#ue4-general
1 messages Β· Page 888 of 1
@plush yew the black could possibly be an error with the blend. One of the texture may need to be set to alpha in the blend. And i say that because i know that was something that i had to do when i was setting up weightblending for landscape painting earlier this year
So as usual i am probably wrong but worth looking at whats going on in the blend node
Mh indeed I do have an alpha here :
but there is no texture in it so I don't know...
( it's supposed to set the height of the blend... I believe... )
Though I think that the Runtime Virtual Texture Sample, the node in the very left low corner, is just like a texture because (again if I get the thing well) it receives the textures of the other material, those of the landscape (it is sent through the Runtime Virtual Texture Output of the rock material)
and this material is all black too so... maybe... I don't know...
@crisp thicket might need to click the eyeball on the bottom corner of the ue4 editor content browser and turn on engine content then use the search bar to find it
@spice canopy what folder would it be in
I dont remember but that is why I said to try the search bar at the top of the content browser.
After unhiding engine content that is
Is there a comfortable "average FPS" function I can retrieve somewhere? I can get it from delta seconds but it fluctuates rapidly and I was gonna write a smoothing function but like I'd rather see if theres already a nice display value i can access π
the search bar doesnt want to find it for me
Show engine content, then click the engine content folder and search in the content browser
i did figure out how to add substance plugin to the source engine. i just had to move the plugin over and build engine again
i made a thirdperson character a fp character i want it to walk slowly not run how can i do that?
there is no tutorial what so ever
if anyone can help me much appreciated
iam new
You can go in the statemachine and limit the blend to never go past the speed you want
Not to do that specifically. There is a turorial to set up blendspaces for character movement
And if you learn to do that youll know how to limit it as well
Here we introduce ourselves to using an animation blendspace inside of Unreal Engine 4 and how they can be used to blend between animations based on axis data..
β₯ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN
β₯ Don't forget you can help support the channel on Patreon! https://www.patreon.com/VirtusEdu
β₯ Join the Virtus Dev Squad Di...
There are alot of good ones on youtube
thx
If that doesnt suit you so thpe in ue4 blendspace
i just want to make it walk really slow
Whenever you want to find i fo regarding anything focus on keywords people use. I used blendspaces and statemachine
ok
Things like that. Focus on those keywords and research to expand understanding. I wish someone had told me to do that
thx man
But im glad i could help. Im sure youll get it down fast
Np
Another thing is, ue4 documentation is way helpful for self learners
Blend Spaces are assets that allow any number of animations to be blended between based on the values of multiple inputs.
I always study the actual documentaion and read it very very thoroughly. I absorb that info and apply it to things taught by tutorials. Having that foundation helps a ton and the tutorials help to expand upon what i read. Im then able to do more creative things with what ive learned
@stone stump so did you change the third person character into first person?
yes
The character movement component in a character has a max walk speed property. That is what controls the max speed.
Since your not really asking how to change the animation but limit the max speed.
the manny is running i want to make it walk and walk slowly if you know what i mean
Yes the max walk speed sets the..... max speed when you move.
So lower it to like 50 and see what happens.
blendspace right
No in the character.
yeah the problem is where can i find the component so i can adjust
ok wait you mean to open the character
The left side on the top has all of the components in a blueprint so yes.
Yep on the left click on character movement.
Then on the right in the details find the max walk speed.
Itβs 600 and too fast. Try 50 and go from there.
@crisp thicket did you unhide engine content?
ya @spice canopy
You may have to click on the engine content folder in the content browser to select it first so the search bar knows you want to search in that place insteadnof the usual content folder.
Hey! what's up guys! Just saying hello!
I'm a professional software developer who has recently picked up unreal engine as a spare time hobbie. Been on and off at hit for a little bit.
Learning a lot more C++/Blue print stuff.
Nice to meet you all.
Hiyo
So i have been learning lots. Took a few courses and have been prototyping small projects. Like farm sim
thats nice
So I'm a little embarrassed that I had no idea UDIM's were supported in unreal until recently. And since there wasn't much info about it, I made a video:
https://www.youtube.com/watch?v=t-eG2TDU048
In this video we will be looking at how to set up UE4 to support UDIMs, and how to import your textures for them to be displayed correctly on your models.
Follow me on Instagram and Artstation!
Instagram: @william_faucher
Artstation: https://www.artstation.com/will_faucher
I'm two years behind π
Is it possible to delete an element of a widget dynamically, like a button?
Not the entire widget, just an element of a widget.
And not just hide the element via set visibility, but make it go away entirely (or shrink down to nothing / next to nothing) so it no longer impacts the structure of the widget
Hey everyone, Iβm new here and Iβve never tried Unreal Engine before, I might start learning about how to use it soon
Well keep us posted SackCrown.
will this carry the capsule component with it or will it just move the cube and the capsule will stay put
so if you use the capsule as a collision and move the mesh will the capsule stay on the mesh or will they be seperate away
It looks like the cube is a child of the capsule, so if the capsule moves the cube should move with it I think? correct me if I'm wrong someone, I'm not that good either lol
Also question,
Is Unreal Engine hard to make games with?
@meager epoch welcome to Unreal Engine!! it's not too tough to make a game, but that's more of an opinion and depends on how you define the 'completion' of a game. To get it to a playable alpha state? Not too tough. It depends on complexity and how much time you put into it. You have to understand that most games anyone plays online are developed by teams, so you're going to need to learn quite a bit about all the different roles before you complete a game.
Things like platformers or first person shooters are easy to make when you refer to the basic core mechanics (like moving, aiming down sights, shooting and dealing damage) and there are so many tutorials on YouTube to refer to and follow along with to get it done in a reasonable amount of time. Just make sure you remember that frustration is part of learning and not understanding something will indeed be frustrating.
Ask questions, a lot of them, and be as patient as you can be. The first steps are learning to navigate the Engine. After that, it's all about understanding why things work, one thing at a time.
Anyone who has an idea when UE4.26 will be released as Stable?
Thanks a bunch, really appreciate it (:
anyone knows why it works in the right but not in the left?
