#ue4-general

1 messages · Page 887 of 1

mint onyx
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tilling

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use texture coordinate to change UVs

daring gazelle
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thank you ill have a look now

mint onyx
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Do someone know if there is a way to input console commands in a interface like the interface that "-log" argument gaves?

daring gazelle
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i dont know what to do to this to make it able for me to change roughness

winter gale
steep skiff
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so where i have to start unreal engine basics?

plush yew
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I'm doing a bit of cleanup in my project. i am about to delete an animation blueprint but it says that it is being referenced by another animblueprint but i cant figure out where its being referenced is there any way to see this?

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like i see its in basedrone_animBP but inside that i cant find it

woeful furnace
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Hey guys, I've been doing some work on ue4 recently and wanted to try something bigger now. I've planned on making a small multiplayer game, but I don't know whether I should do the weapons, player's movement and mechanics first or if I should start with the coding for the server. Any help is appreciated

lucid prairie
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In this video I show you what you need to do to get Unreal Engine for free on your PC or Mac.

Here's the link to the Unreal Engine website - https://www.unrealengine.com/what-is-unreal-engine-4

If you want to learn how to use Unreal Engine, you can find my Unreal Engine 4 for Beginners tutorial video here - https://youtu.be/a0qNO6_xPx0
Or you ...

▶ Play video
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i mean the playlist

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Welcome to my Unreal Engine 4 Beginners Tutorial series. In this free UE4 tutorial series you will learn all the basics of Unreal Engine 4 including the tools and user interface, how to create & save projects & levels, import assets, create landscapes, import textures & create materials, use the foliage tools, create & use lights & post processi...

▶ Play video
wary wave
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those videos are coming on 4 years old

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I would be wary as a lot of information could be long out of date

lucid prairie
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It still helped me a lot

wary wave
light thunder
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@woeful furnace you probably want to start with the multiplayer - if you've never messed with replication, it can be confusing - this way you have that setup and as you build your other components, you can ensure that they are replicated properly

woeful furnace
somber crown
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Hi, How would one get FloorActor or RootActor through code when only having a reference to the child actor which is Floorcube (StaticMeshActor)? Floorcube->GetParentActor() is returning NULL even though my hierarchy has 2 parents above it. Have attached my scene hierarchy from World Outliner for reference.

light thunder
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Did you get the parent actor **OF ** the parent actor?

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and it might be better, if you can, to just replace that rootactor with floor actor by dragging it over it @somber crown

somber crown
somber crown
light thunder
somber crown
wary wave
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GetAttachParentActor

somber crown
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Trying that, thanks @wary wave

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That worked!

wary wave
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good good

red crane
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If anyone has a old game they are willing to give away ill gladly take it

light thunder
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I have a free asset that has a texture called "illumination" and one that's "diff_spec" - where do I plug them in a material?

sullen rain
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@stuck scarab Actually what you shared is for viewport, not for plugin, I want to create my own plugin(Engine plugin) where i can drag from the plugin(slate) and drop it into the world

light thunder
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When I plug this "illumination texture" into the emissive, it sets the whole material bright - it reminds me of using a mask but I am not sure how to do it with immissives

sullen rain
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@stuck scarab Like how you drop a cube from the place actor tab to viewport, same like that, but from my own plugin

high dragon
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Hello everyone, I recently submitted my game to Steam for review but it failed because they said that when you exit the game it still remains running in the steam client. Has anyone dealt with this before? I can't test it since the game isn't on Steam yet but my task manager shows no signs of the game still running when I close it.

grizzled tartan
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Hi everyone, I’m a beginner and I would appreciate if someone can give to me a tutorial

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Like a link to youtube or a pdf

steep skiff
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hey guys

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do you guys know how to modeling?

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in blender?

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cuz im very bad modeling

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i mean

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im not perfect at that

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can someone help me please?

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so i can export my model into ue4

sweet relic
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@high dragon this happens for almost every steam game for me for some reason (I'm convinced it is a problem with steam/my environment)... game says still running but no processes remain and I have to sign out and back in to clear it

high dragon
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@sweet relic Thanks, maybe the person reviewing my game got unlucky when closing the game and had that happen. Maybe they also didn't try to replicate if it would happen again.

sweet relic
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Yeah I'm honestly not sure what causes it... I have been searching for months in vein for a fix but it seems like a rare issue

echo zealot
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All i need for a singleplayer game is a GameMode, GameInstance, Pawn and PlayerController right?

high dragon
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Is this something you are having happen with games you produce or just games you play @sweet relic ?

sweet relic
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Games I play

sleek spear
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in 4.26 preview 7 i get this error a lot when opening various scenes[SM5] /Engine/Private/Tessellation.ush(178,3-12): error X3004: undeclared identifier 'Tangent0_U'

echo zealot
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I can ignore stuff like GameSession, GameState, PlayerState etc. for singleplayer right?

supple gale
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pretty much yes but some things like the replay system still use networking information for playback and building the games like "how you'd build multiplayer" oftentimes is smart anyway, but yeah they are primarily relevant for multiplayer

echo zealot
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ok thanks

echo zealot
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I want to have a clean base..

supple gale
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better to just read docs and see what they are intended for, but especially if you don't create any replicated functions anyway, you're safe to ignore them

gray night
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Guys Is BluePrints UE4 Same As Playmaker Unity ??????????

wary wave
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no

gray night
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:U

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Do You Try All Of Them ??

grim ore
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They are both visual scripting systems but playmaker is more state based and not integrated into the engine like Blueprints.

heavy acorn
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Hey guys am new here and for unreal as well hope to learn a lot here I hope you guys will not mind helping

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😁

exotic otter
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Hi everyone, I am trying to save a USkeletalMesh as an asset. the asset im trying to save is a mesh created with mesh merging and DoMerge. If I save it however, I later get a crash with some LOD stuff

dark stag
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can niagara mesh particles cast shadwos?

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*shadows

wild tendon
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when does unrealbot come online?

light thunder
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When I plug this "illumination texture" into the emissive, it sets the whole material bright - it reminds me of using a mask but I am not sure how to do it with emissives

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I've done this before but can't remember @grim ore

grim ore
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what are you plugging into the emissive? which channel. since it looks like a mask I would assume just one channel or the alpha

light thunder
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i was doing it straight off

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When I put it as a masked, it gives me a sampler error

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so I'll try the alpha and see, I swear i did that before but maybe not

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Clearly, the system has a problem and there's no way I made a mistake at all

grim ore
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lol

short gulch
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are unity developers allowed here or will i get beat up

wild tendon
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allowed

serene birch
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emissive is a color channel so the engine expects you to plug in color info that usually means a sRGB based sampler (aka not a Linear Color stuff)

proven oxide
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So I feel like I'm messing something up in the project settings here. Left is built to the PC, right is built to an Oculus Quest. Can anyone tell if there's some things I should look into to see what's messing up the water/atmosphere on the right?

grim ore
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switch the preview in engine to the opengl es mobile renderer and let it compile the shaders, your errors might show up then

proven oxide
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Neither of these are previews, so they've run through the shader compilation without trouble if that's what you're getting at

night bridge
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Btw

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I dont know if anyone cares

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But I started a very ambitious project in UE4

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Which I probably will never achieve But I will probably learn a thing or 2 from doing this

proven oxide
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Good enough reason right

grim ore
proven oxide
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@grim ore thank you, I just switched let's see what we get

night bridge
fierce forge
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hello, in viewport the character animations are working well, but in standalone the character is in t-pose and just the montages are working, how i can resolve this ?

eager tangle
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Hi. When i add the new water (4.26)to my existing landscape it dont connect to my landscape, is this a bug or do i have to make a new landscape?. I have enabled edit layers on my old landscape

limber mesa
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trying to delete an actor but ue4 crashes if i do, anyone know why

proven oxide
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So I've changed that editor preview to use android mode, and I'm seeing the inconsistent graphics. Any leads to debugging this? I didn't notice any error messages and the logs seem to be clear.

grim ore
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open up the shaders now that you are in the other mode and see if they have any errors

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some nodes might not be compatible with ES and need SM5

mint onyx
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the legend matheww 😮

grim ore
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try previewing it in the ES3.1 and also turn on platform stats. if you are running it with the android tools set up (should be for quest) then it should give you the ES preview stats

light thunder
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how do I make this MUCH blacker on this tire texture? I can barely see it

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@grim ore

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FYI, it was mask multiplier!

calm pollen
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can anyone help me with something for my game? Idk if this chat is a good place to ask

wild tendon
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do u guys make your levels in ue4 or a 3D software such as blender?

restive eagle
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@fierce forge is it a multiplayer project?

