#ue4-general

1 messages Β· Page 883 of 1

plush yew
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is there a way to set max speed for physics objects?

dreamy lake
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isn't the DualSense controller supported by unreal by default ?

  • Can't seem to get any input to register
merry bison
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a ps4 controller?

thick prawn
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Hi, anyone knows how can I fast turn my char 180º degrees in air? Or knows any good video or resource explaining some formulas to calculate exactly how i want to set up the jump? It's for 2D platformer. Thank you so much ❀️

placid arrow
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im currently upgrading a project from 4.14 to 4.25... this is fun πŸ˜›

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theres gonna be soooo much breakage

stuck scarab
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maybe even wait a little bit more for 4.26

placid arrow
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wow.... it plays!

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theres some graphical issues, but its playable πŸ˜„

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i really dont have any major reason to upgrade the project, its a game that was released over a year ago

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i was just curious and wanted to spend some time learning whats changed

plush yew
placid arrow
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i could probably fix the two major graphics issues i saw, and put out an update to it on steam

plush yew
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im a complete beginner, would appreciate some help here 😦 been stuck for a while now

placid arrow
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or i could attempt to port it to some other platform for a laugh

haughty tangle
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@thick prawn I would assume that if you don't "program" in some delay or lerp parameter, your character will turn instantly when pressing an appropriate button.
I can't point you to any particular video, and I'm transitioning from Unity to Unreal, but in Unity I would have looked at a "Lerp" function (Linear Interpolation" where you go from State A to State B over Time (usually 0-1; 0 being State A and 1 being State B). You then set how long "Time" is eg 0.5 sec or 1.5 sec or whatever... and then when someone presses the movement keys, they change direction in the time allocated by T.

placid arrow
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@plush yew pull first

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there are commits in the repo you dont have

plush yew
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i did it

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still

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Yagneshs-iMac:annihilated yagneshsuthar$ git pull
warning: redirecting to http://gitlab.purplethings.co.uk/Pedgey/anihilated.git/
There is no tracking information for the current branch.
Please specify which branch you want to merge with.
See git-pull(1) for details.

git pull <remote> <branch>

If you wish to set tracking information for this branch you can do so with:

git branch --set-upstream-to=origin/<branch> master
honest vale
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you need to set your local branch to track the remote branch

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the last command there should do it

plush yew
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already tried that command

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git branch --set-upstream-to=origin/<branch> master this one?

thick prawn
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@haughty tangle I see, thanks ^^, but what i want to change i think is some kind of air resistance, not just a key to turn fast, i want more control on air and aircontrol doesnt give me enough

honest vale
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if the remote branch you want to track is master (and your local branch is master) you do git branch --set-upstream-to=origin/master master

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I gotta double check, I never remember git commands πŸ˜„

plush yew
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Yagneshs-iMac:annihilated yagneshsuthar$ git branch --set-upstream-to=origin/master master
Branch 'master' set up to track remote branch 'master' from 'origin'.

honest vale
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now do git pull

plush yew
haughty tangle
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@thick prawn It sounds like you're modifying some existing controller that I'm unfamiliar with, so this may be beyond what I can recommend.
I'm not that familiar with modifying exiting assets, but building my own from scratch, so then I know what they do (or usually DON'T do at all), so it's easier to tweak.

honest vale
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you can use --allow-unrelated-histories parameter to allow merging unrelated histories (this happens because you had checked out master without traking the remote master and git doesn't now understand how they relate to each other, or something like that πŸ€” )

plush yew
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okay sorry but, what should i type? im blank rn, i just started it today

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what exactly should i type --allow-unrelated-histories?

honest vale
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git pull --allow-unrelated-histories

plush yew
honest vale
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I guess here pull is trying to rebase your master ontop of the origin master (as in replaying the comments on top the remote master)

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I suppose you need to merge it in instead

plush yew
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how to do that

placid arrow
plush yew
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remember i just started today, so sorry for this...

placid arrow
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probably a whole load of stuff i dont have the computing power or talent to utilize fully as usual πŸ˜„

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i mean i only just "upgraded", if by upgraded i mean went from an AMD R9 270x to an nvidia GTX 1060 6GB

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still two generations behind the bleeding edge of team green

plush yew
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does germany has detailed height maps to download?

placid arrow
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i thought there were heightmaps of the entire earth if you knew where to look

plush yew
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no. its very bad

placid arrow
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sounds like one of the first projects they'd have been doing the minute they had satellites in orbit, that and GPS

plush yew
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they dont πŸ˜„

placid arrow
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lol surprising

plush yew
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its very rough height map

placid arrow
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how accurate are you needing it, just curious

placid arrow
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lol, my day job is as an IT manager at a calibration lab

plush yew
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wait

placid arrow
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so im used to asking 'how accurate, exactly' πŸ˜„

honest vale
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@plush yew you should be able to google "how to merge remote branch with git" or something

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or so

plush yew
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Okay

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Let me try

honest vale
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it takes a bit of time to learn git

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it isn't the most intuitive piece of software

placid arrow
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branch merges with conflicts in ue4 and git are .... uncomfortable and unfriendly

plush yew
placid arrow
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lots of binary file formats, means cant diff it in

honest vale
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yup

plush yew
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I'm doing this git remote add origin URL_TO_MY_REPO

placid arrow
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most professionals are using perforce

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but, i gotta admit i still use git+lfs too

plush yew
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I have no idea what they are...

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:)

placid arrow
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hmm

plush yew
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Do most people get this error

placid arrow
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if you dont know what LFS is... make sure its enabled on your repo before continuing with anything else

plush yew
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How to enable it

placid arrow
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otherwise youll very quickly make a huge multiple hundreds of gigs unmanageable repository

honest vale
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I wonder if MS azure repos have any limits πŸ€”

placid arrow
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@honest vale yeah theyre limited by your imagination... lol no really, no idea

plush yew
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@placid arrow

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germany has only 30m detail

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so shitty

honest vale
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weaksauce

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meanwhile the finnish land survey has 2x2 meter res laser scanned height data for the whole country πŸ˜›

plush yew
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-.-

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fuck germany

honest vale
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2 cm vertical resolution

plush yew
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give me website where i can download it

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can terrain.party do it?

honest vale
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it's the "korkeusmalli 2 m"

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the one that's 330 GB

plush yew
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330gb

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oo

honest vale
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I hope you have an extra HDD πŸ˜›

plush yew
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but i dont need your whole country

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im a simple man

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20x20km is enough for me

plush yew
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looks like a fish

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what do i do with this

honest vale
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turn on 2m elevation model and then select areas you want and download

haughty hound
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hello. when running standalone, how do you pause?

plush yew
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@honest vale name a at night scary forest/park in your caountry

placid arrow
# plush yew fuck germany

well germany doesnt even have up to date google street view, because they were all privacy paranoid and shoo'd google out twice

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i bet someone had a privacy objection to height mapping lol

plush yew
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eh i doubt

stuck scarab
honest vale
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Berlin was an odd place, I had trouble paying for stuff with my card

plush yew
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@stuck scarab nie im leben

placid arrow
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yeah they dont like electronic payment because tracking

honest vale
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are they pro money laundering? πŸ˜›

plush yew
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who isnt?

wary wave
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they are certainly pro at it

placid arrow
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i watched some stuff on it, it goes back to paranoia about someone ever repeating what happened during world war 2 where public and business records were used against people

wary wave
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have you never heard of Deutsch Bank?

placid arrow
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so now they dont trust anything that might result in mass tracking

plush yew
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@wary wave very old people have heard about it ;D

placid arrow
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not surprising

honest vale
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I must've been blinded by Nordeas stuff in Estonia

plush yew
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@honest vale name few parks pls in finland with many walking paths

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which is scary at night

honest vale
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can't think of anything

vague juniper
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Heya! Is this channel appropriate to ask about engine bugs?

plush yew
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yes

vague juniper
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Sweet, so I've been unable to successfully lightbuild my level for a few weeks now. The build itself works fine, takes about 30-40 minutes and doesn't crash.
The entire map has a lightmap density of blue/green. I've made sure nothing in the entire map shows red and all background objects are blue.

