#ue4-general

1 messages Β· Page 889 of 1

mental crown
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Anyone had a chance to try the volumetric clouds yet? anyone knows how to set it up?

median hound
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volumetric clouds, how high are they?

plush yew
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fo rme they are strange

median hound
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when u drag n drop they look ugly af adjusting makes it look better the material i think it was

grim ore
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there are docs for the clouds, you just drop the actor in the world and tweak. the material is the big one

plush yew
median hound
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looll

mental crown
plush yew
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they sell it as artistic friendly toh

marsh swallow
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Yeah you too @plush yew

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i was just about to post that

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im starting to think those clouds with storms we saw in the video earlier isnt UE4.26 stock

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xD

wet laurel
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@median hound you need the volumetrics plugin, then in the Volumetrics content folder you can finde the BP_Planet Test

weary hull
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is there any example showing off the ue4 fur?

arctic thicket
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they have on the release notes @weary hull

weary hull
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i mean one i can load into ue4.26

arctic thicket
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i dunno, but you can make one and try using blender and other 3d softwares

queen hawk
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is there any performance boost on 4.26? i mean at game runtime

arctic thicket
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I'm downloading 4.26 i hope d3d device lost will be gone cause it's a pain in the neck

plush yew
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unreal keeps removing my video from the Media PLayer on start, any ideas?

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i tried setting up the blueprint to play on start but it just starts empty

valid kelp
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For anyone not liking the rigid patterns in the default cloud setup just go into EngineContent->EngineSky->VolumetricClouds and open up the m_SimpleVolumetricCloud material and change this texture to any noise texture

marsh swallow
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So there was no noise texture?

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empty i assume?

valid kelp
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that default red and yellow texture in the first image i posted doesn't seamlessly tile so by default it looks like this

marsh swallow
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ahhhh

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makes sense.

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The default lake water also seems to have some odd settings. the gerstner waves are over extending and fracturing.

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going to adjust some settings to see whats causing it. Is there any UE4 tutorials on the water yet? linking them to the Terrain is eluding me. πŸ˜…

valid kelp
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yeah just bump the number of waves down and itll fix

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i have mine at 6

buoyant iron
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When i get closer it goes away

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trying to do some cinematic shots of some dunes

valid kelp
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looks like it has to do with cascading shadows

plush yew
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@buoyant iron when youre done show pics to me in dm

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i love photorealistic desert

buoyant iron
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world creator is great

plush yew
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lol. its shit for dunes

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cmon fight!!!!

buoyant iron
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made this with it

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it suppose to be a little wieird

plush yew
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thats not how real dunes look

buoyant iron
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i know

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that not my goal

plush yew
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yes. cause wc cant create real dunes

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just so you know. try it. you wont achieve that

buoyant iron
buoyant iron
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heres another fake dune for u

plush yew
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closing the media player editor also unloads the video, I have no idea why

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@buoyant iron you dont even trry :<

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I've tried saving it, creating playlists and using those instead, but it seems to be broken

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i've tried different video formats, mp4 and avi, and even using an image sequence instead

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nothing works so far

marsh swallow
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@valid kelp I see now, that Water Waves Actor is where all that control is

valid kelp
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also your terrain and WaterBodyOcean should both have a z height of 100 in order for the gerstner waves to blend into the landscape correctly

heady quartz
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Did anyone here experimented with PSO Caching?

marsh swallow
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Yeah a friend of mine was mentioning that Z height has to be adjusted for things to work correctly

remote mist
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Question about the Ocean tool in 4.26

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I have a lake on my landscape

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And the Ocean looks to be like a plane

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but it's overlapping with my lake

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How do I exclude the ocean from effecting certain areas of my landscape

valid kelp
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theres a water body exclusion volume

marsh swallow
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im actually playing with that atm

valid kelp
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also if your lake is too close to your ocean then it will produce issues

plush yew
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I've saved like 3 different playlists but they all disapear as soon as I close the window

marsh swallow
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oh is Water exclusion ONLY for ocean?

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i was able to select my lake

plush yew
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like they're still in the browser it just gets unlinked in the Media PLayer

marsh swallow
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but it doesnt seem to have any effect

remote mist
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Also when I place down the ocean, it doesn't appear right away, I have to delete it then undo the delete for the ocean to show up =/

marsh swallow
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i came across that for the lake, but i checked and unchecked a setting, which fixed it. Prob just a render thing

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WaterBody exclusion is not what we think it is

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it means the movement component does not enter swimming state

hoary holly
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Hey all, I've got 4 4033x4033 landscapes and my fps is like 10 lol. I get that it's a large landscape but it'

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it's unextured and unlit, any idea why it

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is so bad?

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Unloaded two of them leaving me 2 4033x4033s. FPS is still awful. Working on a 3080 and 3900x

remote mist
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I'm getting this issue with my Ocean mesh though and can't seem to raise the height of the ocean =/

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actually i think that might be a landscape sculpting issue

queen hawk
hoary holly
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lighting turned off tho

queen hawk
hoary holly
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Don't know how I didn't think of that off the top of my head haha. Exporting it as a 4k landscape probably isn't a good idea

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65mil vertices xD

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triangles actually oof

remote mist
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Hmm, the water body exclusion volume doesn't seem to remove the water from the affected area.

woven zealot
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I'm not even launching a project I'm just launching the engine from the launcher

marsh swallow
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However the water does seem to be locked into a position and cant raise or lower it

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im trying to add a lake at a higher altitude and its not doing anything

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i mean i gotta say, overall so far, pretty impressed. Some instruction would be nice. πŸ˜‚

fierce tulip
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in chat everyone is having weird issues with the water, and all are having different issues.

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its kinda fun/mysterious

marsh swallow
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HAHA

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i mean overall, its working pretty well

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some odd things, for sure

fierce tulip
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for you maybe XD

marsh swallow
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but i think a lot of it is not knowing how it interacts with landscape

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has anyone looked at the demo map it comes with?

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^^

fierce tulip
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if you want some rofls join the chat to see the struggles XD

wet laurel
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What a Profi LOOOOOOL

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oh jesus πŸ˜„

crisp bone
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Why is this water system so buggy

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i cant see anything when i drop it on the landscape

median hound
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build?

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press build that worked 4 me

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i had the water mesh actor down then water then build

crisp bone
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thanks

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any idea how to prevent the water from floating above the surface?

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I had this issue in the test builds too

median hound
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try lowering it?

crisp bone
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odd, works fine in the viewport preview but when i try standalone preview it has that issue still

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but anyway

wet laurel
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Honestly? I was faster with the old system to build with rivers.

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What i needed for this? a Nasa PC?

crisp bone
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yea the system seems to be a mess idk whats wrong

wet laurel
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I hope this will be fixed soon, because the idea behind it is really great.

limber ravine
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should I ask for help with editor issues in this channel?

next badger
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@limber ravine this is a generic questions channel...you can ask anything not related to specific topic that has own channel (like animation)

limber ravine
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okay I guess this would be more of an import issue, does anyone know why this mesh might appear completely fine in Blender, Maya and Substance Painter, but in Unreal the top loops are missing?

next badger
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@limber ravine open the mesh viewer in ue4 and check mesh

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wireframe view

sacred hound
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A short question: I have a glide/fly-animation and I have put in a PlaySoundNotify -> While my PlayerCharacter is gliding the Glidingsound is played.
Question: How to make the sound stop, when animation stops before the sound is completely at the end? (In this case when the player is landing on ground.)

limber ravine
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hm, seems like my issue was to do with the scale, as I had scaled them up by 100 in-editor, reimporting them and using the uniform scale there instead seemed to fix it

celest vapor
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if a component on the player's character is set to "owner only see" and the character is unpossessed will it hide the component that is set for "owner only see" from the player that previously possessed it?

zinc shore
worldly dagger
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im trying to make a "cutscene scene" where the player just sees what the camera sees and cant move, but i have my project set up as third person character, so whenever I play the cutscene level a third person controller spawns in.

