#ue4-general

1 messages Β· Page 888 of 1

plush yew
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What a prank ! >_<

floral mesa
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@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

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So as usual i am probably wrong but worth looking at whats going on in the blend node

plush yew
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but there is no texture in it so I don't know...

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( it's supposed to set the height of the blend... I believe... )

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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)

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and this material is all black too so... maybe... I don't know...

crisp thicket
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anybody know why I cant get the "Bp_Sky_Sphere" to show up?

spice canopy
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@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

crisp thicket
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@spice canopy what folder would it be in

spice canopy
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I dont remember but that is why I said to try the search bar at the top of the content browser.

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After unhiding engine content that is

glacial arch
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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 πŸ˜„

crisp thicket
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the search bar doesnt want to find it for me

grim juniper
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Show engine content, then click the engine content folder and search in the content browser

floral mesa
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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

stone stump
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i made a thirdperson character a fp character i want it to walk slowly not run how can i do that?

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there is no tutorial what so ever

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if anyone can help me much appreciated

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iam new

floral mesa
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You can go in the statemachine and limit the blend to never go past the speed you want

stone stump
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is there a tutorial

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where can i find the statemachine

floral mesa
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Not to do that specifically. There is a turorial to set up blendspaces for character movement

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And if you learn to do that youll know how to limit it as well

stone stump
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can you direct me to a good tutoral

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tutorial*

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to set up blendspace

floral mesa
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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...

β–Ά Play video
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There are alot of good ones on youtube

stone stump
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thx

floral mesa
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If that doesnt suit you so thpe in ue4 blendspace

stone stump
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i just want to make it walk really slow

floral mesa
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Whenever you want to find i fo regarding anything focus on keywords people use. I used blendspaces and statemachine

stone stump
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ok

floral mesa
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Things like that. Focus on those keywords and research to expand understanding. I wish someone had told me to do that

stone stump
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thx man

floral mesa
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But im glad i could help. Im sure youll get it down fast

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Np

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Another thing is, ue4 documentation is way helpful for self learners

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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

grim ore
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@stone stump so did you change the third person character into first person?

stone stump
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yes

grim ore
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The character movement component in a character has a max walk speed property. That is what controls the max speed.

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Since your not really asking how to change the animation but limit the max speed.

stone stump
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the manny is running i want to make it walk and walk slowly if you know what i mean

grim ore
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Yes the max walk speed sets the..... max speed when you move.

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So lower it to like 50 and see what happens.

stone stump
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where can i find it?

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iam new to unreal

grim ore
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The character movement component in the character.

stone stump
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blendspace right

grim ore
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No in the character.

stone stump
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yeah the problem is where can i find the component so i can adjust

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ok wait you mean to open the character

grim ore
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The left side on the top has all of the components in a blueprint so yes.

stone stump
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like this?

grim ore
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Yep on the left click on character movement.

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Then on the right in the details find the max walk speed.

stone stump
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done

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what value should i put

grim ore
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It’s 600 and too fast. Try 50 and go from there.

stone stump
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ok

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thank you that works

spice canopy
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@crisp thicket did you unhide engine content?

crisp thicket
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ya @spice canopy

spice canopy
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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.

ashen owl
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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.

spice canopy
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Hiyo

ashen owl
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hey!

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A lot of members in this Discord. Its sweet!

ashen owl
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So i have been learning lots. Took a few courses and have been prototyping small projects. Like farm sim

median hound
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thats nice

kindred patio
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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

β–Ά Play video
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I'm two years behind πŸ˜›

median hound
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anyone try speech recon?

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or whatever speech mapping is

open wadi
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Is it possible to delete an element of a widget dynamically, like a button?

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Not the entire widget, just an element of a widget.

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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

meager epoch
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Hey everyone, I’m new here and I’ve never tried Unreal Engine before, I might start learning about how to use it soon

open wadi
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Well keep us posted SackCrown.

median hound
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will this carry the capsule component with it or will it just move the cube and the capsule will stay put

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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

kindred dagger
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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

meager epoch
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Also question,
Is Unreal Engine hard to make games with?

kindred dagger
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@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.

worthy fox
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Anyone who has an idea when UE4.26 will be released as Stable?

meager epoch
unique kraken
winter gale
unique kraken
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is that related to me?

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bcs i daubt it

ripe plaza
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SetActorRelativeRotation and SetRelativeRotation are different things

unique kraken
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aaaaaaaaah

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very helpfull thx

ivory frost
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hello im new

ripe plaza
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hello

unique kraken
proven oxide
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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?

light thunder
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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?

proven oxide
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Can you change the filename you're saving it as?

light thunder
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I dare not

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this is tied to like 7 other sublevels whose lighting I've built

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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

lusty carbon
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Ue4 starts crashing when I try to visualize lightmap density??

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(Alt+0)

hot beacon
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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

ripe plaza
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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

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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

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so it doesn't really matter

shell surge
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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 ?

rigid belfry
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can i use a gif instead of a static picture for my menu? if not, what other options do i have?

honest vale
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can you use a material with a flipbook animation?

plush yew
rigid belfry
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anyway, i am very new to UMG and i was just wondering why this happens? i also anchored the button to the right side

unborn quartz
# plush yew

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?

crisp thicket
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im still working on this

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what do you guys think?

unborn quartz
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I'm thinking take your political shit posts else where, fucko.

crisp thicket
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im going to make it a render target

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but I need to figure out how to make an alpha out of it

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anybody know how?

