#ue4-general

1 messages · Page 907 of 1

proper quiver
open wadi
#

I am trying to determine how to post to #freelance-jobs - where are instructions to do so?

dreamy perch
celest vapor
#

What is the return value of on add instance node?
Is it the index of the new instance? if so then what is to point? I cant seem to find a way to reference certian instances

dawn gull
wary wave
#

it does not

strong vortex
dreamy perch
#

^^^Have to build lighting for it though. Keep that in mind

dawn gull
#

Okay, thank you!

dreamy perch
#

Apparently files over 25mb can't be free on gumroad so it requires to be minimum of 0.99 cents :( (1.2gb unreal project file)
Scene Download: https://gumroad.com/polygonacademy
UE4 Lighting Presets + Tutorial: https://youtu.be/_bqpw5sOwr4
Setting up capsule shadows tutorial: https://youtu.be/WIDw2hCbXFM

Using emissive lighting in unreal engin...

▶ Play video
unique kraken
#

anyone can tell me how i can fix those blending

dreamy perch
#

I could be wrong here, but I think if you space the blend markers out a bit, you should give more transition cushion to the blends

#

It's been a very long time since I've done anything major with animation though, so don't take my word as law

plush yew
#

Hi! Im a beginner that knows nothing about unreal engine 4. I want to create a game with npcs(animations for them like an animation for giving you items, their head following you, walking, etc), cars (and you have a key to start it or something, you need to fuel it to work, the fuel goes down, etc) and a country roads map and more stuff like quests and dialogues and things. Can anyone give me some tutorials for those?

frozen pond
plush yew
#

Basically i want to make a game similar to my summer car

frozen pond
#

no prob, 1-2 years of learning unreal then next 1-2 years of work and it's done

plush yew
#

Damn

frozen pond
#

2 years ago i had dreams too lol

plush yew
#

And now?

#

Did you make your dreams a reality

frozen pond
#

lol no

#

but like 20 deleted project gave me a lot of expierence

plush yew
#

Is it that hard tho

frozen pond
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what to do, what don't

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like one time i created simple magic floor that when you walk you see brick coming to you

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and fps frop was like from 120 to 30 in seconds

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and this was the only element on map

plush yew
#

But if I just search tutorials and follow them how much would it take me

sage grail
frozen pond
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there are at least 3 problems with unreal tutorials

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  1. you will just copy thier work don't knowing what you doing
  2. a lot of them are outdated
  3. most of them cover only 1 stuff, so they aren't connected to other systems you make
sage grail
#

The one I linked is pretty dang good, it's leaves you once in awhile to come up with a solution where you need to research and figure it out on your own

plush yew
#

I will look into it

dawn gull
#

I personally took a class at my local community college

frozen pond
#

so you got either 3 ways:

  1. take some courses (i would say 200-300 hours of learning)
  2. try doing something alone -> deleting project cuz its bad -> go back to start -> until you get something working as it should
  3. take profesional training
sage grail
#

@plush yew Do you know how to program?

plush yew
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@sage grail no

sage grail
#

Oh, so you'd be learning how to program AND make games at the same time

frozen pond
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@plush yew

  1. this guy is GOD in unreal (at least for me)
    https://www.youtube.com/c/MathewWadsteinTutorials/videos
  2. udemy have some cool tutorials too
plush yew
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I saw that most tutorials use the blueprints mode

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I was thinking of that

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Guys how do I animate the megascans plants? I don’t have the option in the details panel

frozen pond
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blueprints are fine for small projects

plush yew
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I think that if epic optimize blueprints the could beat, in a very far future... C++

polar hawk
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oh no its happened again

plush yew
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I guess If you do it with code you can do more advanced stuff

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Why is ur name green

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I want green name too

polar hawk
sage grail
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lol

frozen pond
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and real test if you interested

plush yew
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What is the profiler

polar hawk
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its what you use to measure performance instead of guessing

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these bp vs c++ benchmarks are so arbitrary and weird

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not just that video, most of em

plush yew
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Oof

polar hawk
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it does illustrate how expensive blueprint invocations can be though

plush yew
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Guess i will start with blueprints

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Because code is just so complicated

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And most tutorials are with blueprints

frozen pond
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do something small for start just for learning unreal

polar hawk
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they're both equally complicated, one is just text and the other is graphs

plush yew
dawn gull
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A lot of big games use C++ and blueprints

plush yew
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Is unity better for beginners?

sage grail
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It depends

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Yes and no

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It's mostly just different imo

plush yew
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Like is it easier to do stuff

frozen pond
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@plush yew that means if you want to make GTA V in blueprint you may have performance issues

plush yew
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I can’t even texture a 3d model bruh

frozen pond
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but if you make something small it will work

dawn gull
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I prefer C# but Unreal’s UI is a lot better and stuff is a lot easier @plush yew

sage grail
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Unreal's UI is definitely better

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Professional Unity dev ^

plush yew
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professional

sage grail
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Thought it sounded better than saying I get paid to use Unity lol

plush yew
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Well that’s cool

frozen pond
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@sage grail semi-profesional c# coder 😉

plush yew
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Is there like already repbuilt maps and npcs and you just edit the dialogues or something

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Pre*

dawn gull
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Some people only use Unity because they send you swag

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@plush yew yes

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It’s called the marketplace

frozen pond
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@plush yew yeah there are templates

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but if you think you can just download project do some magic clicks and text writing and it will be done - you are totally wrong

plush yew
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What do you need to do?

frozen pond
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expierence in c++/blueprints

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you can't build car without knowing it parts and construction

dawn gull
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Honestly, with marketplace stuff you only need basic BP knowledge

frozen pond
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thats not true

plush yew
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Actually there was a plug-in that convert blueprint in C++ to make it run faster

dawn gull
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Was?

plush yew
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Someone talked to me about that

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No it was a plug-in

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I saw so many do those videos and they are recreating games and it's so cool i want to do it too

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Among us with RTX?

dawn gull
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Most of them have been using Unreal/Unity for a while

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More than 3 years

plush yew
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Or those who say they did it in a day

frozen pond
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end of talk back to work @plush yew gl

plush yew
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Ty

frozen pond
dawn gull
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I would start with absolute beginner stuff first

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Get firmilar with the UI

drifting valley
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@dawn gull what tutorials would you recommend for beginners? got links?

plush yew
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He's talking about the ui a bit

dawn gull
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Any tutorials that say “complete beginner” should be what you want @plush yew

plush yew
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Ok

dawn gull
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I can’t remember specific names rn

drifting valley
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@dawn gull @plush yew the tutorials in the pined posts are perfect. Thank you!

plush yew
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Thanks for the help

frozen pond
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i totally forgot why i came here today lol

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if i want to block lightning to some object, would creating box from static meshes be fine to do that ?

plush yew
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can anyone help me make a simple ai that moves towards the player?