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can someone help me implement this?

ornate bobcat
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How do i use the Experimental modeling thing in 4.26 ?

plush furnace
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The 4.26 Content Exemples are avaliable now? When I try to download by Epic Launcher it's only from 4.0 to 4.25

marsh swallow
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so for anyone who isnt aware we have been working with the water system in VoiceChat

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There is a few things you gotta know it seems to make them work but it actually does work pretty well. Were breaking the hell out of it, but used right, it works just fine. Hell buoyancy even works. πŸ˜… ish.....

chilly panther
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nice.. πŸ™‚

honest rune
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hey, did they change the car project template to use Chaos physics in 4.26? I think I remember that being said a while back

light thunder
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what is actually being drawn?

serene heron
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How Can I play a sequencer animation then immediately execute a switch character setup i have both usimg event overlap

humble yacht
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Is it possible to show the console and use console commands on mobile builds ?

true falcon
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"Tesselation is now deprecated" hahahah, wtf? :))

full stump
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Ayo

true falcon
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I mean, Shirley

light thunder
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Question - How do you get the tooltips to come up on the editor again? every google search is just the wedget tooltips

zinc shore
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my standalone and pakaged builds keep crashing whan i add an instance static mesh whats causing this

true falcon
nimble warren
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Usually when this appears it goes away after a few seconds, now it never disappears, is there a fix?

zinc shore
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ok when i make a vulkan pakage of my game i just get a message fatel error is that just a windows problem or will this same issue happen on linux

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it seems if i create an instance static mesh it instantly crashes on everything except direct x 12

plush yew
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is there a benefit to making your own rig and model and animations for the main agent or such youre going to program the game with or should you focus on making the functions and mechanics before using proper assets

deep viper
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Should all [Static Mesh]es be contained inside of an [Actor] or is placing [Meshes] in the level by themselves a practical workflow?
Context: I am using very modular Hexagon Meshes to composite a long dungeon.

honest rune
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placing them in the level creates a AStaticMeshActor anyway. Unless you need them to have other behaviors then that is fine

ivory sleet
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ye

honest rune
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like, if its a statue that will never change or interact with anything, then the staticmeshactor is fine

true falcon
plush yew
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;-;

true falcon
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The water is super janky, sometimes it works, then it breaks, clicking on some of water actors helps sometimes. Seems some bug with the render targets or something

deep viper
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I am thinking of adding the [Glue] mesh pieces (Non-Hex pieces in this screenshot) as optional variable to be attached to sockets in my main Mesh (Hexagon).
Although the challenge here is that when I added a mesh manually to a socket in the Actor itself, the transform of the mesh relative to the main mesh always needs adjusting for it to fit correctly). Is there a method for establishing how a mesh will be positioned relative to the Mesh with the socket?

EDIT: In this case, the Hexagon would have two forward sockets where the triangles would be optionally spawned (for linear corridor sections).

true falcon
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It's almost like the watermesh actor or something need a line of sight to the water body, but you can't move it, Shrug

zinc shore
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so if i use any RHI other than DX 12 i get a fatel error when ever i create a instance static mesh is this a windows vulkan issue or will this also happen on linux since the windows vulkan version isn't working

serene heron
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How can I make it change characters and play the sequencer animation at the same time? After playing the sequencer and going back into the trigger box it then wants to switch instead of when I first enter it while the cutscene plays

cedar wave
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Do people generally create a whole new map for the main menu?

true falcon
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I mean it's a great opportunity to make a good first impression. I'd take advantage of it πŸ™‚ Also the bar for creative main menus isn't exactly high so great way to stand out. The first scene in a movie is seldom boring

queen wasp
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@zinc shore I used to get crashes even loading the editor with DX12 with my game, now I set the default to DX11 ..not optimal but works.

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Installing 4.26: AVG went "Threat blocked" "We've blocked cl-filter.exe because it was infected with IDP.Generic" (behavior shield) I reckon a false positive, but choosing "create exception" and AVG has been at it for 15 minutes no no progress (in the midst of converting a project in-place)

zinc shore
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so could it be an issue with my AV

queen wasp
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Had to kill AVG and then it popped up "Threat succesfully blocked", and the progress of loading 4.26 with new project seems to be running OK

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@zinc shore probably not, the mention of AVG was me right now what I am doing πŸ™‚

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But who knows.. AV can cause issues

zinc shore
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becuse for me if i pakage my game using vulkan it crashes when i play it and it seems to be instance static meshes that trigger it

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but i havent had any notifications frome anythink blocked

queen wasp
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The instanced static mesh issue is interesting to me too, I have a few and am experiencing crashes in 2 player single process in PIE at the start persistently, and I do generate some ISMs..

zinc shore
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like it works fine in DX12 but since linux uses vulkan and it crashes with vulkan i hope then it wont instant crash on linux making it unplayeble on linux

queen wasp
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Only bug I am aware of with ISMs is with Hierarchical Instanced Static Meshes not having correct values for CustomInstanceData in shaders, which I hope is fixed in 4.26..

zinc shore
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i am using Hierarchical Instanced Static Meshes so i could just try Instanced Static Meshes

queen wasp
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@zinc shore mmm, yeah IDK, I got "out of video memory" errors on DX12 here, not Vulcan I think, just plain DX12, DX11 worked for me

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HISMs works for me, except the custominstancedata which I use to control ripe color of vegetables on my farms

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I've implemented both too, HISM and ISM so I can switch with a variable once I can confirm it works also for HISMs..

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I would've liked to use HISMs though, for the LOD

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Compiling shaders (12,017) ..

deft parcel
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Hmm hello anyone?? I got an issue with unreal engine 4 :v

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It seems to show only (ETC2, DXT, ASTC only) in android packaging but I want to test my project on samsung galaxy grand prime, help

barren flume
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Okay I finally got an error log and not sure why it always thinks my device is being lost

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usually always happens when I hover over certain buttons or it will be random and only happens when I'm using the editor even being idle

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at first I thought it was because of my integrated graphics so I disabled it again in the bios since I thought that was what was causing it since when I turned it on that started happening

burnt smelt
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Heyy guys sorry I'm new in unreal engine and idk how to make a functional steering wheel like that which u can rotate to turn the car on Android can anyone please help or if u know any tutorials on yt which covers this please lemme know

true falcon
wary ferry
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I was wondering - how do you guys find the vault packs that need to be updated when the launcher tells you that there are some? For me its super hard with 10 pages of vault file to find ANYTHING in there ... especially while looking for a single line of txt that says "update" xD

true falcon
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yeah it's tricky :/ For engine plugins at least you can click "installed plugins" on the UE version and the ones with update will be first in the list marked

wary ferry
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yeah but rn in 4.26 nothing is installed yet xD and i think rn the ART related packs are updating way ahead of the plugins

true falcon
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no one was allowed to publish 4.26 plugin until a few hours ago, and Epic lead time for validating plugins is week/month long. I can sense many plugin authors scrambling right now πŸ™‚

deep viper
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I just started wondering. If I want my Actor to have between 1-10 static meshes at fixed relative coordinates (e.g. Floor, Walls, column #1), wouldn't just defining the meshes themselves without any sockets be a better solution than insisting on attaching all other static meshes to the main static mesh?
Sockets seem to completely mess up the translation/rotation of an attached mesh, making them very unreliable.

true falcon
deep viper
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I'll try to illustrate my point (my words are unreliable).
I want a workflow that facilitates positioning pieces like these. If I simply add the mesh components separately to an actor, I can easily specify their coordinates relative to the root component in Blender when I omit use of sockets.

I thought [sockets] were THE tool to always use when handling more than one [mesh] in a single actor, but I am beginning to suspect that [sockets] are a tool to have a [Mesh/Actor] follow !!moving!! (critical part here) geometry (e.g. an animated skeleton).

true falcon
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Well, use what works best, sockets are for skeletons mostly, in blender sometimes you'd want to integrate parts into the actual skeleton, or not. Depends if you want things animator driven or blueprint driven. Also sockets are for when you're not the one actually producing the skeleton. It's always better to have one skeleton that multiple actor parts though as draw calls go

deep viper
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Thanks. I think I'm getting a better idea of what to expect from sockets. Like you said, a mesh attached to a socket will have a transform relative to the socket, which implies that the ORIGIN of the mesh will be share the same location transform as the socket (If I ever choose to use sockets, I'll have to move the [origin] of my attached mesh if I want to predict its position accurately. Having a socket attach in the smack middle of a mesh will look wonky most of the time)

true falcon
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Yeah, it's for when you want something to move specific to a certain bone

deft parcel
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Hey can I package my game to android without android studios?

