#ue4-general
1 messages Β· Page 884 of 1
right, There must be some difference between this one and the other one somewhere
what do you mean? well i will send screenshots
of where i used it in other places
ok?
the packaged game is fine but the viewport is still 60 hz
the difference would probably be what "target" is
hey, how can I permanently cap my fps to chosen value? I did add t.MaxFPS 30 to console variables, but it aint working. Typing it manually is a bit annoying
it is an actor type, want to see where i set it?
sure
there i set the target
dont worry, it is a bit hard for u
i will try to contuine sercahing for a soultion
the new 4.26 water literally moves downwards when i package my project, help?
Seems like at least one of the objects from the sphere overlap isn't casting to that
what do u mean
it's changed positions, i placed it higher up in the editor but when packaged into a .exe the water has moved some how
any help guys?
Well, it seems like the object that ends up being best target isn't castable to the thing. Have you tried to see which actual object ends up being the best target?
ok
If you mean the scene f11 maybe when you selected an object
Why is this not culling my draw calls - I'm using this giant cube to try to block out half the map, just for testing - This is before - with the cube SHOULD be blocking
I delete it but no real change in draw calls
I know it's a 300-400 but it should be higher in terms of reduction
like I zoomed RIGHT up to the yellow square, literally it's blocking all my vision, and I still have a high drawcall count
how should i check for specific overlapping actors?
@plush yew what do you want to happen?
usually you make an event "OnOverlap" and check to see if you are hitting the certain actor
i only want the overlap event to happen on specific actors
https://www.youtube.com/watch?v=EM_HYqQdToE watch this if you haven't yet, will save you so many headaches
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
i got a cooking script set up but i want to fine tune it
What is overlapping with what?
so i got a collision box, and a couple of ingredients/actors
did support for Rider (by jetbrains) free end?
so your collision box on your character?
oh, so like, if a steak actor collides you want it to cook right?
Go to your steak actor - Click on the collision volume that you made in the steak actor, do OnOverlapEvent
hang on i'll show you
okay this 'battery is your food" you can use the static mesh itself to generate overlap events, but it's more efficient/performant to use the simplest object, in this case, a box, you can play and tweak settings as you like, certain things, like in VR when you are holding a tool, you need precise collision (when someone is grabbing something)
@light thunder this is probably going to be a stupid question from me but you know them houses on your photo did you make them or are they from an asset
okay but i want the battery to cook only when it overlaps with the fire
@daring gazelle from an asset
Paid or free?
thats the kinda problem haha
From the city park environment collection (perm free) maybe ?
once you understand the concept
casting still confuses me
but I swear to god, if you don't watch that video and come back here confused i'm going to spam the crap out of you
If I remember correctly Epic were planning to release free servers or something. Has there been any progress on that?
Like free servers and other services used by Fortnite
Casting is - "Hey, is this "THING" I hit in the world, "This OTHER thign"
i think i watched that video about 5 times now
yea but the freaking obj never works lol
Is there a way you can randomly generate a terrain and just changed what ever you don't like?
Btw sphere collision is cheaper than box collision
casting the best way I can explain it -
@daring gazelle look at landscape creation on youtube they have some ways you can generate one using a 2d texture file, like topographical maps
I wouldn't have thought so, why is that the case?
Point & Radius check vs bounds check
You can of course do one then the other for a more refined collision check
@daring gazelle Casting and finding that object always confused me, but you have to look at it backwards - don't look at what object you have to figure out to get the casting to work, instead, figure out how you can cast out in the first place, like doing a linetrace or an overlap event....the casting THEN comes and you can see what you hit -
Ahh that's for sure counts me out then π
Don't try to grab the fish you want catch - you have to CAST first
because radius is just a single plane/one number check?
@light thunder did i ask anything about casting pal I'm confused
Yeah it is basically a distance check to a point
so you CAST towards the fish, and the OBJ is the type of fish?
you dont have an emitter
make one
or start with one
No you have it backwards the object is not the type of fish - the object is the type of line or bait that the fish would bite maybe?
Nah I'm talking to someone else about casting it's something I struggle with so when I see someone struggling I try to help
Ahh I got a tag thats all haha
Casting is like rocket science until you understand it
Then it's like print string lil
Just drag off the left object now
Then see all the options
The only way to understand it is to understand what you are casting FROM
No that's the end result
@light lintel
Get player pawn
yeah you don't have to cast to the player pawn when you say get player pawn and if it's multiplayer you choose the right index
And if you need to have variables accessible from other places you can put them in the game State or the game instance
So if your game state or game instant is spawning all of your main things then it has references to all of those things which means they can all reference each other as long as you get the game state or game instance
Can you use assets for a game you're possibly going to earn from, sorry if I've asked this before
depends on the assets ofc
If you are using GPU based emitters you might have to wangle the bounds to see them perhaps?
nah he cant see the emitter file
you got the emitter and the system, the emitters go into the system
Wait from the r-click -> fx -> create emitter? the file doesn't appear in the current directory once done?
the player keeps going through walls and rocks in my game and i know it has something to do with collinoins so i fiddled around with it a bit but the charector still goes thorugh walls, can someone plz tell me how to fix cuz im new ue4
any idea why this isn't setting the visibilty to hidden when I click the button? I feel like I'm going crazy
ah nvm i got it lol
@light lintel How do i make them have collisions
Why does this look like it' casting light (and it does in the game world too) but I can't find a light module on either emitter)
is there a chance that i never end up having to pay epic any money then
if i earn less than 1 mill in total
yes, don't worry about paying epic money
by the time you have to worry, you won't have to worry
@light thunder looks like bloom
And yeah, having to pay epic games money is a good problem to have, because it means your game has grossed over a million dollars
yes, it's literally nothing at that point
it's peanuts what i have to pay if i earn that much
i like the system, it's good that you get use it for free, there's no expensive up front costs to start using the engine
so if the game doesn't succeed you don't pay anything
flying planes through rain is satisfying for some reason
it is
How to add Wav audio to audio component sound slot ?
I Click to add but nothing happens
wdym
nvm
in truesky you can get how thick the clouds are in a certain area so you can get the location for your pawn and check how thick the clouds are, if they are at a cartain point then it should spawn aemmiter attached
You need to create a sound cue from the wav file π
I can't add the sound cue either
I'm having trouble replicating the light module from one emitter to another - I have all the same settings but it doesn't look the same when I delete the original emitter - what am I forgetting about here???
thanks π
How does the light module affect the particles? it's obvious this isn't just the light setting, it's related to the particle color sure but I'm not sure how to make it change color to make it as orange as it should be
@light lintel that may require you to create the clouds using cascade or niagara for collision. You may also be able to do it within the material graph of the volumetric clouds, but no idea about that.
this is with the one emitter turned off - though I've duplicate the light module's exact settings
@light thunder that's a #visual-fx thing
its hard to do something like that currently
also how do i make a texture go forward via a texture cordinaate
Yeah, don't feel like waiting, this isn't an in depth explanation, it's a simple answer I just need someone to point me out -
mainly, what causes these to appear, I'd lvoe to know that,
So you'd prefer to post in a channel you know isn't the right one, making any actual #ue4-general questions get pushed out of sight? Selfish move, man.
