#ue4-general

1 messages ยท Page 903 of 1

plush yew
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you literally saying epic doesnt know howto make a engine

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that's what i understand

wanton lotus
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My words are definitely being twisted here, seems like I'm being trolled.

plush yew
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as i said. that is what i understand

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from you.

wanton lotus
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Right here you compared UE5 demo to CP2077 stating that if CP2077 has higher FPS then the demo would be of higher quality.

plush yew
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demo: has no logic, runs 60 fps
cp: has a lot logic, runs +120 fps (thinking lighting is full dynamic)

primal prairie
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also ray tracing and baked lighting cant fully be compared

wanton lotus
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I simply said that FPS has nothing to do with quality.

plush yew
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@primal prairie cp is baked ?

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the sun moves

primal prairie
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i very much doubt an entire open world is baked

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interior scenes, possibly

plush yew
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we are talking about outdoor

wanton lotus
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Lol, when was that stated?

primal prairie
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honestly we will never know

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im out

plush yew
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if ue5 runs with less fps it means ue5 gives you much better visuals without rt

primal prairie
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no it doesnt

wanton lotus
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Not always

plush yew
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now you saying epic doesnt know how to make engines.

wanton lotus
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Not at all

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Never said that

plush yew
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then what do you say

wanton lotus
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FPS != Quality

primal prairie
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there are factors like drawcalls, batching, etc all that factor into it

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where are you getting this idea from

plush yew
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what is quality

primal prairie
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slashin

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just ignore them theyre trolling i think

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i'm leaving

wanton lotus
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I think so too, haha

plush yew
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i dont think so

wanton lotus
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Quality itself is actually based on opinion anyways. I would say that both the UE5 demo and CP2077 are quality works.

plush yew
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didnt you say demo looks better

wanton lotus
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UE5 demo definitely was better visually, since it was meant to showcase that.

plush yew
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i dont like the visuals of cp. xD

wanton lotus
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My opinion anywyas

harsh tiger
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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

plush yew
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@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

primal prairie
plush yew
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do ou understand now

harsh tiger
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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

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thanks ryan

harsh tiger
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in terms of performance saving, is the tag method a lot better?

harsh tiger
haughty knot
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does anyone here have experience with server auto scaling in google cloud?

still reef
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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?

proven shuttle
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yeah, you have to change the mesh on the server than multicast it to the clients

still reef
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How do I do that?

proven shuttle
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In blueprints, use events

heady quartz
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Why does everyone want to make open world rpg's with ultra realistic graphics when they can't even make a mobile game?

open wadi
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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?

still reef
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Im guessing I need to set the events in the player pawn?

proven shuttle
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no use custom events

still reef
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yeah but where would I need to use them

proven shuttle
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in ur blueprints

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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...

โ–ถ Play video
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u need to watch something like this

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bc you dont know what ur doing :0

still reef
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I obv dont lmao

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thank you ill take a look

obsidian nimbus
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@plush yew both 60 and 120 fps sounds like they are capped ๐Ÿ˜›

plush yew
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@obsidian nimbus nmah

obsidian nimbus
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also what makes u say the demo runs 0 logic?

proven shuttle
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the 50,000 bats aren't logic I guess

obsidian nimbus
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its not pre recorded

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i mean, its not a render

rare gyro
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quick q

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is there any chance minimazing a marketplay asset size for extraction of game without migrating everything?

obsidian nimbus
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might be able to grab uasset from vault but dunno

plush yew
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hi !

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runescape is that dedicated ?

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or is that hosting or what ? :p

obsidian nimbus
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basically everything is dedicated now

plush yew
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yes but what is dedicated?

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i learnt alot of dedicated stuff, i want someone to explain it again haha in short text ๐Ÿ˜„

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like can 1 single server host many world in a dedicated server ?

obsidian nimbus
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dedicated means no player is using that machine to play

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its a machine often no monitor just hosting servers

autumn latch
obsidian nimbus
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and yea it can run multiple games at a time

plush yew
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wow this is tricky

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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 ? ๐Ÿ˜„

so a dedicated server is an machine that simulates like a host but works like a server?
@obsidian nimbus

obsidian nimbus
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you host a server

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so yea

plush yew
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by writing this down my tummy gets il lol :p

obsidian nimbus
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its basically a player hosting w/o camera logic and often a bunch of stuff stripped out

plush yew
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if i know what you mean that means im pretty advanced right ? lol :p

obsidian nimbus
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so there is no player that can say.. damn im losing lets stop the server

plush yew
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would be nice that the server is an AI that can walk around ๐Ÿ˜„

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actually the Ais are the server

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guess the server is the pupetmaster i get it now xD

obsidian nimbus
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dedicated server

plush yew
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thank you for getting my little clicks into my brain right lol :p

