#ue4-general
1 messages · Page 901 of 1
the ## didnt work apparentoly
ezpz
... which one?
its a pawn
but its not a player character so it just errors
Then why is iy named that if it's not your player?
maybe you should reparent.
it is my player
its the thing u move around and get points
ayyyy it worked
pog
i can finally go to bed
Anyone know how to heightmap?
anyone know how to properly set up an animation graph
i can ask here about IDA?
Hey uuuh, if anyone could help me pretty quickly with something, there was this Unreal Engine 4 female game dev, that was making a game that I can't remember its name, and she did it without being a programmer.
She was a host at some point during an online meeting in the old Unreal Engine Discord.
I'm pretty sure Unreal Engine even wrote an article about her or something.
I need to know who she is as a reference.
Whats chunk downloader guys it’s annoying
it was a puzzle game, something to do with trumpets, multiple of them, that a character was holding, and it was the only way to navigate a grid-based game.
was it the animator who did some sort of animation game
Maaaybe? she's pretty good at animating from what I remember.
If i can just get her name or game's name, I can find her, and use her as a reference.
YES! KINE
Hoh, awesome! thanks a lot!
oh lol xD
What does it take to start your own indie game studio?
Gwen Frey (@diregoldfish) shares her journey to solo success with Kine and now Lab Rat at Chump Squad, and talks about the importance of loving what you do. #IndieDev #UE4
Learn more:
https://t.co/6HxZ9fc4l3
300
They had a couple of short clips like this recently
I like the cartoon shading and art style of kine , is it hard to achieve or theres similar effects in market place?
I'm trying to make it so that the character does the run movement when I press shift which changes the speed which should play the animation, anyone know hy this isn't working or a different way to do this
@ocean zephyr your blend space should control the animation that is playing, the max walk speed sets the speed that the character uses when they are moving and this feeds intot he anim blueprint and drives the blend space using the velocity of the character. all you have to do is adjust the max walk speedof the character when you press shift and the anim blueprint handles the rest
Anyone else experienced bad raytracing performance in 4.26 compared to 4.25 ?
whats blend space
the googles and the docs.... the googles and the docs....
?
or no?
who knows, most people in here probably don't even know what IDA is
i am interested in learning more about technical art with unreal IE becoming a technical artist. Any recommendations on where to start?
how to open uasset files in IDA like this?
when i trying to import SAME uasset in IDA i got this
you don't, why do you even want to?
AC7
ahh, nice
why not?
wrong person?
?
So my Editor seems to crash A LOT. And now it crashes every time I try to save my Map. Is there any common fix out there that solves this type of thing?
I was also crashing every single time I tried to drag a megascan asset into my map
Am I the only one who names my projects this way
I am having this issue as well lately. happens when saving tiled landscapes so I have to save them one by one
best thing i can suggest is to launch the editor from the command line to possibly catch output to stderr and see if something meaningful is printed there
how do i make it so a box hurts my player if it hits him, but only if the box is falling
so i can't just run into it and die
Assertion failed: bUncompressMemorySucceeded [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 763] Failed to uncompress data in ../../../../Unreal Projects/XXXXXXXXXX/Content/Maps/XXXXXXXXXX.umap. Check log for details.
it has to actually fall on to me to hurt me
check its Z velocity and only hurt the player if it is beyond a certain theshhold i guess
why does my widget with buttons disappears after clicking it with the left mouse button but not with the right mouse button???
hmm, restarted windows, and now i can save my map lol
i have been needing to format anyway
how do i make it so my character ragdolls when he's hit by a fast moving object
does "format" mean "install linux"? 
it can be moving in any direction, it's just needs to be moving fast, if it is then make my cahracter ragdoll
the first step would be the same as your falling box question: you need to get a handle to the physics body that hits your player so you can branch on its velocity
it looks like OnComponentHit returns Other Actor and Other Component which should be a good starting point
ive done this so far, but it doesnt work yet
this is without the velocity involved, simply when i touch it
do you have Simulation Generates Hit Events turned on?
so i tossed Volumetric Clouds in and I am getting a really weird issue with them
aaand crash
turned on for what?
under collision in the details panel
ive turned it on for both my player and the box and it still doesnt work
thanks but i need to know how to make my character ragdoll when they're hit by a fast moving object
ok
Does anyone know why the landscape is objects remain lit when the sun is under neath? Never had this happen before..
All the lighting is set to dynamic and I am using the skyatmosphere
Skylight?
neither
already checked those :\
Man this is so weird
Never had this before like wtf
pulls hair out
Hello everyone! In which channel should I ask questions about lighting?
can anyone help on why this is showing when i dont have unreal installed and it wont let me install it please https://i.imgur.com/PCPOdXm.png
can you create characters for character creation and make the hair meshes seperately
so you can cycle through it or do you have to make the hair with each model mesh D:
can i put one runtime virtual texture volume around different meshes with different virtual textures?
or do i have to put one volume per mesh?
