#ue4-general

1 messages · Page 909 of 1

wanton lotus
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Does your character have backwards walking/running animations too?

plush yew
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no

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only running

wanton lotus
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How many animations you got in that blend space though?

plush yew
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it's only 1

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the running

wanton lotus
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You need the far left to be your idle animation and the far right to be your running animation.

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Nothing in between

plush yew
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oh

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yeah but i don't want idle

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i only want running

wanton lotus
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Unless you have a separate walk anim too

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When they don't move you want them in idle though

plush yew
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i only want running animation

wanton lotus
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right?

plush yew
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ok i'm gonna add idle too

wanton lotus
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Otherwise they will run in place

plush yew
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but how

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i don't want to run in the same place

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i want to run forward

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and not repeating the animation

wanton lotus
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so you need idle anim on far left and run anim on far right.

plush yew
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ok hold on let me open te animbp

still moat
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◀️ 🏃‍♂️

wanton lotus
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This is in the blend space, hehe.

plush yew
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oh

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ok

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ok i'm in the blend space

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@wanton lotus

wanton lotus
plush yew
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ok

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kk

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and the rest of them are run animation keyframes right?

wanton lotus
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Now we need to set your max to your max walk speed. Default is what, usually 600?

frozen pond
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this aren't keyframes

plush yew
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or whatever they are

frozen pond
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this is blendspace

plush yew
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ok

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so i added the idle

frozen pond
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idle on left and run on right

plush yew
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this is idle

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that white keyframe

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now i'm adding run

still moat
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I think we're gonna need a 24/7 Live support hotline

wanton lotus
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You can even put run anim on one before the far right if you want it to cap out sooner.

plush yew
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ok wait

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is it good?

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@frozen pond

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ok wiat

wanton lotus
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You can remove one of those run animations.

plush yew
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wait let me set that

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ok

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doe

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done

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i removed

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ok how do i set that walking speed

wanton lotus
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Just guessing that is the max walk speed, I think 600 is default.

plush yew
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ok

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done

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now what do i do

wanton lotus
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Compile and save everything then run it to test.

plush yew
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ok

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i cant compile

finite dew
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sigh very sad that all my assets come up to £2,888.4 but my pc cant handle most stuff on ue4

plush yew
wanton lotus
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Save that one

plush yew
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ok

frozen pond
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can't compile != there is no compile

plush yew
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done

fluid bronze
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So i have made 3 games in unreal engine and i would like to make a game launcher + info about everygame and a bunch more things how should i go about doing this what program should i use?

plush yew
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now let me try

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hope it works

wanton lotus
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Technically you don't even need to compile, just hitting play will do that for you, hehe

fluid bronze
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How would i design a menu in vs isn't vs just code? @frozen pond

plush yew
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ok

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but now

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he is only idling

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he is not running anymore

celest vapor
frozen pond
plush yew
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@wanton lotus

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he is only idling

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he is not running

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maybe the keyframes are too far

burnt ether
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Can I smh flush the cache of unreal ?

wanton lotus
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@fluid bronze can't your launcher also be made using ue4? You can make custom c++ functions to execute external files.

plush yew
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he is only idling

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he is not running

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how do i fix this

fluid bronze
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Maybe...

plush yew
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maybe what

wanton lotus
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@plush yew Show current screenshots of your animBP and blend space.

plush yew
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ok

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oh

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ooh

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maybe that's why

wanton lotus
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I thought we told you to check that before, haha

plush yew
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hold on et me check

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let

frozen pond
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lul

wanton lotus
frozen pond
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oh that me lol

wanton lotus
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We really should be in #animation hehe. I tried to move it there before.

plush yew
wanton lotus
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Oh well, nearly finished now

plush yew
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is it good?

