#ue4-general
1 messages ยท Page 899 of 1
Ok, maybe 1 moment, i reinstalled from win 7 to win 10... maybe it can be failure for me?
and UE4 like on old part of drive
it sounds like it should be working but again, do you have a scene that shows it
But did you enable any of the ray tracing features in that scene?
"I want to test ray tracing but I have nothing reflective in my scene. why is it not working"
sigh
Even for global illumination and such you need to actually enable it in the post-process settings
my scene takes a shit ton of time to build lighting now because of all my tree foliage objects
any tips?
the easiest way to see if it works (dxr) is to enable the ray traced shadows and you will immediately see the difference
I know disabling cast shadows would work but I obviously want shadows and can't think of anything else
So I'm trying to compile my game, but it errors out and I don't see what went wrong, it says unknown error.
Ok. So raytracing translucency - same not affecting..
same with GI -brute force. 0 effect.
Judging by your fps it seems to be doing ray tracing
no.. it's raster standard..
do the shadows test
also the noise in the reflection certainly looks like dxr to me on a gtx
what about translucency?
nani??
not. it simply not working..
I just tried creating a project from the template and the difference in shadows isn't that clear (at least visually).
Try creating a material with the base colour set to white, fully metalic and zero roughness
yes there chrome material like..
Where on earth is the option to disable source control?
I don't see it in the context menu, only "sync", I don't see it in editor preferences
ok will see now..
@open wadi iirc click connect to source control, then run without source control
There is no connect to source control.
Once youv'e connected, that option is replaced with "Source Control > Check Out, Mark for Add, Check In, and Sync"
There is absolutely no option anywhere I can find in the editor to simply disable source control, I'm attempting to switch providers from the "most unintuitive application ever created by man" Perforce and migrate to Github
But in Unreal, I see zero options for disabling source control, since it was previously connected.
okay, that does indeed look like it's not ray tracing
yes..
Surely there is an option buried somewhere that allows one to disable source control, I've even uninstalled the Perforce apps themselves.
did you try the shadow test?
same not see performance changing and any shadows..
soft*
I think maybe something in config files..
go to your light source, make its on movable, and adjust the shadow source angle to 0.0
that is normal, this is RT on
if adjusting the shadow source angle does nothing, then your raytracing is not working
I think the reflection test already proved it, those were obviously screen-space.
You're using a 1660, right? Not a 1650 or lower?
@open wadi click the source control button the toolbar and use run without source control and none for the provider?
you have to have that tab its part of the light @prisma plank
if adjusting the shadow bias does nothing, make sure you hit the requirements in this list https://docs.unrealengine.com/en-US/RenderingAndGraphics/RayTracing/index.html @prisma plank
@inner vine sorry i have 1650 super
that would be why, 1650 does not have DXR support
That's not a supported card
So I'm disenchanted with Perforce, it's constantly misbehaving for users > What else would you guys use for source control? What's the best other option?
hm..
perforce and get used to it's stupid quirks ๐ฆ
1060 and up, 1660 and up and the RTX series
Or the 6000 series on AMD's side
Any other cards don't have the feature.
it's like only ue4 not supports.. but at nvidia say it's supporting rtx..
I'm a network administrator who has dealt with god knows how many servers, VMWare clusters, EMC SANs, Active Directory deployments, OpenDirectory deployments for *nix, and god knows what else, and I just spent 2 straight days simply trying to get 2 workstations to properly share a "client" workspace with Perforce and it just refused to work properly.
It's literally the least-intuitive application I have ever used or administrated in my entire career.
So there's absolutely nothing else? the drop-down offers subversion, plastic SCM, and says git is in beta
I personally just use git but my projects are small enough where the binary limits and git-lfs are not an issue
I also dont run version control in engine itself
Oh really, ok. Interesting.
So yes, this here is simply a two-man project - would it be logical for both of us to just push to a github repo and just stay in communication about which files we're editing at any given time?
Have you worked in that type of situation mathew?
doing it now with a jam and yep
we made a google doc and assigned roles and stuff to work on and just respect eachother
I presume you're working on Windows, what's your github setup?
In terms of, you just periodically push your code to the repo?
its hard but thats normal for work lol
hm really, it's say only about dx12...
welp theres other stuff you can test like fortnite but its pretty simple if you have the 4 requirements met and enable it
but a 1650 should give you literally unusable performance
I wonder if the RTX support is disabled because of VRAM, since the 1650S seems about evenly matched in performance compared to a 1060 6GB, but all of the supported cards have 6GB of VRAM or more.
But yeah performance is indeed not really useful. On my 1060 the framerate can already dip below 30fps at 1080p while running just the third-person shooter template even if just one of the RTX effects is enabled.
For me was intrested simply to test raytracing but not like realtime playing.. 1650s and 1660ti like same performance, and 1660 havent "rt cores"
will see...
will instal driver of rtx 2080 ))
The 1660S seems to be 20-30% more powerful, and has an extra 2GB of memory
is my CPU only using 1 core?
Don't mess with the drivers @prisma plank, it's not going to work and you risk making your system unbootable which is a pain to repair.
Card will not work higher that it can..
hello
Ok thanks for answers
any idea on why on stair meshes my raytrace doesn't return a hit? The collision seems fine on mesh, and it's usually all stairs. Does it have to do with slope? The setup is from character location - 100 on Z axis. I use the trace for footstep sounds. It works fine on everything except stair meshes for some reason. It always returns the physical mat of the landscape/other meshes below. I'm clueless
it's ignoring self, SKMs have no sockets on feet
so even if it's set to ignore self it might still prevent it from returning a hit? And why only on stair meshes? Does it have to do with slope?
Then I don't follow, sry.
I could try to move the trace (start I'm guessing) up, but i'd like to understand what is happening ๐
@scarlet birch worked like a charm - moved start +50 and compensated on end. Is it because the SKM's origin was falling slightly under the stair mesh as the SKM kept on gaining altitude?
oh, so that's what you meant ...ok now i understood what you were previously saying. Nope, the start was actor location
yes, that sounds like a clean(er) solution than mine. I just went with it like that because it's top down, so didn't need that much precision/accuracy. Thanks though, it really helped, especially since it makes sense now. ๐
@hallow compass
@grim ore legend
does anyone know of a way to fade out a camera shake?