The left operator applies to actors, not scenecomponents
SetActorRelativeRotation and SetRelativeRotation are different things
hello im new
hello
anyone knows why this isnt working out as i want it to?
Say guys, I've got some assets that are supposed to have LOD levels that bring down their triangle count. However, how do I actually configure LOD levels? More specifically, how do I force it down a level by default?
I just spent 5 hours and my lighting build finished but it "failed to save" - I don't have two editor instances open - I checked source control and the file is checked out - but it says locked - I set it to unlock and I checked windows explorer and the file was still read only. How can I save this so I don't lose that rendering session forever?
Can you change the filename you're saving it as?
I dare not
this is tied to like 7 other sublevels whose lighting I've built
I was able to get it to save but I had to manually toggle off readonly in windows explorer and I have no idea why, when the file was checked out already
hey super smort people any of you have a good tutorials on how to make trippy effects because one of the levels on my game i want to mess with your brain
How would I go about switching between two different persistent levels with a loading screen? It makes sense for this game to have regular level switches as well as persistent levels, however most of the ways of creating loading screens require level streaming which kinda eliminates the point here
wait, nevermind, most of my concern comes from light baking since I don't want to have all the levels bake at once, but if I just make sort of groups of sublevels I can only bake one group at a time even if I do a level streaming-based loading screen
so it doesn't really matter
hi,any idea why when I choose any focus method, it looks perfectly focused and fine in viewport, but when rendered the whole video is blurry and bad looking ?
can i use a gif instead of a static picture for my menu? if not, what other options do i have?
can you use a material with a flipbook animation?
i'd need to have still images of each frame. that might work for a picture with 4 loops but not for a gif i think
anyway, i am very new to UMG and i was just wondering why this happens? i also anchored the button to the right side
Try asking in #umg
Looks like it might be mip mapping in the texture settings? Can you quickly turn off mip maps for that texture and see if it fixes the issue?
I'm thinking take your political shit posts else where, fucko.
im going to make it a render target
but I need to figure out how to make an alpha out of it
anybody know how?
im using GIMP btw
Does anyone know how to test in C++ if a widget variable has been filled in? I have a Texture2D variable that I can set in my blueprint, but when I test in C++ if it's been set, it always is, like an empty texture or something.
<@&213101288538374145>
Maybe someone knows this: When I create a USkeletalMesh using another one to construct it from, the SkeletalMeshRenderData doesnt get passed over. Is there a way to regenerate this?
that didnt fix it... its a masked surface shader sitting on top of a deferred decal.
maybe you cant do that or something
Humour me and show me the settings for the texture?
Hi, the foliage from grasstype doesn't seems to work when i play in scene or build . does anyone has any idea how to fix this ? ( i use world compo )
i will thought it seems like that channel doesn't get a lot fo traffic
That's true. But your post will very likely get lost in here. I know that sucks either way but posting there can't hurt.
Btw, are those inkarnate sprites?
yes
Are you affiliated with those guys?
no
Do you have permission from them to use their art assets for whatever it is you're doing here?
i am not going to publish anything
Okay, just be careful I guess. Its super distinctive.
https://docs.unrealengine.com/en-US/Engine/UMG/UserGuide/Anchors/index.html reading this and it seems to be a resolution problem
Using Anchors to keep UI Widgets in fixed locations based on different aspect ratios.
so thats the bottom decal
it just puts normals on the mesh
thats the top decal.... thats the one that keeps blinking out
they arnt Z fighting either... they are kinda far apart.
Ah, I mean, open the actual texture in the content browser
Change the mopping settings there to no mipmaps
Mipping
Hey guys, when I open my U4 viking village level I always get "first person template" level. Then I need to click on "Open level" to open my level again. Is there a way I can just delete the "First person template" level? So when I click on my viking village level it opens the viking village level
If you go to your project settings, then maps and modes, then you can set a default level
@fierce tulip did you guys see the @ for moderation above?
didnt see anything wrong so thought it was moderated already? what did I miss
The thinly veiled Biden shit post pretending to be asking for help about a texture.
i mean, its not the best idea to talk politics here but if he is inclined to make something that imho is rather.. silly... yea he can do that.
I'm truly truly sceptical that was a good faith ask for help
It's just a way for him to post that in here and use the rules against themselves.
He's a troll.
What do you want it for?
is this HDRI?
saw this here
Background? Something you can more in and out of?
@unborn quartz @fierce tulip Thanks it works!
You don't need to make it part of a sky box per se. You can just make a bunch of nebula alpha cards and make them huge and far away.
That's how I'd do it anyways.
might be better to make it part of the starry texture though if you can, less transparency is better for overdraw.
but it depends on need
anyways, ill keep an eye out @unborn quartz
Okay, thanks bud. β€οΈ
alpha cards? You mean normal texture on planes?
sorry, I'm pretty much a noob when it comes to materials and effects
Luos is right about overdraw. Although if you make the transparency additive then it's at least cheap overdraw. Depends what else is going on. Is this for an effects heavy space game?
Yeah, normal textures on planes.
afaik additive isnt any cheaper than regular transparency when it comes to overdraw
Don't worry, if you're a noob this is the right place to ask questions β€οΈ
do you know where can I get textures like that?
I thought additive was less instructions and overdraw cost was overdraw count * shader cost
Well, for a start you could Google image search for some pictures of nebula.
Hello,
is the additive blend mode cheaper than the translucent blend mode?
Thank you,
Thilo
How you do the transparency is... Well there are many ways to skin a cat. But if you just paint in a black areas around the edges and use additive you'll be most of the way there.
Hi, the foliage from grasstype doesn't seems to work when i play in build . does anyone has any idea how to fix this ? ( i use world compo )
Doesn't work how?
Be more descriptive pls
@fierce tulip interesting! Thanks for the link.
though its a little old, not sure how things have changed since then, and cant be arsed to do an in-depth performance test XD
I think the answer could be summarised as "it's complicated and in some cases additive might be a little cheaper and it might make no difference at all"
I would add that if there's no visual difference, additive won't hurt.
is there a way to scale down the button hitbox without scaling down the image inside of it?
it already is. i just think its something to do with the layering of those types of shaders maybe
Anyone knows a tutorial for creating a main menu with a camera as background?