Know who I am and what I've dedicated my life to doing, before you call me selfish, I get you are trying to help, and you've got the right idea, but don't worry, I'm not just going to take and take and not give @thick herald
Mods have got a handle on it, believe me
Can behavior trees be copied from one project to another?
like anything else @gusty dune yeah you can migrate them
I'll give it a go, I wasn't sure if it would have too many dependencies and cause problems
Anyone know how to read crash logs? I keep fixing my project but the next time I open it the fixes get undone, and it's not showing any changes from when it does to doesn't work. If I load a good amount of my blueprints or main scene it crashes.
not a panner, like the texture goes inwards, towards the player instead of on the X or Y axis
Confirm that you have adequate hard drive space (particularly for your OS drive)
I notice your log said Source Control wasn't enabled - @civic saddle if you WERE using it and you aren't, none of your changes would be saved if you tried to work on stuff without having your source control connected - since it would have set everything to read-only -
I'm in the blue, unless there's any specific amount of space I should have
I just am using GitHub desktop
you'd want a few GB at least
Yeah I should be fine space wise
when you are in the editor, check the write status of the blueprint in question, (use "Find in explorer" to look at the windows explorer"
UTiling and VTiling and scaling those uniformly perhaps?
Might be able to do it via TexCoord as well
Yup, TexCoord to a multiply node to the uv input of the texture sample is the way to go
I don't know how to check the write status
i have a problem with an android build. i have a material that shows as bright green once in game. but it's only on instanced meshes. but the check box is true for the material?
Right click on any file in windows and click properties
@civic saddle
make sure read only isn't checked ...or you're gonna have a bad time
if you aren't familiar, that's basically how source control works, making it so you can't save files unless they have been "checked out" and then it turns off "read-only" so you can actually save the changes to the file
The blueprints aren't set to read only, but the files they are in are
That seems to be normal though
Everything is getting uploaded to github that should be
Hey guys I've started developing a game like a year and a half ago by using another game engine even though I have a game developing experience for like 2 years I'm really struggling with the programming part and ive heard that you dont need to be an expert about programming in unreal engine is that true
Blueprints help you make things in a much more visual way, which can be quite helpful
yeah, it's still the same underlying logic though. It's easier than c++ for most people because you don't have to deal with all of the extra rules of c++
what about c#
one look at the blueprint channel will tell you that you don't need to know programming to use them
blueprints themselves are programming, just visually.
now do i also need to learn c++
"haha get all actors of type actor for each loop on tick"
you construct the same logic you would using c++ or any other language, just in block form
Try doing one of the learning tutorials and see if you like it π€· @undone tulip They are pretty quick. You don't need to learn c++ for blueprints.
I think there might be a couple plugins for C#, but I don't know how good or mature they are
might as well go for UE4's version of cpp
how do i turn a niagara particle emitter on and off?
i can start it
not sure how to turn it off
it's about the level of learning as C# is. few extra things to keep in mind but it's easy to keep it relatively shallow
I prefer C# a lot more over c++ personally, but blueprints are nice
how can i set a priority for meshes that overlap each other? in the overlapping area, only mesh1 should be shown
is there a setting?
Yeah if there was a mature C# plugin I would hop on it
the interpreted code is likely going to be hella unoptimized
doubt you'd get massive improvements over using blueprints
do i pause it?
you deactivate it @plush yew
yeah i dont know anything about c++ actually
yes
ah it works thanks π
i did it the wrong way, by adding the system trough the event graph
@cagri https://www.youtube.com/watch?v=gTY7cjYwVB0 This is what I did as part of mini 4 week project , only 2 bits of c++ where in there, reading a csv file from disk and a texture into an array, neither of which would probably be normal to do, the rest was all blueprints, note the little doggo thing is technically a mini game but it's just an infinite runner.
This is the result of my 4 week project.
Note-: Volume of music and sound effects not balanced so turn down low.
The music is mine and yes I know how terrible it is, created in bandlab don't let my hideous attempt put you off it looks quite good.
The Premise
The project was to create a frontend as a thing to hang the main game on, and avoid c+...
@tender river thats really good!
obv abit rough around the edges but super cool none the less
actually i dont know if im want to move on game developing because it takes a lot of time and i dont have team and im a high school student so im kinda confused xd
and starting to a new tutorial
its a nightmare
@undone tulip bro if you love game dev, think smaller man
dont try and make the witcher 3
a lot of succesfull games were really simple
considering doing game dev as a hobby and getting a job doing other computer stuff, the game industry can be soul sucking to work in.
think clustertruck
not even the witcher people started with witcher 3
binding of isaac
they started with witcher 1
i know and im not trying to make witcher3 or gta5
i say even though it is a small game it take hell out of time
I'd say you can do it, but do it in small chunks, start with getting some text on screen, then make a little menu, then add interactivity etc... start with something like space invaders, pong to get to grips with the engine and stuff
bruh
Mobile games rule the market
ive made a few games so i know a little bit
Oh yeah you might like game jams, easy to get a team
you need a fandom for that i guess
if you really like game dev id look into game jams
people make amazing games in just a couple of days
just by getting a core concept down
pretty basic q - anyway to slow down rotation speed in the engine?
not camera panning, thats fine - just rotation
with rmb
just zooms around a lot
idk if i can do that because it requires imagination .d
best way to do it is to think of a constraint
dude thats not something easy
it is
you sound like it is something easy
imagine something like
opening a door
but what if it's locked?
and you want to get in?
so cause its hard you dont wanna do it? seems like a shitty mindset
no not at all
what Cranz said, games are designed ontop a core concept
im confusing because as i said it takes a lot of time
mario is running right and jumping
clustertruck is jumping from truck to truck
then you add on to that concept
well developing a skill takes time who knew
mario is literally a demo for a jump mechanic
right, its jump up and run right, then you added goombas
hey you got a game
so you add pipes
end goal
If you are developing a game, follow the fun, get your gameplay and prototype stuff out. In the prototyping see what seems like fun and go with that, some games and genres were created that way.
power ups
you kidding me right @plush yew
if you dont wanna develop a skill cause its hard and takes time I dont know what youre doing here π
worst part is
it doesn't stop there
you'll have to keep developing new skills to keep up
dude you really sound like it is something so easy you can do it when you just want it to do
if so why dont you make something like cyberpunk 2077
same thing
How are your delay nodes doing today, everybody
dude im not a beginner
are you able to effect post fx in blueprints? like changing intens
but I mean you don't have to do game development
there's value in being an accountant too
I mean they're boring soulless people but I'm sure they have fun in their own way
to any accountants here, sorry but: offense intended
π
why are talking like that are you an accountant @rotund scroll
Yeah it's crazy how UE4 is now free. And back in say 2010, it would cost hundreds of thousands of dollars for a legit Unreal License
you could say its, unreal
It's never been easier to make high quality games
I've tried to get content into Killing floor (UDK) and it is kinda a ballache compared to how ez getting stuff into UE is now
I remember UDK
don't get me started on import pipelines into the source engine
or gold source even
I created a new Component. Can I somehow define a custom image for the Components tab?
