your hardware

#

litrally an infinite amount of enemys can spawn

#

yea

#

ok then large airships

#

railguns

#

aces

#

Energy weapons

#

ill multiply the amount of aircraft

stuck scarab
#

nice water color

heavy folio
#

O-o

dense knoll
#

and why not some burst missiles?

honest vale
#

what's a burst missile?

dense knoll
#

Missile go big boom and damage

#

thats all im going to say

heavy folio
#

Hey guys i need help

#

I am building a character movement system

#

But it is really bad right now

stuck scarab
#

the animation or what?

heavy folio
#

The camera

#

It is jittery

#

Let me upload to youtube and send you the link

#

...

#

Are links allowed?

stuck scarab
#

i can recommend gyazo for small gif records, no need to go to youtube etc..

heavy folio
#

What do you mean?

#

Tidii

#

The default camera was not working how i needed

#

Cause its the same problem as this one

#

I cant explain

plush yew
#

How to get clicked innstance with hit result?

#

Know its name and ID

heavy folio
#

Could it be the animation changing

#

Ok

#

Ok

stuck scarab
#

thats the animation I believe

#

do you use a blendspace ?

heavy folio
#

No

#

Idk what that is

#

The charact is a paragon character off the workplace

stuck scarab
#

its blending between animations. Neccessary.

heavy folio
#

I have done no work on the animation

#

It does that on its own

stuck scarab
#

yeah I know

#

you take the asset animation and put them into a blendspace

#

that will do the trick

heavy folio
#

Ok

#

I will follow a more detailed tutorial and see if that worked

stuck scarab
#

most basic example would be running
you have an idle animation, a walk animation and a run animation.
Then, depending on your speed, it will blend between all the animations to give a smooth transition

wintry jolt
#

Hi! I just found my way into this discord. Is this the appropriate place to ask for support with a question?

heavy folio
#

Ok thank you

#

I believe so

stuck scarab
#

np, search for blendspace and you are good to go ๐Ÿ™‚

#

btw there are two, blendspace 1D and just blendspace.

#

just for you to know, hopefully you will figure out which one to use ๐Ÿ™‚

wintry jolt
#

Awesome. So, I'm having a bit of an issue with Unreal's content browser. This is the Content folder of my host project (FactoryEnvironmentCollect) and I am trying to move everything inside the content folder of into a new folder I made within the content folder called zMegaFolder (so I can transfer it all over to a new project.) However, as I move folders INTO zMegaFolder (through the UE4 content browser) it moves most things over into the new folder, but not everything, and also leaves some duplicates of files outside of the megafolder as well as inside.

#

I am trying to diagnose why this is happening

stuck scarab
#

jeah that can be messy sometimes ๐Ÿ˜„

wintry jolt
#

Is there a better way to do it?

stuck scarab
#

if you want to move stuff to a new project you have the "migrate" option

#

Other than that I have trouble with the folders as well from time to time. So if someone have a good answer on that Im curious as well ๐Ÿ˜„

frank snow
#

IS there a way to clear a blackboard value from a behavior tree?

wintry jolt
#

I suppose I can see if I have more success with the migrate option

modest ivy
#

howdy y'all. i'm new with unreal, and even newer with to this discord. just have one question atm which i wasn't able to find the answer to in the settings. is there a way to have the viewport camera return to where it was prior to hitting play when exiting play?

stuck scarab
#

I migrated my vfx a couple of days ago.
The issue: The linked materials and meshes were missing in niagara.
The solution: Migrate in the content folder, not in any other folder.

wintry jolt
#

Are there 3rd party migration tools that aren't super expensive that I could just buy to reduce this headache?

stuck scarab
#

No idea, but hey other than that the migration was working perfectly.

#

and its actually migrating everything thats connected, which is nice.

wintry jolt
#

Okay, so by migrating 1 by 1 each content subfolder to the content folder of the new project, it wants to override things that weren't copied over. Is this because when migrating the audio folder, any linked assets to the audio folder from the Fx folder were dragged over as well?

#

And if so, do I overwrite or not overwrite

stuck scarab
#

well it takes everything thats linked with it. If you migrate something that has a material for example the material will move with it.
But im certainly not experienced on this field to give adivse on how to handle this properly. Hopefully someone else is

wintry jolt
#

That's what I suspected. I can't imagine overwriting would hurt though because it's the same asset in the same place theoretically

stuck scarab
#

best you find that out early in your project ๐Ÿ˜„ @wintry jolt

wintry jolt
#

Okay, so by migrating everything one by one, the whole level failed to load!