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with bp

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i really need help, i can't find any good 2d sidescroller ai tutorials

dreamy perch
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I believe there's an ai move to node specifically.

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Take your character's position, and plug it into destination, and voila. It moves to player

eternal ledge
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Hi, im having a really bizzar issue suddenly in editor... every 4 seconds there is what looks like a tick of something heavy, but its doing it when not even playing, and it does it even in a brand new project with nothing in, every 4 sec the fps hitches basically to 0 and then back up... iv no clue why its started to happen as nothing has changed... iv uninstalled and reinstalled the engine, and games run fine like cyberpunk fine without hitching so its not likely to be a gpu driver issue... running on a 3700x and a 2070.... its such a specific thing i dont know how to try and search for it if others have had the same issue or not... any ideas what could cause a tick like lag spike even when only editing and not actually playing?

frozen pond
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can i grab somehow default values of component just from class reference ?

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or do i need to spawn it somewhere first ?

unique kraken
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hey, i imported my character fbx to ue4 and made folders for it.
now i want to reimport everything but bcs things are in different folders it doesnt overwrite everything.
anyone know how i can reimport everything

analog jacinth
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wow kinda surprised how quiet it is on this server

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ah true

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merry christmas to you

frozen pond
#

did you mean new year?

teal schooner
# eternal ledge Hi, im having a really bizzar issue suddenly in editor... every 4 seconds there ...

I experienced something similar while I was working offline. (I turn my modem off every night. So my NIC saw that I had a network connection to my router but there was no internet connection.) So my hypothesis was that some program in the background was chugging on trying to reconnect. Once I disable my NIC adapter UE4 stopped chugging in the editor. I still have no idea what was making it do that.

strong vortex
#

If this is quiet... how loud does it get then?

frozen pond
#

why i can't promote to variable animation asset ?

teal schooner
frozen pond
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k ty

hasty gorge
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is there any place here to get help on how to use the engine itself?

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I'm trying to make a simple card game

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and I have no idea where to start

vocal flume
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Hi all! the cube to rotate object here is a "Touched Component" that I'm passing from a OnReleased event. My problem is that this event is called whenever i touch the cube. Except that it only happens one time. When I try to do it the second time, it throws the Accessed None error. Any idea why this is happening? Cube to Rotate - object becomes invalid the second time.

scarlet karma
#

Hello All
importing a fbx sequence from maya to test
It doesnt seem to import the animation .
any help !

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have imported into houdini / maya back again the animation does exist but cannot see it in the animation window in unreal

ionic haven
#

looking for a way to work on geometry in blender and have scenes be updated live in unreal engine. What plugin am I searching for?

burnt ether
wary wave
#

because it's not an actor reference

still moat
#

literally says it

wary wave
#

it might be resolveable to an actor reference

burnt ether
#

Self in that context

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is an actor

wary wave
#

Is it though? I suspect it is not

north monolith
#

What do people use for version control documentation, and are people usually using office365?

wary wave
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...version control documentation?

north monolith
#

version control/source control software to use with documentation when collaborating, was what I should've said.

wary wave
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gotcha

north monolith
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Just thinking pure documentation here, not perforce or anything of that size

wary wave
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I mean, if you already have version control, you can just put your documentation in it, then the format doesn't matter so much - you could use Office 365 or any free alternative of the user's preference

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I use Confluence for documentation personally

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it's essentially a wiki-style tool and it integrates with Jira directly

north monolith
#

does it allow branching?

wary wave
#

it does not

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I can't imagine why you'd want branching for documentation tbh

brisk spire
#

Level blueprints are, unarguably, the best way to implement music into a game.

north monolith
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I might not, but Im setting up something, and there are 3 people who will develop GDD, and I was thinking about branching before commiting too final document. But I might not really need it. Thanks, ill have a look at your suggestion. Cheers.

wary wave
#

I wouldn't use level blueprints for anything these days, they're an anachronism

wary wave
brisk spire
north monolith
#

Checking out their webpage now. Atlassian are working hard to acquire these tools I see, but seems like a good tool. I might go that route.

brisk spire
#

I've looked around quite a bit and no one can really settle on an answer

wary wave
brisk spire
#

One interesting idea is using like a manager component on the player

wary wave
#

and any logic you implement will be completely portable between levels

brisk spire
#

Hmmmmm game state is a neat idea

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I didn't think of that

wary wave
#

yeah, manager on player controller can also work, if it doesn't need any networking

brisk spire
#

No I think you're right, I think game state allows for more flexibility. I don't really need networking but it would be nice to have the option down the road open

wary wave
#

tbh, if you're not writing your stuff with networking in mind from day one, it doesn't matter how you implement it

open wadi
#

question: I have a 2D game and I would like to eliminate any and all 3D functionality auto-loaded by Unreal. How would I go about disabling that?

wary wave
#

because adding in networking as an afterthought usually means rewriting 3/4s of your entire game anyway 😂

open wadi
#

How does one disable the 3D functionality in Unreal, or as much of it as possible? I've been told there is a bit of a "master switch" in this regard.

brisk spire
#

Yeah I'm uhh

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I'm.. in a position to easily implement networking right now, so it should be good

wary wave
cloud latch
#

Is signin to the epic games launcher failing for anyone else at the moment?

brisk spire
#

@open wadi There's umm.. What about disabling lighting

open wadi
#

Ok, will look into that.

brisk spire
#

lol get all actors of class, scale to 0,1,1

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:D

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Don't do that

wary wave
#

you can constrain actors to a given axis in their default settings

open wadi
#

Someone asked something similar on the UE4 forums, as usual no proper response, but one person simply showed a screenshot of "set enable world render" node

vocal flume
#

any idea why a component becomes invalid when passed to an event for the second time?

brisk spire
#

@open wadi Never ask questions in here

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state an opinion you know is incorrect

wary wave
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lol

brisk spire
#

that's the only way to get answers

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on a related note, thanks @wary wave

wary wave
#

no worries

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if I were to do a 2d game in UE4, I'd use planar geometry and constrain it to a given axis - it'll still be 3d in the engine, but the effect will look 2d for the most part

open wadi
#

@brisk spire Believe me, I know. After a year of about a 10% success rate with questions, you learn to go to the subchannels.