Is there a way to extend the distance that mesh distance fields are utilized? I've tried changing the distance field shadow distance settings in the directional light higher and higher but it seems to cap out at a certain distance
the world settings Global DistanceField View Distance only increases the amount DFAO overlaps with one another, not the distance of which mesh distance fields pop in
I've also tried editing r.AOMaxViewDistance also doesn't help, same with r.ShadowRadiusThreshold and the settings in the directional light for far shadow distance and distance field shadow distance, I'm at my wits end (skylight and directional light are movable)
https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/RayTracedDistanceFieldShadowing/index.html I'm trying to achieve the results from this documentation with the distance field shadow distance
Help, I currently packaged a game using the 4.26 ocean water system and it looks fine while previewing but once loading up the packaged game the waves are way too strong and there are gaps in the water
I uninstalled a binary build and am about to build from source, but I'm low on space. Will the source build see and re-use all of the shaders that are built in DerivedDataCache?
Can I get the partical effects to to show in a 2d scene capture 2d?
I am trying to do it with fire and it looks horrible
notice the huge difference between the left (scene capture 2d) and right
@plush yew 4.26 is only in preview status, so everything may not work properly. The water is a beta feature and not production ready. As to why it's doing that, no idea.
ive looked everywhere for this but no luck, im trying to add an outline over a sprite when the mouse is hovered over it, and to be a little blunt i already know how to make an outline in the material, a lot of people always assume i dont all i want to know it how do i only show it when the mouse hovers over the sprite, i feel like its a lot more simple then what people are trying to do and no ones helped me they always start with look up how to make outlines and nothing about the mouse hovering over it and it shows the outline then when not hovering it doesn't, does that make sense?
project Files : https://www.patreon.com/posts/35152293
This is a special request tutorial from one of the patrons.
The objective is to implement an item inspection system. as the first part, highlighting an object when hovering the mouse over it. So that the player would know that this object is interact-able.
support my work : https://www.pa...
@plush yew something like that?
Is there a way of having the red boxed ticks be on by default so I don't have to do it every instance I make
anyone here know about Runtime Virtual Texturing?
i just found this, https://github.com/bw2012/UE4VoxelTerrain,
poggers?
Rider's dev here. Nope, it's a bug an licensing system. Fix is already being tested, will be deployed on Friday. Meanwhile you can go through the link in license popup and start 30 day evaluation. It'll let you work with Rider until the fix is delivered! Cheers!
hey im following a short guide on dynamic materials and the part where i have to ref to it doesnt seem to work
the dynamic material instance Ref doesnt work for me
@plush yew I've had that problem before, you need to change your variable type in your blueprint, it's close but not exactly the right one -
to what? lol
What happens to the post processing for the camera, when you do Set View Target with Blend? It seems to totally go away. Which post process does it inherit?
Self here is just an actor, not even a camera
im literally following 3 different tutorials on mid's and all of them dont fucking work...
@light thunder Renaming the files the blueprints that seemed to be causing the crash, and then fixing up redirectors, seems to have fixed it. π½
whatever it worked, all outdated
hilarious when they just change features all the time
@plush yew sorry for the late response but yes thats what i wanted but something a little more simple i mean something only for the mouse hovering over it i dont exactly want anything else
HI how can i delete a widjet?
i can't set visibility cause my widjet is in a actor
what do you mean?, as in delete the widget completely or just the actor
either way you can just press DEL or right click
depending on what you mean tho
on game
when i destroy actor i think the widjet is already in the buffer
cause a saw this
oh i see um im not sure to be honest
Does anyone know any Good Way of Cleaning Unused Assets? @ me
Any ideas when 4.26 might be out? I'm hoping to squeeze out the next update for my plugin before it hits because I know it will delay it significantly since everyone will be submitting 4.26 updates
I had a binary install of Unreal, but now I'm building from source. Will the source build re-use all of the shaders that the binary build compiled?
I have this issue and need help. Some how I have accidentally baked my directional light or something. My world acts as if there are 2 suns with one in place. I have tried deleting all lights and rebaking. I can't seem to get rid of this in place light. I even tried deleting the build data and trying again. But no matter what this second unknown light source is always there. And its not something I can simply click on and delete.
I can't open Unreal right now, but under Lightmass settings, there is some boolean about caching that you uncheck, then rebuild the lighting.
World Settings -> Lightmass Settings
I couldn't find a caching option. But I have static lighting disabled in project settings and force No pre-computed lighting ticked on.
lmao forest fire
If you try hard enough it all ends in... flames 
what's the main factor that makes these shadows darker (the contrast)
Is it possible to clone everything from a level into a new level?
@thin tendon try building the level
I have dozens of times
just duplicate the level @thin tendon
If you tweak a setting in the HLOD settings, I'm assuming you have to generate a brand new cluster for it to take affect on the proxy mesh generation settings?
@tough solar I was trying to manage to get vs 2019 working and I forgot how slow its intellisense is. Terrible!
Is there anyway to take a blueprint actor and break it up to just it's components - I have a house that's made of all these components but it won't include in the HLOD settings because it's a blueprint...I need to "unblueprint it
UE 4.25.4 keeps crashing for me... Is this happing to other devs?
this is why, I absolutely fucking hate the HLOD system in Unreal - these HLOD actors keep saying unbuilt EVERY TIME I restart the editor - this is a brand new map, so it's not in source control, so what gives???? I exit the editor correctly after saving
all hard drives have plenty of space
I'm so glad I'm in the logic/programming end and not the graphics end. Sounds terrible.