All I found was with a photo as background, and not an actual real time camera
Hmm... Thanks!
Hi, well, we are 2 friends who are trying to program with unreal engine but when we open it, it goes quite badly, we have a good quality pc and it was in case someone can help.
pls
we have 2 computers the first one a gtx 1650, processor intel i5 9th gen and 8gb ram
and the other is a bit shit is a i3 with simple grahpics and 10gb ram
@tidal hawk
how to fix this ?
you may want to be more specific about what 'this' is that needs to be fixed
just looks like your lighting is very bright to me
I think you can play with specular/roughness on the rock 's material (make sure you make a material instance so you don't change all the other assets that use that same material
Hey guys, this is from MegaJam. What does repositories mean?
source control repositories, if you are using Assembla
im having a problem that my widget doesnt remove itself
https://gyazo.com/dfbb8a32763293863ee00ff0b3abc08e
and this is code
the input to is valid will never be valid
I'm not sure that function makes a lot of sense
the branching behaviour is odd
Im checking with a linetrace to see if im in range of an Pickable object, and if im i want the widget to show, and if not it should disapear
everything works except the remove part on half the text, since the actors name removes when i walk away
well you've got a function that either adds a widget or does nothing at the moment
neither case seems like what you want?
you probably want two different functions and you should really be saving that widget into a variable
What are these random shadow blobs? They only appeared recently, they weren't there in light builds in the past. I added some new static meshes in the scene and built lighting, and they appeared on this mesh (and other instances of it)
Static lighting, figured it's not lightmap issue since the shadows didn't appear in the past
hello, i got werid problem, when i'm trying to save game unreal engine stops rsponding
and it wont do anything more
A quick tutorial into basic main menus! Uploading on a train! Such dedication! Lol.
don't have backup?
Thanks, Dutch!
somehow pc restart fixed problem o.O
Tech support number 1 solution right there
It can be done, but ue4 mainly focuses on 3D.
ok, what engine would you recomend for 2d then?
There are marketplace assets that supplement the 2D aspect of ue4.
ok
Not sure what engine would be best for 2D.
Hasn't GODOT made some moves in 2d land recently?
I was under the impression it was already a popular choice for 2d
Unity is as well
being fairly lightweight and all
4.26 folks
Unreal Engine 4.26 released!
With the release of Unreal Engine 4.26, you can create environments, characters, and creatures of unparalleled realism and design your entire production pipeline around Unreal Engine.
The production-ready Hair, Fur, and Feathers system enables you to design the most believable humans and animals.

Is it not enabled by default in 4.26?
i've been working on a project in 4.23 for 6 months now. its a game for oculus quest 2. is it worth me updating to 4.25 and if so, should i expect any issues with codeworks etc
It got push back from production ready until early next year
fair - it was definitely not ready for prime time
doubt it will be for 4.27 either tbh
AFAIK there won't be a 4.27
4.26 -> UE5
doubt it will be for 4.27 either tbh
So technically, this is correct π
Any idea about why my RVT renders black ? https://gyazo.com/293e3300a0a9827c93186274115b4ffb
I CAN TYPE IN ALL CAPS TOO
4.27 is probably a dev build
Is anyone here familiar with how a person would add a "static mesh attachment [socket] " in blender for importing the static mesh along with all its sockets to UE4?
I would like to attach meshes to sockets on my parent mesh. (Based on my google results, I believe blender doesn't have anything called a "socket" so maybe they have a different name.
Thanks Moa.
Add an empty in blender, rename it SOCKET_[insert your naming convention here]
Check the release notes. Bet it tells ya https://docs.unrealengine.com/en-US/WhatsNew/Builds/ReleaseNotes/4_26/index.html
Overview of new and updated features in Unreal Engine 4.26
Note you can only get the location via Blenders empties, they don't store rotation, you'll need to adjust that in UE
can you create game animations for characters using sequencer ?
or whatever that new tool is ?
Thanks
You mean the Control Rig? Yes, but you're still better using an external program at the moment. imo
@thick herald So I would be able to add/tweak rotation after importing these inside UE4? (since I cant import socket's rotation)
@thick herald i suck too much at doing anything at blender lol
Does anyone have an idea why FSkeletalMeshMergeData does not get copied over from one skeletal mesh to another when using NewObject<USkeletalMesh(Package,..,.., other skeletal mesh);
@exotic otter I believe you would normally use DuplicateObject instead fo NewObject in order to create a copy of a UObject. Unless I missed something specific to these classes.
Hey folks, does anyone know of a tutorial or guide on how to implement this sort of vaulting system? https://youtu.be/caohJww08LA?t=51
How well does Chaos run on say, a 1070 Ti?
Yup, easily done inside the BP in UE4 π
Not for anything extreme of course
Basically I'm wondering if it's worth it to get Source for Chaos, or if I should just get it from Epic Launcher
a texture atlas is being used for these meshes. an everytime i build i get these messages. it's okay for me to ignore them isn't it?
Why does the engine want me to save the WidgetPassThrough3D Material? Why does it think it changed? (or how did it?)
must build from source still
hmm so guessing they didn't finish it in time to be turned on by default
In preview 5 they said that chaos will be released next year as default physics
PREVIEW!
Preview 1 of the upcoming 4.26 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development
"Please read:
After reviewing feedback from custom licensees and the community at large, we made the call to ship a 4.26 preview build with functionality that is closer to what you will be able to expect with the full release. Chaos will ship as the default physics and destruction system early next year.
Stability is a top priority and we will continue to review all feedback on Chaos as folks test it in a range of environments. Again, thank you to everyone who has provided feedback so far. Weβd love for you to keep it coming!"
