#ue4-general

1 messages Β· Page 885 of 1

wary wave
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the rule is really there to stop people spamming their own server links

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which is obviously annoying as all heck

glacial arch
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Okay, hopefully you're right and I wont get banhammered πŸ˜„

ashen frost
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would have been safer for dm

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dont want u to get in troubl

wary wave
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completely unrelated topic, I assume that none of the Paragon characters are rigged to the Epic skeleton and retargeting them inside UE4 is probably a no-go?

glacial arch
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@ashen frost whats life without a little risk

ashen frost
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yes true

nimble steeple
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Anyone here that could tell me how to change the vehicle movement comp / wheel_bp that only the front tires react to the handbrake, so only the rear wheels have handbrake locking?

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I'm using the car from the drivable rally car at the moment

ashen frost
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sadly i dont know : (

pastel geyser
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Why sometimes we using cast?

signal bone
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Hello

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Can i ask for help here?

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its something super quick

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Any1 knows wich action is this one

ashen frost
plush yew
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nice!

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never had that error tho lol

ashen frost
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lol

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you know about it tho?

plush yew
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no idea lol

ashen frost
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Xd i see

plush yew
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but.. PROGRESS

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so annoyed i lost my original project.. it had perfect destructible projectiles

ashen frost
signal bone
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@ashen frost Hey can u help me out?

ashen frost
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@signal bone oh you mean with your BP?

signal bone
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i just need the name of this action

plush yew
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lets figure out how to make my sausage link wiggly πŸ˜„

plush yew
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lol

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i made cookable chickenlegs

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its hilarious

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they even make sizzling sounds

ashen frost
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hahahahaha

lucid grove
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heya

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Does splines have some settings that determinates in which radius it will affect landscape?

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Cause atm when im try to apply spline to landscape it affects really huge amount of landscape

plush yew
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@ashen frost

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still ironing out the flaws hahaha

exotic thicket
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that looks fun :D

plush yew
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im not even sure what im making at this point

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thanks tho πŸ˜„

vernal summit
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where did yall start to learn ue4? im new πŸ˜„

plush yew
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youtube mostly

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and this discord is a big help

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mathew for one is a god

vernal summit
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I keep watching videos and dont really understand anything

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i watched this but didnt even know the first application he used lol

plush yew
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start simple

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youre not a cyberpunk dev

vernal summit
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yet :0

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:)

craggy field
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Yeah typically I like to do a greybox of my environment and if that's exhausting I'm thinking too big.

vernal summit
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what videos did yall watch to learn?

plush yew
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simple stuff, to get the basics down

craggy field
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Honestly I just learned some good gamedev fundamentals and made increasingly more difficult games start to finish.

plush yew
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then use that basic knowledge to make simple stuff and start experimenting

craggy field
lethal cypress
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realy need i c++ ?

signal bone
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hi

lethal cypress
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blueprints isnt enough ?

signal bone
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depends how complex is what you want to make

craggy field
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You don't need C++ but understanding C++ lets you write more extensible and fault tolerant code.

signal bone
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for example i wanted to do a random generator of voxle terrain

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i had to make a c++ project for that

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...until they added the free voxel plugin

craggy field
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Blueprints are #1 for prototyping but they tend to focus on the "primary flow" only and it's hard to manage edge cases and errors.

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Also if you're working with a team blueprints are terrible.

signal bone
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you can make a whole game on blueprints tho

lethal cypress
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i have problem with c++ reading.. πŸ˜„

craggy field
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I come from C++ world so I have a problem with blueprint reading. At the end of the day use whatever you want as long as you actually use it. It's stupid to use C++ just to use C++ and be miserable. But if you ever want to work with a team or in the industry you'll need to take the plunge.

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There's also APIs in C++ that aren't in blueprints which is nice.

frail schooner
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make a pong, tetris or centipede type clone - you will learn a lot

craggy field
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Roll a ball is a good 3d first project too

frail schooner
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or just go balls out and start with a science-based 100% dragon MMO

plush yew
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@frail schooner lul nice

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sausage physics!

sterile tulip
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Hello

plush yew
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hello

sterile tulip
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Can someone help me?

plush yew
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sure πŸ™‚ if ican XD

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what is the problem ?

sterile tulip
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I want to make engine sound, how do I make that on low rpm its low pitch and high rpm high pitch like in real cars

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How do I change the audio with rpm going up or down

plush yew
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thats not.. very easy to do I assume

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hmmmmm you should ask in audio channels

frail schooner
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i think you can do it with fmod

sterile tulip
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Does fmod cost money?

lucid grove
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How about give RPM a var and multiply pitch to it?

plush yew
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i dont make sound i usualy just take from marketplace

frail schooner
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im not familiar with how the licensing works, i just remember FMOD can do it

plush yew
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anyone knows how to change the simple collisonbo on a mesh?

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like add a new one

frail schooner
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open the mesh in editor, its in the top bar

sterile tulip
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How about give RPM a var and multiply pitch to it?
@lucid grove I will look if I can do this

plush yew
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need to add an extra box for the bone

lucid grove
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Shouldn't be hard

plush yew
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anyone know?

frail schooner
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click on collision in the top bar

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click on your current collision the green box, then hit delete key

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and generate complex collision from the top menu

plush yew
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i dont want complex collision

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just need an extra simple collisionbox if thats possible

frail schooner
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all the collisions you can auto-generate are in the collisions menu at the top

plush yew
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i wanna edit it

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add another collision box

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on the simple collision..

frail schooner
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just delete the old one and make a capsule collision...

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or add capsule for the bone

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you can scale and move it

molten cairn
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Hello, I'm trying to mask the R channel but the if node is not outputting the correct value. Multiply should be White in the Red channel but It's all black

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Is there anything wrong with my node? Why the last multiply is black?

plush yew
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eww math

sterile tulip
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How about give RPM a var and multiply pitch to it?
@lucid grove Do I do this on Event Tick?

plush yew
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bruh dont use tick events

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eww tick events

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πŸ’©

lucid grove
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you add timer

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you can use event tick whenever you want it, just dont use it with heavy math

sterile tulip
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What you mean timer

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Timer on event tick?

frail schooner
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Timer By Event or Timer By Function - run things at intervals

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because thats what tick is doing, just at framerate or whatever i forget its speed limit

sterile tulip
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So I do this with delay on event tick to have a timer?

frail schooner
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no instead of using tick event, create a timer by event or function

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you have to trigger the timer somewhere like on begin play or another event, wherever it makes sense to do it

sterile tulip
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Oh

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I will look into this and try this

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Thanks very much

plush yew
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could you use event tick and just branch it? or would it still take resources?

molten cairn
frail schooner
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event tick runs at frame rate so if you made a timer by event, and assuming you are locked at 60 fps, if you put 0.0167 in the time field you would run that event at the same rate as the tick event

sterile tulip
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Is there also a way to manipulate speed of the audio in ue4 like we can do the pitch? @frail schooner

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Because it also fastens up on higher rpm

frail schooner
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i think theres a playback rate

molten cairn
frail schooner
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@sterile tulip I downloaded an engine idle off youtube, imported it, created a sound cue and then added a Continuous Modulator and that seems like what you want it lets you modify pitch and volume continuously

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pretty cool effect for how easy it is to set up

queen wasp
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Hmm, I have an event dispatcher linked from a GameMode to call a LevelScriptActor remote event to unload a loading screen. It works fine in singleplayer, but how can I tell a client in multiplayer to unload the loading screen? Any ideas? In c++ there's a function to get the levelscriptactor from uworld, but there's no blueprint alternative. I might be able to make a c++ function for this though, hmm.. but is this a very quirky way..

sterile tulip
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I think it sounds better when modifying speed instead of pitch but thats amazing! I will try it out :)

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@frail schooner

queen wasp
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Basically I have a "game start" that should trigger the unloading of the loadingscreen for all players simultaneously..

frail schooner
sterile tulip
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Is this only pitch modified? @frail schooner

frail schooner
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yes, just using the slider in the Sound Cue to change pitch

sterile tulip
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Try with modifying speed instead of pitch

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How will it sound

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Send here

frail schooner
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did you find a way to change playback speed/rate? i cant find one for sound

queen wasp
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Doh, a multicast event obviously.. (talking to myself about above ramblings)

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*my ramblings πŸ™‚

frail schooner
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so is pitch basically speed in audio terms? Sounds pretty similar playing a higher pitch compared to higher playback speed

sterile tulip
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I think its not possible to affect speed without affecting the pitch

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But since with pitch the speed increases aswell it should be fine

half bay
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if i'd want to put my tiny project on a repository, which folder could i omit because even though it's a blank project it uses up like 2.5 gb?
i know these folders can be deleted and regenerated, but would this actually be a good idea?