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Basically anything other than "I have grass how make it move" goes ignored.

cloud latch
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@open wadi I mostly found I end up having to go to source code and figure it out myself XD

open wadi
#

Well there's an exceptionally broad suggestion, but yes, occasionally one must examine the source.

cloud latch
#

Yeah, I was more agreeing with you that it's very rare to get answers for anything beyond RTFM questions

open wadi
#

Sure, that's how it goes.

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Well I always make it a point to google the question fairly extensively before asking.

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As a common courtesy.

cloud latch
#

Yeah, agreed.

vocal flume
#

is there a way to print text to the message log instead of just the screen?

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i checked the print to log option in the print node but it is not showing up in the message log

wary wave
#

it shows up in the output log

brisk spire
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uncheck print to screen

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Oh right, yeah, output log

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myb

vocal flume
#

its ok.. i was checking the message log window instead of output log window.. I figured it out. Thanks!

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Thanks @wary wave @brisk spire

wary wave
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no worries

uneven hemlock
#

when would one use blueprints and when would once use C++

wary wave
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Blueprints are good for rapid prototyping, and for holding minor variations / data variations of object subtypes

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'proper' implementations are often best in C++, once their behaviour has solidified

plush yew
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How do i check if my collision component hits anything?

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it seems to only work with objects that have blueprints

rotund scroll
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you check the collision settings oddly enough

broken heath
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But idk it so i stick with blueprints

plush yew
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guys

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i made a

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UI

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hud

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and it's not in the middle of the screen

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where it should be

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can anyone help me

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why does it work with capsule component but not with my collision comp?

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the collision setings are exactly the same

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??

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@plush yew ?

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i only see an option to generate overlap events

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in the details tab

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oh

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okay

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thanks

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hold on

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oh

gloomy gull
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@plush yew set the anchor to the center

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For all of the ui elements

plush yew
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i don't have one

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i made a blueprint and i searched for HUD

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and i made that there

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The simulation generates hit event doesnt change anything

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but its also not checked on my capsule

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i'm trying to make one rn

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@gloomy gull hes not using widgets for some reason

gloomy gull
#

🤔

plush yew
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yeah id say use a widget for that

gloomy gull
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@plush yew what are you using?

plush yew
#

i tried helping him but it go sooo confusing

gloomy gull
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Slate?

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Lmao

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:X

plush yew
#

what

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what

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i deleted that

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i can make it again

gloomy gull
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@plush yew never delete something without source control

plush yew
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ok i'm making it again

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it's easy

gloomy gull
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Cuz ur gonna end up wasting time again

plush yew
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wait

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alright

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i made it again

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can you help me

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@gloomy gull

gloomy gull
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@plush yew send the issues here and I’ll see what I can do to help

plush yew
#

okay

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you see?

gloomy gull
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A little narrow

plush yew
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that white dot

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in the top of the screen

gloomy gull
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Yeah I see it

plush yew
#

kk

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how can i fix it

gloomy gull
#

?

plush yew
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i want it to be in the middle

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if the screen

gloomy gull
#

What r u using?

plush yew
#

wdym

gloomy gull
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Widgets?

plush yew
#

no

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i just

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created a blueprint and then i searched for hud

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that's all i did and then i created nodes

gloomy gull
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@plush yew the hud is basically deprecated

plush yew
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oh

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ok so i just want that white dot to be in the middle of my screen

gloomy gull
#

Use widgets and add them to the viewport

plush yew
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ok

gloomy gull
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Make sure to anchor an image to the center

plush yew
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ok hold on

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how can i do that

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i never used widgets

gloomy gull
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With .5 offset on both axes

plush yew
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what?

gloomy gull
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I think virtus made a good one

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Covers the basics

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😉

plush yew
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can you send a link

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please

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k

plush yew
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ok

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but how can i make to turn on and off flashlight

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i already have my flashlight

gloomy gull
#

Well, that takes research

ionic haven
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looking for a way to work on geometry in blender and have scenes be updated live in unreal engine. What plugin am I searching for?

gloomy gull
#

should be a quick toggle between active and not @plush yew

plush yew
#

KK

ionic haven
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Is there one for Cinema 4d?

plush yew
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i think im dying

ionic haven
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Do you fear it or welcome the change

plush yew
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how do i get my collision to trigger a hit event

gloomy gull
#

@plush yew make sure it’s blocking the channel

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And if ur using cpp, that ur bound function is a ufunction

plush yew
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Yeah Im blocking everything

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Why does the capsule component work so different with its collisions?

gloomy gull
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I dunno

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I was having this issue earlier

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@plush yew I’m notify u if I solve the issue

plush yew
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thanks man

kind dew
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Is there a way to modify the defaults anywhere for certain properties? Like if i wanted to change the default value of the intensity of spot lights for example. How do I do that. Is it a config file thing?

plush yew
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... but I don't understand

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Is it some sort of automatic feature of UE ? Or does it need to set it up ?

sly glacier
#

Hello, how do you create your own textures for 2D games in a very simple explanation because I'm still beginner?

plush yew
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you draw them in photoshop

sly glacier
#

what if youre a broke high school student with no photoshop

wary wave
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GIMP or some other free/cheap equivalent

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or get real good with MSPaint

plush yew
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alright

sly glacier
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also what is .kom texture files?

plush yew
#

so i made a door system when i click on a button the opens and closes

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and after i open it will automatically closes

wary wave
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never heard of that extension

plush yew
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so i want when i leave the room the door to not close

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apparently its for laser cutting

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only when i go inside and close it

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how can i make that

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can anyone help me

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why does your door automatically close then?

sly glacier
#

what is .tga texture files?

wary wave
#

Truevision TGA, often referred to as TARGA, is a raster graphics file format created by Truevision Inc. (now part of Avid Technology). It was the native format of TARGA and VISTA boards, which were the first graphic cards for IBM-compatible PCs to support Highcolor/truecolor display. This family of graphic cards was intended for professional co...

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you know you can google these things, right?

sly glacier
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oh no, i joined to ask these kind of questions hoping you guys can explain it simpler/better

plush yew
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@plush yew idk

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i watched a tutorial and that's why

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but how can i do that?

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you gotta remove the part where its closes the door lol

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yeah i did

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but then i can't open and close it back

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when i press that key

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because i set a key

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Oh, thanks !

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left click , and when i left click the door will open/close

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but i tried that

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and it's not closing and opening anymore

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@plush yew does it auto close when you go away

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yes

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i don't want that

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cuz then you just need to delete on EndOverlap

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oh ok

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let me try

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ok

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i did

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but now i can't close and open it back

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i mean i can open it

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but after that i can't close it

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@plush yew

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did you change anything else?