#

That's new

tiny eagle
#

Can anyone tell me if this is proper height (left view) of terrain for spawning characters? i get a "Bad Size" error when i place a spawn everytime, but not sure if the red horizon is the start or should it be below or somethign?

stuck scarab
#

if you rightclick a folder there is also something like "fix up redirectors" @wintry jolt
I hope you get it done somehow ๐Ÿ˜„ Thats why I actually stopped at some point to mess around with those folders.

wintry jolt
#

Yeah, it's just unfortunate because getting this copied over is the backbone of the project. I do really appreciate your help though

#

By migrating everything folder by folder it seems like it completely lost every reference to every other asset.

tiny eagle
#

can you just copy/paste the content folder of the Project in Windows Explorer, and re-open the level that way? i've triedd it with a number of Projects and it loaded every BP because of no link breakings

modest ivy
wintry jolt
#

You know, I don't think I have tried that. If that works I will be floored

stuck scarab
#

maybe it is actually better, thats what they were talking about in the link I send you

#

@modest ivy maybe there is, maybe in the advanced settings.. I just personally never used it before

wintry jolt
#

Nope, copy pasting in windows explorer absolutely did not work

#

Every asset link is broken

#

So, this might be part of the issue - I am not copying it to the "root" content folder of the project

#

Because the root content of the project is full of other stuff because it is a modmaking sdk

stuck scarab
#

jeah thats what I mentioned earlier, make sure you migrate in the content folder and not elsewhere.

#

when that is done you can move it anywhere

unborn relic
#

Anyone have any theories on when 4.26 stable build will be released ?

wintry jolt
#

Then I guess that brings me back to my original issue with trying to put it into a MegaFolder, since the root content folder already has Materials and Maps and Audio folders and whatnot

#

So a direct copy over would not be prudent

#

COULD I rename every folder in the original project with the prefix "z" (aka zAudio, zFx, etc) and then copy them over?

#

Or would that break things

stuck scarab
#

I do understand the wish for a perfect clean file system. But in the end it will only ship with the files that are connected to the project. So maybe dont stress around too much :c

wintry jolt
#

huh, okay, so when I went to go rename the folders through Content Browser in the original project, instead of renaming the folder and renaming the assets, it created a duplicate folder and left some resources behind, just like when I tried putting them into a new folder entirely.

#

Well that's my thing, it's not about a clean file system. Not by a mile

#

It's about getting it to work and not blending everything together

#

The content structure of the SDK is a root content folder, but then every new mod project has its own content folder that i have to get everything into

#

But if I move one root content folder to the next, everything is gonna get all mixed up

stuck scarab
#

I guess no one is gonna mind if you ask again later on. Hopefully someone will be online to help you out of this misery ๐Ÿ˜„

wintry jolt
#

Yep, I'm just gonna keep throwing things at the wall to see what sticks ๐Ÿ˜„

#

Thanks again for your help

agile pewter
#

Hey Guys Is there Virtual production section on this discord ?

heavy folio
#

I mean the vr-ar section is probably it

#

Under platforms

open wadi
#

Hi, I have a question - When too much content gets in my MultiLineEditableTextBox, it expands the box down a second line and of course overwrites the buttons beneath it. How do I design my pallet so that the items "beneath" the MLETB automatically push down further?

#

I don't know if a grid would be appropriate here, but I'm open to ideas

plush yew
#

hello, do you know if i can make a 2D game in ur4? example this image would be a player ship 360 grades - not a model 3D

stuck scarab
#

All I can tell you is the following: In every video that I watched when it comes to comparisons between unreal and unity for example, they basically said that unreal kinda dropped the 2D development. A lot of things haven't been updated for ages - they said.
So is it possible? Yes. Is unity more designed around 2D than unreal? Also yes.

plush yew
#

i like blueprints ๐Ÿ˜ฆ

frosty steppe
#

Hi all, not sure where i can ask this question. New to unreal, i got a house a friend of mine modeled in blender and i loaded it in Unreal, i added collision but its just a big box, i can't seem to find a way to do custom collision like in unity. Is it possible?

exotic thicket
#

@stuck scarab the Paper2D stuff in UE is entirely usable for 2D sprite based games

#

I've heard something about the orthogonal projection with cameras behaving strangely but not sure

stuck scarab
#

jeah thats what havent been updated for a whole while if I remember correctly

exotic thicket
#

well if it works I don't know why it would need updating

stuck scarab
#

might be true, depending on your needs

exotic thicket
#

it's not super feature rich in terms of say animation tooling, you basically have spritesheet flipbook animations, but you can do custom stuff fairly easily

