#ue4-general
1 messages Β· Page 908 of 1
Sorry, that's outside my knowledge. I'm not well versed in how Blender works, sorry.
Z(up down) Y( forward back) X( left right) right?
remember to not have anything named armature inside of blender when exporting
I'm trying to use Mouse axis in the top down project but it only works when i hold down and drag the mouse, setting the game mode doesn't seem to work until i click once then it wont print any more. I've tried removing the consume input from SetDestination.
Only prints when i hold down any mouse button, cant think of anywhere else top down project could set game mode
Is there a way to set a mesh rotation where the forward vector changes with the angle of rotation
nevermind found a work around
I think there's a pun in there
hello, any1 have idea where i can buy armors (body, boots, gloves etc.) models ? that will fit for unreal ?
What kind of quality you looking for? sets or what
Sometimes I think people just join this discord and think it works like a google search engine π
Doesn't it?
1 Hour left!
happy new year everyone
where you from man of the future?
=)))
People are happy, showing it by exploding things outside of my window. Make it go away please
Guys, if I have 4 terrains, is merging them together gonna help the performance?
They are 4 8kx8k terrains
parts, with large catalog of stuffs
preferably normalized so you can mix and match
@velvet vapor I don't know much about this but i think you should check out world composition
Oh bby, my engine keeps freezing when I click play π€¦ββοΈ
I've been spending too much time debugging
how can you import json data into a data table again?
If I convert BP Project to a C++ project. Will all my BP still hold functionality?
On top of that would I still be able to use Blueprint in the Project now that it's been moved to a C++ project?
yes
To both questions right?
c++ project gives more possibilities
I'm not sure what you mean by the first question
Overall my project is made using Blueprint but there is a plugin I wish to use that needs C++
i found 1 "downsite" of c++ projects
in default character there is no keyboard input blueprint lol
@frozen pond There is
You'll need to recode all the blueprints in C++
lol no why?
What do u mean?
in c++ you can use blueprint too
he means the input is handled in the C++ character
sorry covid makes me hard to think
naw ur good
also i can't go sleep yet as new year comes in < 1 hour
protect yourself guys really
Different Time Zones π
12 hours for me xD
I hope you'll be okay Tota
for now i'm fine just cough a lot and i feel a little pain in my lungs
(I know the conversation kinda moved on but thank you guys!)
thanks, at least i got some time to work on game lol
bad side i have hard time thinking
Cannot wait till we all get vaccinated from this bullshit virus.
i'm more worried about my grandfather, he is almost 100 years old
oh my! Best wishes to him
yep if he gets covid its gonzo
guys how i could get reference to this (attached components) so i can destroy them?
@frozen pond do you add them at runtime, or are they there at design time?
design time
there is a variable then in your variables panel for them
On top of what MathewW said, if you just want to remove all the child component you can get children components
(during play of course)
yeah but this isn't children component(?) it's just attached to it
Those components are children of the "Display2" Child actor component from the looks of it
i just attached skeletal mesh to it
yeah. The skeletal mesh is a child of the Display2 component
so whole group end as this:
Wait. Did you yourself attach the skeletal Mesh to the child actor component or did you assign a child actor to the child actor component that put those there?
wow that was a mouthfull
its just attached skeletal mesh to display2
they are separate components/actors
only 1 stuff comes to my mind atm and its is get components by a tag
what the best way to learn lighting interior the vids i go to on epic site there levels do not work on learn.unrealengine.com
or they do not provide the resource
@frozen pond why cant you just use the variables already made for them like suggested?