Well thanks :o
Hello, I'm a ue4 blueprint coder and a modeler. I was wondering if anyone wants to work on a fun combat project to learn! (Combat, main menu, ai, split screen, and of course models)
Anyone know how to fix this error message
It means what the error says...
how do I fix it though
i tried and it didn't work
What are you trying to do
make an ocean
ok
Sorry
its ok
Hi, I’m a beginner. I just finished the course I bought on basic blueprinting that taught about pure, impure, const functions, manipulating transforms, timelines, using the player controller to control movement to a skeletal mesh, basic stuff like that. Do you think it’s too early for me to try to learn to set up a multiplayer game? I’m not sure where I should head next. But I do want to make games that me and my friends can play together eventually
Hello, i'm new at ue4, how can i improve my reality? Thanks a lot! (I'm an archıtectural student and good at 3ds max and revit)
Yes
Learn a few more things before you do that
It's a pain
any tips on what direction i should head in then? im kind of in an awkward spot where i finished my beginner tutorial, and still feel pretty clueless lol
Well you can start working on ai, but 2 things that's even more important is to get comfortable with ue4 and learn animation with ue4
Start off at the basics, then get into the more advanced stuff with anything in ue4, which includes animation
i've learned how to use anim blueprints, state machines, transition rules, and blendspaces somewhat
Okay
good
Animation is really important with most games
After that I would make a small game
i feel that. i've been grabbing only free models with animations built in
Combine all the things you learned into one game
That's perfectly fine, I suck at modeling characters
So just get into more advanced stuff with animation, that's my opinion (Then make a small game with everything you learned)
hmm okay. thanks for that i appreciate it
Does anyone know how to join a multi user session in unreal engine 4, me and my friend are trying to collab in building a game, but I cant find the session
lmao
Nani?!
i think hes asking how to set up a multi user ue4 editor so that they can both make changes in editor in real time lol
Oh
Simple
You pay for the easy way or you do it the annoying way
You can do it with github
@midnight jetty yeah that's what we're are trying to do
can i change a couple of parameters on a material instance and then let it recalculate?
because it takes a lot of time to recalculate each change
@mystic holly we are trying to join the multi user session but for some reason @autumn zealot cant find my session even when we put each others IP in to filter it i looked at some videos and it said your firewall may be blocking you from seeing the session but we turned it off and it still didn't work so i dont know what going on
Oh damn
I just looked up what it was
Why haven't I seen this
This could've saved my ass a lot of time
Sorry I don't know, haven't even worked with it
Glad I know what it is now
In this webinar, Senior Technical Marketing Manager Daryl Obert and Technical Artist Matthew Doyle demonstrate a unique collaboration workflow in Unreal Engine.
The Multi-User Editor is a powerful tool that enables multiple artists to make changes simultaneously to the same Unreal Engine project safely and reliably. Updates happen on the fly f...
I'm no architect, but it looks empty...
yes bcs i have no assets 😦
thank u!, can u suggest any video about PBR mat. and realistic scenes
anybody else in 4.26 getting editor bugs where menus and dropdowns just continuously start strobing like they are stuck in a loop?
Haven't even downloaded 4.26 let's go
it was caused by window animations
if you buy models from unreal engine can you edit them and than use them or do you have to use them legally the way they were given
;-;
is there a way to have the editor run constructors / oninit for umg widgets? I have buttons with images being set from properties, and all I get in editor is a white box
is thre a thing "like" a timeline in the sense that you can run a tick-updated event for a duration of time vs using a timeline?
probably a more graceful way to do this:
An alternative would be to simply gate the calling of a Function with a Boolean variable in Tick.
If the Bool is true, the Function gets called each Tick.
yeah, i just always had "on tick = bad" ingrained in memory
Switch the Bool via some other input.
Tick isnt bad, what you decide to do inside Tick can be.
A single "if" should be fine to run every frame, that's hardly anything
It's not so much "on tick = bad" as "on tick = think carefully if you really want to do this"
heh yeah, i figured as much
Though, honestly, that looks like a good use of a timeline?
Its better to ask, Is this the most efficient way of achieving this result when it comes to Tick
welp, need a timer for that bool then to use that side of the branch i suppose then
I've found them amazing for doing any kind of animation-over-time effect
well, its just a ramp for 0 to 1 over 1 seconds.. so why shouldnt that just be some simple math rather than a whole component
just picking and choosing battles here really
Well, for one thing, it would be easier to adjust the timing
If you decide you want it to take 1.5 seconds in future
truuuue
Or, more to the point, it would allow you to do some nice rounding
maybe im overthinking it then and what i have is perfectly sane
By which I mean a curve
So it starts slow, speeds up, then slows down again as it finishes
well the lerp kinda does a nice crive
*curve
as is.
but yeah timer would add to it
if i curved out the timeline, rather
Oh, you're lerping from the value which gets changed every frame?
Yeah, I prefer to save the old location first and then lerp using that, gives you more control
yessir, vec lerp from position a to b
But your way works too
@uneven hemlock cast treats a variable type as an other type. Its usually used when you have inheritance - IE your ATank class extends APawn right?
so this says, get me the Pawn, and treat it as an ATank because I know that's what it will be
... im new I dont understand allot of what your saying sorry...
Pawn is a class that does basic stuff so you can use it as a character or something you can drive, right?
Tank, is a special kind of pawn, that has tank specific stuff, like moving the turret, reversing, firing etc
the system knows that all pawns have "move forward" built into them
it also knows that all Tanks have "fire gun" built into them
so a Tank is a Tank, but it's also a Pawn (It's a type of Pawn called Tank) does that make sense?