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im using GIMP btw

rose cloud
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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.

unborn quartz
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<@&213101288538374145>

exotic otter
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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?

plush yew
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maybe you cant do that or something

unborn quartz
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Humour me and show me the settings for the texture?

timber minnow
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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 )

rigid belfry
unborn quartz
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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.

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Btw, are those inkarnate sprites?

rigid belfry
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yes

unborn quartz
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Are you affiliated with those guys?

rigid belfry
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no

unborn quartz
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Do you have permission from them to use their art assets for whatever it is you're doing here?

rigid belfry
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i am not going to publish anything

unborn quartz
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Okay, just be careful I guess. Its super distinctive.

rigid belfry
plush yew
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so thats the bottom decal

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it just puts normals on the mesh

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thats the top decal.... thats the one that keeps blinking out

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they arnt Z fighting either... they are kinda far apart.

unborn quartz
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Ah, I mean, open the actual texture in the content browser

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Change the mopping settings there to no mipmaps

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Mipping

left arrow
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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

unborn quartz
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If you go to your project settings, then maps and modes, then you can set a default level

fierce tulip
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edit > project settings > ma

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yea that

unborn quartz
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@fierce tulip did you guys see the @ for moderation above?

fierce tulip
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didnt see anything wrong so thought it was moderated already? what did I miss

unborn quartz
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The thinly veiled Biden shit post pretending to be asking for help about a texture.

fierce tulip
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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.

unborn quartz
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I'm truly truly sceptical that was a good faith ask for help

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It's just a way for him to post that in here and use the rules against themselves.

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He's a troll.

plain pagoda
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how can I create something like this?

unborn quartz
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What do you want it for?

plain pagoda
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is this HDRI?

unborn quartz
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Background? Something you can more in and out of?

plain pagoda
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so wanted to know if I can create something similar

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for skybox

left arrow
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@unborn quartz @fierce tulip Thanks it works!

unborn quartz
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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.

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That's how I'd do it anyways.

fierce tulip
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might be better to make it part of the starry texture though if you can, less transparency is better for overdraw.

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but it depends on need

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anyways, ill keep an eye out @unborn quartz

unborn quartz
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Okay, thanks bud. ❀️

plain pagoda
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sorry, I'm pretty much a noob when it comes to materials and effects

unborn quartz
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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?

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Yeah, normal textures on planes.

fierce tulip
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afaik additive isnt any cheaper than regular transparency when it comes to overdraw

unborn quartz
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Don't worry, if you're a noob this is the right place to ask questions ❀️

plain pagoda
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do you know where can I get textures like that?

unborn quartz
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I thought additive was less instructions and overdraw cost was overdraw count * shader cost

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Well, for a start you could Google image search for some pictures of nebula.

fierce tulip
unborn quartz
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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.

timber minnow
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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 )

unborn quartz
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Doesn't work how?

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Be more descriptive pls

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@fierce tulip interesting! Thanks for the link.

fierce tulip
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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

unborn quartz
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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"

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I would add that if there's no visual difference, additive won't hurt.

rigid belfry
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is there a way to scale down the button hitbox without scaling down the image inside of it?

unborn quartz
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Have less empty alpha areas?

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So crop the texture outside of ue.

plush yew
mental crown
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Anyone knows a tutorial for creating a main menu with a camera as background?

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All I found was with a photo as background, and not an actual real time camera

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Hmm... Thanks!

fading lance
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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.

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pls

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we have 2 computers the first one a gtx 1650, processor intel i5 9th gen and 8gb ram

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and the other is a bit shit is a i3 with simple grahpics and 10gb ram

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@tidal hawk

plush yew
wary wave
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you may want to be more specific about what 'this' is that needs to be fixed

plush yew
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the static mesh

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the brightness and is like the sun is reflecting on it is annoying me

wary wave
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just looks like your lighting is very bright to me

light thunder
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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

quick cloak
wary wave
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source control repositories, if you are using Assembla

quick cloak
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thanks

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for some reason ue4 always crashes when I try to retarget a skeleton

woven badger
wary wave
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the input to is valid will never be valid

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I'm not sure that function makes a lot of sense

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the branching behaviour is odd

woven badger
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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

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everything works except the remove part on half the text, since the actors name removes when i walk away

wary wave
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well you've got a function that either adds a widget or does nothing at the moment

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neither case seems like what you want?

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you probably want two different functions and you should really be saving that widget into a variable

winged crypt
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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

teal tulip
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maybe is the candle shadow problem

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move that up

frozen pond
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hello, i got werid problem, when i'm trying to save game unreal engine stops rsponding

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and it wont do anything more

plain pagoda
frozen pond
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it worked fine about 2 hours ago

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i see cpu is doing something but idk what happend

mental crown
frozen pond
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somehow pc restart fixed problem o.O

wanton lotus
#

Tech support number 1 solution right there

wintry herald
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Is UE4 a great engine for 2d games?