Any idea how to make multiplayer matches joinable, when i try to join a session it just doesent work
@scarlet birch dear god i've been stuck on blend in/out issues for days. for whatever bloody reason, blend ins/outs don't work as they should for me
for instance, say i want the blend out to last .5 seconds. if i set it to .5, the camera shake bugs out. it plays, then stops halfway through, then starts playing again near the end.
at least, that's what was happening with the values i was using
i set the duration up correctly and everything
hm, what's the difference between the anim blend ins/outs and the oscillation blend ins/outs?
that... could be the cause of my issue
because right now, at the end of my cinematic, i want the shake to fade out
but, of course, the oscillation blend out doesn't do that
would you happen to know of any ways i could achieve the fade out effect i'm trying to get?
i'm at a complete loss of ideas
feel like i've tried everything
so when you set the blend out to say, 1 second, it fades out for 1 second?
yeah, i've got no idea what's causing them to work improperly for me
has to be a bug at this point
perhaps it would work if i set up an actual blueprint. i've only been using this page.
who knows
can you add morph targets to meshes and models
or do they need to be build with them from the ground up
yes, you can
how does game engines generally work for dealing Win32 APIs?
for example, I've hooked WindowProc function, but no WM_SIZE messages received inside of WindowProc whenever I do resize the game window,
does this mean the game engine also had hooked WindowProc function before me?
How can I improve this scene I just made? ๐
By fixing the funky bricks on the corner ๐
@next narwhal It's from megascans hahahah
I have moved the sun and it already looks better in my opinion. But it still doesn't look photo realistic
I want to run specific functionality when a new level is loaded > what node should be used for this purpose?
Event BeginPlay I believe is when the game itself is started and not tied to a specific level, correct?
Or, is Event BeginPlay called on level create, so that if I switch levels, I can trust that EventBeginPlay will be called for each level each time on level create?
Basically, I'm trying to create "logout" functionality, but nothing seems to be working correctly. My app right now is simple > a single level almost entirely in UMG, the user can log in, it establishes some websocket connections to my API and displays some data in the widges.
I create a logout button, the API successfully logs the user out, but I just want the user to return to the login widget that loads initially - So I've tried removing all widgets then re-creating the login widget, that fails, I've tried creating a blank level and having logout load the blank level, then load the standard level, that appears to work for a couple seconds then crashes UE
ok so i make new empty level, add a 4k landscape and play, i get 10 fps when moving and my cpu and gpu usage is very low, anyone knows what could it be?
how can I calculate where my player will be if they run for x seconds forwards?
Is there like a position formula that takes in max speed, acceleration, initial location, etc?
Has anyone used Brushify?
Anyone work with VaRest much? I notice that upon getting a response from my API, and getting the Set-Cookie header, all subsequent VaRest requests pass that cookie, which is great, except when building logout functionality.
Because I log out from my API, kill the session on the API side, log back in, and VaRest is still permanently passing the old cookie
There's a "set header" node, but it's standalone building a specific request, anyone dealt with this?
Here's my cookie code. This works the first time a user authenticates - I threw in that print string code just for shits and grins, works fine.
However, if I destroy this widget, then the user logs out, then I recreate this widget, the second time it says that no Set-Cookie header field exists, the cookie is blank. Any ideas why that might occur?
Hey guys I'm working on my AI and I am looking for any suggestions on things my AI should be able to do. It's a Realistic FPS shooter so no abilities.
I have a list here of what I have already added below. Red means it's in progress/Not Finished. Green means it's already implemented. Thanks in advance!
https://gyazo.com/c8070894c7d52355e59d070c4fdc4239
How to implement COD MW mount/lean mechanic?
Does anybody have an idea how I would find the edges of world objects?
Traces
So trace forward and then downwards?
I'm beginner and I have a question. What examples of cases when need to use cpp instead bp?
I mean mechanics, gameplay features that can impact to performance.
I think, that can be AI. Many NPC can impact? Yes, but what else can do this.
You would do cpp as much as possible
hello i got a problem please help (Failed to load map! .umap appears to be an asset file.)
And you can use bp to get everything together
i can't open my map
How are you trying to open that map?
So, it's not good if I use bp everywhere?
Uff, the BP vs CPP question is answered so much and so often.
my ue4 project was freezing then i restart my PC and when i open my project my map was deleted
Please check the forums for example for lengthy discussions
@plush yew Well, do you use Source Control to Backup your project?
If not, there is your "mortal" reminder
I did. I found only "where is hard logic you need cpp". But I need real examples.
You can check if the automatic backup folder in your project has the map
There won't be any "real" examples.
You can do a lot of stuff in BPs
what is source control ? i usualy backup with copy paste or clone in epic games launcher
Ask there, let peeps there teach you
It#s a way of versioning your files
So you submit constant updates and have hte ability to revert back to older versions if needed
Everyone here should use source control for their projects
If not, one is just asking for trouble if something breaks
Here is my take on BP vs CPP:
I know, but I want to know what classical features in games can do bad performance. And where BP is bad choice.
well i found my backup map but i dont know how to take it back ๐
- BP can be used to create complete games, depending on the game, some games require features that aren't available in BPs.
- BPs suck if it comes to multiplayer, as they have barely any required functions and variables exposed. So you are more or less forced to use CPP.
- BPs can be a bottleneck in terms of performance, but well coded ones will probably survive a lot longer before you are forced to move to CPP. There is no rule of thumb here. You'll find out when your FPS go to shit because of the Game Thread and you start profiling.
Thanks!
Now, what should one do?
- Use both, at all times. Do lots of stuff in CPP and expose stuff to BPs that is easier to setup/use there.
- Empower your designers by exposing variables to adjust behavior of classes, so they don't need to write code.
We usually have most of the logic in CPP and only do coding in BPs if Designers need to have a way of adjusting it.
Like the Condition for a Loot Drop. The class exists in CPP, but the function to actually say "This can drop.", is exposed so Designers can override it and implement their logic.
And in the end we have one or more child classes in BPs, to override some visuals, like meshes, VFX, SFX, etc.
It's what I find the most working, as you can always expose variables from CPP to BPs if needed, so even if I code in BPs, I have a CPP parent.
Now that's my take on it, others might do it different. I found this working quite well.
i guess i need to make whole new ๐
We do a lot prototyping in BP, cause it's faster. In case that matters.
i mean map
Copy it from the backup folder to where it was originally.
does not work
@regal mulch
Thank you very much. I have last question. Where I can get good material for learning Unreal Engine 4 API? I know CPP, but API of UE4 is hard for me.
And my brain.
but it was not very hard to make thx @regal mulch
I understand that exist YT, internet, but what resources can help me. For I can do cpp stuff in UE4.
How to determine whether or not you should be using Blueprints or C++.
@plush yew Pleeease look into #source-control and set that up
There are, iirc, free versions, or just put it onto your own PC if no other way
But don't work without
We usually, at least, use as $5 per month Digital Ocean Droplet + Perforce. Everyone should have like $5 dollars for this.
It can save you hours, days, weeks and even months of work in case something breaks.
Is it easy for us to develop for ps5? Can i get a ps5 and package a game on it?
@broken heath need to become a registered sony dev and buy a devkit from them
Oh
Buy...?
Then id be able to do testings on ps5?