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so at least guess i dont have a backbone internet and dont have any servers i better hire a server for ue4 right ?

obsidian nimbus
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you can simulate a dedicated on ur own pc

plush yew
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yes but i want it all online ๐Ÿ˜„

obsidian nimbus
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UE4 has tools build in for that

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well you can test with ur own hosted server

plush yew
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i have everything writed down litteraly a book for my own needs, im kinda ready to publish it xD

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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

obsidian nimbus
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thats fine im not native english myself

plush yew
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haha

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but i think i understand you going to try and make a code that gives that understanding i have and u told me

merry zephyr
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guys what is the best unreal engine free course/tutorials you would recommend me

crude robin
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they also just partner with someone for free blueprint courses

floral mesa
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thats really awesome, i didnt know they did that

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the partnership for bp courses i mean

crude robin
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they update that site frequently.

merry zephyr
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does that have good c++ courses in unreal?

crude robin
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it unreal official website it cover alot

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but the people they partner with have c++ courses as well

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you just have to go t here and find what your looking for.

merry zephyr
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alright thank you !

soft fiber
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How do you disable the spawning of the player on the title screen level/map?

proven shuttle
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probably use a custom gamemode without a player class by default

floral mesa
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@soft fiber see the player start actor in your scene, delete that

soft fiber
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The scene doesn't have one.

floral mesa
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and what he said

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go to edit-project settings-gamemode

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and change the spawning actor there

soft fiber
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Ya, I have to figure out how to turn that back on for the game... lol

obsidian nimbus
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or place a player start out of view

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yea not spawning it is cheaper but who cares ๐Ÿ˜›

soft fiber
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@obsidian nimbus I'll know its there and it will drive me crazy... ๐Ÿ˜‰

floral mesa
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@soft fiber make the main menu level a seperate level

soft fiber
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Did that.

obsidian nimbus
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well if that drives u crazy, prepare to go full flipnuts in time

floral mesa
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now make a separate gamemode for it

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menu game mode

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on your next level that spawns the player has its own gamemode

soft fiber
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ok, cool! Didn't relieze game mode could be set at the level! Thanks

vague scaffold
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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?

floral mesa
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yeah thats one way

broken heath
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Or did u change graphics setting?

vague scaffold
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I'm on Windows, all dynamic lighting, I have activate no precompute and the system reports zero light maps.

plush yew
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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

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I succeed in commiting the stuff but I can't push

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I have this error

floral mesa
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@plush yew im having an issue with that as well

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same exact issue

broken heath
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Play button unhide objects hidden in viewport

plush yew
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I tried to connect an ssh key and I did it but it still doesn't work ๐Ÿ˜ฆ

vague scaffold
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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.

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Is there a way to disable the camera processing volume?

obsidian nimbus
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might be ralated to havingg seq open

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if u change light now u key it , and it wont change in the lvl

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or somethings only exist in seq

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also that is that quixel map with raytracing right?

vague scaffold
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Yes, but raytracing is disabled at the project level, as is autoexposure.

obsidian nimbus
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yea i know nothing about RT, just that i deleted the map real fast

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dont recall why

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prolly the RT

open wadi
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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?

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So far the first two users I've provided my packaged app both were on older versions of MacOS, for whatever reason.

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I guess people don't update their operating systems.

tawny jewel
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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.

dense knoll
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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

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how to fix this

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of course noone awnsers

uneven hemlock
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lol

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idk the answer

median hound
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can 2d be 3d just from moving the camera ?

terse jewel
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yes

warped ridge
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Anyone here?

plush yew
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unfortunatelly not

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I am still waiting for my problem

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๐Ÿ˜ฆ

cinder lance
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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?

uneven hemlock
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guys why doesnt this work

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the course said I have to add the defintion of UFUNCTION in the cpp

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PLS help

digital anchor
uneven hemlock
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...

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a fu*k IM stupid

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ummm

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I fixed the mistake

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and it crashed

cedar wave
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Yup - sounds like Unreal

uneven hemlock
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WAIT IT DIDNT CRah this time

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this is all new to me

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its month 2 of learning unreal

frozen pond
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is terrain.party down? can't generate heightmap ๐Ÿ˜ฆ

soft fiber
soft fiber
# uneven hemlock

Here is a sample: it goes in the header file.
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
class UCameraComponent* CameraComp;

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UFUNCTION()
void OnHealthChanged(UTPSHealthComponent* FuncHealthComp, float Health, float HealthDelta, const class UDamageType* DamageType, class AController* InstigatedBy, AActor* DamageCauser);

loud tulip
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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!

plush yew
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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

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And when I add another layer, it simply blends with the others but I want it to stand out.

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Like paint on top.