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like can it be done?

wanton lotus
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It can be done, but ue4 mainly focuses on 3D.

wintry herald
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ok, what engine would you recomend for 2d then?

wanton lotus
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There are marketplace assets that supplement the 2D aspect of ue4.

wintry herald
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ok

wanton lotus
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Not sure what engine would be best for 2D.

wintry herald
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ok thank

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s

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ok i think im going to make my 2d game in unreal with paper 2d

thick herald
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Hasn't GODOT made some moves in 2d land recently?

wary wave
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I was under the impression it was already a popular choice for 2d

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Unity is as well

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being fairly lightweight and all

forest tree
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4.26 folks

grim juniper
wary wave
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Is it not enabled by default in 4.26?

harsh tiger
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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

thick herald
wary wave
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fair - it was definitely not ready for prime time

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doubt it will be for 4.27 either tbh

forest tree
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AFAIK there won't be a 4.27

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4.26 -> UE5

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doubt it will be for 4.27 either tbh
So technically, this is correct πŸ˜›

plush yew
grim juniper
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unreal I CAN TYPE IN ALL CAPS TOO

thick herald
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4.27 is probably a dev build

deep viper
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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.

thick herald
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Add an empty in blender, rename it SOCKET_[insert your naming convention here]

grim juniper
thick herald
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Note you can only get the location via Blenders empties, they don't store rotation, you'll need to adjust that in UE

frozen pond
#

can you create game animations for characters using sequencer ?

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or whatever that new tool is ?

thick herald
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You mean the Control Rig? Yes, but you're still better using an external program at the moment. imo

deep viper
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@thick herald So I would be able to add/tweak rotation after importing these inside UE4? (since I cant import socket's rotation)

frozen pond
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@thick herald i suck too much at doing anything at blender lol

exotic otter
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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);

deep viper
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@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.

gusty dune
finite hamlet
#

How well does Chaos run on say, a 1070 Ti?

thick herald
finite hamlet
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Not for anything extreme of course

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Basically I'm wondering if it's worth it to get Source for Chaos, or if I should just get it from Epic Launcher

harsh tiger
#

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?

light thunder
#

Why does the engine want me to save the WidgetPassThrough3D Material? Why does it think it changed? (or how did it?)

summer verge
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Did the bail on using chaos as default in 4.26?

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Don't see it in the notes yet

supple totem
#

must build from source still

summer verge
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hmm so guessing they didn't finish it in time to be turned on by default

ionic oxide
#

In preview 5 they said that chaos will be released next year as default physics

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"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. We’d love for you to keep it coming!"

rotund scroll
#

πŸ™

scarlet birch
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This update is a beast.

rotund scroll
#

stability is sexy

scarlet birch
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So much stuff to go over.

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Wow.

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DomeProjection ahhhhhhhhh

foggy spindle
#

i need a team for the game jam is anyone intrested

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?

scarlet birch
#

There's a channel for that.

foggy spindle
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i knwo

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know

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its not active

bleak remnant
#

I JUST BUILD 4.25 FROM SOURCE COME ON

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WHY NOW

tiny sonnet
#

bruh, i updated to 4.25 yesterday, and now thi BRUHHHHH

bleak remnant
#

@tiny sonnet hahahahahah

stone tide
#

looks like they finally took some devs off of fortnite

bleak remnant
#

me toooooooooooo

silent hornet
#

so next version is UE5?

stone tide
#

doubt it

sturdy trench
#

No new movement component? fu...

stone tide
#

they havent taken that many devs away from fortnite

tiny sonnet
river silo
#

I just recompiled my 4.25 bruh

bleak remnant
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@river silo welcome to the club

past pilot
#

im waiting for ue5... and find the .0 variants are always severely broken somewhere

young raft
#

So should I not upgrade mid project?

tiny sonnet
#

u should

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i just dont

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too damn lazy

ruby wadi
#

finally a good tag in the news section

young raft
#

is it going to break everything?

stone tide
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probably

tiny sonnet
#

backup first then

young raft
#

fk

static bane
#

whooooo man... just finished a project involving 90% ocean, and now this... DAMN

tiny sonnet
#

it rarely breaks shit for me

bleak remnant
#

I've never had it break anything cuz I dont make engine changes

young raft
#

fair enough

ruby wadi
#

even opening the patch notes crashed my browser

stone tide
#

i mean if you use CPP and not blueprints thisis your worst nightmare

young raft
#

time to commit

bleak remnant
#

Btw 4.26 should have the Atmosphere Component improvements!

stone tide
#

be prepaired for some sleepless nights

static bane
tiny sonnet
median hound
#

when does 4.26 update in epic store?

bleak remnant
#

~atmosphere component~

potent parcel
#

GPU Lightmass dizzyHappy

outer minnow
ruby wadi
#

yeah preview 7.. but wasn't I on preview 7 already? I'm confuzzle now

potent parcel
median hound
#

do i download it and remove 4.25.4?

foggy spindle
#

dose anyone know the topic of this years game jam

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also i need a team otherwise i might have to do it solo

potent parcel
sturdy trench
#

Anyone knows the size of 4.26?