@regal mulch yes, buy
Yeah, if you are fully registered with them and have the DevKit, then yeah.
also, atm demand for devkits is big enough that i cant get one XD
and i have a released game on PS4
I only had the pleasure to work with Xbox, where you only have to buy additional ones.
so unless you are AAA forget about it for now
@regal mulch im in talks with them too
Why forget about it
but my games are vr, so the excuse of "i want to port them to flat" is not a very strong one
Sony gates free devkits incredibly arbitrarily
Uff
free devkits from sony in europe are nonexistant
We got free devkits from Xbox without even having a game lol
they are only given to special teams
xbox is much much better about devkit acquisition
like part of PS Partners and things like that
Yeah they are
I remember sony once said theyd support indies
sony dev kits are nicer imo tho lol
from what ive tinkered with them, ps devkits are indeed awesome
the debugging and profiling tools are god tier
way better than anything you can get on PC
How much would it cost to buy these
What is Tick and why people recommand implement Tick with cpp.
Tick is the function that happens every gameplay 'frame'
I recommend not using it at all, if you can avoid it.
Ah man, if I would have the energy I would now make a meme of that discussion crusher
Hey how to sign the Ue4 game by generating Keystore????
Wouldnโt u guys higher your game settings as much as u can then put ur game on ps5
no
Thanks for answer.
Don't worry. Energy is low. Vacation inc.
Anyone Please?
Anybody familiar with pixel streaming in AWS?
Ohh Alright Thank you :)
I need some help for the matchmaker server and preparing the autoscaling in aws
I'd be incredibly surprised if you'd find someone willing to help you with that
@polar hawk yeah I thought so too actually
Thats like a... pay a contract to get that answer question lol
no i mean your question
So do you know?
Sorry I wrong quote
Ohhh mannn
I literally forgot everything about it
Just gimme a breif idea?
everything
I'm almost about to Launch the game
@untold swallow
Is this what you mean?
Getting your project ready to be release to the Google Play store.
Lemee just cheeck
Just follow the docs, it works like charmed, you can just rename the parameter of myKey or whatsoever
And then write it in the packaging section
Btw My Game will be out Soon as Endless hope , must try XD
Don't forget to set as for distribution on the build
Yeah yeah got you bro thanks
Or else you will failed when uploading it to playstore
Ohh alright and what else do we need to do while uploading on playstore?
I've uploaded games from unity, but never from unreal
And you must build the arm x64 and and arm7
Alright
I was previously only build for arm7, and google asked for armx64
Ohh okay thank Youu Brotherrr
You welcome, I also previously got headache searching info about that, glad could help
Any way to replace all the trees of a map with another one using just a click or so?? (I mean Replace all )
I have a question. I execute a VaRest request to my API and on response, I grab the Set-Cookie header and set it to a string - this works fine on first login. Here is the code.
However, after logging out, then logging back in, this Set-Cookie: string ends up blank. Any idea why that might be?
It looks to me like the VaRest subsystem automatically DOES update the cookie on second login, because subsequent requests do work and I can see on my API that the expiry date of the cookie has updated (meaning it's likely the new cookie), but it's like VaRest prevents me from grabbing the Set-Cookie field when a cookie is already set.
you really saved my day๐
Ok, put it this way - anyone know how to pull the currently-set cookie header currently stored with VaRest (and not from the response header)? Because clearly it stores the cookie.
you should probably ask somewhere VaRest related, I'm not sure many people in here will ever have used it
@untold swallow I know exactly how you feel bro
@open wadi What are you trying to achieve?
What's the cookie use for? Storing information login?
I once uses Varest for my last project, we have trouble authenticate user with localStorage, then we use sessionStorage and it works.. but I never use cookies
Android webkit does not support localStorage, but supports sessionStorage. Never use cookies, if it sounds help, try using sessionStorage, use inject javascript node
๐
Um, yes, it's for storing local user authentication information.
I've reported this to VaRest on their "questions" page, hopefully they have an answer, it appears to be a bug. There have been bugs in he past regarding when APIs pass back more than one session cookie, so I'm guessing it's related to how the subsystem automatically stores the session information.
It's a real PITA, let me tell you.
Hello guys I have question
my project is so big as a size
it is 56gb
I dfound that the saved folder is 21gb
do I need this folder-if I delete the content there will it runin something?
its a temporary folder with backups, preferences, screenshots etc, you can delete it
not sure where to ask this question but Ihave a weird scaling bug
text size is fine but interface scaling is all over the place
tried making it smaller but that also reduced the correct text size
Why doesnt WITH_EDITOR work with classes ? Is there another macro that i should use ?
@humble yacht doesnt work how
hmm, sorry, haven't tried it but i would guess it would work
Should i be using WITH_EDITORONLY_DATA
how do i disable this thing?
okay
Is it possible to place assets you import from the marketplace vault to a specific folder rather than "Content"?
what other folder I can remve or reduce for space? The project is 34gb now, all these are 17gb
what does he do here https://youtu.be/Y2ro27Xw-lw?t=449
In this video we explore how to quickly present a 3D Model inside of UE4
Credits to the following developers
Krzystztof Teper
https://kteper.artstation.com/projects/4KO1 Unreal Engine Post Process Sharpen Effect
Janine Smith
www.janine-smith.com
Lava Substance Designer effect
to hide all the bs
@plush yew quit spamming
@plush yew derived data cache can also be removed, however it will be created again when you next start your project for shaders etc
He pressed G to go into "game mode"
Merry Christmas!
thanks that solved the main problem but it also hides the wireframe
@regal mulch done i rebuilt the whole map xD
Don't quote @regal mulch he gets mad
the wireframe you are referring to may be a showflag? I don't know which wireframe you are talking about
@plush yew try Migrate your project to blank project, copy the config folder
oh ye it is thanks ๐
Merry christmas dev bois
so, I am going in the content folder and chppse every gfolder and I migrate them in new third person project and then in the new project I copy the config folder?
@plush yew do you have your maps folder in one folder? Try migrating the maps folder, it will migrate the maps and its dependencies
Exit the editor, And then, in windows explorer, copy and replace the config folder
In one folder? Try to migrate the maps folder which consist of the 2 maps
Exit the editor, And then, in windows explorer, copy and replace the config folder. This is espescially important when you have edited the input, i usually just copy the whole config folder, unless you know which config you need to replace
@fringe pivot you can move vault assets to any folder you want, they just have to be placed in the content folders of projects that you want to access them. if you wanted to create a repo on an hd you can. but some assets will be updated so i dont waste my time with that. just keep things in the cloud unless i need them
hey y'all, is there any tutorial for tesselation using material functions?
@floral mesa that's what I'm trying to avoid, to get them installed under /content.