  • .vs
  • Binaries
  • Intermediate
  • Saved [optional]
  • YourGame.sln files

thank you πŸ™‚

frail schooner
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you can tell how much i know about audio lol

flat dragon
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New to UE4, anyone know why even with a completely empty Map, a bunch of objects are always generated (camera, pawn, HUD, etc.)?

plush yew
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dont mind the sausage chain

daring gazelle
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first try at landscapes

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no way near finished yet

half bay
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what would i call a UE4 project, which has a bit of functionality that can be used for other projects?
i used to call these modules, and name them accordingly in the repository, but UE4 has a specific meaning for module, which is not what i made

quasi lynx
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I'm losing my mind on something so simple.

I have a trigger box. I only want that trigger box to generate an overlap event when it overlaps with the mesh of my character.

For some reason it is only generating overlap events when it collides with my character's capsule collider component, which I don't want it to do. I want it to ignore everything else and only generate an overlap with the mesh.

Any ideas... it's probably so simple

zinc shore
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how can i rig a mesh to the UE4 skeleton

grim ore
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@half bay you can also use a pre built .gitignore on github, that is what I use

half bay
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i found something like that, thanks @grim ore
now im struggling with the problem that i have a project but i cant clone a repo since the project has files πŸ˜… as i made the repo later
i'm gonna cross my fingers and move files out and in from the folder i guess

solemn schooner
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Does anyone know of a good resource for setting up a realistic first person character? With head bob etc so it feels like actually walking

half bay
solemn schooner
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That might be the case physically, but if your just gliding around it looks quite unrealistic

half bay
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a bit, i think that's because humans usually see their arms while walking while in games you dont see that

solemn schooner
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I mean yeah maybe. Either way, would like to setup a system like what most first person games have currently

waxen lark
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head bob never seems to feel right, Probably because you aren't getting all of the other sensory cues that you do when walking IRL

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Also the differences between the neck and body IRL vs in game. Like IRL if you are walking and you look to the left or right, your "head bobbing" changes in a completely fluid and continuous manner to be slightly different because your head is looking one way and your body is moving another way

rough knoll
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i'm trying to add a new entry for a list for each entry in the data table and i want to change the image and name (text box and image in the WeaponEntry widget seen in the add items node) based on the properties of the struct but for some reason i can't seem to access those variables. any idea?

vast dagger
reef peak
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how do i make ai in unreal

median hound
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ai perception

weak cradle
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Im trying to get a cable to hold a physics based cube, and I attached both ends and everything, but when I hit play the cable doesn't really hold it, it just falls with the cube.

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I made sure the cable length was shorter than the fall distance so I was wondering if there's a feature that basically makes the cable hold more weight

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Cuz the cube its holding is huge

shy sundial
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Making a character, Is it better to delete the part of the body that is covered by the clothes or should I keep it ? (the character is wearing clothes at all times)

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??

neon magnet
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Any ideas why my scene eats up to 4GB of my VRAM but statistics show fully loaded everything combined way less than 500 MB?

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Total triangle count of the scene is under 600k

fierce tulip
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@vast dagger with the Append node

neon magnet
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In the memory dumps, I cannot see anything even remotely close to the 4GB my card gets loaded with

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the dumps suggest like 390MB total usage

plain pagoda
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Fantastic course for anyone trying to learn Maya animations for UE

lucid jetty
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Greetings ya all.

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Does anyone know how to disable "Cache Uniform Expressions" in Unreal 4.26 Preview?

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It just drops the fps to 5 :<

coral shoal
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does the AO material pin act like 1.0 if nothing is connected to it?

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Rather can i "disable" AO by switching to 1.0 in a shader graph?

neon bough
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what's the go to way to store and load ingame created assets? (e.g. textures that are generated user specific)

frozen pond
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how i can check where i'm loosing fps? is there any diagnostic tool or anything ?

lusty lance
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hi all someone mentioned UnrealV in a thread but can't seem to find it

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is anyone able to show a link for the presentation? I'm assuming it has something to do with auto UV mapping?

plush yew
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Hello! I need some help

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I bought a shooter kit in unreal marketplace. Now I want to replace the zombies animations in that kit with my own from mixamo. I have retarget it but zombes are moving around in T pose, with no animations. What should I do?

frail gorge
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@plush yew probably you need to retarget the animations to the mixamo skeleton.

plush yew
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I did that (I think :))

frail gorge
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well, you need to retarget the animblueprint aswell and then be sure your chracter is using the animblueprint

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the animblueprint need to be compatible with your skeleton, so if you use teh Mixamo eskely yoy need your own animblueprint compatible with that skeleton

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ok, here i go with my question but first things first, hello all!..... I am trying to implement a root motion movement for my character, everything look correct, but when i make long jumps, and mu character almost reach the oposite ledge, he stuck on it, and don't fall. I tryid asigning a no friction phisycal material on the capsulle, but no luck. any one has reach that problem too, and how you solved? You can see a image here:

plush yew
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Is anybody here who can help me with my animations? With teamviewer or something... I can pay with paypal

frail gorge
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@plush yew i will be back later if you need some help

plush yew
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ok, but when ?

frail gorge
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40 min

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goingt to lunch

plush yew
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ok

light thunder
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Why did I get error messages, mind you, these levels WERE NOT VISIBLE when I built my lightining, I was building for one sublevel and these items ARE NOT on that

warped ridge
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Guys, I created a gun but I don’t know what to do next

plush thicket
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how do I prevent this from happening to my texture?

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it looks weird

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it's supposed to be like this

silver crown
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@plush thicket what's "this"

plush thicket
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bvn

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nvm

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it's fixed

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resolution

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low resolution

silver crown
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lol

round hawk
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πŸ˜‚

zinc shore
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how do i import a DDS image to UE

river silo
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Is there any way to force a custom aspect ratio for the entire window with C++?

tiny eagle
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Hi. i am wonderin if anyone knows which direction (above or below) the player starts should be? might not be a native UE4 problem, but i get bad size and failed to load error when placing spawns for a game, using UE4.25.4

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above or below the red horizon

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@zinc shore i think you need the Photoshop plugin for .dds and save as .png or .tga

light thunder
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Someone please explain to me why this is happening - All I am doing is changing an emitter's material to an exact duplicate of the material it is already using What key understanding am I missing here?

tiny eagle
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nVidia released a plugin over a decade ago, but i don't see UE4 handling direct draw surfface textures anymore, png ot targa, (.tga)

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see in this image i have the landscape right near the red horizon, but it dips below the red, and the spawns don't seem to Not Say "Bad Size" when placed and rebuilt

dense viper
plush yew
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maybe a mix of niagara and baked physics in blender?

tiny eagle
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whoa, maybe Houdini could do it, otherwise i don't know but i highly doubt Landscape could do it

arctic compass
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I just made an empty game, but it spawns a DefaultPawn and a ton of other unneeded stuff when I press "Play." How can I disable this, and only spawn what I put in my scene?

dense viper
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i havent checked out niagara yet, il try look into these things see if i can try and figure it out

tiny eagle
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yes but how would niagra turn any geo into particles? i'm not sure

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that's what is confusing me

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Chaos cannot do that though

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chunks are too random

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hmm, though you can potentially still import your own chuks

rough knoll
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can someone explain why this isn't working? it's actually reading the names properly according to a print string but it just won't set it i guess

dense viper
tiny eagle
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right, well i think the niagra idea might work but i would ask around to some Houdini users to see if something like that can be done in Houdini, i've seen some amazing VFX from it.

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i am mainly a modeler/skinner too but extensively mapping since UT 2k3 and also reading forums learning from Intro to OOP coding

dense viper
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cool man thank you for the help il do some digging see if i can find any info about houdini and how to create this

tiny eagle
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GL

dense viper
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yeah i get you we all just trying to learn more and more

tiny eagle
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right, and now with RT (Ray Tracing) it is looking even more Photo-realistic

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so it will dissolve?

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well i mean the overall effect is like it is dissolving?