But whenever UE4 gets to encoding the lightmap after it's built, my GPU/Drivers seem to crash. My screens go black for a second, both discord and chrome crash and UE4 just disappears.

As soon as I get the project back open and load the map the lighting is not built.

https://i.gyazo.com/e685c2e6ac388495d865fd9def1eb4ee.mp4 - Skip to 53 seconds in to see the crash.

I'm running a GTX 1080 with 8GB of Vram, I've kept tabs on the memory usage during the build and it never exceeds 6.9GB/8GB
I'm also running 32GB of DDR4 regular Ram.

Anyone had this issue before and managed to fix it or have a clue what the cause could be?

Cheers!

wet elm
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is there a gift card system for marketplace?

lusty lance
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got a really basic q - trying to set up a presentation shot like keyshot in a way, how would you change background color in an empty UE scene? right now its just pitch black

haughty hound
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When playing pie standalone so a new window pops up, how do u pause the game?

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Morning😊

light thunder
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where are THESE tab locations SAVED??? it's not under save editor layout, it's no the defaulteditor.ini or, as far as I can tell, any of the config files....is it the actual uproject file itself?

manic pawn
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why do you think it would be in any file that is tracked by version control?

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a good start would be to explore Saved/Config

light thunder
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because my changes I'm making don't persist between editor sessions

manic pawn
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probably doesn't save the order at all then

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I'm only aware of it restoring a bunch of previously open assets

light thunder
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so the tab locations of the windows up top? like editor preferences, project settings, etc .... I'm trying to reset them and the change doesn't stick

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I've checked out entire folders from source control, like the one your recommended

manic pawn
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my editor starts out with no windows open every time

light thunder
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@vague juniper regarding your lighting crashes, just making sure, you DO have an actual windows pagefile right? even with all that ram (and not hitting the limit) you DO have it turned off (using letting system manage it is recommended)

vague juniper
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I did, however my C;// Drive is very low on space and it was the only one being used by the windows memory thing. So I just set up my 4TB Hard disk which has plenty of space left as a secondary set of virtual memory

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going to try again now after a reboot

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That's odd it didn't save the settings...

haughty hound
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Is it possible to pause when playing standalone?

lapis vine
haughty hound
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I already search on the internet b4 asking here, ta anywayπŸ˜ŠπŸ‘πŸΏ

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I wanted to know b4 pausing/unpausing if there is some way

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B4 coding mine

lapis vine
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I mean adding a button as blueprint not okay?

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Ah, not so complex. I'm not sure about the console commands (the link) I gave you. There is a Pause.

haughty hound
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Ok, will check, taπŸ‘πŸ½

timid frost
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how should i blend material in land scapes precisely

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anyone can tell me what should i use in nodes

plush yew
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How to set texture coordinate location

timid frost
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yes

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within the other texture i applied

merry bison
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how do you set a frame limit on a packaged game?

plush yew
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How to set texcoord position

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offset

timid frost
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yup

plush yew
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i made a cool thingy but whenever i test it i can walk through rocks and fall off the map how i fix??

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im new at ue4 btw

lusty lance
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can anyone please tell me how to access unreal textures or anything in the root folder?

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following a tutorial but not sure how he's accessing these textures

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(he mentioned this is included with the engine)

plush yew
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did u import starter content?

lusty lance
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ehhh I'm quite new to UE in general so not sure how to go about doing so

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I've tried importing uasset files but didn't work originally

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just trying now

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oh I did it

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worked now thank you @plush yew

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your name is fitting sir

plain pagoda
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@plush yew you need to fix your collisions

plain pagoda
plush yew
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@plain pagoda ok

light thunder
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It's clear I'm missing some of the concepts of lighting, like what affects the contrast between shade and not shade, like this porch here - can anyone recommend a good primer - between the light settings I"m using and things like the skylight sls source, I don't know how certain things are affected by others.

anyone have a good video/tutorial for lighting concepts?

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I've watched the epic livestream but only seem to remember it talking about bounces πŸ™‚ if it's still the go to source, let me know

flint marsh
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Is there any easy to understand video or web documentation on what each and every node or function in the blueprints editor does?

lusty lance
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thanks @plain pagoda

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57
is cascade worth learning or is it best to just go with Niagara now?

flint marsh
pallid talon
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My tiled landscape looks fine in the editor, but half of them disappear when I click play and it seems to be random. Why?

stuck scarab
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@lusty lance In my opinion, no. Go with niagara.
Since a lot of stuff you will find online is still with cascade, watch that once you got the hang of niagara. Then you will understand cascade too.

lusty lance
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ah fair enough

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thank you

glad ferry
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I'm looking for some semi-realistic medieval ships (realistic level detail would be too much) that range from free- moderately priced.

Modular would be best. If not modular, I would like a nice variety to obtain at once.

I've checked several places for this and have had very little luck.

Any advice or leads would be appreciated! πŸ™‚

thick prawn
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I'm having a problem launching my character for a kind of walljump.
Depending on how high my character is, the parabola will be draw different
The case is that i'm not using any weird value (I think)

I'm using these nodes

Any idea why does it happens? Thanks ^^

plain pagoda
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@thick prawn try a dot product and then multiply it by float, then plug it as launch velocity.

unreal delta
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IS @plush yew broken currently?

pallid talon
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Does anyone know how to control the visibility of a tiled landscape when Playing? Mine disappears based off distance and I can't find a place to increase the distance.

runic fern
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goodday is it possible to control a spline ingame ?

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like spawning a fence or road etc ?

stuck scarab
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yes

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did it once, wasnt super easy, but possible πŸ˜„

runic fern
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Can you explain me the way please im trying to make some systems like fences and customizable walls

light thunder
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What's the performance impact of having 40 blueprint houses vs 40 static meshes for example, this is a blueprint - am I wrong in assuming that this is going to be like 30 drawcalls versus ONE? (if you have a single static mesh)

runic fern
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and also when i build a wall i want to snap a window later without changing the whole mesh

stuck scarab
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so probably no need for runtime?

runic fern
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but while building the wall i want to make it sizable

grave nebula
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@light thunder Both will be very bad, but 40 blueprints with one 1 static mesh component would be significantly worse than 1 blueprint with 40 static mesh components.

stuck scarab
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I made it in runtime, that was the "issue" or at least what made it a little bit more difficult. But probably depends on what you are actually trying to create

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so you have no clue at all about splines and spline meshes?

runic fern
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I have but in editor i dont know how to implement it while in game

plain pagoda
pallid talon
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@plain pagoda I did check it. I don't see anything to effect the Streaming of Titled levels to change their distances on loading.

thick prawn
light thunder
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@grave nebula why would "both" be bad?

grave nebula
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well... it is complicated topic.

stuck scarab
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Mh just going through my old blueprints. I dont remember anymore what gave me such a headache. I believe in the end you just have to make sure to run an update through your spline. I believe that was all πŸ˜„

light thunder
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and I mean the difference between a converted static mesh - taking that blueprint of 40 components and converted down to a single static mesh (heck, even merging materials) yes you are basically baking alway all functionality/customization but it's basically the most optimized thing you can do?

runic fern
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haha i will try my best

stuck scarab
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@runic fern you can check out my blueprint here. hopefully it helps more than it confuses you. Havent touched it in a whole while πŸ˜„
In my case Im moving something around so I had to delete the old meshes as well.
https://blueprintue.com/blueprint/p52d3llp/

runic fern
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cool

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thanks i will check and try it

stuck scarab
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its also a whole different usage, you probably have to adjust a lot for your needs
This should be a line that aims towards a point, like a grenade aim line preview.

runic fern
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Yea i have to Adjust alot i want to snap at grid and change the X Along with the cursor

modest ivy
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how do you disable nodes in blueprints without breaking links or deleting them?

stuck scarab
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is there such thing?

flint marsh
honest vale
flint marsh
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Ok, appreciate it

modest ivy
plush yew
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how do i make my linetrace more accurate?