#

not sure what unity offers in terms of sprite based functionality but I recall they didn't really have major stuff for it either

stuck scarab
#

Maybe search for a comparison just for 2D. From what I heard I would consider maybe switching the engine If I decided to do 2D ๐Ÿ˜„
But thats just one opinion

exotic thicket
#

If you know what kind of features you'd want to have in your game, you might have better luck if you search for those specific features relating to each engine

stuck scarab
#

Definitely possible @frosty steppe

frosty steppe
#

@stuck scarab Ok good to know, i figured it was possible. ๐Ÿ˜‰

stuck scarab
#

havent used yet tho. If i remember correctly the guy I watched was using a custom mesh from any 3D application which was then used as the custom collision.
You also have some options within Unreal, if you open the mesh there are some collision options. I dont have it open right know but you might watch a video anyway ๐Ÿ™‚

dense knoll
#

ok i dont think its a good idea to up the dificulty of Arcade past the Giant ;aser energy railguns thingys

#

you slow down and get hit once

#

your dead

#

so np

#

e also F11 crashes ue4

stuck scarab
#

if you switch screen size and fullscreen etc? Yeah had some crashes with that as well ๐Ÿ˜„

frosty steppe
#

@stuck scarab Let me look around a bit more, thanks!

dense knoll
#

this is also another reason why i crashed

#

it spawned about a billion lasers

#

i got hit once and died

#

then i press f11

#

and crash

stuck scarab
#

so maybe its more about the biilllion lasers and not F11 ๐Ÿ˜›

modest ivy
#

is it possible to make camera lag max distance be relative to screen resolution and different both horizontally and vertically using only blueprints?

warped ridge
#

Anyone here know how to make chests?

fierce tulip
#

human chest, or treasure chests?

gilded needle
#

That made me laugh. Thanks Luos.

fierce tulip
#

you never know

warped ridge
#

Like battle royale chests

gilded needle
#

And and honestly it's different skillsets for both.

fierce tulip
#

battle royale chests doesnt really lower the amount of possible chests.

warped ridge
#

But I need chests

#

To get weapons

median hound
#

open chest effects gun come outr

fierce tulip
#

or like alien, burst a chest open and spider i mean weapon bursts out?

gilded needle
#

And with a single link my book of "These are all considerations that are needed" went away. ๐Ÿ˜„

fierce tulip
#

i googled "chest" first and went to images. suddenly feel like I need to hit the gym again

#

and.. antique shops

plush yew
#

chess

median hound
#

chez

plush yew
#

chees

stuck scarab
#

wow you made me google too

#

this one dude with his balloon chest ๐Ÿ˜„

#

no thank you

fierce tulip
#

bit offtopic, but my doctor is that ripped.

#

intimidating

dire ingot
#

guys what is a recommended model resolution to my robot ? it is android game, and in 2020 many powerful device has released, so is it good idea to have 1024x1024 models texture quality?

#

they are 512x512 right now

#

im afraid if i increase it, it will eat more ram of the device

#

what you think guys?

fierce tulip
#

in the end it depends on the rest of the scenery/code/etc as well.

#

can always go 1024 and if its too much later down the line, you can easily tweak it in texture viewer to only load 512

dire ingot
#

so you are saying, i should go with high res so it can be looking good for capable devices, and add an option to decrease the quality for the low-med teir devices?

#

coz i thinked like this in the beginning

#

but...i thinked it is bad practice to do that

fierce tulip
#

once packaging for multiple devices your coder/you/whoever can change resolution of textures depending on platform and such during package process

dire ingot
#

change the models or from unreal engine? there is many way from the way you said, i dont get it exactly

#

you mean the entire game resolution?

#

or the models quality?

fierce tulip
#

a model = 3d mesh (generally)
a texture = part of whats applied to a model to show texture/skin/cloth/etc

dire ingot
#

yes i know that ๐Ÿ˜›

#

but i mean

#

the entire game res or a specific model texture quality?

fierce tulip
#

that depends on what you want.

hollow atlas
#

i need help with my unreal project

fierce tulip
#

its not either/or

dire ingot
#

oh

#

so what u suggest? you might have more experience than me

#

what would u do if u were instead of me

fierce tulip
#

when packaging can go "characters keep high res textures, lower textures from environments by 50%" etc

hollow atlas
#

can anyone help me with models and landscape??

dire ingot
#

i will bookmark that thanks sven von der wellen.

dire ingot
#

that change the scale of the res

#

isnt that easier to do?

fierce tulip
#

most games have those options

dire ingot
#

yeah, so should i add that?

