#ue4-general

1 messages · Page 904 of 1

uneven hemlock
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Pls help me

grim ore
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welll #cpp would be better for this, but what do you mean you set a pointed or something to null lol. Do you know what you are doing?

plush yew
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can anyone help me ?

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im doing playfab

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like you see i registered 2 acc but they dont see eachother

uneven hemlock
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nvm no one help me

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it was just a matter of restarting unreal

plush yew
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What is the best version to use?

dense knoll
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How do you make a Widget/Hud glow / bloom using a retainer box

round quiver
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so I'm trying to learn Unreal Engine in C++. I have a lot of 2D experience in Unity and Monogame and am looking to try 3D.

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What tutorials are considered the best for learning Unreal?

plush yew
ancient lotus
round quiver
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cool stuff, thanks @ancient lotus

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I think your stuff is more geared towards complete newbies though

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i'm someone with a decent bit of experience wanting to learn unreal quick

ancient lotus
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some of it is, the nazi zombies series is more geared towards the intermediate level in terms of using beacons to interact with a web api to use with a mysql DB for custom server handling and then everything gameplay related (which is pretty straight forward) which your probably familiar doing in unity so it should be pretty effortless moving to ue4

shell tangle
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I'm having some trouble wrapping my head around using BPs along with C++ classes. I'm trying to create a menu widget via my player controller class but now I need a reference to the widget's BP class. I don't want to use the path to the BP file so the best option left to me is uproperty tsubclass for a class viewer in the editor. Now it looks like the player controller isn't something that shows up in the editor so I can't customize fields in the details pane. Should I be going about this another way?

ancient lotus
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it is, did you create a BP class version of the player controller?

shell tangle
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no but I haven't thought about that

grim ore
mental stone
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I want to learn unreal engine what are some good tutorials?

shell tangle
ancient lotus
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yes

grim ore
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@mental stone look at the pinned messages in this channel

mental stone
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This message?

grim ore
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yep

shell tangle
# ancient lotus yes

So i've created a BP for my player controller, my game mode c++ class was referencing the player controller c++ class. If I now want to change this to the BP version do I now have to also turn my game mode into a BP? Do you ever run into situations where you are multiple levels of classes deep and you have to go up the entire tree of references turning them into BPs?

ancient lotus
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its common to have blueprint classes for most things like your game mode, game state, player controller, character and so on. not really no, nearly every class i have has a blueprint version of it, i use blueprint versions whenever i need to set a uproperty for example

plush yew
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if i color or paint my blender meshes that are rigged and everything

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will it be possible to overwrite their skin color and such body features

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i want character creation for my game but idk if texturing and painting my done models will affect the abilty to have them change into whatever a player wants later on if it already has a set default texture and painting done to it o-o

ancient lotus
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you can switch materials that the player is using for their character

plush yew
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so i just have to setup the basic skin color or such so its a change-able state o.o

ancient lotus
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pretty much, you can tinker with it with the mannequin, create a material instance with different colors and switch between them with a key press to see

plush yew
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oh

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so i dont even need to paint my default mesh

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i can just set that up in a modular means in unreal engine

chilly sun
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model uv texture, import setup materials, edit parts of the texture

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this u wanna do yesno? and yes you can

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right?

plush yew
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o.o

chilly sun
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blender mesh u wanna paint -> model uv texture

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thenu wanna edit skin color -> import and edit part of texture

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or am I big off and wrong?

plush yew
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yeah im, building the character creation part first starting with proper meshes which are done ik/fk rigs and all i just need to figure out the whole skin changing and eye iris part x3

chilly sun
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or just hard to understand 😄

plush yew
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though i think eyes can be modular

chilly sun
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o rite rig part

plush yew
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but yeah that sounjds like what im looking for i think

chilly sun
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not sure how, sure u can tho 🙂

ancient lotus
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lets say you have a character mesh, and you have created two textures for it in something like substance, lets say you made one set of textures with a white skin color and one with a black skin color, you would create a master material, hook up your substance textures into that material so that its setup, right click on each texture your using and click set as parameter and name them (like base color, normal and such). then right click on the material and create a material instance, create two of these, for the first one just select your textures for the white skin color, for the second one select the textures for the black skin color. thats it, whenever you want to switch between these materials (white/black skin colors) you just change the material your mesh is using which you can do on teh fly

plush yew
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if you two dont mind ill be saving this conversation for reference afterwards x3

chilly sun
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mask on the eye texture, multiply the color values covered by mask.. something someithng -> new eye color

plush yew
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ah

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so @ancient lotus the skin part can be done via unreal engine

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i know how to make master materials too

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so this is pretty sweet x3

ancient lotus
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yes, you just have to make the textures for it (either in UE4 which wont look very good, or in something like substance/quixel/marmoset/blender and so on)

plush yew
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oh yeah

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that reminds me

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can i use quixel textures and such for game design

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or is it like license pay for their stuff

ancient lotus
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yes

plush yew
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for some reason i can just use them for my project no questions asked o-o

ancient lotus
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free, epic games purchased quixel and made it free to use for unreal engine developers

plush yew
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creeps me out i feel theres some catch

chilly sun
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lol

ancient lotus
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you can sell your game with those textures in it as well, no paying no nothing (assuming your using unreal engine)

plush yew
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wait

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so all of this crazy content

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is just

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hand outs..

chilly sun
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basiclee

plush yew
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look

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thats

chilly sun
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all the tools are ... basiclee at our feet n stuff

plush yew
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i grew up in a very different time xD

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you werent even taught basic stuff unless there was a catch lmao

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thats so weird asfdjh

chilly sun
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catch is, uniformity

plush yew
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ive been skeptical as heck about using quixel past training tutorials..

chilly sun
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if everyone uses same animations.. even with small adjustments, over a range, we'll be able to recognize sameness

plush yew
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yesh yesh :>

chilly sun
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contradicting myself maybe: but all u need is a baseline.. after that edits bring about the new and improved.. if u so will

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sry bit hazy wording lol

ancient lotus
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yep, now we have blender, quixel, armor paint, gimp, materialize, and a bunch of other free software that you can literally do anything with for free to create some amazing things. i suggest you checkout armor paint and materialize if you havent already, you can make some fantastic textures from scratch with just your smart phone camera (i was able to make a very nice detailed looking road using just blender, materialize, armor paint, and my phone and bring it right into ue4

plush yew
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o.o

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its ok i understand

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well i want to make a more stylized anime like game

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i have a personal thing for that 80's anime to 90's color aesthetic with hues and saturations and shadow/color choices

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and i have no clue where to start or where to go for that sort of stylization when it comes to material creation x-x;

broken heath
plush yew
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doesnt post process effects change the overall look of a game or such

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and if so than wouldnt i be able to just use about any material or such and still have that 80's to 90's aesthetic look?

broken heath
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U can but i think its easier to apply post process effect so it applies automatically on any simple material u create

plush yew
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so if i use a 4k hyper realistic leaf will it make it look anime ish with post process xD

broken heath
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Unless u want the environment or other specific things rendered differently

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Ya

plush yew
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o-o;

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❤️

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love you darling

broken heath
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Its like

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These anime filters

plush yew
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;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

broken heath
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We apply using camera , we’re realistic ourselfs

plush yew
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this makes me content :>

broken heath
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Yes i think its worth it to look up atleast , unless u want to learn and advance it yourself

plush yew
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Yeah definitely going to look

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thanksies so much hun

broken heath
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Post process negative thing is mobile

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Some mobiles wont support its effects

plush yew
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its ok i want my game for consoles & pc

broken heath
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Ur good to go

plush yew
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❤️

faint forge
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Greetings to everyone, I am trying to add the animation loop to my I got from marketplace to my rigged ready characters which I also got it from marketplace. I was hoping you can tell me step by step what should I do, if its complex maybe you can suggest a tutorial, thank you

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In this pic, left animation is the one I got from the pack and the other one is from another pack, It would be really easy if I could just drag and drop the left one to the right character but I guess I need to retarged or something, anyways hoping to hear some guidance from you, thank again.

chilly sun
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SnowToday at 6:36 AM
this makes me content :>

the feeling or the item ? 😄

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"both" 😮

plush yew
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both ;DDD

chilly sun
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@faint forge my 2cents not worth much..
if your models have same skeleton rig thing, they should be able to use the same animations more or less drag n drop like u wish
it does look odd tho, and retargeting sounds like the thing that fits to fix it, no idea tho sry ;c

plush yew
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If you use dual perspective (1st and 3rd) will you need two pairs of animations for each perspective ?