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i use get forward vector and world location from the first person camera

next badger
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@plush yew show the debug shapes
(you can spawn debug shapes by nodes)

plush yew
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yea its too high

next badger
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show

plush yew
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cant really cause im looking straight at the line

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but its higher then my crosshair

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from center

next badger
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trace, then hit f8

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make sure line stays in place long enough

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i hope you know that muzzle and crosshair are not the same thing

plush yew
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i know lol

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this is where im aiming

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its too high

next badger
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many people confuse linetrace from scope and trace from barrel

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oh...you are referring to UI crosshair

plush yew
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do i just subtract from the worldlocation?

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what other crosshair? lol

grim ore
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ok so the first question is how are you making your crosshair? is this the default fps one?

plush yew
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default one yes

grim ore
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then the default one is an issue since its not centered in the screen

plush yew
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lmao

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why would it be huh

grim ore
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its the way they draw the image

plush yew
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so i can either offset the linetrace or make a new crosshair and center it I guess?

next badger
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world offset wont be correct

grim ore
next badger
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as default cursors moves in different view sizes

grim ore
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adjust the crosshair in the hud event if you are going to use it

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and the other issue is the draw texture, unless they changed it, draws from the top left so it doesnt offset it to the center like you would expect

urban ether
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idk if someone can helps me but i have the following question in my test: When we create material in Blender to change the look to our liking, we have to send the object to a game engine. How do we make the object look the same in both softwares?

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and i wrote that

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  • adjust the uv map
  • bake and create a normal map
  • export the model as fbx to ue4
  • export the textures and maps separately to ue4
  • create a new material
  • connect the textures
plush yew
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@grim ore thanks, i got enough info to try and fix it πŸ˜„

next badger
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@urban ether yeah, you have to reassemble the material the same way in ue4 as you did it in Blender

plush yew
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blenders node system doesnt transfer to eu4 right?

next badger
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no

plush yew
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How to offset texturecoord

next badger
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ue4 uses HLSL

plush yew
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but basic material settings do transfer I think

next badger
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@plush yew UV are just coords, add, substract, pan (panner)

urban ether
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is there something else that i missed?

plush yew
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diffuse and spec maps?

next badger
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@urban ether well, if you only need to bake Normal - no...but most of the apps bake albedo, metallness, roughtness

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@urban ether dont be confused by UE4 Specular input in material, it's not specular...use roughness

urban ether
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ohh okay, i see

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thanks everyone

light thunder
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I merged down blueprint of 40 components down to a single static mesh with a single material - here is the result - what do I need to do to stop that texture from blurring like that? What merge settings should I pay attention to?

rotund scroll
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I don't think you'll be able to fix that convincingly without jumping into a 3d package and redoing the UVs

honest vale
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@light thunder increase the merged mesh texture resolution

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but yeah, redoing it yourself is probably best

light thunder
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was it just that?

honest vale
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the mesh merging in editor merges the textures into an atlas texture too I think

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so it doesn't tile them at all

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even if your original mesh did

light thunder
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crap, can't I use some input of the text coord?

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what do you mean redoing?

next badger
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yep, obviously merging with baking the atlas won't make new texture to tile

light thunder
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it seemed to be in my screenshot

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they titled, but they were just at a ridiculously low res

next badger
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it you baked the texture it won't be tiled...it's not how it works

light thunder
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oh, so it wasn't necessily a resolution in my texture merging - it was the fact that they didn't tile and just stretched the original texture, that makes much more sense in terms of what happend

honest vale
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it doesn't stretch the original texture. It renders the tiled textures of the original meshes into a texture atlas that uses UVs of the merged mesh. The merged mesh doesn't have tiling UVs, instead everything has unique coordinates (like a lightmap)

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or something like that, maybe someone else can explain it better πŸ˜„

light thunder
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so is there nothing to be done?

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one of those?

plush yew
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why do my lights fade in and out?

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its a point light

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is that the imfamous light adaption stuff?

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auto exposure?

glass egret
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anyone wana help me set up a lunar surface map

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i made a life support system but need a map to show it off

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lol

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should take 5 min

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just need help with the height map

next badger
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@light thunder it is possible with either not merging materials in one, or by using masked approach

glass egret
next badger
true falcon
dawn gull
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How do I make it so my character is always at 0, 0 but it looks like they are the one moving, not the other actors and objects?

light thunder
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@next badger so there's no way to merge static meshes and keep the UV tiling while merging down the materials to a single one without doing manual work/readjustments?

next badger
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@light thunder if you merging meshes to a single material you're making new UVs...they can't tile

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the only way to properly do that is to use single material from the start

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like trim texture one

dense knoll
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any idea how to optimize a flight game?

glass egret
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is there anyway to return a list of varibles from a traced actor

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the actor isnt defined beforehand only when its traced

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i want to get a list of the current vairables inside the traced actor

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in game

next badger
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@glass egret you will get a reference to that actor...so yes, if they are public you can

glass egret
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but it can be any traced actor

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thats the issue

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if you know what doctor who is i have a sonic screwdriver when i use it it sends out a trace

next badger
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add an interface

glass egret
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then sets that object as a vairable i call traced objects

next badger
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then you can call that interface an it will do the stuff you need

glass egret
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i use an interface for my interaction system how would i apply it here

next badger
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well, it's a different thing

glass egret
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i might not be explaining correctly its hard to explain on text

next badger
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if you want to add same functionality to different types of actors, you can add a component that will implement it

glass egret
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so i can set any actor to open or close

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do you know what a sonic screwdriver is>

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?

next badger
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it's a Victorinox version of a smartphone

signal flower
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How do I disable Visual Studio opening when I click on some event? Its annoying

plush yew
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I dont see a notification bar in my animations like in the docs?

next badger
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@plush yew you have no notifies...

plush yew
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I got a start up animantion, a middle animation that should loop whenever I hold a button and an end animation. How would I set this up correctly?

rotund scroll
plush yew
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this might help

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thanks πŸ˜„

next badger
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@plush yew so, what exactly you're missing?

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if you need simple skeleton notify, you can hit Add there

plush yew
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@next badger I figured it out I didn't realize the Notify bar was built in in this new timeline

pallid talon
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First is when you hit PLAY

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the second is EDITOR.

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What gives?

dawn gull
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How do I do something to every actor in the level from an actor?