#

and keep my models at good res ( high )

fierce tulip
#

well yes, but they arent always available on mobile. but you can

#

keep textures at high res. not models

dire ingot
#

i want to increase the chance of my game being runing on many devices

#

will that take too much ram?

fierce tulip
#

you are confusing yourself and others by saying models when you mean textures

dire ingot
#

thanks for noting that

fierce tulip
#

but yea, during production keep em as high as you need em.

dire ingot
#

so, will using 1024x1024 take tooo much ram?

fierce tulip
#

nah

dire ingot
#

great!

stuck scarab
#

"Mipmaps" is something you should do some research on for that topic

dire ingot
#

so i should go with 1024 or higher?

#

they are 512x512 right now and they look blurry ๐Ÿ˜ฆ

fierce tulip
#

thats up to you, i'd go with what looks good, can always resize later.

dire ingot
#

in the unreal engine?

#

or i need to reimport

#

and many other options

#

and resize it and edit it in blender

#

i worked on the game logic, code and nodes and delayed the texture and painting, and now i reached that delayed part

#

ok then, im going to change the res to 1024x1024 right now, Hope it wont effect my game performance too much ๐Ÿ˜…

plush yew
#

hi, can I model, animate inside unreal engine, excluding software like blender for example?

#

i mean, very low-poly art-sets

dire ingot
#

yes you can

plush yew
dire ingot
#

but it is preferable to use blender for easier animiation

fierce tulip
#

you can only paint the vertices on a mesh, not directly on the texture. *unless specific plugin that bakes it to a texture

plush yew
#

there's one by the way?

fierce tulip
#

ive been away from ue4 for 8 months, so not sure if its released. gimme a sec to find it

fierce tulip
#

ah yes, that

plush yew
#

i found this one by I rather stick with my watch in beginner blender tutorials

#

ty ๐Ÿ™‚

fierce tulip
#

i do suggest learning to animate in blender as well then, in the end you'll have much more power in blender than ue4

plush yew
#

ok

frozen pond
#

hello, on many project i seen some 2d object near skysphere, but i can't find how they are named

#

i mean like city far away from map

grim ore
#

you can look at the realistic rendering level or something like infiltrator. It's just a big plane with a texture on it

#

I want to say the fps shooter example does it as well

frozen pond
#

not really what i'm looking for (as i got FPS example map opened atm)

uneven fractal
#

is there a way to disable overlapping for decals

rotund scroll
lethal palm
#

I'm not sure on what channel to ask this so I'll try my luck here:
Is there a tool to visualize memory at run time ? I know there's a tool to check the memory used by a map, but I want that at run time. I want to see if the references I'm making by referencing some BP classes are making me load too much unwanted stuff.

uneven fractal
#

I mean prevent decals from overlapping each other. It's terrible for performance and it changes the color

strong mesa
#

when i use add unique object reference to an array does it look at the copy of the object or at the class of the object

rotund scroll
#

could make a derivation class that would check the bounding box of a decal before applying and get angry when it does overlap

uneven fractal
rotund scroll
#

I mean the operations you can do on a decal are likely going to be fairly boolean in nature

#

unless you want to do something clever material engineering to nullify a decal if under the influence of another decal

#

but I doubt that's going to increase performance

dense knoll
#

any idea how to get a aircraft game to run better

rotund scroll
#

in your case it might be better to create individual planes that have their own materials applied

dense knoll
#

is there any settings i need to change?

uneven fractal
#

hmm I suppose decals aren't the way then

#

I wonder how bad the performance cost of lots of post process material instances would be

rotund scroll
#

depends on the post processing

#

if your screenshot is your intention

uneven fractal
rotund scroll
#

it's way easier to just have a couple of planes overlap and specify that in the areas where they do overlap to only use one of them

late olive
uneven fractal
#

that seems like a far more complicated method then the decal or pp

rotund scroll
#

doubt it's going to be

#

and it'll be the most performant of the three

#

but you're welcome to look for other solutions

uneven fractal
#

well how would I even detect the overlap of two+ circular planes on a per pixel basis

rotund scroll
#

I was thinking in terms of translucency

#

that you could force ignore other translucent elements

fierce tulip
#

in our country its somewhat allowed. thats why some smart price-checker websites add a timetable thingy with prices over the past year.

thick herald
uneven fractal
#

Hmm how do you force ignore other translucent elements though

vocal pebble
#

(i ended up moving my question to animation)

stuck scarab
#

side note and may have nothing to do with your stuff, translucent materials are expensive

icy vigil
#

Woah I have no idea where to go

#

This is a big server

stuck scarab
#

are you lost? ๐Ÿ™‚

icy vigil
#

Yes

true ridge
#

I'm having problems trying to move project files around. Moving files from one folder to another doesn't seem to actually move them. Files get left behind.