GetPawn probably returns the current Pawn for the player character control. It only knows that the object is a pawn, so it doesn't know about tank specific stuff
the Cast, lets you tell the system, "this pawn is also a tank, so let me call FireGun() on it too"
this is called inheritance, you'll need to look that up a bit to fully understand it, but it's an important concept
ok
ok
weird question
if a male model isnt muscly
but i want my character creation to make it muscly
do i have to like slide in a bunch of models that are more and more partially muscly until max muscles lmao
i cant find anything talking about that process x-x
thanksies ill look into them
Does anyone have the asset called Pro Main Menu? I bought it but there is literally no helpful documentation on how to get it set up.
Your best chance is to contact the Author of the Asset directly and ask for their assistance. Marketplace contributors have a responsibility to ensure their product is clear to use and also to provide documentation on its use.
Will do, thanks !
ima bout to work on a game with a team for the first time anything i should know
thanks a lot. Unchecking remove degenerate worked
can someone here point me to some information to show how to make a patch for a compiled game, that can be downloaded and installed which only has/changes the appropriate files? I want to have small patches, not large pak files stuffed into a folder bloating the game
The UE documentation isnt as specific as id like
Hello guys, I'm trying to import skeletal mesh from 3ds max 2017 to UE4 but as you can in the UE4 mesh has incorrect orientation and also it seems there's a hidden root!! any idea how to fix this?
yes root is in 0,0,0
it seems by default UE4 adds some local transform to the root, I don't know why!
Are all the pivots set right in 3ds?
if ti adds transform ( idk why it did it to you but anyway..) you can add transform in the import settings to correct it
I set the local transform in the engine to 0,0,0 and it seems mesh moved to the correct location, but totally I don't undestrand why this happened!
well you're sorted then at least 🙂
😉
Whats a good template to make art in?
Like a static view but with particle and weather effects etc
So i have mechanic in my game where if enemy health hits 0, the enemy mesh simulates physics. The only problem i have is that the enemy's bones still move even though he's "dead"
how do i pause an animation blueprint upon death?
I wanna use bools but i dont know how to bring a bool from my enemy blueprint to the anim bp blueprint
Or is there just a function that stops an animation blueprint?
isnt that what the blackboard is for? (im a noob)
whats a blackboard in ue4
Np sorry i cant help more
i think blackboard is basically variables
Who is using UE4 with a wacom here? I think Epic can improve the user experience we have with graphic tablets. There's no way to zoom in and out in the widget editor?
can you move engine plugins into a project to distribute them between your team? or do they have to be installed differently?
you can usually just move them into the project
i’m aware bokehdof is now no longer an option in UE4 (absolutely criminal, by the way!) but has anyone been able to hack something together that looks similar?
perhaps a custom DOF texture?
i desperately want an anamorphic look to my cinematics
Hey everyone.
Just customizing my Editor Layout and wonder, how I would get the modes menu to the right window.
I can only drag&drop the modes itself, but not the complete mode section. 🙂
Is there a way to drag&drop that menu to the right window?
#ue4-general anyone know how to controling material in niagara ue4 without dynamic materials
You probably want to enable legacy editor mode ui in the editor preferences. (might need an editor restart to take effect)
@grim juniper thx a bunch, exactly what I was looking for! 🙂
Trying to do a weapon pickup system similar to quake where you just run over an entity that gives you the weapon on contact. I'm unsure if it's best to create an actor where I can drag and drop the blueprint instance of the weapon into, or if I should make a separate blueprint instance of the pickup actor for each weapon type
I'm doing this in C++ btw
So currently, my weapons work in such a way that I have one weapon class and I create blueprint instances of that to have variations
So if I could reference the blueprint for that weapon and get the class in C++ I think that would be a good solution
Has anyone with niagara experience ever had meshes just not appear once you try to scale them?
Probably a silly question but anyways : I've just baught from the store a full FirstPersonCharacter BP, and I'd like to replace the default one with this one. When I put it on the map, it doesn't take it into account. Help ?
Did you replace the reference in the game mode BP?
This ? yeah I did.
It takes into account the BP, but I cannot spawn in the one I placed in the world in play mod
And is that game mode the one assigned to the level you're in?
im trying to make a button that activates a camera animation ,
i made it so after it moves the camera it sets a variable to True , this variable gets checked at first , if it was true it would say "already on Dice/coin" , if it was false it will activate the camera animation .
The problem here is that when i press the button it just sets the variable to true without doing the camera animation . how do i fix that ?
(this code is in the HUD)
@white marsh This ?
It's the basic FPS default level and mod, I just changed the default CharacterBP with the FastFirstPersonCharacter BP
in the settings
If it's set as your default in there too then it should certainly be what you spawn in as. Are you just spawning as the basic mannequin from the template?
Do you mean it's in the widget's graph?
yea
You might want to cast to your player controller and have it run from there
Yeah, so I deleted it, I spawn in the networkPlayerStart, so I deleted it, I spawn in the air, while all that time there is the New BP on the map
Hi I just enabled this PerformanceMonitor plugin, what is this about and how to use it?