lol I'm not qualified to do any of it but I don't have a choice, it's me or nothing gets done
wtf does this mean
Now i have to wait for all of these to build again, and the best part is, IT WON"T CONTINUE WITH THE LIGHTBUILD because I have to tell it that I know other levels are not visible but to built lights anyway
Can people advertise in dms from this server? I got a guy who sent me a random link advertising stuff, Curious if I can report it to a mod
And now he deleted his message. Odd π€·ββοΈ
I tend to call those people out in public on the shared server I'm on with them
they're usually like "huh? What message? I don't understand"
will unreal engine 5
have issues handling multiple unique animations at the same time flooding the screen
i was told pixel ammount and detail doesnt seem to be an issue for unreal engine 5 o-o
pretty good
sure
o.o
welp youre banned
lmao
be safe alright
and get some mental help if you can β€οΈ
@sick bloom go fuck yourself
redacted*
got it
β€οΈ
all those years of browsing rotten as a primary school student finally paid off
did not throw up
it was horrifying
I mean im dead inside from on mass 24/7 abuse for two decades so it doesnt bother me but i know other people might feel a bit ill seeing that kind of stuff
it's just a bit odd seeing that stuff first thing in the morning before I have even finished my first cup of coffee π
Anywhore if anyone knows if unreal engine 5 can handle a crud ton of animations of unique manners at once please lemme know im curious since the it doesnt seem to have pixel limitations
oh yeah that kind of stuff makes eating feel a bit ickier i suppose
@plush yew don't expect any miracles there
Quick question, not really sure about this myself, or what category it falls into (AI, Programming, or QA) but how performance heavy is navmesh
oh so it might but maybe not
it's one of the best optimized ways to handle navigation
it isn't heavy
so is it ok to use for massive scales?
well calculating it might take a long time. For large worlds it's best to calculate the mesh at runtime with navigation invokers
Hi everyone, quick question - I need to call a custom event that exists in my level BP FROM a widget, but turns out you can't. However, I keep reading I should be using an event dispatcher. However, I cannot seem to figure out the logic.
I created a new event dispatcher in the level BP, how do I call it from the widget?
I've tried binding the event dispatcher to a custom event in the level BP, but I cannot call this custom event or the event dispatcher itself from the widget event graph
even after compile, it does not appear as a node
your going to have to talk to the item you want to bind the event from, and you cant get the level BP from anywhere
"hey level BP I need to bind to your event so you can let me know when the event is called" except..... no way to say "hey level bp"
I have a directional light that somehow baked into my level. I have tried everything. I delete the lights. The caches. Disable static. delete the sky. Nothing what so ever works. Anyone seen this before?
@grim ore - So basically, any functionality within a level blueprint - be it a custom event, an event dispatcher, or a casting operation, cannot be done from my widget? There is no way to call a series of nodes that exist within a level BP from a widget BP, correct?
yep the level blueprint is a poor place to place code
Got it
at this point I'd try copy pasting the offending meshes/actors into a completely new level and see if it happens there too :\
Yo im havin an issue, my engine crashed and when i opened it back up when i press play it doesnt spawn the character it has been since i opened the template. And when i go into project settings, it wont let me change the spawning character.
Im using C++ which ive not got much experience with
Hi everyone, I am trying to dive deep into unreal's blueprint. But, I found out that unreal engine can use C++ too, is it better for me to learn C++ or just blueprint will do ?
Depends on what you want to do with it.
is animation update in AnimBP and event tick working as the same way ?
I would like to make the mannequin chibi-like.. Is it possible using Control Rig? I have never used it before..
Anyone know how to create a blueprint that basically says I can only do an input once in the air, and once I land i can use it again.
wow that was broad
So like im implenenting a dash feature, and I want to dash only once in the air.
Here's the code for the dash
Oh my bad
but also there's a bool on the player controller to check if a player is falling
that's your starting point
(or it may be a movement mode these days, can't recall, either way it's there somewhere)
Yeah i remember i used it to code a falling loop
Is it possible to get a reference to an actor within a level from a widget?
Not within the level's BP, but within a totally separate widget
For example, I have a SkeletalMeshActor in my level, but I need to be able to reference it from my widget
Since I can't cast to the level, how do I get a reference to this?
Never mind, I got it, used get all actors of class.
I'm using Control Rig to scale certain parts of the mannequins body (head, legs and arms mainly)... I want to apply these changes to my mannequin. I read in the documentation that this could be done in the Animation Blueprint.. however - I have put the Control Rig node in the AnimBP (and selected the correct Control Rig Class to use) but my changes aren't visible. What am I doing wrong?
This is the result I'm expecting, but the mannequin still looks like it always does..
Why not just do it inside something like Blender? Would take 5 seconds then you could retarget
Zero-knowledge in Blender I'm afrain.. I have it installed, but I have never even launched it xD
I doubt anyone would have some input on the gamma/exposure being blown out on mobile platforms? Specifically the Pico Neo 2, its essentially an Oculus Quest. The project looks fine in editor but very gamma and exposed in game on the device.
I'm using the ES3.1 preview but the mad gamma isn't in the preview, only on device.
how can i see what level of detail of one actor is chosen? is there a stat command?
@worthy fox likewise, I'm holding on to 3ds Max for dear life.
how can i add vertical wall running
Hi I have a problem that I'm hoping someone could help me with I'm using Socket Offset for my camera https://ibb.co/Hq2nZYF but when walking or running on slops or stairs it seems like foot Ik effects the camera and it goes above the character?
https://youtu.be/aimC_8r1HYM
Can you explain the difference ?
hello guys i have problem with my animations in multiplayer
because array indices start at zero
How do you take a blueprint and "de-blueprint it" - it's a house that is a bunch of correctly placed static mesh components - I just want to have all of the static meshes in the world but not be filed as an actor (that way the pieces can be included in HLOD's)
Want voice covers for our game I have already used mine so need more
@light thunder Haven't got UE open so can't check, but maybe right click the house in the viewport and look for convert to static mesh?
That may just create one mesh though.
....if you have five objects in an array their indices are 0,1,2,3,4
If there is only 1, then the loop would run twice for 0 and 1. Subtracting 1 makes it run the correct number of times because arrays start at 0 instead of 1
why does the mesh look like this? importing from blender
fixed it by changing the mesh import options from compute normals to import normals and tangents
to make something floppy I just add a skeleton right?
theres no.. make floppy thing in unreal?
unless you posted the wrong image, there is never a 'LastIndex -1'
it's a for loop from 0 to 'number of things, -1'
no idea what the inside of the loop is doing but it looks dodgy to me
It does create just one mesh
yea that looks weird what is it supposed to do?
what was the shortcut again to leave the play fewport with the mouse but keep it running?
something something 1?
the left most node is 'number of things -1'
yes
well, if you have five things in a loop, what are the indices?
holy shit, no it's not π
the last loop is four
number of things -1
5 - 1 is 4...
@wary wave is right
christ dude, unroll the loop on paper, this is painful
I notice that some projects I open immediately are at a level, but others are not. Is there way to tell Unreal Editor to automatically open up a certain Level Map?
0,1,2,3,4 -> 5 elements
it's doing a loop, from 0, to "number of things - 1"
It's always total elements-1
if number of things is 5, it will loop 0, 1, 2, 3, 4
the array indices starting at 0 catches a lot of newbies out because it's counterintuitive for sure
that's how mafia works
The thing is, even if you have absolutely no clue about array indexing and hearing about the thing first time, it takes about several minutes top to make a basic setup which will print debug for you, showing you clearly where iterator beings, where it ends, what is the last index in array and what is total number of elements in array.
