#ue4-general
1 messages ยท Page 903 of 1
My words are definitely being twisted here, seems like I'm being trolled.
Right here you compared UE5 demo to CP2077 stating that if CP2077 has higher FPS then the demo would be of higher quality.
demo: has no logic, runs 60 fps
cp: has a lot logic, runs +120 fps (thinking lighting is full dynamic)
also ray tracing and baked lighting cant fully be compared
I simply said that FPS has nothing to do with quality.
we are talking about outdoor
Lol, when was that stated?
if ue5 runs with less fps it means ue5 gives you much better visuals without rt
no it doesnt
Not always
now you saying epic doesnt know how to make engines.
then what do you say
FPS != Quality
there are factors like drawcalls, batching, etc all that factor into it
where are you getting this idea from
what is quality
I think so too, haha
i dont think so
Quality itself is actually based on opinion anyways. I would say that both the UE5 demo and CP2077 are quality works.
didnt you say demo looks better
UE5 demo definitely was better visually, since it was meant to showcase that.
i dont like the visuals of cp. xD
My opinion anywyas
has anyone here done subtitles for VR? an if so how did you approach it. i just set up the subtitle system that comes with ue4 and it works in 2D. but not VR
@wanton lotus lets say cp2077 is full dynamic lighting as ue5demo. ue5 has much less fps. this is only the case cause of much more advanced calculations in ue5
@harsh tiger sadly not but maybe someone in #virtual-reality has
do ou understand now
this comment on reddit a year ago isn't a bad idea tbf. someone else said they have a timer to position a 3D widget in front of the player, which again, isn't a bad idea
thanks ryan
in terms of performance saving, is the tag method a lot better?
whoops, forgot to post ss
does anyone here have experience with server auto scaling in google cloud?
Hey yall, so I am trying to make it so both clients can see each other as if it was a multiplayer FPS, and I have it so for the gun it changes the mesh, but for some reason the changed mesh doesnt show up to other players and only the player itself and it only shows the mesh already set. Is there something I need to do to "finalize" the replication or something?
yeah, you have to change the mesh on the server than multicast it to the clients
How do I do that?
In blueprints, use events
Why does everyone want to make open world rpg's with ultra realistic graphics when they can't even make a mobile game?
Hi everyone, question - I just packaged my project on Mac to test (packaging set to "development"), and the first user I gave my package to said to run my package, it required an OS upgrade - he was on 10.12, and I compiled my package on 10.15.
Will it always be required to update to a more recent version of the OS, or can anything be done to include the necessary files to prevent this?
Im guessing I need to set the events in the player pawn?
no use custom events
yeah but where would I need to use them
in ur blueprints
In this series we will be explaining how to add online multiplayer to your games. First we are going to explain how it works, then we will go into creating lobbies etc.
In Part 1 we begin with the basics, explaining how replication works, how to test online multiplayer, and how to add sprinting to your online game.
Support me on Patreon and ge...
u need to watch something like this
bc you dont know what ur doing :0
@plush yew both 60 and 120 fps sounds like they are capped ๐
@obsidian nimbus nmah
also what makes u say the demo runs 0 logic?
the 50,000 bats aren't logic I guess
quick q
is there any chance minimazing a marketplay asset size for extraction of game without migrating everything?
might be able to grab uasset from vault but dunno
basically everything is dedicated now
yes but what is dedicated?
i learnt alot of dedicated stuff, i want someone to explain it again haha in short text ๐
like can 1 single server host many world in a dedicated server ?
dedicated means no player is using that machine to play
its a machine often no monitor just hosting servers
https://youtu.be/rCTEX9JHEy4
While walking, the character moves without waiting for the next step. so the character seems to be slipping.
how can i fix this?
and yea it can run multiple games at a time
wow this is tricky
so a dedicated server means like you said: no player is using that machine so actually its a host ?
so when i make a dedicated server were people can visit and go where they can they actually joining an potential host were the server watch you as a god ? ๐
so a dedicated server is an machine that simulates like a host but works like a server?
@obsidian nimbus
by writing this down my tummy gets il lol :p
its basically a player hosting w/o camera logic and often a bunch of stuff stripped out
if i know what you mean that means im pretty advanced right ? lol :p
so there is no player that can say.. damn im losing lets stop the server
would be nice that the server is an AI that can walk around ๐
actually the Ais are the server
guess the server is the pupetmaster i get it now xD
dedicated server
thank you for getting my little clicks into my brain right lol :p
so at least guess i dont have a backbone internet and dont have any servers i better hire a server for ue4 right ?
you can simulate a dedicated on ur own pc
yes but i want it all online ๐
i have everything writed down litteraly a book for my own needs, im kinda ready to publish it xD
the last step is testing a real server , do you know a good server to use?
if i sound ignorance, then sorry my base language is not inglesh
thats fine im not native english myself
haha
but i think i understand you going to try and make a code that gives that understanding i have and u told me
guys what is the best unreal engine free course/tutorials you would recommend me
thats really awesome, i didnt know they did that
the partnership for bp courses i mean
they update that site frequently.
does that have good c++ courses in unreal?
it unreal official website it cover alot
but the people they partner with have c++ courses as well
you just have to go t here and find what your looking for.
alright thank you !
How do you disable the spawning of the player on the title screen level/map?
probably use a custom gamemode without a player class by default
@soft fiber see the player start actor in your scene, delete that
The scene doesn't have one.
and what he said
go to edit-project settings-gamemode
and change the spawning actor there
Ya, I have to figure out how to turn that back on for the game... lol
or place a player start out of view
yea not spawning it is cheaper but who cares ๐
@obsidian nimbus I'll know its there and it will drive me crazy... ๐
@soft fiber make the main menu level a seperate level
Did that.
well if that drives u crazy, prepare to go full flipnuts in time
now make a separate gamemode for it
menu game mode
on your next level that spawns the player has its own gamemode
ok, cool! Didn't relieze game mode could be set at the level! Thanks
When I click on the Play button, the lighting changes. Is there a way to unify lighting so what I see in my viewport is what I get during playback?
yeah thats one way
I think it should be unified by default , are u in android or vulkan preview
Or did u change graphics setting?