Okay future reference, if you're spawning as a regular old player character, you should right click it and see what is referencing it
Load in again, see what character appears in the content browser, and find what game mode is referencing it, then try to work out from there what the issue is
You'll need to get a reference to your PC first
You can just get an array, all of class, player controllers. Should only return a single one and you can set the 0 value from the array to a variable to plug into there
Did some control-Z and it visualy seems like it's getting add on top of the default one (I didn't manually placed it here)
Take that with a pinch of salt though, I haven't dealt with widgets in a hot second
The doubled up gun is just a placeholder for VR gameplay
Doubled up crosshair too
Collapse the folders in your world outliner and screenshot it once you're PIE
i dont get it
i cant plug the array into "object"
that did resolve the errors , but unfortunately didn't move the camera . Could that be because the camera animation is a level sequence ?
Ahhhh my bad I thought you were pushing it to something like a timer/lerp setup for the player's camera transform.
In that case I think you could use an event to tell the level blueprint to kick in the sequencer
hey guys, im trying to build lighting on a landscape which is 8161*8161 in resolution, very large, i placed some foliage on it, added a lightmass importance volume, then set all lighting to movable, flushed the lightmaps with bForceNoPrecomputedLighting, Then disabled that damn checkbox, now when i build lighting, it's stuck at 0, i have 16GB ram?
also restarrted the project
No problem, you're doing something I haven't done before so my help might not be perfect but give me a sec to test some stuff and I'll @ you when I get something I think might be worth looking at
ok 👍
What lighting are you building if everything is set to movable?
@white marsh
so , i did a bit of observation and the actor of the camera is called "MainCharacterPawn" . i tried setting the "get all actor of class" node to the "MainCharacterPawn" but it couldnt connect to the array. i think i have to use the "MainCharacterPawn" instead
Oh y'know what that's my own practices getting in the way of advice. I control everything from the player controller and cast to whatever is being possessed.
I honestly didn't even think about it sorry mate. casting to the player character itself then, aye. Might yield some results.
Is there a noticeable performance difference between adding vegetation as foliage and just dropping the meshes in the world?
I guess the first method is way more performant, the problem is that detecting individual instances is a pain in the back
Sanity check: I want my players to "join game" in a couch multiplayer by pressing start.
I have my controller set up and it calls an event on GameMode. Problem is, when playing as client, gamemode is not there, it is on server and I am not finding how to make an RPC to a gamemode event :(
Should my "join game" event live in GameState so it can be RPCed from clients? or should GameState only have a function that calls the GameMode RPC? 🤔
help
i ported a model
a restaurant
to ue4
and the floor is transparent
when i click on play
and my character is falling
what to do
the floor is transparent only when i click on play
can anyone help me
Did you set up the collision properly in the model?
You made the model?
Open the static mesh in the static mesh editor and turn on Collisions
wait wait
There's an option on your static mesh actor, that you've placed in the world, to use complex collision as simple
i set it to complex and its still transparent
Which effectively means "per-polygon collision"
In the model editor, you want to look at simple collision
It should show blue outlined boxes for where the collision is
https://twitter.com/RyanJon2040/status/1340541189318045696?s=19
https://twitter.com/RyanJon2040/status/1340903577162694657?s=19
Quick #UE4 Tip number 74.
Delay tooltips by using console command
"Slate.TooltipSummonDelay <DelayInSeconds>"
Eg: Slate.TooltipSummonDelay 1 will show tooltip after 1 second
#unreal #unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine https://t.co/BzLAQgfLqv
I'd suggest reading or watching a tutorial on static mesh collision
Is it possible to export GLTF from UE4?
It's all movable, I got a bunch of foliage too
Export fbx, import to blender and then export to gltf
Hi, I try to cross compil from Windows, to Linux, with clang toolchain v17.
But get The Linux platform is not supported from this engine distribution .
I have to build my own engine from source ?
It's from Epic launcher
Yeah
Linux platform would not be supported for download for a specific version
What do you mean by cross compil
@timid pilot
Build and package ue4 project on Windows, for Linux
Download the Linux cross-compile toolchain.
4.26
That's not old
You'll get an answer in that channel
Post your query in the channel it's supposed to he asked
Exactly, you can't bake moveable lighting
It's all done real time
does anyone know how to associate custom data with spline points in SplineComponent?
Honestly if you're going purely movable, just keep it that way.
No, they don't. If you're not gonna have a day night cycle I'd use static
No it'll complain that you need to redo lighting
Wait what lights specifically do you have?
A directional light only or do you have some point/spot/rect lights?
If it's just directional, get your sky lighting set up then bake it as static
Does the sky light work
It's dark because it's not real time if it's static, it'll update after the bake
So I love to static, flush lightmaos, build lighting, then will it look cool?
*move
You don't need to flush anything, as for looking cool that's not lighting alone
Bake it as static and then let me know what you feel needs tweaking
So when the playeroves will his shadows update
Use stationary light for that
But in stationary when I go close the shadows tend to get smaller
It'll bake the lighting as if it were static but give you some real time shadows
Ahhhh
Right
So stationary
Then bake
Cool
How much time will it take you think?