π
This update is a beast.
stability is sexy
There's a channel for that.
bruh, i updated to 4.25 yesterday, and now thi BRUHHHHH
@tiny sonnet hahahahahah
looks like they finally took some devs off of fortnite
me toooooooooooo
so next version is UE5?
doubt it
No new movement component? fu...
they havent taken that many devs away from fortnite
i wish they had release dates bruh
I just recompiled my 4.25 bruh
@river silo welcome to the club
im waiting for ue5... and find the .0 variants are always severely broken somewhere
So should I not upgrade mid project?
finally a good tag in the news section
is it going to break everything?
probably
backup first then
fk
whooooo man... just finished a project involving 90% ocean, and now this... DAMN
it rarely breaks shit for me
I've never had it break anything cuz I dont make engine changes
fair enough
even opening the patch notes crashed my browser
i mean if you use CPP and not blueprints thisis your worst nightmare
time to commit
Btw 4.26 should have the Atmosphere Component improvements!
be prepaired for some sleepless nights

now this is a pain, that i will feel when i will update my map from 4.23, since i have my mechanics in a different project
when does 4.26 update in epic store?
~atmosphere component~
GPU Lightmass 
it keeps displaying 4.26 preview 7 for me also
yeah preview 7.. but wasn't I on preview 7 already? I'm confuzzle now
Already got it downloaded here. I clicked the plus sign next to engine versions and there it was.
dose anyone know the topic of this years game jam
also i need a team otherwise i might have to do it solo
FeelsBadMan
If you're already working on a project in 4.25, you could probably download 4.26 and keep 4.25 just to be on the safe side.
oh no im just recreating new projects on daily 2 learn concepts im uninstlling 4.25
Cannot wait to install 4.26 π
btw Fortnites the greatest thing that ever happened to Unreal Engine
We get these features because of Fortnite
Definitely looking forward to improve and work on water stuff.
despite how much hate the game gets
don't download platforms that you don't need
@bleak remnant yeah well they made billions with it π
it mostly gets hate from community and because of tryhards
I never touched Fortnite, tbh
when they mention prime fortnite they talk about how trash the players were
All those reactions swarming
fortnite also didnt have a hand collision before or idk if now too
So, is 4.26 stable? π€
i remember shooting someone with a sniper wondering it didnt hit and went into the replay system and saw he reloaded his gun and it hit his hand
that's something we know in weeks and months of using it π
alright.....time to spend the whole day compiling 4.26 from source.
this is the last update before UE5 right?
I would guess .27 comes out with how long 5.0 is going to be
y do ppl compile is there additional stuff they can do?
Probably not. UE5 isn't expected to go stable until late 2021.
is there anyone here who's built mobile games with both Unity and UE4?
debug inside engine code
@median hound dedicated servers for one
you can't do that with the launcher version
@potent parcel But there is a beta for early 2021 I think π
also console support π
if you want to run a dedicated server for your game that players can join u need source, that's really the #1 reason i compile.
The other reasons are if u want to modify engine code, get latest changes straight from github
Indeed. But I think they'll keep updating UE4 alongside the UE5 beta until the stable release.
Yeah probably π
UE3 is still being used in house by a few larger companies, UE4 wont be gone for a while
Can anyone share a link or something regarding how to compile 4.26 to get Chaos?
look at the chaos docs
we have ~3 ue4 releases a year. 5.0 is expected out of preview in later 2021
that gives us potentially 3 more 4.x releases. if I had to guess we will get 1 more maybe 2
I believe Rocket League continues to use UE3 to this day.
Mortal Kombat 11 is modified UE 3
At some point they will lock down the 4 code base and just commit specific fixes for the community and then special fixes for their licensees
hello :)
can anyone provide any good resources on connecting an unreal app online with other instances? (I already have it up and running on my local network...)
I found some tutorials where they use steam, but I am trying to avoid that and i am also not sure if it would work for android devices...
Seems like 4.26 has some odd references missing π€
Got an email about 4.26 but after updating in launcher it just says preview 7, no stable release?
@maiden kindle Restart your launcher
No way we can use it in game jam then? π
Looks like it was a glitch, just restarted and noticed π
Chaos Destruction is enabled by default with Unreal Engine version 4.26 available on the Epic Launcher. is it built in or is it a plugin i will need or marketplace
I change my mind I'm going to start compile at night when I'm asleep, going to continue working on 4.25 while I'm awake
yea i wrote manually 10 in
because its currently at 15
even if i change it to 1 or smth it doesnt change
dk why
Hey there, I'm interested in using multiple SkyAtmospheres in the same level. Is that at all possible, or should I start writing a shader to overcome the limitation?
Is 4.26 not out yet on the launcher?
Restart your launcher
Thanks
97%
lol
Is it safe to use Ocean for production? since its still experimental?
Have a guess
Hi, anyone familiar with camera settings? I have a few qeustions..
Now with more insights
does anyone know id quixel bridge has updated to new version yet
Hey guys please help me. How do I replicate an animation montage over network?
geez
Hhm 77+ gb :o
That doesnt sounds right
Please people, help
Something is odd... Anyone else please check.
Ill pm you a network pdf I got, but Im not really good in replication. Isnt it a replication channel somewhere here?
Thank you a lot man! God Bless you!
robert do u have plugins or projects in?
is control rig out of beta now?
No plugins, and my project is on another drive. Thats only 4.26.
Im trying to figure out what the hell is going on.
could you look through the folder?
How to travel to new map if im using seamless travel and connected to steam? (ServerTravel not work and just do nothing)
geez, go in the engine folder
I think ill just blast it and download it again.
this what mine looks like yeah probably
mines around 7gb
Binaries another 27
@smoky sonnet You are trying to edit a variable inside a struct so you will need to use the set members in struct node instead. Check out here for usage: https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Variables/Structs/index.html#settingmembersinstructs
Blueprint struct variables allow you to store different data types that contain related information together.
my binary is 12gb
Well, thats it. Ill blat it and download again. Cant have 50 gb vanish like that
Is the Chaos build still Github exclusive? Wasn't clear to me in the release notes. It just says "If you opt into the 4.26_ChaosBuild..."
Bummer. Yeah I knew it went back to beta, but I didn't know it still wouldn't be available in the launcher.
And the release notes were not really clear about that. It just says "opt in" not "opt in on GitHub".