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(ETC 1 doesn't shows up in my pc)

teal ibex
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Having trouble trying to blend my spline mesh into the terrain, I've tried the dither effect which only barely works if raise the terrain any help would be appreciated.

gaunt tide
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Pixel Depth Offset?

teal ibex
teal ibex
gaunt tide
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No problem hope it works!

barren flume
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Okay think I may or may not have fixed it

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I disabled hard ware accelerated gpu scheduling in windows settings

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Nope didn't fix it

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crashed again with same message

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time for a factory reset

edgy talon
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Hi, all! Does in 4.26 chaos Fracture Mode exist by default? Or I need compile from source?

burnt smelt
arctic flame
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Wondering if anyone knows how to solve this problem:
I have separate SkeletalMeshes for my player's coat and boots. Whenever my coat covers the top half of my boots, the boots become invisible when they should still be visible. I tried turning off the "Use as Occluder" option but it had no effect.

lunar depot
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in 4.26 ?

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i wasnt even aware there was a bug there

plush yew
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Guys why the 4.26 water is not realistic? My water looks like the fortnite one. Is there any way to fix?

true falcon
clever axle
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Hello! I have a problem with my game I need help with:
I created a dedicated server and I am connecting to it fine but the inputs seem to not be forwarded to the player controller (the game ignores all inputs)
When I play in the editor it all works fine.
Any ideas?

kind dew
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It is not spawning players on the player start location. Any idea how to tell it to search for player starts when loading in via console command open?

clever axle
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@kind dew not sure I understand you correctly but maybe override FindPlayerStart in the game mode?

kind dew
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Yea I think the problem is that it's not even trying to find player start. I think when you run the 'open' console command, it just spawns the player randomly around 0,0,0 instead of looking for player start

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yep just confirmed, FindPlayerStart is not being executed

quaint fox
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with world composition enabled, is there any way to have it automatically load all maps when opening the persistent level in editor?

viral fractal
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Anyone else having massive problems with 4.26 ? Its a package of critical bugs

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I never had so many crashes in a non Preview Version ConcernedFroge

icy narwhal
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Anyone know why this is happening? I am using Rider and I am pretty sure it's up to date, this only started to happen after I updated to full release of 4.26 from the Preview 7.

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It says they are built with a different version of the engine but ugh.

unique lodge
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i think you should reinstall the rider plugin

icy narwhal
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Alright I'll try that.

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I actually let Rider install it on it's own so I first need to fine where it is.

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From next time, I'm definitely installing it as project one instead of engine.

unique lodge
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just delete the riderlink folder in plugins folder

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oh

icy narwhal
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It's in the developer folder.

unique lodge
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yup

icy narwhal
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Just rider link or rider source code access too?

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That worked, thanks mate.

hexed gale
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Hi everyone! Is this the right channel for asking about Landscapes and BPs? πŸ™‚

tender granite
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Also, i wnted to ask around if anyone heard about World Composition being discontinued for some new feature... anyone know anything about that?

clever axle
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I've asked this in #multiplayer but haven't gotten a solution so far so asking here again:

I have a little rts-style game and it works well as long as I play from the editor, even as client

when I run it from my packaged version, it ignores all inputs, the playerController does not trigger on them. Any idea on solutions?

hexed gale
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I'll try asking there, thanks @tender granite

signal flower
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Hello everyone
I need to get mouse's inputs when its moved but I cant find a solution
Action mappings call event when mouse is moved but only for 1 time at start
Axis mappings call event every tick even when mouse isnt moved

Can you tell me how to solve this problem?

clever axle
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@signal flower Probably an issue with your game mode

signal flower
clever axle
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I need to get mouse's inputs when its moved but I cant find a solution
do you need this always or in some kind of freelook mode?

signal flower
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I need it for my widgets so the mouse will be free

clever axle
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@signal flower so you want to trigger mouse movement events while in ui mode?

signal flower
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and only when mouse is moved

clever axle
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well, far as I know it always triggers but you can check if the value is 0

signal flower
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if it's always called I can just call event tick
but I hope there's a better solution

clever axle
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I'm pretty new to ue myself but I don't think it'll work that way

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but you could save your last known cursor position and then check in the next tick if it has changed and build a delta from there

signal flower
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but event ticks are bad

hot beacon
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hey guys i need a good name for my game so it is a puzzle story game rn the name of the game/ character is FR3D

signal flower
hot beacon
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uhhh yes

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team

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yea no i dont have a team

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it is just me

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that is why i need help

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i had some names but they didnt fit

idle sail
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Was this not shipped with 4.26? seems not to be?

signal flower
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so anyways we cant even see how this game looks like
our namings will not be very correct at this point

open wadi
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I have a media player sound component that was playing audio fine with my media player, but now that I have another video playing (as a background animation that contains no sound), suddenly my old media player (that plays in the foreground) will not emit audio.

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Is it not possible to have two videos playing at the same time, one with sound and one without?

signal flower
hot beacon
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lmao i am using a name generator and i found this

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Antiwatch

signal flower
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πŸ€”

hot beacon
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uhh yes not any other game that sounds like that

idle sail
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Guess not

clever axle
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My inputs don't trigger on the player controller when in dedicated client. Any ideas on how to solve this?

hot beacon
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well i havnt done much on story but so far you are a robot but used to be a human but your memory got wiped and other sad stuff

clever axle
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@hot beacon seeing a screenshot would help

hot beacon
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oh ok the graphics arnt that great seing it is my second ue4 game but ok

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yes

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wait for a name

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hmm

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not bad

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i like that

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tru

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this is what it looks like now still some work needed to be done

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wait thats a old pic

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every time you open the menu the cubes will be in different places

glacial pecan
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anyone tried the new water plugin yet? when I drop an ocean volume into my scene, it's empty... anyone experienced the same and figured out how to fix it?

clever axle
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@hot beacon why not just "FR3D"?

hot beacon
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dont like the name

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but humanoid sounds cool

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i did cum up with some names like past and future

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but i like humanoid

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so it is now HUM4N0!D

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and wit some blender magic

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got a new name

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and now for a pixel shader that cgmater or defult cube

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they should Collab

clever axle
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well ok then. anyway..

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I still got this problem and it's driving me crazy:
My inputs don't trigger on the player controller when in dedicated client. Any ideas on how to solve this? Can I maybe trace what happens to the input?

hot beacon
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wait what

terse cradle
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got a question regarding the unreal engine logo can we use the logo for example in the show reel

pure hollow
glacial pecan
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@pure hollow even if I just want an infinite ocean scene?

maiden kindle
glacial pecan
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@pure hollow sorry for being a terrible newb, but even after I add a landscape mesh proxy actor and a landmass actor nothing happens

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weirdly, there are no tutorials on this either

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too new, I guess

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(or my google fu is weak)

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oh wait... I didn't see that layers box

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so how do you create a landscape in unreal? it's not dragging an actor into the scene like with everything else?

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oh, got a landscape now (it was a special mode)

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still no water 😦

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ok... got it, I had to delete the water and then re-add it AFTER the lanscape...

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sigh

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guess I'll wait for TwinMotion or something to get this tech

pure hollow
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lmao yeah the reason i checked in here actually is because i wanted to ask if anyone has gotten good results with the volumetric clouds

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out of the box they have lots of squares

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but the bigger issue I'm seeing is that there is a lot of flickering when the camera's pitch changes on the clouds near the horizon

fierce tulip
#

they prolly exported the wrong texture map for the clouds, everyone is having issues with that one

#

as for the water, its rather complex. took us hours to get it working last night in voice

glacial pecan
#

however, downloading his settings makes the sky utterly dark, and I haven't figured out all parameters yet

#

there's like a dozen of them

agile thistle
#

can anyone help me, my water isnt showing

#

LUL

#

"experimental" I know

thick herald
fierce notch
#

Hello! I guess this is the correct channel to ask.
I would like if someone could help me to confirm if these assumptions are all correct or not.
-Skeletal meshes "canonical" orientation is +Y
-Pawn orientation is +X (meaning a 90 degree rotation in the skeletal mesh)
-Bone orientation is +X

And, in case this is correct. What potential headaches, in the long run, could provoke skeletons that have a bone structure with +Y orientation.

glacial pecan
#

oh, GREAT... deleting the annoying shore spline DELETES THE ENTIRE OCEAN

#

I want a boundless ocean, no shore!

fierce tulip
#

@thick herald we ended up with 20.000+ buoyancy cubes going down a river :p

glacial pecan
#

aaaargh πŸ˜›

thick herald
#

nice

fierce tulip
#

or well, fly away from a river. im sure someone recorded it

glacial pecan
#

screw this, default settings look like fortnite anyway... I'm importing an old realistic water ocean plugin πŸ˜›

pure hollow
glacial pecan
#

@pure hollow haha, neat... still, I guess I'll have to wait until someone like that cloud youtube video I posted makes a realistic looking setting to download

plush yew
#

Anyone know how I can set a notify every second loop?