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I programmed it so that I use two cameras and I can switch at my will between them.

uncut vigil
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@plush yew possibly. I think I read somewhere that its incredibly hard to nail using a single character for both perspectives, and having to pull tricks like multiple models and anims

plush yew
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Does anyone have experience with Ultra Dynamic Sky from the Marketplace?

rare gyro
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Is there any chance I can import a blend file to an actor so I can rotate diffrent pieces of the blend?

west aspen
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Hello I want to create an Android game I installed the Android Studio 3.5.3 according to the documents, but SetupAndroid.bat file is not working, it opens for a second and then nothing happens, can anyone help?

mellow flame
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anyone experienced with cryptocurrency games?

north monolith
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We are making an ambitious game that will be an multiplayer game in the end. However, my thinking has so far been to get the studio running smoothly and show that we are able to ship something. So I've stripped down the game to have it work as a single player game, and I think it will work fine this way even though the whole idea is more geared towards multiplayer, too first and foremost refine the pipeline within the studio and be able to complete. However, since Im inexperienced with multiplayer systems, Im not sure about this decision. This is not a shooter, so the game mechanics will not be as complicated as those games. How hard is it these days too create for multiplayer, I guess is what I am asking.

sullen steeple
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hey

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i have a bit of aproblem

lost grotto
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how would i make a moveable character that is legit just a cube

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that can move foward and back and also jump a bit

fierce tulip
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quixels naming conventions

plush yew
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Does UE 4 have biomechanical AI ?

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I mean, not just simple ragdoll physics but something like this https://www.youtube.com/watch?v=c7fJGAK7EbQ

An educational video showing why I love Euphoria so much.

Euphoria is a game animation engine created by NaturalMotion based on Dynamic Motion Synthesis, NaturalMotion's proprietary technology for animating 3D characters on-the-fly "based on a full simulation of the 3D character, including body, muscles and motor nervous system".[2] Instead of ...

▶ Play video
tight prawn
lost grotto
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that doesnt help

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but ok

tight prawn
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you need to get started somewhere

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what you are asking is a very basic question that is covered many times, it wouldn't help you to just jump right in

lost grotto
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i know the basics but like how do i make a cube a moveable third person character

tight prawn
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you can create a new project with the third person template and see how it works

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TLDR: create a character class, it contains character movement

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and that's about it

lost grotto
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ik how it works
used unreal many times before

but how do i swap the manequens mesh for a cube

tight prawn
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delete skeletal mesh and use a static mesh, if you can't delete the SK, just ignore it and use a static mesh

lost grotto
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so where u put sketeal mesh just put a static mesh of a cube

tight prawn
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yup

slender glade
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Hi. Who knows why the fence is spinning so much and why it doesn't open smoothly, if in the timeline settings I made it open smoothly. I can't use set because it opens for 1 tap, it also spins and then simply does not respond to clicks.
Thank you!

lost grotto
fringe pivot
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You need to have installed the starter content, don't you?

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nvm maybe not

lost grotto
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i do

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and the cube is in starter content

jolly mason
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Can you create sockets for a procedural mesh or create sockets at runtime in general? I haven’t gotten much help from reddit 😦 only a downvote

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@lost grotto it could be because skeletal mesh needs a rig whereas your cube is a basic static mesh. What you want is a pawn

lost grotto
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i need a moveable character thats a cube tho

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it needs to jump and move foward and backward

jolly mason
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Use a pawn. Pawns can have all the movement components of a character

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Example, I am using pawns for airship movement with basic addmovement

lost grotto
jolly mason
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Hi into the BP and add a cube and a movement component

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Then use the input axis/ events to trigger addmovement nodes

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Just copy paste the movement code from the character you started with

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Don’t forget the springarm for the camera

lost grotto
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sorry i dont understand that really as im new to ue4 😆

jolly mason
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I get ya man, I know it sucks to hear but you might want to check out a „how to set up a pawn“ video

lost grotto
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also how do i go into the bp of it
cant find it in content browser

jolly mason
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But don’t worry all the things as of now are easy and doable

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If you create something you have to right click the content browser and then choose create blueprint. It then will give you a list of things to create and you can pick from actor to pawn to etc

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You will want a pawn

lost grotto
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nvm

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im in the pawn now wtf do i do as i have no clue

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@jolly mason how do i use the input axis/ events to trigger addmovement nodes

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all i done so far is make the pawn and add a cube in there idk what to do now

dawn gull
jolly mason
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I know it’s easier to ask but cmon man, I can’t feed you all the solutions. You first need to do some research yourself and learn the basics of blueprint

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It’s not difficult but you won’t learn anything if I tell you all now

lost grotto
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I understand what your saying
But from here i have no clue what to do

dawn gull
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That's why you use Google and research

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Like he said

jolly mason
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Also can someone please help me with my question 😦 I have looked into the procedural mesh article of UE but have found nothing about it. Is there a way to add sockets to a procedural mesh.

I feel like if we have the power to create a mesh ourselves we should be able to make sockets as well

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I made a pretty smart procedural mesh generation that can create blocks out of 3 static meshes using their mesh data and I would want to have sockets at the parts so I can add doors or walls to the procedural mesh

lost grotto
jolly mason
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Try making it bigger

dawn gull
lost grotto
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cant package game

UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
UATHelper: Packaging (Windows (64-bit)): Took 2.9678752s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Darcy Pratt\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-CuboidGame-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Unknown Error

dawn gull
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Install a version of .NET Framework SDK at 4.6.0 or higher

lost grotto
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how

dawn gull
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Try Googling it

jolly mason
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That’s a good idea. Tho I am sure I would have found something by now. I looked for sockets at runtime and checked out almost any article and none had a solution for that. Well they were mostly from 2015 but this just tells me that there hasn’t been any progress on that matter

dawn gull
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yes

lost grotto
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shouldnt all prequesites like this install when u download the engine

dawn gull
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No, not always

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Sometimes copyright laws don't allow the engine to do that

jolly mason
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I am good at coding, I get the basics so c++ shouldn’t be a stretch

dawn gull
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because @jolly mason it's not helpful, and probably not what you're looking for, but you could try programming your own plugin

jolly mason
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I will take that as a last solution

lost grotto
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it still says it @dawn gull
guessing i have to restart engine?

jolly mason
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Every softaware help discord I am in has the same issues where people as the most basic questions that they could just google and overshadow anyone who has a “proper” question 👏

lost grotto
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restarted and it still does it

fallen flower
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Does webcontrol api work in packaged projects? I have it working in editor and PIE, but not packaged.

lost grotto
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keep getting Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher. even though i have it installed

dawn gull
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How tf did swam not install with the engine\

lost grotto
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lol

dawn gull
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try uninstalling and reinstalling the entire engine

lost grotto
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i figured it out

dawn gull
plush yew
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unity already has dynamic lighting the hell.

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O_O why doesnt ue5 have

dawn gull
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You mean UE4?