I guess they figured it's in the docs they link to.
when is unreal engine 5 coming?
next year
Preview early next year, release late next year.
most guesses would be gdc
That's probably a safe bet for the preview release.
should i wait for unreal 5 or can i move my unreal 4 projects into 5?
We've been told that UE4 projects will open in UE5.
oh thats nice
Many will require updating to take advantage of what UE5 has to offer, of course, but they should be compatible. It's not a hard break.
even if they didnt i think it would always be best to start now rather then later
Can you activate a trigger volume with the "bullets" that the gun in the first person template fires (and how can you do it? I've been stuck with this for a while now)
@dark depot Counterpoint, though: GDC next year is in July, much later than usual. That's in the second half of 2021.
GDC is not the same time next year btw
ohh i didnt realize it moved that much later hahaha
That's what I was just saying.
yep what he said, normal GDC is earlier
did quixel bridge update yet to 4.6
everything going on in the world haha
i mean when they announced i imagine they had it planned for gdc time but with it moved they could just host their own event like they did for unrealfest this year
Yeah for sure.
well we have 365 days to expect the preview and release so who knows lol
Just Yes or No as answer.
Can we run files made in newer version in older version?
no
yesnt
Umm what?
imagine your using the simple noise or whatever its called that one yeah is gross @buoyant iron
goto the volumetric plugins folder and you can find some more
thank you
project files are not backward compatible. Not to say it's impossible but..
there is even a cloud painter in there unless they broke it π
Sadπ’
I played it with it for about 5 mins. Didn't seem to do anything...
So just updated. Looks like Chaos build is still Github source only?
yep
Jesus...
what is the unreal 5 preview?
a video showcasing features or a beta version of the engine?
Probably beta, since the beta comes out in a few months, and full release at the end of 2021.
i mean there are videos showing that but if you mean what we were talking about up there thats the beta
^
did this just come out, anyone know how 2 use yet
any vids on it ok
I just wanna use Chaos without doing the github again.
I am trying to get the mesh attached to my socket to be rotated 90 degrees on the Z axis, but it seems that the mesh does not rotate no matter how much I rotate the socket itself, does socket rotation not affect the mesh/actor attached to the socket?
EDIT: I can include the socket screenshot, but it only shows the rotation values.
ive been learning ue4 for a month now. do u think im wasting my time considering ue5 is coming out next year? like am i wasting my time learning something that will be made obsolete very soon? or will my knowledge that im gaining now translate over?
ue5 is just an upgrade for ue4
i thought its basically an entirely new engine?
the things that change will be easy enough to learn with docs and such
that isnt how engines work
@midnight jetty It will be nearly identical to UE4 when it comes to how you interact with it. UE5 will improve things "behind the scenes" you will never see, or add additional tools besides the ones already existing in UE4
things are getting replaced but it will be mostly the same user wise
ohh ok that makes me happy. good to know π
at least for the start
@deep viper you can take the transform of the socket and use that for your mesh
@thick herald So the mesh attached to the socket does not inherit the rotation [out of the box] ?
@buoyant iron so they haven't changed that from the last few updates, even for this final one? That ugly square was present both in test 6 and 7
No, it's not a hard break like UE3 β UE4 was.
just use a different cloud material
Not by default, as far as I know. Just grab the transform and set your mesh to it and you should be good. π
yeah, its looking good now
for some reason my sun sky is slightly broken, cant move it around with my mouse using ctrl-L
Did they change the short cut? the little diagram pops up but when i move my mouse it starts to quiver lol.
@thick herald Thanks. I guess socket rotation does not automatically rotate the Static mesh attached to it (but now that I think about it, if the socket's rotation does nothing, does the rotation of a socket serve any function? It seems like socket rotation is completely useless )
check if you are using actual sun position data regarding geo location
you can't move sun in that case, you have to change values for the time of day etc
Are the real time RTX caustics in the 4.26 engine or are those pushed back entirely?
@clear shard i see, is that a new option they added. can i turn it off? Im looking for it in the details tab. This wasnt a problem in 4.25
@deep viper It's only in Blender that the empties there don't store it. In UE your sockets will have full transforms, you can adjust them manually or do something fancy in BPs. π
I understand the socket has a rotation component inside UE4. But it seems that this rotation component has no role. I originally thought it would adjust the rotation of anything attached to said socket (a relative rotation, similar to how meshes have a rotation relative to the root component)
EDIT: IF I were to use an analogy, the socket has a water gun, l but it can't shoot water. (why does it have a water gun to begin with? A socket isn't renderable.)
RTX specific things are in the nvidia branch of ue
Ah ... I was hoping that I woudn't have to learn how to compile my own Unreal code but okay
Yeah, you'll have to manually pull the info from them @deep viper
@buoyant iron I am sure there is a way to set the sun "free", just haven't played much with that to know exact "how to"
only DXR is in the engine by epic they try not to do platform specfic things @frail river
Anyone else had this when installing a new engine version?
Okay thanks!
well a restart seems to fixed the error, i had it with previous versions to.. hm
guys is chaos actually in 4.26. everywhere it says it is but like.... either its invisible to more or im blind
is this the real chaos?
you need to compile the editor from source to enable it
its disabled in the binary builds
its disabled in 4.26
and it says everywhere it enabled by default
same
wud? why does all the docs say its enabled by default
they dont
they do
read them again
lol
no they mean physX will be deprecated in the future
where, how
wonder what do they mean by lightweight, how is this lightweight compared to what we always had?
its new, its optimized, probably better and more lightweight. just how it is
still
i dont see the full img, how would i get accsess to chaos lol
afaik chaos is heavier rn
on git
Some very interesting thing here on our project in 4.26... everything is suddenly running slow motion as if time dilation was on (it's not) - delta seconds is correct as well. Works perfectly in 4.25. Also we are running at 200fps+.
is it worth to build chaos from source or just use it in ue4 built
i mean if you want choas you need to build it
@plush yew about to try my project at 240hz. Will let you know if I run into the same issue
Thanks, really weird stuff.