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nope

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i just deleted the endoverlap

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i mean it should still work then, im just guessing you used a collision box at the door

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yeah

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yes

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so how can i fix it?

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what tutorial did you use?

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hold on

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Part 1

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And part 2

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because he used the same blueprint

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so i had to watch part 1

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the reverse connection on the timeline node closes the door so you need to disconnect the reverse at endoverlap

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ok so

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hold on

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then put a flip flop at E pressed and stick the second one into reverse i guess

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i want left click

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ok so

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the reverse from DoorAnimation/

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same thing

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from timeline/

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?

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yes

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ok

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i did

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now what do i do

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that should work i think

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i just dissconnected that

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disconnected

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ok let me try]

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nope

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when i open it then i can't close it

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that's the problem

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can you send a screenshot of your BP?

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ok

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hold on

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yeah you need da flip flop

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wait

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what is that

plush yew
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ok hold on

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so

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right click and type flip flop

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ok ok'

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its like a switch

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kk

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ok

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i did

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now what's the next step

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lmao

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what

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put A into play and B into reverse

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ym

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um

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wait

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and left click into flip flop

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wait

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what A

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that's my blueprint rn

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ok ok

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but left mouse button is connected to door animation

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yeah you use left click instead of F

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ok

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and where i connect A

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and B

plush yew
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because left click is not connected to door

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ok ok

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both of them right?

teal schooner
#

your trolling right?

plush yew
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no

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ok done

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i'll send you a image

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with my blueprint

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is good?

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bro

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yes?

teal schooner
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shut the up

plush yew
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you said to connect A and B to reverse

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i cant

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whyy

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that's what you said

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to connect A and B to reverse

#

i said A into play

#

oh

#

and disconnect that long one

#

and B into reverse

#

ok

#

done

#

now let me try

#

YAAAY

#

it'S WORKING

#

THANK YOU SOOOOOOOOOOO MUCH

#

nice

#

I'm so happy

#

this is my best day

#

aight im off to bed now

#

yeah same

#

it's 5 am here

#

GN

teal schooner
#

feels good once you get anything to work

plush yew
#

4 am here lol

#

i feel like i'm crying

#

idk i'm so happy

#

i feel that

broken heath
#

Why are you so happy

plush yew
#

because i finally did it

broken heath
#

The game

plush yew
#

no

#

this thing with doors

broken heath
#

Oh

#

I thought you’re publishing ur game

plush yew
#

not yet

broken heath
#

O

teal schooner
#

i think its ready FNAFGAMER 😉

plush yew
#

i spend so much time trying to figure out how to do this

#

with doors

#

and finally someone helped me

broken heath
#

Is it simpler than u thought

#

Oh scrolling up that’s a cool story, thanks to the hero Guile

gloomy gull
#

Oops I was gone

plush yew
#

Uhhh guys how to connect your PS5 Controller to UE4?

gloomy gull
#

afk

plush yew
#

Cause I am testing my game to controller

gloomy gull
#

The easiest and best way to get the PS4 controls working on your Unreal Engine 4 game! Hope you guys give this video a like and Subscribe!

Support me on Patreon:
https://www.patreon.com/AstrumSensei

Join The Discord Server:
https://discord.gg/j94z8aS

Unreal Engine 4 Action RPG Tutorial Series Playlist:
https://www.youtube.com/playlist?list=P...

▶ Play video
#

Google is ur friend 😉

rancid lynx
#

is this grab item function gaurenteed to finish before the switch on strings node, as long as i dont use delays ?

digital anchor
#

yes

#

all function calls are synchronous, unless they have the clock icon

#

@rancid lynx

rancid lynx
#

functions, thank you but.

#

if i collapse non functions into a small node, what kinds of things could cause the grab node to happen later ? delay , maybe timelines ? anything else ?

#

because i can call non function nodes in a function.

#

i mean, i can call custom events from the main window in a function. but i guess they still finish first.

#

oh clock icon. thats cool ! ill look out for that. ty

#

yea, one of my functions called a custom event with a TL clock X_x. that was my guess. sorry. thankyou

#

if i call this StopTrace After the grab trace, its failing to stop unless i add a .01 delay node to the hide cursor node X_x

plush yew
#

( I didn't make the landscape. It is a demo map from a marketplace pack )

drowsy zinc
#

Anyone able to help with my particle system? I'm sure it's something I'm doing that's obvious but I can't seem to get it.

#

what you're looking at is snow I've made, and when I turn on collision it stops emmiting downward. At best I can get it to scramble but it seems like it's killing itself on an imaginary plane.

#

I've tried adding it to my scene but it doesn't emit anything.

plush yew
gloomy gull
#

np 😉

#

Yeah I figured they were the same

plush yew
#

Moreover, I've just noticed I can't erase my grass also. Though I can erase my trees. Is there some issue with my grass ? Or may I have multiple foliage or I don't know ??

#

Though, the Component Class is the same for each of my foliage elements :

#

I don't think I have multiple foliage components so I don't understand...

sonic quest
#

Hey, anyone tried to add an exclusion volume to the new 4.26 water system.
I couldn't get it working?
Any help would be awesome: https://forums.unrealengine.com/development-discussion/rendering/1847784-enable-4-26-water-exclusion-volume

hot beacon
median hound
#

boutta watch

grim beacon
#

is anyone's empty game is above 10gb's ?

gloomy gull
#

@grim beacon that’s weirdly large, my empty projects are generally 2gb

#

Never more than 3

grim beacon
#

What version are you on?

#

I really don't have anything other than 3-4 cpp classes

#

4.26 I'm thinking its from plugins and stuff

#

Also the 10gb is before build, if that makes a difference.

tranquil falcon
#

When i hit 'G' my landscape disappears from the scene, is it because I have not assigned a Landscape material to it and instead just a 'normal' material

sonic quest
grim beacon
#

I havent added anything other than cpp classes

#

I just checked its not over 10gb's its 7.5gb's as it is

median hound
#

check the folders

sonic quest
#

When you package, do not use the pak file. Then you can see what's added to the package. (Everything is a directory)

Then use some file size checking tool to find out what's causing this big file size.

unique wolf
#

when i use PIE with multiple clients, it looks like as soon as a non-editor client spawns in, both the camera and the player input bindings in my editor get detached - does anyone know what might cause this? my project is set up similar to the twin stick example (my default pawn has a camera attached to a spring) where this doesn't happen, so there must be some difference somewhere but i haven't been able to find it yet

grim beacon
#

@unique wolf try adding multiple spawn locations

#

@sonic quest The vs. file has around 4gb's

unique wolf
#

i have custom GameMode which is cycling through the PlayerStarts for each client

plush yew
#

You can now try Chaos without compiling the engine from source

#

thats fkin amazing epic dudes.