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kk

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yay

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i changed to animation blueprint

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and i selected the animation from AnimBP

wanton lotus
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If that is the one you are editing, then yes looks good

plush yew
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ok let me try now

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ok but

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he is idling

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maybe i need to remove idle

frozen pond
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no you don't

plush yew
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he is not running

wanton lotus
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You sure it is idle at 0 and run is the other one or you got only idle in there?

plush yew
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idk

wanton lotus
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in the blend space

plush yew
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let me see

frozen pond
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but you are moving yes ?

plush yew
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yes

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i's at 0

wanton lotus
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In the blend space you can click and drag the green marker to test it out.

plush yew
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i lost it

wanton lotus
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You should see your character run as you get closer to the run animation.

plush yew
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idk where is

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but anyways

wanton lotus
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Click and drag an in blank area

plush yew
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anyways

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i don't need that green marker

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so

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maybe i need to remove the idle

wanton lotus
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Move that run anim a bit further to the right. You will basically have no blending transition from idle to run, it just goes right into full run animation even at low speeds.

plush yew
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ok

wanton lotus
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Change you max to 600 in the details. It is still 100.

plush yew
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ok

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done

wanton lotus
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Animation should have worked regardless of those changes though.

plush yew
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kk

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nope

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just idling

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i'm removing

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idle

solar tartan
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I made a postproccess material and the outline is pixelated how do I fix that?

plush yew
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i rermoved the idle

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and now he running

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again

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he is going back

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this is the hardest thing

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ever

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It's impossibile

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It s Too hard

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But i saw this in many games

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ai with Animations

celest vapor
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Its not impossible. I assure you that.
Take some time to do more research on how UE4 handles animation and research the tools it provides to help aid you in fixing this

plush yew
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I tried everything

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I watched every tutorial

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i searched on google

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I did everything

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i tried every method

celest vapor
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Okay. Just to make sure i'm on the same page.
You are just trying to make a blendspace that goes from idle to walking/running?

plush yew
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No

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Idle and running

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WITHOUT REPEATING

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the same animation over and over

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which animation?

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running

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like its running forward and then teleporting back?

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YES

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IT'S RUNNING FORWARD AND THEN TELEPORTING BACK

celest vapor
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that could be a few things causing that. not just the animation

plush yew
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hold on, i havent touched animations in a long time

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oh

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Ok

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Let me see

celest vapor
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Speaking of Blendspaces. Does anyone know if you can update the min/max axis on a Blendspace 1D during play?

plush yew
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_Answer you need to enable root motion and " force root lock" if that doesnt work then you need to place a new root bone for your animated skeleton and then retry that might not work but again haven't done animations in a long time

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OK

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I'm going to try

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how can i get a root bone

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have you done everything a tutorial has told you for Anim BP

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I'm watching it rn

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if you dont know Anim BP and a Blendspace are totally different things they both handle animation but in completely different ways Anim BP basically makes the Blendspace Function

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i do

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ok

gray kindle
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out of curiosity, is anyone else doing all the atmospheric effects and stuff inside single blueprint?

plush yew
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Is it possible to have spawned actors in construction script and be able to kill only one of them? It destroys whole group now as I shot.

celest vapor
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@plush yew The best way I know to approach that is for each one created just add them to an array then destroy the actor at index X

plush yew
celest vapor
plush yew
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GUYS

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I FIXED IT

still moat
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👏

plush yew
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guys

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how can i make my ai to see throught the wallks

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walls

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i mean

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when he is backwards

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if you want your ai to follow you forever or something you should probably make it follow a path instead then when the ai sees' the character it chases it

plush yew
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ok

frozen pond
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do i need to activate character somehow after spawning it?

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like its just hands in air and i can't move

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same character just dragged & dropped works fine

plush yew
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guys

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how do i make like um

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when ai lost me

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to make idle animation

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when he doesn't se eme

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see me

frozen pond
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@plush yew i think you should first learn basics

plush yew
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of AI/

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?

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AI Basics?

frozen pond
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basic of engine

plush yew
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...

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i have ue4 for 3 months

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i already learned the basics......

plush yew
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I learned the buttons in 3 months lmao

frozen pond
still moat
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Don't mean to be a dick but you struggled even connecting the nodes right, eitherway, 3 months is like nothing, took me 5 years to where I am now

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Patience is key

frozen pond
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took me almost 2 years from completly noob to still noob but less

marsh sparrow
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I'm 9 months in.. biggest key.. be nice and humble and try to do some digging first.

burnt dragon
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5 years is like super mad

frozen pond
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i spawned actors from classes and characters are just in air and dont do anything

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is there some function to activate them if i spawn them during gameplay ?

broken heath
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Took me 10 years , still noob

marsh sparrow
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@frozen pond how did you spawn them?

frozen pond
marsh sparrow
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K, do they have gravity set on them