#

Using fix redirect errors does not clean up the old files.

stuck scarab
#

@wintry jolt โ˜๏ธ

wintry jolt
#

Haha, my twin

stuck scarab
#

๐Ÿ˜†

wintry jolt
#

Sorry mate, no luck there

#

I never ended up fixing the problem, just shoving files to a whole new place and eventually it worked, can't really say I know how

stuck scarab
#

maybe you can exchange your experience on that ๐Ÿ˜„

#

haha its really a mess sometimes I guess

manic ruin
#

Have a question. What is Add Graph in blueprint for? Just a matter of usability for developers?

pastel geyser
#

when ball overlap with brick sometimes he doesnt destroy / im new in this and need help / also i tryed to find in google but nothing helps

stark marsh
#

i want to add like a donkey kong roll

#

i don't know how i would do it

hollow atlas
#

hi

#

is there anyone who can tech me

#

how to design a 3d model

#

i have apic and want a real model like the pic

#

i know but i have tried very slow learning there as we have to go youtube again if we will found any error

proud linden
#

hey all, is anyone handy with nDisplay and in camera VFX? i have a couple questions about shifting the stage origin and how picp_meshes translate once you launch you cluster. thanks!

plush yew
#

hey i tried uploading my game from dropbox to itch.io and there error any body know how to fix ?

merry bison
#

Hm, why doesn't the level play normally when watched from the camera animation (level sequence)? Everything is frozen in place, except for the camera, which moves.

stuck scarab
gusty dune
#

@stuck scarab yeah right there with you >_< would've cut this project's cost by 60% so far

stuck scarab
#

well well, next year I will know ๐Ÿ˜„

gusty dune
#

Hey all, is the "Calculate Direction" node in Animation Blueprint the same as the previous "Calculate Direction Event"?

fast berry
#

How can I move a project from a newer version (4.25) to a older version (4.24)

#

im trying to do something and 4.25 doesnt include it so i need to move the proejct

#

Because im setting up a multiplayer, and I need to create a new interface (in player controller) but it just wont show up. if you know how to get it to show up please let me know that

#

i can see functions

plush yew
#

how can i ignore my player's rotation for line traces?

#

i want the lines to go straight down

stuck scarab
#

you fire line traces from a location, not from a rotation

#

so the rotation doesnt matter

#

execpt if you fire it of from something that changes the location with the rotation ๐Ÿค” im too tired for this

limber mesa
#

good way to make a animation play once? anyone

stuck scarab
#

play animation?

median hound
#

do once?

plush yew
#

lmao

rotund scroll
#

sounds like animation loop isn't perfect

#

does anyone know where the "project default" setting is for static meshes to use complex/simple collision?

merry bison
#

Now i know why its name is Unreal.... they're referring to the very high threshold of learning it. ๐Ÿ˜‰

plush thicket
#

anyone know what could be causing this?

#

using PushableActors blueprint off the UE4 marketplace

#

with ALSv4

safe sentinel
#

hey, I want to basically send the character up in the sky (gradually eventually), but this isnt working, any suggestions?

#

not in the sky, but higher, trying to make a jetpack, but I cant edit the jump params

stray axle
#

Is there anything comparable to this SSBevel in Unreal?

https://youtu.be/Fy79zS1sv3Y?t=153

Learn how to drastically improve the look of your content without UV's.
In this tutorial:
00:00 - Introduction
00:32 - Automatic Triplanar and Overlap UV Mapping
01:45 - Triplanar and Overlap UV Mapping in Absolute Coordinates
02:33 - Screen-Space Bevel Effect
04:34 - Screen-Space Dirt Effect
08:06 - Diversifying Tiled Textures with 2D and 3D S...