#

It would be too often for the particle effect to play every loop

dark stag
clever axle
#

guile add a boolean and set it to true if it's false and if it's true, you do your thing and then set it to false

#

@plush yew

dark stag
#

meaning can you have more than one flow control input like that?

#

like on that condition being false / change a var, if not, ignore that and keep going

pure hollow
dark stag
#

ok, just looks dodgy but... didnt see the point of duplicating the set view target for either condition

glacial pecan
#

@pure hollow let me know if you download that guy's cloud settings and manage to get rid of the dark spot in the zenith of the sky πŸ™‚

wet laurel
#

Something is wrong with my Texture Streaming pool. It's writing itself extremely full all the time. Is there anything else I can adjust? In general I have to say that the 4.26 seems slower than the 4.25

honest vale
#

I doubt much has changed with that, didn't see anything in the release notes

plush yew
#

deadmau5 is still lacking that better name

mellow flame
#

is it normal 4.26 is asking me more than 80gb to install?

plush yew
#

@mellow flame its 12.7 gigs for me

dusky inlet
#

uhh so why is tesselation deprecated in 4.26?

#

even so, there are tons of effects that rely on tesselation such as mud/snow

marsh swallow
#

also World Comp is as well isnt it?

dusky inlet
#

yeah but I heard they are redoing the world comp system completely

#

so there will be a replacement

marsh swallow
#

correct, we will have a new one.

mellow flame
#

what do you mean? how can I check that? I just have no preferences on install button

dusky inlet
#

but so far there is nothing about a tesselation replacement for effects

#

or maybe they just count on people to use niagara for that kinda stuff now

#

given that even realtime fluid sims are now possible

marsh swallow
#

but yeah tessellation is used in a lot of stuff.

dusky inlet
#

so why not snow too πŸ€”

marsh swallow
#

ehhhh i mean thats a much more complex setup than tessellation. but then again. imo tessellation was never great.

#

just having it on was a performance hit, and then collision never followed it since its just visuals.

dusky inlet
#

true

#

but regardless there has to be a good way to achieve the same things without tesselation if they are gonna deprecate it

#

so its a bit weird

drifting ocean
#

Why is the node to round down called "floor" and not "Ground" 🧐

plush yew
#

floor and ground are different things

#

and youre grounded

tough solar
# icy narwhal Anyone know why this is happening? I am using Rider and I am pretty sure it's up...

RiderLink and RiderSourceCodeAccess author here)
I suppose you've installed RiderLink into the Engine before update.
'cause it's not part of the UnrealEngine itself, when you install minor update of UnrealEngine, it won't be updated as well.
Easiest fixup would be to open Rider and go to :
File | Settings | Languages & Frameworks | Unreal Engine and run one of the options "Install in Engine" or "Install in Game", it'll force reinstall plugin in place.

plush yew
#

Hello guys I did small stone ammo counter

#

when I click left mouse of the button I thorow the stones

#

but I have problem

#

so before I get a stone it appears text "Press E to get it"

#

all of the getting system is working

#

but when i have it and throw with left button the text is appearing for 1 second and then disapears

#

let me send you video

#

if someone can help me, please tag me or dm me

icy narwhal
wooden delta
#

Hey guys, just one quick question.
If I download new version of unreal from launcher so can I download in multiple days. I don't have internet to download 10+ GB in once.

Due to this problem i never tried downloading it. Also my current version is just taken from other pc. But it's old nowπŸ˜•

unkempt delta
#

So anyone know the reason for the cutoff in the volumetric clouds?

plush yew
#

wdym

dire ingot
#

guys what should i use to achive a similar path like this?

unkempt delta
#

When i load them i see a weird pattern in the sky, like a sharp square edge

#

Like a tiled texture

dire ingot
#

not the mounatin or the terrain, the road only i mean

#

i use a cube? or what or landscape?

wooden delta
#

Any help??
Just yes or no would be enough

plush yew
#

@unkempt delta idk i had no problem

#

for what? @wooden delta

unkempt delta
#

Hmmm

dire ingot
#

any help?

unkempt delta
#

When i get the chance I'll send it

plush yew
#

@dire ingot you need the meshes / paint material

#

and place it

wooden delta
#

Hey guys, just one quick question.
If I download new version of unreal from launcher so can I download in multiple days. I don't have internet to download 10+ GB in once.

Due to this problem i never tried downloading it. Also my current version is just taken from other pc. But it's old nowconfused

#

This one

plush yew
#

yes u can wait

dire ingot
#

@plush yew meshes? i dont mean the path texture, i mean what is that object? what should i use for it? a cube or landscape then decrease its size or what

wooden delta
#

@plush yew

plush yew
#

you can pause the download

unkempt delta
#

Yeah just pause the download

plush yew
#

@dire ingot its just an extruded cube from blender, u can get that in 5 mins

dire ingot
#

oh so it is only a cube?

wooden delta
#

Okay so can I download in 5-7 days.
Also if I switch off it won't cause any problems?

dire ingot
#

with texture right?

plush yew
#

yes with a semi circle

dire ingot
#

that great, i will go and make a cool looking cube now

plush yew
#

ok

dire ingot
#

but there is a diffrent

#

i cant use the scrupting landspce tool on cubes

#

or objects i import from blender

plush yew
#

you can vertex paint

dire ingot
#

i dont mean paint

#

i mean for example what if i want to use the

#

smooth brush

#

that i use in the landscape editing mode

plush yew
#

oh no u cant

dire ingot
#

on a cube

#

then how can i make a fall in that cube?

#

i want to make a long road, i want to do it from 1-4 cubes models only

#

i wont model every piece of model for the road

#

coz if i use the brushes in the landscape editing mode

#

it will be much better, Easier and time saving

#

any other alternatives?

plush yew
#

i think its not possible to use landscape tool on meshes

#

umm

dire ingot
#

if u notice the blue cricrle i made

#

that path has a fall, not as straight as the one before it i mean

#

how do i achieve that?

plush yew
#

u crete a landscape layer and then u put the mesh on, u can edit the landscape

#

that's just a flat landscape with an high road

dire ingot
#

but it is a road thin road

#

i dont think it is a landscape

plush yew
#

no the road is a mesh

dire ingot
#

you mean an object?

plush yew
#

and under that there is the landsvape

#

yes

dire ingot
#

yes, what kind of objects?

#

a cube? or blender imported model?

plush yew
#

not always a cube u can crete custom shapes

dire ingot
#

ok

#

thanks sniff sniff

plush yew
#

np

plush yew
#

@plush yew

#

what's the problem

plush yew
#

@plush yew

#

umm ur using a do once ?

#

where?

#

idk i am asking, in the ammo bp?

#

this is the code for the E button in third person character BP

#

no there is no do once

#

ummm

#

this is the code for the left mouse

#

when you click left mouse button you throw a stone

#

umm

#

it looks like everything is ok

#

uhm but it is not that

#

xD

#

you could try creating that message with a box trigger maybe?

quick cloak
plush yew
brazen cairn
#

Can someone tell me whether world machine and world creator are basically similar software or different ones for different uses?

thick herald
#

it means you have to upload your game to Itch.io

plush yew
#

world creator is easier

#

but u have to pay

brazen cairn
#

even world machine is payed though right?

thick herald
#

WM has a free version

plush yew
#

ye

quick cloak
#

Nah I understand that, but what about the "before you can upload to the Megajam" part?

thick herald
#

It's limited to 512 res though

brazen cairn
#

ah right. I did check that, it doesnt fulfil what I need for world creation. anyways thanks

thick herald
#

Well, you have to have the game on Itch so they can see and play the game.

quick cloak
#

Does the Jam have age restrictions?

clever axle
#

My playerController does not trigger input events when in dedicated client, any ideas what might be the problem?

weak cypress
#

can you run raytracing on any gpu for unreal?

mellow flame
#

is there any reason why Epic contests are not open to individuals in the province of Quebec, Brazil, or Italy?

quick cloak
#

Yes it was answered in forums

#

Its about the laws in those countries

plush yew
#

What if I am from one of those countries ?

mellow flame
quick cloak
#

You wont be able to participate thats all

hot thorn
#

yo someone can help mee aa

quick cloak
#

Yeah

#

Whats ur problem

#

Even if you win you wont get the prizes

hot thorn
#

jajsa

#

i have a blendspace blended per bone with and animation right ( jog and some top animation) and i want to blend another one top animation triggered by bool

#

is that possible?