I would like to have all them under a subfolder, let's say /content/assets/, so I can keep /content clean
I traveled through the Unreal Engine Documentation and somehow ended up on the UDK Documentation.
hi is it possible package in html5 unreal 4.25 or 4.26?
only through a community plugin
i think thats the one https://github.com/UnrealEngineHTML5/Documentation
I've always been wary of UE4 for HTML5 anyway
it's just not lightweight enough for browsers, not really
On that note, I wonder what current progress on webassembly is like ๐ค
That'd be promising for these kinds of usecases
To me is sounds like a horrible idea
Hey guys is this the channel where I can ask for help?
Oh, well I just have a question about the engine and cameras
For a project I'm working on
If u need web assembly use godot or something, not like the heaviest 3d engine you can think of lmao
So basically, I've been working on this first person game for a couple days now, and I just noticed that I haven't actually placed a camera in my character blueprint, but it seems to work just fine without that. Can someone explain this to me?
native parent class creates a camera if it doesn't find one in the component hierarchy
Ah okay
I know I should be placing a camera but I was just curious as to why it behaved like this
Thanks
Hey, I am new to the Unreal Engine. I was looking for a support channel for UE4 but cannot see one or either I am blind.. However, I have an issue with the UE4 engine where I go into 'Landscape mode' and then the 'Manage, Sculpt, Paint' tab on the right keeps going in and out. Shaking my screen around. Really annoying.. Can't even use modes due to this.
This is a still image. I know. But, is there anyway to make this stop?
You can load default editor layout, not sure what you mean shaking your screen around, just reorganizing it automatically?
The screen on the right keeps popping in and out, automatically.
I'll try the default editor layout.
That worked! Thank you.
I remember a dev video where they had the same issue, glad that worked tho.
Was giving me a headache for a day or so.
Really appreciate it.
World Settings
Hi, I have some troubles with the timeline when switching multiples times the visibility between Visible and Hidden.
Here, I have set the first keyframe on "Hidden". The second keyframe is on "Visible". Then I continue to switch between "Hidden" and "Visible". So after the sixth and last keyframe, which is on "Visible", the picture with the dog must appear and keep like this until the end (the picture must appears 3 times in total) :
But it is not what it happens. It's just like if the last keyframe doesn't exist. Look : https://gyazo.com/93f83b3a0ed0a729e7548c554bd0dda9
help me guys
Im using on hit event. it work fine it does dmg my robot.
but when my cone hit the robot it will block it. that mean the cone will block the robot path.
but if i use the on begin overlap event, it will not block the robot path and dmg it, but it dmg it only once.
help me guys
I believe this happens only when I try to put multiples alternations between Visible and Hidden. A few days ago, I tried to do some subtitles and I put multiples keyframes with an alternation between Visible and Hidden and it was so annoying that I finally did the thing in another way :/
Does someone know what it happens ? Did I do something wrong ?
why does bright memory with RT runs at 60 fps while i run at 60 fps with a empty ue4 scene
what is RT
ok
I was wondering if anyone else is having issues using the Landmass brush blueprints, for river, or ocean, or whatever being extremely laggy when in world comp. They are completely unusable for me in a world comp setting (UE 4.26)
i thougt it is raytracing
ray tracing xylophonโข RTX
do i ask here for help
Better just ask and ask forgiveness later if you get any complaint hah
huh
@plush yew Not sure what you mean, the game mode override is level specific. You want to change game mode at runtime?
I don't think you can change the player controller at runtime
How is the MacBook Pro m1 16gb for unreal engine??
@plush yew I don't see the problem
@spiral flint You can just import the textures into unreal? If you don't have them locally you can export them from blender
Select the mesh for the arms, open up the material, drag in the textures and plug in the nodes @spiral flint
also
is there a reason the normals on the arm are reveersed in unreal but not bleender
Think it has to do with OpenGL vs DirectX @spiral flint
Just send it to me directly if you want, compressed i guess
send you the project?
can u create animation using unreal engine?
depends on what you mean by "animation"
Guys, I've got very very very long compile times, even with small projects. Around 5 minutes of compiling each time I edit something. Is there something wrong or is it normal?
Hey guys do you know why my projects have a very ridiculs size ?, like a very simple project with 3 lines of codes, is bigger than a project with many animations... how is that possible ?
@plush yew That's normal.
I've experienced very slow compile times on my HDD compared toy SSD
Also the ue4 built version is a lot slower than the source version
For me, it did
i have to say that i have hdd, i just add 8 more gb of ram, and it improved a lot, maybe with ssd will go so great
it def will, especially if your projects are also on an ssd
anyway ssd is a good think, buy it if you can
a good multicore cpu is also good ๐
I've got 8gb of ram + HDD. I should add up 8 more Go and a SSD, then !
I've got a Ryzen 5 2600
i suggest you to add 8gb more, i had your same pc
with 16gb it's like a flash
trust me
Damn, I'll buy some ram tomorrow then lol
My 8gb PC started filling up easily :(
I do alot of rendering aswell, so this could be overkill for UE4, but ive seen 32GB getting crammed ๐
if you can overclock it's better
64gb of ram, ahah
oh shit 64gb ahahah
had 32 gig, 4x8gig one stick gave up
cheaper to buy 64 than to find a single 8 gig stick ๐
ive maxed out those 32gigs though so it was needed ๐
i got 16gb 3200, but i cant overclock because i have a stock pc, so my rams run at 2133:(
plus BF-offer, super cheap ๐
Woahh, they needed that much for compilation?
Sometimes
Big games yo
I'm guessing AAA studios must have beefy computers
Correct
hey guys i got a big problem, i dont know why my projects are oversized ? a project with some cubes can reach 700mb ? how is that possible ? ps: no material no textures https://answers.unrealengine.com/questions/55874/view.html here my same problem
well one of my project got 24gb, and i am scared that if i go on it can be crazy
like 100gb
Interesting ! I have installed UE on my SDD but I have my UE projects on my HDD. So it would be really better to have UE + the projects files on my SSD ?
one of mine are 36gigs
ah nevermind... that was float specific
1.2 gigs when packed for the quest2 ๐
like i downloaded a locomotion project from the marketplace and it has so many animation, and it's 80mb, my project with 3 lines of codes and a 2 cubes is 117mbs... how is that possible....
i am young about this, so i cant understand very well ahahah
why not look at the sizes of things and determine why?
Starter content maybe?
Does dumb question can earn me a ban here? I am student and designing furnitures is one of my main path in life. Currently I am looking for some program which could allow me visualise my projects in photorealistic enviroments without spending a penny. I find couple programs like blender or free game engines like unity / unreal engine. I quickly find out, that there is no easy path in learning interior modeling.
So there is my question what program give me the biggest possibilites in interior design with the lowest cost? (I got only gtx 1060 + 8gb ram + old i7) What should be my first step in the way to achive my goal?
without stater content
no heightmap
i made a test and i realized that
https://answers.unrealengine.com/questions/55874/view.html here they talk about build and rebuild, but i dont know what are thry talking about actually
well you if you need to make an interactive project, just go with ue4, it's easy to use, otherwise the bake a image in blender and you are done
Unreal def. Can be used for that, altough its Not completely free (5% royalties once past 1mill Rev.)