@crude robin the lighting courses are concepts, you can do the same steps in any other level. If you are referring to the realistic rendering demo (the room) then you can substitute out the current arch viz interior example in its place
otherwise 80.lvl is a good resource for graphics related learning
i just need to learn it in general i struggle with setting it up
@crude robin do the course using the arch viz interior example then, it's a fully set up interior scene intended to replace the older realistic rendering one
@grim ore i didn't use variables due it's runing on loop
thanks ill try using that the global illumination is the part i struggle with to get the full overall decent result
art is hard, you just have to keep failing until you get better at it
seem i cant use it cause i dont have the light mass plug in
happy new year
so I found out how to open that gwent clone
now how do I check the cpp code of the project itself?
do I have to open it from visual studio only?
okay I actually see there is a source folder within the main folder
and its filled with cpp files
and cs files which is weird
but is there really no way to open up cpp files associated with the unreal project within the unreal engine 4 environment?
load project from unreal start panel
on just double click on Cards.uproject
@hasty gorge
works fine
finally found a level i can use sheesh lol maybe it itme for me to upgrade to 4.25 lol
How much extra storage you need for 4.26 with 4.25 installed?
Does it eat the same space?
I guess everyone is getting drunk
can someone tell me what UPROPERTY is about?
I tried looking for it in the C++ docs, but it has no page of its own
idk if this is a cpp thing or ue4 thing
what is this GENERATED_BODY() thing in the header files?
where can one ask for help here?
@solar tartan Right in here, theres also a design chat etc for specific things you need help with
So all I did was click "add new C++ Class" and created a new one and all of a sudden the project said I need to rebuild the data so I restarted it and now it wont open. it says "The following modules are missing or built with a different engine version" and when I press "Okay" it says "Project could not be compiled. Try rebuilding from source manually" anybody know how to fix this? The first sveral pages of google dont help, i tried it all
Can someone tell me how to have fewer triangles in the "red marked area" As you can see I made a transition with tesselation from close to mid but I can't find something to show me how to achieve a reduction of triangles in the far distance?
anybody know why I can't delete the maps I was using for worldcomp earlier? I'm ready to replace them, and use different tile counts/sizes, but it won't let me. All are referenced in memory exactly once despite not being listed in my Levels window. I'm also getting an error that I'm over my 484,232MiB texture streaming budget. Which is also wild high so something looks like it went pretty wrong with this test project at this point.
Happy new year to all !!
If it's a Landscape you go into Details and lower Other LODs
how do you make an AI that stays still and shoots at you
@autumn flame that dark theme... im curious how you did it, ive looked everywhere people told me there was a new thing in the market place but it costs money and im to lazy to add my credit card
I just bought it from the marketplace and customized it with the already integrated options
It's like 8 bucks
ok cool, isnt there a way to get a custom image on the editor? i remember i downloaded something but im not sure what it was called and think they might have removed it
Custom image?
im not to sure how to explain it but you can change the editors gray layout to an image or something, or it might have been the background of the blueprints
I mean, you can edit colors in Editor Preferences -> Appearance
here one sec ima see if i can find it
Edit -> Editor Preferences -> General -> Appearance
Perhaps, never really seen anything like that
yeah, i use to have it in my library but i cant find it anywhere anymore
ok thanks
can anyone help me with AI character?
i already have my character and animations
idk how to set
and stuff
i really need some help
π¦
no one helps me. π¦
Looked up a tutorial?
What type of animations?
running
i already have the animations imported into ue4
If I spawn a lot of actors on beginplay, how do I assign ownership of those actors to the BP that spawns them (not the networking ownership I mean actor parent/child ownership)
I don't see why AnimBP wouldn't work for AI Anims
um
i want my character to make a run animation when he is chasing me
i already have a running animation
Yeah
Use AnimBP
Blendspaces
In this video we set up player aim offset, blending those with walking, and a camera zoom.
In the next video we will be covering how to implement this system with the AI. Aiming at the player and firing.
It still uses AnimBP
Why would an AI have different animations if using the same Characters as you for example
It's still a Skeleton
You just need to guide the AI's behaviour
guys
i added the animation to the AI
and the animation is like 2 seconds and then he is going back
how do i fix that
Can you make Functions in Interfaces Pure?
@plush yew How long is the animation?
1 seconds
second
As in how many frames?
30
the ai is repeating it over and over
how can i fix that
Could you show me how you set it up?
what
the blueprint?