#

Except for self

next badger
#

@pallid talon hit play, hit f8, move towards that missing part

pallid talon
#

@next badger Yes, the missing part appears when I get closer. But Im going to do a cinematic and none of the mountain can start hidden like this. Any suggestions?

next badger
#

it's lod setting it seems

pallid talon
#

So how can I change this?

dawn gull
#

Click on the landscape, Search "LOD" and increase Max LOD stuff

#

That's how most do it

pallid talon
#

I'll try, thanks.

glass egret
#

anyone wana help me come up with a good method for using the sonic screwdriver

dawn gull
#

Screwing in screws

glass egret
#

lol i guess basically what im trying to do is

#

but what hes doing is getting distance to closeable hackable object

#

instead

#

i wana do it on a trace

dawn gull
#

Sooo a line trace?

glass egret
#

i have it as a trace where i set traced object

#

then how do i call a function from varible that was only defined in real time

#

*actor variable

dawn gull
#

Β―_(ツ)_/Β―

glass egret
#

that was only set during "real time" aka game play

dawn gull
#

Have you tried googling?

glass egret
#

ya

#

nothing comes up

#

i don't think its possible

#

without c++

dawn gull
#

Well, you're gonna need to learn C++ some time in the future if you wanna do game design, so might as well do it now!

glass egret
#

na not giving up

#

that easily

#

lol

dawn gull
#

It's not giving up

#

It's learning something new

glass egret
#

i dont wana

#

lol

dawn gull
#

Well, good luck with your project.

thick herald
#

What is it you're trying to do / wanting to do @glass egret

glass egret
#

its easier to explain in voice

#

im in general

#

im making a sonic screw driver

#

from doctor who

thick herald
#

Sorry, unavailable for voice. I'm aware of what a sonic screwdriver is and does πŸ™‚

glass egret
#

so i set up a line trace that trace sets a blank object reference called trace_actor

#

now

#

i wana get the variables from that traced actor

#

there are many sonicable items/actors

thick herald
#

okay

#

Not seeing the issue yet

#

If you have traced to the actor in question, you have a reference to it, so can cast to it and access anything it has.

glass egret
#

its being traced in real time

#

not before hand

dawn gull
#

All line traces are "real time" though...

thick herald
#

Yup, you point the sonic at something, you run a trace. if it hits something that is sonicable, you get a ref. cast to that ref access it's stuff. That's how traces work πŸ™‚

glass egret
#

yess

#

ik

#

lol

#

i mean

#

wait

#

i can just use enumberations

#

i guess

thick herald
#

I get the impression you either misunderstand what/how traces work or something else is amiss here

glass egret
#

i know how traces work

#

im not explaining

#

it well

#

maybe i should just use an interface

plush yew
#

traces is just stuff pointing at stuff right?

thick herald
#

yup, if you want to have the object do something in particular interfaces are the way forward here.

#

If all you want to do is access variables, you don't need to.

glass egret
#

traces aka ray casting

#

its a way of detecting an object

#

and setting what object u are using etc.

#

it shoots a "line" and stops when it hits an actor or what ever u have it set up to read

gilded needle
#

Is this what you are looking for? How to pull the hit actor and then do something with it?

glass egret
#

no

#

haha my whole game uses line trace i know how to use it very well

thick herald
#

So what is the problem?

glass egret
#

im not the best at explaining over text seems to be my issue

#

lol

dawn gull
#

So talk to yourself and write down what you say

thick herald
#

well pretend you are talking and type the words you'd use in voice πŸ™‚

glass egret
#

ok

#

my line trace is in a macro called G_trace

#

i set the vairable traced actor

#

/ traced component

#

what ever info i need

#

thats not the issue

thick herald
#

awaits with baited breath

glass egret
#

then based on what enumeration

#

i select

#

i can do different things

#

u see i have a function called sonic interact

#

from that traced actor

#

all sonicable actors have booleans called on/off

#

there is no way to get that on/off from that traced actor

thick herald
#

eh?

glass egret
#

unless i get all actors of class and make sonicable actors a parent and then loop thru the children and setting the one that = that specific child then maybe

#

but i rather not do that

dawn gull
#

Wadda ya mean there isn't any way? Just cast to it with the hit results like Palespyder said and you have access to all variables

gilded needle
#

I am starting to think you may have been on the right path with an interface. Basically use the linetrace to trigger an event in the Sonicable items that then is passed what option you want and the logic is handled in sonicable object.

glass egret
#

^ that might be the best way

pastel geyser
#

OverlapBegin not working always / i need help with this/ im launching a ball to a bricks and when he hit them they should destroy / but it works not always

glass egret
#

thats what i do with the tardis interaction

thick herald
#

if you are not using a class of actor for the objects, interfaces are the way forward.

glass egret
thick herald
#

a simple does have interface call, job done

dawn gull
light thunder
#

how do I take a blueprint actor that has 40 static meshes placed to form a house, and convert it to just a group of static meshes on a map, so it can be included in the HLOD system?

glass egret
#

thats how i have my tardis interactions set up

#

i was just trying to do something diffrent

thick herald
#

@pastel geyser you may want to look into applying damage instead

glass egret
#

ya bp interface works fine i was just trying to do something innovative lol

thick herald
#

no need to reinvent the wheel @glass egret

dawn gull
thick herald
#

try removing context search. or making sure it's on.. whatever πŸ™‚

pastel geyser
thick herald
#

Maybe, give it ago πŸ™‚

dawn gull
#

I have also restarted

plush yew
#

what do i use to spawn a particle emitter and attach it to a bone of the current character mesh?

stark marsh
#

help i dont have absolute worlfd position

#

world

#

it's literally not there

#

im trying to get somethign to always face the camera

#

so i can apply it to my grass

plush yew
#

how do i get a variable from another actor again?

#

cast to then what?

#

then set or get the variable

gilded needle
#

@plush yew And I don't know that this is 100% possible, you could try to create a socket and then Actor->Get Socket Location-->Spawn Emitter at Location. I am not at my personal machine to try it at the moment.

plush yew
#

yea doesnt seem to work

#

do i get cast to the variable i wanna get?

#

@gilded needle thanks ill try that out, and theres also a Spawn Emitter Attached but i dont fully understand it yet

#

eh

#

i never quite got how cast to worked

stark marsh
#

how do i get "absolute world position"

plush yew
#

@plush yew you have to put something into Object at the cast one

#

what object tho?

gilded needle
#

Is Wizard a Character?

plush yew
#

yea its my first person camera

#

it has a variable boolean

#

i wanna use that boolean on diff objects

#

like the cube

#

maybe try plugging in get player camera manager?

gilded needle
#

I was trying to figure out how to word that same thing. Simplicity FTW

plush yew
#

doesnt seem to work

mint furnace
#

hey all, I'm in the Window > Statistics tool with "Texture Stats" selected from the dropdown in the top right. I want to edit all of the textures that appear in this tool at the same time either through the property matrix or a similar tool, but I can't seem to access the property matrix or even select all of the textures in the Content Browser from this page. any help? thanks in advance! πŸ˜ƒ

waxen lark
#

I wonder if/when UE5 will be free to use

thick herald
#

@waxen lark yes.

rocky radish
plush yew
#

I think i got the casting to work

#

used get player character as obj

#

but

#

the variable seems to broken lol

#

i didnt compile /facepalm

#

@gilded needle The particle spawning works perfecty btw thanks!