I'm on Windows, all dynamic lighting, I have activate no precompute and the system reports zero light maps.
Hello guys, I have problem with the source control, I use github desktop for source control and github web server, and I connected it in ue 4 successfully
I succeed in commiting the stuff but I can't push
I have this error
Did u hide any light or skylight?
Play button unhide objects hidden in viewport
I tried to connect an ssh key and I did it but it still doesn't work ๐ฆ
Oh yeah, I have disabled all lights and have a single directional light in my scene now. I have disabled the post processing volume as well.
Is there a way to disable the camera processing volume?
This is what I see when I click the play button.
might be ralated to havingg seq open
if u change light now u key it , and it wont change in the lvl
or somethings only exist in seq
also that is that quixel map with raytracing right?
Yes, but raytracing is disabled at the project level, as is autoexposure.
yea i know nothing about RT, just that i deleted the map real fast
dont recall why
prolly the RT
My packaged app requires MacOS 10.14.6, is there any way to package an app to allow for software updates farther in the past?
So far the first two users I've provided my packaged app both were on older versions of MacOS, for whatever reason.
I guess people don't update their operating systems.
Anyone else experience following error on unreal engine academy login "There was an issue logging in. Please try again in a few minutes."? Not sure if it is an server error or a problem with my account.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038
PhoenixSquadronNS_Win64_Shipping
PhoenixSquadronNS_Win64_Shipping
PhoenixSquadronNS_Win64_Shipping
PhoenixSquadronNS_Win64_Shipping
PhoenixSquadronNS_Win64_Shipping
PhoenixSquadronNS_Win64_Shipping
PhoenixSquadronNS_Win64_Shipping
PhoenixSquadronNS_Win64_Shipping
kernel32
ntdll
how to fix this
of course noone awnsers
can 2d be 3d just from moving the camera ?
yes
Anyone here?
I'm finding that 4.26 water body system doesn't seem to work well in a world comp situation. It laggs out the engine, has anyone found a solution for that?
guys why doesnt this work
the course said I have to add the defintion of UFUNCTION in the cpp
PLS help
Yup - sounds like Unreal
WAIT IT DIDNT CRah this time
this is all new to me
its month 2 of learning unreal
is terrain.party down? can't generate heightmap ๐ฆ
The Set Screen Resolution isn't working for me?
Here is a sample: it goes in the header file.
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
class UCameraComponent* CameraComp;
UFUNCTION()
void OnHealthChanged(UTPSHealthComponent* FuncHealthComp, float Health, float HealthDelta, const class UDamageType* DamageType, class AController* InstigatedBy, AActor* DamageCauser);
Hi, I'm new here (and to Discord in general) and I was wondering if anyone could help me. I'm having some trouble with animation, mainly blend spaces and aim offsets. So my first question: I'm using Kubold's Rifle Animset Pro from the marketplace and I've rigged up the blend space to work fine. My problem is that the animations 'pop' rather than moving smoothly, especially between the center, right and left. Can anyone suggest a fix for this please? Thanks!
I'm trying to color another layer on my landscape but I simply can't manage to paint it without blending it with what I've got already ( grass and cliff ) .
My material looks something like this
And when I add another layer, it simply blends with the others but I want it to stand out.
Like paint on top.
How can I do that ? ๐ฆ
My whole engine glitched out o.o....
So I did something in the editor... it crashed... so I started it back up and now it thinks I'm PIE permanently so I can use the normal spectator controls but I can't hit "Play" nor close the engine
Should I kill it in Task manager ?
i'm trying to use new water system but nothing happens when i drag ocean
ok i got it working (answer was it need to start from 0,0,0), but its small, is there way to make it bigger/
Just to double check.
Controllers only exist on the server right?
(and the client owning the controller)
I've got there a question about skeleton meshes and animations.
I wanna modify a skeleton mesh. Basically just adding an extra bone.
How many problems will i get from this action ?
Like can i still select the animations for this skeleton even though that the animations doesn't know about this extra bone ?
I don't think so since i have to bind it to a specific vertex group in Blender
ahh yea than u cant use a VB
you wil have no prob if it is on the end of a chain
or if its parented to something
In my case it would be in the head group
as long as it doesnt go between head and jaw it should be fine
Alright, then i gonna try and pray xD
a hat u could just weight 100% to the head and skip the bone
unless u trow the hat
cuz the head would come too
Might make more sense why i'm doing this if my case is known.
The skeleton mesh has a helmet which is part of the mesh.
And i wanna have the option to let the helmet disappear which i can do with a function HideBoneByName, but for this i need the helmet to be a bone. Currently it's part of the whole head, sadly
could use a morph
Morph ?
its called shapekey in blender, been a while
u select the helmet make it a vert group
and make a morph target
I've got the helmet already in a vert group, but in which way does the morph help me ?
you can set the morph to scale the helmet down
i think its cheaper than a bone
hmm that might actually depend on the case
you need to set material to allow blend shapes and import with blend shapes checked
or morph thargets
I feel like the bone way would be easier for me since i know how to hide the bone and such ๐
ahh ok than do that ๐
At least if the animations are still gonna work
extra bone on the head shouldnt add any problems
๐ค
hm. is there anyway to sort an array after you've created it?
yea you add a non animated bone to a rig
oh ok. lol
nah not u
i know lol
hm. is there anyway to sort an array after you've created it?
In C++ there's simple the methodSorti think where you can pass an lambda with the sort logic
how u want so sort the array?
In BP i don't know
oof c... been avoid things.
well, im using a get actors with tag, and obv they come in in the order of objectID i'd presume... so if i add / remove actors rename... whatever that order will change
guess i could just make a map
seems kinda redundant tho
im thinking it adds to array in order of Actor GUID
not really sure tbh
get actors with tag are all the same sort of actor?
you get em all but want a specific one you want to change?
like on actor spawn you can place em in an array
the object you want has some property the others dont
my head bobbing only works when going forward and right
how do i make it happen when i go back and left aswell
axis value is -1 and 1
you only want positive
@spiral flint use the absolute node for ur float to camera shake
it turns any negative into positive
@obsidian nimbus Any idea why this could happen ? :s
you need to reimport the mesh to change vert groups
if it gives big warning letters dont import stuff over ur old stuff unless ur source controll is set up or its a test project
@obsidian nimbus thank you very much
np ๐
anyone got a basic fps camera bp set up
just want to move it a round with the mouse
got movement but no camera control
he is playing unreal on hard mode ๐
actaully made it pretty far allrady ๐
@spiral flint ther is indeed a fps starter project build in ๐
i'd rather do it myself so i know how to lmao
well u got like 30% allready
@obsidian nimbus Got it to work and the animations are also working ^^
But there's a thing in the skeleton mesh which got changed.