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Also does Unity's dynamic lighting need you to bake lighting?

rocky radish
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dynamic lighting? both have it, unless you meant realtime GI

plush yew
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@dawn gull ue4 ya

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@rocky radish ue4 dynamic lighting is more like beginner stage of dynamic light

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unity seems like is more advanced.

rocky radish
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what specifically

dawn gull
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They use the same lighting system lmao

rocky radish
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so you meant GI

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that link is a documentation page about GI

plush yew
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GI is relevant for a good dynamic light solution

rocky radish
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yes, i know, im just saying that because i asked if you were talking about GI and you said you weren't

plush yew
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i thought youd understand me

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id really love to see how it looks when sun lightens up a enclosed object, like a flat

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without anyadditional window shit

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cant do it at my flat

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@rocky radish

fallen flower
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nvm webcontrol works in packaged.

plush yew
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how can i change camera position of ThirdPersonCharacter while watching thru camera

jolly mason
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So aight I found a smart alternative for my socket issue. I stead I will use scene components. Now here’s the thing. I would have literal dozens of scene components with that solution. Is that bad ? :/

plush yew
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so i enabled the water plugin in my project now its just stuck at 39 lol how to fix haha

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nvm xD

hardy pagoda
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@dusky hedge i'm sorry, bullying? you specifically asked for feedback in your post in the WIP section. Its on you for not being able to take any other feedback other than praise.

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if you're really so upset about receiving criticism after explicitly asking for it in a WIP channel, take it up with the moderators instead of dragging it into other channels.

neon grove
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and youtube for praise
"OMG (game company) HIRE THIS MAN!!!!!"

mystic shard
dense knoll
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There any way to fix the contrail going dark like this when angling the camera at it in a certain way? Its supposed to be white but keeps going like this

regal mulch
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If someone with EQS and C++ knowledge could have a look at #gameplay-ai , that would make me happy. Been a while since I've been so lost with the Engine. Stupid bugs.

dusky inlet
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does this count as cross posting? ;D

regal mulch
dense knoll
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Any idea why whenever using any resolution above 1920x1080 breaks my game? The effects meshes and some other stuff get pushed asside

plush yew
dense knoll
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Idk

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lemmi show

plush yew
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What resolution is your monitor?

dense knoll
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On any resolution above my 1920x1080 monnitor this happens

plush yew
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Whats wrong with it, are the exhaust flames in the wrong place or something?

dense knoll
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yea

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along with other effects

plush yew
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okay. are they part of the scene or the HUD/UI. Because if they are UI, it messes around, and changes position depending on screen size

dense knoll
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Nope

plush yew
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Hmmm

dense knoll
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they are attached to the actor

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or effects

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the spawning of bullets and other things work

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just not the effects and some meshes

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this is on 1440p

plush yew
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Does this occur when you playing it in normal-sized viewport, compared to immersive mode? Or just above 1920x1080

dense knoll
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just above 1920x1080

plush yew
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You need to set the starting point of the fire.

dense knoll
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in viewport it works fine

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in game it works fine

plush yew
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Whats your monitor?

dense knoll
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but above my displays normal res

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it break

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a Acer Generic monitor

plush yew
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The location of the particles are tailored to your screen.

dense knoll
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G237HL

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nope

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the particles are spawned in normally

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or attached to an actor

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this could be ue4.25.4 but then its not going to be updated given ue4.26

plush yew
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I think that particle spawn is seen differently depending on the resolution adopted.

dense knoll
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any way to fix that?

plush yew
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I have the same problem with my widgets when I use a full Hd monitor or a phone or tablet

dense knoll
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so this is a engine issue not a project issue

plush yew
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A project issue. It can be repaired

dense knoll
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is there a way to set the in game resolution based on the displays resolution

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how?

plush yew
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I don t know yet hiw can be this possible.

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You could allow the player to set their resolution in the settings menu (when you distribute the game. ) And set the particle location according to that.

dense knoll
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im using the Spawn emmiter at location

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or attaching it

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its not based of off the display

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but then this keeps happening

fast spindle
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Hello everyone I have question.

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I want this tabard (I parented it to hips rig.) to be affected by character's hitboxes.

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How Can I do it?

plush yew
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@dense knoll I realized what wasn't working. The pixels that the plane displays create are consistent with the length of the plane. In viewport you have fewer pixels and the length is smaller. You set the fire particle display to a fixed location.

dense knoll
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is there a way to set the plane to a certain size at startup?

plush yew
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Yes. Make the viewport on the resolusion you want to play the game normally and then set the spawn location of particles

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It may works. Maybe I am wrong.

dense knoll
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Is there a node that gets the Users current display res?

plush yew
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I don t know these things. Sorry. You need to adapt the game just for a resolution.

dense knoll
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Ok found a node that does this

plush yew
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I am sorry if I can t help you bro. I hope you can solve that problem!

dense knoll
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k\

plush yew
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Any idea how I can replace the mesh of the main character with this one ? I need to keep everything working as it is, I only want to change the mesh.

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@plush yew Is this for Advanced Locomotion System?

wanton lotus
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@plush yew in ALS, the bodymesh is the alternative mesh you can switch to during runtime by pressing "M". Try changing the "mesh" instead of "bodymesh"

plush yew
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@plush yew You'll have to retarget all the animations to your new character

plush yew
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I can't seem to find it in here, only the BodyMesh

wanton lotus
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And as Edward says, you need to make sure the new mesh uses the ALS skeleton. Easy way to do this is to delete the skeleton used by the new mesh and in the delete window, select the ALS sekeleton as the replacement reference.

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Mesh (CharacterMesh0) (inherited)

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That is the actual ALS character mesh. The other one is the alternative mesh.

plush yew
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Do I need to delete the skeleton from the new mesh first ?

wanton lotus
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Because your new mesh does not use the ALS skeleton and therefore cannot use the ALS animation blueprint.

plush yew
wanton lotus
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Yes, delete the new mesh skeleton and choose to replace its reference with the ALS skeleton.

plush yew
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This video is part 1 of a multiple part tutorial on merging Advanced Locomotion System v4 with Character Customizer.

The same method could be used for other custom characters too.

Marketplace Links:

ALSv4 - https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1
Character Customizer - https://www.unrealengine.co...

▶ Play video
wanton lotus
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Better off deleting the skeleton and replacing reference in the delete window than going through the retarget process. Doing this is essentially the same as doing a fresh import of a mesh and choosing ALS skeleton for the import, but it will also work for all the meshes tied to that skeleton (every 3D scanned person will be retargeted all at once).

plush yew
wanton lotus
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Should be a magnifying glass icon in the upper left corner to browse directly to the actual uasset in the content browser. Then you can delete in the content browser. A delete window with warnings and references then pops up. In the lower left corner will be where you choose the ALS skeleton to replace the references.

plush yew
#

Do I need to be in the mesh menu or in the Skeleton menu ?

light wigeon
#

hi how can we use multi user?

wanton lotus
#

That brings you to the content window in which you can select the skeleton there and press delete. Then follow previous instructions.

plush yew
#

Found it

wanton lotus
#

Make absolutely sure you put ALS skeleton as the replacement before confirming the delete.

plush yew
#

I found it by entering the mesh menu and scrolling down to where it said skeleton

plush yew
#

And now I can simply replace it where you said before and it should work ?

wanton lotus
#

Yep, should be good to go

#

When you replace the mesh, you may have to also set the animation blueprint again,

#

Just select the ALS animation blueprint and you should see the mesh in idle animation.

plush yew
wanton lotus
#

That is normal.

plush yew
#

Hmm this may actually work lol

wanton lotus
#

Looks like scanned 3D people asset doesn't use the exact base ue skeleton and they added some bones.

#

You may want to click the yellow arrow next to the material for the mesh to revert it back to default.

#

You got the mesh showing, but it is still using the blue material for the ALS character, hehe.

plush yew
#

Uh I have a problem, the fps sudenly dropped by alot and when it moves head the mouth is glitching

wanton lotus
#

Might have to do with the added bones.

#

Geez, did 3D scanned people asset rename every bone in the skeleton or something?

plush yew
#

lol I guess

wanton lotus
#

I really hate when creators do that, stick with the default names.

#

You may need to actually follow the retarget video.

#

What I suggested only works when the skeleton is nearly identical. Maybe a few new bones added, but all original bones need to be used.

plush yew
#

So I need to add back the skeleton I deleted ?

wanton lotus
#

Better off re-adding the 3D scanned people asset.

plush yew
#

Yup

#

That's what I was thinking

#

Horrible

wanton lotus
#

lol

plush yew
#

But we were close, the animations and everything work but the fps drop is unbearable

#

it runs with like 12 fps

wanton lotus
#

I'm adding the scanned people asset to a project right now. Want to see its skeleton.