@median hound if you have to build it from source then it's probably not production ready
Unless you are having serious constraints with PhysX, you shouldn't switch to a still-under-development Chaos
yeah they pulled it for a reason it was breaking quiet a bit still not just phyics releated but like level/project related
what is proper way of spawning enemies? i added them like 300 and my fps went from 100 to 30 lol
ai crowd control?
Oh I see. Yeah optimize the AI tick
there is also tools to share animations and other stuff you can combine
if you look up the ue4 streams on youtube they covered spawning AI like a year or 2 ago
could i just make sphere overlap to disable/enable tick ?
@frozen pond you could, not sure that is a good solution unless you only want enemies performing logic when the player is close to them
@dapper frost no real porting should be required. Just download 4.26 and launch your project from that version.
oh I have 4.26 downloaded. Thanks
hey i am using a linetrace inside of my bp and i want try to cast to my own blueprint
because i need to know if the user looks at the blueprint mesh but my cast doesnt work also if i display the name it gives me the name of the mesh behind any ideas?
seems like you have ignore self on
yea i deactivated it but it didnt work either
then make sure the collisions are correct
Any idea of what is this violet color ? https://gyazo.com/afe8f66ba715a4a82a38ef59105c6d73
@digital anchor activated anything that has the name collision
π
but didnt work either
I think it is reliate to this part of the shader (with the Blend Power) but I don't know why it does this...
have you tried adding a saturate before the alpha?
Hmm, 4.26 isn't just like a update? I have to download it separately?
where
Here :
@digital anchor But maybe you tell me to add another one just before the alpha ?
yes
ok I try
Oh man, you're awesome ! https://gyazo.com/177e6fdeb8cbc4a100a567a92ed4ba37
May you explain a bit the reason of this please ? I don't understand the thing @digital anchor
This is either a 4.26 bug, or behaviour has changed. This setting below regarding Auto Possess AI now blocks the player controller from receiving the possession event.
Confirmed it with at least 1 other person as well π€
Anyone?))
@shy dawn please read the #old-rules and dont spam the same question on multiple channels. thanks.
@plush yew saturate maintains the value between 0 and 1
Sorry but I got a response
plugging a value over 1 in the alpha, will make the color extrapolate
fine, just dont do it again.
Yea mb just sceptic rn'
mhmm
How do I get access to the job board channels?
I'm looking to hire a freelance animator
cool, thanks
Hmm it seems Httprequest is different now
4.26 is out now. Am I correct that the control rig, water, and volumetric clouds content is still in beta or experimental ?
FHttpModule::Get().CreateRequest(); is no longer thread safe?
if im not mistaken, the volumetric clouds arent on beta
In 4.26, ARCore still seems to be at 1.16, is it just me since I've updated from the preview version or is that a bug?
thanks @rocky radish
np
I want to make my objects collide similarly to in this video: https://www.youtube.com/watch?v=okWQNOQoOEw
But i cant find the "grab method" default value in BP_PickupCube like in the video. Can anyone help please
This is just a short demo of what i mean by the item collision that i've also worked on. I will hopefully be able to finish this soon and show how i did it. But it's mainly a matter of switching between using AttachTo and a PhysicsHandle based on collision.
How stable is the beta sequencer/control rig stuff? Is it problematic to work with at the moment, or is the workflow smooth?
Ok, thank you very much
I've been stuck on verifying for longer than it took to download π¦
yup
bigo how long
Aw shucks I just built 4.25 yesterday xD
It's been going for over an hour
No problemo, I'll download the source again xD
do u have ssd?
doesnt verifying n stuff use hardware instead of internet
anyone tried the water system, can't seem to get it to work
im gonna try it
water is still experimental
Water system is pretty neat
not seeing any water, just seeing a spline icon when I drag into the scene
Doesn't fortnite use the water system or do they have access to a more complete version?
water system seems to be stable enough depending on what you're doing
I'm just making an open world map, what cases would it not be stable?
Seems to be picky with World Comp a little, but nothing major
Considering I don't know what World Comp is, I should be good
Of course
Am I the only one who wishes with the new environment light mixer the allowed you to add the exponential height fog too?? I would love that
4k shadrs 
@autumn flame how do I do that?
Tried moving to 4.26 (perhaps a little too fast), when being prompted to re-install the project's plugins it said that this plugin is already installed for all engines. Do I have to wait for the plugin to support 4.26 to use it again?
My download just finished, has anyone had any problems with stuff breaking from when switching from 4.25 to 4.26?
yep done that, then what?
compiling shaders, what hardware does it use, cpu?
Is calling the layer Water a naming convention or is it just for clarity?
once its assigned, I just drag in the water and should work? @autumn flame
yea
hmm ok
This is some really good news. Been avoiding doing anything Python related in UE due to it being in the 2.x series.
Be sure to have the Landmass plugin activated
its enabled
wait
i'm stupid
you need to assign Landscape_WaterBrushManager to it
To the layer
how do you get the sky light real time capture to work, I checked the real time capture under the sky light properties and the sky light is gone
like, it does in automatic when you drag water into the level with the Water layer selected
@autumn flame no worries, thanks man it's working now
Aye!
maybe there was a folder called "fall guys" and one of your files came from that folder.
but generally #fab for those kinda things.
no its very strange as I haven't used the name at all and im blind sorry about that I will post over there
thanks π
help i'm making a 2.5d platformer so the character can only move on two axis but the actual levels are in 3d
but i havae a dash ability that sends my character to the direction im facing in
but since it's in 3d space if my character faces towards me it tries to dash forwards towards me, rather than to the left or right
hey, I'm looking for some app/script that converts video or frames into flipbook texture (for animated fog/smoke). Any suggestions, I'd appreciate
@stark marsh Don't let the player dash if looking forward? Only dash of looking left or right?
but then if the player is slightly facing forwards it just wouldn't work at all
alright guys lets pump out more pirate games
So the player's rotation is not restricted to 90, 0, -90?
no
hmm, well if movement is restricted to left or right and the player is able to look forward. Even if you figured out how to not have the player dash forward, how would you decide wether to dash left or right?