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I have 30gb left lol

median hound
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oh no im just recreating new projects on daily 2 learn concepts im uninstlling 4.25

karmic mason
#

Cannot wait to install 4.26 πŸ˜„

bleak remnant
#

btw Fortnites the greatest thing that ever happened to Unreal Engine

We get these features because of Fortnite

karmic mason
#

Definitely looking forward to improve and work on water stuff.

bleak remnant
#

despite how much hate the game gets

outer minnow
karmic mason
#

@bleak remnant yeah well they made billions with it πŸ˜„

median hound
#

it mostly gets hate from community and because of tryhards

karmic mason
#

I never touched Fortnite, tbh

median hound
#

when they mention prime fortnite they talk about how trash the players were

karmic mason
#

And I'm clueless why it gotten so much attention too.

#

Can anyone tell me?

thin remnant
#

All those reactions swarming

median hound
#

fortnite also didnt have a hand collision before or idk if now too

calm sphinx
#

So, is 4.26 stable? πŸ€”

median hound
#

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

karmic mason
bleak remnant
#

alright.....time to spend the whole day compiling 4.26 from source.

lusty pine
#

this is the last update before UE5 right?

woeful zinc
#

time to compile 4.26

#

CPU goes brrr

grim ore
#

I would guess .27 comes out with how long 5.0 is going to be

median hound
#

y do ppl compile is there additional stuff they can do?

potent parcel
rain knot
#

is there anyone here who's built mobile games with both Unity and UE4?

woeful zinc
bleak remnant
#

@median hound dedicated servers for one

woeful zinc
plush yew
#

@potent parcel But there is a beta for early 2021 I think πŸ™‚

woeful zinc
#

also console support πŸ˜›

bleak remnant
#

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

potent parcel
plush yew
#

Yeah probably πŸ™‚

grim ore
#

UE3 is still being used in house by a few larger companies, UE4 wont be gone for a while

finite hamlet
#

Can anyone share a link or something regarding how to compile 4.26 to get Chaos?

grim ore
#

look at the chaos docs

plush yew
#

but does UE4 still continue to be updating ? πŸ˜†

#

I mean

#

UE3 lol

grim ore
#

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

potent parcel
finite hamlet
#

Mortal Kombat 11 is modified UE 3

grim ore
#

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

drifting geode
#

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...

forest tree
maiden kindle
#

Got an email about 4.26 but after updating in launcher it just says preview 7, no stable release?

upper heart
#

@maiden kindle Restart your launcher

reef granite
#

No way we can use it in game jam then? πŸ˜…

maiden kindle
#

Looks like it was a glitch, just restarted and noticed πŸ™‚

median hound
#

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

bleak remnant
#

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

smoky sonnet
#

how can i change multilineeditabletextbox set font size in blueprint?

scarlet birch
smoky sonnet
#

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

sterile idol
#

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?

prisma seal
upper heart
#

Restart your launcher

prisma seal
#

Thanks

median hound
maiden kindle
#

I need to reduce plugin dependencies 😦

#

the wait for them all to update

ionic oxide
#

you guys are living in the past πŸ˜‚

prisma seal
#

lol

sturdy trench
#

Is it safe to use Ocean for production? since its still experimental?

thick herald
#

Have a guess

median hound
shell surge
#

Hi, anyone familiar with camera settings? I have a few qeustions..

lament star
spring crown
#

does anyone know id quixel bridge has updated to new version yet

tender granite
#

Woah, 4.26 just went to 77gb

#

Is that right?

stray umbra
#

Hey guys please help me. How do I replicate an animation montage over network?

tender granite
median hound
#

geez

dim merlin
#

Hhm 77+ gb :o

tender granite
#

That CANT be right.... right?

dim merlin
#

That doesnt sounds right

stray umbra
#

Please people, help

tender granite
#

Something is odd... Anyone else please check.

median hound
tender granite
stray umbra
#

Thank you a lot man! God Bless you!

median hound
#

robert do u have plugins or projects in?

plush yew
#

is control rig out of beta now?

tender granite
#

Im trying to figure out what the hell is going on.

median hound
#

could you look through the folder?

oak drift
#

How to travel to new map if im using seamless travel and connected to steam? (ServerTravel not work and just do nothing)

median hound
tender granite
#

Fun!

median hound
#

geez, go in the engine folder

tender granite
#

I think ill just blast it and download it again.

median hound
tender granite
#

theres 27 gb on plugins folder.

median hound
#

mines around 7gb

harsh ivy
#

Im downloading now at 3% and says 12.7GB

#

total 12.7 GB

tender granite
#

Binaries another 27

wanton lotus
median hound
#

my binary is 12gb

tender granite
#

Well, thats it. Ill blat it and download again. Cant have 50 gb vanish like that

maiden swift
#

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..."

dark depot
#

yeah

#

they changed that in one of the last previews

maiden swift
#

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.

neon grove
#

when is unreal engine 5 coming?

grim ore
#

next year

maiden swift
dark depot
#

most guesses would be gdc

maiden swift
#

That's probably a safe bet for the preview release.

neon grove
#

should i wait for unreal 5 or can i move my unreal 4 projects into 5?

maiden swift
#

We've been told that UE4 projects will open in UE5.

neon grove
#

oh thats nice

maiden swift
#

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.

dark depot
#

even if they didnt i think it would always be best to start now rather then later

rugged fjord
#

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)

maiden swift
#

@dark depot Counterpoint, though: GDC next year is in July, much later than usual. That's in the second half of 2021.

grim ore
#

GDC is not the same time next year btw

dark depot
#

ohh i didnt realize it moved that much later hahaha

maiden swift
grim ore
#

yep what he said, normal GDC is earlier

maiden swift
#

Way later than usual.