#

and the other question is: it is possible to get the new blended per bone animations blendspace? like export these

vestal goblet
#

so, i'm having a really weird issue and i don't know what's causing it

forest tree
#

Sorry, totally off-topic, but which language is this? I'm Dutch, it looks so familar/similar. But I don't think it's German? Afrikaans?

vestal goblet
#

it seems very simple, just a widget not displaying when its supposed to, but i can't for the life of my figure out why

forest tree
#

"Aktualisie" really threw me off πŸ˜„

#

Yaaaa! That makes more sense hahhaah

#

I was like, which creole of German and Dutch is this πŸ˜†

deep stump
#

Hello, Just out of curiosity, If I havre a team of (4 as an example) and I purchase a few assets on the marketplace, do I need to buy 4 copies to have the licenses or does one purchase count as the entire team?

#

Alrighty. Thanks

clever axle
#

My playerController does not trigger input events when in dedicated client, any ideas what might be the problem?

civic lance
#

Does the lighting need to be rebuilt if I change the directional light intensity at runtime?

cursive dagger
#

Is it stationary?

civic lance
#

yeap

cursive dagger
#

yeah you can change it at runtime

ashen merlin
#

Hey - I have a question about new support for OCIO - when you set a color space transformation for viewport - it will, obviously, look wrong, so I am guessing that all textures need to be preconverted to ACES, right? There is no way to change the color space of a texture within UE?

civic lance
#

I was just wondering whether it will break other static objects' shadows and stuff

sly pollen
#

I have absolutely no idea what I've done, but on only one of my projects, the size of all the editor elements are WAY bigger. This doesn't happen in any of my other projects, and I can't see anything in the settings about it. Any ideas?

deft parcel
#

I need help please

sly pollen
deft parcel
#

about packaging

#

Can anyone help me about packaging stuff?

astral bluff
#

Hey, I am facing a really big problem.

#

I'm importing surfaces from quixel Bridge.

#

Displacement map is not importing

#

I did everything

deft parcel
#

@astral bluff u look a lil professional, mind helping me xd

rocky radish
astral bluff
#

Nah I'm not @deft parcel

deft parcel
#

k

#

@rocky radish ty

rocky radish
#

np

civic lance
astral bluff
#

Yes

civic lance
#

and make sure displacement texture is checked in quixel itself

#

you also have to tick those every time you restart your Editor

astral bluff
#

Yes thats the first thing I do

civic lance
#

some textures do not come with displacement maps either

#

i just imported one of mine and it works as usual

astral bluff
#

I tried many

neon bough
#

hey, does someone know how i can figure out why my editor is using almost 20gb ram?

forest tree
#

I have to restart often, tbh

neon bough
#

no, my level consists of 3 objects πŸ˜„

forest tree
#

πŸ€”

neon bough
deft parcel
#

man no one is there :V

neon bough
#

it seems like working in the content browser and on assets is leaving trash in memory, but i don't know what and where

clever axle
#

My playerController does not trigger input events when in dedicated client, any ideas what might be the problem?

terse jewel
#

What's the trick to getting the new Ocean water to work?

I drop the actor into my scene and get an invisible object. It seems to exist because the screen gets a blue post processing if you're inside it, but it doesn't render anywhere?

thick herald
#

The water system is very buggy at the moment

terse jewel
#

but not rendering at all levels of buggy? That feels excessive

thick herald
#

It's still only a beta feature, so bugs are to be expected. They may have not realised the number of issues that users have encountered though. All I can suggest is file a bug report, there may be a solution to fix it, but I'm not sure.

neon bough
#

try to move it up/down, for some people that did the trick

plush yew
#

ue5 comes early access in january

#

πŸ™‚

terse jewel
#

I was able to fix my problem by making sure to include a water brush and landscape brush actor

fervent sigil
#

hi, I'm trying to use 4.26 with water lake, but it doesn't seem to show anything or deform my landscape.
In the fact the only water volume that works is the custom one.
Any idea why?

pearl saffron
#

Why i cant find Remote Control Web Interface plugin?

autumn latch
#

What will be the plugins we use in UE4 when we try to transfer our project that we developed when UE5 is released to UE5?
As you know, the project does not open when there is no plugin. I am sorry for my English.

timber birch
neon bough
#

UE5 probably is UE4 with more features

#

i doubt that they work on a complete new engine, rather than changing stuff under the hood of UE4

ashen brook
#

@timber birch hah nice

#

they spinny

timber birch
#

Yeah haha πŸ˜„

queen hawk
#

UE5 will be released on december 2021?

dire ingot
#

guys lets say i have a turret, and when i click on this turret, it should show its range
since it rotate, the range should appear as a circle
where should i start, what to do?

#

its like MOBA target thingie

kind dew
light thunder
#

Why is my cull distance volume not showing a box shape or any size to indicate what it's volume is?

inner vine
plush yew
#

Hello, if I use some quixel assets for my game I just need to mention them or I have to pay? Thx

queen hawk
#

if you got them from the Unreal Engine Marketplace you can use them for comercial

plush yew
#

From quixel bridge

haughty sequoia
#

Hi! im totally new to UE4 and i was watching a yt vid about the tutorial..i pretty much got the basic stuff..but while in the video ,there was a part of exporting a 3d grass asset from megascans to UE4 ..through quixel bridge..so i installed everything which were necessary..now when i imported a 3d plant asset..and used it in the Viewport in UE4 ..it was only mesh..without any material..there were the materials tho..but placing the grass in the viewport,it was completly blank..and also wired rectangular shaped..however in the yt video..he imported the grass easily..and said "Unreal automatically did the necessasy things...thats very cool" and there were no wiered shapes..it was also with full material.. any help?

undone bough
#

which takes a float, converts it to a interger of of 1000, then i convert it back to a float, and divide it by 100, at this point it should only return a 2 decimal value for any returned value but its not. sometimes i get a 2 decimal value, other times im getting a 5 decimal value.

#

even 6...

woven zealot
#

It looks like something got seriously messed up somehow

fervent sigil
#

@inner vine It is required, and I do have it.

woven zealot
#

Have you tried creating a new landscape just to see if that is the problem?

#

Try making a demo map

fervent sigil
#

@undone bough Floating point arithmetic isn't precise

woven zealot
#

with a simple flat landscape and see what happens

fervent sigil
#

@woven zealot No but it wouldn't matter; I need it to work on my existing landscape..

north stream
#

i have a weapon skeletal mesh oriented at Y axis

#

is there a way to turn it to X axis

undone bough
#

i guess floats are 'how not to do math' in unreal engine.

fervent sigil
#

@undone bough Precise decimal values = slow, hence why they aren't usually used in games.
You have 2 options:

  1. Describe the bigger picture; usually there are other ways to achieve what you want without precise floating point arithmetic
  2. Use "BigDecimal". I don't know if it exist in UE4, definitely not in blueprints.
#

Know it's not UE4 specific, but all games. Using a "precise" floating point arithmetic is WAY too slow for ANY game.

undone bough
#

o.O precise = slow? say what... 1 / .5 = .5 how is that slow?

woven zealot
#

@fervent sigil yeah but if it doesn't work on the demo landscape you know that it is something with your environment

haughty sequoia
#

anyone?any help plz?

light thunder
#

Why is my instanced foliage actor adding like 5k draw calls? What setting did I screw up that made it not...well, instanced

fervent sigil
#

@woven zealot It's a clean UE 4.26, I doubt it's in my env.

haughty sequoia
inner vine
fervent sigil
#

@haughty sequoia Just go into the mesh and put the material it self. Not sure exactly what the video did and what you did, but something UE4 doesn't get things right.
Assigning the correct material to the mesh is pretty simple

#

@inner vine Is it suppose to create a "water" edit layer? if so then true, it doesn't work with it.
I do see the control splines though

#

@inner vine Is it suppose to create a "water" edit layer? if so then true, it doesn't work with it.
I do see the control splines though

haughty sequoia
#

Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, program in Unreal using Blueprints, and end with creating a photorealistic...