#

does UE4 support multithreading?

hallow compass
#

Anyone know a good website to buy props for decorating the inside of a house? I am looking for something modular that I can use in multiple houses without it looking all the same πŸ™‚

stark marsh
#

help ive got my grass to face the camera but they're always in the dark

thick herald
#

The marketplace or any number of 3d asset sites like Turbosquid.

stark marsh
#

they're always as if i'm viewing it the opposite side the loght is coming from

light thunder
plush yew
#

@stark marsh did you set your normals?

hallow compass
#

@thick herald what formats can I import into UE4? I'm just wondering if these assets will work within the Engine that's all.

plush yew
#

fbx is the most common and widely used

hallow compass
#

I'm trying to find something modular so I can make multiplayer interiors with the same meshes without it looking all the same lol

#

Proving very difficult to find πŸ˜„ πŸ˜„ πŸ˜„

limber mesa
#

how would you go about adding collision for an animal/mesh that doesnt fit in the capsule component

rocky radish
plush yew
#

obj is literally just the mesh tho

#

but yea it still works

#

just gotta add your own textures i suppose

median hound
#

why do we put loading screen in games what does it look like without it

plush yew
#

lag/freezing stuff popping in

frozen pond
#

any good plugins to get on sale? i got electric nodes and dungeon architect, anything that i should get ?

rocky radish
#

which is why loading screens exist in the first place

plush yew
#

i like how the half life engine just crashes when its loading

#

then just starts working again

rotund scroll
#

I mean if you keep spawning particle systems on tick

hallow compass
#

how much does it cost for dedicated servers? Or is P2P still a thing these days?

frozen pond
#

do every AI need navmesh ?

thick herald
#

Depends on how you do your AI.

autumn elbow
#

i dont seem to have them

narrow mauve
#

eagerly awaiting 4.26 full release**

rotund scroll
autumn elbow
#

Ahh i see... thanks

lucid grove
#

heya

#

make a camera move and then

#

Any idea whats causing this?

#

it seems this happens only with 4k textures

sharp flax
#

Hello everyone! I'm looking to buy a landscape generator. I'm looking at World Creator and World-Machine. What's your take on this?

pallid talon
#

@next badger Unfortunately, changing any of the LOD settings didn't work. But I did notice that the individual landscapes under the "Levels" tab turned on or off depending on the distance. So something is controlling the level's visibility. Not sure what though.

plush yew
#

How can i get a characterMovement Reference?

next badger
#

@pallid talon it's not a single landscape?

pallid talon
#

@next badger Nope, its a tiled landscape. Consisting of 16 landscapes in a 4x4 config.

next badger
#

ue4 landscape streaming?

lusty lance
#

argh someone showed me how to do this earlier and can't remember

#

changing bg color in UE

#

it was like setting up a sphere, unlit shader

#

and plug a constant into emissive slot on the shader

#

but I can only pretty much go between black or bright white, kinda wanted an off black (grey)

next badger
#

@plush yew get an actor, cast to a character, get an movement component

pallid talon
#

World Composition.

median hound
pallid talon
#

@next badger 100% That solved it! You're the man! Never let anyone tell you otherwise!

next badger
#

@median hound what exactly you want to know?

median hound
#

why does it go like that

#

it was behind me when i press play its infront

#

all i used was a timeline and settings relative location

next badger
#

@median hound well, it moves...

#

so it acts as you asked it to

median hound
#

no like its suppose to move when i left click

#

which it did

#

but its not suppose to spawn infreont

next badger
#

if you want it to behave in a certain way, and it doesn't - post a bp and tell what you want it to do

lusty lance
#

is there a way to slow down the rotation of the camera with RMB?

#

similar to slowing down the zoom

plush yew
#

@next badger Thanks I forgot about that

next badger
#

@lusty lance yes...gimme a sec

rotund scroll
#

I reckon it's holding ctrl or some such while scrolling

plush yew
next badger
#

@lusty lance sorry it seems like sensitivity is global and i see no way to set it dynamically, maybe #editor-scripting help

lusty lance
#

ah ty

#

np

light thunder
open wadi
#

I have a widget where I want users to be able to click a link to a URL on my server and it open the proper local program for such as defined by the operating system like any web browser would - such as, if it's a link or button to a docx, it opens Word - is this possible in UMG? Just having a link or button to a file and the OS opens it?

hallow compass
#

can unreal use the video card as well as the CPU to compile shaders?

fierce tulip
#

iirc its cpu only

noble sentinel
#

anyone here know about Realtime virtual textures?

thin tendon
#

My project seems to have an unknown light source baked in to the world. And I can't seem to get rid of it. Anyone else have any ideas on how to fix this?

open wadi
#

Put it this way - Does anyone know how to create a hyperlink within a widget?

noble sentinel
#

or maybe is your skylight actor

thin tendon
#

I have tried removing skylight sphere and directional lights. I think some how the directional light got baked in.

median hound
#

if i use 3d text plugin will i need my partner to get the plugin 4 him to see it

noble sentinel
#

set it as movable and rebuild light

noble sentinel
autumn elbow
#

Anyone know how I can update fbx position on import?

#

Say I export a cube from 3ds max, import it into unreal, change the location in Max and export... will it update in Unreal with the new position?

dawn gull
#

So how come I can make an object 500 units in the level and it'll be different than 500 units in a level?

noble sentinel
#

ofcourse in max you gotta export it to where unreal is looking for it

autumn elbow
#

That's doesn't work

#

It will import, but not the new position

noble sentinel
#

make the pivot be at the world origin

#

and set your object in ue4 to 0,0,0

autumn elbow
#

I see, that means the pivot will be offset and no longer where I have it in max

#

Kinda hoping to avoid that.

#

Any other way?

noble sentinel
#

what is this for? an environment?

autumn elbow
#

Ya

#

Layout

noble sentinel
#

hmm

autumn elbow
#

I tried fbx scene

#

but still doesn't update the position

noble sentinel
#

are you assembling the scene in ue4 but modelling in max?

autumn elbow
#

umm.. no

#

I'm doing it in max

#

And importing

cinder cradle
#

I'm not sure if this is the right category. Anyways for some inexplicable reason my project has started telling me "Discovering Asset Data" when I start it up. It ends up "discovering" about 5k assets and my memory usage shoots up. Has anyone experienced anything like that?

autumn elbow
noble sentinel
#

ohh!!!

#

does this work on maya too?

autumn elbow
#

umm.. yes

#

ummm..no?

#

lol

#

There is no Maya plugin.

#

Maybe Maya has something built-in?

light thunder
#

what does this mean in a packaged build? https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7B57ED39C4-4C84-0ECD-5A60-D8B15EEB48E4%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.25.4-14469661%2B%2B%2BUE4%2BRelease-4.25&UserID=e65fe0a74712a36c8ac55c979fc738b5%7C73dc00cb212e49c4bc10b4bbf40cb541% 7Cbfb9178f-f6ea-437f-8c91-04dd587c8d0a&AppEnvironment=datacollector-source&UploadType=eteventstream, HTTP code: 502, content length: 122, actual payload size: 122, elapsed: 0.21s LogHttp: Warning: 0000028E5AA5E400 Response Header Server: awselb/2.0 LogHttp: Warning: 0000028E5AA5E400 Response Header Date: Thu, 26 Nov 2020 00:48:58 GMT LogHttp: Warning: 0000028E5AA5E400 Response Header Content-Type: text/html LogHttp: Warning: 0000028E5AA5E400 Response Header Content-Length: 122

noble sentinel
autumn elbow
#

No worries, sometimes just talking to someone helps

noble sentinel
#

😁

lucid grove
#

heya

#

Anyone experienced with grass optimization?

#

Basically im thinking about that Cast Shadow checkbox

#

Its taking kinda big amount of resources

#

but really dont need complex or dynamic shadows

#

is there a way to make it look like it have shadows without actually have one?

autumn elbow
#

paint the ground ?

#

maybe have a shadow texture and reveal it only where your grass is.