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because i had the exact same issue with dedicated servers long time ago, a workaround was to set animation blueprint class on begin play inside the character

light thunder
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if I want to just play an animation sequence via blueprint, just on a skeletal mesh

light thunder
wild tendon
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ok

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thank u

weak cradle
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Does anyone know how to combine two input actions so a blueprint would only work when both input actions are pressed simultaneously?

grim ore
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you would do a check for the other key being down using the is key pressed or you can set booleans when the key is pressed and released and check for both booleans being true on the pressed

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there is also a new enhanced input plugin coming soon to the engine that might make it easier as well

vale silo
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4.26 release, when?

grim ore
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2 hours ago?

grizzled carbon
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I got a new comp and am trying to install the engine. When I try to login via an epic games account, the login button loads endlessly and is not clickable. The log files for the epic games launcher contain this line [2020.12.01-18.43.27:312][960]LogWebView: Uncaught SyntaxError: Unexpected token <

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Any advice?

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I have reinstalled and restarted

prisma plank
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What you say about limited and full output dynamic range ? Typical is using limited..

vale silo
wild tendon
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does it look decent?

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its my first time trying to make grass

grim ore
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@vale silo not serious heh. chances are this week or next since no preview last week

grizzled carbon
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Hm, is anyone able to login to epic games via an epic games account? I'm getting the same problem now on multiple machines, via the app as well as in the browser.

wind gate
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Hey loves, haha so I have a huuuge problem with sequencer. My video look perfect in the Editor but whenever I render and export it it just doesn't look the same. I'm okay with the small iterations in lighting, but what I cannot get why my camera gets out of focus, like it doesn't make any sense. To put it into perspective I made sure every key is placed appropriately to give me the best depth I wanted but when I render the movie, it seems like it completely ignores the Aperture Keys. Am i missing something?? Thx in advance.

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last time i verified the engine it was downloading for quite sometime so my guess is that reinstalls the engine. Can't confirm that tho.

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@plush yew

drifting geode
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maybe a stupid idea, but has anyone here thought of hooking up a stereo 360 camera to an oculus quest to provide a realtime 360° stream of the environment?

grizzled carbon
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Why would you need to stream what's behind you when your camera only looks forward

weak cradle
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@grim ore Thank you!

grizzled carbon
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Aside from the hilarious implication that you could make a virtual mirror to see what's behind you irl

drifting geode
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yeah not quite a 360° image, more like two 180°, providing a stero enviroment of the FOV

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something like this

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its the insta360 EVO (discontinued, but I suppose there are other camera as well... but as far as I understood, the provide a VR/livestream output...)

pulsar badge
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Is there away to get my game files to another pc through source control without coping my files to that pc

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Can source control pull it

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Without the whole project folder

grim ore
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well you need whatever is needed for your project, so that would be most of the project folder

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and yes that is what source control is for

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there are .gitignore files out there that you can use so you only commit the needed files from your project

fierce forge
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@restive eagle nope

rough knoll
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you will have to compile shaders again though lul

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even though im pretty sure you already know that

quartz heath
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Hey everyone. I'm having trying to render an ambient occlusion pass from sequencer. The first 3 rendered frames seem to be fine but after that all the rest of the frames seem to be "overexposed, which seems weird to me since this is an AO pass render. Anyone has any idea what may be happening here?

frozen pond
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how to disable post process volume for 1 actor only /

tame marsh
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I've got a new SSD, what's the best way to move all of my UE4 engine installations

frozen pond
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just move project i think, also don't trust SSD and allways make backup on HDD

tame marsh
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I've got everything backed up triplicate and I'm going to make sure my work is mirrored constantly on my old HDD

frozen pond
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hope you didn't get ADATA/XPG

tame marsh
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Samsung 860EVO

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I was thinking the actual engine installations, like 4.24 and 4.25

frozen pond
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just uinstall them and reinstall again should be fine

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you just need install plugins again

tame marsh
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I was thinking of backing them up, uninstall it in the Launcher, reinstall it on the SSD, close the Launcher, and paste in the backed up version

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Kinda like how you used to do it in Steam in the old days

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Well there's only one way to find out

frozen pond
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reinstall engine itself not launcher

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question: what type of lightning i should use to make dungeon brighter? there's "no sun" in scene, but without directional lightning everything is just dark

brazen cairn
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guys I have a few issues with my character skeleton

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so its rigged to the epic skeleton but when I use the default animations its slightly weird

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and other than that, the size of my Skeletal mesh is really big

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I tried to reduce the size during import and also through blender but nothing seems to work

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if anyone can help me out a little it would be great

ember notch
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Is the marketplace sale going to 2.12 23:59?

mystic shard
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If i force delete one of the Thirdperson... is it gonna delete all of them or just the on i clicked on

meager frigate
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@brazen cairn make sure when you export, the scale is correct and also there is an empty you should delete if you're using an exported mannequins armature. Dude talks about both of them in this video https://youtu.be/WG83MYVAGfg?list=PLWy8S8idnVWqyorRWUJWaUVVWnw2XJgLX&t=228

In this tutorial I cover the basics of exporting the Unreal Engine 4 Mannequin Skeleton from Unreal Engine to Blender. Adding a Custom Character to the Skeleton, and exporting that new Character from Blender. Importing that Character into Unreal Engine so that it will work with the UE4 Mannequin Skeleton and Animations.

This tutorial uses Blen...

▶ Play video
signal bone
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hey

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how to apply more than 1 texture to a cube

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like, on each side

grim ore
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depends on how the UV map is set up on the cube.

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you would either use 1 texture unwrapped to match the uv map with a the images placed for each sie or you would use a material with multiple textures with each ones texture coords adjusted to fit the uv map on the cube

signal bone
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well then how can i get those multiple textures

grim ore
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your textures would be imported into the engine then you would use a material that has those textures as texture samples and hook up the texture coords and offset them to match the meshes uv map

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if your asking the question the way you are, you might be in over your head and need to look at how UVW mapping works for meshes

signal bone
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So

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i cant apply them this way inside Ue4 right?

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i need to open blender or something

grim ore
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everything I am talking about is inside of UE4

signal bone
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idk how to make the uv map then

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inside ue4

grim ore
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you need to see how the mesh is set up already

signal bone
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im using a generic cube

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from basic shapes

grim ore
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yep you can open it up and look at the UV map for it in the editor

signal bone
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ok found it

grim ore
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if thats the mapping then you will only be able to fit 4 textures on there, you will have to open it in a 3rd party program and make a new map or do it with the modeling tools in engine

signal bone
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So i was right

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i need to use another program

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i told you from the beginning lol

grim ore
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or do it with the modeling tools in engine

signal bone
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Modelling tools inside ue4?

hidden tendon
rough knoll
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how do i make this little bar bigger? i can change the size of the long bar, but i cant seem to find anything to make the little tab bigger.

plush yew
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any tutorials for making macro variation texture ?

grim ore
rough knoll
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tysm!

plush yew
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bruh

remote mist
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Are there any decent (up to date) classes on Udemy that anyone in here would recommend? The last one I bought just had me putting together blueprints based on someone else's level with not much instruction on what he was doing the things he was doing

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*Why he was doing the things he was doing

proven oxide
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So I checked those stats as per your suggestion Mathew, and I found the culprit. The shader contains a Scene Color instruction, which is incompatible with ES3.1. Since I'm entirely new to using this, does anyone have suggestions to patch it over? Is there a conventional substitute when this comes up?

signal bone
fierce tulip
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please be patient, if someone sees it who can give answers they surely will.

signal bone
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😔 k

proven oxide
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Regarding the above question, I worked around it by just removing the refraction component that used SceneColor. I've moved onto debugging this skyline.

shadow violet
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Anybody have mapping for HeroTPP skeleton? Froms Shooter Template

dusk light
# grim ore <@!395205580668534785>

Hey Mathew just wanted to thank you for your tutorials they really really helped my learn unreal engine at age 16 (well that was 4 years ago)

ember prawn
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Another super simple question, is there a setting to prevent people from resizing windows. It's really easy to accidentally drag window when edge panning.

dusk light
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here's a tutorial

ember prawn
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I'll check out the video, thanks for the quick response.

ember prawn
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unfortunately there really isn't any option in the gamesettings (or at least not any obvious ones) that prevents resizing. I'll look around cause I know it's a setting because I've seen countless unreal games that do not have this issue.

cyan cargo
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Has there been any updates on the potential full release of 4.26?

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I'm not assuming there is, but was curious

floral mesa
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I'm trying to use the UE4 Source Engine atm, and when i Build it in Visual Studio 2019 the lower left says "Ready" after a few minutes but the Compiling animation in the lower right is still going on. When I go to "Set as Startup Project" it prompts me that I'll have to Stop The Build to change the solution Property. I'm just confused as to why it says its ready in visual studio if its not, how long do you all usually wait for UE4 Source Engine To Compile before you can run an instance of it?