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well how exactly is the plane 'melting' and peeling, then disappearing, wicch is what i mean by 'dissolving'

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yes

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that's vaporzing?

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dissolving can happen to solids too

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vaporizing

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hmm, even after you get the peeling effect, you could possibly 'color over life' or similar, and turn up transparency, i am thinking?

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ohh

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we have a fundamental language barrier brekdown

dense viper
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so how would this work on objects ?? for example a brand now chair turning into a rusty moldy old chair ?

tiny eagle
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ok i needed the 'hack it' comment to make it possible

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hmm, there are shaders that when triggered start to show age, given the shader i seen initially turned rocks with snow around them into snow covered rocks

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in eal-time

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real

dense viper
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yeha in real time

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ok so the decayed object would be hiding inside the brand new object as its peeling it would revel

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ahhh nice ! could i see a sneak peak (wip) no problems if not

dim merlin
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Anyone knows when 4.26 will be released? issnt it in days/weeks?

plush yew
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Any smart people here?

dense viper
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ahhhh coool i see

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ok il do some digging and play around with the ideas thanks for this guys

tiny eagle
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@golden condor no lol jk

plush yew
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😫

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there a better way to do this?

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the shitty delay timer controls almost everything

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lol

shy ocean
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Hi there I am new here πŸ™‚

merry gazelle
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Can blueprints manipulate terrain when spawned realtime? For example I want to flatten underneath buildings so that the terrain doesn't clip inside

shy ocean
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I will start by saying I am new to unreal only been using it for a few months and as such have a lot to learn.

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I purchased Character Interaction today after having played with als v4 for a while and got stuck with AI

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If there is anyone on here that has successfully merged Character Interaction with ALS V4 I would love to pick your brains πŸ™‚

light thunder
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@plush yew This is a simple video but the concept might help you, understand that you can extend this out a lot - OR , you can try just doing "get time elapsed" or "get game time in seconds" (I think that's what they are called - have you messed with Set Event by Timer before either?

plush yew
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no not yet,but i wanna change the timer with a parameter

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or make it more modular so i can expand it

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also hear enums are a cool thing πŸ˜„

light thunder
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oh lord yes watch those videos @plush yew

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The key thing which you seem to already understand is Event Tick is not a magic "just check this all the time" function

plush yew
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yea event ticks kinda suck I know

light thunder
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It's like Get All Actors of Class - you should know exactly when it will be used and constrain it appropriately

plush yew
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gotta love mathew πŸ˜„

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@light thunder what are you working on btw?

near jolt
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Hello there I will like to ask something about projectile firing somehow my projectile keeps firing at a different angle than a straight one is there a way to change that if so how ?

distant sedge
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anytime I use Unreal Engine, the screen flickers when hovering over an editor button in Unreal. I have tried to turn on HDR in Windows settings, and that turns off the flickering, but my screen stutters a bit when hovering over the editors buttons. I have updated all the drivers I could, did a powerwash, and reinstall my drivers, and it didn’t work. I thought it might have been because of my cpu oc, but I reset the oc and it still didnt work, so i overclocked it again. System specs below:

OS: Windows 10 Pro build 20H2 CPU: Ryzen 5 3600 overclocked to 4.2 ghz GPU: AMD Radeon RX 570 8gb RAM: 2x 8gb DDR4-3000 240gb SSD (Windows, Programs (Including UE4), projects ) 1tb HDD (games) benq el2870u 4k monitor, set to 1080p, but in 4k problem still persists

plush yew
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@near jolt you didnt set the forward vector to your camera im pretty sure

near jolt
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oh.... n how do u set that .... i followed a tutorial on youtube

plush yew
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no idea im pretty new to haha

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but i had the same issue

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you could check the fps project

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it has a projectile spawning piece of code

near jolt
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xD oh ok i think i just found an answer on a site imma try that with the forward vector to camera thing first

ember notch
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Is it a good idea to make a open world game like GTA SA (not GTA V)?

plush yew
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whos stopping ya

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think a lot of people wanna make one and theres a ton of resources on it

wary wave
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if you want to make a game that is like another game, a good wake up call is to look at how long the list of credits is for that game

plush yew
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i mean it depends

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if you just wanna do it for fun

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as a side project

wary wave
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then remember that they are mostly seasoned professionals, and it took them years to achieve it

plush yew
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and spend 10 years crafting your baby

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go ahead

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if you wanna get rich of it, maybe start simpler lol

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you can code among us in like 2 hours and its super succesfull

wary wave
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I can guarantee you that took a lot more than 2 hours

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but it's also not "an open world game like GTA SA"

plush yew
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well yea maybe a day lol

wary wave
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apparently it took them 2 months to implement online multiplayer in Among Us

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so let's use that for some perspective

plush yew
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thats probably cause theyr inexperiences

wary wave
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it's because they have an entire dedicated server system running behind the scenes

plush yew
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but still

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its the idea that counts lol

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market is saturated by open world games

stuck scarab
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start somewhere, you will notice soon enough if the scope of the project is too big for you.

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if you then stop at some point, you at least learned a lot on the way for other projects

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can you create an open world game solo? yes.
can you fill it with much detail and life as in gta? probably not πŸ˜›

rough knoll
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if you have the time you can do just about anything in the open world

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your demon will be optimization

near jolt
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........ its not working n idk whats wrong with it ......

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i followed this tutorial exactly but somehow my ball is firing at a different angle rather than straight........

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i was following this to fix this but it did nothing

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someone help pls x.x

distant sedge
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anytime I use Unreal Engine, the screen flickers when hovering over an editor button in Unreal. I have tried to turn on HDR in Windows settings, and that turns off the flickering, but my screen stutters a bit when hovering over the editors buttons. I have updated all the drivers I could, did a powerwash, and reinstall my drivers, and it didn’t work. I thought it might have been because of my cpu oc, but I reset the oc and it still didnt work, so i overclocked it again. System specs below:

OS: Windows 10 Pro build 20H2 CPU: Ryzen 5 3600 overclocked to 4.2 ghz GPU: AMD Radeon RX 570 8gb RAM: 2x 8gb DDR4-3000 240gb SSD (Windows, Programs (Including UE4), projects ) 1tb HDD (games) benq el2870u 4k monitor, set to 1080p, but in 4k problem still persists

pls help

plush yew
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first time using code im still learning it i was wondering do i need turn rate? or can i just leave that be or do i still need it for the camera

#

i never used turn rate in blueprints so

still schooner
#

dlss wont work without a ngx application id?

#

i mean in only editor

light thunder
#

I'm confused about the HLOD system and streaming levels - how does the world settings of the persistant levels affect the world settings of the streamed level? I assume it just overwrites them, - I mainly build my HLODs by loading up the streaming level by itself (so it is it own persistant level) ....is that the right way to do it?

stuck scarab
#

@plush yew , are you talking about the input events in the character example?

plush yew
#

yes

stuck scarab
#

its noted there that this is for controller input

#

if you dont want to use a controller, you dont need it and can delete it if you like to

#

just like the touch and vr inputs

plush yew
#

ok thanks, was confused there for a second, im following a tutorial for learning c++ and they used it

stuck scarab
#

ok, jeah well thats probably only for everything that has a joystick

#

if you know you want to go with mouse and keyboard.. no need for that

#

GL and HF with your c++ journey πŸ™‚

light thunder
#

HLOD - I have 15% of my LOD actors that "unsave" after I reload the map - WHY? I'm able to save the HLOD data and map data, so it's not a source control issue is it?

#

This should not be a problem I have to deal with. This makes no sense whatsoever and there is no documentation that exists to explain this phenomenon

ashen frost
#

am having collition problems, pls help friends

winter gale
dawn gull
#

How can I apply 2d noise to a plane in real time?

wicked geode
#

Does anyone know how to implement ps4 controller input?

stark marsh
#

help when i take a texturte into unreal

#

and use it for the landscape it goes brighter

#

when i use that same texture for actual objects it's the same colour as how it was when i made it (which i want)

#

why does it do this?

sharp kestrel
#

anyone knows much about the details behind UE5 nanites? I would like to know more.

plush yew
#

i dont know much about it all i know is ue5 is gonna be amazing i just feel like there moving to fast to the future if you know what i mean

stark marsh
#

why does my texture turn brighter, less saturated when i add it to a landscape material?