#

@lucid grove

lucid grove
#

thats kinda tough solution πŸ™‚

#

foliage is something that i want to place and forget about it

autumn elbow
#

then your grass can have a shadow geo

lucid grove
#

and shadow geo is...?

autumn elbow
#

a card with ur shadow

#

but it's attached to your grass mesh

civic saddle
#

The last few days something will be working, I'll close it, go to bed, open it, and then Unreal decides to unset a class, open randomly on an empty scene, or just some random thing that makes my project stop working. rn my inventory system is just not working and there's no errors and I haven't changed anything since yesterday when it all worked .-.

autumn elbow
#

shit happens. protect your work

civic saddle
#

Yep yep, it's just very odd that I have to keep battling Unreal

autumn elbow
#

Unreal is still a WIP. lol

gusty dune
#

Is anyone available to help with a quick animation blueprint issue please?

autumn elbow
#

consider it a constant battle.

karmic mason
#

Good evening fellas!

cinder cradle
#

Hrm I narrowed down the 'cause' of the 'Discovering Assets' issue to a specific plugin. When I disable that plugin then my project stops loading every asset in the universe lol. I wonder why this happens

north badger
#

How do you convert a BSP to statich mesh in 4.25 it used to be right there in brush settings, any ideas ?

umbral pike
#

Is UV required to vertex paint on an object?

dim arch
#

is it possible to get 4.26 content examples when its in preview stage?

unique kraken
#

hey anyone has info about mocap?
i am a pretty general experienced user.
and my ide is just a simply kinect mocap in realtime in unreal

#

anyone got something for me?

grim juniper
umbral pike
#

Vertex Color Brush disappearing if its too far from camera... Can i increase distance somehow?

wraith flume
gilded plinth
#

Can anyone tell me, is it possible to offset the location of a sub-level in relation to the persistent level?

civic saddle
#

My project got corrupted, rip me

median hound
#

😦

plush yew
#

When I Press Yes:

plush yew
coarse wigeon
#

@plush yew You have to bake lighting

brazen crow
#

how do i rotate an object with my mouse like a floating ship or something

#

all the thigns ive googled and youtubed are all about rotating just the camera

#

or adding world/actor rotation which makes it really weird

#

i just need to add relative rotation to the base actor

#

not the camera

#

nvm i got it

plush yew
#

how do i bake the lighting

coarse wigeon
#

There are courses that should help you

plush yew
#

thanks

coarse wigeon
#

Hey welcome πŸ™‚

torn olive
#

thanks bro !!

brazen crow
#

im pretty sure ctrl+shit+; bakes

#

but not sure

median hound
#

why should i switch to event graph to behavior tree is their a difference beyond just being neat?

fair herald
weak cradle
#

Does anyone know how correlate camera FOV to player speed?

#

So like the faster the player the higher the fov

tall blaze
#

I'd also like to know the answer to @weak cradle's question

neon bough
#

is there any way to regenerate the preview for textures after reimporting them?

plain pagoda
#

I can send you my blueprint

#

do you want it dynamic or fixed?

weak cradle
#

Sorry i got it fixed in another discord

#

@tall blaze want me to send a sc of the blueprint?

neon bough
#

also, it's using the old texture for some reason for all shaders oO

tall blaze
#

@weak cradle Yes please if you can!

neon bough
#

when i open the image it shows the updated one

weak cradle
plain pagoda
#

event tick scares me

neon bough
#

nvm, my problem was that gimp stored the color of transparent pixels...

#

even tho i would have thought it would really cut them out if i cut something out -.-

plain pagoda
#

it's like photoshop but free and online

neon bough
#

and here we go again with fixing 24 textures... πŸ˜„

tall blaze
#

@weak cradle thanks!

plush yew
#

how can i exclude an actor from Post Process volume?

molten cairn
plush yew
#

Hey wtf

#

Please someone check

#

There's no 4.25 in the Launcher

#

NO 4.25

#

Not even in the Drop-down

regal mulch
#

Looks like you run below the Z kill

regal mulch
plush yew
#

No I know that

#

There's no sign of 4.25

#

Anywhere

#

What was 4.25 in my engine version now has become 4.26

molten cairn
glass imp
#

In answerhub my question is "The question is waiting approval by a moderator." since 3 days....

#

and so its not public

#

how to fix this?

steady bronze
#

how do u take still render

#

theres no render option

snow cosmos
#

Hi, to get the maximum quality for a Raytracing rendering, is it better to use the movie render queue or NvidiaAnsel?

exotic otter
#

quick question: how can I make a TFunciton optional? or not optional but just pass no function and wont have it crash. so i only execuite the TFunction if it is passed

plush yew
#

Hi! Can someone explain to me why Skybox material should be unlit and emissive? Why not normal material with no shadow? Does the emissive affect the light of the scene? Probably a stupid question but I’m curious by nature πŸ˜€

wary wave
#

well, think about it - why would you want to light a skybox?

#

as for emissive, it could affect the scene with the right settings. I've actually done lighting before by using what is more or less a duplicate of the skydome to light the scene solely through the emissive

plush yew
#

@wary wave That interesting regarding the emissive, I shall remember that. But if I have skylight and a inverted sphere with normal material. The result is almost the same as with emissive. Or is there anything else that benefits with emissive?

fallen flower
#

@plush yew Don't worry it's just labeled as 4.26. I see it happen when a diffrent user uses the launcher.

#

Try restarting and running as Admin until it works

plush yew
#

@wary wave What I could see when I build the reflection itΒ΄s a little better with emissive

lusty carbon
#

Is there a way to single click replace all material references on static meshes with another material?

#

so if I have multiple static mesh actors in the scene that use material X and I want t hem to use material Y instead

wary wave
#

an unlit material is basically the same as the emissive channel in a lit material, so I don't think you should see all that much difference?

plush yew
#

@wary wave thx for your input. I will test this

exotic thicket
#

what is this for ?

#

i try to search from google but none of them related

digital anchor
#

@exotic thicket its so you can pass input poses to layers

exotic thicket
#

@digital anchor Thank you so much

green glade
#

Hey I found this node which I think is exactly what I need, which is to be able to set the time of the niagara particles.
But I can't get it to work and can't find anyone talking about it online.
does anyone know how to make it go?

plush yew
#

@fallen flower alright thanks

signal flower
#

How do I disable Visual Studio opening when I click on some event? Its annoying

regal mulch
#

Age itself seems to be incremented by DeltaSeconds each frame, starting at 0

#

So it's literally the time in seconds since creation

#

If you input a smaller value than CurrentAge, it will reset and then go forward from 0

green glade
regal mulch
#

That's all I can tell you. Not a VFX person :P

green glade
#

Thanks!

plush yew
#

hi !

green glade
#

HI

plush yew
#

i want to ask more about git and installing unreal engine with sourcecode or so,ething πŸ˜„

#

were can i ask that ? πŸ˜„

green glade
#

I suppose here is ok

plush yew
#

sooow

#

does anyone have a good tutorial ?

green glade
plush yew
#

thanks, but isnt there a better tutorial ?:p

green glade
thick herald
plush yew
#

thanks

steel shell
#

I sometimes "spawn" a mesh via distance culling when the player is close to it. It shall make the underlying landscape invisible. How do I do that?