When I import exported UE4 animations into Blender the starting height is wrong? Is there a way to correct this?
By height, I mean the origin of the z location.
this is probably a dumb question but how do you make UV texture animations work in unreal engine?
I know you make a texture like this
but is this something you animate in maya before hand or in unreal engine
I know you could flip through it, hard to remember terms offhand though.
I almost want to say flip book or something to that effect, but I'd just do a web search.
can anyone help mee
Depends on the problem I'd assume.
i added a animation to my AI and he is repeating over and over the animation
You can adjust the origins in blender, but I believe they use a different x,y,z base. That said the Unreal to Blender plug in might be worth a look for the return trip.
i really need help
Okay, is the condition for the animation in a loop?
Keep the animation window open and run in editor in another window iirc. Been in modeling last few months so a bit rusty.
Or just add a chain and see.
animation editor?
@waxen raven ive already tried helping him, from what i got hes trying to make an animation for the ai to chase him as in the ai has no function to actually follow the character is what i got and he want the animation to move the ai?
ok
i'm in
it has
he is chasing me
but i have this problem
with animation
Animation doesn't move characters. But yeah I could see the knowledge difference as being likely.
it's a running animation
and i added to my ai
and he is chasing me
but he repeats the animation over and over
Odds are you never set a return conditional in the animation.
I'm guessing you mean manually adjust? I'm trying to match the origin of another animation exactly.
ok so let me see
You have to give them a gate back to original state.
ok so loop?
i also told him to loop that animation (got it from mixamo its calle in place or something)
Yeah I'd manually adjust, but I can see how that would be frustrating. Probably why T pose or A pose exist.
So us the animation blueprint for your AI
i DID @plush yew
NOW IT'S RUNNING AT THE SAME PLACE
Exactly. The condition needs a change condition or it stays.
i don't find loop
root motion
no umm
@plush yew Could ya show us your animation blueprint for the AI.
yeah to like 1 or something i forgot what the panel option was called but you need to make it 1 i think in the blend space
ok
wait
I'd sent a screenshot of the anim bp. Way easier to see then.
ok
that's AI blueprint
Alright looks okay
yeah π¦
i'm so sad
what is your anim bp like
That tells it to move, but not the animation itself.
I'm guessing you've got a speed >= then play anim
That is the one we need.
kk
Go to the AI BP, and in the details set it to use the Anim BP you make
ummm
details
here?
Select the mesh
ok
ok
done
ooh
looping
i see
it's checked
yes
it's set to
Animation mode: Use animation Assest
You should set the animation up
um
https://youtu.be/Qzd4oU0tkVA this should help
Hey everyone! In this video we're going to create a 3rd person character in Unreal Engine 4 using blueprints. We'll be creating our character using the 3rd person template and adding animations for idle and running. We will be using the Infinity Blade Adversaries pack so we can get a character with animations.
I hope you enjoy this video! If yo...
i'm in first person
btw
works both ways
@plush yew
so
what animation
wdym
wdym set animation up
This looks like a job for wtf is.
you understand my confusion right?
π¦
animation mode?
:/
@plush yew are you still here?
What is the Play Animation Task Node in the Behavior Tree in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
So if I'm understanding this correctly, the Unreal EULA allows me to distribute the UE4 source code, provided it's a fork of their official repo and not a new repo altogether, right?
It might not be that one specifically, but I'm sure he'll have a video on animations and how they work.
ok so
guys
i deactivated the loop
and now
it's not repeating
but when the animation finishes the ai is stuck
i mean he is not moving
that's good for now
You need to actually create an Animation Blueprint for the AI
Set up some State Machines
Yeah that was what I meant lol.