#

Never messed with it before.

plush yew
#

Oh wait

#

I didn't click Compile

#

before testing

#

In the mesh inherited thing

#

Is that the cause ?

wanton lotus
#

It compiles automatically before playing

plush yew
#

Ah, gotcha

#

Do you think we can add behaviour to the ALS ?

#

I mean to the AI that takes care of the animation

#

I'd like to add two behaviour trees, namely balance and protect

winter gale
plush yew
#

I'm not sure if ALS uses the behaviour tree

dim narwhal
#

Hey I have a question

#

It’s really weird

wanton lotus
#

I can only answer moderately weird questions

dim narwhal
#

Any idea why there’s this weird black horizon thingy? I’m trying to follow a the sky atmosphere tutorial

thick herald
#

Looks like it's a keyboard

wanton lotus
#

lol

dim narwhal
#

Any idea how I can remove it

jolly mason
#

click on it and delete it

#

i have encountered an issue when my character is standing on a moving platform, i attached her to the platform because i want her to be able to jump on it and not fall off instantly.
expected behaviour is her moving with the object she is attached to
resulting behaviour however is that she begins sliding off the platform she is standing on, to be more precise her movement seems to double. and once i am off the box, still attached tho, it works correctly.

i looked what might cause it and found only one person with a similiar issue who hasnt found the solution either

#

this is the code, really barebone. i think it has to do with the movement component but i am not sure

#

nevermind that attach to component solved it

#

false alarm it still doesnt work

zealous cloak
#

My player's pawn will occasionally fall through the terrain, not every game, I can't find a pattern, but something causes it to work 95% of the time and then occasionally fall through the terrain. Is there some bug? My googles haven't been useful yet

dusky inlet
#

the survey is very representative

jolly mason
#

i play warthunder because i hate myself 😄

zealous cloak
#

I'm wondering why Minecraft isn't on there. Skeletons shoot at you

#

and you have to survive

#

and your pickaxe has this cool super breaker ability

plush yew
#

So one more thing, is it possible to have this in Unreal Engine 4? Is there any documentation on how to achieve this level of animation? I only found some active ragdoll tutorials but they seem like a simplified version of this type of ragdoll tech and this was way back in 2008 https://www.youtube.com/watch?v=q0yvs6RJVVY

This is the showreel for "Endorphin", the software that's used for animating with "Euphoria", the physics engine which will be used in GTA IV.

I added and mixed the music to fit the movie. There was no music before.

▶ Play video
#

This thing is mind blowing, it bassically creates animations on the fly in a way

dense knoll
#

How do you add a holographic effect to a hud?

glad karma
#

Hey guys, did somebody courses through unreal engine online learning? I have a question trough which courses should I started, is it sone list or should I pick that what I want?

dense gate
#

Any information/documentation on how texture sharing works in 4.26?

dusky inlet
#

just pick what you want according to difficulty level, as far as I remember there are beginner courses and so on

plush yew
#

aren't morph targets

#

shape keys in blender?

obsidian nimbus
#

or was it blend shapes?

plush yew
#

D:

obsidian nimbus
#

i call em vertex targets

plush yew
#

o.o

#

i ask because im trying to figure out how to make a character muscle system

#

where the body can get crazy toned

#

and be added to sliders or such during a character creation system

obsidian nimbus
#

i think its shape keys

#

morp target, shape key and blend shape is all the same thing tho

plush yew
#

ooo

#

so i just gotta setup morphy bois o:

obsidian nimbus
#

you need to hit a checkbox morph on import window and checkbox morph in material of the mesh

plush yew
#

;DDDDDDDDDD

weak veldt
#

Hey guys

plush yew
#

gonna have sum floofy BRICC waifu's in my game >:3

dawn gull
#

@plush yew Yeah thats cool, but this is better and faster for ingame https://www.youtube.com/watch?v=XVCyRlcZt7E

Part 1! I faff around with character setup, these first 2 videos are kind of slow, the real logic of the component is in parts 3 and 4.

So i found this way to interpolate physics with animation that works better for me than the other tutorials and guides i learned from and applied. It functions almost entirely from inside a component and should...

▶ Play video
#

Basically it runs the animations, but it also morphs the animations so when you run into something it can push your limbs around

plush yew
#

I ll look into it

#

Is there a status on Epic games if you are in UE?

dawn gull
#

I don't think so

#

Is there a way I can add 4 floats together and have the first float contribute the most and the 4th float contribute the least and then have the second and third inbetween?

plush yew
#

Is it possible to create some variable to change the GameMode in game ?

sterile tulip
#

Does UE4 have DLSS implementation support?

rocky radish
#

pretty sure only on the nvidia ue4 branches

#

i believe its called NvRTX

ancient lotus
#

@dawn gull make it percentage based? like so, the first addition is more than the second, the second is more than the third, and the third is more than the 4th

float One = 30.0f;
float Two = 35.0f;
float Three = 28.0f;
float Four = 39.0f;

float Total = 0.0f;
Total += (One * 40.0f) / 100.0f;
Total += (Two * 30.0f) / 100.0f;
Total += (Three * 20.0f) / 100.0f;
Total += (Four * 10.0f) / 100.0f;
dawn gull
#

Alright, thanks!

timber tulip
#

Love the fact that you use blueprints and cpp together, it's really neat

dense knoll
#

Any way to improve performace when using Convulsion bloom?

warm hornet
#

What is the recommended procedure to determine exactly which Ray Tracing feature is causing the biggest performance hit?

When I toggle

r.RayTracing.ForceAllRayTracingEffects

I go from 15 FPS to 120 FPS!

light thunder
#

why aren't my hotkeys working, like Shift+1 to change editor modes?

plush yew
#

Can someone explain differences between Functions,Macros and Events?

#

they look so similar

#

I want to make a fps game and I am just starting to make games, I am not planning to finish the game, but i just want the practice for later. Should I use blueprints or c++? and how does level design work in UE, I am coming from unity so I am really bad at level design in UE

dim narwhal
#

Blueprints is just amazing

#

You can try c++ if you wanna learn programming

#

But it’s hard

#

Blueprints are very visual and simple. I come from a pretty strong programming base. I used to code in C# for unity and got pretty good at python and base C++ too

#

But i find unreal’s c++ quite hard

#

And another reason is that if you have a mid ranged comp then compiling c++ code is gonna take a while. I just didn’t like waiting that long. So I went ahead with blueprints

#

I would say go with blueprints. It’s an amazing tool and gets your prototype done in no times

#

Time*

plush yew
#

Yeah they are

#

Even c# was too hard too me

shut glen
#

anyone know how?

#

why it doesnt work@

shut glen
#

github?

#

yep

viral fractal
#

But GI has the most impact because improper and innefficient Implementation

slow coral
#

I'm creating a mesh with the procedural mesh component in an actor blueprint. why does my frames drop from 120 to about 30 when i select the actor in the editor? when i select nothing or anything else i have full 120 fps

light thunder
light thunder
#

if you load a blueprint, you load every thing that it references into memory, to a certain extent

#

basically, when you are selecting that one actor, you are selecting ALL of those procedural meshes as if they were all individual things

slow coral
#

but i just have one mesh

#

it has 6k verts 9k triangles it shouldnt be a problem

light thunder
#

show me a screenshot of your actor's components

bold oracle
#

Am I missing something or does Unreal really not have some kind of generic HFSM/BT systems?
It has HFSM for animations and a BT system for AI.
But no generic ones for say a character controller's states

light thunder
#

now the construction script of the blueprint

light thunder
bold oracle
light thunder
light thunder
#

I'd try incrementing a variable each type that loop runs, then check output and print that variable out at the end of the construction script - I bet it is big

#

It's not the end of the world because as long as your spawning those actors that fast, a built game should handle it much faster than editor but you want have a good idea about how complicated your loops are in construction scripts

plush yew
#

what is the best way to make limitation to your open world game

dusty pulsar
#

Hello Everyone!