Probably not the best solution but maybe only allow dashing if the player is moving? @stark marsh
yeah, it makes since that if your looking toward the screen and dash toward the screen that he would dash toward the screen...
yeah i know it makes sense
but i just want it to only be able to go left or right dashing, and i can't get it to work
Look at what I wrote above where I pinged you
maths time. You have your vector that defines left and one that defines right. Get the current vector of the player for its forward and see if its closer to left or right and then have them go that way instead of "forward" on the player. You can even make sure its within a certain percentage of the left or right vector so they have to be mainly facing that way
IF the character is facing a certain direction when you hit the dash THEN dash
One question, whats the point of letting the player look at 45 or 60 degrees when they can only move when at 90 or -90?
if its a 3d platformer that slides 2d you can still go forward and backwards to get around stuff
is there someone here who's really comfortable with using unreal engine i just wanna ask a silly but simple question
It's a 2.5d platformer where the player can only move left or right
@plush yew Ask the question instead of asking to ask
it seems a bit overwhelming to start using unreal engine which is similar to how i felt when i first started moding
but the application options and what they do
if you cant move towards and away from the camera then you should just restrict the movement
seem pretty simple to get use to using like a set of actions in a card game or rpg if that makes sense
does that seem to be the case when you know what the terms for the program mean
with what node in material i can use to control with param the white and black color ?
stuff like event(insertwords) looks complicated but when i read the sub options in the box it seems pretty straight forward
does using the program get become easy when you understand the terms for the boxes and options presented or does it stay complicated even after xD
sorry if its a dumb question jsut want to gauge what im diving head over heels into
@plush yew if your just using blueprints its all about just learning what nodes do, best thing to do is just start doing tutorials.
@plush yew like everything the more you use something the easier it will be
o.o
okie so its just learning the song and dance it seems
im ok with coding not a pro but its like speaking a langauge so it came easy to me when i started messing with div_style c+ stuff and java when i was a teenager
Most important thing is to start, the rest will come naturally
okie :>
oh wait
super smart amazing helper mathewW is here!
i has one question before i moozy off
i just need a yes or no not really an explanation atm can you make it so you can do the attack input for example and itll use logics to check if the enemy is there and attack it or whatever but have that same input become something else when the target moves outside of the close up range
so the action performed and logics for animations on both target and caster changes based on range of the target o-o
for a dumb example like in avatar punching people is punching but if someone backs up they punch and shoot a fireball from there fist
Yes, if enemy is in x range do y attack, else do z thing
A lot is possible, you just have to figure out how to do it
i know i know the more i learn the more excited i get
because all of the snazziest stuff ive always wanted in gaming but almost never seen seem to be such simple constructs for the unreal engine
and i know how silly it sounds but its so unreal >O<
can someone please tell me how to correctly export pivot painter textures and how to "rig" the vegetation to deform correctly with pivot painter 2.0 ?
@stark marsh If it's not important, the player doesn't need to look forward. Having the player look either left or right makes it easy to tell which direction the player is going to dash. All the area marked in green is the direction the player doesn't need to look in. So you only need the player to be able to rotate at -90 or 90
I was thinking it was like castle crashers where you can move up(into the background) and down into the foreground but if your going just left and right theres no reason to look at the screen
See you in a few weeks
?
it has always been like that for major releases
only minor releases are applied on top of the old one
^
hi there! has anyone tried the new paintable clouds example already? i can see the clouds and adjust parameters, but painting itself doesn't add clouds for me in "play" mode. any success?
what is a recommended tile size for a tiled landscape? i have a heightmap of around 100.000x100.000 for a terrain of 6x6km. What tiles sizes do i choose to split up the heightmap?
@vital cosmos #ue4-general message
I have found this here.. BP_Planet_test. π
any way to add a screen effet?
that makes it look like your viewing from a camera/hologram
or looking at a Display/monitr
Using post process?
yea
Well u could just put the βimageβ/βeffectβ in a widget blueprint
I think itβs possible
ok
@dense knoll If you find how to add post-process on widgets, please tell me π ! I can't find any good solution other than using a retainer box with a material...
k
widget efects are lagging out when i make them animated, its not very effective, im just going to do something else
So is 4.26 using Chaos as default physics engine then? I could not find proper info about it, just some one-line mention in documentation.
4.26 is using physx
why dose resizing editor windows in 4.26 cause the editor to freeze so much wile in 4.25 this is not a problem
like its kind of imposable to resize the windows or view ports because of the freezing
How do i add a simple circle/blob shadow to my character?
@grim ore
yep and scroll down to the chaos section
just because its in the engine doesnt mean its on for the launcher build
you can enable it in the engine source build, or wait for .26chaos preview on the launcher
testing the new hair stuff
furry π³
(i didnt really have a model to use for it on so i just grabbed a random one)
thats sick
I'm testing Planet BP right now, but I'm not getting anywhere. Do I still have to convert it somehow to be able to use it? Has anyone of you already looked at it?
i can't help but i just want to know, is it for ark survival?
if its included with the engine, no
quixel doesnt support 4.26 yet?
just give it a week or so and a lot of stuff will be updated to 4.26
No, it's about my own game that I have started to develop. Or maybe I am still at the beginning and I am still testing a lot.
No, it actually takes time
alr
ok
Lol
hm
Nah its not possible I think
so no button that says use more gpu ok
Thanks, you're right. Are you sure that it's going to be 4.26 chaos preview? Not like 4.27 or any other future release?
If you meant can you pass off CPU stuff to the GPU? Naa.
Like Vulkan for video games?
my cpu is ok my gpu is better
like on games if i put my graphics up my fps increases
if i put graphics down it decreases
4.26 is out now and ur already talking about 4.27
how long does it usually take to compile 4k or 5k shaders anyone?
2.3 parsecs
5k isn't many
were talking about 5,000 compiling shaders right?
I guess we are, 5,000 is a tiny amount
2.3 parsecs yup.. and I'm not bad at avoiding any Imperial troubles too
specs?
I get the feeling you've never watched Star Wars
para sec is like 0.1 of a second rite
the Next is UE 5 next Year
No, a parsec is a distance.
oh
How can I lower the first person character's position over a certain amount of time? I implemented wallrunning but he doesn't move down over time.