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i've never spawned from a bp 😉

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but it should be the same class

frozen pond
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they all work fine if i drag them in editor on map

marsh sparrow
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yeah, I see you are adding 55 to z

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so that puts them in the air

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are you sure the actor class has gravity set to true

frozen pond
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yeah they are character class so should fall down

frozen pond
marsh sparrow
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ha

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yeah

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you trying to get the world in constructor and not begin play?

sterile horizon
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hey i have an issue i'd like to change my project name but all documentation is outdated

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i dont have the [url] in the enginedefault

marsh sparrow
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yuck

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sorry I can't help more

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I did mine in cpp and it worked fine 😐

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did you shift or ctrl + f1 while playing and select one to make sure gravity is on

frozen pond
marsh sparrow
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well thats awkward

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Might have better luck in the #blueprint channel. I've exhausted what I think it is. Usually at this point I try to toggle that and / or physics to see if it drops while in play mode.

frozen pond
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@marsh sparrow accualy thanks, node worked but in diffrent place

marsh sparrow
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oh cool

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now.. back to figuring out huds/widgets/ and bears oh my

plush yew
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Guys

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how can i add a animated main menu

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Bscause usually main menus are just a image

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animated how?

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nvm i found a video

grim beacon
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If anyone is getting annoyed by the steam vr popup every time you can disable the steamVR plugin

brittle tundra
plush yew
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i know this might sound really silly

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but

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nvm

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xD

celest vapor
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Can someone help point me in the right direction for drag and drop events on Widgets?

plush yew
grim beacon
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Like in the screenshot, you can go into plugins and disable it.

plush yew
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ah okay

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I did that before but-

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it still pops open

gray kindle
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guys can u have multiple event ticks in the same blueprint? im trying to add another one but it redirects me to the main one

cedar wave
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No - you can't.

plush yew
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@gray kindle you make a custom event and name it whatever then on the event tick you already have drag out and type the name of the custom event

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you cant make multiple event ticks but you can get a reference this way

gray kindle
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Thanks!

plush yew
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your welcome, by the way the custom event you make will be triggerd by the event tick so the custom event is basically the event tick but can be used in more ways

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So I'm new to unreal engine, is it easy to do anything? can you make stuff easily?

gray kindle
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Thanks, i've been making weather, temperature and day/night system in 1 event tick for the last few hours, and its such a mess right now

plush yew
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You need to learn the basic

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@gray kindle haha been there

plush yew
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Oh ok

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That’s easy

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(first person)

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@plush yew that should be easy but its best to learn the engine first

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That’s what I would suggest you, if u want a nice graphics with free asset u can use megascans, and for the first person u can use the first person shooter template

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I just started installing it. so i'll need to load the basics.

plush yew
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I just booted it up.

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Yes

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Sorry i'm just new.

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I'd like good graphics.

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Leave it as it isnnow

plush yew
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They are really high quality

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I'll do that when it's loaded.

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yeah its best to leave everything default to be honest

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RTX makes everything better but you need an high-end pc

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Actually I would suggest you to start learning the engine system and where everything is but if ur doing this just for fun it’s ok

plush yew
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You just need the camera and the capsule component

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@plush yew this will help you on your journey https://youtu.be/QJpfLkEsoek

Get the full UE4 course:
https://bit.ly/36lJS3S

Unreal C++ Beginner Tutorial:
https://youtu.be/1dl91ORwmy8

In this video you are going to learn how to build a very simple game using Unreal Engine and Blueprint.

The goal of this lesson is to get you aquainted with the absolute basics of:

  • The Unreal Editor
  • Simple AI
  • Events in Blueprint
    -...
▶ Play video
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it will show you the basics of the engine and what it can do theres loads of tutorials etc for learning the engine

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i know this might sound silly but is it possible to build a smaller more contained game

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with an opened world

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and have the majority of the games overall mechanics and features

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and than jsut expand the absolute fuck out of it xD

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like adding on regions like lego blocks, entire races cities and such until its fully fleshed out

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@plush yew like adding more landscape to the one you already have?