#

i hope the idea get general for the nvidia goodies 🙂

#

@plush yew you pfp is so nostalgic. 🙂

#

aka my childhood 😦

plush yew
#

meme

#

@plush yew hmmm what meme that pfp has ?

outer cosmos
rapid gulch
#

Where can I get a 3D car model with bones for testing cars in UE4? I'll remove it later on, but I can't model...

tame marsh
#

Car with bones?

#

I thought there was a basic car project with suspension somewhere

#

@rapid gulch Yep, there is the Vehicle template project with a WheeledVehicle class that you might be able to use.

dire ingot
#

guys i by mistake removed some of unreal engine files ( i donwloaded a duplicate files remover, im sure i selected only the folder i want to delete the duplicaed files in, but it choose the entire drive. and due to that ue4 has got some of its files removed ), Right now when i run the app it wont launch. when i run the task manager and run ue4 and see what happens it exit the launcher then run te crash handler exe then exit again.

#

is there a repair tool?

#

i cant install unreal engine again from 0. that will take days due to my internet speed

#

so i prefer to find another way, like a tool to repair ( or install ) only missing files

tame marsh
dire ingot
#

why everyone use unreal engine thorugh epic games launcher?

#

for me i did not do that, i simply donwloaded the unreal engine thorugh google, not epic launcher

tame marsh
#

Epic Games Launcher is the official distribution channel to acquire it

#

I don't know how you did it but I would not trust any third party to download the engine

fierce tulip
#

lol

dire ingot
#

@fierce tulip ?

#

its not third party.

broken heath
#

Its the owner

#

Wdym through google

dire ingot
#

actually they provide the engine to be downloaded through the internet, they did not restrict it to only the epic launcher.

and im the one who thought u are pro at this, but everyone is a newbie it appear lol

#

are u asking me how to download unreal engine?

#

lmao

tame marsh
#

Please don't insult the people who are trying to help you

dire ingot
#

i did not insult them, if i did please tell me when/where that happend.

broken heath
#

So how do u update

#

The engine?

dire ingot
#

install the new version.

why are u asking me this? do u have unreal engine installed or what?!

#

most of my friends have unreal engine installed with out epic launcher. it appear u only don't have it like that.

broken heath
#

Yes i do , i just thought ur doing something easier but apparently not since u go to google everytime u update

fierce tulip
#

@dire ingot can you please behave like an adult. thanks.

dire ingot
#

@fierce tulip that was mean

warped tangle
#

@dire ingot A little professionalism goes a long way

broken heath
#

I use to launcher mostly to get market assets inside my project

dire ingot
#

wtf is wrong with this community?

#

i will go for now. thanks for not helping or being nice.

broken heath
#

The community uses the launcher , which is triggering you for what ever reason

#

Damn i thought id lunch my game on 1/1/2020

#

it is hard to be an indie

tame marsh
#

A year delay is not too bad

#

Compared to Cyberpunk

warped tangle
#

yeah, I heard they haven't finished yet

broken heath
#

Lmao , but either way for a small studio they succeed

#

Or not?

buoyant graniteBOT
#

:triangular_flag_on_post: UE 4 The Best#2729 received strike 1. As a result, they were muted for 10 minutes.

potent bridge
#

So, I'm downright terrible with animations, but I created an animation montage for my player character (stun), but it wont play when I execute it in BPs

#

Do I need to do something with the Anim Graph?

ebon marlin
#

My position values don't seem to change at all when moving the SCORE text

#

and I cant get it centered on the screen at all

#

Right, restarting the editor seemed to fix the position not changing

#

But it's equally intolerable because the values are all wrong

#

Did anyone else experience this? I'm on 4.26

worn merlin
#

Hello guys, is there any way through which I can dynamically download a level while running the app?

next badger
#

@worn merlin app? you need to be more specific

worn merlin
next badger
#

@worn merlin it is possible, not sure about "any device"

worn merlin
#

@next badger is it possible to download level through a weblink & then stream it inside unreal? If possible how can I do that can you please help?

next badger
#

it's not a builtin feature, you can load pak files dynamically, and use sockets to download them

plush yew
#

Hello, umm when I export from substance painter to unreal engine I have no texture on the 3d model... do I need to update substance painter?

#

I don’t think that’s the problem but I’ll try

worn merlin
#

@next badger can this be done inside Blueprints or I have to use c++?

open wadi
#

Anyone here good at analyzing profiles?

#

I took a profile of my game that is running far too resource intensive on Mac, and I'm sitting in a static position (the initial login screen), there's a moving 3D background with a couple widgets displayed, and suddenly after X seconds my rendering thread goes haywire and I'm trying to determine why

next badger
#

@worn merlin C++ only i'm afraid

#

Epic's Bug report form is broken. Hmmmmeh.

worn merlin
#

@next badger is there some link which can help me regarding the code, I searched but didn't got any.

calm widget
#

@open wadi Do you have any hickups ingame? can you notice it stutter

wary wave
#

judging by the fact it's FTcpMessageTransport, it sounds like something like a debugger, or some Internet connected thing is causing a stall / lockup

#

does the stutter occur in a packaged game?

#

either in Developer or Shipping config

next badger
#

@worn merlin look for PAK loading

plush yew
#

How do I store a list of pairs of integers?

exotic thicket
#

make a struct that contains two integer values and make an array of the struct type

burnt ether
#

can I create an addpin button to my function ?

thin merlin
#

Hi everyone.

#

New to the server. Been a long time fan of Unreal Engine.
Just want to confirm. A notification will go out here when UE5 beta becomes available right?

thin merlin
#

I have some light experience creating games(Project Spark, RPG Maker 1 and 2) but I've always played in the kid pool thinking UE4 was too complicated for me. T.T

#

I heard UE5 is supposed to be even easier to grasp and I'm very much looking forward to it.

#

There's a game I want to make and I know how I'm going to go about it. I just can't get started until UE5 comes out.

burnt ether
#

You can learn very very quickly if u have the engagement to do so

thin merlin
#

Better question then.

#

Say I'm making this game in UE 4.26 rn. When UE5 comes out, can I load it up from there?

burnt ether
#

I know it's possible to upgrade from 4.25 to 4.26 for example... but if it's a whole new engine version I'm not sure about it

thin merlin
#

Hmm

teal schooner
#

They're going to expect most everyone to upgrade, they don't expect people to start over

#

That's silly

thin merlin
#

If it was just a reskin of the gui and some background improvements then it wouldn't UE5. It'd be a 4.xx

#

I could see them making an entirely new engine with UE5.

teal schooner
#

This is straight from the FAQ: Will it be possible to migrate a UE4 project to UE5?