I have a question, I'm new with UE4 and I'm trying to figure out how to do something like this (I don't even know how to search something like this)

I have a truck loaded with something (dirt, grain etc) that has volume.
I start to dump this cargo on the ground and then the game creates this "volumetric actor" that basically works like this: If there's nothing on the ground same as that actor, then creates it. If there's anything in the ground already, start to add more volume to it creating some kind of "heap of dirt"

Can someone help me? Just give me tips what I should look for please!

Thanks!

mental stone
#

Approximately how long will it take for me to learn the basics of the unreal engine?

rotund scroll
plush yew
#

hahah

#

yea

#

i know

#

but i was just wondering if i was to make one

#

how should i put limitation on it

rotund scroll
#

up to you

#

water seems popular

plush yew
#

how should i get the player to be stuck in one path

#

the mission path

rotund scroll
#

make a linear game instead

plush yew
#

yea i thought about water and rock but it just seems weird

#

it doesnt fit

#

yea thats prob best ;-;

rotund scroll
#

open world games is where good design goes to die so don't fret

plush yew
#

thats actually true

finite dew
plush yew
#

my idea was to make it seem like the player has a choise on what to do but in fact he doesnt he just needs to finish his mission

#

but i dont think it can work

mental stone
#

How long will it take me to learn ue

plush yew
#

hm

#

1

mental stone
#

1 what?

plush yew
#

1 day

#

sike

#

1 year

mental stone
#

1 year for the basics?

#

Or fully?

plush yew
#

well if u want to learn ue i am guessing you dont want to learn only the basic

#

the basic you can learn in 3-4 days

mental stone
#

Ohhh that is good

#

I do not have a lot of time on my hands, I think I can dedicate 1 hour and 30 minutes a day to learn ue

plush yew
#

yea good luck with that

mental stone
#

Thank you

#

@plush yew does this tutorial series seem good? https://youtu.be/iTwxuahe5B4

In this episode, we'll cover how to make and open a new project, how to move around in 3D space (it's really fundamental to everything you'll learn later!) and how to navigate UE4's editor to find what you need.

Get Unreal Engine 4 here!
https://www.unrealengine.com/en-US/get-now

Music:
L e a v e s by Sachko - https://soundcloud.com/sachkobe...

▶ Play video
plush yew
#

i dont think you can find better tutorial about unreal engine

#

she is the best

#

beacuse she actually works in the industry and is not just a youtuber

mental stone
#

Oooooooooo but does she teach about scripting or making a game

floral mesa
#

no she teaches you basic fundamentals to get you going in the right direction

finite dew
#

i have a amd radeon r7 8ram. What should i get so my ue4 can run smoothly ?

floral mesa
#

ryzen 7

#

comes with a cooler that works well so you dont have to buy a cooler that was nice

finite dew
#

How much

floral mesa
#

like 3 hundo

finite dew
#

If my ue4 runs good then I'll defo buy the

#

Anything else ?

floral mesa
#

this conversation is better for lounge

finite dew
#

Oh srry

plush yew
#

help

#

i can't open UE4

#

can anyone help me

tough pagoda
#

Hello. I have switching weapons by array.
And I have system of reloading. I have also ammo current and ammo max for my weapon. But I have issue that after switching to another weapon and switching back to the previous, stats of my weapon are getting to default, but I shot and so on. How to change element of array I tried, but nothing!

Please, mention me, I can be afk.

velvet vapor
atomic forge
#

compared to 4.25 how stable is 4.26?

ancient lotus
#

alt + drag?

velvet vapor
#

How do I do that? Is it in the engine?

#

I use sun position plug in, sun position calculator to be specific.

dreamy perch
civic saddle
#

Trying to figure out impulse, lol, came across that

uneven hemlock
#

wut does that purple thing mean

hardy granite
#

@atomic forge since 4.26 is new it is leas stable

dreamy perch
#

Good luck!

light thunder
#

I have an level that is built of static meshes (modular) and it's complete but I realized the size is all off - I can select them all and resize them, but is there a way to scale them without them losing their relative positions?

dreamy perch
#

If you select multiple objects at once, you can scale them uniformly. shiftand/or ctrl in the outliner would be your best bet. Unfortunately, I think you -will- have to reposition the objects in relation to their world position, regardless.

#

@light thunder

#

But there may be a better option out there, so don't take my word as law.

light thunder
#

you can but you have to do it along the same axis ....

dreamy perch
#

Another option could be to rescale the player character, or scale the map down entirely. Both of which... I would definitely be careful of. Lol

light thunder
#

actually

#

I have world scale in VR

dreamy perch
#

Scratch my last response, I'm a liar. lol

fallen marten
#

Is there anyone here who has built a shipped version of their game and found the navmesh doesn't work when you spawn AI ? Is there a fix?

#

It's fine in dev build

#

Tag me if there's something I can try

plush yew
#

hello can anybody reccomend computer requirment for ue4 chaos ?

oblique grotto
#

So UE will get new scripting language like godot ? Can anyone confirm this ?

umbral pike
#

so im trying to set up a joystick controlled line trace using 2d sprites, are there any good tutorials as far as setting up to where the character aims with the directional input? essentially a the gun points where the character is aiming but for a sprite. Sorta similar to contra or Enter the Gungeoun but 2D. i've got the projectile working and able to shoot in all the directions but the animation just sticks to the idle pose. Am i looking at just setting up a bunch of flipbooks in the state machine or is there an easier way? Any help would be incredibly appreciated

cedar wave
plush yew
#

Hey, aspiring 20 y/o game developer from the middle of nowhere. Just joined and I was wondering if anyone could direct me to some useful online resources to start learning to use UE4. I usually do the art when creating video games but this time around I wanna make it from scratch, any tips?

#

I looked up some tutorials on youtube but they seemed very specific and I'm not sure if I'll learn anything by just copying people

glass karma
#

There's Unreal Engine learning material from Epic, I suggest following their course material to start

nova trench
#

On tutorial stuff are there any good tutorials just for using unreal for cinematics and films

plush yew
#

ill look into it ty

nova trench
#

Im looking into Unreal for animating stuff, but I cant find a good tutorial on importing rigged characters into unreal. I've got a rig that parents individual parts to individual bones, not a pre made rig.

digital solstice
#

I have a very basic question. I'm using a plane as the floor for my level, but since it's very small when I initially load it in, I've scaled up the size of it. However, I'm finding that the collision box for it is not scaling up as well. How do I fix this?

plush yew
#

How can I make my character fall ?

#

I mean, when one foot is in the air

#

Or maybe a better question is, why doesn't it fall when in that circumstance ?

urban iris
# plush yew

the character's capsule is still on the box even though some of it is off the ledge

#

in this circumstance, the collision is based off of the capsule

#

the foot IK is only for animations/visuals

plush yew
urban iris
#

Yes, because then you ignore the capsule, and trigger physics simulation.

urban iris
#

If you want to ragdoll in this situation, you need to program the logic so it switches by itself when a foot is off the ledge

plush yew
#

This should normally happen automatically right ?

urban iris
#

i don't specifically know how to approach that though :/

urban iris
plush yew
#

What if I trigger the x button when on outside of the edge ?

#

Like, have it trigger by itself

#

Actually I'd still have to program edge detection or something for it to be aware of the surroundings lol

urban iris
#

yeah, that ends up like i said

#

you're thinking like

#

the ragdoll is held up by muscles and skeleton

dark thorn
#

I want to jump a ball on pressing space, is AddImpulse function is good for this?

dark thorn
#

Thanks @urban iris ,one more thing, how can I avoid jumping it more than expected if player keeps pressing space?

plush yew
#

I will wait until you help Shantanu to elaborate

urban iris
#

you should branch the jumping action off that and only jump if you're on ground

#

another option is to check for Z velocity and only jump if its equal to 0

urban iris
dark thorn
#

Thanks @urban iris ^-^, that was helpful!

urban iris
#

no problem!

dark thorn
plush yew
#

So, I think what I'm looking for is Procedural Generated Animations aka Physicallly Based Animations (which exists in UE4 thankfuly).

urban iris
urban iris
#

In my case, they were a bit janky

plush yew
#

Well, there is always Euphoria Physics but it's way too expensive

#

From what I've heard it works with any humanoid mesh you throw at it out of the box

#

And they are using like 2 systems, one of pga's and the other one for the physics simulations

#

Euphoria is the one that generates the animations and there is one more system that simulates the physics stuff

#

and they kinda work together

pliant rose
#

i need someone to confirm

urban iris
#

Yes, the euphoria's system works more like a human body

#

I don't know how hard or easy it is to implement into ue4 though

plush yew
# urban iris Yes, the euphoria's system works more like a human body

An educational video showing why I love Euphoria so much.