What State is currently in will be decided by a Transition like Speed > 0
Look into AnimBPs, you can't have an Animation set over there like that and expect it to work flawlessly
The problem here is the fundamentals
oh
You need to basically code animation logic
Like if speed > 0 play run animation
if speed == 0 play idle
something like that
AnimBP drives the logic of the animation, still better having it no matter what
Especially for running animations
For stuff that play once you can use Anim Montages
Wait i think
Create --> Anim Blueprint
Your animation will probs be driven by a Blendspace
If you only want running in one direction
Blend Space 1D
Just holds an animation in a line for Speed
If I were theoretically looking for a freelance animator, anyone have a vague idea of what I should expect to pay? Looking for someone mid level preferably
I would really love to have telltale esque graphics in unreal engine, but the closest I've ever seen is with cartoony cel-shading which doesn't exactly have the gritty comic book hand drawn look
You would use cel-shading, I think a darker palette of colors and darker lighting is all it takes to make the games feel grittier, maybe desaturate stuff a little.
well I don't know- maybe it's just the models that need to be textured differently
https://www.unrealengine.com/marketplace/en-US/product/pivot-tool
i have a bunch of meshes from artstation which are great but the pivot points are wildly out of place. so is this the best plugin to fix these?? whats the best to do (i just needing them to center the points or bring them near the mesh generally. they are far away) .. (not sure best room for this) . thanks
Anyone available for small suggestion?
I want to publish my unreal engine games to cloud in website. Whats the best way? I researched and found that i have to convert the unreal project to HTML 5, is it true? However i didn't find any resources or tutorial to follow through. PLease help me
Some help? It happens to me with any unreal engine game, it does not matter if it has good graphics or not, the game works perfectly the first time I open it and the second time I see that
Is it possible to create a .IO game in ue4 ?
Well, its 2021, gib ue5! Gib nao! π I need them infinite polies, gi and 64bit coordinates!
Ahh π
@verbal bronze can you help me?
Question - I've got a plugin I got off the marketplace that only supports UE 4.21 - 4.25, but I need it to work in 4.26.
I would be willing to bet the plugin code works fine in 4.26 - is there a way, on a per-plugin basis, to overwrite an ini file and simply tel the engine that 4.26 is supported?
Do you have any previous versions of Unreal installed currently? Because if so you can install it to say, 4.25 and just copy the files in the engine plugin folder
@dawn gull Can you help me with my question?
Have you looked on YouTube
I did but its not clear. And HTML 5 is scruff from unreal website
Slightly off topic but does anyone have a recommendation on dual monitors vs a single ultra wide? Specifically for Unreal, Blender, and video editing etc. I've got a single 16:9 monitor now; been wanting dual monitors for a long time but now I'm wondering if an ultra wide is better.
Theyβre functionally the same, except ultra wide stops gaps at the bottom between the screens
@gritty finch look through the unreal documentation
@dawn gull sure thanks!
@dawn gull Will give that a shot.
how do i create a new navigation mesh? anyone know rq?
@dawn gull I copied the plugin from the same pulgin / marketplace directory in UE 4.25 to the equivalent in 4.26, and I'm told that filepicker was built with a different engine version, and must be built through the IDE. Any thoughts?
Is there any way I can download plugins I bought from the marketplace to the engine I built from source? The epic games launcher only recognize engines installed by it.
@open wadi you can open .uproject and .uplugin files in a text editor
Right click the .uplugin and open in vs code or something, There should be an engine version setting in there
and then you will have to do whatever changes are necessary to bring that plugin up to 4.26, Some of the code might not compile
LoginId:6f8635b14d3576ed250e29b91cd5d1c1
EpicAccountId:30e45f0ef2a54d24aae6aa3c3657088b
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000098
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_ShootingGame_5658!AEnemyCharacter::AEnemyCharacter() [E:\gd\DaniBasementGameJam2\ShootingGame\Source\ShootingGame\EnemyCharacter.cpp:13]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Core
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
Why is my project crashing on startup
@junior sedge send the code specified by the crash
// Fill out your copyright notice in the Description page of Project Settings.