Now i got a lot of those BoneName_end which i didn't had before
blender?
Ye
disable tip bones
or what they called
leaf bones
yea
I'm still pretty new to blender, could you guide me to there ? ^^"
go to the blender discord
its in export options
what else must i add to my blueprint
That helps, gonna take a look
Done it, but those extra bones are still there, but shown as this
that looks like the 1st pic
It is the first pic, but the extra bones are looking exactly like this, just with a different bone name ^^
thats still the leave bones, did u overwrite the skel?
I've just done a right click on my skeletal mesh and reimport with a new file
anyone if its possible to have fluid simulation in ue4? for example, water in a glass and tilting it would do what water should do.
#blueprint Is probably also the quicker way for help ^^
only thing i can see is u didnt set up input axis right
well the scale could have been 0
i dont know what that means haha
me neither, i used the 1ft person template ๐
dunno if plonkkis is right but might want to check the project settings ๐
all the settings are the same as the startpack
found what i needed
was this setting
wait no
now i cant move when i look down
hahaha
even with your solution i cant
this fixes it
what
you even been reading what i put? ๐ค
0 too 1st person temp is kinda hard ๐
cuz its on hard mode
any doc or tut is gunna fail ๐
cuz naming
Hey guys. Is there a way to set different frame rates between UI and 3D render?
You can.
can i spawn niagara systems on landscape in random positions, like we do for foliage for example?
The question is more if he means the blueprint from the level script or generally the level script
Cuz the level script itself is castable since i'm doing it
if(const auto& LevelScript{ Cast<ALevelScript>(GetWorld()->GetLevelScriptActor()) })
{
LevelScript->StartWave();
}
Has anyone had an issue where a bunch of NTDDI macros are not defined in the Windows Kits?
https://gyazo.com/7bc6f4cd89e1b4d223da53ec70f39720
This is causing 100+ errors for me
It can be done with blueprints too.
Sorry, I don't offer my help without charge. I am available for consultation for $120 an hour. I have my DMs open if you are interested.
๐
I also don't see how you can create a BP which is inherited by ALevelScriptActor.
So i think it's limited to C++
You can, but that's also limited.
The methods in your C++ level script need a UFUNCTION* flag to allow the override.
So if it was overriden in the BP it will call the BP version of the method
fixed it
Me and probably many others also.
I think it's not made for all kind of games, but for some games it's a perfect thing
Even with many levels i'm seeing the use/case of that.
Sometimes you just want specific code for a specific level
Yeah, but why would you want to create an actor which does the work for the level when you got anyways the level script on every level
@rose cloud
I know this is a kinda old thank u message
BUT THAnks so much
for that explanation
The course im taking is from gamedev and he talked a while about inheritance but not that much about cast
I had to search online for like an hour
and non of them gave me nice answer, or atleast ones that I could understand
SO thx SM
Stupid question , but how do i change the colour of the water in the new water system
i just wanna make it less blue
Any know why this doesn't work? It works fine fading from 0 to 1.
found it , its under absorption :P
Seems to work with other colors, but not fading from black.
To clarify was answering myself , not sure whats happening with yours sadly
Hello
Unless you were responding to me , in that case yeah you're right
Guys why is Among Us in Epic Games launcher? Or is Epic Games Launcher Steam...
can someone tell me how to fix this? this is volumetric cloud out of the box i didnt change or do anything
Is the retracing enabled?
yes
When opening the project i selected enable raytracing
Same
This is really killing my workflow, I would really appreciate if someone can help me on this
Do you see the clouds?
Your clouds looks vague :))
The clouds are actually on the top because it's moving
Can I see the Blueprints?
this is the instance
this is the parent
like i said i didnt change anything just added and its like this
Maybe, but what should I do know :))
Im waiting for Unreal Engine 5 for the game
Who says that one is bullet prof
Which?
I mean 5 will have its own flaws and bugs too
Anyway goodluck with the game buddy
Anyone have an Idea how to fix volumetric cloud bug?
Thanks
Umm experts I think cause I am still not an expert.
How can I reach them, you think they will see in here?
I don't know. Some might be online using UE4
Also before I downloaded Unreal Engine I thought it was EA engine ๐
Looks like my issue is WeatherUVScale issue
Oof
what :))
Oh wrong message
Can someone who says my clouds are working take the pic of this part of their blueprint
@royal magnet this is a known thing
itll be fixed in the next release, just fix your noise texture
change it to something else, the one included in that material is NOT seamless
Thank you :))
Hey guys, I was wondering what are some of the best software to create art assets for games, mainly things such as UI, 2d art and loading screens. I mainly use Blender for 3d stuff.
Umm for making models it's Blender. for loading screens or UI'S the in-engine GUI maker
Not making the UI per say but rather the art assets for the UI.
Oh
The app
Uhh
I forgot the app
You can also still use the in-engine.
For UI art assets
I have these in consideration atm:
GIMP
Krita
Inkscape
Also Photoshop but it's Pricey
Can I?
I believe u use ui materials
That would be a good thing to look into ๐
np ๐
Uhh
Any idea how to smoothen out the turning for AI?
https://gyazo.com/7331da7ab7afa2c0449d7973e816f2a3
try spawn AI, there might not be an AI Controller being spawned. Also make sure you set the pawn to possess when spawned too like this:
Actually I would check that second one first
Anybody know why every tutorial has this drop down menu but I don't? https://prnt.sc/w8x0gb https://prnt.sc/w8x156
You are looking at the skeletal mesh. That one with the collision drop down is a static mesh
Yup that one will get you a few times before you finally remember to change it lol
you need to enable Procedural Foliage in your Editor settings.
if u publish ur game and u use some of the asset will the asset owner come to you and say can u show receipt that u have purchased my asset
Who? Me?