Euphoria is a game animation engine created by NaturalMotion based on Dynamic Motion Synthesis, NaturalMotion's proprietary technology for animating 3D characters on-the-fly "based on a full simulation of the 3D character, including body, muscles and motor nervous system".[2] Instead of ...

▶ Play video
plush yew
urban iris
#

Years back they had something like a demo kit

plush yew
#

I found out yesterday

urban iris
#

where you could animate and test the engine

plush yew
#

Like, it is in the engine already

urban iris
#

oh i see

#

yeah, that stuff is probably expensive

#

rockstar games wants to make it as exclusive as possible i guess lol

plush yew
#

Yes that is the reason

#

The interesting thing is that they didn't just stopped at animations, they also made an autonomous ai that makes use of the animation tech to mantain balance and protect itself, kind of behaviour tree on top of the rest.

#

If you take a look, those skeletons react to what's happening around them, actively

urban iris
#

I've been always amazed by the AI and simulation in GTA IV

pliant rose
urban iris
#

that was the full blown euphoria

pliant rose
#

unlabellable

plush yew
urban iris
#

ooh that might be the reason for the performance issues 😄

pliant rose
#

ai can be a good opponent to beat... call that tactical practice..

#

how expensive is this tech @urban iris

plush yew
#

I changed my mind, I think instead of making a game I will make this my game, like trying to come up with a system that does just what euphoria does

urban iris
#

euphoria intern wrote this on reddit:

#

"The engine needs integration with a games code base, which is a lot of work. Especially if you are not using an off the shelf game engine.

The Euphoria behaviors are incredibly complex simulations and need a very competent mathematician to create. This means a lot of the work to create them has to be done by NM. This inter company cooperation scares away corporate type developers who are terrified of such things. (A lot of developers are afraid of middleware as they see it as cancerous on the code base)

It should be noted that a lot of companies do have their own similar animation systems. I currently have friends at EA tech working on physics based animation. Even at Frontier there was a cheap knockoff in production for a while.

And yes, it is quite expensive. Also Natural motion is focusing more on free-to-play games now, with the animation tech taking more of a back seat."

#

you know, when the price of something isn't visible on webpages, it is VERY expensive

plush yew
#

I mean, maybe if you pay them they send their team to implement it in your game perhaps

#

Maybe that is one of the reasons it's so expensive

urban iris
#

i think that's how it works

pliant rose
#

respect

urban iris
#

check PhysX active ragdolls

#

that might be use to you

pliant rose
#

engine goes another dimention

#

im too dumb for that )

#

so far saw Spacetime series heavy use of CG

#

want my children to observe simulations

#

can u remember there was a book with a picture, it was dead..

pliant rose
#

how about particle meshing.. dense.. layers of particles..

#

i mean instead of meshes?

urban iris
winter gale
lost grotto
#

how do i get a media player to automaticly play in standalone game

dark thorn
urban iris
#

are you making your custom movement or using a prebuilt one

dark thorn
#

custom movement means?

#

i am adding Z impulse when space is pressed and Z velocity is zero.

urban iris
#

for jumping

#

are you working on a Character or

urban iris
#

a Pawn

dark thorn
#

A Pawn!

urban iris
#

I see

#

in the Character class, there are nodes like canJump and a function called Jump

#

that's why i got confused

dark thorn
#

Ohh! 😄

urban iris
#

so you're building a custom movement

#

i'd like to find out what "canJump" node actually checks

dark thorn
dark thorn
urban iris
#

i have an idea for you but this is getting a bit complicated

#

and very JANKY

dark thorn
#

I was also thinking to add impulse based on its height, but this might not work in all cases

urban iris
#

you can try gating the jump

#

and reset the gate after you land

#

im not very "clear-minded" right now, so I probably sound completely dumb 😄

dark thorn
urban iris
#

the reset trigger could be a collision volume under the ball

#

placed just at where it would only trigger when you're standing on something

dark thorn
urban iris
#

the problem is the odd cases where if you fail to jump, the beginOverlap event wouldn't fire and the gate wouldn't be reset

#

which results in losing the ability to jump

#

so you'd need a failsafe for this method

#

i'm sure there is a better way to do this

#

😄

dark thorn
#

no problem! I will try this trigger thing anyway, just to see how this goes 😅 . Thanks for the help @urban iris .😄

dark thorn
#

Got it working @urban iris 🙂 , Added one more condition along with checking is Z velocity is 0 i.e. checking sign of last non zero velocity and jump is activated when Z velocity is zero and sign of last non zero velocity is negative(downwards).

pliant rose
sleek swift
#

Guys @here I am having problem in Importing/Re-importing .Umap files that got auto deleted from a sudden electricity cut.

mint gate
#

I would like to pass the variable (total) from another widget(Q1) to this widget(Q2), however it cannot show it. What shd I do?

chilly sun
#

anyone able to recognize what Im doin? -tryin to rig a toon with the ue mannequin skeleton..
But the question-- am I on a right path, or should I abandon asap and figure out how to do it right (assuming this is wrong, assuming its obvious what Im doing)

obsidian nimbus
#

@chilly sun that is goin to be hell to weight

steel shell
#

Does someone know how i can simplify an imported heightmap landscape?

forest orchid
#

Guys where can i enable collision for audio?

dusty pulsar
true nexus
#

@forest orchid First you need to enable ray tracing for audio. Also only works with version UE 5.91

forest orchid
#

@true nexus Where can I enable this?

#

can't find the reason why it doesn't work. It seems to me that he does not see the coliseum

plush yew
#

Could anyone tell me why my blueprint does not work? Why it has an empty variable?

plush yew
#

where do you set 'enemy 01'?

urban iris
#

that should be done in the bp_enemy class

steel gull
keen minnow
#

Might be a stupid question, but I tried googling and found no result:

Can I "refresh" the "VR Preview" state of Unreal Engine? (I plugged in my headset after starting a project up, and the "VR Preview" is currently greyed out)
I know if I close the project and reopen it, it will be an available option, but seems tedious to have to close down your current work, because I forgot to plug in my headset before starting up work on it. 😉

past stag
#

What is unreal engines default light source position/rotation?

#

blank project i mean

steel gull
#

No lights and nothing in blank , that is why it is blank

past stag
#

But there is light source.

#

Nevermind. I looked it up from new blank project.

steel gull
#

Yes you can find everything used in that level in outliner

frozen pond
#

is there any way to force actor reference into class reference? in c# i would do something like this (int)string , but in unreal i know only cast to class using actor reference, is there any other way for doing that ?

smoky sonnet
#

can anyone explain to me why I need to use deltatime when working with inputs and also why i should add the desired altitude with the old one ?

left arrow
#

Hey guys, Can someone please tell me why I cant see any foliage? I just opened my project and its all gone. But its still there I just cant see it. I also cant place any foliage

fierce tulip
#

if this isnt it, i dont know (as I dont do work with that stuff a lot)
viewport's Show > Advanced > Instanced Static Meshes option and toggling it on.

echo zealot
#

Am I allowed to use the art in the engine content for my commercial game? (There are a few pretty cool sounds in there!)

fierce tulip
#

generally, if epic supplies it, you can use it

plush yew
#

hello Peepoblush

smoky sonnet
#

can anyone explain to me why it is necessary to use deltatime within your calculation when working with forces/inputs to control movement etc?

lusty carbon
left arrow
#

Hey, does someone know why my foliage still has shadow even when I turned shadows off ?

broken heath
#

U sure its the same as selection?

broken heath
left arrow
broken heath
#

Did u build lighting after ?

left arrow
#

Nah I never build lighting. is that important? Im new to UE4

broken heath
#

Rebuild lighting since static shadow is baked on the map

left arrow
#

Okay then I will build lighting when I placed all my foliage. But this always take ages

#

Thanks

broken heath
#

Maybe choose preview quality if ur in early stages

lusty carbon
broken heath
#

Show screenshot of lightmap density?

lusty carbon
broken heath
#

O

#

Maybe its the material/ texture then, not sure

plush yew
#

How can we display all the Optimization Viewmodes (Lightmap density just like up above but also Light Complexity, Quad Overdraw, etc.) in the same time (splitting the screen with each different modes) ?