#include "EnemyCharacter.h"
// Sets default values
AEnemyCharacter::AEnemyCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AEnemyCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AEnemyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AEnemyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
use code blocks plz
I haven't set up github for the project
@junior sedge just send a screenshot of the line
ok
or that ^
Around that area
we need the line numbers
here
your crash is on line 13
yeah
crashing on construction
@junior sedge did u compile code without closing the editor?
yes
After compilation it crashed
Try restarting and it should work π
and keeps crashiung
close the editor down
Happens after compiling without closing the editor
If it continues lmk
Got to know a new shortcut
@junior sedge is this a bp project?
No, like did the project start out with any cpp in it?
yes
And now my editor opened
Lmk if it crashes this time
π
Gotta get it done before 2021 lmao
@junior sedge sweet! Yeah stuff like that happens when u hot reload
see
I see ur doing a game jam, eh?
yeah
Iβm still waiting lol
first one
Good luck on that man!
thanks
thanks
Anyway, cheers to 2021 π
Thanks and same to you
2020: CORONAVIRUS STARTS
2021: Who knows what happens? Might be the end of the world
Wrong chat
How can we do these kind of "simulations" in Unreal ? https://youtu.be/c7fJGAK7EbQ?t=228
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 ...
"learning how to walk"
I don't get it, how do you make something learn how to walk ?
Is it related to A.I. and physics? Are there any examples of people trying to do this kind of stuff in ue4?
I remember seeing this long ago, itβs scary
I assume itβs a combination of physics simulation, Memory Saving and a targeted correct animation that improves based on money
Memory*
it's scary no one actually has any idea how they did it
reinforcement learning is called
so how do you do this kind of experiments in ue ?
No i think many experts does
I keep seeing these "simulations" but no one teaches how to use the engine for this kind of stuff
and yeah it's a physics walking. You need to implement your multilayer perceptron
define an input and output
and extend it based on your needs
Its a genetic algorithm to an extent
But im curious why you need such simulation
because you need to train your model
Because I love this stuff
so it inferes walking
I love realism in games
I can fake it
ML doesn't necessarily provide realism
Faking this sim wouldnt look bad
yup but it would cut alot of fun out of it
I remember spending days in gta only doing crashes and all kinds of stuff to see the results
so I kinda want to use this to have my own stuff now
@cinder iron how can I train my mesh in ue ? is the training done in the engine or outside of it ?
it can be done within the engine
Great i thought you want to train engine to simulate games
@cinder iron this is basially the same thing I believe https://youtu.be/I1P_B65XW4I?t=131
All animation procedurally generated, in realtime. No pre-created animation whatsoever.
Details:
2012 Paper : http://onlinelibrary.wiley.com/doi/10.1002/cav.1436/abstract
A system for dynamically animating ground based arthropods in real-time, capable of traversing realistically across a complex, arbitrary environment. The physical simulat...
Yes itβs just physics
let me read the paper
no worries
You think that behavioral trees are also involved ?
Yes
no, this one is simply kinematic, probably deterministic
Oh
and deterministic means that a BT could be involved
even ML models are deterministic once trained, however the indeterminism of the results are purely based on the hyperparams and the randomisation of your model
Yes my idea of faking it is randomation based on a targeted animation that gets close everytime to the targeted animation based on memory
With different settings to different heights
oh there are wonderful works in the literature about that
hold on
β€οΈ Check out Lambda here and sign up for their GPU Cloud: https://lambdalabs.com/papers
π The paper "Neural State Machine for Character-Scene Interactions" is available here:
https://github.com/sebastianstarke/AI4Animation
π We would like to thank our generous Patreon supporters who make Two Minute Papers possible:
Alex Haro, Anastasia Marchen...
@cinder iron found a similar paper http://web.cs.ucla.edu/~dt/theses/fang-thesis.pdf
Unreal engine 5 must help us with this
When ue 5 will be released?
End of 2021 publicly and betas for devs in early 2021 i assume
for beta in early 2021
Thats what i heard
but official release end of 2021?
where?