#

So I actually expect UE5 Preview 1 before that.

spring crown
#

did quixel bridge update yet to 4.6

dark depot
#

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

maiden swift
#

Yeah for sure.

buoyant iron
#

any one getting bad tiling with the clouds

grim ore
#

well we have 365 days to expect the preview and release so who knows lol

wooden delta
#

Just Yes or No as answer.
Can we run files made in newer version in older version?

brittle adder
#

no

digital anchor
#

yesnt

wooden delta
#

Umm what?

dark depot
#

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

thick herald
dark depot
wooden delta
#

Sad😒

thick herald
#

I played it with it for about 5 mins. Didn't seem to do anything...

exotic lion
#

So just updated. Looks like Chaos build is still Github source only?

dark depot
#

yep

exotic lion
#

Jesus...

neon grove
#

what is the unreal 5 preview?
a video showcasing features or a beta version of the engine?

exotic lion
#

Probably beta, since the beta comes out in a few months, and full release at the end of 2021.

dark depot
#

i mean there are videos showing that but if you mean what we were talking about up there thats the beta

#

^

median hound
dark depot
#

its been in for a while

#

docs show how to use it

median hound
#

any vids on it ok

exotic lion
#

I just wanna use Chaos without doing the github again.

deep viper
#

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.

midnight jetty
#

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?

dark depot
#

ue5 is just an upgrade for ue4

midnight jetty
#

i thought its basically an entirely new engine?

dark depot
#

the things that change will be easy enough to learn with docs and such

#

that isnt how engines work

deep viper
#

@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

dark depot
#

things are getting replaced but it will be mostly the same user wise

midnight jetty
#

ohh ok that makes me happy. good to know πŸ™‚

dark depot
#

at least for the start

thick herald
#

@deep viper you can take the transform of the socket and use that for your mesh

deep viper
#

@thick herald So the mesh attached to the socket does not inherit the rotation [out of the box] ?

clear shard
#

@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

maiden swift
dark depot
#

just use a different cloud material

thick herald
buoyant iron
#

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.

deep viper
#

@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 )

clear shard
#

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

frail river
#

Are the real time RTX caustics in the 4.26 engine or are those pushed back entirely?

buoyant iron
#

@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

thick herald
#

@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. πŸ™‚

deep viper
#

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.)

dark depot
frail river
#

Ah ... I was hoping that I woudn't have to learn how to compile my own Unreal code but okay

thick herald
#

Yeah, you'll have to manually pull the info from them @deep viper

clear shard
#

@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"

normal jetty
#

squirrel is sus

#

.>

dark depot
#

only DXR is in the engine by epic they try not to do platform specfic things @frail river

dim merlin
frail river
#

Okay thanks!

dim merlin
#

well a restart seems to fixed the error, i had it with previous versions to.. hm

unique kraken
#

guys is chaos actually in 4.26. everywhere it says it is but like.... either its invisible to more or im blind

median hound
dark depot
#

you need to compile the editor from source to enable it

#

its disabled in the binary builds

unique kraken
#

but not for 4.26?

#

wich just got released

dark depot
#

its disabled in 4.26

unique kraken
#

and it says everywhere it enabled by default

median hound
#

same

unique kraken
#

wud? why does all the docs say its enabled by default

dark depot
#

they dont

unique kraken
#

they do

dark depot
#

read them again

median hound
unique kraken
#

^^

#

read them often enough

median hound
#

lol

unique kraken
#

yea

#

just saw it

#

a dedecated 4.26 chaos build?

dark depot
#

no they mean physX will be deprecated in the future

unique kraken
#

where, how

lament star
#

wonder what do they mean by lightweight, how is this lightweight compared to what we always had?

unique kraken
#

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

dark depot
#

on git

plush yew
#

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+.

median hound
#

is it worth to build chaos from source or just use it in ue4 built

dark depot
#

i mean if you want choas you need to build it

summer verge
#

@plush yew about to try my project at 240hz. Will let you know if I run into the same issue

summer verge
#

@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

dark depot
#

yeah they pulled it for a reason it was breaking quiet a bit still not just phyics releated but like level/project related

drifting nest
frozen pond
#

what is proper way of spawning enemies? i added them like 300 and my fps went from 100 to 30 lol

summer verge
#

Maybe spawn them over an allotted span of time

#

Not all in the same frame

median hound
#

ai crowd control?

summer verge
#

Oh I see. Yeah optimize the AI tick

dark depot
#

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

frozen pond
#

could i just make sphere overlap to disable/enable tick ?

dapper frost
#

how can I port projects over from 4.25.4 to 4.26?