Blender can do it too ofc., But i personally prefer working in a Realtime WYSIWYG Editor than a offline renderer
8gb ram is critical tho, and a 1060 will struggle
I've been using AddControllerPitchInput for my vertical mouse look rotation, but once I added an actual camera it stopped working. How can I make it work again?
I thought about blender at the beginning but UI is just not intuitive for me but it's wouldnt be a problem if performence would be better than in UE
it's not a problem. I would be glad if I even make 10% of that rev per 10 years right now ๐ค
you cant really compare performance, since you will likely use an offline pathtracer in blender
which means rendering a single image can take several minutes
in UE you can view and edit your scene in real time, search for your angle, do a high res EXR export for best quality
i would recommend at least 16-32gb of ram for working intensely with UE4 tho
and 8+ CPU cores
anyway I am gonna upgrade to 16gb, currently I got 8gb single slot. As CPU I got i7 8750h (laptop one) 6 cores 12 threads. everything is hot after 15-30 minutes of playing ๐
heh, i have a laptop with the same CPU but 32gb ram and a 1070 that can handle it .. somewhat... comfortable, but not great
i finally reached "comfort" with my desktop with a ryzen 5950x and 128gb of ram xD
more ram than my system ssd
I'm gonna bump this since I am stumped
does your pawn have it set up to use the controller pitch for rotation?
yep, what does the node say for the Add Controller Pitch Input for the target?
a Character is a Pawn
I'm using C++
welp then what does it say in the API for the target lol
I don't quite understand what you mean by target here
Okay, side-note, apparently you need to restart the entire editor if you make changes in a class constructor
your adding input to the pawn, so your pawn/character/alien baby needs to be using that input to determine the rotation
I'm gonna try to set bUsePawnControlRotation to true and see what happens
Right true
I getcha now
if your using a spring arm then yep that option would work
Ah okay so I got it working now by setting bUsePawnControlRotation
I am not using a spring arm
๐ค
oh gotcha duh, forgot you added a camera
spring arm/camera both use that option. the raw use controller rotation X settings are on the pawn if not overriding it with a camera
Ok, I answer to my own problem : I fixed it by adding a keyframe in the very ending of the timeline, set on "hidden", just like the keyframe in the very beginning. Apparently, it needs that the first keyframe and the last are set the same. Though, I've just delete this last keyframe and it still works, lol... So, really, I don't know. Maybe it's just a weird bug of UE but I think I have find the remedy... I believe... (maybe it's just a coincidence so fingers crossed ! ๐ค )
I tend to just use the raw Use XXX ones so I can restrict it from not using roll
Thanks anyway mate!
Is there any way I can use this on a timer?
I don't want it to run on tick
I don't really get the math behind it, I just want it to interpolate between the current and target with wider steps
I don't know what to search for with this, but how can I make some simple hand-keyframed animations inside unreal? I'm just looking to move a gun up and down when I'm jumping in first person
Creating First Person Cutscenes in Unreal Engine 4 | TUTORIAL
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Ah thanks, I'll see if that's the thing I'm looking for
how to get ref this bp
oh, sorry didn't notice you asked a question. I was just sharing a video for a query I had yesterday.
as for the gun animations
I know how to do it
did the same myself
if you want, I can create a tutorial
You can read this too @marble pebble
Ah thanks man
Could you? That would be really helpful
Sure. I'll make one right away. Will let you know when I upload it.
It'll be on this channel... https://youtube.com/channel/UCe18FkxLBnsQ4i-oyzuTT8g
Thanks mate
Use a timeline with Lerp node
Does anyone know how to use SSGI with AO?
what happened
np i was new also and still new
Im trying to make a menu
And the event begin play is just not there
it's not grayed
either
anyone know how to use the tutorial system? as in building tutorials for my players? There is a built-in feature that does this, but I can't google it because anything "ue4 tutorial" etc comes up with ue4 tutorials.
you have to make widget for it first
The only thing that comes up is event construct
ok
I had a weird situation were Unreal kind of refreshed itself every 2 seconds, like it stopped ticking for a frame and came back. I restarted my computer and this went away. Does anyone know why that happened?
How come the details window is blank on this static mesh component
how to I prevent my metallic-materials from turning black when the camera is in certain angles?
I am having a hard time troubleshooting this
Event Construct is basically BeginPlay for widgets.
@cedar vector thats screenspace reflection only reflects whats on screen
mayB try place a reflection captute there
@spiral flint Maybe need to check the UVs
So I have a particle that I am having trouble working underwater. I understand its a water post processing effect(If i turn it off it renders fine) Is there a way to omit it from my post processing water?
how can I remove the water inside a ship in 4.26 water's plugin? I tried with the water exclusion volume but it only removes the post-processing, it does not cut the water mesh
Hey Unreal Guys!! Hope you are doing well.
My question to the professionals only.
I have my on going project, in a scene I wanna fade the character or agents crowd while walking or playing...how I can fade or hide previous characters when I move forward and see again when I move backward?
Can anyone suggest a best and easy way to do this in ue4?
Bundle of thanks!!
Cringe
Ummm I don't think that I can say Thank You enough to Unreal Engine 4 and Epic Games. They have now allowed me the opportunity to learn C++ in conjunction with gamedev.tv Incredible Thank You for the opportunity Thank You. THANK YOU. Time to feed my Brain ๐ง ๐ ๐คช
who is going to help me out?
lol
type on youtube ue4 optimization, i watched a video a few days ago about that
Thanks! but which particular video?
basically I just want the scene when you play the game and move forward and look back and characters disappear and when you come back characters show again. I just want this scene. I saw allot of fading videos but doesn't making any sense.
Hi everyone, I am having an issue with capturing video, I am using FXAA and it is giving a flickering video as a result, it is fine when I change it to the Temporal AA but as you know that gives a horrific blurry result. How can I make a video with FXAA or something like that, Yesterday and the day before I couldnt get any suggestions
I would really appreciate any help on this thank you.
If this isnโt in the correct channel or there is a better channel for this question lemme know. So Iโm currently working on a project where I am modeling parts of a ships hull. Rn Iโm only going to be making the transverse frame, the keel, and longitudinal frames so far. Is it possible in UE4 to have the outer plating mesh generated based on the placement of the other 3 components? The player in the game will be able to place a keel down, extend it how ever long they want than place transverse frames and longitudinal frames than choose the type of material they want their hull the be than hopefully if itโs possible have the hull shaped in the way the frames are. The player will also be able to place decks based on where they placed Longitudinal frames on the side of the hull. I know there is PMC, SMC, and SDMC if Iโm not labeling those correctly than lemme know but I wasnโt sure exactly how to use most of those for this purpose or if there is a better alternative or if it would even be possible in UE.