โ–ถ Play video
plush yew
#

hello everyone please help i build the light in unreal and all my tree is black idk why please help Thanks ๐Ÿ™‚

pure galleon
#

Hey guys, I'm currently doing research on how to build a rythm exergaming VR game for my college assignment. is there any recommendation tutorial related to it or any of you actually built something like this genre of game? I hope we can have a talk because this is important for me. Thanks in advance

rapid saffron
pure galleon
#

nope

dense knoll
#

Ue4 keeps crashing my PC if I launch it and open game bar

plush yew
#

can you set a max speed for a physics object?

limber mesa
#

@safe sentinel have you tried add impulse node

gusty dune
#

If anyone can help please, what would cause snapping in an anim blendspace?

ember linden
tranquil sandal
#

@ember linden my idea is while holding mouse button > line trace > get hit result > spawn decal at impact point

pure galleon
#

this is how I envision my college project will look like

#

but have to build in UE4, so I hope any of you can give me an insight about the game mechanic

sage tree
#

I've been looking but haven't really seen it, but has anyone done a turn-based movement system like Gears Tactics? It would be an amazing base to make a pc based tabletop wargame.

rotund scroll
#

I mean there are games like wartile but I think they did theirs in unity

sage tree
#

not quite the same.

hollow meadow
autumn yew
#

Anyone have a good resource for Switch Limitations to have in mind while developing in UE4 for the switch?

ember linden
plush yew
#

is there a way to shrink my ue4 game ?

plush yew
# plush yew is there a way to shrink my ue4 game ?

The size of the project for deployment?

I would suggest firstly removing anything unrelated to your project (back it up first!).

Then you could also degrade any textures that aren't important to your game.

#

@plush yew ok thx

#

:)

hidden knoll
#

How to I make a directional light even more dim, I have it set to 1.5 and anything lower than that darkens it completely

earnest cape
#

So how do I snap the aim to every 45 degrees? Like for a top down shooter

lament barn
#

How do I get this?
Event Use

#

If it's a custom one, how can I make my own?

plush yew
#

i got itt!! my game size from 10GB to 3GB yayyyyy

velvet loom
#

Wow nice

grim ore
#

@lament barn from that example the event use is a blueprint interface event, if you are not using interfaces you would create a custom event

acoustic wraith
#

If I have a point (x,y) and I want to spawn an actor at that point but I don't know what Z should be, how could I figure that out? The map is one big terrain.

grim ore
#

determine your max Z, do a line trace from that x,y,z down to the minimum that your Z could be. spawn at the hit

acoustic wraith
#

Thanks!

hearty dagger
#

it happens when i switch to medium to cinematic settings

velvet loom
#

Keeps happening for me too except it doesn't come up with the crash logs

hearty dagger
#

only low works

velvet loom
#

It happens for me when panting my landscape or changing stuff on my landscape

regal mulch
#

Might as well be a too weak GPU?

plain pagoda
acoustic wraith
#

@hearty dagger Yeah I get that occasionally. If I let my VR headset rest on top of my head, the display stays on and renders the home thing, which usually causes me to run out of VRAM.

earnest cape
void barn
#

can you apply groom physic to custom hair

#

or only to hair they provide only

untold swallow
#

hey any updated tutorials for admob ads integration?

acoustic wraith
#

How do I decide what specs a VM would need for my game?

#

Would it be the same as the specs of the computer the players play on?

winter gale
neon moss
#

better 16 gb ram 4400mhz or 32gb 3000mhz?

honest vale
#

define "better"

#

other one has 2x the memory, the other one has higher memory bandwidth

plain pagoda
#

the difference is almost unnoticeable

autumn yew
#

But moar numbers means bettar right?

plain pagoda
#

lol

wary wave
#

I mean the difference isn't unnoticeable, if you know what you're using faster memory for

#

willing to bet you'd see differences in code compile times

plain pagoda
#

most apps aren't optimized for faster RAM, so it'll take some time for 4.4GHz RAM to become mainstream

plain pagoda
autumn yew
#

Anyone have any good resources for the limitations I should try and abide by when developing for the switch in UE4?

wary wave
#

if we're talking about engine compiles, it's minutes each time - like I said, if you know what you're using it for, the difference isn't unnoticeable

wary wave
autumn yew
#

@wary wave The only thing I have developed for so far is a computer. But that gives me somewhere to start for sure. Thank you.

plain pagoda
#

if you're developing for consoles, do you need a devkit?

wary wave
#

you do for a Switch, yeah

autumn yew
#

Planned on just sideloading onto my switch.

wary wave
#

you can't

autumn yew
#

If it's hacked you can ๐Ÿ™‚

plain pagoda
#

how would you get it then?

#

ask Nintendo?

timber fern
#

Where can I find developers for my project m?

autumn yew
wary wave
#

I really doubt you can sideload a UE4 application onto a Switch, I don't see how that would run

autumn yew
#

You bake the full game and put it on the switch like you would any other hacked / downloaded game.