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How can I do that ? ๐Ÿ˜ฆ

burnt ether
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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

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Should I kill it in Task manager ?

frozen pond
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i'm trying to use new water system but nothing happens when i drag ocean

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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/

plush yew
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looking for ue5 news

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i pay a lot

celest vapor
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Just to double check.
Controllers only exist on the server right?

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(and the client owning the controller)

maiden sundial
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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 ?

obsidian nimbus
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@maiden sundial cant you use a virtual bone?

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the answer is yes anyways but

maiden sundial
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I don't think so since i have to bind it to a specific vertex group in Blender

obsidian nimbus
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ahh yea than u cant use a VB

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you wil have no prob if it is on the end of a chain

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or if its parented to something

maiden sundial
obsidian nimbus
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as long as it doesnt go between head and jaw it should be fine

maiden sundial
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Alright, then i gonna try and pray xD

obsidian nimbus
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a hat u could just weight 100% to the head and skip the bone

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unless u trow the hat

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cuz the head would come too

maiden sundial
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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

obsidian nimbus
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could use a morph

maiden sundial
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Morph ?

obsidian nimbus
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its called shapekey in blender, been a while

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u select the helmet make it a vert group

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and make a morph target

maiden sundial
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I've got the helmet already in a vert group, but in which way does the morph help me ?

obsidian nimbus
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you can set the morph to scale the helmet down

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i think its cheaper than a bone

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hmm that might actually depend on the case

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you need to set material to allow blend shapes and import with blend shapes checked

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or morph thargets

maiden sundial
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I feel like the bone way would be easier for me since i know how to hide the bone and such ๐Ÿ˜„

obsidian nimbus
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ahh ok than do that ๐Ÿ™‚

maiden sundial
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At least if the animations are still gonna work

obsidian nimbus
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extra bone on the head shouldnt add any problems

maiden sundial
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๐Ÿคž

dark stag
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hm. is there anyway to sort an array after you've created it?

obsidian nimbus
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yea you add a non animated bone to a rig

dark stag
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oh ok. lol

obsidian nimbus
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nah not u

dark stag
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i know lol

maiden sundial
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hm. is there anyway to sort an array after you've created it?
In C++ there's simple the method Sort i think where you can pass an lambda with the sort logic

obsidian nimbus
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how u want so sort the array?

maiden sundial
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In BP i don't know

dark stag
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oof c... been avoid things.

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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

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guess i could just make a map

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seems kinda redundant tho

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im thinking it adds to array in order of Actor GUID

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not really sure tbh

obsidian nimbus
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get actors with tag are all the same sort of actor?

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you get em all but want a specific one you want to change?

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like on actor spawn you can place em in an array

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the object you want has some property the others dont

spiral flint
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my head bobbing only works when going forward and right

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how do i make it happen when i go back and left aswell

obsidian nimbus
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axis value is -1 and 1

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you only want positive

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@spiral flint use the absolute node for ur float to camera shake

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it turns any negative into positive

maiden sundial
obsidian nimbus
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you need to reimport the mesh to change vert groups

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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

spiral flint
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@obsidian nimbus thank you very much

obsidian nimbus
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np ๐Ÿ™‚

spiral flint
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anyone got a basic fps camera bp set up

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just want to move it a round with the mouse

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got movement but no camera control

obsidian nimbus
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he is playing unreal on hard mode ๐Ÿ™‚

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actaully made it pretty far allrady ๐Ÿ™‚

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@spiral flint ther is indeed a fps starter project build in ๐Ÿ˜›

spiral flint
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i'd rather do it myself so i know how to lmao

obsidian nimbus
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well u got like 30% allready

maiden sundial
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@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

obsidian nimbus
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blender?

maiden sundial
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Ye

obsidian nimbus
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disable tip bones

spiral flint
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got this but i can only turn

obsidian nimbus
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or what they called

spiral flint
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leaf bones

obsidian nimbus
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yea

maiden sundial
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I'm still pretty new to blender, could you guide me to there ? ^^"

spiral flint
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go to the blender discord

obsidian nimbus
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its in export options

spiral flint
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what else must i add to my blueprint

maiden sundial
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That helps, gonna take a look

obsidian nimbus
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de check add leaf bones @maiden sundial

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dont check

maiden sundial
obsidian nimbus
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that looks like the 1st pic

maiden sundial
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It is the first pic, but the extra bones are looking exactly like this, just with a different bone name ^^

obsidian nimbus
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thats still the leave bones, did u overwrite the skel?

maiden sundial
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I've just done a right click on my skeletal mesh and reimport with a new file

spiral flint
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how come i cant look up and down ๐Ÿค”

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what?

weary willow
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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.

maiden sundial
#

#blueprint Is probably also the quicker way for help ^^

obsidian nimbus
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only thing i can see is u didnt set up input axis right

spiral flint
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is this wrong then