Creating Animations inside Unreal Engine in 1 MINUTE | TUTORIAL
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@marble pebble the tutorial you requested ๐
Oh damn, that was quick
Thanks!
Currently, I'm trying to spawn a weapon model on a spring arm with an offset, but I can't manage to do it. Can anyone help?
ustaaaddd ggg
im quite excited about the aspect of a scripting language coming to unreal
i want to do some EQ system, but not sure should i make my character froms parts like head+body+legs or is there a way to hide part of full model
you can't really hide parts, you should make it modular if possible as you can swap out the parts and they can still use the base skeleton for animations
there is amodular heros asset that was free from epic at some point that does this, also https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/index.html
yeah so version 1: make (almost) naked character from parts and and then glue it together in character BP
any idea where i could grab epic skeleton male/female simple character?
how do i make contrail that just doesent randomly stop?
Hi Mr.Wadstein can you help me with my problem
this
Any idea why the stream levels array is greyed out here?
@royal magnet
have you tried increasing AA sample counts in the movie render queue
hey all, i got a question about a scorteboard idea
i want to make it like a timer, the lower the score the better
does anyone know how to or have a tutorial on it??
Thank you for your reply, I will try that now.
is it possible to fix that thing inside unreal? i mean the arms of course
looks like wrong skeleton
you could change animations, but it should not look like this
yeah, when viewing skeleton it looks completly normal tho
thats how it looks in skeleton preview ๐ฆ
did u make the character yourself?
i rigged mine with mixamo
maybe thats the problem
thats why i dont use mixamo lol
oh well i guess i will have to make it from scratch then
proably spent more time trying to fix it than it would take me
try reallusion character creator
it rigs to epic?
there is autosetup plugin (for 4.25) and there is easy transfer to ue4 skeleton
demo version let you export 10 characters
https://www.youtube.com/watch?v=KE3km7Mc7xU&t=1006s this is a great video
@gray kindle https://www.youtube.com/watch?v=O4ezPyfha1Q&t=0s use that tutorial from 0 second to 3 minutes
Get your custom CC3 characters working with ALSv4 in unreal engine 4.24. This will re-target all animations, movements, overlay systems, physics, etc.
Intro & File setup - 00:00
CC3 Auto Setup for UE4 - 00:30
CC3 Export (with AutoSetup) - 00:55
CC3 FBX import in to UE4 - 02:15
Skeleton retarget - 04:30
Virtual Bone retarget - 05:15
Character B...
everything else would be normal retargeting
I have been taking a look at that system, but i noticed that it use the event tick to update.... that's good, but i realized that the event tick it's better to avoid if you can
@plush yew i'm not using it, just reference for CC3 to UE4
system itself looks good but i like to made my own solutions
yeah you are right, it's a very good looking project
i have few good project from epic but i barely use them due it's not mine
yeah i always take a look around, i dont want to steal stuff or be unfair
how would i add grass to a surface that's spawned in randoms spots in runtime
Any way to import real world data with textures into ue4?
Does Visual Studio integration work fine in Unreal if I install both VS2017 and VS2019? I remember having some issues with multiple Visual Studio versions installed a few years ago
Unfortunately this isnt working, I needed to add the plugin movie render que in order to use which i did then did the setup and increased the aa sample counts but it gives png as an output and it didnt even applied the all camera movement, but the worst part is it took hours to finish it up. Normally sequencer records the video withing minutes.
Can anyone give any suggestion on this please
not watching rn, but is that for use with like actual ai enemies, that would have proper ragdolls, materials models etc?
i use blender
can i make a LOD effect on my textures ? Like when i am far away the texture have to be in very low resolution, when i am close must be high resolution... any bright idea ?
how do i get a circle shadow for my character?
something like this
@plush yew Try putting a spotlight over the character
np ๐
I have a very basic setup of a camera + a spring arm
My character is a rolling egg
Pb is that the camera follows "too much" the egg. I don't know how to explain better but this video speaks itself : https://gyazo.com/afb93d21bdcdc7b3f109b93f6692e611
How to fix this ?
I'm moving the Spring Arm and the camera a bit everywhere but I can't fix it...
How to I make an in-game purchase?
How do I change materials based on lighting? Basically, I want a decal to be invisible unless you shone a light on it
how would i, typically, go about removing the ability to damage an NPC if it is spawned from my custom Character?
ie I drag my Character into the map so it acts as an NPC; i just need it to not be able to be damaged
Not sure if this is the right channel, but I guess that Epic is making a new scripting language for UE5.
Unreal Verse.
How do I change materials based on lighting? Basically, I want a decal to be invisible unless you shone a light on it
is it normal that all quixel megascans parent mats are this?
my god
darker nodes
where has this been my whole life
its like the UI ive always wanted, but was afraid to ask
yes, basically just base material and you can tweak the base material parameter in material instances and not recompile every changes
oh okay good to know, thank you ๐
here more explanation
https://www.youtube.com/watch?t=310&v=edZo8PC5SYc
https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/HowTo/Instancing/index.html
Announce post: https://forums.unrealengine.com/showthread.php?111053
In this training stream, Senior Technical Writer Sam Deiter will show you how to unlock the power of Unreal Engine 4's Material Instancing system. From how to develop and setup a workflow that makes heavy use of Material Instances, to pitfalls that you might run into while usi...
Guide for setting up and using Material Instances
Whats Cheaper on the CPU, a line trace or a capsule collision box ?
a line trace every frame, because the collision is every frame also.
i should stop thinking and just go X_x
line trace it is.
Hello I created post at unreal forum, I can share this link here?
Hi, I'm thinking about using Unreal Engine 4. Does UE4 have a tool similar to Unity's Probuilder, or what do i need to do? I'm proficient in Probuilder so I would love it if UE4 had something like that
Yeah very similar
What tool?
I dont know the name. i have used the probilder in one of my friends pc ands its so similar.
Woah, howโd u do that? ๐
can I bind a button to another widget blueprint?
@gloomy gull i think hes using a different one but these do exist https://github.com/Sythenz/UE4Minimal
Ahh, I see ๐
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Anyone else ever get this crash report on 4.26.0?
how would i, typically, go about removing the ability to damage an NPC if it is spawned from my custom Character?
[8:24 PM]
ie I drag my Character into the map so it acts as an NPC; i just need it to not be able to be damaged
Reposted since it got buried
If you're using the builtin damage support, you could turn the can be damaged value off... if a custom system, then you could implement a similar boolean which can be used to turn it off
is possible to switch between two game modes during playing game? I have setup ''Live Main menu'' and widget class. So if I hit play it actually switch to the first game map but it can't switch game mode.