#

I am very new

summer verge
#

@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.

dapper frost
smoky sonnet
#

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?

digital anchor
#

seems like you have ignore self on

smoky sonnet
#

yea i deactivated it but it didnt work either

digital anchor
#

then make sure the collisions are correct

plush yew
smoky sonnet
#

@digital anchor activated anything that has the name collision

#

πŸ˜„

#

but didnt work either

plush yew
#

I think it is reliate to this part of the shader (with the Blend Power) but I don't know why it does this...

digital anchor
#

have you tried adding a saturate before the alpha?

full stump
#

Hmm, 4.26 isn't just like a update? I have to download it separately?

plush yew
#

@digital anchor Mh actually there is already a saturate node

#

before the alpha

digital anchor
#

where

plush yew
#

Here :

#

@digital anchor But maybe you tell me to add another one just before the alpha ?

digital anchor
#

yes

plush yew
#

ok I try

#

May you explain a bit the reason of this please ? I don't understand the thing @digital anchor

forest tree
#

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 πŸ€”

fierce tulip
#

@shy dawn please read the #old-rules and dont spam the same question on multiple channels. thanks.

digital anchor
#

@plush yew saturate maintains the value between 0 and 1

shy dawn
#

Sorry but I got a response

digital anchor
#

plugging a value over 1 in the alpha, will make the color extrapolate

fierce tulip
#

fine, just dont do it again.

shy dawn
#

Yea mb just sceptic rn'

still moat
normal fiber
#

How do I get access to the job board channels?

#

I'm looking to hire a freelance animator

fierce tulip
normal fiber
#

cool, thanks

dry moon
#

Hmm it seems Httprequest is different now

dim kelp
#

4.26 is out now. Am I correct that the control rig, water, and volumetric clouds content is still in beta or experimental ?

dry moon
#

FHttpModule::Get().CreateRequest(); is no longer thread safe?

rocky radish
arctic wigeon
#

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?

dim kelp
#

thanks @rocky radish

rocky radish
#

np

feral epoch
#

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.

β–Ά Play video
dim kelp
#

How stable is the beta sequencer/control rig stuff? Is it problematic to work with at the moment, or is the workflow smooth?

plush yew
prisma seal
#

I've been stuck on verifying for longer than it took to download 😦

plush yew
#

Hold up

#

4.26 is our of preview???

prisma seal
#

yup

median hound
#

bigo how long

plush yew
#

Aw shucks I just built 4.25 yesterday xD

prisma seal
#

It's been going for over an hour

plush yew
#

No problemo, I'll download the source again xD

median hound
#

do u have ssd?

prisma seal
#

No

#

I have a bad pc

median hound
#

doesnt verifying n stuff use hardware instead of internet

prisma seal
#

How stable is the water system?

brazen gale
#

anyone tried the water system, can't seem to get it to work

median hound
#

im gonna try it

dim kelp
#

water is still experimental

autumn flame
#

Water system is pretty neat

brazen gale
#

not seeing any water, just seeing a spline icon when I drag into the scene

prisma seal
#

Doesn't fortnite use the water system or do they have access to a more complete version?

autumn flame
#

Have Layers set up?

#

Gotta assing to the Water Layer the LandscapeWaterBrush

rocky radish
#

water system seems to be stable enough depending on what you're doing

prisma seal
#

I'm just making an open world map, what cases would it not be stable?

autumn flame
#

Seems to be picky with World Comp a little, but nothing major

prisma seal
#

Considering I don't know what World Comp is, I should be good

median hound
#

uhhh

#

water needs to be compiled shaders?

autumn flame
#

Of course

slate vessel
#

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

median hound
#

4k shadrs alex

brazen gale
#

@autumn flame how do I do that?

autumn flame
#

Select Landscape in details panel

ebon marlin
#

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?

autumn flame
#

Modes -> Landscape or Shift+2

#

Create

#

Call it Water

prisma seal
#

My download just finished, has anyone had any problems with stuff breaking from when switching from 4.25 to 4.26?

brazen gale
#

yep done that, then what?

median hound
#

compiling shaders, what hardware does it use, cpu?

autumn flame
#

Sorry

#

Then you Add this to your Level

#

And assign it to the Water Layer

prisma seal
#

Is calling the layer Water a naming convention or is it just for clarity?

brazen gale
#

once its assigned, I just drag in the water and should work? @autumn flame

autumn flame
#

yea

brazen gale
#

hmm ok

autumn flame
brazen gale
#

yep that part I got, still nothing

#

when I drag into scene

cedar wave
#

This is some really good news. Been avoiding doing anything Python related in UE due to it being in the 2.x series.

autumn flame
#

Be sure to have the Landmass plugin activated

brazen gale
#

its enabled

autumn flame
#

wait

#

i'm stupid

#

you need to assign Landscape_WaterBrushManager to it

#

To the layer

vital cosmos
#

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

autumn flame
#

like, it does in automatic when you drag water into the level with the Water layer selected

brazen gale
#

@autumn flame no worries, thanks man it's working now

autumn flame
#

Aye!

fierce tulip
#

maybe there was a folder called "fall guys" and one of your files came from that folder.
but generally #fab for those kinda things.

clever arch
#

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 πŸ™‚

stark marsh
#

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

trim trail
#

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

prisma seal
#

@stark marsh Don't let the player dash if looking forward? Only dash of looking left or right?

stark marsh
#

but then if the player is slightly facing forwards it just wouldn't work at all

meager frigate
#

alright guys lets pump out more pirate games

prisma seal
#

So the player's rotation is not restricted to 90, 0, -90?

stark marsh
#

no

prisma seal
#

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

meager frigate
#

yeah, it makes since that if your looking toward the screen and dash toward the screen that he would dash toward the screen...