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i dont think its been 40 mins, but on my pc i assumed it wouldnt take too much time at all

late verge
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hey all, i want to create a spinning blades animation for a helicopter i'm working on. i have the static mesh of the entire helicopter, and just in case, i have separate static meshes for the body, main rotor, and tail rotor. how could i go about turning the static mesh(es) into a skeletal mesh so i can create an animation for it?

floral mesa
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@late verge did you rig the blades?

late verge
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i don't believe anything is rigged yet. is that doable within ue4?

floral mesa
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@late verge there are a few ways to animate it depending on your project

late verge
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only thing i need is an animation sequence for the blades spinning

floral mesa
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@late verge i do manual rigs with blender because it doesnt cost anything and is professional grade. and easy to use

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@late verge you can create the anim in blender and import it to ue4

late verge
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got it, i'll look into it

floral mesa
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yeah its super easy for something like that

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you can probably animate that without many bones, like 2 bones maybe one for the root and one as a rotator

light thunder
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So, the lighting build for a single level, has been at 1 percent for 3 hours, and is still responding - does this seem normal?

grim ore
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@floral mesa the bottom left is normally intellisense running and it takes forever. You would build it by right clicking the UE4 project in the top right and building just that.

light thunder
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Do any numbers stick out ? ```5:35:04 PM: Scene surface area calculated at 21537.111 million units (107.169% of the estimated 20096.307 million units)
5:35:04 PM: Importance volume surface area calculated at 6289.289 million units (166.829% of the estimated 3769.911 million units)
5:35:04 PM: Clamped the number of indirect photon paths to 20000.
5:35:05 PM: Embree Build 0.9s
5:35:05 PM:
5:35:05 PM:
5:35:05 PM: Collision Mesh Overview:
5:35:05 PM: Num Triangles : 7593052
5:35:05 PM: MeshInfos : 0.4Mb
5:35:05 PM: UVs : 89.7Mb
5:35:05 PM: LightmapUVs : 89.7Mb
5:35:05 PM: Embree Used Memory : 552.5Mb
5:35:05 PM:
5:35:05 PM:
5:35:05 PM: Processing...
5:35:06 PM: EmitDirectPhotons complete, 2.991 million photons emitted in 0.7 seconds
5:35:30 PM: Built photon segment map in 0.4 seconds
5:35:30 PM: EmitIndirectPhotons complete, 30.189 million photons emitted in 23.0 seconds
5:35:31 PM: Marking Irradiance Photons complete, 0.723 million photons marked in 0.6 seconds
5:37:27 PM: Caching Irradiance Photons complete, 36.088 million cache samples in 116.0 seconds
5:38:31 PM: Calculate Irradiance Photons complete, 0.469 million irradiance calculations in 63.9 seconds
6:06:43 PM: Radiosity Setup 1692.2s
6:22:30 PM: Lighting 11.3%
9:13:19 PM: [Network] Pinging remote agents...
9:13:19 PM: [Network] Remote Agent ping complete

grim ore
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and in terms of built time its pc dependent so unless you have a high end machine your gonna be waiting

light thunder
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Seems normal to me

floral mesa
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@grim ore thankyou, that is what i did because im following UE4 docs. so ill just ignore bottom left, maybe my pc isnt done compiling, does feel like an eternity lol. ill wait it out until the compile animation is done.

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maybe i need more ram in this puppy

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i think my cpu is good, im a green programmer, real green but i wanna be a badass so bad hahaha

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im way more art savvy. first time trying to use source engine.

late verge
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i have a blueprint that initiates a sequence. how can i see it play out when i'm PIE?

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i went into PIE and hit simulate at the top of the BP but nothing happened

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i'm assuming that was the incorrect way of doing it

sweet turret
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Does anyone know how to make a Convoy in unreal engine? for help please
and thanks kindly

floral mesa
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@sweet turret please elaborate more. thankyou.

plush yew
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Hello I need help about skeleton, I tried to use magicavoxel and import it into the mixamo to get animation, but to create an animation blueprint, I need original mesh which is only default. Should I use blender to recreate the bones and export it into UE?

sweet turret
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A convoy with vehicles

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@floral mesa

floral mesa
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@plush yew you can retarget the animations from the ue4 skeleton to the new character skeleton

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@plush yew and if you need mixamo animations, and the mesh that you rigged on mixamo, just download the character file it created with the new mixamo rig

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@plush yew after you upload to mixamo and it autorigs right, it creates a file so make sure there are no animations selected so you see the download link for that

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@plush yew that will be the mesh you need to create a skeleton with for your mixamo anims and if you want to use ue4 mannquin anims just have them retargeted to the new skeleton

signal bone
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Hey guys

plush yew
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@floral mesa Thanks, I'll try it.
Thanks again, it works.

plush yew
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if you want very specific and high asf quality animations and smootheness and flow into the way the gameplay works

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should i use playholder manniquins and such

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or should i create a special rig and such for the build im going for to make sure its quality and control is how i need or want it to be

tame dew
atomic forge
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Is there a "best practices" pdf out there for Unreal Engine blueprints?

plush yew
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@tiny sonnet you might wanna wait until earlier tomorrow or mid day ish

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most people that help out all day with projects arent around during this time it gets really slow for quite some time so just post tomorrow and someone can help you maybe

midnight jetty
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I have been watching tutorials on the basics of UE4, and I have learned quite a bit so far. But it feels like I’m learning how to memorize the specific games that the tutorials are teaching me, and not how to figure out what I need to know to be able to create any game that I can imagine inside my mind. Is this normal? Not sure if this makes sense to any of you

plush yew
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yes

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i know how you feel

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tutorials make me feel like im just replicating the context made or done and not really learning to do the things i want for that you want to either google or search exactly what youre specifically trying to make and see if many tutorials or even forum posts can cover it in pieces or all together

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and than branch into that unexplored territory that or think of how their teachings can apply outside of their tutorials like think of it like constructs being taught on a step for step basis and see where it takes you

midnight jetty
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I see, thank you
I’m currently running through a course on udemy, I’m nervous as hell for when I finish it
Not sure how I’ll proceed from there 😥

plush yew
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if your course in udemy doesnt help look towards youtube if you comb through the crud there's some really good gems out there that are super helpful

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i know im having issues finding clothing destruction done in the way i want but some forum posts aobut unreal engine gave me insight to how to make it happen maybe

midnight jetty
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Yeah before I picked up the udemy course I first started with a series on YouTube by I think her name is “makinggameswithkatie” or something. Maybe I’ll go back and look through her other videos

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I hope you find out how to destroy clothes the way you want ☺️

plush yew
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its probably gonna be stupid complex to get it to the quality i want but i have hope! :>

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good luck neekz i hope this was insightful

plain pagoda
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Was Pumpkin Jack made using blueprints?

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It's made by just one dev, in ue4

floral mesa
#

I dont know how to mention on my phone. And im not very smart but i think that dark halo is from your post process volume

#

Looks like a post process effect to me is why i say that. Click on your post process volume and tinker with its details panel

#

Until someone smart can actually give you good advice because im not 😂

#

@tame dew

#

lol got back to my station

#

@sweet turret im sorry i was thinking about this after you asked... ive never animated a vehicle convoy and its the kind of thing that can be approached in a great many ways, id have to put alot of thought into how id do this myself, im sorry i cant help its an interesting question and made me think alot

#

@midnight jetty i think the information in those tutorials is invaluable we are lucky to have that, I learn all the time. At the same time keep in mind what you want to create and build from there, some of these projects are helping you build projects solely so you understand the underlying concepts you need to go on your own and build exactly what youre going for. It is normal to feel like that, so that means you need to start actually building and using what you learn in different ways to accomplish different results and goals.

brazen cairn
#

@meager frigate thanks a lot! and sorry I was away from my PC before so couldn't reply

low moat
#

Not sure where to ask this so I'll try a couple channels: is it possible to import HDRI vertex colors in unreal?
I'm trying to use vcols to carry some skybox data and I'm getting banding in the vertex colors

#

people also use vcols for high precision blendshapes and stuff so it must be in there somewhere

heavy ether
#

hey all 🙂 long time no talk. Just took a short term contract with a studio to help them get a few tasks completed before a demo soon. So, I'm baaaaaaaaaaaaaaaaaaaack 🙂

#

if i know anyone here, Hello Friend! For those I don't know, Hello New Friend!

floral mesa
#

wc back

earnest violet
#

Can anyone help me with my packaging compile error. It's failing because of PhysX if you look at the picture above

#

Anyone???

ripe plaza
#

the error message is cutoff

earnest violet
#

hang on

ripe plaza
#

so, one of your blueprints must have a borked collision mesh

earnest violet
#

Meaning?

ripe plaza
#

well, collision meshes must be convex

earnest violet
#

Any idea how I can retrace my steps?

supple gale
#

You must be able to draw a line from every edge to another without going outside of the model

#

or vertex

ripe plaza
#

you should check out whatever SM_BubbleLight02 first is

supple gale
#

since its 3D

ripe plaza
#

since that's what spat out the error

earnest violet
#

ok

#

I'll b back in just a yticadaboo second 🙂

supple gale
#

i think you've either just provided a non-convex collision mesh as UCX or it failed in the import somehow

earnest violet
#

@ripe plaza how doI change it to a convex collision m8? sorry if that's a basic questiuon

ripe plaza
#

You remodel the collision meshes

#

You can make multiple

#

smaller, convex parts

#

in a convex shape you can see every point in the shape from every other point in the shape

supple gale
ripe plaza
#

so stuff like cubes, spheres, and the like

earnest violet
#

@ripe plaza Would it be a good idea to delete the collision on the model and create a new collision for it?

ripe plaza
#

If the existing collision mesh is unsalvagable, yeah

earnest violet
#

How do I delete the existing collision model m8?

ripe plaza
#

did you make this model yourself?

earnest violet
#

no m8

ripe plaza
#

okay

earnest violet
#

part of an asset pack

ripe plaza
#

Are you familiar with 3d modeling in general? collision meshes are by nature very simple and require only the most basic techniques

earnest violet
#

I just need to know how to delete it inside of ue4 with the mesh viewer

ripe plaza
#

I suppose you could delete teh collision from the blueprint the model is in?