@noble finch Ya i did that already, I fixed it though thanks
?
i dun even know you

becuz some dev are ass and just come to you and look for trouble
I want to assign groom group preview but can not see any preview groups property on groom import options but instead just interpolation settings, it causing crash.
Assertion failed: OutHairAsset->AreGroupsValid() [File:D:/Build/++UE4/Sync/Engine/Plugins/Runtime/HairStrands/Source/HairStrandsEditor/Private/HairStrandsImporte
How would I properly reference the enemy BP so I can attach a weapon to it?
How would I do something where I have a map within a map? Like a subzone inside my main level. Basically I have some structures I want players to enter and visually load new surroundings, but still have the logic of the main level firing.
The point is the actual interior of the structures needs to be larger than is seen from the outside
you'd have to teleport the player in some way
makes sense
how can i divide a landscape into world composition which i have already made
like world composition on a already existing landscape
Merry Christmas ...... โญ
How come is your custom mouse cursor not appearing? This appears to be the work of some supernatural forces.
Maximum size of world? Anybody know?
20km
Big
there's no actual maximum
since you can origin-rebase ad-infinatum
the real limit is sanity
dollars in cm
Something strange is happening to my Landscape.
I tried a few things to fix it :
closing and reopening the engine - no joy
painting that zone again - no joy
Removed material from landscape and readded - no joy
Build world - no joy
set your textures samplers to shared @plush yew
Would anyone know how to set the start and end location of a cable actor? I'm trying to create a grapple system.
Thank you !
How to I create a death zone?
Umm like when you fall off then you go back'
I am making an obstacle game
Like when you fall then you go back to your checkpoint
The noise textures are in the top half of the grid and help with the initial look of the clouds. The bottom half is to provide more density and shape. That's how I read it anyway.
This might help you - https://youtu.be/M2rOitk_I9g
As a beginner and novice, I'll explore the new Volumetric Cloud system in Unreal Engine 4.26
Timestamps:
10:33 The VolumetricCloud actor
15:22 Explore the Cloud Material Instance
19:30 Cloud Material parent and graph
Guerilla Games...
Like from ghostrunner
there's a setting in world settings for kill z
Where?
Ok
if I recall
basically, if your player hits a certain Z, it gets killed automatically if selected
so just respawn on death
How do I use it?
you set its value.. then handle the onActorKilled event
or whatever the event is.. been a while
there's a dozen tutorials on it on youtube
if you type kill z or something you should find one
Am I doing something wrong here?
Umm
Try to replace "Get Owner" to "Get Controller Player" or the key or "Get Player Pawn"?
GrappleEnd isn't a player
No, it is simply an actor I want my grapples end point to be.
Also I used the Marketplace for my game
I'm not sure how to create an actor reference either.
What? the code is only meant to hook one end to the player and another to the grapple point
anyone had the problem of the camera not responding to level sequences ? or know how to fix it ?
Idk
is photonengine the same as photon cload api ?
Umm idk I havent used it
hmm, what do you use for dedicated servers ?
does anyone know how to make them moving evenly from side to side? they offset a bit each frame. And eventually they are no longer even.
I want them to go until a box collision of the wall and turn to other side
They do but after several time they offset each frame
https://gyazo.com/a1cfbe2b67c16062c160002352555b6c Am I the only one to notice Zfighting in the reflection sphere itself?
You arenโt ๐
So I doubt anyones going to be around, but this isn't doing what I want it to do for some reason, it attaches to the player but its end point does not attach to the grapple object.
hey does any one know how to make LODs for spheres? im interested in making planets but i can never get it to run fast enough
Anyone help with this? random flashing of landscape... Problem stops when I turn off realtime, anyone got any ideas?
Umm I don't see the problem? I'll zoom it
Oh I see
@plush yew Look at the grass, slight flashing (may be my eyes)
The grass thingy
Yes. This happened to me also.
Also solution, I am resarting the editor now
Did you check if something's under it?
Or inside?
Cause thats how I solved mine.
I have not, the landscape is fine, always has been, been working on this project for weeks, did not change a single setting, and this occurs, may be a bug...?!
Yeah
Might be
I'm trying to add a new Landscape Grass Type and add some variation to it but for some reason it's only showing where my brush is weaker ( brush strength lower than 1 )...
Works fine if I don't connect the texture Sample.
Hey guys, im doing some 3th person weapon animations to later export them to UE4.
Is making 2 separate armatures for the weapon and the UE4 skeleton the correct way to do it? because i dont know if i can modify or add bones to the UE4 Mannequin hierarchy
@plush yew I think I have fixed it, just went into the Landscape modes (did nothing) and now its fixed, thanks.
@plush yew You're using pixel depth offset?
Not entirely sure
It looks like the kind of artifacting you can get if you use this node in a material with too extreme height.
If you can see it here, that's a likely culprit.
It's probably the resolution you are painting in you are seeing there.
how do i change that resolution? Is it possible after I created the terrain?
it looks horrible
i need to combine walking animation and head movement animation. i use layer blend per bone. but this way, the head animation replaces the walking animation. i want it to get added instead, not replace it. how do i do that?
i increased the resolution by 10 times and it still won't work
please someone help
Hay guys, I have question.
I added a human skin normal map. But it also hit the nose. Is it possible, for example, to make the map ignore for this normal ?
https://media.discordapp.net/attachments/781972155394031646/791733240578834452/unknown.png?width=686&height=473
hi, how can i do extruding in ue4.25? idk how because in older versions there was a geometry editing mode selection
but now i cant find
pls help
Anyway to completely disable the use less resources when not focused but standalone?
In editor that's fine but doesn't stick for standalone
someone please, i have been trying for at least 5 days to fix it but i still cant
in landscape settings
when u make a landscape
yeah?
oh
has anyone seen this error before or have any idea how to fix it?