Ya
I donβt remember but thats what would u get if u search
Lemme see
Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.Jun 15, 2020
pro devs already use ue5
wow
Oh yeah probably big studios are already
but it is not available for all of us as I can see
doesnt look like ML
Must've been wrong then
no biggie, it's easy to get confused in this topic
the TLDR is... RL in UE is time consuming as you need to create everything from scratch
however this is... more or less expected given that RL methods are specific to solve specific problems
as you need to define rewards/penalties based on your objective
ie:
reward your kart if it drives fast
reward your kart if it drives near the center of the track
penalty your car if it crashes
penalty your car if it takes more than x time in completing the circuit
So for example
I would like to work like this: I would like to teach an npc how to walk, carry objects and to also be able to observe by looking at what the main character does. I would then like to use noise generation to give it a voice and have it learn how to produce sounds and to write. Lol, I know it sounds crazy but I'd like it to be learning all the time from the player. The final goal is not to have him speaking a language or write words, but just to have him TRYING TO.
Because, this would make each interraction with that npc DIFFERENT and unique.
What would work the best in this case ?
I wouldn't recommend you doing that from scratch
if you want to feed in audio and chat with an NPC
you want a speech to text model already trained in your language
then that text can be transferred and passed to your npc that will implement a chatbot behaviour
with a text to speech
meaning that it will be able to mantain a silly conversation with you
I have it at home hahaha
lol
its called Alexa
LOL
yeah these systems work exactly the same way, however they are a bit smarter
also you have it on windows under the name "Cortana"
Is that a Halo refference ?
wow
also I have in Barcelona a custom made home assistant
that works the same way I told you
I made it with a couple of friends
its still wip, but its our pet project
we wanted also to integrate face recognition and all this stuff
but... again, this is a mixup of already crafted tech
by very great profesionals
if you want to make your own speech synthesis model
thats a bit harder (lol)
so basically I want something to generate sounds
just like a baby learns how to speak
it doesnt need to talk
and maybe
I could have it trained in game lobbies
just to put it on listen
I dont think such a thing exists per now
because speech to text
and chat bot training are different things
thats quite challenging actually
you might be able to train an ai to articulate sounds simply feeding it audio
yup
however the ai would need to understand how... word formation works... its... very very complicated. You'd need to implement a cognitive model
By popular demand, I threw my own voice into a neural network (3 times) and got it to recreate what it had learned along the way!
This is 3 different recurrent neural networks (LSTM type) trying to find patterns in raw audio and reproduce them as well as they can. The networks are quite small considering the complexity of the data. I recorded ...
this is... current state of the art speech synthesis
if you combine it with text data I guess it could improve notably
That is exacly what I want lo l
to associate sounds with sylabes
guys, is it normal for unreal engine to open so slow
Your device memory is ok?
ofc
Good specs?
first open for the project? it could be compiling shaders
Oh , Iβm on windows no ideas about macs
it's my first time opening it
still not opening..
I have stored unreal engine on an external hard drive
But on my device it opens about 5 seconds
and I can see it flashing(reading)
Oh
it's been2 mins
I've seen it takes 5+ minutes hammering my CPU on shaders before during open
: /
on a 3950x
I used to store it on hhd but it wont be more than 1 min
I think
But if ur project is humongous thats another story
pls take a look at this
Is it the same with any project?
i dunno
i think there's something wrong preventing unreal engine to open
nothing happens after I click launch button
at first it gave me crash error
then i restart my pc
and now it doesnt open
and the crash error dont appear again
plz help
can anyone help me? im extremely new, and im trying to randomize an item spawn. so, i created an object type array. in the array, i have the blueprint for a health globe. however, when i get the item from the array, i cannot "spawn actor from class" to get it because the Object reference does not work with the "Spawn Actor From Class" input. does anyone have any tips for me? http://puu.sh/H2Psc/7a9a755fea.png
For what then spook
Are you coming from blender
Sooo I've looked everywhere and can't find any bug reports on this so... is no one else having a problem with Landscape LODs just... not working? I noticed my performance was tanking and memory exhausted and surprisingly, it wasn't fog! I checked wireframe and realized that my landscape was not LODing literally at all. I've used landscapes plenty of times in older versions and never experienced this. Specifically, it seems to only be happening at higher component counts, or with 2x2 sections selected.
nvm i figured it out
Guys, I imported minigun model to my project and... I'm kinda confused
Can you help me to import this model normally?