A landscape alone
16 GB ram
Depends on your CPU, but landscapes are pretty well optimised
If you're making a 64x64km map then god help you
But I'd do it in level layers for that anyway
Bake chunks individually
8161*8161 resolution
Not 64*64
Oh wait, yeah
How
I'd use world composition in the world settings tab
, then have your grid of landscapes in each streaming level
Honestly I'd keep it low for level streaming.
Like
Depends on how big your game's map is. but you can put your landscapes at 1x1 section and 127 Quads to keep it roughly one streaming level per square kilometre
Right
if you're feeling fancy you can use the overhead to keep your tiles from having gaps your players fall through
What amount of times will take to bakes light in for 8161*8161 resolution
It's not 64 by 64
It's 8*8
64km square
Hold on, send me a screenshot of the landscape settings when it was made
Like that image, but for your landscape
anyone who is good with source control and help me?
That's 8161*8161 meters
My guy that is an abhorrent size
So? Pretty god helping situation
It's one object, it'd be loaded into ram all at once, anyone on a HDD would have an ungodly load time
Okay if you want an 8km*8km space I'd partition it
Into 2*2
Let level streaming pop them in after they get within a few tiles
?
I'd say 2km*2km isn't bad
Right what about 4*4 tiles
Use layers to keep your lighting builds tidier, you don't want to bake them all at once when you move one tree by like half a meter
What layers? Landscape paint layers
Oh yeah of course got it
Wait what if I have 16 tiles of 2*2 km, how much time then to bake
Not long, couple of minutes each
Plus it's good practice to use layers anyway, keeps things tidy, lets you load in objects at the right times for your users
Yeah
I'd say an hour or less
You can churn them out faster if you let the lightmass executable in your task manager go from below average to above average priority
Take a core or two off the affinity and you can still watch some videos or listen to music
I'll do that
Put them on high
Wait
The lightmaos executable?you mean that ue4 editor exe
No, once you start baking a new .exe fires up
lightmass for lighting, shadercompiler for materials
Tweaking them when you're not doing anything else can speed things up a fair amount
I use a background service called prio to force them to load as above average priority each time, can compile a couple thousand textures in 30 seconds. Feels good.
Awesome, thanks man this really helped learn a lot of things
No problem. Go forth and do neat stuff. I on the other hand, must return to my own work. GLHF
@novel charm please post the image in #vc-unreal-hangout from now on, so you dont have to @ people.
So,i ported a map model from blender to ue4 and when i click on play the floor is transparent and my character is falling
How do i fix this
might need more info
Make a new material set it to two sided
oh
Apply it to that mesh
wait
don't make a full map in belender as a single boject
oh
And also if it's not a simple mesh set it's collision to use complex as simple collision
as doing collisions for that mesh would be crazy
i ported the map
Plus import them as separate objects from blender
and comple collision is heavy
Superstar the object
Select some faces and Ctrl + l
Seperate*
In blender
To select some unconnected faves
Then faces*
Then separate them
it's kinda hard
guys anyone know how its possible?
I mean get engine output?
Are you trying to open the game's files in the engine?
no, just get engine output, like mount pak log file and etc
I have a particle emitter in my scene set on lighting channel 2, but it's affected by a spotlight in lighting channel 0. Does anyone know how what causes this?
why is this happening?
@tardy depot there is a screenshot program called "lightshot" , try it for clearer screenshots
u can choose the area to screenshot
How to fix flickering shadows with movable directional light
Abe chup
ok
well how do i fix it when painting textures on landscape and then the tile just goes blank but the rest are fine
It looks like it's sorting out the material instance the landscape is using, it'll do that if it's the first time that tile has had a specific material layer added it, it's blending them. If it lasts longer than a minute or so though, no idea
ah, beautiful
is there a way to "read" how many gamepads are connected to a computer so I can create the same amount of controllers?
Or should I create 4 controllers everytime and call it a day? 🤔
so, im having a weird bug when i use Unreal engine with raytracing, that causes Shadows on brush meshes to be completely borked
the result is this
this wasnt the case in 4.25, it looked normal there, has anyone had this before and knows what causes it ? im assuming there is just some borked setting, however nothing i tried so far did affect it
there are also these weird artifacts, which are not there when using regular lighting
(this is in the custom NvRTX 4.26 branch i built from source, but the exact same thing is happening with regular 4.26 from the epic launcher)
anyone here has any experience with base model skin peeking through armor during certain animations? Or any ideas how to fix it without scaling up the armor itself?
Im sorry but.. there is a shortcut to creat this - how? xD Im wondering for days now idk how its called even
Thanks! <3
is there a way to make one of these colors transparent?
Calm down, you just asked it above.
yeah but
There's not but, if someone will know how to help you, they will
@plush yew Not exactly sure what you are working on, or what that invisible wall is but this may help.
What is the Blocking Volume in Unreal Engine 4 .
Source Files: https://github.com/MWadstein/wtf-hdi-files
well yeah
but I didn't know you could export models from blender to unreal
wait does ue4 support the .blend file itself or do you just export to something like .obj
cause in that case that makes more sense
I'd love to make blue parts and frinckles only visible, but the dark ones i want to be gone, transparent
@agile aurora https://www.youtube.com/watch?v=MaNdXhvhqaU
How to export from blender 2.8 and import to unreal engine.
My workflow between blender and UE4.
Are you struggling with blender to unreal, well struggle no more. I am sharing with you workflow that I am using all the time.