stark marsh
#

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

prisma seal
#

Look at what I wrote above where I pinged you

grim ore
#

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

meager frigate
#

IF the character is facing a certain direction when you hit the dash THEN dash

prisma seal
#

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?

meager frigate
#

if its a 3d platformer that slides 2d you can still go forward and backwards to get around stuff

plush yew
#

is there someone here who's really comfortable with using unreal engine i just wanna ask a silly but simple question

prisma seal
#

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

plush yew
#

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

meager frigate
#

if you cant move towards and away from the camera then you should just restrict the movement

plush yew
#

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

prisma seal
meager frigate
#

@plush yew if your just using blueprints its all about just learning what nodes do, best thing to do is just start doing tutorials.

grim ore
#

@plush yew like everything the more you use something the easier it will be

plush yew
#

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

prisma seal
#

Most important thing is to start, the rest will come naturally

plush yew
#

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

prisma seal
#

Yes, if enemy is in x range do y attack, else do z thing

plush yew
#

amazing

#

fuck

#

unreal engine is so cool

#

sugooooi ; O;

prisma seal
#

A lot is possible, you just have to figure out how to do it

plush yew
#

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<

maiden iris
#

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 ?

prisma seal
#

@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

meager frigate
#

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

prisma seal
honest vale
#

?

#

it has always been like that for major releases

#

only minor releases are applied on top of the old one

prisma seal
#

^

vital cosmos
#

erm why do I have this weird right angle when using volumetric clouds

empty dagger
#

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?

steel shell
#

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?

brittle adder
wet laurel
dense knoll
#

that makes it look like your viewing from a camera/hologram

#

or looking at a Display/monitr

plush yew
#

Using post process?

dense knoll
#

yea

plush yew
#

Well u could just put the β€˜image’/β€˜effect’ in a widget blueprint

#

I think it’s possible

dense knoll
#

ok

cinder minnow
#

@dense knoll If you find how to add post-process on widgets, please tell me πŸ˜… ! I can't find any good solution other than using a retainer box with a material...

dense knoll
#

k

#

widget efects are lagging out when i make them animated, its not very effective, im just going to do something else

still island
#

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.

grim ore
#

4.26 is using physx

zinc shore
#

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

plush yew
#

How do i add a simple circle/blob shadow to my character?

still island
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

haughty snow
stark marsh
#

furry 😳

haughty snow
#

(i didnt really have a model to use for it on so i just grabbed a random one)

median hound
#

thats sick

wet laurel
#

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?

stark marsh
#

i can't help but i just want to know, is it for ark survival?

grim ore
#

if its included with the engine, no

median hound
zinc shore
#

just give it a week or so and a lot of stuff will be updated to 4.26

wet laurel
#

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.

thick herald
#

No, it actually takes time

median hound
#

alr

stark marsh
#

ok

median hound
#

can you make ue4 more gpu reliant?

#

make it use more gpu then cpu

thick herald
#

use more textures.

#

Use less AI

plush yew
#

Lol

median hound
#

hm

plush yew
#

Nah its not possible I think

median hound
#

so no button that says use more gpu ok

still island
thick herald
#

If you meant can you pass off CPU stuff to the GPU? Naa.

plush yew
#

Like Vulkan for video games?

median hound
#

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

plush yew
#

4.26 is out now and ur already talking about 4.27

median hound
#

how long does it usually take to compile 4k or 5k shaders anyone?

plush yew
#

1/2 minutes?

#

Depends

thick herald
#

2.3 parsecs

median hound
#

what the

#

whats ur specs to make it do 1/2 mins

thick herald
#

5k isn't many

median hound
#

were talking about 5,000 compiling shaders right?

thick herald
#

I guess we are, 5,000 is a tiny amount

median hound
#

so when u use the water plugin it takes 2.3 para sec

#

to compile shads

thick herald
#

2.3 parsecs yup.. and I'm not bad at avoiding any Imperial troubles too

median hound
#

specs?

thick herald
#

I get the feeling you've never watched Star Wars

median hound
#

para sec is like 0.1 of a second rite

wet laurel
#

the Next is UE 5 next Year

thick herald
#

No, a parsec is a distance.

median hound
#

oh

proper hedge
#

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.

thick herald
#

Star Wars cocked up when they used it, as it sounded cool.

median hound
#

so about 2.3 miles

thick herald
#

lol no

median hound
#

jolly decreases ur Z location?

dark kraken
#

here have only light

proper hedge
vernal compass
#

hello. im new here. any game developer here?

median hound
#

i made a basic floating thing doing that up down orb

ornate forge
grim ore
#

@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."

dark kraken
stuck garnet
#

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.

wet laurel
dark kraken
#

i mean lightning

lucid jetty
#

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:

dark kraken
prisma seal
dark kraken
#

the shader material its really complex

stuck garnet
#

@prisma seal Ah thanks, I didn't know.

zinc shore
#

anyone else having a problem with window and view port and sliders resizing freezing the editor in 4.26

prisma seal
#

np

wet laurel
#

the 4.26 its awesome.