#

the image texture literally changes from how it originally was when i made it

#

so i can't get my landscape and my props the same color

#

it makes no sense

plush yew
#

@stark marsh are you using any roughness textures or constants, or anything for metalic etc

stark marsh
#

oh

#

yes i am

#

wait no

#

ye

#

i'm using roughness to make it not reflective

#

yet when i remove the params for roughness and specular the texture is still differant

#

should be that

#

but look

plush yew
#

oh maybe reimport it

stark marsh
#

nah

#

tried that

plush yew
#

what about making a new mat

stark marsh
#

i did

#

and it's still making the textures less saturated

plush yew
#

also the spec might have something to do with it or try messing with the texture sample etc

#

ive never had that problem so i dont know exactly

stark marsh
#

im in a preview version

#

because i wanted the new wat er

#

ill try a new landscape

#

that's all i can think of

timid frost
#

What specs do I really need for unreal engine for 3d 4k dev

#

Anyone can tell me please

stark marsh
#

how do i change that

#

on what though

#

the landscape or camera?

#

wait if it is a problem with the newer version could i go back to an older version? if i deleted the new stuff like the new water?

timid frost
#

Hey when ever I turn on volumetric fog on the fog doesnt fade out when. Ever character go inside a building

#

Anyone can solve my problem

#

Hey when ever I turn on volumetric fog on the fog doesnt fade out when. Ever character go inside a building

#

What does that mean

#

I am using une 4.23

#

U don't know about it

plush yew
#

Hello! I am looking for anyone who is able to mod unreal games such as grounded and pacify, please let me know!

dark stag
#

quick question, are SequenceDiretor blueprints stored inside the Level sequnce? or somewhere else?

gilded plinth
#

@dark stag u mean blueprint nodes to control sequencer?

dark stag
#

nah i mean, when you add an event track to a Level Sequencer you deligate something on a newly created Sequence Director object

#

which is a BP weirdly enough

gilded plinth
#

Ya i'm reading about that now, weird.. and I see a class for it, but you can figure custom events in any blueprint (except the level blueprint) from sequencer without worrying about sequence director

dark stag
#

oh yeah?

gilded plinth
#

it's for sure not the level blueprint because sequencer has no access to the level blueprint specifically

dark stag
#

been having difficulty with that

gilded plinth
#

there are a few ways to fire custom events, but happy to show u any. The first one is to create an event->trigger in sequencer and then bind it to the custom event

dark stag
#

basically trying to achieve a loop / escape with a level sequence.... cant believe its this much of a pain in the ass

#

so the point i guess was to try and make events in the sequencer and something somewhere else can tell it to loop between events

#

not sure that good "markers" are when you cant do anything with em. lel

gilded plinth
#

do you have a blueprint (actor or other) in your level already that you could use to put your custom event logic in, then add that actor to sequencer?

dark stag
#

i could... i just noticed this Sequence director thing and started messing with it... but yeah

#

jst seemed like that was the preferred workflow

#

since it nagged me about making one after i created it

gilded plinth
#

ok i get it i think @dark stag

#

it's confusing how they label these things

dark stag
#

right?

gilded plinth
#

it's creating a sub graph in your blueprint - an alternative/second event graph

#

then they're calling that a "sequence director blueprint"

#

but it's really just another event graph or something hehe in your blueprint

dark stag
#

yeah looks like the depricated some things... im on 4.6

gilded plinth
#

damn 4.6? that's old af lol

dark stag
#

F

#

4.26

gilded plinth
#

oh wait 4.26

dark stag
#

lol

#

not making PUBG here

fierce tulip
#

shots fired

dark stag
#

they wish!

#

lol

gilded plinth
#

hehe coo. i'm working on a game in ue4 w virtual analog synths in engine to synthesize sounds tied to game events - 4.26 gonna make me have to re-work a few things because of changes to the audio engine epic made. Using some of your splice midi files as place holders for now : )

dark stag
#

oh neat

#

someone needs to make a VST wrapper for UE

#

it'd be nice to plug in your own DSP

#

me and steve have been going back n forth about getting surem working UE

gilded plinth
#

ya, i think wwise an audio engine replacement might give you some basic wrapper

dark stag
#

ehhHhh

#

not that easy

#

but yeah its a start

gilded plinth
dark stag
#

funky

#

you mind if i show you something and maybe you know of the best way to get what im looking for?

plush yew
#

does anyone know whats it called when you got a texture for emissive colors?

dark stag
#

emission.

plush yew
#

yea but just on the part of a texture

fierce tulip
#

mask?

gilded plinth
#

@dark stag ya for sure

plush yew
#

like glowy orange bits on embers

dark stag
#

ill screenshare.. dont wanna share in here just yet

#

that cool?

fierce tulip
#

not really a name for it.
emissive mask if you really need one

gilded plinth
#

yup

plush yew
#

emissive mask, okay let me look that up πŸ˜„

#

ah I found it! thanks !

ancient lotus
#

question regarding leaning in a FPS. I alter my control roll rotation to get the lean affect and it looks good, but when I move my mouse it doesn't follow the new rotation. for example when I'm leaning right and I move my mouse up, it makes me look straight up and not at the angle I'm leaning at like it does in every game that has lean. any suggestions? I'm using the default first person character from the template with just a spring arm component between the camera and mesh

ember quest
#

I want to teleport player to different location when I press a button, how can I check if there is going to be collision or not?

ancient lotus
#

could have a capsule component in the world that you move to the teleporting location before you move the Player, check and see what the capsule overlaps with and if it's nothing then teleport the player

jagged void
#

Hi, how can i make a door like amnesia's door ?

ancient lotus
#

what does amnesias door do?

hoary silo
#

^

plush yew
#

physics door I think

#

you can grab it and slowly open it?

hoary silo
#

@ember quest what you can do is do a capsule trace by channel at the location you want to teleport and input matching the capsule height and radius for your player, and if it gives a blocking hit, then your player will collide with something

hoary silo
#

np

hushed stag
#

hey guys, so I followed a YouTube tutorial (https://www.youtube.com/watch?v=wQZX1Gm2Mcw&list=PLd6LaoDjaEtOtR71sPsXhH7eNwBJOwlvx) but I have a weird issue. Whenever I walk, my character stays in the idle animation and not the walking animation.

This is the starting to my 3rd person tutorial series.
In episode 1 I set up the character from FUSE to MIXAMO to UE4. You can use your own custom model instead of fuse however. Leave any questions below or if it is not working and I will help you out! :D

My patreon: https://www.patreon.com...

β–Ά Play video
#

i even asked the question on reddit but nothing helped

hoary silo
#

try getting the velocity of the movement component

#

and if that doesnt work, make sure your player character is valid in the first place

hushed stag
#

sorry, im very new to this, how do i do that?

hoary silo
#

then like you did before, get the vector length of the velocity

hushed stag
#

what is that node?

hoary silo
#

"Get Movement Component"

#

you can only get it by dragging off of "Try Get Pawn Owner" then searching for it

hushed stag
#

got it

#

didn't work

hoary silo
#

are you sure you set to use that animation blueprint on your skeletal mesh?

hushed stag
#

how do i make sure

#

actually nevermind

hoary silo
#

it should look like this, but instead of "TestDummy_New_AnimBP_C" it will say the name of your animation blueprint

hushed stag
#

yes, i am sure

hoary silo
#

oh alright

#

can I see your animation graph?

hushed stag
#

for sure

hoary silo
#

first your state machine then the whole graph

hoary silo
#

is the cast to your player blueprint failing?

#

drag a print string from "cast failed" and see if it is displayed

#

also do that for your "is valid" node

#

and drag out from "Is not valid"

hushed stag
#

where is the "cast failed"

hoary silo
hushed stag
#

thanks

hoary silo
hushed stag
#

should i do that for "is valid" too?

hoary silo
#

yeah, just change "hello" to different things for both of them so you tell what is happening

hushed stag
#

yup

#

is all failed

#

instead of "hello" i put "cast failed" if it fails

hoary silo
#

ah ok

#

so you dont really need to get a reference of your player

#

just delete that cast node and plug anything that was plugged into it into your "try get pawn owner" node

hushed stag
#

like this?

#

ohhh nevermind

#

i connected the try get pawn owner node

#

IT WORKS!!!

#

but i still get the "is not valid"

#

nevermind, i fixed that too

#

thank you soooooo much!