Yes. Developers will be able to migrate their UE4 projects to UE5, which is backwards-compatible. Developers targeting next-gen consoles are encouraged to start building with UE4 today and port their projects to UE5 if needed.

thin merlin
#

^^

#

Thank you.

glacial arch
#

Hey guys, so I got a conundrum. Any clue how I can render an actor to a texture independently of the scene currently loaded? Is there a way to create another "world" so to speak where I can place actors and take pictures of an actor in a separate scene?

#

for things like rendering a character in a UI, or rendering item icons procedurally from the item itself?

teal schooner
glacial arch
#

are they free?

teal schooner
#

I don't remember

stark ledge
#

I could be wrong, but I expect UE5 to be more of a branding thing than a new engine. So equivalent to UE4.27 or 4.28.
Usual upgrade route.

glacial arch
#

@teal schooner I don't mean to sound unappreciative but I do kinda wanna know how to solve that kind of problem instead of using premade assets/plugins

stark ledge
#

Search the docs for Scene Capture

#

We use for character in the UI, and also minimap.

#

2 different use cases

teal schooner
glacial arch
#

@stark ledge thanks a whole bunch! I really appreciate it

stark ledge
broken heath
#

Guys any idea how to control the width of a texture through blueprint?

plush yew
#

Unity better Damn boya

zinc shore
#

how can i check to see if a actor has a static mesh

thin merlin
#

<.< Stupid question. How much code is really needed to be understood when making a multiplayer game? As long as I can understand the gui do I ever have to mess with the code underneath?

stark ledge
grim beacon
#

You can create simple multiplayer events but if you need to replicate movement and high frequency stuff you will need some c++

thin merlin
#

I'm aiming to make an online multiplayer board game. There won't be that level of control.

grim beacon
#

It should be fairly simple ue4 has some built in turn based match stuff as far as I know

thin merlin
#

Yep^^

#

Was hoping to hear that.

grim beacon
#

Yea just don't underestimate it if you've never done multiplayer

thin merlin
#

Understood.

#

So UE4 has already done the hard networking part right?

#

I just need to make sense of it all and build it.

torpid flicker
#

idk in which channel to post this question so, anyone knows why my collider is partially allowed to stay in walls? Both collider and wall are set to block everything

ebon marlin
#

how did it get in there like that?

torpid flicker
#

i can move him there

#

and he stays there

#

no blocking happens

plush yew
#

what does the wall collision look like

torpid flicker
#

snapped to the wall extends

plush yew
#

is the wall perfectly straight?

torpid flicker
#

yes

#

just a scaled cube

ebon marlin
thin merlin
#

^^ Thank you. I will.

ebon marlin
#

@torpid flicker is that using the Character Movement Component?

plush yew
#

are you moving with character movement component?

marsh sparrow
torpid flicker
#

no, im moving with SetActorLocation()

ebon marlin
#

there's a lead to your problem, how are you obtaining the location you're passing to set actor location?

torpid flicker
#

I mean i understand this should affect the moment of impact, but when it is left there shouldnt it be pushed out?

#

when i apply no input and I just leave him there

torpid flicker
ebon marlin
#

I haven't worked with CMC but Setting actor location with your own layer of logic ontop of it is bound to be intrusive to CMC's movemnet cycle

torpid flicker
#

so you suggest using the character component input?

ebon marlin
#

Yes, it will do everything for you

#

it's not designed to take care of depentrations after manual calls to set actor location

marsh sparrow
#
    if (Value != 0.0f) {
        // add movement in that direction
        AddMovementInput(GetActorForwardVector(), Value);
    }
}``` like this..
torpid flicker
#

I see, is that related to the camera spring arm not colliding effectively as well?

#

even though I set the proper option

ebon marlin
#

the camera should not be related to your movement

plush yew
#

How could I increase number when getting closer to something

ebon marlin
#

only indirectly by defining right/up/forward inputs etc

torpid flicker
#

so thats a different problem

ebon marlin
plush yew
#

@torpid flicker it really depends on what kind of game you are going for. Character movement component has a ton of nice stuff built in to it, for example replication if you are wanting a multiplayer game. There is no reason not to use it even in a simple situation. SetActorLocation should in theory work (if you are using single player). Notice when you use the 'setactorlocation' node, there is a checkbox like this

quartz grotto
#

Happy new year

plush yew
#

This will mean that your 'setactorlocation' movement ignores collisions, which can be a problem. If you check 'sweep' instead, you should in theory not be able to move inside walls, unless there is a problem eg with collision or with framerate.

torpid flicker
#

Ill test it out right away

torpid flicker
#

Any ideas why the spring arm component collision doesn't work though?

#

I've set 'Do Collision test' option

plush yew
#

I remember I had an issue with that on one of my projects and there is a setting on either the spring arm or the camera that changes it, can't remember exactly

torpid flicker
#

hmmm okay ill look into that as well

marsh sparrow
ebon marlin
#

no clue, never did those

marsh sparrow
#

cooldeal! me either LOL

#

thanks man. I'll get to googling cutscene tutorials, etc see if anything pops

celest vapor
#

If I stream a level into another level, if the streamed level has a seperate gamemode will that override the root level? or will it ignore the streamed level(s) gamemode?

marsh sparrow
#

if you stream it in, it leaves the gamemode

#

if you open the level it swaps the gamemode

celest vapor
#

@marsh sparrow Thank you! I've been super hesitant to stream levels in because I thought it would override gamemodes

marsh sparrow
#

not a problem. I found that out the hard way trying to go from main menu to my actual level LOL

celest vapor
#

Lol

#

one more question

#

is there a way to offset a streamed level

#

this is a poor example but; think of a endless runner game with tile sets. and each tile is a level that is streamed
(im not actually doing that but using it as an example)

plush yew
#

( I didn't make the landscape. It is a demo map from a marketplace pack )

marsh sparrow
#

the grass usually is part of the landscape mat and not applied as actual foliage due to fps issues

plush yew
#

@marsh sparrow Ooooh ! Very interesting... I didn't ask about FPS but indeed, that would explains the thing... But how can it be part of the landscape ? I don't understand.

marsh sparrow
#

one sec

plush yew
#

No pb

marsh sparrow
#

^ that explains how its usually made.. you will have to open your landscape up and check the material you have set for it and find in there where the grass is exactly

#

mine is buried in some layers.. but here is the landcape and the landscape mat are you can dig into on yours it should be in a similar spot

plush yew
#

ooooh

#

Damn ! I always thought that grass was part of the foliage !