(If you wonder why I want 2 game modes and switch them while loading level from widget class, I can say from Live main menu map I can't use the same game mode from this begin play because it use Animation Blueprint Class so it allow to move Axis W,S,D,A keys at Main Menu screen so it's bad idea. In this case I created new Game Mode for live main menu and I copy blueprint class to delete movement of character but when I want start game from start button in won't switch to Main gameMode that is used actually for gameplay).
does different versions of ue4 have different system requirements
why this error comes in 4.26 ?
Hello all, don't know where to post this question, can someone tell me why I am having this issue?
i accidentally made something the scene root of a blueprint i didn't mean to, is there any way i can undo that without redoing the entire blueprint?
er sorry, the root component
thanks ๐
can someone tell me why there big white circle in my map ? ๐
can anyone recommend a cost effective cloud storage solution for a two person international project?
@plush yew looks like a point light to me from this angle
i mean spotlight
there not light
have you built lighting lately?
no i use moveble in light source
if its not a light, idk what it is
Backblaze?
@forest tree thankyou
For some reason a project gets stuck at initializing 45% when I hopen it, I left it like that for 5 minutes and it's still the same. any ideea"?
@orchid seal happens to me, but opens before 5 minutes time.
They weird thing is it's a blank third person template
So there's really not much to initialize
are you using the source version
what you mean?
you probably arent, youre using the one you download from the launcher huh
the source engine is the one you build from the source code found on github
Oh no, the launcher one. NVM, had raytracing on by mistake.
With Fortnite coming to Unreal Engine Editor*, will we be able to do things like create our own "events" (with custom animations) that people can see in the fortnite game?
so.. why is the epic launcher such a painfully slow misery and consumes 5% CPU load while not doing anything
Hey everyone.
I have some strange artefacts till crash going on in UE4.
I stress tested my GPU, no problems.
Also playing games that need hardcore GPU, no problems.
But in UE4, at one point it starts and when I dont minimize the editor quick enough, it will freeze and than crash UE4.
Anyone has an idea, what that could be?
Newest drivers are installed and the PC is in general very clean. It actually starts very calm to have some artefacts and suddenly all the viewport is full of them.
Like I said, no problems in other GPU eating applications...
Kunai becomes invisible during flying through air (background)
however, this doesn't continues all the way
someone knows an automated way to generate landscape lods?
i have around 1000 tiles and i want to create 3 lods of each tile. right now i load them in chunks, generate the lods, close them, load the next chunk
which is really a boring and slow process. someone knows how to automate this? do i really need to load the landscape tiles to generate the lods?
I tried turning Can be Damaged off but that didnt work; i tried adding a damage toggle as well but it asks for a hit type, and i dont think i understand what it's asking
I should add right now that this is for a game that I did not make, but rather am modding for.
Hi, if I buy Blueprints of Animations / Movements made for Third Person Characters, can I use them for First Person Characters ?
is there anywhere I can get some help recovering installed engine versions in the EGS launcher? had to reinstall windows
for the project I reinstalled VS2017 Community, reinstalled the launcher to 'D:\Program Files (x86)\Epic Games' which was the previous location, but the UE_4.20 install right next to it isn't discovered by the launcher and it claims I have no engines installed
Hi guys, I got a new laptop, I wonder if I absolutely need to install the epic launcher and then re-download UE4 to install it, or can I just copy my install directory from my old computer to the new one?
Do I need to add my own action mappings for misc inputs such Esc to go back to main menu, etc?
you can just have the escape key bound in your player character or however you made your player controls
Thanks, is there any recommended best practice though? I assume that if I add action mappings, I can later add key binding customization?
indeed. binding the action to keypress Esc makes it rather unmodifiable
If you have a data table built from a structure and you modify that structure, will the data table update ever? I've seen a few posts during my search that talked about just saving the assets and shutting down the editor and restarting it but I wanted to check here
I just manually opened my 4.20 project using the only installed engine version I have, at D:\Program Files (x86)\Epic Games\UE_4.20\Engine\Binaries\Win64\Ue4Editor.exe and it told me it was created using a different engine version 
I'd install fresh to avoid any hiccups with windows
UE making a copy of the project to open takes 2 hours, reinstalling takes 30 mins for me...
goodbye old install
oh boy, recompiling 150k shaders
Hey! I created LODs to meshes which I then added to a sub-level for streaming. but the LODs simply don't work now when they're a separate level. What's going on?
Ok restarting the engine just fixed it.
Google Team Drives
up to 7 exabytes of storage too
Hello guys, I would like to ask, is there any benchmark for engine & shader compiling for these two CPUs: Ryzen 9 3900X vs Core i9-9900K
What is the licence for this guy?
@grim ore Thanks
Looks like ima be hopping on the Ryzen 9 train if they are ever in stock lol
I have a 3950x and I love it. it chews thru pure CPU tasks
Uggghhh dang yeah Iโm due for an upgrade in a year or two now I only have a I7-6700k lol
007 license to kill
Why are the black parts of my decal transparent in the editor but not the material preview?
good luck :)
h
h
is having a icon appear when you are on a key like to pick it up like in unity? like having to update it every frame?
or it isn't like that on UE
line tracing on event tick you mean?
idk what it is called in UE
basically an icon that shows u can pick up an item
in unity you have to run the code every update of a frame
in UE you need to do that too?
i think so
like it showing a icon on the screen
when you can pickup an item
when you hover over it
My niagara system works in my project but when push with perforce Other people in my team are not able to get it to work ?!
at a certain distance
Maybe thereโs some files which arenโt passed across ?
you can do it so as soon as you look at the item it will add a widget to your viewport
is it performance taking?
if you do it only for picking up items it shouldnt be bad
@plush yew for testing around ig
so it is performance taking if there are multiple icons for different stuff
oh no you can just choose the icon depending on what item it is
look into linetracing that should help you out
hmm ok
if the line hits the TV it will do something and if the line hits a screw it will do something else
basically something like this
Hey guys, in today's video, I'm going to be showing you how to create an on screen prompt, or tutorial, to tell the player how to interact with objects, items or doors in your game. It will appear and disappear based on your distance from it, and we can change it's colour for when you do interact with it.
#Ue4 #UnrealEngine4 #Ue4Tutorial
______...
would it be performance taking
i think this guy is only using collisions
if you want the person to look at single screws you shouldnt go with that but its sufficient for doors
yes if hes using collisions
mhm
you wouldnt be updating it every frame, you might be checking every frame but those are simple ray casts or collision checks which are not an issue
cast ray/check collision, someting changes so you do something (show ui or hide ui). repeat next frame. the simple check is light
well I had that in unity and my performance went woop
garbage
to stutters
n stuff
then it sounds like you might have done it poorly. raycasting/line tracing/collision checks are not intensive unless you do waaaay too many
1 check a frame is way less than a normal game uses
would a hello neighbor type of game be hard to make for a beginner with blueprints?
not the full version
ue4 also has a ton of profiling tools so one can just check the performance hit of stuff
but like the alpha versions
What Matthew said. Raytracing and collision checks are done god knows how many times a frame, there's serious issues with the way you're doing them if they're causing performance drops.
what would a "hello neighbor" type of game have in like an alpha version
As for making a clone of a game and if its "hard", best I can advise is to look at its mechanics and see if you can think of how they might have done it. If you can nail most of the mechanics, then its not hard.
yep define the mechanics not the game
CAN SOMEONE HELP ME PLS
Not if you just ask "can you help", we can't.
the old alpha versions are simpler
thats like saying I want a warframe type game but I only want to shoo and none of the multiplayer and no story but I want the customization but none of the random levels but...