Star Wars cocked up when they used it, as it sounded cool.
so about 2.3 miles
lol no
jolly decreases ur Z location?
mhm
hello. im new here. any game developer here?
i made a basic floating thing doing that up down orb
December 3rd is the International Day of Persons with Disabilities and on Inside Unreal this week we'll show you how to use features built into Unreal to create more accessible games. Using a base game template, we'll go through and add accessibility features to make the game more user friendly and enjoyable for more people. Covering gameplay, a...
@still island yes if you read the release notes and the docs they specifically state "A special build with the Chaos solver on by default will be available in the near future." and "If you are using the UE_4.26Chaos build, feel free to skip this section because Chaos is enabled by default."
this splines its amazing i need to learn it
Hi all, I am trying to render a video with a custom aspect ratio of 0.8 out of Sequencer. In my render settings (in the high quality media export menu) I chose an output resolution of 2160 pixels by 2700 (also an 0.8 aspect ratio). The rendered frames do indeed have the correct resolution and aspect ratio, but the images appear zoomed in when compared with my camera in sequencer. Does anyone know why? Thank you for your time.
its not a spline. its Paintable clouds
i mean lightning
Guys.. I really need big help here. 4.26 is really unplayable for me.
I don't know what the "cache uniform expressions" is D:
have this function but i dont know who to use it
@stuck garnet #cinematics for sequencer stuff
the shader material its really complex
@prisma seal Ah thanks, I didn't know.
anyone else having a problem with window and view port and sliders resizing freezing the editor in 4.26
np
the 4.26 its awesome.
why is this keep getting stuck when i put a new plugin
like in 4.25 it was fine but in 4.26 if i resize a window the editor freezes
or use sliders
Quixel bridge not working in 4.26
they all probably have to update to 4.26
What is this weird border that shows up?
shaders compiling
oh
probably your post process
yeaaaahhhh
Does anyone have experience in making 2.5D game in UE?
Where would u put the Inventory in a Multiplayer Survival Game ? 0.o
Into the Pawn ? 0.o
i would store the inventory in the players pawn
Actor Component
Okay thanks ^^
just needed some confirmation ππ»
2.5D? Wot?
How can I add this node?
@left arrow that's a constant node
Ctrl+ 0 I think
if you press 1 and click it's the shortcut
I donβt remember
thanks!
it's just a static value you can right click and turn it into a parameter! π
haha no idea, lets find out
1,2,3,4 and click to get constants with those amounts of elements
nothing!
I had to press right ctrl + 0 to test it xD
Guys can anyone help me? Iβll need to dm
I know there is way to do this - I've selected a large group of actors and I want to be able to numerically rotate them, basically 90 degrees in the world around a central axis (see image) I've got a blutility script setup but it just jacks things up, what am I forgetting here?
@zinc shore do you have an example of this happening?
@light thunder if u only have to rotate click the rotation tool
Oh with blueprint
Nope all working smoothly here
Idk, Iβve never done this stuff, probably a βmake rotatorβ? Idk I am noob with this stuff
I know the default time of day scene in 4.25 has an event tick linked to a recapture in the level BP, which tanks framerate
Guys can anyone help?
I canβt here I have to ask in #graphics
Probably
Its a problem with a quixel snow material tutorial
how do i get lighting spline?
I havnt seen a need for the real time capture yet
it must just be for high end visuals on cinematics
Guys, is it real that blueprint makes the game do less FPS than c++ ?
I am looking to make some trimming for my room, ideally I would like to instance mesh this and just repeat a mesh but just playing with ideas
I am trying to come up with a way of having a spline based system that is marked by the room (time saving) is there any best practices of making this work efficiency?
@plush yew blueprints are not as effecient as c++
dont quote me on that but I heard about 10-15% less effectivness..if one could even measure it like that
Oh wow thatβs why AAA games only use C or C++
blueprints are an integeral part of UE4, even if you are C#, you will always be using them to some degree
@grim ore here is what happens if i resize the window or if i use sliders
C# can get more efficient in the right hands, but BP's can be incredibly efficient too, it depends on the scope of your project
anomaly it doesnt happen 2 me btw
hmm i winder why this wasn't the case in 4.25
also i cant even use sliders because the whole engine goes unresponsive IDK why this is happening
OMG OMG OMG 4.26 released
@true falcon upgraded to 4.26 for one my projects now π
@zinc shore yep 0 issues here. do you have any overlay software running like nvidia shadowplay or msi afterburner?
Idk why but... 4.26 is more stable than 4.25 and 4.24... idk why
Nope not yet.
I will now also only work with 4.26.
@zinc shore simply looking at your ping icon (the blue hat with the green ring) it's not smooth soo..... something is definitely off with your pc and the install
im also doing a driver update as well so that could help as well
Guys umm... is a landscape deformation BP easy to create?
where are ppl getting bp test planet from?
So 4.26 was released today and I donβt have time to sit down by the computer until next Friday.... ππππ Are the volumetric clouds as easy as drag-and-drop? π±π
I'll check again.
If u just drag and drop they are pretty bad
Iβll call in sick π Canβt fcking wait!
π
dk is it suppose to be like the bp sky sphere? built in
What is mega jams
its not a skysphere, its a Planet π
how did you figure it out? did you just download the engine and go straight to exploring the folders in ue4
this it?
Yeah, I found it by accident. There are a lot of blueprints to find :D.
no.. wait. i search
I have to do shader compiles right now so I can't look it up.
@light lintel you can leave them as they are, they are good. I was using the wrong cloud
dk do u know what the folder is called
π
Hi guys!
Is there a way to change the Derived Data Cache folder without messing with the .ini files?
@gleaming narwhal someone forgot to fix redirectors? =)))))) #ue4-general message
@plush yew no one said they will be
they?
lumine and nanite
yes. that's why sad
lumen and nanite are ue5
It's really clogging up my C
With my editor freezing Iβve noticed it only happens on windows were a 3D view port is visible
with what way can i create the most realistic desert mesh? i tried wc2 but it's a fail
I am having a lot of fun with the new water!
@zinc shore make sure you're using discrete gpu on that monitor