#

thank you so much man !

marsh sparrow
#

yeah, but if you open your actual material you will see in the bp where its actually being applied

plush yew
#

ok

marsh sparrow
#

and in edit landscape mode.. there is a paint part where you can apply specific layers from the landscape mat

#

if you google around all that you should find it

#

and np man

#

just passing on what others have taught me in here

plush yew
#

🙂

#

Guys

#

How can i add Walking animation to My AI?

#

I mean how can i get a walking animation

arctic compass
#

I imported some mesh object created in blender, and when I view Show Collision in the viewport menu, the collision shape is way different from the mesh. Is that normal?

marsh sparrow
#

@plush yew can you elaborate? like roam or something?

plush yew
#

@marsh sparrow wdym

#

i'm making a AI

#

i want to add him a walking animation

#

because it's a character

#

and idk how to get one

#

or to make

plush yew
arctic compass
#

thx @plush yew

plush yew
#

Your welcome

marsh sparrow
plush yew
#

yeah

#

ik

#

i tried

#

but the character ooks weird

#

looks*

marsh sparrow
#

ha

plush yew
#

and some of them are not compatibile

#

it's saying something with skeleton

#

idk what

marsh sparrow
#

sure, its based on a normal skeleton

plush yew
#

Happy new year!

marsh sparrow
plush yew
#

it's not 2021

#

yet

marsh sparrow
#

it is just east of japan 😉

plush yew
#

For me it is

#

oh ok

marsh sparrow
#

@plush yew like if you've already applied the animation, but it doesn't sit with the skeleton right.. I'm sorry I can't help

plush yew
#

bruh ok fine

#

Time for me

#

ok

#

So happy new year from those indias

#

Happy New Year everyone 🥳

#

Yeah you too!

#

Die corona die

#

Haha yeah, yall future peoples tho

#

Its thursday for me

#

Yay 2022!

#

Corona vaccine yay

plush yew
plush yew
#

2022 boy

#

no its 2021 😄

#

xD

#

Uhh you from the past?

#

xD

#

Stay safe everyone

#

2022 for me,

plush yew
#

hahaha

#

wait are you coming from the future?

#

No

#

You all from the past

#

ah okay

#

Why you guys still on 2020?

#

oh so you came from the future

#

yeah

#

Corona bad

#

2022 corona vaccine

#

yeah

#

yes

#

But still testing.

#

But yes vaccine

#

so are you in 2022 rn?

#

or 2021

#

But it kind of sucks here like it has alot of stuff that can make it worse

#

2021.1

#

@plush yew I think your skeleton is just not compatible with the mixamo skeleton. You must have a compatible skeleton. Something like the UE mannequin skeleton.

#

( but I'm a noob in animation so I can't help more, sorry )

#

oh

plush yew
#

( Though, my low FPS is truely due to my grass I guess (in major part at least) because if I delete the landscape, my FPS goes up pretty much )

calm widget
#

@plush yew You can have a landscape grass type, where you can put grass and sticks etc, so you can't select it as you can foliage, it's good for setting grass automatically where you paint it etc. Not sure it has much to do with fps in comparison to foliage might be wrong tho.

plush yew
#

how can i animate and then Add to ue4

#

From blender

#

like animate in blender

#

For example a walk animation

grim ore
#

you animate it in blender then export out the animation....

#

which part are you having problems with

plush yew
#

I made a AI character

#

an

#

and i want to add him a walking animation

#

and that's why i asked

grim ore
#

so you need to know how to use blender? you need to know how to animate a skeletal mesh? you need to know how to export the character from UE4 to Blender? you need to know how to export the character from Blender to UE4?

#

your question is very vague

plush yew
#

i know

#

how to use blender

#

idk how to animate skeletal mesh

#

I know how to export character

grim ore
#

then look up how to animate in blender on google

plush yew
#

Just go to export and then click on fbx

#

Ok

slim pumice
#

Hi guys, I'm wondering if any of you here have much experience with Virtual Studios in UE4? I'm trying to work out which 3-rd party offering gives the best variety of functions but it's not easy when it's the holidays and nobody can pick up the phone! Main options are Reality Engine, Stypeland, Chryonhego's FRESH and Mo-Sys VP suite. If any of you guys have experience with any one of these I'd love to hear your thoughts on optimal tracking input and where a media server can come into it. In return you get my eternal gratitude and recommendation whenever somebody asks if I know a UE tech 😊

plush yew
#

Ok

#

Thanks

#

so im following ryan laley's fps tutorial and he puts the animations on the guns and seems epic likes to put the animations on the arms, what do you think is the better way ?

broken heath
# plush yew Ok

Help me idk how to resize the textures width through a material instance

plush yew
grim ore
#

@plush yew you put it wherever it makes sense for your project. both are valid.

#

@broken heath the sizing of the texture? if its not exposed you have to add it to the master material and expose it to the instance.

broken heath
#

Yes idk what to do in the master material

#

No tutorials on width

grim ore
#

what do you mean by width

broken heath
#

Like literally widenining the texture

grim ore
#

there is no width or height in a material since it is applied to an object and that object controls the size

#

it sounds like you mean the scaling, which is adjusting the texture coordinates

broken heath
#

No i mean the value in the texture coordinate

#

Yes scaling but horizontally only

grim ore
#

you would add a texture coordinate to the texture sampler and just adjust it on the horizontal

broken heath
#

I want to get the value on the

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Texture coordinate out

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In a scalar parameter so i adjust it in an instance

grim ore
#

and you just want to only expose the 1 value?

celest vapor
#

If I create a level instance for level streaming and tell that instance to set 'should be loaded = false' will that remove that instance of the streamed level out of memory?

grim ore
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you are looking at something like this to expose just one axis on the texture coordinates to a material instance

broken heath
glass rapids
#

Hi, I have a quick question. What do you think would be a good way to make a hunger and thirst system?

viscid stratus
#

Hey! I've just began to learn Unreal Engine and I'm trying to make a custom, flying object follow the player. It's all good, but the drone only sees what's in front of it at the start. So when I go behind it's starting point, it stops following me, because it doesn't see me anymore. I use AIPerception (AI sight config) for this method, which cannot be attached to the body itself, so I'm guessing that it simply doesn't follow the drone itself. How could I fix this?

scenic egret
#

Does anyone know whether you can change the transform values of an object in sequence to local space rather than world space?

celest vapor
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@scenic egret as in scaling all of an actor's components relatively?

marsh sparrow
runic narwhal
#

Experimenting with the new water actors...what is the deal with this? It looks really...off.