#

btw, if you don't mind me asking

#

i got another question

#

how did you learn all of this?

plush yew
#

damn thats impressive

jagged void
#

Someone told me this : Hello, I do not have time to do a tutorial, but it's simple!

  • For the player's blueprint, I use 2 linetraces.
    One for the highlight and the icon of the hand (optional), the second for the "grab"! (a lot of tutorials on youtube)

  • For the blueprint of the door, before I create physic constraint of the door and I use conditions that check the angle of the door, if it is equal to 0 (for example), we disable grab and physics door (not to push with the player), if with the grab I change the angle and it is no longer equal to 0, I activate the physics (to be able to push it with the player). For the conditions of lock are simple, if the door is to lock (int value) but that the angle and not equal to 0, I can handle it, otherwise I prevent the grab.

I tried to summarize, If you have questions I will answer them.

hoary silo
#

@hushed stag i learned how to do all of this cause ive been making games as a hobby in my free time for around 3-4 years

#

mainly from looking up fixes for things and common sense

#

and from this discord server lol

#

like the question im about to ask

hushed stag
#

@hoary silo thats really cool cuz im doing this for my high school gamer dev class and i have like 5 weeks or so to make a game, and i took on the hardest challenge, creating a 3d game in UE. Most of the others chose creating mario-like games in web engines like construct 3.

#

Once again, thank you so much and have a great day

hoary silo
#

same to you!

#

im in highschool as well 😎

#

good luck on your project

plush yew
#

hey when i make a new C++ class in ue4 and i make a sub folder called Characters for all my character stuffs and i make it public and then i create the class i get an error saying compile failed and it says i have to compile it again to show the C++ folder but theres no where to compile it only build the level and c++ folder isnt showing but in visual studios my Characters Folder is there with the C++ PlayerCharacter, again im new to c++ and have no idea what im doing so, im use to blueprints also i had to create a new c++ class to show you what i mean i dont know how to recompile it

hoary silo
#

yeah that happens to me as well, I second that question

plush yew
#

also theres no compile in the editor cant find it

rigid rock
#

What is the best way to do a game design document for a project with 2 people is articy draft worth it?

hoary silo
#

how can I get my camera to stay still in VR when setting my control rotation with this function I created? The camera will be orbited around an axis, which is what I don't want, whan I turn my head on the Z axis. this is the function:

#

the "VR_Correction" is detached from the mesh on event begin play

plush yew
#

so no one knows how to recompile when c++ wont show, awesome. i just looked everywhere and a lot of people are having problems with it so im guessing theres no way of showing it even when the compile wont even pop up, got it

fierce tulip
#

not sure if it helps, but c++ things are better posted in #cpp

mystic cradle
#

anybody have any idea ?

stuck scarab
#

Never touched terrain / level design before.
I know you can paint terrain with landscape materials, which is super cool. Is there something similar for "non-terrain". So basic meshes? For indoor levels?
Please throw some terms at me that I can research πŸ™‚ Thank you

#

Material blend seems to be be one option

#

vertex color painting πŸ€”

stark marsh
#

can i use my wacom tablet to sculpt the terrain? with pressure sensitivity so i have control over it?

tranquil osprey
#

yes

stark marsh
#

how do i set that up

tranquil osprey
#

its easy

stark marsh
#

because when i draw on my screen on terrain sculpting mode it works, but not pressure sense (my tablet does definately have pressure sense)

tranquil osprey
#

oh

stark marsh
#

oh?

tranquil osprey
#

mine just worked, it might be due to the tablet and it's drivers?

stark marsh
#

i don't know

#

i think mines up to date

tranquil osprey
#

is it a new model wacom?

stark marsh
#

i don't know, its the wacom one

#

creative pen display (the one with the screen)

tranquil osprey
#

hmm idk, try and update the drivers is all I can think of

scarlet birch
#

I changed lighting units to unitless in project settings, something I do with almost every project, but this time units on lights still show lux and look fine in viewport but in pie or standalone are non existent unless I set the units to extremely high numbers. I've tried changing the units to others and back, restarting the project, nothing's worked. Any ideas?

stark marsh
#

oh and this is not related but is foliage intense?

#

like can i put quiet a lot without impacting performace much?

scarlet birch
#

Depends on LODs, culling settings and other things.

tranquil osprey
#

idk it probably depends on the foliage, how detailed it is, how many Levels of detail and how large the map is

scarlet birch
#

You can have an extreme number of them as long as you optimize it.

stark marsh
#

i'll have culling on definately

tranquil osprey
#

yeah brushify has blades of grass that can cover 64 km squared because when they are far away they aren't in memory

still schooner
#

can someone enlight me what the dlss console commands do?

stark marsh
#

how do i get my grass to slowly fade in and out?

#

right now its literally just dissapears in chunks

#

very dramatic

#

i want it to slowly dissapear as i get further away

tranquil osprey
#

this asset pack is 70% off now it might be of interest

#

it automatically puts snow on the tall mountains, rock on the cliffs and grass on the plains and more as well as lovely foliage

signal bone
#

Would leaving corpses in a game without dissapearing

#

cause too much memory issues?

stark marsh
#

i don't know, if it was just a 3d model and nothing else it wouldn't take up too much, but if it has physics or scripts and there'res loads of them that will start eating up memory

#

probably

#

it also depends on how detailed the corpse mesh is, is it high or low poly

plush yew
#

@stark marsh use cull distance if you want any foliage to not render from a certain range

pine pecan
#

I hope i don't sound rude or something like that

but does anyone has tips for a learning path for ue4? I'm trying to learn the basics but there's just so much of different category's and such i get lost before i can even start.

trim trail
#

how to save gpu profiling report as txt file?

plush yew
#

@pine pecan you should start with the player character learn the basics of setting up movement and the camera etc and then go from there either in blueprints or c++

#

if you dont know the editors lay out, along the way you will get very familiar with it you should spend time looking at everything and playing with stuff theres no wrong way of doing it, you could mess around with physics etc its fun and it may seem hard but its pretty easy trust me sooner or later you will know a lot there is to ue4 and learn the basics of it all

pine pecan
#

so:
basic interface intro
Player character
blueprint

#

all of them are up to date as well right? becouse most of the videos i tried to watch to learn have what i assume is an older version of UE4 that has diffrent menues and part of the UI in diffrent places or just done exsist at all and its impossible to learn like that

plush yew
#

yeah, ue4 did change the interface but they just moved stuff around i mean in a easy way you can still find them right away, also even tho there old ue4 hardly changes stuff they mostly do patches and new like hardcore graphics or something lol

pine pecan
#

aight thank you <3

plush yew
#

yw

upbeat tendon
#

hi, wonder if anyone can help me, i am trying to start a dedicate server and client in PiE, i set up this, but when i git play i just got a blank screen with nothing helpful and no break points every trigger, it seems run in one process seems to be the key but enabling that disables the extra command line options

smoky sonnet
#

hey does anyone know a good tutrorial or know how this thing gets called what i need : -> : so basically i want to add a lightning edge around a mesh to give the player info which mesh he needs to click next

#

any help?

safe sentinel
#

how can I mirror an asset in ui? Dont see the canvas size

elder bison
#

@trim granite

#

hold on

#

luke landwalekr is dying

#

i made this

#

its very high poly

velvet loom
#

Wow they all look amazing

fierce tulip
#

shouldnt this go in wip/released?

elder bison
#

oh i was showing someone in VC

#

i didnt know where to post

fierce tulip
#

wip/released :p

#

or if voicechat, general chat

elder bison
#

ah sorry

fierce tulip
#

now you know :)

safe sentinel
#

anyone know how to mirror ui transforms? Cant find the canvas size

#

so I cant do math to mirror it

rough knoll
#

12 hours now. why does this set the text of each one to blank? i used a print string and it is accurately getting the names of the item, just setting it fails. view the picture below for what it looks like for each item in the list

#

(the text should be next to the white block)

gloomy gull
#

I've been coding up microservices for about a week now, and I'm ready to move onto making some sort of lobby/matchmaking service. And then I realized I didn't know this: how do lobbies really work?

plush yew
#

hey why isnt my C++ folder now showing in the content browser, i got an error saying compile failed and that i have to recompile my project but have no idea how

#

not*

gloomy gull
#

@plush yew You need to rebuild from visual studio or whatever ide ur using

#

It means you added a class while you had an error in your code

#

thus why its recommended to do a build before creating a new class

plush yew
#

oh ok thanks

signal bone
#

hey

#

what should i first take care about in making my project

#

the programming and gameplay

#

or the graphics?