Is it possible to modify a blueprints "instance editable" values if its used as a "Player Start"
is there anyway (in the editor) to copy the transform of details, and not just the vectors of the rotation/location
please go somewhere and read about for loops and how they work
@light lintel literally, it's 4 minutes and 23 seconds of your life to figure this out https://youtu.be/2uWeqcTpYXw
What is the For Loop Node in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@wary wave You know of any plugin/tool that lets me copy entire transforms, not just vectors? from the details panel image I showed there
Question, I've removed the player character from my scene, but there seems to be a second one somewhere, but not in my world outliner.
That must be the spawned player from gamemode
Check your gamemode, what player you have set
@potent bridge you are spawning it probably multiple times, you need to search for whatever node you used to spawn your player in, it's probably in one of your blueprints - alternatively you can step thorugh your begin play and put a few breaks every so often, and try to find out when it starts existing in the world outliner during gameplay
Can someone enlighten me on this - blueprint actors are terrible for optimization (you can't use them in HLOD system) - merge actor is okay but it won't help drawcalls much because you either lose material tiling or you keep the original material count (HLOD is the way to go basically)
I've broken up a blueprint actor into the actual components (literally copied them by hand one at a time and then pasting in their relative location so they lined up like the blueprint)
I'm almost there ...but how do I get it in the exact location without manually placing it..?.
Can I access the same location as the blueprint actor but for a group of actors as well?
paste here didn't quite work
I could really use a tool now that would be able to split my project's mat function and its references/things referencing them in two XD
Alternatively, how would take a single static mesh item with it's materials and export them to blender and reduce their materials to a single material?
@plush yew, Check your direct messages. :incoming_envelope:
Which role do you want to learn about?
The timer expired. Please start again.
hello
does it cost extra to activate cloud saving on steam published games?
hey everyone, i may have messed up slightly haha. i use 4.23 but just bought an asset pack thats 4.24 and 4.25. adding it into my project shows blank files in the project.
Does anyone know of a fix for this without having to update my project to 4.24
opening a separate project in 4.25 and migrating doesn't work either
Hello !
I would like to create a not that hard 2.5 fighting game
So I took the 2D Sidescroller template, but I can't figure out how to mirror the character ?
The problem is, turning to the other side makes the character slowly doing the 180 degrees, instead of doing an instant swap to the other side ( like fighting game )
My question is, where should I start with blueprint to achieve that instant swap ( and thus, the mirror ) ?
Hi there! Is there a way to import multiple splines in UE4? I heard of the csv method, that works well for one spline at a time, but what I want to create a city with multiple roads?
on materials doesnt work
cause why would it
shit never works how you think it does
and the top one sets the value on ALL the instances of the actors/materials, not just the one
Is the launcher getting "500" errors for anyone else and then proceeding to startup in a random language? So far it's loaded in Turkish and Spanish
yes, because you are setting the INSTANCE itself of the MATERIAL @plush yew - you are basically saying, "Hey, I take this kind of "blue color material thing" and make it all "a little bluer"
Whenever I click on the Unreal Engine tab, it switches back to English, but then when I click on store it will show a 500 error and the whole launcher changes to a random localization
@light thunder i know what it does but i just want it to affect one actors material not all of them that share the same texture
So you are looking for a reference to a material of an actor
I remember the other day you asking about this, it was not the variable type instance you had set in your blueprint, you were slightly off
yea but all the guides were out of date
and, of course, you did make it instance editable and expose on spawn right?
youre supposed to make a material parameter collection
problem is its affecting all of the dynamic materials at the same time lol
probably because you are referencing the INSTANCE and not the Variable of a Material on an actor
@plush yew thank you, however i've found a work around haha. i just exported the meshes to my desktop and then reimporting to my main project and it worked just fine π
if you've linked the paramter to a material instance, that won't work that way
it will be recursive and go back to the anything that has that material instance
you need to make the dynamic material first, and only apply it to your static mesh, as part of the construction script or begin play function
then you can change it and only it during runtime
i've not done this in a year or so but I remember being stuck in a very similar way
@light thunder yea exactly but all the guides ive found so far are outdated lol
I'm excited to announce that my 2nd book has been released! π₯³
https://www.apress.com/book/9781484263952
This book shows you how to create exciting games using C++ and Blueprints in Unreal Engine 4. It starts with installing Unreal Engine. Next, you will learn about Blueprints and C++ and how to leverage them. The following chapters talk in detail about gameplay, basic physics, and ray-casting. ...
a question about paying epic royalties once i reach the 1 million threshold, do i pay 5% of how much i recieved from the game? or just 5% of how much my game made all together, because steam takes a 30% cut
why doesnt it fucking work
ive been trying for 2 days
this is from the unreal doc
@stark marsh I really wouldn't concern yourself with that yet. Not many indie games make that amount. Most games released on steam are lucky to get even 1% of that.
yeah
i'll probably never reach $1 million in sales, that's a massive amount for a single person
Have you completed making your game yet?
and if i did, i'm sure i wouldn't mind paying a little bit every few months, it would be pretty much nothing compared to what i would have
no
but i was just interested in what happens when you get to that stage
i'm no where near that yet, in a few years hopefully, but not yet
Epic has a whole page dedicated to royalties, that's your best source for the answers you seek.
ok thanks
but yeah i've just got my head around animations now finally
i really feel like i'm getting somwhere, it actually looks and feels like a proper game now
Can you play an unreal engine 4 html application from a web browser on your mobile? Or is that not supported?
@plush yew the issue is the target, look at the type of item it wants to work on. in your picture its a mesh component. in the unreal docs is a material instance. your top node in your pic is also a parameter collection. IF you want the correct node for a specific type drag OFF the type then look for the node. So drag off the return value from your create dynamic material instance and then look for the set parameter node
wow that.. that actually works
from now on i will untick context sensitive to omg
thank you so much
mathew to the rescue once again
if i want to give my game to someone to try out once it's packaged what do i give them
just the "binaries" folder
and can they play fine? or do they need any other files?
everything that's in the packed folder
yeah but it has the actual project file
so if they have ue4 they can open it and just see everything
so if i just removed that
how can i add vertical wall running
How do I transform a skeletal animation bone ? Without using the anim bp ?
Right now Iβm in the animation editor and under the bone hierarchy Iβm able to transform them, but even after saving and simulating in editor the animation goes back to its original state !
you mean you wanna animate something?
im not sure you can do that in unreal
Guys what UE4 version do u use?
I need to export a lot of Textures, but only certain ones.
So currently I do, rightclick -> Asset action -> Export.
Can you bind this action to a shortcut somehow?
Is there a much more effecient way?
in explorer its only UASSET files. They are from a pack I bought from a store. Can you access them in a different way?
@plush yew no someone else made a walking animation, but I want to tweak the rotation of some bones
As it doesnβt looks correct right now
im like 99.9% sure you cant do that in unreal
yall got me looking at blood and paint spatter textures for tile variant overlays
xD
I mean thatβs wild, why not ? I mean yeah you can do that by using the anim bp but thereβs really no other way ?