There's how the minigun have to look
Is location rotation , scale applied in blender?
Hi, i want to create widget with yes/no, is there any node for dialog result or i should create separate functions for each of this ?
guys
help me fix my stupid unreal engine not opening
I will just get Unity screw this..
@rich spoke thats flipped normals
don't really know which channel to ask in but what would be some good programs for asset creation, mainly 3d, 2d and audio?
your normals are not all pointing outwards
ill keep that on ty π
do game studios already have ue5 ? i see dynamic GI. https://i.imgur.com/iOHf7jB.png https://i.imgur.com/yJkQP9D.jpg
i see dynamic GI
@plush yew yes but under NDA
Crimson Desert is not an Unreal Engine game
it is
they have their own proprietary engine
its in the ue reel
so unreal is destroying my actors that i spawn on loop:
and code
can't figure out wtf
Character for my first game! now to work out how to rig, how to export to unreal, how to apply soft body physics... anyone got tips for rigging a character as such?
They literally did an interview last year where they talked about building a brand new engine to replace the one used in Black Desert :/
@wary wave the game is inside the current ue reel
How to change cubemap at run time
It works fine in editor, but when doing same at packaged version, it simply doesn't work
It wasn't in here;
https://www.youtube.com/watch?v=O6j-FZEEovg
I'm not sure which reel you're otherwise referring to
maybe, or maybe no, we don't know yet
Happy New Year To All!!!
Bit of a random, probably stupid question
But if I reduce a vector's length, will this result in the actual vector becoming shorter?
happy new year peeps!
vector length is just distance, so reducing out distance don't reduce accual distance beetwen 2 actors
Ye thought so, reducing it as a float is doing nothing except reducing that float value
which isn't impacting the two vectors?
it isn't
how can you make the flow in blueprints redirect so it doest go trough other nodes ? i see they do it alot in video's but don't know how to do it or how its called to look it up
i still don't understand you question
you mean functions ?
or macros?
or colapsed graphs?
i wanted to make the white line from complete to reset more viseble bye going back at it above the nodes
hard to explain π
ah
double click on white line
nice drawing skils π
ah ok ty π and + ctrl to move it π
yeah
yeah did not know how its called π and apperenly they all think everyone just knows this if you're new xD
i think scene capture is dynamic so you can't
Ah
It works at editor, but not at packaged game.
Situation where it is used is galaxy map, where it takes scene capture of environment each time star is selected and then uses it at solar system map's skysphere.
also @frozen pond Ty for help
@frozen pond Any idea how I could do the same successfully..?
does anyone have a issue with the engine not closing down on shipping builds on 4.26?
sry no idea
;-;
Yes
Guys, do you have any tips for ensuring that UE launches an app using SteamVR instead of the Oculus runtime?
why cant my PIE windows be moved its like i can resize and maximize but cant move the window
That would be great if Unreal Engine has a Live Link for Blender.
Is there a blueprint-friendly way to show a build version number for packaged games?
besides manually maintaining a build number or string...
do anyone know how to figure out with IP dedicated server? what port do i forward? 7777?
127.0.0.1 is worked well for me
127.0.0.1 is just your local host.
Port: 7777
PeerPort: 7778
SteamSubsystemPort: 27015
Yeah i know, I set public IP into domian. and forwarded 7777 port. it's dont seem work. it's might be tricky.
I don't use steamsubsystem yet
I'm just learning on dedicated server bit.
is there any more tutorial document website that i didnt find?
Is the port UDP?
Both i guess?
Wait. Wouldnt I be you computer's public IP? Or even your router's public IP?
Nvm I mis read the question
UE4 uses UDP
Ill have a look again.