...now I am getting sick of my own sales pitch, peace out. 🤐
Let's have ...
Hey I have a general question, when I have a Destroy Actor node called the reference it auto selects is self. Is self the player in this case?
my material loos different than the one in the tutorial, so no idea how do i apply that to mine...
@ocean grove It will destroy whatever the blueprint actor it's contained in if there isn't another ref connected.
Hmmm
So when I didn't connect the return value to the target the spawned actors wouldn't destroy.
The screenshot above works.
But I'm curious as to what the reference of self was when it was only execute connected
Is it just an empty node, or is it referencing something specific
its referencing the BP you are working in
not the ones that spawn
if nothing is connected
the BP who's graph you are working in should be destroyed
if nothing is connected to destroy actor ref
So that I would prevent new spawns from executing?
because it has no idea who is pressing N
you would want to put that N key node in either your char bp or your player controller bp if you have one
then have it cast to level bp and fire a custom event
you need to export it with either .fbx or .obj
Cast to the level BP
you cant cast to a level bp
Hmmm I'll have to look into that more, I just took a peek at the UE4 doc on it and it's sparse.
Oh wait no I wasn't looking at the right thing.
Ok looks like I've got some more documentation to dig into!
Thanks @gloomy creek @rocky radish
you're welcome
You can reach the level BP from player character with a event dispatcher for sure, although Im not sure it will achieve what you are after. Also check GameState and PlayerState in docs and see if they helps.
Sent you a tutorial to explain event dispatchers.
Thanks!
The "Memory Insights" is for GPU memory or just RAM?
i just want to know what things costing RAM in dedicated server build
is unreal engine worth learning compared to unity, as a beginner?
Depends on your end goal and what you want to achieve.
why do my actors have a short draw distance when i haven't set a draw distance even if i create a new actor it has a short draw distance whats going on
Does someone know if it's possible to do distance culling on blueprint with skeletal meshes?
Doesn't seem to work with the cull distance volume
so would learning both be a good idea?
at the same time
Definitely not.
You'd make next to no progress.
And that is terrible for a beginner
harry, it might help if you give a bit more context as to what you hope to achieve by learning the engine.
For beginners, it's best to actually become intermediate & comfortable with one toolset & workflow first. Then you can better comprehend the real differences between that and the next toolset you choose to look into.
Yeah, as a begginer there's not any benefit knowing multiple engines
IMO: As for learning curve, out of the three most popular engines (as for what i see on youtube) right now, Godot is the easiest to learn, then Unity, with Unreal being the hardest. But that doesn't mean you should leave and go learn Godot or Unity; if you want the Unreal experience, just dig in and prepare for a lot of information that you have to gnaw on.
Consider that Unreal Engine will likely be harder to learn as it's got a lot more features that most game engines, a d does a lot for you.
tbh at least on the surface unity and unreal looks pretty similar to me
It's also not a good idea to learn UE if you only want to make 2D games.
unreal has some different "modes" on the top tho
but they both convert textures to materials before applying them to objects and stuff
for 2D games I just code it myself from scratch
You also might want to consider that the cost for making the game will probably be bigger with Unity as they really want you to buy even basic stuff from their asset store, and Unreal gives you a lot more out of the box, and also has a lot of free assets by epic games including the entire Megascans library, the caveat being unreal engine is almost 30 gigabytes
Just don't use Unreal for 2D
it's more like 60-70 gigabytes for those of us who build from source 
Just don't
i would recommend Godot for 2D honestly
I love 2D, and I make a living off of Unreal but I'd never ever recommend Unreal for 2d
Especially when things like Construct and Godot and Unity exist
These are all better options
Depends actually, Godot is immature and has bad performance, on the other hand Unity is less friendly and more costly
how do you make a living off unreal
hello
I'm sure godot will improve as it gets more attention
Realistically work with a team, or sell a banger game lol
i need some help plz 😄
IMO the performance problems only really exist in 3D
hey what do you need?
Also is more costly :)
uhh well if ur in coding keep an int or enum that says which animation to play
The cost of Construct or GameMaker is absolutely nothing in comparison to how much time you'll need to spend in Unreal
but if you have infinite time and no money then Unreal is great for 2D
and as you click just iterate through the enum/add the number and be sure to loop it back
idk how to display animations in unreal sorry but that's how I would at least keep track of it
@polar hawk Unreal is good for 2D? Hasnt paper 2d not been updated in years?
Thats what im saying
Construct and Gamemaker and Godot and Unity are all superior solutions
but if one takes the argument that Unreal is cheaper
Then I hope you have infinite time
Nothing is cheaper than Godot 
Godot doesn't have the same free library of assets that Unreal does
Performance is expensive on Godot
which is the only reason why I'd be okay with the argument that Unreal is cheaper
IDK how the assets would help with 2d games though
Which is why I am strongly against using Unreal for 2d
Yeah, I wouldn't even consider UE for 2d, on the other hand I wouldn't even consider Godot for 3d
Use unity for 2d
I can't stand the Made with Unity shit though
What's the server policy on calling Unity cringe? 👀
paper2d never got finish
rust was made in unity and that looks good
Like I get it, but I don't support it
why
Really? Woah
Unity already has a shit reputation why would I want there logo splattered on my game
IMO there is nothing wrong with Unity and anyone here shitting on Unity out of spite is out of place but also I don't run this server @tall pilot
yea but if your game is good will it matter?