#

because i want to start program my character's movement and actions

#

but im using the placeholder mannequin

dark stag
#

how do you stop this shit from constantly popping up everytime i mouse over nodes?

#

lol

#

so annoying

#

like you'd think theyd set a delay of like 2 sedconds or something

plush yew
#

@signal bone if you want to get into code or blueprints its best to make a blank project and learn to make your own blueprint/code for that character as in learn how to add axis mapping and inputs you can use a third person project unreal already gives us to get an idea

signal bone
#

no i mean

#

should first start making the 3d models

#

or should i just keep using the mannequin for now

dark stag
#

prototype with the mannequin

plush yew
#

yea

dark stag
#

you can model later

signal bone
#

oh k

dark stag
#

i never realized how annoying these tooltips are until now

grim ore
#

in the console Slate. AllowToolTips 0

dark stag
#

oof

#

thanks man

grim ore
#

had it backwards lol

dark stag
#

so easy to find

#

:\

grim ore
#

we use it when recording so we have to memorize it lol

dark stag
#

lol

#

should be an editor pref imp

#

imo

grim ore
#

yup

dark stag
#

but w.e

#

ty

grim ore
#

also... if you have a new(er) version of the engine its Slate.EnableTooltips 0 lol

#

because.... why not

open wadi
#

I have an array of a custom BP struct that contains an int field "user_id". Is there any BP-based operation to search my array for the entry where user_id == 5?

#

Or do I have to literally for-each through the entire array until user_id == 5?

#

For example, I have an array of a custom BP struct, "users", where each user has an int "id" field. I have another array of a custom BP struct, "posts", and these posts have an int field "user_id".

I want to just for each through my posts array and, for each iteration, find the relevant entry from the users array - where posts.user_id == users.id

plush yew
#

ok so im still getting a compile failed error when making a new class and the C++ folder still isnt there even when i build it in visual studios i followed so much stuff to help me with fixing it but no luck can anyone really help or do i still have to follow some list just to fix this ive been at this all day either im doing something wrong or

open wadi
#

Is this possible, or do I have to for each through my posts array and, on every iteration, THEN for each through my users array until post.user_id == user.id?

#

If I do have to loop through the users array for every post, how many versions of UE have to get released until Epic ads basic array search functionality in blueprints?

ember linden
open wadi
#

I'm hoping I'm wrong about this, but I've been doing quite a bit of research and it feels like there isn't really BP array search functionality, it's mainly just "loop through the entire array until you get a match

plush yew
#

Do you guys think UE5 will be different UI wise?

wise dirge
#

is anyone else getting huge lagspikes in the ue editor when running blender 2.91 in the background?

plush yew
#

Nope i have a beefy pc

#

You prolly have a potato

wise dirge
#

cpu memory and gpu are at 40% so I doubt its the hardware

plush yew
#

@wise dirge maybe update your drivers if they already arnt updated

wise dirge
#

right, I should maybe check that

plush yew
#

if it still is happening maybe reinstall blender

plush yew
#

hello please help im trying to test game from ue4 to android but there thing said protection of my phone how i can remove that its hundred persent save i make it but i cant open it Thanks πŸ™‚

zinc shore
#

so is your phone blocking it?

plush yew
#

yep

#

i already disabled the blocking apps in the phone but still

#

can't open it

zinc shore
#

hmm I've never built for android but i have sometimes had to allow access through the firewall on windows

plush yew
#

ok np

zinc shore
#

you probably have to give it execution permissions someway

plush yew
#

i can installed it but i can't open it 😦

dapper ridge
#

hey can anyone point me to a good way to get clouds into my scene that I can fly through? Can I do that with truesky?

zinc shore
#

@plush yew you might need to sign your app to run it https://www.youtube.com/watch?v=dnhoYHPstpo

Here I show how simple it is to sign your Android App from UE4 so that to the Play Store.
CMD instructions:
cd "path were your jdk is located/bin"
keytool -genkey -v -keystore Store.keystore -alias Alias -storepass password -validity 9999

Hope this video is helpful - I searched a long time till I got it so I thouth it might be helpful.

Like t...

β–Ά Play video
plush yew
#

ok thx i will check it out appriciate it πŸ™‚

plush yew
#

Does anyone know how to give the FPS Eyelids Blinking POV Effect?

It's something like this:
(Eyelid Blinking POV Effect)--> Play on Start--> Play animation of getting up

rich jay
#

Dude, I can't believe what I just learned about Unity. Anyone can rip your project files from your game...Scripts, Asset's, everything just how they are in your project files. I just tested it on my latest project

odd yarrow
#

How do I export multiple objects from blender to unreal but when opened in unreal it's like 1 mesh, with the same position as it is in blender but I have access to each mesh? If that makes sense

kind dew
#

I am having the weirdest issue I've ever encountered. My project is crashing on startup. With this error EXCEPTION_ACCESS_VIOLATION writing address 0x00000030.

What's weird is I had a component, lets call it componentA, that was broken. So I made a totally new component and re did all the functionality of that one so I could delete componentA and replace it with componentB. and boom everything worked and I am happy. But when I close the project and reopen it. It crashes on startup. If I go in source control and discard the main map i use .umap and it's build data, the project will load! But then it says ComponentB is an invalid component! and ComponentA which was the broken one, is now not broken. So if I tell my actors to use componentA now, everything works! And then the loop beings. When I close the project, same thing. Crashes on startup, discard changes to .umap and map builddata, other component is broken, switch it to the working one, evrything works, close the project, and reopen, Crashes on startup and so on and so on. It's a never ending loop where componentA and componentB take turns being broken. What the hell is going on lol

dense knoll
#

i just made replication easy

#

this works lol

#

just replace the event begin play with a custom event and have that and all collapsed into a graph and have a event begin play like this

#

just take all the existing nodes collapse them into a graph then create a replicate on server event then link everything to that event then have that event wired to a input

#

this works, or at least for my game

teal ibex
rich jay
#

The ProceduralNaturePack has a river mesh setup on it. I'm sure you could switch it out for your road and do the same thing if your just trying to bend it

#

It lets you select points on the mesh and move them and it bends to follow it

#

It's under permanently free

#

@teal ibex ^

grim juniper
# teal ibex Anyone know how to blend the side of a road to achieve something like this?

Another possibility is using a Runtime Virtual Texture like this https://youtu.be/w3tTbVNkuwA?t=374

This talk by Epic Games Principal Technical Artist Ryan Brucks covers how the Fortnite team at Epic Games used the new and updated worldbuilding tools in Unreal Engine to create Chapter 2 of the chart-topping game.

Tools covered include the layered landscape system, custom brushes for procedurally editing height fields, scattering tools, grid-b...

β–Ά Play video
prisma plank
#

How to make local clouds like as plane?

mental oyster
#

Does Rule 6 apply to DMs

#

Anyone else been DMed by this guy?

neon magnet
#

scene has 600,000 triangles. Are these statistics good, bad, okay? I have no idea so anyone experienced pls chime in

#

I'm trying to figure out why just the meshes with no materials is consuming 4.2GB max

#

but memory dump shows less than 500mb

#

I took the shot when in the densest part.

median wigeon
#

@plush yew Please don't DM people advertisements in Unreal Slackers. They are your peers. If you have some useful tutorials that could benefit some members, link it in the proper channel (don't advertise your entire YouTube channel, but a specific video relating to the topic).

opaque pier
#

Hi everyone, how can I reset the perspective in Niagras preview window, got lost. πŸ˜„

#

No docs to be found on this.

supple plaza
#

Actually you can right clic server icon -> privacy settings -> unallow pm from server members for a moment

neon magnet
gusty dune
#

Good morning Unreal Slackers πŸ˜„

#

Are there any tutorial videos covering level blueprints? I'm trying to make a small combat mission with scripted events using blueprints and can't find any resources

rich jay
#

@neon magnet I think it depends on what kind of hardware your targeting. A SpeedTree Tree I think on average get's exported with around 300k, I made one with MTree and I think it had over 1 million without looking half as good lol

winter gale
shy ocean
#

Can no one help 😦

plush yew
#

i think unity is much better then ue4

neon magnet
worthy fox
#

Some time ago I was gifted a pack from the Marketplace.. however; the guy who created this pack comes from the Unity-community, so when he created the UE-pack a lot of stuff isn't following the UE-standard; like the Third Person Skeleton for example. I have no experience in Blender or any other modelling software... How hard would it be to export the skeleton and rename everything in Blender and re-import it to Unreal again? ..or maybe there may even be someone in here that can help me out with it - in exchange of something? πŸ™‚