Mmm
@coral folio check out this lovely lady who made a nice video about "control rig"
Havent tried by myself yet but maybe its something that could actually help you
NOTE : Watch the full playlist where I cover everything from basics to creating additional controls on a Custom Character here : https://bit.ly/31PbQ7g
Here's a tutorial on Control Rig Mannequin that was recently launched on UE4 Marketplace by Epic Games which is totally FREE.
I've covered the basics on how to animate with control rig.
Huge sh...
Thank you
maybe with this we are actually able to create / edit animations in unreal.
And jeah.. this wasnt (maybe still isnt) a thing before.
So dont take it for granted π
how do I set up VR headset motion as LookUp and LookRight or whatever in engine input?
making a vr game, not sure what I'm supposed to be looking for here
heya, since the official forum is down, i'd like to ask here: how can i access the project's version from a blueprint? i couldnt find any getter for it π€
thank you
You can't without C++
FString UCppHelperLibrary::GetAppVersion()
{
FString AppVersion;
GConfig->GetString(
TEXT("/Script/EngineSettings.GeneralProjectSettings"),
TEXT("ProjectVersion"),
AppVersion,
GGameIni
);
return AppVersion;
}```
you can do something like that though so it should be fairly simple to add
thank you
@coral folio same reason you cant or shoudnt model in unreal
I use the animation editor to make simple animations. For example, you can take idle animation, then key some bones and turn it into walking animation
do this, go to first frame, then make the bone changes. Then click the key button in the toolbar and click apply. That'll save the changes you made
I need to edit an existing animation not make one from scratch so I think that wouldnβt work
I'm talking about the existing animation lol
you can't make from scratch without control rig or 3d software
I have lots of key frames in that animation, donβt I have to apply the rotation on all the key frames in order to work correctly ?
Ohhh
and it automatically keeps it that way
Let me try !
that's how I've been making my own animations in ue, from just one idle animation
Hey guys, I have time pressure and I need help. I have navmesh inside my level that intersect with my level mesh. The level mesh is set to stationary (not static) and for some reason, it can't build the nav mesh onto it. Any idea'
?
I'm excited to announce that my 2nd book has been released! :π₯³:π₯³
https://www.apress.com/book/9781484263952
This book shows you how to create exciting games using C++ and Blueprints in Unreal Engine 4. It starts with installing Unreal Engine. Next, you will learn about Blueprints and C++ and how to leverage them. The following chapters talk in detail about gameplay, basic physics, and ray-casting. ...
@winter gale gz dude π your first book was a succes?
@plush yew yup. It was with Packt Publishers
awesome! youd think with so many free resources online itd be hard to sell it haha
How can I move my player to 0, 0 and have all objects move to the equivalent distance that they were when the player wasn't at 0, 0?
So you move back to the center, but it doesn't look like it because all the other objects moved
Get the player's current position and store it in a variable, and then loop through every actor in the map and move them inverse of that variable.
When the player moves the inverse of its current position, it should end up at zero π
My problem is, the size 500 is different than the distance 500 in the level.
Moving them all only takes distances into account, not sizes.
Alright
any idea how to fix hightmaps importing like this?
Hello, can anyone give me some tips, I'm using the colaborative viewer template, and have some doors in my game, but the pawn wont trigger the triggerpoints on the door. Any idea what I need to change in the pawn?
@south tide I have this code, and nothing happens. And I know the code is executing. What am I doing wrong?
The event is on end overlap
Ok
@dawn gull You are just setting the absolute position, you should instead offset it
Ohh, get the current location and add the offset
Exactly
Also, don't do anything different with player and the rest of actors.
I'll give you an example. Let's say we have two actors in 2d:
Player at (2,3)
Ball at (8, 9)
We store the inverse player location, (-2, -3), and now we apply it to all actors:
Player becomes (2, 3) + (-2, -3) => (0, 0)
Ball becomes (8, 9) + (-2, -3) => (6, 6)
Other question, what if I want to render a shadow pass ?
Or hide the actor but keep the shadow ?
It was the first branch I messed up, I'm gonna re-do all of that
That's actor comparison, which returns a boolean. But you're right in that it might not be correct, he's checking if the instance of an actor is the same as the asset for the actor, which won't return true. You might want to do a cast instead to see if the actor is of the specific type.
So something like this? (I haven't added the not doing it to actors yet)
This is the function
oh crap i didnt hook up the branch
This
dude whats up with the launcher as of late
takes solid 15-20 seconds to open, and to sign in you always gotta do like an IQ test for a pig
and if you get your pass wrong you gotta do it again lmao
hm? it logs me in automatically
not here chief, even if i set it to remember me
sounds annoying
beyond annoying
Yeah?
thats cool
I bought Discord Nitro
this is like a torture chamber for my hungover head
ah
i can barely see the pips
you can set it yourself? lol
Yeah
its fucking time gated lmao if you take too long it closes
That's just torture
you gotta do it 5 times lmao
after 5 times you gotta bp your own log in system
lmao
wait not even
it made me do it 10 times because I took too long to do the 5 times
im not even joking right now
god the launcher itself is so laggy too man
alright I realize I'm whining and it's because I have a headache and im grumpy and yet
i retain my position
Also the code I sent is dumb I gotta fix it
whens the last time you cleaned up your pc?
pretty recently, I keep my shit squeaky
I mean youre actual like hard drive and shit
windows
i keep all my shit on a seperate drive and every so often just do a full restore on my C drive, makes everything run smooth again
ah, you mean that
yeah I do it like once a year at best, because it involves lobotomizing the Windows garbage
like the appstore and all that
lol yea
you gotta override permissions and stuff
Just wait until DirectX isn't the big boy anymore
Linux gaming might become a thing
eh?
The only reason I'm using a Windows machine is because games and developing them
Once Windows isn't the main go-to OS anymore, I will be happy
think people are scared to switch so thats not ognna happen in a long time
I think maybe 15-20 years from now it might be more common to use Linux
as soon as zoomers figure out that you can customize unix to look like literally anything you want they will start using it just for that lol
Ok, I run this and It runs all of the print strings, even for each actor in the for each loop, but it doesn't move anything.
frankly i reckon the whole user restriction bubble might burst eventually when someone comes out with a popular thing that has none of that bullshit and it reminds people of how awesome customization is
Mhhh okay... sounds.. doable..
I will look into that the next time!
long way to go for Linux with its current 2%
Linux and its brethren are currently the only really popular OS out there that allows the user full control with no strings attached or hoops to jump through
that alone sets the dominos IMO, it just takes a push for mass adoption
I say this as a long time Windows and Mac user - compared to Linux they're just pieces of shit
I literally only use Windows because it's the main OS that everything is written for
probably only a very small amount of people need full control, probably the current 2% π
also everything is open source and written by a large community of people with quality as the main motivator
You ever try to read Windows code or use Windows libraries?
what the fuck is that man
anyway im sorry this is offtopic
what visual studio do i need for UE4? could i get the latest one rather than VS 2019?