β–Ά Play video
fervent sigil
haughty sequoia
#

this one..i did the exact same thing..and idk why..but mine looks shit

fervent sigil
#

@inner vine Is it suppose to create a "water" edit layer? if so then true, it doesn't work with it.
I do see the control splines though

haughty sequoia
#

also..as i go a little back..it takes the shape of a rectangle standing..

fervent sigil
#

@haughty sequoia Like I said, just do it manually. Otherwise you could contact Quixel since it's their plugin that is suppose to do the job there

#

It's suppose to be a rectangle. It's a texture with transparent pixels

inner vine
#

Yes, it is supposed to create a landscape edit layer named "water".

fervent sigil
#

mm it doesn't do it

#

@inner vine Any idea what can I check/change/etc to affect the relationship between the water and the landscape?

inner vine
#

Are you sure edit layers is turned on in your landscape object too, not just in the plugin settings?

fervent sigil
#

yup. I got 4 layers

#

1 is reserved for splines too

#

@inner vine .. Any ideas then?

inner vine
#

I'm trying to reproduce your situation.

#

Do you have level streaming set up or is everything just in one level?

haughty sequoia
#

ok..i manually placed the a material which i created by myself..using the provided maps..now it actually looks like grass..but the problem is ..as i go a lttle back..it starts to loose details..and if i get even a metre back..it becomes full thin rectangle...any sulutions?

fervent sigil
#

it's world composition with tiled landscape

#

so sort of like level streaming

inner vine
#

But, you aren't trying to place the water and landscape in different streaming levels or such, right?

fervent sigil
#

@haughty sequoia You shouldn't create the material your self. The Quixel material does a lot more than a simple material. It should be created when exported.
I would suggest you try again, a while back the export/import worked for me.

#

@inner vine I'm not sure what you call streaming levels, since all levels in world composition are automatically streamed out & in.

#

Also, a tiled landscape has a sort of landscape-tile per level, but it's only a proxy on each one. So again, not really sure about it

#

but I tried to put the lake in multiple levels such as the specific tile, the peristent level, and a custom one. none worked.

inner vine
#

On your WaterBodyLake actor, is "use curves channel" enabled?

haughty sequoia
#

@fervent sigil i didnt understand..srry..im a totall newbie ..can u explain it to me?

undone bough
#

@fervent sigil so... if i understand you correctly.... being decimal math is too hard for a computer... i'd have to go this route to get precise decimal values....

fervent sigil
#

@haughty sequoia I simply said you should try the process again. You shouldn't create the material your self.

#

@inner vine yup

haughty sequoia
#

i did that a hundred times.. ;-;

fervent sigil
#

@undone bough float is never going to be precise. Try to explain what are you actually trying to do

neon bough
#

@undone bough decimal math isn't hard if you don't do stupid things, computers aren't organic...

fervent sigil
#

@haughty sequoia Try using a new project, and making sure all products are up to date. If it still doesn't work, either wait for someone else or ask in a Quixel discord server

haughty sequoia
#

okkay

undone bough
#

@neon bough @fervent sigil im trying to reduce the decimal value to a two digit value, which honestly should of worked with the simple rounding routine, but nope.

fervent sigil
#

@undone bough use format float node

terse jewel
#

I'm learning that I need to Enable Edit Layers when creating a landscape to use them with the new water deformation tools. Is there a way to enable edit layers on a pre-existing landscape that didn't tick this box originally?

undone bough
fervent sigil
#

@undone bough sorry, ToText

true falcon
inner vine
#

@fervent sigil I don't really find anything which could cause your problems, sorry.

fervent sigil
#

:\

#

I guess I'll try to reproduce it on a new project

undone bough
#

@fervent sigil still can't make it back into a 2 decimal float :/

#

texttostring->stringtofloat-> 6 digit float non percise.

fervent sigil
#

@undone bough picture

undone bough
#

i mean thats some messed up conversion.

fervent sigil
#

wait you don't want to display it?

undone bough
#

I'm trying to trim the float, for display thats great.

#

basically round the float to the second decimal.

fervent sigil
#

well either way if it doesn't work the problem is elsewhere. That node works for sure

undone bough
#

it works fine if you leave it text yes, it doesn't if you make it back to a float.

fervent sigil
#

not sure why you'd want to round it but non-display, but yeah I guess you could use that like what you just did. Not sure if there's a better way

#

well floats don't have a limit on digits

#

well actually they do, but it's a 7 digits limit and it's on precision.

undone bough
#

yeah but a string containing 95.59 shouldn't become a string of 95.699998

fervent sigil
#

you mean .599998 ?

undone bough
#

yeah

fervent sigil
#

it is. It's different string, but the same float

#

it should be .590000, but still

undone bough
#

yes it should be .590000

fervent sigil
#

.009 still sounds like quite a lot and something weird going on in there

undone bough
#

there honestly doesn't seem to be a way...

fervent sigil
#

@undone bough You could try to explain what you are actually trying to do though.. the big picture, that is

undone bough
#

i said - round the float to the second decimal

fervent sigil
#

.. why?

undone bough
#

the why doesn't really matter to be honest.

fervent sigil
#

assuming it's not for display reasons, it's not a common thing

mint umbra
stiff beacon
#

Hey everyone, So I'm really REALLY new to UE4 and design in general, but I've gotten more and more interested in it the past couple months.
So I want my first project to be a bit ambitious, but no gameplay design and such, just making a good looking environment from my favourite childhood game.
Should I really watch through and master all of the many tutorials or just freely mess around and look it up if I cant do it myself?

dire ingot
#

guys lets say i have a turret, and when i click on this turret, it should show its range
since it rotate, the range should appear as a circle
where should i start, what to do?

fervent sigil
honest rune
#

what's this new Script\ directory in game projects that use 4.26?

undone bough
fervent sigil
#

@honest rune I don't have it. Possibly new projects only?

honest rune
#

its so fresh that the docs don't even mention it lol

undone bough
#

well ty anyhow @fervent sigil seems to be a limitation with the engine, so anything that requires precise floats (i.e. even pie calculations) is out.

fervent sigil
#

@undone bough There isn't any limitation to the engine.

undone bough
#

incorrect float point math = limitation

thick herald
#

why not store the float as a float, instead of rounding it for whatever reason it is?

honest rune
#

floating point rounding error is a well known phenomena

undone bough
#

i mean the only way to actually get precise float point math is to convert the entire float to a int, then do all float point math as ints but even that is limited by the length of a int

honest rune
#

there's things you can do to help mitigate it but its highly subjective to its use case

#

and environment

thick herald
#

floating point error, is a well known and common issue while dealing with potentially large numbers. UE4 is not alone in this.

undone bough
#

even deailing with small numbers.