The best way I know of is exporting the settings and importing them to new projects. If there is a better way I would also like to know π
i don't UNDERSTAND
HOW PEOPLE ADD ANIMATION TO THE AI
IF I ADD ANIMATION TO MY AI THE AI IS REPEATING THE ANIMATION OVER AND OVER
Hey guys is there any channel where I can present my ideas and find people who want to work on that projecT?
can anyone help meeeee
Check out the Job Board channels starting with #instructions.
no one is helping me
Try using a channel related to your current issue. You should be asking in #animation about how to create an animation blueprint. Also can look at the ThirdPersonCharacter animBP for an example.
Create new project with third person so you can learn from it.
no because i worked i think 2 weeks on my game
There are other example projects there too.
You need to create an animation blueprint that uses a locomotion blendspace that includes all your movement animations.
People in #animation know more about this.
FINE
show animation node @plush yew
are you doing something like play animation or montage?
Turn off caps lock, jeebus
you need animation blueprint for that
i have
i already have
i'll show you
rn
it's only running animation
it's not idle
but i watched a tutorial and that's why
that's why i put idle_run
you didn't connect speed input
idle_run is driven by speed so if speed is 0 characters does something
and check now if its work as expected
ok
no
he is repeating the same animation
he is running 1 second and then he is teleporting back where the animation started
Need to also see your update graph
its default idle_run or you created one ?
How are you setting speed?
yes
i don't have one
show speed node
select event graph
if you don't have same nodes probably you didn't code it
open this and copy then paste in event graph
Copy the screenshot above, that will give you basic movement.
ok
Ah, there ya go
open file -> ctrl + a -> ctrl +c -> ctrl + v in animation blueprint
in the event graph of the animation blueprint ofc (if its the get velocity)
should just work now
drag off of "try get pawn owner" and search for is valid (the one with the question mark on it)
Say guys I'm starting to develop a phobia of shader compilation.. I don't suppose there's options to expedite this by looping it through OpenCL or anything?
Anyone ever explore that?
i don't find set
Set what? Set speed?
you need to create variable first
its setting the variable
that's not good variable name but fine
then what's the name
any you want
but something you will recognize in future
in this case you are checking if character is faling
that's how
ok
Usually you want to name them something along the lines they represent
in this instance it represents if the character is falling
"is falling" is what I personally would name it
thats better
One message removed from a suspended account.
@crude tulip Are you using math to rotate it or a timeline/Animation?
I havent really tinkered with UI animation much. so that would be beyond me as of now
One message removed from a suspended account.
animation should be on loop and should be starting from 0 and ending at 0
Do you have the keys curve set to auto? Because that has caused me some issues in the past
Also you should take into account what @frozen pond said
yes that definily a curve
@crude tulip better add animation in widget itself
The curve should be linear if it just spins
nope
The white line represents the execution path
oh
Meaning it will execute things in order from left to right along the white line
done
compile and check
One message removed from a suspended account.
still missing one
when i want to do animation on timeline i instead use lerp note
where
@crude tulip You should animate using the UI animation instead of timelines if its on a widget
One message removed from a suspended account.
it's not missing
@frozen pond where is missing
π€
If your blend space is correct it will work
compile error
meanwhile i need help too:
looking for tutorial how to set profiler
I am guessing you may need to set the min and max values of your blend space correctly though.
yeah
how do i fix this
read error
the compile error will make the character T pose, once you fix that it should return back to normal
ok
but T pose is good sign for you
connect nodes
do this
thats mean you got wrong node
Drag from "try get pawn owner", then type in "get movement component"
π₯³
he is not t psing
posing
let me try in game
to see if it works
the moment of truth
Now to fix the blend space, hehe. Just a hunch.
nice call @wanton lotus
XD
π
Open your blend space and let's set your min/max values correctly based off your AI's max walk speed.
Or you can set min/max to 0 and 1 and normalize the velocity based on your pawn's max walk speed.
i got small question to you
ok
did you set blueprint to be used by character?
Open asset details:
Then show what you got in there.
Yes, that too, make sure your character is actually using the animBP you are setting up.
ok