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
You cannot have a UASSET file in your project with the name "False"
Also, found the command deep in the engine code to disable this. "t.IdleWhenNotForeground = 0"
Wait nvm still isn't working
Hey guys, I started with unreal engine online learning and passed three first lessons. Do you have tips for next one steps on this?
Anybody knows any in depth tutorial regarding on how to make trees that can be cut down ? ( Found something that uses particles but doesn't really look real due to particles looking like crumble)
Anyone who knows how Physical Material Masks work care to help me out in #graphics? ๐
Can someone tell me why this is happening, My wall is suppose to be in that white line but due to material applied this gap is happening
I am using a tesellated material, which i downloaded from Quixel Urban Alley Tutorial
You can see in here those mats are weird even in UI
you might wanna check how you imported the tesselation texture / mask
it looks like it has a huge offset
Hi! Got a couple of quick questions for the Fortnite/UE4 dev team regarding about upcoming Unreal Editor support for Fortnite Creative. Apologies in advance if I'm posting this in the wrong channel or if I'm a bit too picky, but here goes nothing:
A: Considering that we'll be having access to a majority of the tools used by Epic themselves in order to create FN, does this also mean that there is a possibility of allowing content creators to make their own weapons based off of the UFortWeaponRangedItemDefinition/UFortWeaponMeleeItemDefinition classes? And if so, will Epic be providing Fortnite-related tutorials (e.g.: how to create custom items or Blueprint-based interactable objects) using the extended toolsets?
B: Will creators have the ability to create entirely custom Fortnite levels within the Unreal Editor, or are there some limitations towards doing so?
C: Will portions of (or the entirety of) Fortnite: Save the World's content become available once the creator tools come out?
Thanks for reading!
Merry Christmas and Happy New Year Everyone ๐ฅณ
Hi everyone, anyone have an idea how to make a fluid sim work in unreal for water in a glass? I need to be able to pour water in VR, Thanks!
Yo, is 4.26 quite stable already?
nope, wont be stable until 4.28
i need to combine walking animation and head movement animation. i use layer blend per bone. but this way, the head animation replaces the walking animation. i want it to get added instead, not replace it. how do i do that?
@fervent ibex
It's probably the resolution you are painting in you are seeing there.
@sleek spear Server Rule 7 please don't spam ๐
@fervent ibex oh, same message, 4 hours apart is considered spamming? now thats what i would call a bit strict ๐
Well, you tagged me and my reply was for something unrelated to you question, so if you do choose to spam, please edit to not tag someone unrelated. Thank you.
oh that, ok probably copied that by mistake
Hello, does anyone know how can I add sound to light ?
I mean I have a point light which flickers and I would like to add sound to it. I don't want local sound, I want the sound to be linked to the pointlight. This is because if the light gets destroyed I need the sound to stop playing.
@plush yew I'd make an actor, throw in a mesh (bulb), a light (light) and a sound actor so you can even control the flickering by BP
Can anyone tell me what might causing this, I checked the height map, It looks normal,mask
@celest fable
DukeSoftYesterday at 23:31
you might wanna check how you imported the tesselation texture / mask
it looks like it has a huge offset
How can i check that
Because I didnt import anything
I only imported surfaces using bridge, from megascans
and I just put the texture maps to the mastermaterial which i downloaded from the tutorial of the quixel, but that material was having that offset, movement even before i insert any input
i would appreciate if you could give me a step by step guide in order to avoid any mistake
this is parent material
I have no idea about importing stuff from quixel, but I'd just manually check the material and the params
okay, thank you
please could anyone help me understand this bug, it is a constant bug, almost anything i do in the engine leads to it crashing and its always this crash list that it shows me, pls does anyone understand whats happening?
Thank you
Can anyone tell me how can I make a poster in my game ? I canโt find any tutorials.
Maybe I am using the wrong keyword when searching. Basicaly I want a paper-like object with physics enabled so that you can shove it off the wall if you want to or you can burn it with fire
@cedar jetty can u c this
Sorry to bother you but did you ever find out what was causing your grooming imports from Blender to look like strands were ending at the mesh root and or flying all over the place?
How doth one use vertex painted mesh in a material for wpo
I have a widget which plays a simple animation (a picture which is moving). How to close the widget once the animation is finished ? Or eventually when I hit a button ? (one or the other.. The easier option would be better...)
Iโm not in pc so Iโm not sure of my answer but i think on completed > set visibility
does anybody know how to enabled chaos in ue4 without getting source build ?
I'm trying to populate a Vertical Box with canvases (which have texts and buttons in them) using a foreach loop in UMG Blueprints, is there any way to copy and paste widgets using Blueprints?
By downloading the 4.26-Chaos preview build in the launcher. It's at the bottom of the list of engine versions
omg thank you so muchhhhh i found it i already want to download source build but you helped me Thank you ๐
btw this is like normal unreal engine right ? but just added fracture
In this binary build, Chaos replaces PhysX for all physics simulations, including cloth, vehicles, and destruction.
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1843949-unreal-engine-4-26-chaos-preview-now-available-on-the-epic-games-launcher
If youโve been itching to give the Chaos Physics and Destruction System (https://docs.unrealengine.com/en-US/InteractiveExperiences/Physics/ChaosPhysics/Overview/index.html) a try, without needing to compile source, this is the build for you! Now you can help us battle test and refine this system as we head towards a
what i mean this is still same like normal ue4 right we have BP and other stuff or just chaos ?
this have fracture right ?
Yes and yes it should
Hey, i know bit of c++ and a bit of pygame any good resource where i could learn unreal engine
they eyes are black when a flashlight is shined in the face ๐ฎ
How I can fix it
@everyone Merry Christmas all! Hope you all have a great day today, try and make the most of it and make sure to stay safe and have fun, enjoy the time off.
Merry Christmas!! :)
Hi guys. Is there a way to see both sides of a landscape?
so, when I get under the landscape I cant see it
I even placed another landscape inverted(with the face down and I can see it) but when sculpting on it the result is crap
landscapes are basically for walking on, not getting under. at that point you'd want to use meshes
how can access to this variable in C++?
thats in character movement component i think
i know but i don't found it correctly , what is it name if you can find it for me please
@worldly lynx R mouse the char movement comp in ur BP
I am attaching a component by using an attach to Component node
You can see how this leads to the attachment basically being attached by the middle, how can I change that?