#

as a said, 1 / .5 doesn't = .5

clever axle
#

when packaging my project, do I have to package both client and server seperately or does it suffice to package either?

undone bough
#

anyhow, i'll do it with int's, leat the values will be correct.

thick herald
#

You meant modus there, right?

wanton lotus
#

1 / 0.5 = 2

undone bough
#

sry slasher i typed it wrong, im frustrated. 1 - 0.5

digital anchor
#

you must be doing something very complicated to get fustrated at floating point precision, should be completely transparent for normal usecase

wanton lotus
#

@undone bough I just finished catching up. You can definitely round to decimal places like you did with that initial screenshot. I think the only problem may have been the "float * int" node, try making it a "float * float" to multiply by 100.

honest rune
#

I'm really curious what the heck this new Script folder is for lol. I don't see anything in the release notes or previews so far. something with editor scripting maybe?

thick herald
#

could be Python

honest rune
#

I'm kind of thinking maybe it is for the editor scripting

#

they did mention upgrading python and they've put a lot of love into it lately

weak cypress
#

it says that i cant move the camera to be the child of the character, is there a way to do it?

thick herald
#

editor scripting has been around since 4.22 though, which is why I'm guessing it's for Python scripts

undone bough
#

@wanton lotus still same result but thanks

undone bough
wanton lotus
#

That really is odd. I literally do this type of rounding in my day/night cycle for my project.

weak cypress
undone bough
wanton lotus
#

@weak cypress It is inherited by its parent class, you need to edit the parent class.

weak cypress
#

edit it to what πŸ€”

river silo
#

How can I get all available Microphones?

wanton lotus
#

To move anything inherited, you need to edit the parent blueprint (class).

fervent sigil
#

@wanton lotus I believe he's thinking that .05 != 0.49999999. It's the same value, and it could happen.
It's not UE4 related, but how computers work in general regarding floating points

wanton lotus
#

@weak cypress With what you shown on screenshots, looks like you made a child of the ThirdPersonCharacter blueprint. ThirdPersonCharacter would be your parent class.

undone bough
#

i assume @weak cypress is attempting to attach his camera like....

weak cypress
#

ye

#

exactly

wanton lotus
#

Still need to edit the parent class, hehe.

undone bough
#

@weak cypress select the mesh, then 'add component and select 'camera' not 'cine camera'

#

should add a camera attached to the mesh

wanton lotus
#

If you want 2 cameras, you do it like that, but to move something "inherited", you need to edit the parent class.

undone bough
#

o.O

weak cypress
#

yeah ok i got it

#

but what would i need to edit

#

this kinda caught me off guard

wanton lotus
#

Upper-right corner of the blueprint you are working in has a link to the parent class.

weak cypress
#

yeah i clicked that

wanton lotus
#

Now you should be able to move the camera boom and such.

#

Save the edits you make, and it will be reflected in the child blueprint too.

undone bough
plush yew
#

UE4 Documentation = ❀️

#

makes everything clear af

#

/s

nimble pilot
#

Set the forward axis

weak cypress
plush yew
wanton lotus
#

@undone bough Nah, I mean if you want to simply reorder the components like what was being tried. If a component says "inherited" it can only be reordered in the parent class.

undone bough
#

ah

ornate forge
#

Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Games’ Sjoerd de Jong talks you through the basics of setting up an ocean, a lake, and a river. Then, he dives into more advanced features and possibilities that showcase how you can tap into the water rendering through other parts of the engine by making objects...

β–Ά Play video
wanton lotus
#

@weak cypress What is your overall goal? Do you want strictly first person view, or both first and third? Either way, you could always add the 2nd camera and just disable the original if you want first-person only.

weak cypress
#

only first person

undone bough
#

so @weak cypress was editing a child blueprint and was trying to move a parent blueprint camera on to the mesh which can't be done, sense you have to edit the parent class to move any components that are setup in it πŸ™‚

acoustic wraith
#

Could I use pre-computed lighting scenarios and level streaming to effectively toggle baked lighting?

wanton lotus
#

Yep, exactly. Should be simple enough to edit the ThirdPersonCharacter class to move the camera.

weak cypress
#

ok how to edit it

wanton lotus
#

The same way you tried in your child blueprint, but do it in the parent.

undone bough
#

you need to open the parent blueprint and make the changes in it Kostaxr

weak cypress
#

i did open it and i dont know what change i need to do

wanton lotus
#

Drag the camera to the mesh, then you can set the attached socket to head or something.

honest rune
#

to change that component's parent, you can set its attachment in the constructor. The parent class sets up its attachment to the springarm component, so you'd just have to set a new attachment in your child class' constructor

wanton lotus
#

@weak cypress I was really just trying to get you beyond your initial problem of not being able to move something inherited. To figure out the rest of setting up first person view on a full body character, there are countless tutorials.

light thunder
#

What did I do wrong with my export/import settings - I needed this model to note have windows, exported to blender, remove the faces of the windows, imported back in, with no warning messages - same material instances, and it looks NEARLY the same, but somehow the tiling got affected, in this second image (I made sure the actual SM position in world hadn't changed either) What settings did I miss? I didn't change, AFAIK, anything that should affect the UV tiling? But it looks very very slightly out of place

undone bough
#

@weak cypress you'd want to setup the camera in the parent class not the child class, so that any character you create off the parent class will still have the camera already setup in it. unless your parent class is being used for both npc & player, then you'd want to set up the camera in the child class for the player.

weak cypress
#

yeah i am here in the parent class and i dont know what i need to change

undone bough
#

what exactly are you trying to do?

weak cypress
#

turn the 3rd person camera

#

into a 1st person camera

#

but keep that robot looking thing

undone bough
#

so you want a first person camera with a third person character?

weak cypress
#

yes

clever axle
#

when I package for dedicated server/client.. do I have to select each target (normal and server) and package 2 times or does it package both?

honest rune
#

Plugin Utilities plugin is new too. That's a handy one.

#

@weak cypress If you want to do that using the third person template instead of the first person template, you can simply change the springarm component's arm length so that it clips past the character's mesh

agile thistle
#

does anyone know, why the sun isnt shown anymore with a SkyAtmo/Directional Light Setup?

weak cypress
#

i meant like

agile thistle
#

And where the option went in the Directional Light to turn sky atmo on

weak cypress
#

when i open the c++ parent class what do i need to change

agile thistle
honest rune
#

you could create a custom character type that attaches the camera directly to the character or its root component but the down side would be that the camera would be missing benefits that it gains by using a springarm component

#

to just change the arm length, you don't need to change the native parent class, just the third person character blueprint, then select the springarm component, then find the arm length property and adjust it

clever axle
#

is there a way to package both client and server at the same time? it's a bit tedious

weak cypress
#

in blueprint its easy as hell

#

in c++ it is hell

honest rune
#

each one has its reason for use. Generally, you use c++ types for creating a base type that will contain functionality and you create blueprints of those base types to setup the data/assets specific to a specific type

terse jewel
#

@weak cypress Just take the default third person character bp, go to the view port tab, move the camera to be a child of the mesh, position it in front of the face. What you're trying to do does not require logic in bp or c++.

honest rune
#

so basically c++ is for functionality, blueprints is for tying assets and data to types

weak cypress
honest rune
#

you honestly don't need to. just change the springarms length

terse jewel
#

spring arm is fine if you want it to be perfectly controlled. If you want animation to affect the camera, make it a child of the mesh (and attach it to a socket).

weak cypress
#

i want the animation to affect the camera

north stream
#

do you mean like a shaky camera

weak cypress
#

not shaky

#

to just move with the animation

north stream
#

or do you want the cammera to follow mesh rotation ?

north stream
undone bough
#

Kostaxrs parent class thats setup the camera is done in c++, so they need to know how to change the camera from being attached to a boom and attached to the character mesh via the c++ class.

north stream
#

ya make it a child of your mesh, clik on camboom, in details panel you should see a Sockets Tab

weak cypress
#

i cant make it a child

north stream
#

ah C++, i dunno

undone bough
#

the one tutorial i had on c++ for camera setup in unreal engine by unreal seems to of been deleted 😦 i was gonna send them the link but it just takes me to the main tut page now 😦

honest rune
#

to be honest, I think you should really just start with the engine's docs for getting started. This is pretty basic stuff and you'll need to understand this,otherwise the rest of the engine is going to be a hell of a battle for you

undone bough
#

why i started with blueprint driven... so i can learn that first, then dive into c++ after

honest rune
#

you still need to understand the basics

undone bough
#

yeah but blueprint driven is easier to visualize then strait code.

honest rune
#

I'm talking about blueprint. Its not an insult πŸ™‚ Everyone has to start somewhere

weak cypress
#

i know how to code

#

thats why i chose c++

undone bough
#

didn't take it that way @honest rune no worries πŸ™‚

winter gale
north stream
undone bough
#

where its attached to the head socket instead of a spring arm

#

in c++

north stream
#

look at the last line it shows how to attach to a socket

pallid talon
#

If I have a 3d Asset, like the curbs from Megascan, and I want to draw a spline to place the curbs, do I need my on script to create splines that Megascan curbs will follow? Or is there a tool for this that I've overlooked?

daring gazelle
#

quite proud of myself to be honest

marsh sparrow
#

so just tried to start up 4.26 in my project, compiles and builds fine, but the editor sits at 45% and goes no further.. anybody else seeing this or is there a way to see what is stuck??