#

by simply getting rid of the components

earnest violet
#

What the option calledthat I need to be using in order to delete it

#

I know its in the mesh browser but what option

#

thx=)

#

It's okay m8 I found it 🙂

worthy fox
#

I can't get my Xbox controller to work in UE. I thought it was plug-and-play but apparently not.. What do I need to do to get it to work?

jagged canyon
#

Go into Control panel and search for USB, Click Setup USB Game Controllers. Can you see your device listed?

empty prism
#

To get PixelStreaming to work I gotta DMZ my server (opening all ports) for internet-clients to be able to connect. As DMZ is security risk, I wanna open the right ports so I dont need DMZ. Forwarded the ports listed in the docs, that is 80, 443, 8888, is there any others?

worthy fox
#

There are two listed.. Xbox ONE and Xbox 360

#

You know what... nevermind.... One thing that's GOOD to do is to click in the game-view before testing...... xD

fluid lance
#

is there any way to write sound class volume options to config or is savegame object the only workflow for saving sound settings?

molten cairn
#

Can somebody tell me why on earth we don't have a shortcut for Camera Speed? It's something we use so often!

wary wave
#

same as it is for any other platform, more or less, the content packages don't really change size

#

does UE4 even support browsers any more?

drifting geode
#

@wary wave html5 support has been removed from UE since 4.24. it is now a public plattform extension...

wary wave
#

yeah, and checking that Github, it's basically a 'no'

#

I guess you can use that version of 4.24 if you really wanted to do browser stuff I guess

plush thicket
#

why are there weird dark edges on my grass?

#

^ this is what i'm trying to get it to look like

honest vale
#

probably something you did

#

😛

plush thicket
#

no.

honest vale
#

you gotta elaborate a bit

#

are you baking lighting on the grass?

plush thicket
#

no

#

real-time

#

the grass is a texture

#

the tips of the grass are just too dark

#

for some reason

honest vale
#

I'm guessing the vertex normals aren't pointing into a desireable direction

glacial oar
#

hi all new to channel is this a good place to get help at times with random stuff

plush thicket
#

there's no way that's true because I have an older project with the exact same asset and it's working fine

#

but in the latest version it just doesn't work

floral mesa
#

what about the material

#

is it using a base color or diffuse texture?

#

some of my substance materials assign a diffuse by default which makes the texture darker

#

so i have to get a base color to replace it with sometimes

#

could that be it?

#

@glacial oar yeah this place is great for that

#

@glacial oar welcome to the channel

glacial oar
#

cool cos im great at the 3d modelling i suck at the scripting

floral mesa
#

people respond when they can, there are rules and stuff, most people are very nice and help where they can

teal tulip
floral mesa
#

@glacial oar there are tons of talented programmers around here. they help people alot.

#

im also more of an artist but im trying to get my hands dirty in code now

glacial oar
#

yeah same im just geoing about making a short animation

#

what u use to model @floral mesa

vale root
#

so I just exported an animation through blender, using the exact same model as the one in the game and I got this error message, any advice?

ripe plaza
#

did you use the same skeleton?

#

wild guess: did you accidentally make an animation in edit mode instead of pose mode? This alters the skeleton

floral mesa
#

@glacial oar i use houdini, blender, marvelous designer, krita, gimp, and substance for most my work.

vale root
#

it was all made in pose mode

#

also

floral mesa
#

@vale root when you imported it did you create a skeleton for the rig or did you try and use the ue4 one?

vale root
#

I've deleted the old skeleton and exported the mesh again, after making the animation

floral mesa
#

try to reimport and have it gen a new skeleton

vale root
#

so I'm guessing it generated one

floral mesa
#

oh you should, in import options click on the skeleton that generated with the meshes' name

#

because you can easily accidentally import a rig and not assign a skele i think thats what happens if you do that

#

and like i told another guy with that skele

#

youll have to retarget animations from the ue4 mannequin if you need to use those

#

but its cool you can have that skeleton use its own animations and the ue4 animations or whatever animations you aquire retargeting like that

vale root
#

well I'm reimporting it and looking at the skeletons I'm able to assign it to and there's none with it's name

floral mesa
#

delete the asset from the project and import it again

vale root
#

that's what I did this time

floral mesa
#

hold on i think i forgot something

vale root
#

I'm guessing it's something regarding the model itself

floral mesa
#

on that page it entails how to create a skeleton for a mesh post import

vale root
#

and I'm guessing in order to use the animation that I've made I have to use the model's rig, not the one generated by ue

#

I've taken a look at the animation in the 3D Viewer and it wasn't working there either

merry bison
#

I want to destroy spawned instances that is constantly spawning from a blueprint. I'm using a trigger volume for this, when the spawned instance is colliding with the trigger it should be destroyed. But the script below destroys the spawner and not the spawned instances.

regal mulch
#

Do you want to destroy the BP_Spheres instance?

merry bison
#

yes

regal mulch
#

Then you need to connect the top exec pin and not the CastFailed one

#

And use the AsBPSpheres pin for the Target of the DestroyActor node

merry bison
regal mulch
#

Yop

merry bison
#

then it doesn't work at all

regal mulch
#

That code is in your Spawner, or not?

merry bison
#

level BP

regal mulch
#

Oh, sorry, please use "OtherActor" and not "OverlappedActor"

#

OverlappedActor is the one that the TriggerVolume is on

merry bison
#

okay sec

#

works! 😄

#

thanks

quick sluice
#

Does anyone know if it's possible to disable the warnings that sometimes pop up in the bottom right of the editor? The ones that are there for a few seconds and then fade away?

barren flume
#

Having problems with ue4 crashing on 4.24 source build and 4.25 epic games store all of a sudden

#

Have a log but not really finding anything about the crash in it but I just see it say editor shutdown and destroying the windows and shutting down

proud narwhal
#

Why am I unable to select multiple folders to migrate? it will only show the migrate option on right click if one folder is selected

floral mesa
vale root
#

and what should I do in order for it to work in this case?

frail sail
#

Getting 300FPS in one scene, holy cow... did i optimized too much? thonk

plush yew
#

Hello guys I am working on the hotbar system and it is working

#

but it has a little problem

#

I want when i collect the stone to have the icon of it, not color

#

I tried with this way but when I collect it, it is again white

#

it is not with the texture of the stone

#

why it is not working

#

can anyone help me?

wispy rivet
#

!help

buoyant graniteBOT
#

@wispy rivet, Check your direct messages. :incoming_envelope:

plush yew
#

?

dire ingot
#

help me guys i faced this stubborn issue

#

Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 1858] Failed to compile default material WorldGridMaterial!

UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

#

the file is not even there

#

the path they show is false, i dont have such path, what do i do now?

wary wave
#

what is that supposed to do?

#

I'm not really following what that integer does, tbh

#

but you're either displaying a plain white brush or a stone texture depending on it's value, so..

plush yew
#

I am following tutorial

#

that's why

#

This is episode 19 of our series going over how we can create a survival horror game using Unreal Engine 4 from scratch. We'll be going over how to create various mechanics built around the game.

In today's episode we go over how you can start to add icons to our inventory system from our photoshop document. Having said that we:

  • Replace the ...
▶ Play video
wary wave
#

oh god, they're using an integer to define what's in the slot?

#

this is madness

#

don't follow that tutorial

#

in any case you get the white square because the thing in slot 1 is '0', not '1'

plush yew
#

so how to make it to work with the brush tetxure?

wary wave
#

have the right thing in the slot

#

the problem is not that function

plush yew
#

when i get stone, the stone texture doens't appear on the first slot, when I replace the node with "set color and opacity" and choose color it works

#

hmmm

wary wave
#

oh interesting

#

try having both set colour and opacity, and the texture

#

maybe the problem is the function after all

plush yew
#

hmmm

#

okay

wary wave
#

if you have a white, non-transparent brush with a texture on, that seems like it should work

plush yew
#

this is the function for the first slot

wary wave
#

yeah, so you're getting a blue square right now, right?