Isn't... that normally how alphas go? XD
lmao
and the answer is generally "yes you can make it"
can YOU make it tho? that's the actual question
probably
then why ask lol
with the dedication and stuff
but I asked if it would be possible for a beginner to make it with blueprints
someone who used UE only one time
lol
We can't say. Some people are naturally gifted, others are ejits who can't grasp a concept after being told 50 times.
it would take atleast a couple times of using UE4 unless you like do it all in one long session I guess
I guess you could call it a long session
but not all of the tools
not ALL of them
Again, all I can suggest is looking at the mechanics of the game and seeing if you can come up with an idea of how it might be done.
Open the engine, and try those ideas.
You'll get your answer, one way or another.
hmm okay
here you go, just copy someone elses work and you can do it https://www.google.com/search?q=hello+neighbor+ue4
hell nah
why is the black part of this decal transparent
I don't want an exact copy of hello neighbor
lol
to do something like hello neighbor
same ideas
but different stuff
i'll see into it anyway
apply what you learned from copying and make it your own
That's probably the best way to learn, I'd say. Take something as a base, because you can overwhelm yourself if you try doing everything from scratch.
Hi !
Well, I have this setup to control a ball character or more exaclty, an egg :
I have a camera + a spring arm on it.
It's a pawn. It was an actor first but I reparent it then... I don't know if the pb is here but... In any case, this is my pb :
The camera follows "too much" the egg. I don't know how to explain better but this video speaks itself : https://gyazo.com/afb93d21bdcdc7b3f109b93f6692e611
How do I make my grass get light from the landscape lightmap, or vol. lightmap instead of baking it?
cause i am getting blackness in grass
@plush yew look at the rolling ball template and how they have it set up
Hey, my unreal engine saves lots of data in updata/locallow and it drives me creazy. It can fill up all my 30GB that is free on my system drive, any way i can change it to another drive?
pls anyone?
@steady bronze are you using a diffuse texture map
it has diffuse and opacity mask map
use base color
Hey guys, I was going through some ue4 documentation and I went through something called PSO caching
do you have a version of the texture image that is base color, not diffuse@steady bronze
I understand it preloads shaders in the game, is that something that is very cost efficient and is worth doing
or
umm what does base color mean again?
albedo
@steady bronze we can do this in pm
Please anyone?
sure if u dont mind @floral mesa
the only thing that came to mind was "damn, you need more space"
it sticks in the c drive like a mofo regardless of what I do so I'm fallen like you
That's why I bought 500GB ssd for unreal....
space is no the problem, not being able to change the dir for these files is the problem
@grim ore Yes, that's what I did. It worked great with their setup and a simple ball. But I changed the torque control system with a more classic movement system then I added an egg for my game, and now I have this issue with the camera (the camera is like rolling over with my egg) : https://gyazo.com/afb93d21bdcdc7b3f109b93f6692e611
My controls : #ue4-general message
if you find the solution dm it to me pls โค๏ธ
No idea how to fix that, but i will dm u if i do.
I tend to delete my ue cache every now and then to avoid this
zbrush does this crap too
this is highkey just spawning objects in a sphere and animating their scale from 0 to 1
help i ducked up i can no longer get my send to unreal sending to unreal something about no connection im gonna migrate to a new project how do i migrate my landscape and water as there not in the contents
literally
That's not gonna work, each time i delete it, the engine just rebuilds lighhting and compile shaders and its there again
if you got 30gbs of shaders in there you're either working on a masssssive project with an incredible amount of people
or you just got a v inefficient pipeline
I take situations like this to force myself to learn better pipelines and more tech related stuff
Well my map is pretty massive, but i think my lighting settings are quite optimized?
Or should I change anything ?
There isn't even much on the map, so idk why does it weight so much
are epics servers dead atm? publisher portal is taking forever to load and saving changes, doesn't actually save them?
New free game just came out so it is expected to get laggy*
ahh. okay, thanks for the info!
mmm
i'd make a new map
and try the landscape alone
and see what I get
debug
Is there a way to add components to the "ActorsToIgnore when linetracing? I'd prefer not to make a boolean for the hit component after the fact...didn't know if there was some better way to do this
you can make actors category
if it hits the category (branch) do nothing
if it hits sm else
continue
Screw this, im making a new project. Im gonna make a smaller map but better one.
Take a class @plush yew
udemy or skillshare or epic
but you want someone to walk you through it, those classes are like 15 bucks for like 40 hours of step by step video
email the instructor
@velvet vapor you can make a huge map but go with UE4's reccomended settings
explain that, I bet they will give you a voucher coupon
youtube and google there is info you just have to search
go to one of those classes, explain your situation and why you want to learn
@velvet vapor i used a custom size once and it was problematic
'shop' around but you want the ones that have you do the entire game process
you don't necessarily need the CPP one, if there is a blueprint one, I'd suggest that
@plush yew there are free trainings on ue4 learn tab in the launcher
it says learn
next to marketplace
i love this vibe
Sir Gabriel isn't wrong either - you might find the class walkthrough style of the udeumy/skillshare classes easier to follow with
I've deleted FirstPersonCharacter once from my map, and put it back, but now when in play mode it doesn't spawn inside that FirstPersonCharacter.
how could I fix this ?
help
https://streamable.com/74prqi
why does it hit only one at time?
i used the array and it should hit all of them
but it does hit one at time only, pls help me
ive learned 1 thing so far i need a better cpu
:D
@light thunder any ideas on how to fix this issue?
so you mean that flame should spit out to ALL of them\
In that video did you want your boolean check right after your cast to not be connected?
the cone just looks narrow then
i exandpend it
like, it looks like it is doing what it is supposed to actually
same thing
WHAT
you actually CAN change the dir and its pretty easy
Unreal Engine: Modify project cache directory, Programmer Sought, the best programmer technical posts sharing site.
you just switch this line in engine config to the game's directory
oh ye switch it to read only afterwards
and from now on all this data will be saved there, not in appdata
Works fine for me so far, im so happy
but like, actually keep it in there, It'll make you more wary about how you manage data
Tho now i feel like a dumb ass cause i already deleted my old map haha
But its okay, i'll make a new one, better one.
if your scene is 30gbs from now, the compilation is gonna be 80gbs small game