#

can i set some kind of priority to the mesh, that makes the landscape within its bounds invisible?

snow marlin
#

Hey everyone! Glad to have found this discord. πŸ™‚ I'm a beginner in unreal, but I dabble in some music production, 3D modelling and stuff too. Hope everyone is okay. πŸ™‚

steel shell
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so, what i want it a overlap priority. If the landscape overlaps with the mesh, only the mesh shall be painted

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anyone knows how to do this?

thick herald
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Hia @snow marlin welcome to the fun! Feel free to ask questions (in the appropriate channels) check the pinned messages for links to various things. The official learning hub from Epic can be a great source of info to get you started, tons of tutorials on Youtube as well to help your journey in game dev easier too πŸ™‚

snow marlin
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Thank you @thick herald I'm already digging into my first project, trying to make chess! πŸ˜„ I found a great tutorial to help me start, though now I'm on my own for the finish :p

thick herald
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Good for you! Chess is interesting.. the logic of moves... shudder

snow marlin
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I'm discovering slowly that i should've chosen snap to start with. xD

plush yew
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my projectiles fly trough my geometry πŸ‘€

daring gazelle
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hello, i was wondering how and where a can get the effects of shooting something like when a bullet hits a zombie

round tangle
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I have some assets I would like to sell, not on the marketplace, personally, they're related to cities, like New York, DM me if interesred

plush yew
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@daring gazelle thatd be raytracing and theres like a 100 fps/zombie tutorial on youtube πŸ˜›

stark tiger
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anybody noticed people kind of downplay the usage of interfaces in place of casting? it's like the people that advocate for it sound like they know what they're talking about with the "hard references" and what not, but they're like always downvoted or ignored

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what's the deal with that? haha am i missing something

daring gazelle
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@plush yew you have to have photoshop don't you

plush yew
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oh you mean like a blood splatter?

daring gazelle
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No you know when you hit a zombie

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I want there to be something

plush yew
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ah

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decal

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flesh wound

daring gazelle
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Cause at the minute when I shoot it, nothing happens apart from it dying

plush yew
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you need to layer different effects

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impact animation, bullet impact, grunt, decal, blood particles

daring gazelle
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Ahh I see, something im not familiar with and can't find any free assets on market place

plush yew
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Hey, I have a question about Five nights at freddy's game. Is it possible to make a game like five nights at freddy's, it's 2d but it's looks like 3d. Because it's made with pictures. Can I use jpg or png images to make a 2d game in UE4?

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@daring gazelle its fun to make them your own, its not that hard. just find tutorials on the different subjects and combine them

reef cape
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Hello. Is it possible to assemble unreal projects automatically? As in, assemble pre built assets and package / export an executable?

wary wave
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I have little idea of what you're asking for, but I'm going to go with no.

reef cape
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Sorry, i meant if itΒ΄s possible to trigger the engine from the command line with a set of parameters. Have it i.e. place actors, blueprints on predefined locations, then package the project resulting in an .apk, for instance.

wary wave
frail pewter
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hey guys. I wanted to add a custom Logo and Change the logo my custom PrimaryDataAsset class. How can I do that?

reef cape
wary wave
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Jenkins is for build systems, it doesn't automatically make a project for you

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it's for the cooking / packaging process

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i.e. for continuous integration systems etc

reef cape
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Hm, thanks. Well, it must be possible. IΛ‹d like to automatically gather a set of assets, and make a unique project that can be distributed each time. Perhaps I can have a master project, swap out the assets and trigger a bake. Along with the data prepping stuff it might work. Thanks though!

wary wave
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it's possible if you implement the missing functionality yourself, but I'm not sure why you'd ever want this, it seems very unreliable

reef cape
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The actual goal is to store a coordinate and a BIM house model, download a set of terrain and diffuse map data, import the BIM model and place it at 0,0,0, lower the terrain to 0 minus coordinate height above sea level, import a set of vr related blueprints, and finally spit out an apk.

wary wave
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right yeah, that's all very custom, you'd have to write that functionality yourself

light thunder
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When you come back hours later thinking your lighting will be done and you find the little popup message (that didn't appear until many minutes after collecting scene data) that halts execution of the lighting build to ask you if you are okay with the non-visible streaming levels not having their lighting rebuilt. I have hit "Don't show this message again" so many goddamn times, and I am so tired of coming back hours later and the lighting build hasn't even started

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Why would you just STOP execution?

stray smelt
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How can I make a widget (it's for UI) actor ignore Post Process? / get AA correct

light thunder
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I get the initial warning message when you try to build, but then you hit Yes, and it starts to collect data

runic fern
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hello guys in City Park Environmental Package the trees actors called like this way what is mean HISMA and how can we merge it like this

next badger
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Is there any way to bind event to timeline? It has an event track, but it's only available when timeline is placed in the BP itself. Not when you call Play. (same question from #blueprint )

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@runic fern HISM is Hierarchical Static Mesh

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@runic fern you can add a HISM component to any other actor

runic fern
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oh thanks

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but is this thing effect the Performance ?

wind saffron
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guys is there other way to download Unreal engine without launcher?

stark marsh
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when do i have to pay for unreal engine

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like i know it's free to use, of course since i've used it for months now but when do i have to actually pay?

plush yew
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ue4 is free you dont have to pay, ue4 use to cost money but they changed it along time ago

stark marsh
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no but if i release my game

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i'm sure there's something where if you earn more than a certain amount from it you need to pay %5 cut or something

plush yew
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if you publish it it depends on what your putting it on as in on itch.io its free but on steam what i heard it was 100$

next badger
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@runic fern hisms are much faster, as they are Instances

stark marsh
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up front?

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or like monthly payments or something

runic fern
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Ok Cool Thanks mate @next badger

plush yew
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if your packaging etc its all free

wind saffron
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πŸ‘€

stark marsh
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but to put it on steam?

next badger
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@stark marsh $100 per ID

plush yew
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steam tho you have to pay 100$ or something do become a dev and on android/ios is costs 5 to publish it to those play stores

stark marsh
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so if i pay epic to $100 to put it on steam, and pay steam to $100 dollars to put it on (which you can get back i think) that's it? i don't have to pay them anymore at all?

plush yew
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you dont pay epic lol

stark marsh
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at all? ever?

plush yew
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you pay steam in order to publish it to there site

stark marsh
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ok

next badger
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I don't think you can just publish on EGS

stark marsh
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don't want it on there anyway

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i'd be just on steam and maybe consoles

wind saffron
plush yew
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itch.io tho i think is free unless you want to make it a paid game, and on consoles you might have to play or they have to play test it first

stark marsh
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so let me say this clearly then, once i've payed steam $100 to put my game on there, i never have to pay anyone anymore? unless i make a new game of course

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assuming i'm only publishing to steam that is

thick herald
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No. You pay Steam commission. If you make over 1m then you also pay Epic. Plus you have to pay taxes etc πŸ™‚

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30% of your sale pre tax goes to Steam

stark marsh
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alright, that's really good though

plush yew
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i think you get your money back and i dont think steam will take anymore money when you publish more games, ive never published to steam so

stark marsh
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yeah you get money back from steam

thick herald
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Each game you add to Steam will cost $100.00

stark marsh
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i know about the 30% cut to steam

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but that's amazing though

next badger
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30% is not something i'd call "really good"

stark marsh
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no

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i meant not having to pay to epic unless i get over 1 mill

next badger
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oh..yep, that's a good deal

stark marsh
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and that's only yearly?

thick herald
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Quarterly, depending on sales

plush yew
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to be honest i think you should publish to itch first see how the game goes and then go to steam etc

next badger
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I've read that Apple lowered their fee down to 15%...and i was like wow...then i've read that it is a temporary thing

stark marsh
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ok, that's ok then

next badger
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problem with ITCH it has no DRM

stark marsh
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1 million is a lot of money for one person, or a very small group so that's fine

thick herald
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If someone is going to pirate your game, they wouldn't have bought it anyway. DRM is not worth the hassle

next badger
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Well, with ITCH you don't even need to do anything

stark marsh
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if i earned more than 1M i'd be fine with paying the 5%

thick herald
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Or you could also put your game on PirateBay yourself, so people don't download dodgy hacks. Put in a note wishing people well, and you understand some people just don't have the money. That will increase your sales πŸ˜‰

plush yew
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hey anyone know how to make sprite a sprite bp without having to use a actor im new to sprits so and trying to make a 2d game for the first time and want the sprite to have an outline when the mouse hovers over it

wooden jacinth
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is there any way I could import scenes from unity to ue4??