#

put your texture node after the blue colour node and see what happens

#

I'm wondering if the brush properties aren't quite set right for the texture to be visible

plush yew
#

yeah okay

#

one moment

#

it is the same unfortunatelly

plush yew
plush yew
wary wave
#

at this point, I just don't have enough information to help you without debugging it directly

#

the problem could be the texture,the brush, I have no idea

#

the tutorial looks terrible anyway, though, I'd really look for an alternative

plush yew
#

the texture is normal png

#

lol

#

lol, teribble, this is person who has 186k subs in yt

dire ingot
#

ok

wary wave
#

it makes infinitely more sense to store a struct or something similar containing a class reference, quantity, other important data, in an array

plush yew
#

okay

wary wave
#

using an integer to define what you're storing inside an inventory slot is a hack at best

plush yew
#

but I need to make this inventory as simple as possible

#

also I don't need struct for onl 1 item in the ga,e

#

xD

wary wave
#

you don't need an inventory system for only 1 item in the game ¯_(ツ)_/¯

pastel dirge
#

Hi guys,
I'm quite new here and trying to get along with the UE.
So to come to my question: when I add a package (e.g. the realistic forst pack) from the Marketplace to my project, all folders are included (of course). Now I want a cleaner folder structure in my project like, all the foliage in one folder and so on and I don't need all these example levels.
Is there a way to get rid of all these folders without breaking anything (experience of my last attemps) or should I just leave everything as it comes with the package?

wary wave
#

if you want to move / rename things, do it in the editor

#

when you do that it leaves behind something called a redirector in the previous location of the thing you named / moved

plush yew
wary wave
#

that redirector points to the new location, so that anything pointing at the old location gets redirected and nothing breaks

#

once you've moved & renamed everything, you can right click on any folder and 'fix up redirectors' to clear out all those redirectors and repair the links between assets

#

(this takes some time to finish)

pastel dirge
#

Thanks @wary wave I'll try it later and hopefully everything will work 🙂

slate anchor
#

Saved my project and closed the editor, everything was fine. Now it crashes on start with this error:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Templates/Casts.cpp] [Line: 10] Cast of LinkerPlaceholderExportObject /Game/UI_AS/SettingsUI.PLACEHOLDER-INST_of_PLACEHOLDER-CLASS__WidgetBlueprint_1 to Blueprint failed

#

I am using Auto Settings plugin and it seems to be related to it

#

Deleting the file in question (SettingsUI.uasset) changes the error to
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
nothing else seem to do anything, and I've been up all night trying things

wanton lotus
#

@slate anchor have you tried disabling the Auto Settings plugin? You can edit your uproject file (in any text editor) to do this outside the editor.

slate anchor
#

I did and it did nothing, the error remained the same

#

I also tried removing the plugin altogether from the engine, restoring the file from backup, restoring any other recently changed files from backup - nothing worked

wanton lotus
#

Is it crashing before your project even loads? When you open a specific blueprint? When you hit play?

slate anchor
#

It crashes on splash screen, always on 45% loading

wanton lotus
#

Which engine version are you using?

slate anchor
#

4.25.4

wary wave
#

looks like that BP is corrupt

#

you may have to track down that file in windows and delete it

#

ideally you're using version control and can just revert it

wanton lotus
#

I believe that was already tried

slate anchor
#

yes, I tried that

#

my backup is unfortunately too old to completely revert to but I tried reverting every recently changed file with no result

#

the only thing that changes something is deleting that file, then the error changes but it is still crashing

wary wave
#

what does the error change to?

wanton lotus
#

unhandled exception, basically saying it is trying to read a file that doesn't exist, because it was deleted.

slate anchor
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

wanton lotus
#

expected error

wary wave
#

normally it would just fail to load the blueprint and carry on

#

I'm a little miffed how you've ended up in this state :/

slate anchor
#

One of the last things I changed in my project was unhooking nodes that created some UMG widgets that were using the plugin, then I built the project, tested the build, it was fine, tried to go back to editor and the crash happened

wanton lotus
#

Well, researching the issue results in nothing you haven't already tried or the answer: "this will be fixed in [insert engine version]"

#

Those engine versions mentioned are all previous versions too, haha.

slate anchor
#

Yes, my research yielded similar results.

#

I'm verifying engine files now, haven't tried that yet

wanton lotus
#

Was about to suggest that, found two more things to try on another old bug report:
-First In the Epic Launcher verify your version of the engine with the drop down arrow next to the launch button.

-Then before starting the engine, remove only the Intermediate and Saved folders under your project settings.

mossy nymph
#

intermediate should had been deleted first with error like that

#

saved is a bit excessive, usually

slate anchor
#

that did it, thank you, I am saved

#

would be the funniest thing to lose a 4 year old project that way

#

the problem was in Saved, put the old folder back and it is crashing again, removed it and it is loading fine

mossy nymph
#

the hint is that revert didn't work

#

your intermediate isn't in source control

#

so it remained as fucked as before the revert

vocal raven
#

Hey guys, I have a small problem which i don't know how to solve. Here it goes:
I use CSM for mobile and they work on Mobile Preview but when I create a build for mobile they are not visible.
I have been testing a lot of settings and i realized that when I scale up my pawn they appear which leads me to think that it has to do with screen size of the pawn. Is there a setting to include smaller objects or to avoid this issue somehow? Thanks!

plush yew
#

Hello guys, I have quick question, how I can make bofore I get a stone, when I enter in the box collusion to popup widget "press E to get it" (I can do this) but how I can make to interact with key E and grab it

wanton lotus
#

@plush yew the collision box event you are using to display the popup text will provide you with a reference to the actor that triggered it.

plush yew
#

I can make when the player enters in the ccollusion to pop up the widget with the text

#

but how I can make when i click E to grab the stone?

wanton lotus
#

You use the other actor output to then set a variable within your player blueprint. The variable will be of actor type and most likely called CurrentInteractable.

plush yew
#

what

#

I didn't understand you

wanton lotus
#

Other Actor > cast to Player_BP > set CurrentInteractable to "self"
On end overlap, you set CurrentInteractable to null (leave it blank)

#

Now you have a reference saved in your player to the item you have displaying the text

#

And can do what you want with it.

regal mulch
#

The problem here is that GameHouse is most likely still pretty much a beginner and you can throw all of this at them and they won't understand.
The code that displays that text might already be garbage :D

plush yew
#

so this variable to do it boolean?

wanton lotus
#

There are also so many ways to make interaction too, haha.

#

The variable would be of Actor type, so you can save any actor that could be interactable. Or you make an interface and save a reference to that.

plush yew
#

okay

#

so let's make it variable type actor 😄

wanton lotus
#

Then since it is Actor, you need to remember to cast to the specific class if it needs to access something in it.

plush yew
#

I can't choose which actor to be 😦

regal mulch
#

Usually you'd have a setup like this:

  • Interface with functions like StartHighlight EndHighlight OnStartInteract OnStopInteractwhich you'd add to your Stone and other Actors that can be interacted with.
  • A Sphere on your Player that can overlap with those Actors and if you overlap them you call StartHighlight and they can show their text or whatever you need.
  • That Sphere overlap would also give you the reference to the Actor, so you can use that when pressing E to call OnStartInteract .

The problem still stays that you might not understand half of the above, which makes it really hard to help you.

#

Can also be adjust to have GetInteractionText or so, to pull that info from the Actor and then display it in a widget

#

You will want to make sure that you set this up correctly from the beginning

#

Otherwise this will scale horribly

exotic otter
#

hi guys, got a quick question. Im trying to save a mergedmesh which is a USkeletalMesh in the content folder. but after saving it crashes saying it got no render data when it goes through LODs

regal mulch
#

And about the image above: Yes, you can't set that variable. It's an empty container which you have to fill. Most likely with the OtherActor pin of your Overlap.

exotic otter
#

But the mesh does exist and is correct cause I use the mesh

plush yew
#

I will need to read it some times to make it clear

wanton forge
#

Where can I find a list of event callback signatures? Intellisense is complaining about one my AddDynamic call on OnComponentEndOverlap, and I suspect this is why

regal mulch
#

There are interaction tutorials, I'm pretty sure

#

Also watch this for a general understanding of referencing stuff

#

It's 2 hours, but you aint gonna learn it without spending some time

regal mulch
exotic otter
#

the original meshes have lods, but i dont want to generate custom ones on the merged one

#

but the thing is the mesh and even LODs work in game

plush yew
#

I remmemmber I did it in my other project and I have it

#

I created there interface

#

but now i can't find where I add this interafce

exotic otter
#

just savingn this skeletal mesh in content fails and crashes

plush yew
#

I did it but with note

regal mulch
plush yew
#

but I can't find where I added it

#

to use it

#

hmm

regal mulch
#

(: You can google for that though

exotic otter
#

cause for debugging i wanna save this mesh and then check it out

wanton lotus
#

Class settings of the blueprint that needs to implement that interface,

plush yew
#

yeah

#

I checked in player controller, player character

#

and it is not there

#

😂

#

idk where can be

#

hmm

#

any ideas guys?