#

My plan is to re-create this pack from scratch so it's following the UE-standard.. and send it back to the creator so he hopefully uploads an update to the Marketplace. Because right now it's pretty much impossible to use, especially in a modular way. It's time consuming using this pack because of all the issues that comes with it. If this was fixed this pack would be awesome

jaunty cedar
#

How can I get a point light to only cast volumetric shadows and not cast any regular shadows on the environment around it?

shy ocean
worthy fox
shy ocean
#

I believe it exports the skeleton with the mesh

worthy fox
#

Allright, I'll have a look at it. Thank you πŸ™‚

shy ocean
#

all you need to do different is remove the current skele 1st

#

you may get away with leaving the current on in place but I would remove as a precaution

jaunty cedar
#

Also, how do I make a Niagara system not vanish when it's not in player view? Need it to keep affecting lights but it disappears the moment it leaves the view

tranquil sandal
#

guys, what is the best way to saving some changing variable of an item in an inventory system (i.e a gun with current ammo and total ammo variables, apples with stack variable). i can create an array with item structure but since each item has each type of variable, i dont know how to figure it out.

latent moth
#

can't seem to find it

weak cradle
#

You could use noise blending

#

Oh crap the message as old ignore that

stuck scarab
#

@jaunty cedar well you probably need to change the settings in the renderer -> Facing mode

shy ocean
#

no one know how to help me? I am integrating ALS v4 and Character Interaction but the tutorial im am following is for V3 and the anim_BP is very different between V4 and V3 and as such I am stuck

jaunty cedar
#

Found it

stuck scarab
#

thats what I believe is your current issue. If you face away your camera its not visible

jaunty cedar
#

Nah it wasn't, that just changes the rotation of my meshes and they're static meshes so they don't vanish based on their orientation, not the culling

#

It was that my bounds for the system were too small, so it vanished when it hadnt fully left view

#

Now it's a lot more convincing, just made the bounds bigger

ember notch
#

Can anyone maybe answer my question in #fab? Thanks

wary wave
#

it's very likely that nobody in here has ever used it

neon magnet
#

I'm learning some more debug commands so checking things out

#

I only have 3 point lights, I removed them but it shows the same once I go full screen (1440p).

midnight gate
#

hey creative folk, i am an artist and i make alot of assets anything from shaders textures meshes and animations, even coding sometimes.
i would like to ask all of you what kind of assets would you like to see more and buy? maybe premade hairstyles? low poly weapons? base meshes? materials? what would you like more in the market

fierce tulip
#

why not ask in #fab :p

lusty carbon
#

When merging my building meshes into one with the Merge operation, some materials are gone, and they can't be found in any of the material slots either. Why is this?

midnight gate
#

@fierce tulip great idfea

haughty tangle
#

So - when looking at this video:
https://www.youtube.com/watch?v=SeNM9zBPLCA

This hands-on presentation by Epic's Sjoerd De Jong explores the Sky Atmosphere system in Unreal Engine. Starting off with the basics, viewers learn how to render a beautiful and fully dynamic sky within seconds. From there, the session showcases how to create alien, dusty, or wet atmospheres, after which viewers will be taken all the way up int...

β–Ά Play video
#

The terrain is inherently a sphere that you set the size...

#

I've not played with terrain recently, but isn't it a plane?

#

How do you get it to be a discreet sphere? With a planetary size? And what seems like a default terrain?

#

I'll keep looking for info, but if you have any hints, suggestions or shortcuts to the solution, I'll take 'em.

tiny eagle
#

how to make a level without directly ripping someone's idea @prisma plank?

#

i thik the landscape is limited to 4km by default, and you need multiple landscapes to build bigger

haughty tangle
#

@tiny eagle Thanks! I've found this (which may have more detail?? guessing...)

#

And this, so I'll have a watch:

#

In this tutorial we will create a planet and add a surface to this planet and animate between the surface of the planet and space in Unreal Engine. We will also go over how you can implement this as a gameplay feature within your Unreal Engine 4 projects! We are using Earth textures but feel free to create your own.

Link to Assets:
https://gumr...

β–Ά Play video
#

About 3 hours of content!

#

Time to break out the chex mix and beer...

#

But if any one else has some thoughts, feelings or ideas, I'll take 'em.

tiny eagle
#

cause people will respond to everyone but me it seems lol

haughty tangle
#

@tiny eagle I don't think I understand the question.

#

All creativity is "rip, mix, burn".

#

It's all about ripping off someone's ideas, but at the same time making it your own.

#

Most great masters of classical art start by emulating or copying, then improving on, a classical master of their time or genre.

#

I'd take your favorite level and then "fix" the things you hated about it.

#

Or improve on the things you "loved" about it.

#

Star Wars, Harry Potter, Star Trek are all about stealing existing material and repackaging it. SW is all about repurposing WW2 via space opera through scenes stolen directly from Ray Harryhausen movies, Dam Busters, Battle Of Britain, Casablanca, etc., but when finished feels a bit unique... The Mandalorian is a straight rip off of all westerns with a little bit of Kurosawa-esque Japanese films thrown in for good measure.

#

Rip it all off!

#

Then make it your own.

#

But rip it off first.

#

Oh...

#

And rip off from the best of the best...

rich jay
#

Say I'm having a problem with Unreal and Visual Studio 2019. I have the feature installed in VS 2019 and I have it setup for it in Unreal but when I create a new C++ class under my test Plugin I tried to make for this video it doesn't show anything in my Solution Explore and when I exit the project doesn't show up at all under the Plugin folder. Also when I create a new project it doesn't give me the option to make it C++

#

Anyone know what's going on? Could this be VS 2019 causing the problems? I keep having issues with it in Unity as well

zinc shore
#

why don't my instance static meshes have materials when ever i add a instance to my mesh instance it always has the world grid material and i cant change it why is that

plush yew
#

@rich jay im not sure but no luck here either ive been having problems with it to and no ones helping on here im about to just change game engines and work on 2d games or something

rich jay
#

Alright @plush yew I think it got corrupted during an update. I uninstalled it and tried to reinstall it and had an error. I tried to repair it and nothing was working. I finally found someone on the Microsoft forum tell me to check my C:\Windows\Installer folder and make sure it had the right permissions....it didn't exist, so I created it and made sure the permissions were set up and I tried uninstalling the Unreal extension and reinstalling it and it worked

#

I'm going back in to see if it fixed it

plush yew
#

ok welp hopefully it worked

rich jay
#

Yeah, I only know that I was getting an error during the reinstallation of it at this point

regal zephyr
#

Hello guys. Im a lighting art student. I was looking for videos or articles about " Bad UVing" so basically how can UVs be inefficient

rich jay
#

I think it made it worse

plush yew
#

@rich jay yo i was wondering if you could help me fix the compile failed error i tried soo many things to fix it and nothing, also you should probably find out what exactly it making the problem

rich jay
#

It's opening VS 2019 now but it is blank and I'm still having this issue where the created files in the Plugin folder I made don't exist but if I try to create a new c++ class with the same name it says it already exists

#

The folder is bone dry, nothing in it so how does it exist?

plush yew
#

thats some witch craft

rich jay
#

nm I found it, it's not in that folder it's in the source folder in the main project folder

#

but yeah re-installing VS 2019 made it worse because now I can't even get it to launch the files from the editor

#

and I'm confused as to why my C++ files don't show under the plugin folder

#

See, empty

haughty tangle
#

@zinc shore Any game you like is a good idea ... BUT:
Don't try to do an MMO
FPS, Pixel Miner, Classic Arcade... do a game you'd like to play.
What you need to be aware of is VOLUME as it can sneak up on you and kill you.
My classic example is Warcraft, where, 10 years ago or more, there were over 2000 icons (and many were used more than once!).
If you were to make one icon an hour on average, 10 hours a day, no breaks for wee, biscuits of tea... It would take you 200 days to make them all.
If you stop for weekends, that's about one MAN YEAR of labor.
My only advice is start small.
Find a tutorial making the game you'd like to make and finish it.

rich jay
#

There's supposed to be more then one option when you create a plugin right?

plush yew
#

yeah thats my problem the c++ folder wont show dont know how to fix it and ive never done plungins so i cant help you there

rich jay
#

I must be missing something

#

Yeah it's odd, I'm pretty sure that your also supposed to have a tab for creating C++ projects when you make a new Unreal Project but I am never given that option

#

It doesn't show any tabs or ways to create different types of projects but I see that in the video's everyone has those options

plush yew
#

in the launcher?

rich jay
#

Yeah one sec I'll send a pic

plush yew
#

i think they changed it when you make the project and you get the things saying what stuff you want like blueprint, what kind of graphics etc click the blueprints and change it to c++

rich jay
#

Ahhh...