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more landscapes

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mechanics

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features etc

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races

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clothing weapons

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enemies

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or do i have to do it all in one giant go >.<

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ohhhh, yes you can haha dont do that its best to take it slow one step at a time

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oh okie

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so i can just make a smaller more contained game with all of the core aspects and than just build onto it with the funds from the games sales

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because this was botthering me for quite a while aefdh

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well yes you can but if its like that its best not to add everything

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o.o

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well i want to make a game that truly feels like an action 3d arena fighter sort of game

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but like the scale of my mapped out project has been messing with me badly

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oh ok well, again its best to take it slow if you publish the game thats starting small and with every core function it wont be as fun in the future, when starting it small its best to add stuff one at a time as the game progresses

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you could add everything at once but i would just add everything that would make it the game such as what you listed, but as the game goes on add more functions and fixes

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like more maps etc

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Ah

idle stump
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@plush yew It's very common and good practice to start with a goal for a simple game and get that all working before adding more features and levels, etc. This is often called your "minimum viable product" or MVP. For example, let's say that ultimately you want a huge open world with 10 different kinds of weapons, 5 big cities, etc. You're MVP might be to build 1 small part of that world with 1 city and only 2 weapons. Then you should just focus on completing that before worrying about any other things you hope you can add (we often call these other things "stretch goals").

If you can get your minimum viable product and small part of the world or few levels really well polished enough that it can be considered the quality of a real final game then this is known as a "vertical slice". Meaning, it's just a small part of the game that establishes what quality of game the rest of your levels/world has to live up to. THEN you start adding more stuff.

plush yew
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Huh

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So to give a base idea

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If you know any of these games it would make the conversation flow smoother

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you could take grand theft auto for example its compact with one city and just about every component yet they can still add more

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or watch dogs

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Gameplay like dragon ball xenoverse 2 and naruto storm with a heavy emphasis on floor.bound battle systems with mounting and and amazing mobility with a open world like breathe of the wild Zelda by the end of the games cycle

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With character customization

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so an rpg kind of game?

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Its grossly misrepresentation of the game but that's a base idea for helping you understand

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Like an rpg arena fighter

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But with co-op on couch or online like old phantasy star online dream cast games

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Also if you guys don't mind I'll be saving this conversation for reference lmao

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oh ok, you could always lock some areas of the map that arnt there yet but you want to add in the future same goes with most core things

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But would it be possible to start with something as small as the naruto to borrow Shinobu striker game

lofty wave
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Im trying to uninstall an Unreal version but I cant
It starts uninstalling and then has an error about storage access
Running it as an admin doesnt work...
Any ideas?

plush yew
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yes

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And expand to that early idea through dlc free of course o hate charging players past the first purchase

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Ok

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So I could just make the game like Kenmore said above and than expand the ever living he'll out of it o.o

gray kindle
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my brain hurts from all these conditions

plush yew
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Yup tell me about it

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starting small is best, like making a prototype your not sure what will happen but then you keep adding and making it bigger over time

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XD

haughty orchid
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@sullen sable

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@sullen sable

plush yew
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Okie okie well if its possible to just Jerry rig parts and open world and maps and whatnot to a game like that I guess I'll really really scale down until the base line is emt

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Met*

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Thanksies c:

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your welcome

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<3

fluid bronze
chilly ledge
#

So I’m new to unreal engine but I have a lot of experience in blender and I am attempting a car game. I am trying to add single convex hill bodies on the wheels and even tho I rigged all the wheels the same the front right one says there’s no vertices to be found or something along those lines and I’m not sure how I’m supposed to fix that I applied all the wheels to the appropriate vertex group with the bones in blender and that one only doesn’t work

fringe pivot
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Have anyone tried the new water components in 4.26?
I'm trying the ocean one and it seems to automatically adjust the Location.Z value and spawn way over it should flooding the landscape. Any idea how to fix it?

plush yew
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guys

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how can i make AI like um when he doesn't see me to make idle animation and when he sees me to start running

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i already have the animations

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but idk how to set and stuff

gloomy gull
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@plush yew watch Ryan laleys ai tutorials

plush yew
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ok

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yeah but i watched a different tutorial

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and i have a different blueprint

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nodes

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you know what i mean

celest vapor
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2 questions.
If I resize an array, the input size is the last index or the number of elements?