it made with external plugin
I don't agree the engine is shit, I just don't like how they handle things, personally preference
Unity is a great engine don't know why it gets hate
custom made plugin?
yes
@polar hawk Have you tried the new pixel engine for UE in 2D? Just curious. It looks neat. (btw, I agree UE shouldn't be used for 2D)
why does it need a plugin? what for
I've never heard of a new pixel engine outside of thirdparty stuff
Yeah - it is thirdparty. They got a mega grant
Ah well thirdparty changes everything
I'd argue that making Unity in UI is fantastic... if you embrace third party
I'm honestly just curious if anyone has actually used it and what their thoughts on it are.
the way facepunch development is mostly external
Most things that are big have external plugins
Hell even my personal Unreal projects have external plugins
i dont understand why you would need a plugin to make rust though? what does it need it for
Plugins at a certain level are kind of required
they made a C# framework for s&nbox UE4 version
maybe they hate how unity coded made a framework on there own
I just wish I could use c# with unreal engine 😢
theres no good word for 'collection of parts that enable you to do more things'
other than framework
the same C# framework use in the UE4 version of s&nbox is been use in the Source 2 version of the game
have megagrant still have wait for epic approval
🤔
IMO "production" environments would never use something like that
It is far easier long term to just learn UE C++
☝️
You'll always have the question of "is it Unreal that is breaking or is it the C# layer"
Rider made it a lot less annoying to do C++
I'd rather not have that question
it's almost C# level after a good tool like that :P
Yes yes yes yes yes yes
Rider isn't production ready for me yet but I'm glad theres a new option
I guess I gotta get rid of lil' bitch syndrome and just learn Cpp lol
i think i will stick with unity until i feel limited
The IDE I want to use with Unreal doesn't exist so I'm slowly trying to just build my own
don't worry C++ is bae, you will see
Literally the main reason I can tolerate UE C++ is because of the gloriousness that is Rider.
VS Code would be fantastic if it had better C++ autocomplete
If it just had that then I'd fully switch to it
sits in the corner with his vim 👀
I doubt VSC would handle UE's codebase
It can, I use it every now and then
the IdeaVim plugin made Rider lag like crazy :( had to disable it
actually i used to use VSCode with UE4, it was okayish
I can't get behind VSCode. No matter what language, framework, or what....it is just always been worse for me than any of the spaces that Jetbrains is in. I only use it when I need to make a quick edit.
Different strokes for different folks my dude. As long as you can be productive 🙂
I wish GoLand was better than VS Code for me
What do you not like about them? Just curious
Since pretty much everyone I know seems to like JetBrains' stuff
why dont you like vs code?
Things that are simple in VS Code, especially team based stuff, just seem to be easier to maintain and diagnose when things go wrong and if I never need a custom tool I can easily build my own extension
Does someone know why when I use level streaming I got my pawn unpossessed and starts possessing another pawn that is on that level streamed?
JetBrains has locked down APIs and things which make it more difficult to extend
And I tend to use a lot of custom tooling and write my own tools
I mean I've just been using Visual Studio for me it's worked fine with out issues
I haven't felt the need to create any custom tools/plugins with Jetbrains. They seem to already cover all of my uses honestly.
However for someone who doesn't write their own custom tooling, I'd recommend most JetBrains products over VS Code
Rider doesn't allow me to have quick access to alternate command line launches like any other IDE
and thats the biggest reason I can't use it
Well I couldn't recommend VSCode for much things serious
VS Code is also a staple in web dev and other technologies
and I do a lot more than Unreal now
so VS Code allows me to do Unreal plugin editing as well as backend server authoring
I just use Vim for everything except unreal stuff lol
with no context switch
most of my other tools are command line stuff and such that are language agnostic because I also use a lot of different things
under JetBrains I'd need both Rider and GoLand and I'd still need a general text editor
aye I use vim when I'm not at home and on my laptop
if I don't have a mouse I'll vim with my tmux and zsh setup
i gave up VS Code because i use VSCodeVim plugin and i also swapped my capslock & escape keys, but for some reason VSCode still finds a way to treat my capslock as capslock key :S I mean there's probably a user preferences setting, but for me it was easier to just drop VSCode all together and start using vim by itself
Whyyyy lol
iirc there's some way to remap it on a lower level
yeah vim plugins for all major ides are never as good as vim
I've had capslock remapped to backspace for many years and never had issues with any programs with it
On Mac OSX I bought some tool so I can remap my caps lock to escape
but now osx supports remapping that key natively i think
idk - I jump between a lot of different things as well honestly. Still right at home with Jetbrains. Their stuff is just too good for me (backend work, game development)
My biggest issue with VSCode is that the intellisense is just god awful in my experience. It's slow and inaccurate to boot.