#

I'm pretty sure there is an option for this because I already do it once, I believe... But I can't remember how to do that...

broken heath
frozen pond
#

hello, how i can disable cloth physic simulation when time dilatation is set to 0.01 ?

dense knoll
#

Any way to fix UE4 not spawning a player and resulting in an instant mission failure?

#

Its not happening on my PC but on other peoples PC its not spawning

frozen pond
#

it's multiplayer/singleplayer ?

dense knoll
#

Both

dense knoll
#

whenever spawning into a level the Player doesent spawn, So the camera sets at 0 0 0 and the level cant find any player charecter and puts that as a Mission FAilure

cedar fossil
#

Hey anyone have an idea how to get the Vcam in 4.26 working with stabilization? All works but I get LogBlueprintUserMessages: [VCAM_W_Button_Ear_2] WARNING: Missing Focus Modifier
LogBlueprintUserMessages: [VCAM_W_Panel_MotionAdjustments] WARNING: Missing Stabilization Modifier when trying to trigger buttons

#

Unreal documention of course skips this part...

oblique steeple
#

how can i do camera tilt when strafing?

cold pecan
#

Hey guys. Does anyone know if it's possible to set different frame rates for distinct Actors/Widgets? Like, I wan't so set an actor to render at 30 FPS and other Actor/Widget to render at 60 FPS. I know engines like Anvil can do this, but found nothing about unreal. Also, is there any way to get the last rendered frame as a picture?

light thunder
#

Need to resize objects without changing their position - found this on answerhub Alternatively, transform SpawnLocation by the inverse of the block's intended scale to offset the change in position caused by scaling the component.

light thunder
#

to do an inverse?

broken heath
#

Split the transform

#

Oh u did already split

cedar fossil
#

anyone get the Vcam component to work fully on iphone/ipad?

plush yew
#

I am following DevSquads fps tutorial and I'm having some problems: 1. When I am leaning forwards the camera goes to the legs 2. When I am aiming down sights the camera is snapping in a weird way, this happens when I'm not aiming down sights too

#

and when I'm running the weapon go behind the legs

ancient lotus
#

well its kind of a hack video on how to just setup a fps with as little resources and as quickly as possible. generally you have two different meshes for first and third person and a separated upper/lower body (if using full body for first person) where the upper half pivots and such with the camera and the lower body is planted like legs. how is the aiming setup

plush yew
#

I think i'm gonna just throw that project in the bin because I don't think its the right way to make an fps and I did it because i just needed to get used to UE4

light thunder
# broken heath Oh u did already split

This is thing that worked - while you can resize them if you select and group them all, it's difficult to be precise - if you use this but make a blutility script that takes in a float, you can scale it - while everything will move (it has to) they will all be positioned right next to eachother, the same as before you scaled them

proud prism
plush yew
#

ok thank you

cedar wave
#

Yeah - dev squad is uhhh questionable in my eyes.

#

Ryan Laley all the way.

plush yew
#

Hello guys I have little problem with changing the name of the player system

#

it is not working

#

The NewName variable is cretaed inside of the widget

#

The Name variable is stored in the thirdperson controller

vernal thicket
#

anyone use git?

#

got an issue

fringe pivot
#

@vernal thicket just ask

vernal thicket
#

git can't locate the origin/master inside the repo folder, i saw recommendations to delete the origin/master and then it'll be forced to create new but there doesnt seem to be one there at all

fringe pivot
#

what does git remote -v say?

vernal thicket
#

i think it's fixed by checkout?, it's pulling latest through command prmt atm

#

nope

#

says fetch & push?

#

origin - fetch
origin - push

fringe pivot
#

that's the repo where you made the checkout from right?

vernal thicket
#

yeah,

fringe pivot
#

and what action are you doing that shows you that git can't locate it?

vernal thicket
#

anything, but currently trying to fetch & pill

#

pull

#

However, it's asking me to 'publish branch' as it doesn't seem to think it exists?

#

error: cannot lock ref 'refs/remotes/origin/master': unable to resolve reference 'refs/remotes/origin/master': reference broken

frank oar
#

Hi guys,
Is it possible to move projects between ssd's without causing problems ?

vernal thicket
#

@frank oar only with the UE reference file (if you launch from epic launcher), but to be safe why not clone it onto your SSD first and then open it make sur ethere's no issues?

frank oar
#

thanks @vernal thicket I have never tried cloning so I will have to learn the process.
Are you saying that I can relocate files from the epic launch btw ?

fringe pivot
#

@vernal thicket you could try git gc --prune=now
backup your repo first just in case

vernal thicket
#

I'm pretty sure I tried that and nothing happene

#

same error or similar with regards to not locating the origin/master

#

@frank oar you can create a clone from the launcher

frank oar
#

ok so create a clone, check it, then delete the original ?
thank you

vernal thicket
#

Just make sure it's all good before you delete anything lol

main juniper
#

yo anyone can help me with my problem

i have 2 problems
1 my shooting assualt rifle and pisol actions are both wrong and i dont know how to fix them

2 i got problems unequiping the pistol

anyone can join a voice chat plz and help me i would really apretaite it

#

mention me or dm please if u can help

exotic radish
#

Is there any way to "show" epic games launcher previously installed UE 4.26? I've just reinstalled windows, but I had EGL and engine and editor installed on a separate drive but EGL wouldn't have started until I reinstalled it too. So now when I launch it it lets me only install new UE4.26, but how do I actually use my already installed version?

tiny sonnet
#

Why can u not use a tif file as a heightmap, is there any way to losslessly convert to PNG??

dawn gull
#

Is there an LOD setting so it can automatically lower the detail of meshes the farther away? and if not is there a way I can make my own?

ancient lotus
#

there is, it decimates the mesh automatically. you can also bring in your own LOD's if you wish and use those

dawn gull
#

What's it called?

plush yew
#

help

#

how do i fix this

dawn gull
#

build lighting

#

like the red text says

plush yew
#

ah okay okay

#

kk

#

not working

dawn gull
#

so fix your lighting

plush yew
#

how

dawn gull
#

add more lights or change the light direction

plush yew
#

ah okay

dawn gull
#

I can't find the BaseEngine.ini file, has it been renamed in new versions?

#

will it do the same thing if I add it to the engine one?

flat pewter
#

does anyone know if there's a build log that tells what's occupying build size? (textures, meshes, etc)

plush yew
#

can anyone help me

dawn gull
#

add more lights or change the light direction

#

you already got an answer

plush yew
#

yeah but it looks too bright

dawn gull
#

Hey everyone! In this video I go through how I use lighting and post processing to develop my scenes in Unreal Engine 4.

The main focus is on the 5 components that I always use to try make my scenes look good. I hope you find something useful in this tutorial that will help improve your lighting and post processing for your games.

If you enj...

▶ Play video
plush yew
#

um

#

ok

#

it's working

#

but when i click on play the light is too bright

#

how do i fix

rotund scroll
#

magic

#

and love

plush yew
#

when i click on play the light is brighter

#

how do i fix

#

this

rough knoll
#

how to round a float to the nearest tenth? (i.e. 100.5999999 to 100.6)

plush yew
#

@plush yew in your post process find exposure and find min/max brightness change min to 2 then find infinite extant and check it

#

aah ok

#

where is post procces

#

visual effects in the side panel it should be the top one

#

using infinite extant means it effects the entire level turned off means it only effects inside the box

#

ok

#

ok

#

i found it

#

ok now

#

i set it to 1.0

#

set what to 1.0?