Second, if I resize an array does it overwrite any existing elements?

fringe pivot
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I don't use blueprints but it should be

  • Size of the array
  • No
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Assuming that by "resize an array" you mean adding new elements

celest vapor
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Okay, Thank you!

plush yew
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Can anyone help me

plush yew
tough pagoda
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What program is good for making weapon sound?

plush yew
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read up

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scroll up

tough pagoda
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And where I can take for free weapon sound in net.

plush yew
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how can i make AI like um when he doesn't see me to make idle animation and when he sees me to start running
i already have the animations
but idk how to set and stuff

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that's the question

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Uuuh pawn sensing should work

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yeah but my AI is only running

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You need an animation blueprint

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ok

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let me make one

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done

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now what do i do

waxen raven
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You should probably look up some more tutorials

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Unreal Engine, AI etc.

plush yew
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i did

waxen raven
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Hence the term more.

plush yew
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he said to create a AB

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and i did

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Animation Blueprint

waxen raven
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Whoever you are watching now isn't breaking it down enough. I suggest going to Udemy or Gamedev.tv iirc

fringe pivot
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@plush yew Nobody is going to make the work for you, you need to figure it by yourself and then you can ask about specific issues

plush yew
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what?

waxen raven
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They'll walk you from the ground up.

plush yew
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.......

waxen raven
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Gamedev has courses for game development in both blueprints and c++ for Unreal.

plush yew
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c++

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🤮

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it's the hardest thing ever

waxen raven
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Blueprints is just c++ in disguise buddy.

plush yew
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in easier way

waxen raven
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Not really, eventually you'll wind up needing to know how it works, much like you're having problems now.

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This field... is a ton of work. Years for results.

north creek
waxen raven
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My point remains.

north creek
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one could say that blueprints are assembler language in disguise too

waxen raven
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Except there will not likely ever be a need to break it down and look at it in that level. For bp I've had to look at how the c++ is written numerous times.

north creek
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isn there a way to work in python with ue 4?

plush yew
waxen raven
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Yeah, and python is to my understanding still based in c++

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There is a plugin I believe.

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But I use raw c++ so don't need to know.

north creek
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the point is that python is way lighter in the things you need to declare

waxen raven
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Syntax arguments aren't gonna help here either. It's a little more friendly to someone who doesn't know how the computer works is my understanding. But regardless, dude would still have a ton of learning.

north creek
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its a lot easier, but if the engine doesnt translate it to c++ in a efficient way it will be a disaster for perfomance

waxen raven
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And that was more the center of what I was trying to get at. You will, at some point, hit a roadblock where you'll have to understand how things work in making any game, unless it's incredibly simple. Animation bps alone I would suggest indicate too much complexity for you not to hit it lol.

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I'm just pointing him to resources that won't clutter up general chat with questions that really belong elsewhere.

north creek
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well, if he never touched any programming language, python is a good start for understanding logic at least

waxen raven
#

I have heard that a lot. But he will still need a lot more of a push in the learning direction, and I'm sure with a few structured courses he'll get a much better idea of what he's missing. And what he needs to learn in order to get the basics to understand what exactly the engine is doing for him. The one downside of Unreal is is makes things so easy we don't realize the thousands of things it's already doing.

plush yew
#

that's some good shit right here

waxen raven
#

I would say nodes are an extension of that. But programming language arguments hide that underneath it all requires very similar understanding of what a computer stores/understands and how. Hence they are a language XD. What one you talk in may influence how sentences are formed etc, but with enough knowledge you can get similar points across.

plush yew
waxen raven
#

Procedural generation is beautiful isn't it? XD guessing a 30 by 20 or so? Nice curvying

plush yew
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I will make it better tomorrow

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I spent the day making it become real

waxen raven
#

though you might want to look at like Minecraft style. He basically hid any surface that didn't contact air.

plush yew
#

you talking to me?

waxen raven
#

The camera attached to a pawn maybe? I mean the concept of possession becomes very weird, I'd probably shift the camera and just respond to clicks or touches. But I haven't made one of those.

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Yeah I was Crimson. Just after a point your fps will drop etc.

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Yeah and it would make getting inputs much easier XD.

plush yew
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I can make it better to represent a circle more, can't show more cause I will reveal how I did that and I will expand on it later this year and release a marketplace asset

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the way I did it has so many uses is insane

waxen raven
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Eh, I've done modeling so... I mean there are very few secrets in this domain.