median hound
zinc shore
#

like in 4.25 it was fine but in 4.26 if i resize a window the editor freezes

#

or use sliders

plush yew
#

Quixel bridge not working in 4.26

zinc shore
#

they all probably have to update to 4.26

prisma seal
grim ore
#

shaders compiling

prisma seal
#

oh

grim ore
#

probably your post process

median hound
last halo
#

Does anyone have experience in making 2.5D game in UE?

latent sphinx
#

Where would u put the Inventory in a Multiplayer Survival Game ? 0.o
Into the Pawn ? 0.o

zinc shore
#

i would store the inventory in the players pawn

brittle adder
#

Actor Component

latent sphinx
#

Okay thanks ^^

just needed some confirmation πŸ‘ŒπŸ»

plush yew
#

2.5D? Wot?

left arrow
thick knoll
#

@left arrow that's a constant node

plush yew
#

Ctrl+ 0 I think

thick knoll
#

if you press 1 and click it's the shortcut

plush yew
#

I don’t remember

left arrow
#

thanks!

thick knoll
#

it's just a static value you can right click and turn it into a parameter! πŸ™‚

plush yew
#

Lol what was Ctrl + 0?

#

Nothing?

thick knoll
#

haha no idea, lets find out

thick herald
#

1,2,3,4 and click to get constants with those amounts of elements

thick knoll
#

nothing!

plush yew
#

Oh

#

nice

thick knoll
#

I had to press right ctrl + 0 to test it xD

plush yew
#

Guys can anyone help me? I’ll need to dm

light thunder
#

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?

grim ore
#

@zinc shore do you have an example of this happening?

plush yew
#

@light thunder if u only have to rotate click the rotation tool

light thunder
#

that's not numeric

#

it has to be exact, plus i know this is possible in blueprint

plush yew
#

Oh with blueprint

thick herald
#

Nope all working smoothly here

thick knoll
#

@plush yew check the level blueprint

#

does it have an event tick hooked up?

plush yew
#

Idk, I’ve never done this stuff, probably a β€˜make rotator’? Idk I am noob with this stuff

thick knoll
#

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

plush yew
#

Guys can anyone help?

thick knoll
#

post a part of the problem in here

#

@plush yew

plush yew
#

Probably

#

Its a problem with a quixel snow material tutorial

thick knoll
#

ah yea no idea then, sorry

#

thats the one!

#

πŸ˜„

#

pissed me off too >:D

median hound
#

how do i get lighting spline?

thick knoll
#

I havnt seen a need for the real time capture yet

#

it must just be for high end visuals on cinematics

plush yew
#

Guys, is it real that blueprint makes the game do less FPS than c++ ?

thick knoll
#

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?

stuck scarab
#

@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

plush yew
#

Oh wow that’s why AAA games only use C or C++

thick knoll
#

blueprints are an integeral part of UE4, even if you are C#, you will always be using them to some degree

zinc shore
thick knoll
#

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

median hound
#

anomaly it doesnt happen 2 me btw

zinc shore
#

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

true falcon
#

OMG OMG OMG 4.26 released

thick knoll
#

@true falcon upgraded to 4.26 for one my projects now πŸ˜„

grim ore
#

@zinc shore yep 0 issues here. do you have any overlay software running like nvidia shadowplay or msi afterburner?

plush yew
#

Idk why but... 4.26 is more stable than 4.25 and 4.24... idk why

thick herald
#

Nope not yet.

wet laurel
#

I will now also only work with 4.26.

grim ore
#

@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

zinc shore
#

im also doing a driver update as well so that could help as well

plush yew
#

Guys umm... is a landscape deformation BP easy to create?

median hound
#

where are ppl getting bp test planet from?

wet laurel
#

in the engine content folder

#

I think that's where I found it.

worthy fox
#

So 4.26 was released today and I don’t have time to sit down by the computer until next Friday.... 😭😭😭😭 Are the volumetric clouds as easy as drag-and-drop? 😱😍

plush yew
#

Yea but u need to adjust them

#

A bit

wet laurel
#

I'll check again.

plush yew
#

If u just drag and drop they are pretty bad

worthy fox
#

I’ll call in sick πŸ˜‚ Can’t fcking wait!

wet laurel
#

πŸ˜‚

median hound
#

dk is it suppose to be like the bp sky sphere? built in

plush yew
#

What is mega jams

wet laurel
#

its not a skysphere, its a Planet πŸ˜„

median hound
#

how did you figure it out? did you just download the engine and go straight to exploring the folders in ue4

wet laurel
#

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.

plush yew
#

@light lintel you can leave them as they are, they are good. I was using the wrong cloud

median hound
#

dk do u know what the folder is called

plush yew
#

πŸ“

mental crown
#

Hi guys!
Is there a way to change the Derived Data Cache folder without messing with the .ini files?

next badger
plush yew
#

me sad

#

cause chaos beta is there but not lumine and nanite :<

next badger
#

@plush yew no one said they will be

plush yew
#

they?

next badger
#

lumine and nanite

plush yew
#

yes. that's why sad

grim ore
#

lumen and nanite are ue5

zinc shore
#

With my editor freezing I’ve noticed it only happens on windows were a 3D view port is visible

plush yew
#

with what way can i create the most realistic desert mesh? i tried wc2 but it's a fail

marsh swallow
#

I am having a lot of fun with the new water!

next badger
#

@zinc shore make sure you're using discrete gpu on that monitor