VS 2019 is the latest one
π oh okey thank you
anytime
it prompted a lot of updates for me so i figured it's a bit old
nah thats just VS for ya
you probably missed the vital "make button trnasparent" update
or "give graph cool outline" update
the one out of 100 updates that all require you to restart your computer to use VS again π
meanwhile on Linux you literally just open the command prompt and type in something to the tune of "just install this program for me m8 ok?"
and everything just works
yeah but can linux use your data for their own $?
on a side note, any idea why new c++ classes dont appear in the Content browser?
they appear in a separate window
i made a blank one, it wont show up there, but it's in the folder
there's a dropdown for C++ classes
content browser and C++ classes are two different tabs
oh, thank you, i'll take a look
anytime
though in the settings of the content browser it does have this option
it does show it, just in a different tab
i cant find any :S
click on the folder icon
Anyone have any good reading material on unreal I can download before a flight?
Longer the better
thanks for the help, i couldnt get it to work candleboy, i'll keep googling, i click on the folder icon and nothing happens π€
no worries man, lemme go look real quick
i was wondering if someone can send me a link to a step by step for sprits and 2d game development not a platforming game more of a 2d rpg game
seems stuff gets put in the Source folder for some reason
have you actually added any new C++ classes?
cuz thats the only ones that show up
specifically your project code
hello, is this color good or bad ? this darker green ?
Weird man, I guess I've got no idea then. Never had this issue
Doesn't Mixamo support the UE Skeleton anymore? π¦
Whats it mean by texture streaming pool over 80.384 MiB Budget
During cloth paint can i make it so some vertexes are affected differently by gravity than others?
As I understand it, there are no possibilities to build a 64-bit multiplayer world yet?
nothing stopping you from making the necessary code adjustments
but the performance implications would not be great
not sure why you'd necessarily want a 64-bit world
Hello, good friday to you.
Am having trouble with my collision using a projectile.
am using an imported rock with material. It just goes through stuff,
But ironically when i turn on physics the collision works but then it has no velocity
where do you build HLOD's at?
I'm having a lot of stability issues with Unreal 4.25.4. Any advice?
aight it works just needed 2 lerp nodes
Anyone?
@daring gazelle type that question in google...you'll get 100s of the pages
Anyone use megascans, how come im getting displacement texture instead of rough
@soft fiber you don't believe me?
Stupid question, but how do I get an object reference to an actor?
I'm NOT a fan of that answer. Its like telling someone to read the manual. Its not helpful!
@next badger i made cookable chicken, didnt follow a guide, its so stupid but i love it lmao
@soft fiber the more generic answers answered, the less real questions left unanswered
@soft fiber you having crash reports examples?
right, someone in animating just went ''help how do i animate?'' lol
directx crash?
@daring gazelle is that a reflection on landscape?
Yeah I have no idea how it got there
@soft fiber RHI crash is 95% issue of drivers for GPU
I just want to add another layer dirt
looks like its not loading the texture
we got a lot of this stuff here. So im with you Alexey, often you find in the question that very basic knowlege is lacking. Then its better to advise with videos / terms people can use do to their own research
@daring gazelle to add layer to material you need to make proper material with blends
I just updated to the latest build of NVIDEA drivers. Maybe that will help...
usually you can find the source of the crash by tracing back your steps
whatd you do before the crash
@stuck scarab Pool question is long to answer, it's not an answer that can be put in one sentence.
Am I missing something here? Trying to get the hitbox of "SwordWeapon" to deal damage.
@plush yew Honestly, not much. I'm playing with grayboxing in Unreal. New project and mostly empty scene.
@next badger do you know why id be getting displacement texture instead of normal
@next badger is there a proper way of changing material for a sprite in bp i tried it but it only effected one sprite in my level i think its cause in the level the sprites are all numbers when using the same one so im wondering how to i make it effect all of them, i think its the same with objects to
Sorry not normal, roughness
@potent bridge yes...you're comparing the actor to a BP...but you need to compare class of actor to a class...reference to some actor instance never will be the same as some class definition
the other actor probably shouldnt be the sword Darky. Or maybe it should, not really something that can be answered based on your screenshot
I'm going to eat nugets and I'll try again with the new drivers!
why shouldn't it be the sword? The sword has a hitbox, and this is done on the enemy BP with its capsule component
@daring gazelle sorry, I need some clarity, what you want and what you getting instead?
@potent bridge that is not a reference to the sword you talking about
I think I've figured it out, hold on.
why is UE4 so horrible? it wants to put my project's classes in the UE4 binaries installation path - wtf?
i need it in my project not in the installation folder
and on my gf's computer, it wont allow classes to be put in any other place than in her Documents
@ashen frost it will only have physics behavior if it's simulating physics...it doesnt mean it has no collision...it just not simulating physics
@ashen frost Collision != Bounce action, it's just a fact of registering the event
@half bay you cant have Spaces in the path afaik
it worked before π
geez UE4 suddenly deciding to crash every 5 seconds.
like before i restarted my computer
@next badger
something like this still doesn't work, I wish I knew what I was doing lol.
@half bay try to exit ue4. go tou project folder, right cligh the uproject and pick regenerate project files
@next badger sorry to bother you but do you know the setting to stop the bounciness from using a physics constant?
constraint*
i know theres damping but its not there
you need a landscape blend material
hi sorry i dont want to butt in right now but let me know when this chat isnt full, i have a question
@potent bridge nop...just cast your other overlapping component to your sword class
@potent bridge not actor, but component
how would I go about that man? I'm confused right now.
@next badger thanks, it didnt change anything, i'll check the config file
Also this is how my sword is set up right now.
And in my second screenshot is is hooked to component.
@daring gazelle use the R output from roughness, roughness is monochrome -> vec1, RGB is vec3
@potent bridge oh...that is more camplex than it should be...jusr use static or skeletal mesh. and modify the simple collision
your telling me I can just cast to its static mesh
unbelievable...
still, don't I need something here?
@potent bridge no...you can use a static mesh, not an actor...cause if you want to collide with some component of another actor, you have to pass some variables
and attaching actors to actors is not simple, and using actor components in not performance wise
@next badger do I still keep the rgb plugged in as well cause I think its working now
this is making no sense to me unfortunately.