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Niagara feedback systems would allow it easy.

plush yew
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I am making a project for my portfolio

light thunder
#

Unreal measures in CM, and blender in M - I changed world units to centimeters (before I tried 100x scale) but it's still super tiny when it comes into unrea

waxen raven
#

Did you apply scale?

north creek
#

they do

#

in my experience they make a difference when exporting to a game engine

waxen raven
#

I haven't had a problem with it, but I've learned to be very specific on that all to start.

north creek
#

is it in wolrd origin?

#

world*

light thunder
#

yes

waxen raven
#

Changing world units without changing the object size, I'd assume it'll just convert to the correct % of the other.

#

That said, pretty easy to change by specifying, Blender is mildly intuitive there.

light thunder
#

Using the unreal pipelinee tool, for some reason - workflow is faster but I guess the uniform import scale is set somewhere that I can't find

gray kindle
#

omg i finally made it, the fog that depends on season, time of day and temperature

#

the amount of conditions i had to work with is insane

#

feelsgood

light thunder
#

BAFFLING - even when I do "import scale x100 when I import" it still is super tiny and I have to scale it up ingame 100x as well

#

the original FBX (that I exported FROM Unreal comes in with this Scale) which I set to 1 in blender - so if anything, my mesh should be TOO BIG, not the other way around

plush yew
#

Guys can anyone tell me a good tutorial for animation retargeting?

waxen raven
#

Just look up those exact keywords with unreal engine on youtube. Unreal Engine themselves released one that walks you through it

light thunder
waxen raven
#

Exactly ^

#

It'll say something like 4.7 but it's still done the same way now afaik.

light thunder
devout whale
#

What language do you guys think I should learn first, im starting collage in a few months and picked game development as my course, in the course it says we are going to practice with both ue4 and unity, overall I want to become a ue4 game developer. Do you think I should just focus on c++ or start from c#

ebon marlin
#

You should start with whatever language best fits the project you plan on working on

waxen raven
#

Ue4 is c++, unity is c#

ebon marlin
#

My own question:

#

I'm currently playtesting my cooked game and both my client and server instances occasionally crash with a fatal error, and seemingly no useful crash logs or call stack traces... even though the build configuration is Debug. How can I view call stack traces during crashes on cooked games?

waxen raven
#

That said, it's similar enough.

devout whale
#

@ebon marlin thanks thanks 😊

waxen raven
#

I'd look up logging, been a bit but you can add a line to the command file to have it print a log

#

Had to use that for multiplayer myself a few times.

ebon marlin
#

I added -log to the server shortcut and it did work, but unfortunately didn't print anything useful when crashing, as if it didnt even get a chance to do so

inner cloak
#

Happy new year everyone !

hasty gorge
#

so how do you change a widget's base class to a custom class you made?

#

because the way I did it for an asset was to change to "class settings"

#

but there is no equivalent

#

for widgets

plush yew
#

did they change the thing for camera shaking? it use to be client play camera shake what is it now?

#

never mind found it

#

yeah it was start camera shake

hasty gorge
#

so I'm googling how to change the parent class of a widget, and get a bunch of weird workarounds

#

is there really no direct way to do this?

#

that class settings isnt there for me

#

class defaults isnt either

#

it's a widget blueprint btw

#

oh I see

#

I had to go into graphs

#

omg that's so weird

#

@plush yew another question

#

what does the native c++ class do?

#

and also the NativeConstruct() function

sharp flax
#

Do you guys know what's the proper way to do buildings in a openworld (When you enter a house in fallout/skyrim for example). Is it a complete new level or it's a sublevel of the persistent level or something else?

#

I can't find anything that answer my question on google unfortunately

#

The thing that bugs me with this is that they surely don't unload the world itself, otherwise it would take the same amount of time to exit a building as when you boot the game

#

I'm assuming they unload a lot of stuff but they keep the world loaded

plush yew
#

man so I've been looking around and I have no idea how I'm going to get telltale style models, I'll have to probably pay someone to custom create them

sharp flax
#

Damn hahaha

#

whatever works I guess

#

I'll give it a try with a complete new level see how the loading handle's it

light thunder
#

I don't need to scale it up twice right?