@worldly lynx NavigationTypes.h
also if you search cancrouch in the UE4 api docs u can prolly find it with include and stuff
ฤฐ found it , thank you dude
it was in NavigationTypes.h
thats what i said ๐
๐
when they player transitions between indoor and outdoor, how do you people deal with the whole fog and skylight and brightness matter?
Post Processing?
yo did chaos get enabled in the new version or it still removed?
Unreal sucks
i heard UE is getting a scripting language like Godots GDscript but how would i switch from BP to this new scripting language when it comes out
@zinc shore probably it will be similar to the Skookum approach where you don't replace one for the other but it is just another tool. So you still want to use BP and Cpp. Bps are more than the Visual Graph
there is no solid info about Verse yet until Epic releasese it
One quick question about the new water system guys, not sure if this is the right channel to ask. But how would you increase the foam when the water touches the ground? Can't fin the combination of right parameters in the default material instance. Any hints?
i was wondering if anyone could help me find a simple save system? when the game starts and the character moves around to a different location i want the character to stay in the same position when closing and reopening the game if that makes sense like something automatic so the player wont have to manually save the game
like you know how some games have that automatic save system where a small image pops up saying its saving then when closing the game and reopening it everything you did stays the same where you left off at
whats cheaper for a rotating collectable? A rotateaboutaxis material function or a blueprint rotator element? (or are they effectively the same?)
Usually a material is cheaper because it runs in the GPU
ty
https://www.youtube.com/watch?v=pfeF1ONTRWQ I found a great video about this topic btw, if anyone else is interested
Source code: https://github.com/PendingKill/Tutorial_RotatingActors
Today we're discussing different ways of rotating actors in Unreal Engine 4 (blueprints), profiling the performance of each method, and analyzing the results to find out which one you should use in a given scene.
TABLE OF CONTENTS
00:00 Introduction
00:42 Rotating Movement (BP...
but yeah tl;dw materials are the way to go.
uhh take what he says with a pinch of salt
right I just looked at the comments, it seems he has dynamic lights that drain a lot
and he didnt instance the meshes in blueprints
so I assume rotating movement might be better if I use my collectables in blueprints without dynamic lighting and using an instanced mesh
Probably won't. Unreal is pretty inefficient in the GameThread, in terms of GPU what you want to do is super cheap because chances are high that you are not wasting too much vertex shaders. The downside is that you wont be able to have a exact collision, but I guess it wont really matter because you want to be using a box collider anyways
in terms of performance, materials will always win
its just that he did some weird comparisons on the video
ok thanks. Yeah I will use a box or shere collision so Idc about the collision
why are the comparisons weird?
didnt watch the full video but: on the ticking test he was comparing the gpu draw thread, which are two completely unrelated things
also on the tick he said the more ticking done, the slower it will tick, thats wrong cuz u can just plug deltatime to rotate faster
true @digital anchor
hi can you guys tell me why this is happening, my fog is ruining my walls specifically
And start distance doesnt seem to be working properly, this is not my first rodeo with the fog but I feel like I am missing something super basic here
I really don't know whats causing this, I would appreciate if anyone can give me some guidance on this, thank you
Start distance looks like working fine, but it seems like, the fog color is basically taking over the all scene no matter what I do, and keep in mind that this is just a scene I just opened from time of the day sample. So I didn't really do much with it
on the rotating material, if you can do that sort of animation in the vertex shader its better every time
with absolutely 0 cases where it isnt 100+ times faster
coins that bob up or down also should be on material
the downside is that collision doesnt fit
but if you just use sphere collusion you are good
Can anyone help? This seems like a super easy problem but I cant fix it so far.
Hey does someone has experience working with the cinematic sequencer? Is there a way to create few different transition animations and then control which one would play using a bp?
might be better off asking in #cinematics
I want to say yes but tbh I don't know if there are special rules for the sequencer or no
you can also do the rotating in niagara or seq
and there are more ways
i know niagara can do loads of rotatin stuff, you might have to do collision another way than tho
not as fast as vertex shader tho, but more easy to manipulate
hey can someone please help me
im new to unreal and i want to know how to add .umap files to a project
please ping me if you can help me
kinda surprizing 300 coins drops his fps so hard
when i tested bullet pooling i got over 2000 w/o too much of a drop
i think it got down to drawcall and didnt feel like instancing em
niagara i was able to do like 15k+ bouncing objects in VR
one of the prototypes I built for a boss had hundreds of instanced mesh components, all with complex movement controlled from blueprint, and that ran reasonably well
so to not be able to get 300 coins just rotating is a bit weird
I added a c++ file to a BP project, but I can't get the c++ to show in the project?
@wary wave my bulletpool was made specific for dedicated server, it had a pool for server and pool for player fun stuff to try push for massive amounts of anything
what is a good youtube tutorial series for unreal to learn
can u link me any
nah its also kind of a personal preference
and subject matter
also i like the docs better 95% of the time, i only watch video if i dont know the UI at all
so if i want to do niagara stuff i havent done in a while and the UI is changed now id watch a few recent vids
I just launched UE4.26 to try out the volumetric clouds... In "the middle" of the clouds they're cut off; it's like there's a huge box in the sky where the clouds aren't visible... What do I need to do?
#graphics message this?
go #graphics and read up, think that volumetric question gets asked there every hour ๐
๐ Thank you!
Anyone good a good source where i can read up on raymarching? Cant seem to find much out there
yea the shad also kinda bother me for a test like that
Sweet, thanks man, i just stumbled upon the second link, gonna have lots of fun with this @plush yew
Would a 2070 be enough to play around with raytracing at 1440P?
question: if I did some basic level design in one project, like with building blocks, is there a way I can move that to another?
For me, I have this template I bought that creates another project instead of integrating into another, so I want to move the assets I prototyped into that so I don't have to start from scratch again.
maybe a better way to ask, can I export assets out of one unreal project into another?
ah, I think it's migrating assets
I think I answered my own question, lol. Carry on
actually, this may still apply. I don't want just the asset, since they're just blocks that are a plug in, but can I save how I configured them in the game and move them over?
are they in a level? if so move the level
of course, lol
they are
thank you @grim ore
Hello Mathew, can you helpm in #source-control ?