#

I wonder if that's why I couldn't make a c++ class properly

#

or why I didn't have multiple options for making a plugin

plush yew
#

welp

rich jay
#

I'm making one now, gonna try it

#

Yep that was the problem XD

#

Thanks @plush yew

plush yew
#

my problem is when i make a new c++ class i get an error saying compile failed and a pop up saying i have to recompile the projects module or something and i dont know how

rich jay
#

Like how they just left that out, but I get it. Trying to make it fool proof for noobs, in this case they just threw me off but it was the guy that made their video series on their learning channel that failed to mention this

#

Oh I got that error once

#

Can't remember how I fixed it though, did a search on the internet

plush yew
#

bruhh i searched everywhere and nothing i spent like 10 hours looking for help

rich jay
#

I was working on a Unity Project at the time so I was really just messing with the idea of switching over and learning Unreal

#

Try searching for Unreal Engine (followed by the error here)

#

just like it says in the message that pops up

plush yew
#

i did in a bunch of different ways

#

couldnt find anything

#

i did find something tho i thought it would work but it didnt

rich jay
#

Hmm, I may have just stumbled across it and got lucky either that or my error was a bit different

plush yew
#

i dont know

rich jay
#

Was it a new project or one you had been working on?

plush yew
#

it was in a new project

#

i didnt name it yet

rich jay
#

Did you try uninstalling that version of Unreal and reinstalling it?

plush yew
#

yes

#

people told me to build first in vs i did and still nothing happened

#

its weird tho i can make a "none" C++ class but when i try making a character i get an error

rich jay
#

Do you have multiple drives @plush yew ?

plush yew
#

i think so, i got mine custom built havent really looked into them

rich jay
#

I can't remember how I fixed my issue but I think I had the same problem. Do you have it installed on your primary drive or another one?

plush yew
#

wait is it cause i have ue4 and vs in totally different storage like i have vs in the default windows (C:) and ue4 in my 2 tb

rich jay
#

I think I had my UE installed on my external

#

I think that was what was causing the problem

#

I reinstalled it on my C drive and I think that's how I fixed it

trim trail
#

did recent ue4 versions change how shader nodes tooltip are written? Seems they don't give explanations/doc links anymore?

plush yew
#

man im to lazy at this point to change it

rich jay
#

Might be the only fix @plush yew that's why I asked if you had it installed on your primary because I'm 90% sure that's why mine had the same problem

#

I couldn't compile a starter project

plush yew
#

dang, the thing is tho i hardly have any GB on the default

rich jay
#

Seems like to big coincidence no to be the issue

#

That's why I had installed it on my external

#

another thing is it will run 200x faster on your primary if it's an ssd

#

It was running slow as hell when I had it on my external

#

Move some stuff to your external till you can get more space

#

Like move some games or something over, whatever is taking up all the space

plush yew
#

how to i do that without like getting a bunch of errors

#

also all my games etc are on my external

rich jay
#

If they are epic or steam games you can move them through the launchers

#

ah

#

how big is your internal then?

#

500gbs?\

plush yew
#

2 TB

rich jay
#

Your internal is 2Tb's and it's full and none of your games are on it?

#

What could possibly take up 2Tb's of storage other then games? Lol

plush yew
#

wait sorry the other one is 200 GB like the default windows

rich jay
#

Oh

#

Damn yeah that's a small internal

plush yew
#

haha yeah

rich jay
#

You need another bro, for sure

plush yew
#

yup im trying to get one

fierce forge
rich jay
#

I got a 1 TB Samsung ssd their pretty cheap for ssd's

plush yew
#

@fierce forge turn orient rotation on

#

in movement

rich jay
#

Got to find a way to squeeze the engine in there, just install the bare minimum not Android/IOS/Mac support

fierce forge
#

it is

plush yew
#

yeah, i might just wait to be honest till i get a new one

rich jay
#

Those 3 alone take up like 10 gb's

#

Yeah, I hear you

#

Get you one of them 1 TB Samsung ssd's their less then $100 If I remember correctly

plush yew
#

i mean i feel like theres something wrong with the project tho like im missing somethings and when i looked it up a lot of people had the same problem and no one knew how to fix it

fierce forge
#

@plush yew so ?

plush yew
#

@fierce forge find the movement on the left panel and type in the right side orient rotation

rich jay
#

I'm telling you I'm pretty sure it's because you have it on your external drive, I mean you could go into Unreal settings and make sure you have your temp folders manually set as well as your cache

#

make sure you have it setup to use the proper IDE too

plush yew
#

i didnt think of that lol

fierce forge
#

@plush yew it is enabled

rich jay
#

Under editor setting's and Source Code

#

I didn't at the time either that's why I'm saying it may fix it idk

#

Might just be an issue with it looking in the wrong spot for something

plush yew
#

i have forgotten where the settings where

rich jay
#

Edit -> Editor Settings -> Source Code and the other's I'm not sure you'll have to search for cache and temp

#

just cache

#

there is no temp settings

plush yew
#

haha yeah that might of been it, it was vs was on the vs 2015

rich jay
#

Well I'm not 100% sure that effects the compiling in the editor though

#

Try it though

plush yew
#

well i had to fix some things in vs as well like build wise when i looked up the error so imma try

rich jay
#

do you have the Unreal feature installed in VS 2019?

plush yew
#

yes i do

rich jay
#

alright, making sure

plush yew
#

wait hold on i might have not clicked it

rich jay
#

k

plush yew
#

ok i do

rich jay
#

If this doesn't work an alternative could be to try and install VS 2019 on the same drive

#

Did you try to build it?

plush yew
#

yeah building works no errors

#

i feel like when i make a new character class thats when i get errors

rich jay
#

Good, so maybe it was just that you needed to change the source code to VS 2019

#

try it and see

plush yew
#

ok one sec

#

wait so in the solution should i change it to development or development editor

#

or keep it default

rich jay
#

I'm not sure honestly I haven't gotten that far yet. Probably just leave it at default

plush yew
#

ok

rich jay
#

I was just fixing to work my way through my first actual scripting series

#

I think their gonna have me making some kind of a plugin

plush yew
#

well have fun on your journey

rich jay
#

Yeah, but did it work

#

Did you make the char class with no error's?

plush yew
#

nope character still has the compile failed error with the same message

rich jay
#

that's odd

#

You might have to completely uninstall and reinstall VS 2019 like I did

plush yew
#

its sooo weird tho it pops up in the vs folders but not in the c++

rich jay
#

I re-installed mine with just the Unity and Unreal extensions this time to prevent any conflicts

#

strange

plush yew
#

is c++ hard

rich jay
#

wait

plush yew
#

ive never used it for ue4

#

only bp

rich jay
#

Are you in a Blueprint project or a c++ project lol

plush yew
#

@plush yew its easy when you get a hang of it stuff makes more sense

rich jay
#

if it's a Blueprint project it may be why, I didn't realize that you had to make one or the other until earlier when you told me that.

plush yew
#

im converting a bp project to a C++

rich jay
#

How does that work?

plush yew
#

well i followed a tutorial and got that error sooo

#

wait really?

#

you can convert bp to c++

#

that's cool

rich jay
#

ah

#

Yeah they have a series on it in the Learning area of the site

plush yew
#

its basiclly just adding a new C++ class and the C++ folder is supost to pop up but i got a error this this dude didnt

rich jay
#

And @plush yew I think code is easier to read then the BluePrint but I started off coding so maybe that's why

#

Odd, maybe try taking a picture of that and opening up a ticket on it