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do you know the issue then

obsidian nimbus
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well the scale could have been 0

spiral flint
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i dont know what that means haha

obsidian nimbus
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me neither, i used the 1ft person template ๐Ÿ˜„

spiral flint
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well shit

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i'll check thetemplate then and see whats different

obsidian nimbus
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dunno if plonkkis is right but might want to check the project settings ๐Ÿ™‚

spiral flint
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all the settings are the same as the startpack

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found what i needed

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was this setting

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wait no

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now i cant move when i look down

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hahaha

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even with your solution i cant

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this fixes it

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what

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you even been reading what i put? ๐Ÿค”

obsidian nimbus
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0 too 1st person temp is kinda hard ๐Ÿ˜›

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cuz its on hard mode

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any doc or tut is gunna fail ๐Ÿ˜›

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cuz naming

cold pecan
#

Hey guys. Is there a way to set different frame rates between UI and 3D render?

autumn latch
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how to cast level blueprint

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does anyone know

plush yew
#

You can.

sleek spear
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can i spawn niagara systems on landscape in random positions, like we do for foliage for example?

maiden sundial
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The question is more if he means the blueprint from the level script or generally the level script

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Cuz the level script itself is castable since i'm doing it

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if(const auto& LevelScript{ Cast<ALevelScript>(GetWorld()->GetLevelScriptActor()) })
{
  LevelScript->StartWave();
}
gloomy gull
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This is causing 100+ errors for me

plush yew
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It can be done with blueprints too.

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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.

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๐Ÿ™‚

maiden sundial
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I also don't see how you can create a BP which is inherited by ALevelScriptActor.
So i think it's limited to C++

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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

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fixed it

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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

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Even with many levels i'm seeing the use/case of that.
Sometimes you just want specific code for a specific level

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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

uneven hemlock
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@rose cloud

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I know this is a kinda old thank u message

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BUT THAnks so much

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for that explanation

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The course im taking is from gamedev and he talked a while about inheritance but not that much about cast

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I had to search online for like an hour

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and non of them gave me nice answer, or atleast ones that I could understand

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SO thx SM

lament hatch
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Stupid question , but how do i change the colour of the water in the new water system

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i just wanna make it less blue

soft fiber
lament hatch
#

found it , its under absorption :P

soft fiber
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Seems to work with other colors, but not fading from black.

lament hatch
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To clarify was answering myself , not sure whats happening with yours sadly

plush yew
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Hello

lament hatch
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Unless you were responding to me , in that case yeah you're right

plush yew
#

Guys why is Among Us in Epic Games launcher? Or is Epic Games Launcher Steam...

royal magnet
royal magnet
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yes

plush yew
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Guess this is a bug

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Cause mine didn't have any problems

royal magnet
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When opening the project i selected enable raytracing

plush yew
#

Same

royal magnet
#

This is really killing my workflow, I would really appreciate if someone can help me on this

plush yew
royal magnet
#

Your clouds looks vague :))

plush yew
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The clouds are actually on the top because it's moving

royal magnet
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mine looks like a tiling issue I suppose

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more like masking

plush yew
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Can I see the Blueprints?

royal magnet
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like i said i didnt change anything just added and its like this

plush yew
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I think there is nothing bad at it

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I think it's a compiler bug

royal magnet
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Maybe, but what should I do know :))

plush yew
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Im waiting for Unreal Engine 5 for the game

royal magnet
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Who says that one is bullet prof

plush yew
royal magnet
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I mean 5 will have its own flaws and bugs too

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Anyway goodluck with the game buddy

#

Anyone have an Idea how to fix volumetric cloud bug?

plush yew
plush yew
royal magnet
#

How can I reach them, you think they will see in here?

plush yew
#

Also before I downloaded Unreal Engine I thought it was EA engine ๐Ÿ˜‚

royal magnet
#

Looks like my issue is WeatherUVScale issue

plush yew
#

Oof

royal magnet
plush yew
royal magnet
#

Can someone who says my clouds are working take the pic of this part of their blueprint

marsh swallow
#

@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

royal magnet
#

Thank you :))

plush yew
#

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.

plush yew
#

Not making the UI per say but rather the art assets for the UI.

plush yew
#

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

plush yew
plush yew
#

I use the in-engine

#

How?

gloomy gull
#

That would be a good thing to look into ๐Ÿ˜‰

plush yew
#

Alright I will look into it

#

Thanks

gloomy gull
#

np ๐Ÿ˜‰

plush yew
kind dew
#

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

feral patio
kind dew
#

Yup that one will get you a few times before you finally remember to change it lol

plush yew
#

Can you also create an unreal 3d game?

#

Cause that's what I did

noble finch
#

you need to enable Procedural Foliage in your Editor settings.

void barn
#

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

pulsar badge
#

@noble finch Ya i did that already, I fixed it though thanks

void barn
#

i dun even know you

#

becuz some dev are ass and just come to you and look for trouble

plush yew
#

How do I make a death zone?