@plush yew ryan brucks did a blog in it and there is an unreal example aswell
its really heavy tho
yea it can totally be used for dope stuff
Anyone used Ultra Dynamic Sky?
i have problem with my projects when i open it i get black screen
@north kayak On all of them?
no
How many?
maybe 5
Is it a fully black screen, or is the viewport just black?
fully
What UE version?
4.25/4.26?
2.5 and 2.6
Those are VERY old versions of UE
no i mean 4.25 and 4.26
this is a video for the problem
I cant play the video
Why ?
wait a sec
The suspense is killing me
I might just pay the 0.79p to play the video at this rate.
Is it constantally occurring on the specific versions? If so, maybe verifying the files would help...
idk ,
but i downloaded the 4.26 and i tried on it but still the same
sorry for my bad eng
This sort of thing happens with games, it could be your virus defender blocking the program.
Or just a UE bug
Why does a Hud class have a viewport?
cuz its an actor
HUD is not UI class, it is for storing player parameters,or preparing them for UI.
is there a guide for handling multiple levels in multiplayer?
i don't think it possible but u can get the current client from the HUD and change the camera to some bloom
Wouldnt that add more bloom to the scene?
Hello everyone :)
I have an issue with procedural mesh. I made a structure that you can walk between.
The procedural mesh is the root of a pawn with floating movement I set the collision to complex so she can walk between the mesh since the alternative would have been to use the convex collision that would block the player from walking between the structure
The problem is that my procedural mesh doesnโt collide with environment, only with the player now.
This is what it looks like
@jolly mason are you using Chaos or PhysX? I've noticed some weird bugs with Chaos and procedural mesh components ๐ฆ
I donโt know the difference between the two
I find it weird tho, my character can walk on it and jump between the bars. But the pawn just flies trough the ground
Hello, what should I be studying to learn how to make modular shoes follow my character's feet
happy holidays everyone
feet
was trying to ask in the simplest way i could.
i could think of sock(ets)
im using the arpg inventory system with a custom skeletal mesh, so im trying to copy what he did with the boots
but i guess i need more understanding of physics assets maybe.
im familiar with making and rotating,scaling sockets
@jolly mason are physics assets even required for a mesh to follow a socket well?
i dont know if i made sense when i said that
hahaha
no i dont think so, just use the attach to node and fill in the socket spot with the name of your foot socket
use snap to target for that
cool that makes sense to me i appreciate the help
@jolly mason are you a houdini artist?
no i use blender
reading the issue up there just now
i didnt know you can do procedural stuff in blender!
you cant
i use that too, but i do procedural stuff in houdini
maybe haha
but i made that procedual mesh in unreal
i used a nice trick to combine mesh data into one procedual mesh
i have to add you im interested
i made this node, with this i can add things to my airships root
even at runtime woah
which card is better for unreal engine
amd or nvidia?
either
but like which is more developer friendly?
cuz ik nvidia has cuda but at the same time a lot of nvidia stuff is closed source while amd has some open source stuff
depends on what your trying to do and if you will benefit from what amd or nvidia have to offer, odds are in most general cases you wont
ok i have a serious question
i cant find an answer for
how would one go about making or doing "skindentations" when modelling clothing for meshes or models ingame
youd probably have to google it if you dont know what the term means but its essetionally the bulge or clumping up that the body does when someone shapely is wearing tighter than need be clothing
is this part of like blend-shapes or x-muscles feature on blender ;-;
Do InputAxisEvents still fire even tho there is no input registered ?
@plush yew shape keys?
physics, ai, multithreaded coding in general
Please, what "Remove from Parent" does exactly ? I don't understand...
I understand it is for removing a widget but I don't understand what widget it aims exactly
Furthermore, I have created in my GameMode BP, on a begin play event : Create "IntroLMDB widget" then add it to the viewport
hey !
Then, the opens a media file, and when the media is end, I do "remove from parent", just like this :
i need to test if my blueprints are good to go online can i test this with someone here?
But at the end, the media is still on the viewport and stuck ๐
its a rar from 375mb unpacked its 750mb
no one want to test it with me ๐ฆ
@neon grove unless your doing machine learning with your AI and if you get a card like the 6800/6800xt or rtx3070/3080/3090 you probably wont be able to tell any difference just doing work, nvidia has some advantages with machine learning and theres a plugin built to take advantage of the nvidia card as well with it. honestly just pick whichever one you can get for a reasonable price
I heard that Epic Games is looking to add a new programming language into Unreal
what language
I'm not sure, I heard they were adding something resembling Python of some sort
so it is only for Fortnite modding
wassup guys
โ
reading comprehension halps :c
"targets a specific Skeleton and can only be played on that Skeleton. This means, in order to share animations between multiple Skeletal Meshes, each of the meshes must use the same Skeleton asset"
TLDR try: skeleton, skeletal mesh.. is there difference, and why and what?
"can only be played on that Skeleton. This means, in order to share animations between multiple skele.."
did u not just say I can only do it on 1?
i cant tell if your asking the bright white questions or not
skeleton is basically the defition of what bones exist
skeleton is the armature, the bones the skeletal mesh is the mesh, like the mannequin or arms and such
a skeletal mesh is a mesh which can be deformed using a skeleton
skeletal mesh and the bones that make up skeleton.. seem =
its a mesh with a skeleton, different than a static mesh without a skeleton
static mesh often explicitly stated and even without these wordings confusion should be tiny and context should solve most si o no?