regal mulch
#

Should be around line 150 or so

wanton lotus
#

Can't you just make a new interface in the new project? I mean you literally just type those names in again. You only have 4 function names.

plush yew
#

yep

#

I can do it

#

I need to do it

neat elk
#

Hello, I am kinda new to Unreal Engine, and I have a question. Is it possible to create a custom post-process effect? For example: An effect (For example a custom texture, chrom. ab.,...), that is stronger (more intense), near the edges of the screen (Something like a vignette mask), and also is stronger with color value (The brighter, the more intense the effect is, just how bloom works).

wanton forge
plush yew
#

I will do it

glacial oar
#

im wanting to try some lip syncing and came across this Oculus Lipsync Unreal but i cant get it installed have any of youhad muchluck

plush yew
#

but when I copy the same things where I need to add the interface-in the character?

regal mulch
regal mulch
neat elk
regal mulch
regal mulch
neat elk
#

Ok then, thank you @regal mulch

glacial oar
#

site says it lips sync from pre recorded audio

plush yew
#

oo nice, I found where I added in the interafce, in the bp actor 😄

exotic otter
#

are we even able to save USkeletalMeshes created at runtime?

regal mulch
rugged fjord
#

Last time I tried to package my project it made my pc have an infinite loop where it kept trying to boot, but never could. Has anyone also had this?

exotic otter
#

well, fortive me i meant, i create a mesh in editor, this is a merged mesh, then i want to save it

dusky hedge
#

hi guys, a quick question
is it possible to generate and use generated lightmap uv's when the mesh has its first uv (basecolor) using a trimsheet? (overlapping first uv channel)
it seems like unreal still gives me the error that it has overlapping uvs even though i have a second uv channel (generated) for the lightmap.

exotic otter
#

excuse the runtime*, i meant its done in editor via a editor window tool

regal mulch
#

Could be that it's supposed to work but has a bug

#

Never done that

dusky hedge
#

ty

wooden delta
#

I'm new to unreal.
Having trouble where I'm trying to open a file downloaded from internet (trusted source). It's opening without any error but everything inside it's blank.

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Any help?

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I mean it's like opening the new project and selecting blank level

wind gate
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havent solved my problem from the other day on the sequencer but i noticed that letters of the settings are tilted so i was wondering what this means... (my problem is about the focus not being the same after export/render)

unique kraken
plush yew
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How do i rotate instance to other instance

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hi, are there some series explaining how make a multiplayer with database, and save progress of the users?

rare gyro
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hey can I ask

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does anyone knows a good tutorial-video-presentation for understanding better the replication and how it works in depth?

queen hawk
wary wave
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most replication stuff will be written, since that kind of thing doesn't really translate to video well

plucky orchid
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any good places i should look at in ue4 to track how demanding parts of the game are being? like dynamic lights or level geometry

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i want my game to run on toaster-level machines, so this is important

mortal cedar
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bake everything, avoid dynamics, precompute visibility, make everything as simple and cheap as possible

plucky orchid
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thanks, i'm already doing some of those things. how do i precompute visibility?

mortal cedar
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there is a checkbox in the world settings

plucky orchid
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ah, thanks

lofty moat
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hi everyone

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pretty frustrated atm lol

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I'm doing the detectives office level design tutorial

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and I kinda tried to make my own space, not knowing the blockout he made was provided

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and I seriously don't get what I'm doing wrong here lol

undone bough
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like the floor? you just need to set the tiling on the object for the material

lofty moat
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literally only just started learning UE4

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like... I've done some learning before but life always messed that up

inner cloak
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Hey guys, i can't figure out how to have the selected blue bar on the left to fit like the right one, any of you know what i'm missing ? (4k wide pic)

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OMG, think i know, left viewport show 1280 x 720, right show 1920 x 1080 ... im probably wrong thought ...

lofty moat
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doesn't give me that option from what I remember on the textures that guy made

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should I just try looking for my own?

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maybe that's part of the problem? idk...

undone bough
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idk, don't know the tutorial your following, sometimes people forget to add things to their tutorials assuming people just 'know' how to do something.

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i've even ran into that with some of Unreals Tutorials. (skipped steps) and pulled my hair for awhile before figuring it out.

lofty moat
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YES

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EXACTLY

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"next time I'm going to teach you how to block out a level"

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literally the next lesson: "hey guys, here's a block out I made in Maya: a program none of you can afford, now let's port it into Unreal!"

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and I'm just like...

unique kraken
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take material instance for example, cant count the times i had to explained this to ppl who are already doing tutorials

exotic thicket
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It's difficult to make tutorials that's for sure... You really need to know what is the base of knowledge your audience has

unique kraken
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i do tuts and courses its really not that hart throwing a curve ball to some bases

exotic thicket
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This is one of the problems with video based tutorials imo from the perspective of the creator at least, because those are incredibly difficult to edit after the fact

undone bough
inner cloak
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I will take that route at some point, but i'm still working on the design

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i'm still not understanding why i can't change the size of the widget

undone bough
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i do suggest you set the screen for the button widget to a custom size for the button widgets your making, you'll find its much easier to replicate results for them that way, and you won't get any odd sizing adding them to the main widget.

inner cloak
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Where do i see that custom size ?

undone bough
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where it says 'fill screen' you can select custom

gilded needle
ancient lotus
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@plush yew heres an example that covers it step by step, however its used for a server/lobby system and not player info but its literally the same concept. this is using ASP.net and a MySql database
https://www.youtube.com/watch?v=kyaUOuVwN3A&list=PLnHeglBaPYu-H3Gqe_94oFkmn9amBXNZp&index=46&ab_channel=SneakyKittyGaming

old mortar
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Hey guys, how can i make spline motion linear?

lofty moat
undone bough
lofty moat
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so when I finally did figure that out after having no clue how he made his blockout and instead just improvising my own, the damn textures didn't work

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and he just skipped right to them already being applied and working perfectly lol

gilded needle
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Anytime someone says "Open up Maya"...I am like "Aight, imma head out then."

lofty moat
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yup

gilded needle
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Again, TBF I am a hobbyist.

lofty moat
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"so here's what I made in a program you'll never be able to afford"

ancient lotus
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"opens up blender"

undone bough
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everyone has their fav modeling program, maya, 3dmax, blender, I personally like Cinema4d (older version R17) for model stuffs.

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im against subscription based software and is why im still using a older version of cinema4d. Seems alot of applications are going that way, least blender is stil free and a powerful tool for people.

gilded needle
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Though using Maya would be fun to learn, I don't mind Blender, it works for what I need it for.

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I am also against subscription based software that you never actually own.

undone bough
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i tried maya once, i was lost in 30 seconds lol 😉 you get use to one program and its hard to switch to another, always hitting the shortcut keys for the first one heh.

gilded needle
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My one complaint for blender is I wish you could use WASD for moving around in it.

undone bough
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can you do that in any modeling app?

lofty moat
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I remember I started teaching myself Blender

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but the donut tutorial went weird for me

inner cloak
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I too can't handle Maya

lofty moat
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when I opened it up again to try and block out the level there?

gilded needle
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That Donut Tutorial...if it didn't go weird for you at one point or another, you are a savant.

undone bough
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donut tutorial in cinema4d - a 4yr old can do it 😄

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(their tutorial that is)

gilded needle
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"Grab the top, duplicate the layer, you will see they are separated..." Wait...NO, they are not separated Blender Guru! Don't Leave me, they are not separated!!!

undone bough
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course... a 4yr old can open a 'child proof container' while a adult is going 'gaahhh this thing won't open!!'

ancient lotus
undone bough
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don't believe i've ever seen a monkey snake before! lol 😉

ancient lotus
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let me know if you want a tutorial XD

vale silo
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Epic surely is taking sweet time releasing 4.26 🥱

undone bough
vale silo
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lol

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there was no commits to 4.26 repo for a while and it looks like new bug reports are already moved to 4.26.1

undone bough
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4.24 still has some bugs in it that haven't been fixed yet.... i.e. like if you have the color selector open, and then compile a blueprint, close the color selector, you can't run your game until you restart the engine because 'a color selector window is open'

vale silo
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I just want to read release notes and look at pretty pictures 😅

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use 4.25!

undone bough
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4.25 seems to have the same bug with the color selector lol.

haughty hound
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pause functionality, what i find on the internet is related to pause a contoller of a playing character, not AI controlled, should i subclass the ai controller adding the pause in the event graph? what is the elegant way to handle this?

inner cloak
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@undone bough You know of a good tutorial for what i'm trying to do ? (a list of skills)

plush yew
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When will 4.26 launch??

undone bough
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@inner cloak for coding or just layout?

vale silo
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any time now @plush yew

undone bough
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@plush yew sometime between now and 2040

plush yew
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@undone bough really great I wasn't expecting it to lauch this century

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@vale silo any date idea you have

inner cloak
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hmmm .. just the layout i think

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well, do i need to code to make my skills into a listbox ?

grim ore
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4.26 will be out in 12 minutes

inner cloak
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for real? cool

undone bough
inner cloak
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I believe @grim ore , he has done tutos that epic uses for training

light thunder
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You can see me build them, save them, confirm they are saved, load a different level (the persistant that the offending level is streamed into) and then go back ,and it is fine. You can fast forward during the project loading times but when I reopend the editor, they are no longer there.