#

Cause I have a checkpoint

dusky crest
#
potent bridge
winter gale
plush yew
#

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

wary wave
#

you'd have to teleport the player in some way

plush yew
#

makes sense

round tangle
#

how can i divide a landscape into world composition which i have already made

#

like world composition on a already existing landscape

rigid badge
#

Merry Christmas ...... โญ

plush yew
#

How come is your custom mouse cursor not appearing? This appears to be the work of some supernatural forces.

tough pagoda
#

Maximum size of world? Anybody know?

digital anchor
#

20km

plush yew
wary wave
#

there's no actual maximum

#

since you can origin-rebase ad-infinatum

#

the real limit is sanity

digital anchor
#

dollars in cm

plush yew
#

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

digital anchor
#

set your textures samplers to shared @plush yew

potent bridge
#

Would anyone know how to set the start and end location of a cable actor? I'm trying to create a grapple system.

plush yew
#

How to I create a death zone?

dire coral
#

nuclear bomb?

#

some kind of volcanic eruption?

plush yew
#

Umm like when you fall off then you go back'

dire coral
#

deadly virus?

#

zombies?

plush yew
#

I am making an obstacle game

dire coral
#

streets full of ninjas?

#

shark infested waters?

plush yew
#

Like when you fall then you go back to your checkpoint

rain crypt
# royal magnet Thank you :))

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...

โ–ถ Play video
plush yew
#

Like from ghostrunner

dire coral
#

there's a setting in world settings for kill z

plush yew
dire coral
#

set that and handle ondestroyed

#

world settings

#

for the level

plush yew
#

Ok

dire coral
#

if I recall

#

basically, if your player hits a certain Z, it gets killed automatically if selected

#

so just respawn on death

plush yew
#

How do I use it?

dire coral
#

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

plush yew
#

Ok thank you.

#

Thank you.

potent bridge
plush yew
#

Umm

#

Try to replace "Get Owner" to "Get Controller Player" or the key or "Get Player Pawn"?

potent bridge
#

GrappleEnd isn't a player

plush yew
#

Oh

#

Then

#

Its an ai?

potent bridge
#

No, it is simply an actor I want my grapples end point to be.

plush yew
#

Also I used the Marketplace for my game

potent bridge
#

I'm not sure how to create an actor reference either.

plush yew
#

Try "Right mouse Clicked"?

#

Like a grapple gun?

potent bridge
#

What? the code is only meant to hook one end to the player and another to the grapple point

austere scroll
#

anyone had the problem of the camera not responding to level sequences ? or know how to fix it ?

plush yew
#

I am an Obstacle game maker

potent bridge
#

to go in Object slot

plush yew
#

Idk

plush yew
#

is photonengine the same as photon cload api ?

plush yew
#

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

lusty carbon
plush yew
#

You arenโ€™t ๐Ÿ˜†

potent bridge
#

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.

hallow cedar
#

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

plush yew
plush yew
#

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.

fiery granite
#

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
#

@plush yew I think I have fixed it, just went into the Landscape modes (did nothing) and now its fixed, thanks.

fervent ibex
#

@plush yew You're using pixel depth offset?

plush yew
#

Not entirely sure

fervent ibex
molten violet
#

i need some help with brushes

fervent ibex
#

It's probably the resolution you are painting in you are seeing there.

molten violet
#

how do i change that resolution? Is it possible after I created the terrain?

sleek spear
#

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?

molten violet
#

please someone help

thick island
quartz forge
#

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

dry moon
#

Anyway to completely disable the use less resources when not focused but standalone?

#

In editor that's fine but doesn't stick for standalone

molten violet
#

someone please, i have been trying for at least 5 days to fix it but i still cant

quartz forge
#

oh

#

ez

#

so

quartz forge
#

when u make a landscape

molten violet
#

yeah?

quartz forge
#

overall resolution

#

but i think its only when u create a new landscape

molten violet
#

i changed that though

#

it did nothing

quartz forge
#

oh

fathom glade
#

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

dry moon
dry moon
#

Wait nvm still isn't working

glad karma
#

Hey guys, I started with unreal engine online learning and passed three first lessons. Do you have tips for next one steps on this?

plush yew
#

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)

wanton wadi
#

Anyone who knows how Physical Material Masks work care to help me out in #graphics? ๐Ÿ˜„

celest fable
#

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

celest fable
wanton wadi
#

you might wanna check how you imported the tesselation texture / mask

#

it looks like it has a huge offset

thick yoke
#

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!

plush yew
#

Merry Christmas and Happy New Year Everyone ๐Ÿฅณ

weary willow
#

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!

ember quest
#

Yo, is 4.26 quite stable already?