#

its rocking cpu

#

but just chills here

#

nm

#

forget me.. just saw a new debug window

#

[2020.12.04-17.51.00:880][ 0]LogShaderCompilers: Display: Worker (5/5): shaders left to compile 1758

#

hahah

#

well that explains it

#

ill wait thanks

heady quartz
#

Does anyone know how to reduce/eliminate initial lag spikes (first time opening a map)?

marsh sparrow
#

do you know what the lag spikes are from?

#

i.e. textures, data, network...

heady quartz
#

Probably shaders

stone stump
#

is there a way to make the player stop after looking up after a certain angle

marsh sparrow
heady quartz
#

I am level streaming it and loading it but as soon as i make it visible i get lag spikes

stone stump
#

anyone know a answer to my issue

median hound
#

yes stop moving

heady quartz
#

@stone stump what do u mean

analog vale
#

HI i am having trouble with grass culling

stone stump
#

so i want to stop the player from looking straight up

#

i want it to stop in a certain angle

median hound
#

clamp the angle

marsh sparrow
#

@stone stump you'd probably detect the camera angle and if it hits that certain point, call the player controller there is a stop movement flag i think

heady quartz
#

Just clamp

stone stump
#

how can i do it iam new

#

is there any tutorials

weak cypress
#

i have been trying for some time now

#

no progress

#

sigh

stone stump
#

?

heady quartz
#

I'm not on my pc so i can't really screenshot but its simple

marsh sparrow
#

wrong at.. sorry

marsh sparrow
analog vale
#

my grass is not visible

weak cypress
#

i cant convert my third person character to a first person character

analog vale
#

from afar

stone stump
weak cypress
#

In this short Unreal Engine 4 tutorial I want to show you how to turn a Thirdperson Player and Camera into a First person Player for FPS games in which you can see the whole character.

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Patre...

β–Ά Play video
marsh sparrow
#

I think in reality you just need a different camera on your person

#
    FirstPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
    FirstPersonCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);

    // Attach camera to boom
    FirstPersonCamera->bUsePawnControlRotation = true;```
weak cypress
#

undeclared identifier

marsh sparrow
#

well you have to set it up in the header file

#
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Camera", meta=(AllowPrivateAccess="true"))
    class USpringArmComponent* CameraBoom;

    /** Camera for First Person */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera", meta = (AllowPrivateAccess = "true"))
    class UCameraComponent* FirstPersonCamera;```
weak cypress
#

i figured it out

marsh sparrow
#

cool

#

i did it a while back by opening the fp project and swapping my character class over

weak cypress
#

that doesnt work...

light thunder
#

can animated materials effect foliage actors for draw calls? I put some grass down and got like 5k draw calls extra from what I could tell

ember notch
#

Can anyone maybe give a answer? #lounge Thanks

fleet juniper
#

Quick question im trying to open a uasset file in ue but it says it dosnt know the file type anyone got any ideas why??

fierce tulip
#

you cant drag em into the content browser, and/or if they are made in a newer version of ue4, the older version has no clue what to do with em

pine pecan
#

why does it take so long to import objects/rigs

fleet juniper
#

I'm using the most up to date version

pine pecan
#

1 character with a rig took me almost a minuet to import compared to the 10-20 seconds that it takes in unity when i just drag and drop it in

dire ingot
fleet juniper
#

This is the issue I get

dire ingot
#

help

fierce tulip
#

@fleet juniper you cant import em, that is not really a thing.
put them into your project's folder.

fleet juniper
#

Where is that located sorry im new

fierce tulip
#

wherever you installed your project

#

if you have a shortcut on your desktop you can rightclick on it and "open file location"

fleet juniper
#

Ok thanks

fierce tulip
#

you can put it anywhere inside the content folder

dire ingot
#

help

fierce tulip
#

@dire ingot please read the #old-rules and stop going "help, help" thank you

finite hamlet
#

So...the shader compilation for a Ray traced project takes a hot minute. Does it have to be done everytime it's opened/a new RT project is created, or is it a one time thing?

fleet juniper
#

It still dosnt show in the content folder in the program

fierce tulip
#

normally you'd migrate uassets from one project to another (rightmouseclick on the uasset > asset actions > migrate > select the content folder of the project you want the migrate to)
you might wanna follow some getting started tutorials though.

tender flint
#

Is Unreal engine a good software?

fleet juniper
#

But it dosnt even show the asset as in the engine where I put it

unreal sable
#

I'm having lagspikes every 2.8 seconds inside the engine and during gameplay.
This didn't use to happen every session of use and remains that way until i close it.
Restarting doesn't help.
When i open "stat scenerendering" in console i see that RenderQuery disappears at the same time and theres a drop from 55ms to 7ms.
I'm wonder what the cause is and how i can fix it?

pallid talon
#

The Blueprint "Add Spline Mesh Component" allows you to add a mesh to a spline, but I can't expose the Static Mesh as a variable. Does anyone know how?

dire ingot
#

why im being ignored? luos told me to stop going help, if i dont ask for help how can i get it?

#

so may u guys help me?

vapid karma
#

HEEEEEEEEEEEElP am stuck

dire ingot
#

me too

#

im stuck from a while but im being ignored, idk why πŸ€·β€β™‚οΈ

vapid karma
#

hahaha

#

well welcome to club of ignored

dire ingot
#

yeah

#

invite me to that clup πŸ˜›

vapid karma
#

what do you need

dire ingot
vapid karma
#

you advanced UE developer

dire ingot
#

dattybayo

vapid karma
#

beyond my expertise xd

#

what that means

orchid gull
#

Hello, any opinions on the style guidelines from ue4.style? πŸ€”

glacial belfry
#

Hey guys - anyone else missing the "Remote control web interface" plugin inside a fresh 4.26 installation?

#

Doesn't even seem to be on their github

finite hamlet
#

Content examples is not compatible with 4.26? :/ Do you think it'll be made compatible?

#

Actually, nothing in the vault is currently supported? Is that a bug or something?

high jolt
#

Hello guys, I'm a now member here and actually I have a homework in C language but the problem is I don't understand anything from my teacher because it's online πŸ™ƒso can someone help me with it?

plush yew
#

Yes tell me

#

O wait it’s c...

#

Fok

#

Nevermind

median hound
#

i made' a program in c months ago a normal cheat

south hill
#

IT STARTED BOIS

#

Unreal Mega JAM

median hound
#

whatds topic

south hill
#

It has been a long road, but we are not done yet< Something like that

#

"it's been a long time, but we are not done yet"

That is the exact theme

#

Pandemic feel to it πŸ˜„

median hound
#

getting over it suits that

south hill
#

Yes

#

Indeed

median hound
#

whens it end

clever axle
#

I have been struggling with a weird bug for the last day or so and I finally know what's going on: a cameraActor and manager is being spawn automatically when I join, despite the default pawn having a camera attached. How can I avoid this?

light thunder
#

I want to make a house fall into a sinkhole - what would be a good approach for this?

#

I can deform the landscape fine

#

and most of the house will be more or less intact

mossy nymph
#

you did get chaos in 4.26

south hill
mellow turret
#

when using a EQSTestingPawn and put a EQS template in it, the context-querier of the template tests0 is the TestingPawn itself right?

clever axle
#

Can I avoid the spawn of the default camera?

#

my default pawn has a camera attached so I don't need it

plush yew
#

Is it possible to add specific properties to animations on the same function

#

like doing a 3 hit combo is pressed with 1 button

#

but the properties attached to each punch or kick being different

#

depending on the animations that is used during the same button input >~>

#

dont need an explaination just a simple yes or no i can go figure out how to do it later when i get there

smoky wren
#

where is mega jam chat?

thick herald
#

In the mega jam channel- game-jams

light thunder
#

can you have two landscapes?

fleet juniper
sterile idol
light thunder
#

I need to duplicate the landscape in my editor but it keeps crashing - any ideas for workarounds?

unkempt delta
shell surge
#

Hello guys, my editor became too slow for some reason... I was running at around 100fps and now it is around 20.... what the hell. What could be the problem?

median hound
#

mess with the material haru?

unkempt delta
#

ill see

dense hatch
#

Hello, when I try to "Goto Definition (Alt-G)" on a Blueprint node, I am getting a Access violation reading location error

grim juniper
unkempt delta
#

ah

light thunder
#

you can't modify a landscape real time right?

#

during the game I mean