@next badger hi thanks, i actually already fix it and the solution was so simple and weird lol
@potent bridge shortly, if you want DamageBox to collide with capsule of another actor, you need to check for a collision on that capsule if the other component is your DamageBox...the problem is, it's a generic collider that has no custom properties you can verify
I.e. can not be distinguished from any other collider
is this frame talking about this button? cause i press it and nothing happens than a yellow text in the log saying Warning: RebindPackages not possible (no packages specified)
thank you
oh, okey ,thanks ,ill try it
ok im just starting out in ue4 i wanna use blueprints, and i started with the 3rd person starter kit can anyone help me hook up some animations i made to the game?
i started by importing them and then it gave me an error due to the bones
@woeful sierra its probable faster and better if you just looked ip tutorials on that
we've all be there π
i did multiple times
@ashen frost hiring someone may be faster
if its just animation states wouldnt it just be easier for him to learn himself?
are u using blender? @woeful sierra
yup
i honestly didnt really have too much bone problems
all the tuts just use mixamo
@ashen frost it is better indeed, not faster however
i know making sure the name isnt just planely amature is helpful
its not
yes that is correct
they are like arm.l and leg.l
hi, im using a physics constraint to grab objects. but its wobbly as fuck. Ive tried a bunch of stuff but it doesnt seem to work how I want it
did u look up the settings u should have?
should i be importing only one skeleton per model?
when i imported a new separate animation, i used the skeleton i already first imported
... am i supposed to have them seperate!?!?
i just import the model with the model
are u importing animations or model?
both
the first time you import animation, you import everything
the next time, you still make sure u select everything in blender but in unreal engine you dont add the skeleton or model
u use the one u already first imported
what blender settings do i need?
em
i think this gives good settings, i followed a couple of tutorials but i used this one a lot https://www.youtube.com/watch?v=eyWWaTh28Dk&list=PLMosi4yQ6-_Ez5ZqLpa35CGw0Qmj1VCgS&index=1&t=18s
0:00 - Import Skeletal Mesh, Skeleton, and Animations
0:48 - Adding New Individual Animations
1:32 - How to Fix Tiny Animations
1:45 - How to View Bones in Unreal
1:49 - Fix "Can't detect import type. No mesh is found or animation track"
1:55 - Fix "Multiple roots are found in the bone hierarchy. We only support single root bone."
2:11 - Fix Gra...
this is super confusing its saying a have a bone names armature that i dont have
you kinda have to watch at least a few videos sometimes because 3d stuff are just weird
ya im coming from gamemaker studio 2 :/ im not used 3d
For a large unified world in multiplayer.
i have to look closely to see the grass properly, how do i change it so i can see it from further out
you don't need 64-bit coordinates for that, a good sharding system would be far better and would distribute your workload across multiple server instances
SpatialOS is an example of a middleware that does this, though I'm not sure I'd recommend them given their history with Unity...
anyone?
did u try with the settings in the video
no not yet
try those settings
and try changing the amarture name to AmatureGuy
or something like that
Spatiql OS is not suitable. but how to implement segmentation specifically for the big world, + its display on the client, I just cannot understand.
ok @ashen frost i got it in without errors
how would i now attach it to the player
you need to do animation states and stuff
theres hundreds of tutorials about animations in unreal why not just watch those?
thats a bit more complicated but a lot easier in a way because i had less problems. Blender gave me a hard time with animation/rigging and stuff
if you did that, this should be easy
devsquad on youtube have good tutorials on this
i have watched them i honestly am just confused
hmm ok ill watch them
thank you so much
yea thats what i followed and some other videos to because game dev is just weird like that but devsquad was what i mostly watched
ok great
Does anyone know how to make a projectile destruct? Am using the apex destruction plugin, but it doesnt let me set the destruction for projectiles class
its iffy
How do you use the Calculate Direction node? It used to be a node with an execute pin, now it's just a node and isn't working when I follow a tutorial from last year
but what i did was replace it with a destructible when it hit something
oh, did u do that alone or is there a tutorial on it
yea, lost my original project for it tho
just spawn in the destructible
and destroy original
then start tweaking
Dose the skeletal mesh stop animation when itβs not visible because it I make it invisible the items attached to the hand no longer move
How do I add perlin noise to a sphere with a procedural mesh component?
@dawn gull Depends on your contouring implementation
let me back up
polygonal meshes are usually generated from volumetric data using something called a contouring function. Contouring is essentially "tracing" the surface that you want at a chosen density. Say you wanted to draw a cloud as a polygonal mesh - you have to decide what density of the cloud you want to be "inside" and what you want to be "outside" because your polygonal mesh doesn't have nuance - its a hard surface
That surface is called an isosurface. The reason why it's called that is because on maps, we have something called an isoline - if you look at maps, you'll see them, they're like traces around a particular height. So, in our case we have an isosurface instead of an isoline, and instead of height we have a density. Isosurface is a direct extension of an isoline, logically going from 2D to 3D
@dawn gull Not sure if this helps. But you should watch some tutorials on planet creation on YT. But here is something i found about making maps with noise https://www.redblobgames.com/maps/terrain-from-noise/
There are several contouring algorithms used to extract the isosurface. They're also commonly called isosurface extraction algorithms. You've heard of them I'm sure - Marching Cubes, Dual Contouring, Marching Tetrahedra, Dual Marching Cubes, Cubical Marching Squares, Naive Surface Nets etc.
PLUGINS : https://www.mediafire.com/file/qbm9owo6mtip6q8/Plugins.zip/file
SOURCES:
https://github.com/Koderz/RuntimeMeshComponent
https://github.com/devdad/SimplexNoise
I DO NOT OWN ANY OF THOSE PLUGINS
download link for the project (including the plugins)
https://www.mediafire.com/file/v00mjnnvmynaa7d/ProceduralPlanet.zip/file
Newest tutorial ...
They all have their own strengths, and the most popular one these days in gamedev is Marching Cubes, because it's FAST thanks to working off a lookup table.
@nimble steeple I had to heavily modify that one, and it uses sine waves
Do you have any articles or videos that detail how to do that?
Now, contouring algorithms work off of a density map. Similar to a pixel image, they're usually a voxel image and instead of color they have a density value
I sure do, and I'm going to link you to one
Awesome
I've been looking for good planet forever, and they only come in shaders on the marketplace
So! To apply a perlin noise to a procedural sphere generated from a volumetric density map, you want to modify the density map using your perlin noise! This will apply your noise to the underlying data, and modify the sphere that results from it!
Let me link you to a very good video that details marching cubes. It's an excellent intro
I can't thank you enough for this
In this coding adventure I try to understand marching cubes, and then use it to construct an endless underwater world.
If you'd like to support this channel, please consider becoming a patron here:
https://www.patreon.com/SebastianLague
Project files:
https://github.com/SebLague/Marching-Cubes
Learning resources:
http://paulbourke.net/geometr...
that looks a lot like the Nvidia GPU Gems algorithm looking at the cover scene π
If you ever need advice, you just pop into my DMs. I will also link you to my server where I have a coding channel that I check multiple times a day
Yeah, that's a good video.
@wary wave Yup! Sebastian talks about the GPU gems thing
I'll join the server
Message me, I dont think linking is allowed in this server
in context you can link it