grim ore
#

nope, wont be stable until 4.28

sterile tulip
#

you can have this game for free if you take it today

#

on epic games store

sleek spear
#

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.

fervent ibex
#

@sleek spear Server Rule 7 please don't spam ๐Ÿ™‚

sleek spear
#

@fervent ibex oh, same message, 4 hours apart is considered spamming? now thats what i would call a bit strict ๐Ÿ™‚

fervent ibex
#

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.

sleek spear
#

oh that, ok probably copied that by mistake

plush yew
#

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.

wanton wadi
#

@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

celest fable
wanton wadi
#

@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

celest fable
#

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

wanton wadi
#

I have no idea about importing stuff from quixel, but I'd just manually check the material and the params

celest fable
#

okay, thank you

prime canyon
#

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?

plush yew
#

Can anyone tell me how can I make a poster in my game ? I canโ€™t 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

ivory gate
#

@cedar jetty can u c this

plush yew
#

OMG Among us is in Epic games store

viscid fern
#

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?

narrow mauve
#

How doth one use vertex painted mesh in a material for wpo

plush yew
#

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...)

broken heath
plush yew
#

does anybody know how to enabled chaos in ue4 without getting source build ?

near ridge
#

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?

grim juniper
plush yew
#

how ?

#

i dont see it

plush yew
plush yew
grim juniper
#

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

plush yew
#

this have fracture right ?

grim juniper
#

Yes and yes it should

still cloud
#

Hey, i know bit of c++ and a bit of pygame any good resource where i could learn unreal engine

proven shuttle
north kayak
zealous crane
#

Can anyone help me with a blueprints problem?

#

preferably in vc

north halo
#

@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!! :)

last spear
#

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

fierce tulip
#

landscapes are basically for walking on, not getting under. at that point you'd want to use meshes

worldly lynx
obsidian nimbus
#

thats in character movement component i think

worldly lynx
obsidian nimbus
#

@worldly lynx R mouse the char movement comp in ur BP

plush yew
#

You can see how this leads to the attachment basically being attached by the middle, how can I change that?

obsidian nimbus
#

@worldly lynx NavigationTypes.h

#

also if you search cancrouch in the UE4 api docs u can prolly find it with include and stuff

plush yew
#

Thanks @cosmic hinge

#

Worked

worldly lynx
#

it was in NavigationTypes.h

obsidian nimbus
#

thats what i said ๐Ÿ™‚

worldly lynx
#

๐Ÿ‘

sleek spear
#

when they player transitions between indoor and outdoor, how do you people deal with the whole fog and skylight and brightness matter?

void barn
#

how do i move my xyz thing to that wep

sudden ferry
#

yo did chaos get enabled in the new version or it still removed?

winter gale
plush yew
#

Unreal sucks

zinc shore
#

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

stable relic
#

@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

grim ore
#

there is no solid info about Verse yet until Epic releasese it

stable relic
#

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?

plush yew
#

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

wise dirge
#

whats cheaper for a rotating collectable? A rotateaboutaxis material function or a blueprint rotator element? (or are they effectively the same?)

stable relic
#

Usually a material is cheaper because it runs in the GPU

wise dirge
#

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...

โ–ถ Play video
#

but yeah tl;dw materials are the way to go.

digital anchor
#

uhh take what he says with a pinch of salt

wise dirge
#

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

stable relic
#

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

digital anchor
#

in terms of performance, materials will always win

#

its just that he did some weird comparisons on the video

wise dirge
#

ok thanks. Yeah I will use a box or shere collision so Idc about the collision

#

why are the comparisons weird?

digital anchor
#

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

wise dirge
#

true @digital anchor

celest fable
#

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

frank escarp
#

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

celest fable
vapid karma
#

Who knows csss

#

css

strong grove
#

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?

rotund scroll
#

I want to say yes but tbh I don't know if there are special rules for the sequencer or no

obsidian nimbus
#

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

sleek umbra
#

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

obsidian nimbus
#

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

wary wave
#

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

soft fiber
#

I added a c++ file to a BP project, but I can't get the c++ to show in the project?

obsidian nimbus
#

@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

plush yew
#

what is a good youtube tutorial series for unreal to learn

obsidian nimbus
#

prolly a person you dont mind listening too

#

than take something recent

plush yew
#

can u link me any

obsidian nimbus
#

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

worthy fox
#

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?

digital anchor
obsidian nimbus
#

go #graphics and read up, think that volumetric question gets asked there every hour ๐Ÿ˜›

worthy fox
#

๐Ÿ˜„ Thank you!

calm widget
#

Anyone good a good source where i can read up on raymarching? Cant seem to find much out there

frank escarp
#

dude was doing blueprint tick

#

also shadowcasting and with physics

obsidian nimbus
#

yea the shad also kinda bother me for a test like that

calm widget
#

Sweet, thanks man, i just stumbled upon the second link, gonna have lots of fun with this @plush yew

plush yew
#

Would a 2070 be enough to play around with raytracing at 1440P?