Also VSC is free and so its a good common denominator if I'm trying to tell someone how to do something
i remapped with xset, and i think my Tex Shinobi actually has a dip switch that toggles it ( i haven't read the manual :P)
Yeah if VAX would make a VSC extension
it'd be perfect
but until then I'll use Visual Studio for my heavy intellisense needs
simply because of VAX
I only use Visual Studio because of VAX
because VAX is amazing
It takes awhile to parse a codebase at first but once it does, its like butter
and supports some of the more obscure harder to parse ue4 macros that rider still chokes on
To be fair Rider does a better job with some of those macros than VSC
JSS F Christ. When Epic finally detach the launcher from the UE4?! I can't even use Vault.
VAX is sadly has no alternative. Resharper just hangs,
What is Live Coding?
I wouldn't even begin to look at things like Live Coding and Hot Reload until you understand UE C++ on a moderate level
You and someone else code at the same time. Think of it like google docs, except for coding.
Oh that's so neat
LC is recompiling the classes on runtime (game can be running)
Oh - UE has LC?
I thought he was talking about the feature in VS and VSCode
Yeah too many things call a feature Live X
well, it's called like that in ue4
anyone ever used CLion with UE4?
only clang and msvc so far
Many moons ago. Experience was not pleasant. That's why they are integrating it into Rider and Rider will be their "game dev" ide
@polar hawk
not well
Oh yeah - isn't that supposed to be better than hot reloading?
yeah i'd imagine
ik
Mac OS in general - not great, w/o dedicated GPU - probably horribly.
@cedar wave yep, in my humble experience LC is way better than HR
I love macbooks though, I'd buy a macbook and deal with unreal on mac os rather than buying a windows laptop
especially with version control
I should probably turn LC on. I'm still using HR.
@polar hawk soon no x86 macbooks will be left ;_;
Good ol' shut her down and restart strat 🤣
isn't Apple doing their own graphics API and not implementing Vulkan?
Yeah - screw Apple
I like the idea of tossing away x86
why do they gotta be so high on themselves like that
its not about that at all
their points about controlling the full stack for security and quality isn't complete bullshit
They use those true facts for evil
thats for sure
But on a software level its very true
Apple has always had a holier than thou attitude.
If you have something working on an apple product though
its gonna work on their full line of products
sits in the corner with his GNUSA flag
I'm still waiting for a laptop with an equally good touchpad as macs :P
For some reason it seems theirs just are better than anything else I've ever used, could be partially due to better OS level support too maybe
Aye, I think there is a Dell or Asus laptop that is close
but yeah, Apple laptops are built so well
I'm using a Macbook from 2014 right now and its still solid and holds up
suppresses desire to spam Rossmann videos
Yeah but its not like non-apple laptop manufacturers don't pull the same shit
People just don't try to repair them as much
However Apple does some uniquely stupid Apple things for sure
Everyone makes bad decisions but Apple's have a unique flair
If they're gonna make dumb cooling they're gonna be dumb in their way
the apple way
are you kidding me just the other day I had 70 gigs free
time for WinDirStat
time for a reinstall. i remember having a similar issue. my HDD was filling up every day and I could never find out where the files were coming from. No new installations, downloads, nothing. Just HDD filling up every day... After a reinstall it stopped. To this day, I suspect I was zombified by a botnet and used as a repository for .... things.
I have no evidence though (thank the gods)
I just reinstalled like a month ago
That's why I like WinDirStat
I get this OS is shit, but still, cmon
you can actually figure out what's taking the space without having to dig through everything for ages
Generally Windows doesn't do stupid things on its own
and I think WinDirStat can be installed via Ninite
Yeah, windows never breaks your files in an update, or breaks the entire PC. never.
xd
how is ninite vs chocolatey vs scoop?
I had a Linux system that crashed when I inserted a CD ROM
So Linux must be crap
:P
ninite isn't a package manager
its just a
oh no i reformatted and i want to install all my stuff again
I used to only use Edge for installing Chrome
i feel this
but i only have 1 drive
why open edge when you can open powershell and type iwr :D
I have a 1TB OS drive on my threadripper and I need to upgrade
u got a threadripper
aye
imagine having overkill hw and not enough storage
lmao its not overkill enough
next AMD should be named Roadbrapper for maximum yeet
imagine being like me and having a good graphics card and shit cpu
I routinely max out my threadripper
how
how do you live
@proven shuttle imagine being like many having a shit cpu and bad graphics
got used to it
i have a i3 10100f but i cant use it yet because my mobo is old
are you in america
someone be downloading movies? 👀
ohh lol
thats nothing i have 150gb of loseless 2k video
A single archive for one of my twitch streams comes in at 450gb
WHY DO I HAVE A 23 GIGABYTE VIDEO OF MY DESKTOP
next you'll be asking why do you have a 100gb ue4 derived shader cache
Thats pretty good compression rate for 9 hours
feels pressured to acquire more than 512GB of disk space
I had to build a 16TB NAS to do all my video storage
but only a combined 482GiB partitioned for my OS
i was saving some space thinking maybe i would install windows for some reason
but i still haven't
what are you on then
btw i use Artix 
are u rich
no, I just spend my money on things directly related to things that make me money
money in is money out.... wait... what sorcery is this
I wouldn't be able to do my job without a threadripper
are u employed?
Yes
What the hell is your job? lmao
right now I'm doing contract work in the Virtual Production space
wouldnt your company pay for it?
before that I was a senior engineer at a game company
Contract work is a bit different
Nice, I'm a teenager with no job and have no idea what the hell to do!
same
fak