next badger
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@plush yew you can only use actors in UE4...actor is somethign that can be rendered (except the UI)

thick herald
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Export the entire scene as a FBX maybe

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But many things are engine specifc

next badger
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Exporting FBX map FROM UE4 does work...cant tell about Unity.

plush yew
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yeah i know but, can i use something else to make an outline on the sprite? i mean i could edit the image and ad an outline to it but how would i change it if the mouse hovers over it it that makes sense

wooden jacinth
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couse ik I can import fbx models, but I cant export particles and materials. I know there are some exproters but they are not working for me. Every time I try to use it I get message "Compile error, Try compiling from source"

next badger
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@plush yew use material logic, read about Dynamic Material Instances

thick herald
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Yeah, engine specific stuff won't be easy to move over.

plush yew
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for a sprite tho

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if there a way to just change the image when the mouse hovers over it or

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is*

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is there a node to break destructibles

next badger
plush yew
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i had it working awhile ago I forgot how I did it

next badger
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i like the name =)))

plush yew
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i lost my project file cant remember what i did

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just changed the projectile with a destructible but

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some reason it doesnt work

wind saffron
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i dont know what to do the launcher close and run again alone and when i start the download there no progress the launcher eat only the internet

severe gorge
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Is there anyone who is good at the character movement component who would be interested in doing some consulting work for a few hours at a good rate until I am able to get my custom CMC working?

next badger
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@plush yew you need to apply point damage

plush yew
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nah nah I mean i had my projectile break

next badger
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Custom CMC...uh. I'd love to, but i'm not 100% sure i can call myself good at it.

plush yew
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i still got a video of it somewhere here

tender river
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Note exporting scenes from unity using their engine exporter could fall foul of licensing issues, I doubt they'd do anything but it does write out where it comes from within the build in fbx exporter. I'd considered at one point doing my tools in unity and exporting from that to UE4 but decided not to risk it.

stark marsh
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wait with the royalties if each quarter i never reached over $1 Million in sales, i would never pay royalties at all?

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or is it in total?

severe gorge
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@next badger needs basically only a few things complete but the hard part is in how it’s setup on the network. We are using a custom movement mode for our wall running system and it uses a compressed flag which is set on tick and passed to the cmc and stuff

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It’s kind of a complex task so I would prefer if anyone doing it can guarantee they have experience in it lol or can get it done in a reasonable amount of time

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All of the math is done

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For velocity calculations

next badger
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@severe gorge you better to ask #cpp or #multiplayer ...i did custom flags replication, but i did it only once

severe gorge
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Aha

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Yeah I posted. I’ll have to wait and see

stark marsh
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? hello

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does anyone know?

next badger
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@stark marsh total

stark marsh
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ok

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i still don't fully understand how

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oh right

next badger
stark marsh
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i think i do now, so if in total my game makes over one million, i would pay them 5% per quarter

next badger
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5. Royalty

slim idol
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I was wondering if anyone have an idea how to simulate a dark light environment in Unreal?
That purple light?

stark marsh
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if i for some reason decided to take my game off of steam so literally no one could buy it anymore i wouldn't need to pay them at all?

plush yew
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you only have to pay them 5% after you made one million? lol

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thats quite generous

next badger
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there's also rule about $10000 per quarter...but i don't know how it works

plush yew
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guess they dont wanna chase small game developers around for a couple thousand dollars

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100 dollars

stark marsh
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that's nice

tender river
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I'm quite new to UE4, a materials question : from reading around I know I can set the texture pool to be unlimited, my question though is regarding the textures and good practice. I like to import all my things and then cherry pick, which means I have a bunch of materials that aren't used in the actual level, yet the poolsize warning is there before I add them to the level, is there a mode that locks the materials that are in use in the level or do I have to get rid of all the unused textures on the production build to lower the memory usage ?

plush yew
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on component hit is unreliable or what?

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half the time it doesnt register

next badger
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@tender river only textures that are used in scene are streamed...setting one to unlimited will make your game slow or even crash due to memory overflow

tender river
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Use though is defined as creating a material? that's not in the level?

next badger
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you can use VTs now to lower amount of memory size

tender river
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Ah more reading πŸ˜„

stark marsh
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when i package my game up the water has moved?!

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it changed places, it moved lower down

next badger
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@tender river things that are used are only that are placed in levels (or referenced in actors)

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if you want some actor to have 1000 mats, use soft references

tender river
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Thanks @next badger , the warning actually occurred when I accidentally imported some quixel textures at 8k, no references to actors at all, that's what confused me

narrow mauve
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I read somewhere that UE5 is deprecating the world composition in favor of something else

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Can anyone confirm this

plush yew
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How to rotate around normal?

daring gazelle
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Need feed back guys, I'm making a zombie game and what do you reckon I should go with, waves? Or objectives?

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Cause If I do waves I feel like I'm copying off call of duty, but if I do objectives I can do a story to it as well

stark marsh
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with paying for royalties once i've earned over 1 mill, say for some reason i earn nothing in 3 months, i pay no royalties?

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for that quarter

plush yew
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@daring gazelle open world survival.

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You have unique possiblities there

daring gazelle
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Yeah I could do that but add objectives maybe?

plush yew
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Its your game

tender river
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You could do waves with objectives, giving the player perhaps a choice to save X vs Y, each having an effect on the gameplay and future waves, like save turrets or save watchtower or something like that.

daring gazelle
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I know but I've got to think about other people too, really good idea that nommy.

plush yew
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why does my 4.26 crash when i enable gpu baker?

waxen lark
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@stark marsh Correct

stark marsh
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oh nice, so i can't get into debt somehow then

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because i only pay a percent on what i earned

waxen lark
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No, you can't get into debt with the unreal engine unless you make a bunch of money from your game, and mishandle it

stark marsh
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yeah, and that would be my fault then

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like instead of saving the money to make sure i have enough in the future, i spend it all on lambourghinis or something

dire ingot
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what im doing wrong here?

waxen lark
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Right, once you are approaching 1 million dollars in gross revenue you would start planning on making royalty payments, and that would involve making sure to set some of the money aside for that

dire ingot
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ok

stark marsh
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how do i put fullscreen mode on

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not the viewport

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like the whole thing

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and how do i change it from 60 hz to 144 hz?

dire ingot
stark marsh
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ue4 is 60 hz

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please does anyone know how to change it to 144hz?

tender river
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Project settings - engine - general settings

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The frame rate is in there

tranquil falcon
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Is it important that meshes be fully welded for rendering or can I have multiple islands where it would obviously be fine to just have 1 contiguous mesh?

waxen lark
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@dire ingot Whatever target is, must not be castable to the thing you are trying to cast it to

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if you have verified that the cast failed is triggering

dire ingot
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no

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i casted it in the event graph

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on the other events

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and it work fine

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i used the same code

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but when i used the same code in that function

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it not work and stop at the casting node when i debugged it

waxen lark
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with this one have you verified that the cast failed is the branch that gets followed?

dire ingot
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if i darg from cast failed

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it will work

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that mean the cast is not working