warm stirrup
#

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?

grim ore
#

are they in a level? if so move the level

warm stirrup
#

they are

#

thank you @grim ore

plush yew
obsidian nimbus
#

@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

plush yew
#

Anyone used Ultra Dynamic Sky?

north kayak
#

i have problem with my projects when i open it i get black screen

plush yew
#

@north kayak On all of them?

north kayak
#

no

plush yew
#

How many?

north kayak
#

maybe 5

plush yew
#

Is it a fully black screen, or is the viewport just black?

north kayak
#

fully

plush yew
#

What UE version?

north kayak
#

5/6

#

2.5/2.6

plush yew
#

4.25/4.26?

north kayak
#

2.5 and 2.6

plush yew
#

Those are VERY old versions of UE

north kayak
#

no i mean 4.25 and 4.26

plush yew
#

Okay.

#

So you open the project, and your whole monitor just turns black?

north kayak
plush yew
#

I cant play the video

north kayak
#

Why ?

plush yew
north kayak
#

wait a sec

calm widget
#

The suspense is killing me

plush yew
#

I might just pay the 0.79p to play the video at this rate.

north kayak
plush yew
#

Is it constantally occurring on the specific versions? If so, maybe verifying the files would help...

north kayak
#

idk ,
but i downloaded the 4.26 and i tried on it but still the same
sorry for my bad eng

plush yew
#

This sort of thing happens with games, it could be your virus defender blocking the program.

#

Or just a UE bug

dense knoll
#

Why does a Hud class have a viewport?

digital anchor
#

cuz its an actor

plush yew
#

HUD is not UI class, it is for storing player parameters,or preparing them for UI.

worldly stump
#

is there a guide for handling multiple levels in multiplayer?

dense knoll
#

Like make it glow a bit

worldly stump
#

i don't think it possible but u can get the current client from the HUD and change the camera to some bloom

dense knoll
#

Is it possible with a HuD mat?

#

Like with the parabolic effect?

dense knoll
jolly mason
#

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 doesnโ€™t collide with environment, only with the player now.

wanton wadi
#

@jolly mason are you using Chaos or PhysX? I've noticed some weird bugs with Chaos and procedural mesh components ๐Ÿ˜ฆ

jolly mason
#

I donโ€™t 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

floral mesa
#

Hello, what should I be studying to learn how to make modular shoes follow my character's feet

#

happy holidays everyone

rotund scroll
#

feet

floral mesa
#

was trying to ask in the simplest way i could.

jolly mason
#

i could think of sock(ets)

floral mesa
#

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

jolly mason
#

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

floral mesa
#

cool that makes sense to me i appreciate the help

#

@jolly mason are you a houdini artist?

jolly mason
#

no i use blender

floral mesa
#

reading the issue up there just now

#

i didnt know you can do procedural stuff in blender!

jolly mason
#

you cant

floral mesa
#

i use that too, but i do procedural stuff in houdini

jolly mason
#

i mean you can probably

#

but i never did it

floral mesa
#

maybe haha

jolly mason
#

but i made that procedual mesh in unreal

floral mesa
#

oh wow

#

i didnt know you could do that either

jolly mason
#

i used a nice trick to combine mesh data into one procedual mesh

floral mesa
#

i have to add you im interested

jolly mason
#

even at runtime woah

neon grove
#

which card is better for unreal engine
amd or nvidia?

ancient lotus
#

either

neon grove
#

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

ancient lotus
#

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

plush yew
#

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 ;-;

burnt ether
#

Do InputAxisEvents still fire even tho there is no input registered ?

ancient lotus
#

@plush yew shape keys?

neon grove
plush yew
#

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 ๐Ÿ™

#

its a rar from 375mb unpacked its 750mb

plush yew
#

no one want to test it with me ๐Ÿ˜ฆ

ancient lotus
#

@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

pearl gorge
#

I heard that Epic Games is looking to add a new programming language into Unreal

ancient lotus
#

what language

pearl gorge
#

I'm not sure, I heard they were adding something resembling Python of some sort

#

so it is only for Fortnite modding

plush yew
#

wassup guys

digital anchor
#

โ €

frozen pond
#

hi, fast question, how much time is event ticks vs real time ?

#

k ty

chilly sun
#

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?

ancient lotus
#

i cant tell if your asking the bright white questions or not

chilly sun
#

okok but it says skeleton.. and skeletal mesh....