#

min brightness and max

#

set min to 2 max stays at 8

#

ok

#

yooo

#

thank you so much

#

then again find infinite extant so it effects everything besides having to be in the box

dense knoll
#

Any way to fix Player Actors not spawnig on other PCs

plush yew
#

Is it possible to use only one widget for 2 enemy ? I'm getting this error and empty bar on the first enemy as I start playing.

plush yew
#

It is strange. I am almost at 60 FPS in all the Optimization Viewmodes. On "Lightmap Density" mode, for example (picture on top). Though, when I go into "Lightmap Complexity", my FPS fall in the red. Same when I go into "Stationay Light Overlap". Even stranger is that UE tells there is no problem neither with Lightmap Complexity nor Stationary Ligh Overlap" because the colors are green or blue/green. Look :

#

I don't understand. Is it normal ??

#

If I believe these optimization viewmodes, the issue CANNOT be other things because I repeat, I am on approximately 60 FPS in ALL the other optimization viewmodes... So it is clearly reliate to the Lightmap Complexity or the Stationary Light Overlap. Though, it is all green ! 🤔

plush yew
#

guys

#

how can i make a transparent glass

#

window

normal olive
#

So I have a question that'll probably sound rather n00bish because I am n00b.

How suitable is Unreal Engine for creating a "massive open world" similar to Zelda: Breath of the Wild, where you can see pretty much all the way across the map if you have a good vantage point? (I'm aware that BotW doesn't actually LOAD everything at once though, of course - it loads/unloads relevant objects by predicting where the player is headed.)

#

I've got ideas. Need to get learning UE

#

(gotta start somewhere)

plush yew
#

how can i make a transparent glass
window

#

sorry

#

@plush yew Answering to myself but : Indeed, these optimization viewmodes is absolutely are an indicator of the FPS of the game. So I said nothing. I'm still on low FPS in the game though, so I guess I have a problem somewhere but I don't find it still... 🤔

#

@normal olive Noob here but I'm pretty sure that all is about good construction with level streaming (in short : split the level world in multiple part and hide/display some parts wisely)

minor grove
#

Is it possible to launch a packaged build via an external link?

normal olive
#

Another thing that I'm considering is a game similar to ye old "Uplink" by Introversion... where the GUI is -basically- just a "fake desktop operating system" and so there is no physics or 3D - but I'm not sure what sort of tech stack to use for that. probably wouldn't need something like Unreal but dunno....????

tiny sonnet
#

Why can u not use a tif file as a heightmap, is there any way to losslessly convert to PNG?? Can I plz get some help??

normal olive
#

@plush yew aha. So it has amenities. Good to know. 🙂

proper quiver
#

How do I change the build of my game from WindowsNoEditor to something else? Google was of no help at all in this regard.

restive zinc
#

how do you do a camera bob

#

what is the actor called they changed if i remember?

#

which one of these are for camera bob such as walking and running it used to be called camera shake

plush yew
#

guys

#

how to remove the red chrossair

#

crosshair

#

?

#

can anyone help me

placid citrus
#

It's probably in your HUD bp

plush yew
#

Yes

#

Ik

#

I have to uncheck

#

event recive draw hud

#

But i can't

#

sorry to interrupt but is there a way to temporarily disable an input? i added crouching and can still jump while crouching i dont want that to happen so i was wondering if theres a way to disable the jump input temporarily, i did look something up but when i tried it, it removed the input completely

#

I fixed

broken heath
#

Or maybe theres ‘can jump’ in blueprint , i forgot

#

But Tryna let u guess

plush yew
#

@broken heath ok thanks ima try both ways, i completely forgot there was gravity

broken heath
#

Alrights

plush yew
#

guys

#

how do i fix this

#

that preview thing

#

it's annoying

#

how do i get rid of it

#

can anyone help me

#

@plush yew build lighting

#

ah okay

#

Hey

#

Is it normal ? Can you explain why please ?

ruby ocean
#

What's a good way of understanding snap flags/groups?

plush yew
#

when i rebuild the light the lighting looks weird and if i move a light it's saying again lights need to be rebuild

plush yew
plush yew
#

someone is already helping me

#

Movable is better cuz u don’t have to build light but it would use more cpu power

#

Oh ok

#

@plush yew Yes I was thinking the same because when I go into Stationary Light Overlap (which shows the cascaded shadows if I understood well), the FPS is red :

#

@plush yew Though guys on discord explained me that FPS in these "Optimizations Viewmodes" was due to specific calculations of these modes and it was not an indicator on the real FPS stats of the game

#

Moreover, the color is all green, meaning that it's good here

#

so really, I don't know...

#

Yeah, I think too

#

ok

#

interesting

#

But anyway... If it's all green on the screen I've just put, that means that the Stationary Light Overlap is good, right ?

#

Though, I guess you're right when you talk about cascaded shadows because when I build the light, I have some overlap warnings :

#

So, it is green but it is bad ? 🤪

#

Do you and I agree ? I hope I am not colour blind ! 😆

#

but maybe the stationary lights and this overlap lightning UV are two different things, finally... I don't know...

obsidian nimbus
#

the green is not a light map

#

its shader complexity

plush yew
#

Here, I am well the viewmode called "Stationary Light Overlap"

obsidian nimbus
#

ahh ur right

#

you prolly need to up ur lightmap reslution for the meshes that give the error for the error to go away

plush yew
#

well you're right it is definitely two different things

burnt ether
#

Can I smhw spawn Actors with the Foliage Tool ?

plush yew
#

Moreover, I don't find where is the lightmap resolution setting for this

#

I made an idle animation for my 2d sidescroller game, should i export it as a gif or make it into different png files that i can put together in unreal

#

Apparently, the lightmap resolution settings are here, in the LOD, but I don't see anything here :

#

Yeah this is not the first time that I hear complaints about lightmaps, lol. I can't wait for the Lumen system of UE5 !! :🥳 🥳 🥳

#

Oh, I get it. So it's on each mesh composing the foliage, ok

worldly sonnet
#

The thing is im not even killing anything at any point

#

I assume he has problems deleting things on the previous level? Im really confused

timber tulip
#

What's a good version to stick to?

#

I don't wanna use the LATEST one, but I also don't want to use one from years ago

#

what's the latest stable one - is pretty much what I'm asking

#

or maybe you should use the latest one in UE4?

plush yew
#

@timber tulip Because I'm also afraid of unstable versions, I use to pick the latest version - 1. So now, I am on 4.25. But it's just my (noob) opinion ^^

#

( Light Map Resolution is untick on all the meshes )

final gyro
#

Any help would be greatly appreciated.

#

.< oh! I was looking through there two times. Must have missed the obvious. Thank you!

plush yew
#

so that means it is the good settings I have to check, right ? Or does the lightmap resolution settings of the base meshes count too ? EDIT : Ah I've misread your answer. Ok, so it uses the lightmap res of my base static mesh !@plush yew

final gyro
#

jupp, that did it, thanks a ton ponkkis!

plush yew
#

@plush yew Ok so all the mesh have a Light Map Resolution of 64 :

#

Don't know if it's good or not but I'm gonna reduce it just to see what it happens...

#

Ah ! Just read again what you said and figured out I can simply check the Lightmap resolution of the instances (which is currently set on 8) to reduce it 👍

#

I am working on my 2d sidescroller game and i have coded it so that when falling the jump animation is set to true, but when its coded like that the animation loops, how do i fix this?

river drum
#

anyone ever get strange e_outofmemory crashes in unreal? never had a problem before, on a new system though but same project which runs fine on my other machines keeps crashing with this error. its choosing the right adapter, and its an nvidia 3070 with 8 gigs of vram. doesnt actually seem to be out of ram. if anyone has run into this issue and found a fix please let me know.