WHY??????????????

wind gate
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oh my, you're all gonna be focused on the release of 4.26 right now byt any chance someone can help me out figure out why my sequencer exports are completely out of focus ignoring the keys I've specifically set in order for it not to???? I FEEL DESPERATE!

grim ore
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well 12 minutes sounded like a good time and at the worst I was wrong 😛

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but today does seem like a good day. no preview last week and wednesday seems like the normal release day

night bridge
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Guys why cant I choose the foliage tab etc

plush yew
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i'mma be the hokage of game design U8

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believe it!

night bridge
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Where is that

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Ah yes

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Thank you

undone bough
wind gate
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im on 4.25

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lol

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i mean if ayone is not focused on the release can help me... lame joke 😦

undone bough
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what you need help with emheal?

wind gate
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and now i got what you mean, my mind is off

undone bough
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oh sequencer in unreal, sry haven't messed with that too much i'd probably be no help

wind gate
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i am using sequencer to make some videos for my animation... so I am tweaking the focal lenglth (zoom) and apperature (to give some nice depth). My videos look awesome on preview but when I render/export them they are completely out of focus, blurred af.

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No worried, I am writing it again just in case 🙂

mortal cedar
vale silo
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no 4.26 release today

scarlet birch
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?

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@wind gate If you preview it in standalone does it look the same as what is rendered?

mortal cedar
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you can compile 4.26 from source, there were no commits for 5 days

scarlet birch
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Pretty sure he was being sarcastic.

vale silo
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@mortal cedar when it's released officially, Oculus will hassle up with release of 4.26 + their latest integration.

scarlet birch
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I mean it was a Holiday weekend, a few days of no commits is not too unexpected.

vale silo
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that's the only reason I am waiting for the official release (plus I like reading release notes 😄 )

median hound
scarlet birch
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seems redundant

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Since it's being set in tick the two are just going to fight with each other.

wind gate
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I dont preview it on play mode, but by playingback the sequencer

scarlet birch
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Probably a useless question then. I don't know what your setup is or what might be going on that could result in a change between how you preview it and what is rendered.

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I meant my question was useless/not helpful

wind gate
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i mostly asked in case I am missing something in export settings, I've used the sequencer some times again and never had this issue. It happens in all my levels and i thought asking in case smth changed in 4.25.

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yeah no worries, it is plainly weird what happens

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thx anyways

median hound
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how can i make this not have a limit cuz when i change it in nodes it caps at that i know i can click and change it but i wanna do it with nodes buti t caPS

scarlet birch
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Why do you think you need it to be higher?

median hound
scarlet birch
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Maybe, look at exposure? Is auto-exposure on?

median hound
brittle flower
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what needs to happen in order to get changes made in DefaultEngine.ini to take hold? Can I just restart the editor? Do I need to regenerate project files?

median hound
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when i imported ini files sometimes i needed to restart editor

brittle flower
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(I'm trying to switch online subsystems)

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oh, do you have to manually reimport them?

plush yew
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is it possible to set it up so enemies you create to be played for by ai's in your game can also be controlled by the player for testing and tweaking

wind gate
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@scarlet birch just letting you know that I freaking fixed it... turns out my entire viewport is a lie. When I used the depth mask debug smth, everything seemed in focus but wasnt, fixed it according to the mask, rednered, worked... just wtf haha

plush yew
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so though its a ai npc enemy you can take control of it in engine to mess around with it as if it was a game character you can play for xD

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dont need an explanation of how just a yes or no if its possible

scarlet birch
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Cool.

grim juniper
dense knoll
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any idea how to cast to a actor from a widget? and thats optimized for multiplayer?\

plush yew
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;O;

ember notch
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Anyone maybe know when UE4 get Xbox Series S/X support?

exotic thicket
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Does Fortnite not run on those yet? :P

crude vessel
#

Would it be possible to have the game check a location in the hard drive for a file hash in order to verify something?

rocky radish
rocky radish
exotic thicket
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I guess soon if that support doesn't exist yet

honest fox
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Is there a way to generate a landscape component from a mask?

rocky radish
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i believe its called 4.25 plus

honest fox
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I cannot seem to find any tutorials.

ember notch
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I heard it will be a part of Unreal Engine 5

scarlet birch
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It's in 4.25

rocky radish
scarlet birch
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```` “Unreal Engine 4.25 delivers initial support for Sony’s PlayStation 5 and Microsoft’s Xbox Series X as first-class platforms, and throughout the year we will be updating the 4.25-Plus branch with optimizations, fixes, and certification requirements to support developers launching on the next generation of consoles. Features include platform-specific functionality, such as new audio advancements, initial support for online subsystems, and early support for TRC and XR certification requirements.” ```

ember notch
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Ok that's nice 👌

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Thank you guys

sterile tulip
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You are beautiful! 💕 @ember notch

plush yew
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Hello. I'm trying Runtime Virtual Texture system. For the moment, it just makes my rock yellow... I don't understand...

orchid shell
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Was there really any work required to make an XBX target or was it just tweaking 40 constants and doing a week of regression testing?

plush yew
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If someone knows why it does it ...... 🤔

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( I add 2 RVT Volume on the map, I assigned the RVTs to these volumes and to the landscape and I made my shaders... )

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Oh, wait

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Maybe I get it...

forest tree
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Has anyone ever had an issue where the PIE window fullscreens itself and you can't resize it?

Also found someone with that issue here: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1691172-play-new-editor-window-pie-always-goes-full-screen-when-number-of-players-is-2

pulsar badge
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I rebuilded it but its giving me errors

plush yew
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Mh, actually I have still the same problem. Still have an odd yellow rock...

unreal plume
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anyone know a good vr tutorial for archviz? simple interaction and walking

plush yew
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Ok, I delete another material that I've made before (he has RVT in his shader) and now, the thumbnails of Mat_2 (those of my rock) and RVT_Test1 seems more accurate. Still have this weird yellow rock though :

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If i want very specific animations and types of quality during the unreal engine use should i make my own model and rig it with the bones and such just right or use the default placeholder stuff in the engine than replace it with assets proper later during the clean up phase o-o;

shell surge
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Hello, can anyone help me a bit ? My scene looks perfectly focused in the viewport, but when rendered everything is blurry and unfocused... any idea why ?

ornate bobcat
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Will Unreal 4.26 be the last?

grim ore
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no

ornate bobcat
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😩

wooden jacinth
ashen frost
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am a noob as well but i suspect is has something to do with our lighting/baking

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hey, if am afraid of a specific project get messed up or lost, is there a way that i can make a copy of the whole project, as like a backup?

grim ore
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the project is in the folder, so backup thefolder

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or start using source control

hidden oriole
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super noob question

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How can I create those blue visual backgrounds in BPs?

grim ore
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show?

ember notch
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Anyone maybe have a solution? #fab Thanks

weak cypress
#

what do you need to run raytracing in UE4?

grave nebula
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a DXR-capable GPU. Windows 10.

ashen frost
fluid lance
#

Is there any way to cook a patch w/o cooking maps?
Context: I've only changed data - in data table - for balancing purposes, and I don't need to package the maps. If I don't select any map and make the patch, the data doesn't modify. Any suggestions/ideas?

wooden jacinth
ashen frost
grim ore
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@ashen frost look into source control. it's a way to store your project remotely

hardy mural
#

Hi, anyone know how to get a gamecube controller with mayflash adaptor working in Unreal?

plush yew
#

hey im new to blender and was wondering why I cant find the blueprint effect explosion?

grim ore
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that is a spawn actor node, with the blueprint effect explosion being a custom blueprint that someone created

unique kraken
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hey guys, i have a kinect setup for motion capture. anyone knows how i could record it? maybe from blueprints? maybe somehow in the viewport. should be a new character anim in the end

molten solstice
#

Hello i try to set my camera actor with 16:9 aspect ratio but when i create my screenshot this is not in 16:9 ratio, someone know?

plush yew
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I find it weird on my rock but finally, I think it's normal and that all works good. I believe...

humble yacht
#

Does anyone know why child components are being displayed in the inspector but not the hierarchy ?
I want it to be displayed on the hierarchy.

vocal merlin
#

Anyone have some pointers on how to get NvCloth colliding with environment and character objects that aren't a part of the SKMesh that has the cloth attributes applied?