#

lacking articulation here but wtf

exotic thicket
#

skeleton is basically the defition of what bones exist

ancient lotus
#

skeleton is the armature, the bones the skeletal mesh is the mesh, like the mannequin or arms and such

exotic thicket
#

a skeletal mesh is a mesh which can be deformed using a skeleton

chilly sun
#

skeletal mesh is a mesh that uses skeletons/rigs/armatures_

#

y no just call it mesh..

exotic thicket
#

to differentiate it from static meshes

#

and other types of meshes

chilly sun
#

skeletal mesh and the bones that make up skeleton.. seem =

ancient lotus
#

its a mesh with a skeleton, different than a static mesh without a skeleton

chilly sun
#

static mesh often explicitly stated and even without these wordings confusion should be tiny and context should solve most si o no?

uneven hemlock
#

this has something to do with fowrad decleration

#

idk

#

someone explain

exotic thicket
#

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

uneven hemlock
#

so we could call the method elevate for example

#

in another place

#

if we foward declare that class?

#

ok thanks

neon grove
# pearl gorge I'm not sure, I heard they were adding something resembling Python of some sort

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

ancient lotus
#

i mean i have 300ish c++ tutorials with ue4, python would end up being the same with bp probably

neon grove
#

i mean python is rly slow too and blueprints is easier than python so id rather just use blueprints lol

neon grove
#

id like to see them

#

are they ue4 c++ tutorials or just c++ in general

ancient lotus
#

90% ue4 c++

exotic thicket
#

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

uneven hemlock
#

dude I subbed to ur channel cause it looks useful

#

imma look at it later

upbeat spoke
#

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?

sleek spear
#

i could use some advice on how to make the interior of a cave darker and with less fog than the exterior nature

upbeat spoke
#

@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

neon grove
exotic thicket
#

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

neon grove
#

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

sleek spear
#

@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

upbeat spoke
#

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

neon grove
#

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

exotic thicket
#

well it's more about how many ways you can make mistakes I think

upbeat spoke
sleek spear
exotic thicket
#

the rules for what makes a valid C++ program are a lot more complicated than in BP's

upbeat spoke
#

Plus easier to break everything when messing with the code

sleek spear
exotic thicket
#

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

chilly sun
#

blender does python things eh..

newbies and uneducateds and autodidacpterodactyls without budget and/or knowledge

need to learn c++ blender python bp already
..kinda..

exotic thicket
#

autodidactpterodactyls

#

what. lol

chilly sun
#

autodidact / self teaching stuff..

exotic thicket
#

yeah but.. pterodactyl? lol

chilly sun
#

christmas-correct

#

my mind went to pterodactyls.. has similar sounds

exotic thicket
#

okay :D

neon grove
chilly sun
#

if ue had some python stuff, there might be better bridging for fresh ppl .. hard speculation tho, I dunno much myself ;p

exotic thicket
#

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)

chilly sun
#

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

exotic thicket
#

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

neon grove
#

like literally i tried to find some opencv c++ tutorials and all i could find was python ๐Ÿ˜ก

exotic thicket
#

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

chilly sun
#

learning c++ by learning python translation to c++

#

5head tho

exotic thicket
#

yeah maybe not ideal if you're trying to learn C++ :P

chilly sun
#

lol no its good, it gives u material u know and have comfort with

#

and a plan of stuff to do n stuff

upper bone
#

@neon grove Look into OpenCV C++ and DLIB, their both used for image recognition, but I will warn you it is the deep end.

neon grove
#

i find it harder having to learn 10 "easier" programing language than just simply learning 1 "hard" language

exotic thicket
#

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

neon grove
#

theres python java matlab blah blah lots of more languages

exotic thicket
#

I still had to google a bit for certain things, but enough to be productive

finite dew
chilly sun
#

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

finite dew
#

oh. Cos my pc keeps crashing when i open big assets

chilly sun
#

oh yea ok then maybe level up asap ๐Ÿ˜„

neon grove
#

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

finite dew
#

should be easy and cheap hopefully lol

burnt ether
#

How do I create a wildcard input for my function ?

chilly sun
#

I get bored with programmin tuts cuz they force me to try to make a tictactoe or guess-the-word game

finite dew
#

when you say upgrade asap do you mean the gpu or the whole pc

chilly sun
#

any ๐Ÿ˜‰

#

just the ram rly

finite dew
#

ah ok ill upgrade the gpu soon (maybe lol) Thanks alot

uneven hemlock
#

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

finite dew
uneven hemlock
#

they look good

finite dew
#

Thanks ๐Ÿ˜„ hopefully ill start doing the animations soon

burnt ether
#

would it break things if I plug the second patch back in to the first ? (return node)

grim ore
#

yes

#

you only want to return once, why would you do it twice?

burnt ether
#

Maybe I got something twisted with using branches

grim ore
#

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

burnt ether
#

Yea Alright then ^-^ Thanks

uneven hemlock
#

so I give this a static mesh

#

but

#

Whenever I compile

#

this happens

#

it goes away

#

this is my code for the component