#

Its not as fun as a dev kit, but also I will be waiting for a long time for a dev kit.,

plain pagoda
#

do you need to pay a lot of money to get it on switch?

autumn yew
#

I was just curious if there was any documentation on some real no no's anywhere. Definitely watching my perf counters.

wary wave
#

you'd need to ask Nintendo about that ๐Ÿ˜„

plain pagoda
#

what about playstation and xbox?

#

easy to publish there?

wary wave
#

you'd need to ask Sony / Microsoft in those cases

autumn yew
#

'Easy' is a relative term.

wary wave
#

all three publishers have tight control over their platforms and nobody else can give you an answer realistically

plain pagoda
#

I've only published on playstore and appstore till now

#

this is the first time I'm creating a non-mobile game

#

so just wanted to know if publishing on other platforms is as easy as creating a dev account and publishing the app

wary wave
#

it is not, it requires contracts/licensing and dev kits

lusty carbon
#

Hey! I have a media player video on a TV screen in my Archviz project. When I render a sequence with the Sequencer, the video on the TV screen goes all weird and slow.
I tried to match the video FPS to the media file FPS but that didn't help
Ideas?

wary wave
#

nothing you can do, the media player runs on a different thread and will not be in sync when rendering a sequence

toxic haven
#

hello guys. i'm working on a project (senior project) for my university which i'm developing in unreal. my instructors said blueprints aren't acceptable and that i have to develop in c++ instead. i was wondering if it is possible to convert my blueprints into c++ classes..

wary wave
#

you'd have to do it manually

toxic haven
#

:(

honest vale
#

the blueprint nodes are basically C++, just double clicking on the node in editor should open the source code (or function declaration) of that node

#

though obviously you need to redo the "wiring" again ๐Ÿ˜›

lusty carbon
#

But... I've seen videos with TV screens running video properly

dire coral
#

You could capture them "live" in engine using an external recorder

lusty carbon
#

But not possible with sequencer?

dire coral
#

The problem is with syncing, I've been told that using a per-frame file format like jpg or png does better at timecode management, but haven't confirmed it yet

#

you can use the movie queue renderer and output png's and then load those png's up in Resolve and it should theoretically work

wary wave
#

something controlled by the game thread would be in sync, yeah

dire coral
#

Its kind of frustrating because it'd be relatively trivial to at least lock the framerates while outputting video.. but I've been told that it DOES happen when rendering to file sequences for some reason

lusty carbon
#

Gosh, one would think it's the simplest and most obvious thing to go about doing in such a complex piece of software.

dire coral
#

this is the kind of thing that is discussed a lot on the unreal engine virtual production facebook and discord..

lusty carbon
#

Client wants his Archviz cinematic with something on TV...

dire coral
#

Well he can have SOMETHING, just not something running at the correct speed ๐Ÿ™‚

lusty carbon
#

haha, that something currently looks really bad

#

Video is all slow motion and weird artifacts and stuff

dire coral
#

have you tried it in 4.26 btw? they were meant to be fixing some of that stuff up, but haven't looked yet myself

lusty carbon
#

Nope

#

I might end up tracking it in AE for that video lol

dire coral
#

its the kind of thing I'd fix if I had any real use-case for it

#

I've got way bigger fish to fry though ๐Ÿ™‚

lusty carbon
#

yeah might aswell talk him out of it

#

but it's a shame

#

Another question, whole different topic:

dire coral
#

give it a go in 4.26? Epic are sneaky about releasing fixes and whatnot

lusty carbon
#

I will ๐Ÿ™‚

#

What if I want to run UE4 on a remote machine from my home pc?

#

What are the prerequisites etc?

dire coral
#

I do know that loads of people have bitched at them about it.. fwiw

#

you mean remote desktop style? or like a client-server thing?

lusty carbon
#

yeah

dire coral
#

that was a two part either-or question ๐Ÿ™‚

lusty carbon
#

ohh

#

I mean remote desktop style

#

virtual machine or whatever that's called

#

So I can go to the office and still work on the monster rig I have back home

wary wave
#

just use any off-the-shelf remote desktop software

#

just don't expect the experience to be good

lusty carbon
#

No?

#

Will I experience bad latency and image?

dire coral
#

No, they generally suck in terms of video rendering etc..

#

Interestingly, UE and other game engines are pushing towards cloud based hosting, so I suspect that will improve, but for now most remote use software just sucks

lusty carbon
#

Any known recommended software you can name?

dire coral
#

Usually they're used by people who don't want to use much bandwidth, so they tend to throttle...