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There was a hacky workaround in 4.21 that doesn't seem to work anymore.

fathom monolith
#

Do I need some kind of license to show the unreal engine logo in my game?

zinc cave
#

Hey guys. So...My grass alpha isn't casting shadows. I have the lightmass settings to cast shadows as masked, which should fix it, but apparently not. Is there something else wrong? Thanks!

blissful spire
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Im new to this so sorry if my question is stupid

I have a variable in one of my blueprints called "Mana," and I want the Mana ui that displays the number to be the same as the value of the variable Mana.
In the Mana ui I have the text that is supposed to display it set as "variable" but dont know what to do from there

Thanks!

toxic hatch
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Hi Im trying to make a landscape bigger than the biggest one but with less density. I can do it with scaling but then materials get messed up if its not at 100 100 scale. I can use the add to landscape feature but it takes a very long time because it has to load after each click. Does anyone know of a better way? (and i cant use world composition because its multiplayer)

pulsar badge
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Hello, quick question, does anyone know why after installing source build and creating a C++ project, it won't let me build/open the project? Even on a blank C++ project

signal bone
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Hey

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i was looking up the documentation of the voxel plugin

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but didnt find anything related to enabling destruction of the voxels

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nvm found it over tool rendering

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lol

median hound
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anyone know wtf this little ball is moves when i press wasd how can i remove it or can i

fierce tulip
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its you and/or the camera depending on your game settings

signal bone
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he

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can you help me?

median hound
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ohhh thanks yoeri how can i make it visible tho

fierce tulip
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im still a bit rusty on that regard. you need to change game mode, that i do remember

signal bone
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Anyone can help me out

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with Voxel plugin

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idk how to set up the Tool rendering

soft fiber
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I'm not able to use UE4 for any length of time before. "Unreal Engine is exiting due to D3D device being lost." I've upgraded the video drivers, but that didn't work. Any advice?

plush yew
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im new to unreal and i exported the grass clumps asset from megascans but when i place my grass in the scene, there is no color, it's just gray.

median hound
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show what it looks like'

light thunder
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@plush yew You'll get help faster if you get good with a screenshot tool like ShareX or Jing or even the microsoft one

plush yew
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ok give me a min

soft fiber
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Looks like NVIDEA release a new driver today, but I just updated last week and that didn't help at all.

plush yew
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what should i do?

light thunder
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It's your lighting, it's just really bright

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that's actually what grass looks like when you shine a really bright light on it

plush yew
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i turned down my light intensity

light thunder
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search in your world outliner (upper right) and type in directional, you're looking for the directional light which is your "sun" basically, or your main light source....play with some of it's settings to see how it affects your scene, and your grass - alternatively, you can click on the button in your viewport that says "LIT" and change it to unlit

plush yew
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but it still looks weird

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ok

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oh it looks normal now

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@light thunder thank you so much

light thunder
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Unlit means it's natural state basically, but you haven't fixed it

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you just found out how it looks when 'light' isn't a factor

plush yew
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got it

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thanks

high jackal
#

Hey, I paid a few people here to do some work. First one didn't do a great job at all, ended up deleting his work and starting over, second one did ok. Would anyone mind taking a peek at what was done to see if it's done "right"?

signal bone
#

Sure

high jackal
#

It's all logic and behavior tree stuff

signal bone
#

Oh

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c++ ?

high jackal
#

No, blueprints

signal bone
#

Oh, im not good at looking at that

#

sry

high jackal
#

np thanks anyways 🙂

crisp thicket
#

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▶ Play video
plush yew
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Any idea of why I have this yellow line on my mesh (the rock) when I use RVT ?

floral mesa
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i was reading that

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lol

plush yew
floral mesa
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im thinkin

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lol

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i thought it was moss at first glance and then read more thatds odd

plush yew
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lol don't pay attention to the texture. I just take some random texture. I'm just trying to understand RVT and make a correct blending

floral mesa
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yeah i see.

plush yew
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I'm blending just a bit on the very low of the mesh (just look at the sphere, it shares the same material) and it blends well here but I have this dam big line up above... ☹️

floral mesa
#

i didnt even know rvt was a thing bruh

light thunder
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I want to make an object rock back and forth - I've got the timeline figured out, but what's a good way to make it reverse and play again continuously- this is going to be a minor event and the level is so streamed out, so I can use event tick do keep it going

floral mesa
#

i didnt even know, that sounds exspendy though.

grim ore
#

how is the mesh unwrapped, what is the UV layout?

plush yew
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@floral mesa Yeah just discovered thus stuff a few days ago and it looks very awesome indeed

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@grim ore Actually it's the mesh rock from the default ThirdPersonTemplate

floral mesa
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im gonna look into it more soon lol

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yeah it cant be a uv thing

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or it could idk

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hahaha

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i dont know how rvt works

plush yew
grim ore
#

well where is the seam on that mesh?

plush yew
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Mh is it possible to see in UE ? 🤔

grim ore
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I think with the new modeling tools plugin

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or put another texture on it where you can see the tiling

soft fiber
#

Going to try underclocking my video card to see if that keeps UE4 from crashing. That all I can think of at this point.

floral mesa
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it doesnt need a seam if you can get away with not having any

plush yew
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oh if I just remove the texture and see the square maybe, yes...

floral mesa
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pop in in blender and through a uv checker on it

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youll see the uv's are fine

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usually i try to not have any seams when possible and just create uv shells that wrap fine like that rock, it has two shells, so its good to go

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i would focus on points that look stretched, and move the vertices on the uv map

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and straighten the uv out

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since rocks use seamless textures its ok to uv it like that, and the most optimized way imo. seams cause the compiler to do more work

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i think the color on top of the texture if youre attempting to use RVT nodes must be from that,.

plush yew
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@floral mesa What you call "uv shell" is the box projection right (or triplanar in UE4) ?

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I usually use this to for rock and others simple mesh like this to avoid seams and not be annoyed with the unwrap. It's pretty good

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@grim ore Damn I've just realized I don't know how to completely remove a material from a mesh 😆

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I believe I found the seam though but not sure :

floral mesa
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thats where one shell ands and the other begins

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so its a seam but not a manually placed seam

plush yew
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Yes, indeed it is here, for sure

floral mesa
#

damn i got so good at modeling without seams i need to find one i have with em

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ill add a seam to a building i made

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so i just placed that orange line on that mesh

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thats a seam that the engine would have to think about

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i modeled that building with techniques that make it so i didnt need seams, but it takes more time

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that rock doesnt have any seams like that

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and a seam in ot visible without texture

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you wouldnt see it on the model without any material applied

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i guess looking at the rock the world default texture shows the seam just fine. but its not a real seam its just where the two uv shells connect

floral mesa
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i didnt mean to tag MatthewW

plush yew
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^^

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I don't know how you modelling to never have seams, lol...

floral mesa
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seams may be necessary for rvt to work properly

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ive never even heard about it but the color seams to follow the connection of the uv shells

plush yew
#

But you're right, it's not a real seam but just where the two uv shells connect, got it :

floral mesa
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ue4 may require a seam

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you can folow the edge there and place one turn off uv sync to try and make sure it doesnt contort the entire uv

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map

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if this was a rock that wasnt testing RVT id say it dont need no seam

plush yew
floral mesa
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yeah its so thick and muddy

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what nodes have you used in the material so far?

plush yew
floral mesa
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anyone got substance plugin source code for 4.25 Source Engine Builds?

plush yew
floral mesa
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im sure you know about the docs but just in case

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look at the pink on top of the material 😆

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unplug the alpha from blend material attributes, if the pink goes away youve consolidated the location of the issue

rose cloud
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Anyone know why retainer box is forcing a size on the image inside it? I have a retainerbox with a namedslot in it, into which I'm putting an image when using it in another widget. For some reason, the image ignores size settings

plush yew
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@floral mesa Oh and I think I've found the exact same position of the mesh in UE4 and blender. And if I'm right (pretty sure I am) so the big line does not follow the seams at all. Look :

floral mesa
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yeah so its not related to the seams in any way good work

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hard to tell with a rock hahaha

plush yew
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yep

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I had to examine it so hard x)

shell oasis
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heyyy, does anyone know of any good enemy AI spawning tutorials? Been trying to get it to work for hours but they just wont spawn. Ideally without using a behaviour tree ❤️

floral mesa
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then what will drive the ai?

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i think behavior trees are excellent, confusing to know what you did wrong when you do something wrong but excellent

plush yew
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@ruby sluice @grim ore Ah Aaah ! I got it ! 😃

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I don't understand what it does exactly but the copy rotation and copy bounds things (the little buttons in the Virtual Texture tab, on the left) was the reason of the big line.

floral mesa
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so whats the purpose of that visualizer then because at this point thats all it was hahaha

plush yew
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Actually you have to add a Runtime Virtual Texture Volume then you assign it to the material you want to project (in my case : landscape) and the copy rotation and copy bounds copy the rotation and the bounds of the landscape.

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so yeah that makes sense but it's not clear at all