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It's like it's clipping through the camera frustum

harsh tiger
#

if you start to package your game and then open a widget and change some text for example. will them changes be included in the new packaged build if that asset hasn't been packaged yet?

scenic egret
celest vapor
#

are you using a timeline for the tree falling over?

scenic egret
#

Yeah I am, it isn't an animation ive done.

celest vapor
#

if the tree is an actor you can tell the static mesh component to update "relative transform" which only changes its transform relatively

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when doing that just have the starting key be the current transform of the tree in the actor and then ending where you want it to end

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like if its rotation is 0 to start and then to fall over you want to set its roll or pitch to 90 to make it fall sideways

dawn gull
celest vapor
dawn gull
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And it was only $8!

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By the same guy who made electric nodes

celest vapor
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I have yet to see that one

scenic egret
#

Right, yeah it is an actor with a static mesh component.
When you say update to "relative transform", do you mean changing to blend mode to relative or something else?

celest vapor
#

I'm opening a project of mine atm i'll be able to show you in a moment

dawn gull
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@cinder minnow ya done good

scenic egret
#

Okay thank you, I appreciate the help. Rather new to sequencer.

celest vapor
#

@scenic egret Of course! We're here to help

hasty gorge
#

uh I forgot to ask
how do you use a github repository and put it into unreal engine on your computer
do you just clone the git and then put it in some specific file path?

grim ore
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@hasty gorge the engine itself or a project?

hasty gorge
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the project

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wait basically, I want to have an unreal engine project on github and put it as a project on my machine

dawn gull
#

Sorry if I'm interrupting, but I'm procedurally spawning a bunch of actors in specific locations and rotations around a sphere but the sphere is moving, how can I attach the actors to the sphere after they get spawned in game?

dawn gull
junior sedge
#

Happy new year everybody 🎊🎊🎊🎊.......

scenic egret
celest vapor
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Of course. I'm just about to make a door actor too lol

scenic egret
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Okay, thank you.

celest vapor
#

@scenic egret

winter gale
#

Happy New Year!! 🥳 🎊 🎅

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🫂

scenic egret
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Thanks, will take a look

celest vapor
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I'm using the Z axis for yaw but if your tree falls over then I would recommend using x or y haha

scenic egret
#

Yeah I will, makes more sense seeing it. Thanks a lot

celest vapor
#

Just for reference. World is, well world transform. but Relative transform is specifically the component's transform within the actor it is a part of

winter gale
harsh tiger
#

any idea why all of a sudden i get a black screen when uploading my project as a apk to my oculus headset? it used to work just fine. but its stopped working for some reason

harsh tiger
torpid shadow
#

Im having an issue in Unreal with lighting, Im trying to have a night time scene and I've got it how I want but inside buildings is pitch black. If I mess with exposure then the outside areas wont look right, Im kind of stuck on ideas of how to fix this, anyone have any suggestions?

plush yew
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How to capture 360 degree screenshots

dawn gull
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press print screen 360 times

celest vapor
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@dawn gull each time you press it, it overwrites the previous one xD

dawn gull
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I know

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he never said he wanted to save them

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lol

celest vapor
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fair

#

Hey, have my own map generation system with streaming tileable instances of sublevels into my main one.
it loads the starting tile when the game starts but the player's character wont collide with the level.
All the static meshes in the level have collision enabled and will collide elseware but now when streamed. How can I fix this?

plush yew
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I were talking about taking 360 degree screenshots.

celest vapor
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yeah, he was saying take a screenshot for each degree

plush yew
#

What happened to this server?

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Thanks.

gloomy gull
#

Is there a way to create a base project? I find myself recoding an FPS base everytime I need an FPS, which is really painful

dapper frost
#

what's the actual size of 4.26?

waxen raven
#

Template...

gloomy gull
still moat
#

@gloomy gull Just wanna say you're a legend with your livestreams about the EOS

plush yew
#

hey someone know when UE5 come out ?

still moat
dim sedge
#

Just starting out with unreal engine properly, I have a fair bit of experience with unity and C++, I feel comfortable diving straight into C++ but is there a way to use both blueprints and C++?

#

Can anyone recommend good content for people transitioning to unreal from unity?

grim ore
#

there are docs on that in the docs pages as well as a course on the learn site

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and there is nothing special to using BP and C++, projects are not one or the other but both always depending on what you want and use

honest fox
#

Hey all, I am repeatedly crashing using procedural foliage spawner on 4.25. Here is the last message I have gotten:

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 186] Ran out of memory allocating 1627158960 bytes with alignment 0

I had no trouble with this tool on other experimental projects that I had scrapped. I have tried increasing the paging file, reinstalling ue4, starting a new project, resizing the map and with different spawning volumes on different levels. Not sure what I am doing wrong here.

I am a bit of a novice at this so please feel free to state the obvious if there is one.

maiden iris
#

Hey, has anyone retargeted mocap data to the artv1 skeleton control rig in maya successfully? I can bake the mocap to the bones but then the control rig doesnt follow :/ any help on this would be great

gloomy gull
meager shale
#

Hello everyone. Happy New Year!! As I'm sat alone tonight I figured I'm gonna dive in and try and check out the Control Rig a little in Unreal 4.26 in the hopes of being able to use that to drive animations across multiple character skeletons without the need to retarget stuff. So. Has anyone explored it in depth? And if so, does anyone know if it's posible to have, say, the UE4 Mannequin (with a bunch of animations in an anim BP) drive a control rig that in turn drives a character with a somewhat different skeletal structure? So Mannequin -> Control Rig -> Custom bipedal character. Yay? Nay?

plush yew
#

Trying to achieve a stylized grass look but something looks really strange here...

Looks more like fried fries than grass and also, I've got holes in there, is that normal ?

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Any advise on how can I get that stylized look?

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guys how can i animate a walking animation?

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In ue4

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In blender?

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Wait where? @plush yew

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Or in ue4

meager shale
#

Use the Control Rig if you want to animate inside UE.

plush yew
#

yeah yeah

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Is it possibile?

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how do i get

meager shale
#

The add a sequencer. Then keyframe it.

plush yew
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Control rig

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Ohh yeaaa

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thanks

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But how do i select my character, how do i get Control rig

meager shale
#

The control rig is a plugin that you need to activate. There is a 2 hour talk from Epic about it. Let me find the link for you.

plush yew
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Kkkk

meager shale
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Then there are a bunch of step by step tutorials on youtube if you want it slower and more surface level.

plush yew
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Oh

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Ok

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But

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If i Animate in blender