A forward declaration allows you to refer to a class without including its header
afaik this can improve compilation performance, not sure if it has other benefits
so we could call the method elevate for example
in another place
if we foward declare that class?
ok thanks
i rly hope unreal doesnt get python support cuz its already hard to find any c++ tutorials due to the internet just being flooded with BP tutorials and now with python its gonna flood it even more making c++ tutorials nearly impossible to find
plus blueprints are fast scripting at cost of performance while c++ is slow scripting with fast performance why do we want python in here
i mean i have 300ish c++ tutorials with ue4, python would end up being the same with bp probably
i mean python is rly slow too and blueprints is easier than python so id rather just use blueprints lol
also where are your tutorials?
id like to see them
are they ue4 c++ tutorials or just c++ in general
i mean in terms of video quantity since id imagine theres alot more people wanting to do python with UE4 than c++ in ue4 due to ease of the langugage (like BP)
https://www.youtube.com/channel/UCYcDJPGvIUFxBTmXOZWFswQ/videos
90% ue4 c++
I've had decent luck finding C++ related info by just using "ue4 c++ <search topic>" as my google search phrase
there's probably less beginner friendly content for C++ than BP's tbh just because it's less beginner friendly in general
I created a material that will switch the texture based on a parameter. I feel like there should be a node or something in Unreal that does that already that I'm missing. Anyone know of anything like that?
i could use some advice on how to make the interior of a cave darker and with less fog than the exterior nature
@sleek spear maybe a post-process volume box the size of your cave could help?
Not sure about fog but can do a lot with them
i dont think c++ is non beginner friendly i just think that most tutorials usually explain it as if u are already supposed to know it or just dont explain it properly
while blueprints its easier cuz u are literally seeing where the nodes and variables are connecting so u dont need that much explanation
I dunno, if you put a complete beginner in front of Visual Studio vs. the Blueprint editor, they're gonna be productive faster with the BP editor I think :D
like if u learn blueprints first and then go to c++ u will find lots of similarities and it will be easier to learn code
@upbeat spoke hmm, yes and no. a problem with this is that i am outside the cave and look inside it. so the exterior post process is affecting the image and its not good
I've always felt the languages aren't that difficult. Most people can get through the basic tutorials for any language. What I find difficult learning is the individual APIs for software. When the developers make their API easier to understand with tons of straight forward examples, it goes quickly
cuz BP and code are nearly the same its just that BP is visual while code is just text
its easier to recognize images than text thats how the brain works
well it's more about how many ways you can make mistakes I think
@sleek spear one way I suppose https://youtu.be/ovNdg_RTjHA
How to create localized volumetric fog in Unreal Engine 4. Topics covered: Material graphs, material instancing, sphere mask, particle systems, volumetric fog, lighting, post processing.
LINKS:
Texture Pack - https://gumroad.com/l/kPmAYm
Rainbow Map - https://i.imgur.com/rBX606o.png
SUPPORT:
PayPal - https://www.paypal.me/JBunderscore
Gumroad ...
it is like this
the rules for what makes a valid C++ program are a lot more complicated than in BP's
Plus easier to break everything when messing with the code
and i would prefer it to be more like this
BP's don't allow you to make mistakes so easily, and the discoverability of the functionality is a lot better too, so you can sort of make sense of things more easily
it is true it's similar to text-based programming, which is why I think it's so powerful and useful, unlike a lot of other visual languages which can be a bit limiting
blender does python things eh..
newbies and uneducateds and autodidacpterodactyls without budget and/or knowledge
need to learn c++ blender python bp already
..kinda..
autodidact / self teaching stuff..
yeah but.. pterodactyl? lol
okay :D
i feel that the perfect programming language would be one that scripts like BP but has the functionality and speed of C++
if ue had some python stuff, there might be better bridging for fresh ppl .. hard speculation tho, I dunno much myself ;p
Could be, assuming they have a python background... but I don't think learning BP's is that hard and you can then start venturing into the C++ side with a bit of effort (if needed, you can just do tons with plain BP too)
oh, other hand, addin python to ue might add unnecessary learning needs in the python department, not needed for blender .. lul.. like I said, I dunno much ^^
and if u do wanna minmax ur thing, u need the c++ efficiency eh
I haven't yet really ran into a bottleneck with BP's in my projects
I have some C++ stuff but mostly for reasons of it being easier to do something in C++, or if it's just not possible to do something in BP's
yeah adding python is just gonna flood the internet with python tutorials
like literally i tried to find some opencv c++ tutorials and all i could find was python ๐ก
yeah a lot of that stuff is usually done in python
I'd imagine it can't be much different in C++, so you could look at how it works in Python and just translate the API's to the C++ API's
yeah maybe not ideal if you're trying to learn C++ :P
lol no its good, it gives u material u know and have comfort with
and a plan of stuff to do n stuff
@neon grove Look into OpenCV C++ and DLIB, their both used for image recognition, but I will warn you it is the deep end.
i find it harder having to learn 10 "easier" programing language than just simply learning 1 "hard" language
when you know enough of them it won't take you long to pick up a new one
I learned Ruby on Rails in a week with zero Ruby experience
theres python java matlab blah blah lots of more languages
I still had to google a bit for certain things, but enough to be productive
so these are my pc spec (ik its quite bad)
if i get this work everything work out good
cya only thing i notice is 8 gig ram.. even that u can sorta skate by on for a bit..
goto 32 on level up tho, skip 16
oh. Cos my pc keeps crashing when i open big assets
oh yea ok then maybe level up asap ๐
cuz the problem of having so many programing languages is that people get confused and dont know where to start and only making it harder for beginners
should be easy and cheap hopefully lol
How do I create a wildcard input for my function ?
I get bored with programmin tuts cuz they force me to try to make a tictactoe or guess-the-word game
when you say upgrade asap do you mean the gpu or the whole pc
ah ok ill upgrade the gpu soon (maybe lol) Thanks alot
whenever I reopen my game
this static mesh thing is gone
and when I re-add it it doesnt show
So I have to do everything again
you probbaly dont care. But i made these models 9 months ago but had to quit for reasons. Hopefully ill be back https://www.youtube.com/watch?v=CLMVk1GmeW0
I've created a few dinosaur models for now. I will start making animations soon.
I will obviously make the textures better in the future. More information coming soon enjoy :)
Please subscribe to keep up with the information.
#UnrealEngine #Dinosaur #Models
they look good
Thanks ๐ hopefully ill start doing the animations soon
would it break things if I plug the second patch back in to the first ? (return node)
Maybe I got something twisted with using branches
if your goal is to split the map into the keys and values, your code is fine but the top wire from keys -> return should not be connected
Yea Alright then ^-^ Thanks