#

hmm, there's a built in windows remote desktop you could try?

#

we have one managed by our IT dept, but I don't use it as I've got all my stuff at home anyway

lusty carbon
dire coral
#

Well, yes, but most don't do graphics heavy work, so throttling bandwidth is fine, but if youre a 3D artist or video producer, it sure isn't.

#

I suspect many of the cloud hosting providers will enable high-bandwidth remoting, but that's just based on Siggraph presentations from a few months back. Haven't tried it myself yet.

lusty carbon
#

Teh future

dire coral
#

Check out NVIDIA Omniverse presentation for how that might end up working

lusty carbon
#

Anyway Im gonna go now, you've been helpful man thanks a lot!

dire coral
#

yeah, end of next year future ๐Ÿ™‚

lusty carbon
dire coral
#

UE is going that route too

#

exciting times

#

take care..

signal flower
#

I downloaded unreal project from some youtube guide
but I cant open it
loading stops at ~30-40%
how do I solve this problem?

wary wave
#

it's compiling shaders

signal flower
#

shaders of what? whole project is 3 MB

dire coral
#

3040%? thats a lotta percent

signal flower
dire coral
#

I know, sorry, having a funny day

wary wave
#

I don't know what's in the project, but it is almost certainly compiling shaders, and you just have to wait for it to finish

spice hollow
#

hey, by any chance, does someone have a link to google sheets/docs/excel of ue4 marketplace history price? the document shows you what was the lowest price in the past of assets

signal flower
#

(its screenshot of content folder)

honest vale
#

the engine has shaders too

signal flower
plush yew
#

Hey guys Iโ€™m interested in getting started with unreal to make an action adventure game similar to megaman legends and kingdom hearts

#

Which tutourials do you recommend? I want to learn c++ and blueprints and how to use them together.

#

Iโ€™d also like to learn some basic 3D modelling so I can prototype if someone can help lead me in the right direction with that as well would be really appreciated.

signal flower
plush yew
#

That kinda stuff I already know just never done anything tangible with them.

signal flower
#

then try doing your game step by step
for example at first I made char controller and made it work with basic skeletal mesh
then I created some simple enemies to chase and shoot my player
now I'm aiming to make more advanced AI for it

#

if you cant understand how to do some thing - there are channels for every aspect of UE (like #blueprint #cpp #multiplayer and etc)

compact plover
#

Hmm.. to solve that problem remove the config files

#

You can add each one and rerun the project to catch the one that puts the editor on hold

stuck scarab
#

hang in there buddy ๐Ÿ˜„ @signal flower

#

browse the marketplace in the meantime :>

brazen forge
dire ingot
#

4460 is pretty good

brazen forge
#

I wouldnt call that a fast CPU sorry, its not bad but would look into getting a used 2700x or even new 2700x

dire ingot
#

is it the K version?

brazen forge
#

The 2600k outperforms the 4460 ๐Ÿ˜„

dire ingot
#

yep

#

in its time the 2600 was the best cpu

#

but when AMD started prodcuing cpus, intel is dead

brazen forge
#

2600k cinebench 1865, 4460 1177

#

The difference in HT

honest vale
#

2600k master race represent

brazen forge
#

I had an 2600k in my first PC ive built hehe

#

I was sitting with bois looking at dem 32MB GPUs back in the days, but i wouldnt say i was able to build a PC back then...

haughty tangle
#

So - I've been digging around and can't really find what I'm looking for in a nutshell. Perhaps I'm impatient.
What's the arrangement between substance and unreal.
I remember reading somewhere that Unreal users have (Free?) access to substance...??
Does this include Painter and Designer?
How do I access this?
I don't really see any link on the Marketplace.
When I was using Unity, iirc, they just had a link on the Asset Store.

#

wonders if his license with Unity carries over to Unreal... Hrm... ๐Ÿค”

dire coral
#

No, you don't get the apps, you get a plugin that allows the use of substance materials in UE

#

so you still have to own the substance apps (designer mainly) to make use of it

#

so you create a substance designer file and UE will recognize and allow editing of the parameters etc. mainly good for procgen textures and tiling etc.

haughty tangle
#

Yeah - (Thanks @dire coral btw) - I had a license when I worked with Unity, but I'm assuming that's lapsed.

#

I'm more interested in using rather than building with it.

#

Painter I assume it also locked...

#

Poo - $20/mo ontop of my CC license...