#

WTF even when I do import scale x100, it doesn't work!?!?!??!

frozen pond
#

@light thunder i recomend pipeline for blender

light thunder
#

I'm going to scream

#

I'm using that shit

#

either option

#

but where is the export scale on pipeline tool

frozen pond
#

they deleted that option

#

lemme open blender sec

light thunder
frozen pond
light thunder
#

will it overwrite if you send the same name?

frozen pond
#

yeah

#

it goes to default folder in begining

light thunder
#

it keeps going in super tiny

frozen pond
#

oh also one more stuff

dapper frost
#

4.26 is the last version before UE5 right?

frozen pond
light thunder
#

I've been doing that for over a month

frozen pond
#

with 0.01 scale

#

and this is compared to default ue4 cube

#

so still looks x4 size

light thunder
#

100 or 1 they are the same size

#

and should be, well, 100x bigger

frozen pond
#

personally i would delete or rename model in ue4 folder

#

and see how new will be created

light thunder
#

don't I need to just rename it in blender first?

frozen pond
#

if you rename it in ue4 it will create new one

light thunder
#

I've done that, it doesn't make a difference'

#

I have like 10 "deleteme_ThisisBullshit_ meshes

plush yew
#

is there a way to only render a widget? i have a game launcher but i want to save resources by only render the widget is there a method for it ?

light thunder
#

this has no affect one anything in Unreal whatsoever

#

is it possible there's something overriding it somewhere?

frozen pond
#

as i look at dimensions something is wrong, can you send me blend file with that?

#

on PM

quartz kestrel
#

how do you make a stationary orb that fires knockback pellets at you

#

?

plush yew
#

ok

#

so

#

if i wanted to do something

#

wait

#

ill google it first

#

than ill come bother you bootiful bastards ❤️

hasty gorge
#

so when I make the playercontroller blueprint, do I need to attach it to something to make the code within it work?

#

and if so, how do I attach it to the playerstart? I'm assuming that's what I need to attach it to

still moat
#

@plush yew Yo.. you can't do that! You must use this chat as if it was google first! Theres 2Billion results on the internet how can you possibly get a result from there?

plush yew
#

hahaha you underestimate my ewb browsing power

wanton lotus
#

"Alexa, find me an unreal engine tutorial...."

plush yew
#

on that note though to be honest

#

i found what i needed xD

#

now i can add limb dismemberment and severe brutality to my game the easy way ;DDDDDD

still moat
#

bro just execute the "Do what I ask for" node, its that easy bro

plush yew
#

D:

wanton lotus
#

Make that into a plugin to make bank.

plush yew
#

make what into a plug in

still moat
#

Why use a documentation that halfway does not exist anyway when ttheres a node for that

plush yew
#

oooh

#

i get it

wanton lotus
plush yew
#

yeah that would be godlike

light thunder
#

Unreal is broken - import scale has no affect when I import something. Why?

still moat
#

Want your MMO RPG ONLINE BLOOD KILLER 2 ZOMBIE GAME, with 2 days of UE4 experience!? Well you're in luck, just get the "Do what I ask for" plugin, 1 node , 0 Problems!

plush yew
#

yessssss papa

#

gimmme dah node

#

I hate navmeshes and they make me want to cry xd

#

make all dah geams

wanton lotus
plush yew
#

my dreams ;-;

still moat
#

@wanton lotus
_UATHelper: Package Plugin Task (Windows): ERROR: Visual Studio 2017 must be installed in order to build this target.

#

wrong chat before, oopsie

wild warren
#

i dont understand?

still moat
#

If you try to build a plugin through UE4, this error is guaranteed to pop up

wild warren
#

i don't have any issue like that

still moat
#

im dumb I tagged the wrong dude

#

sry xdddd

autumn grail
#

hello, how can i change the altitude of the 4.26 volumetric clouds?

still moat
#

@autumn grail Look through the blueprint actor settings, its bound to be there.

#

@light thunder I guess you got it fixed?

light thunder
#

no

#

sharex and discord are being assholes, trying to upload the problem

#

basically, uniform import scale makes NO difference

#

whatsosever

#

100, 1000, it DOES NOT CHANGE THE SIZE

#

I realize now i've been dealing with this problem for awhile

still moat
#

Well sadly I cannot give much advice, not so much of a 3D model dude myself :/ But my guess its usually something right under your nose or some hidden shit

light thunder
#

It is ungodly frustrating

plush yew
#

can i just change the capsule size instead of using crouch/un crouch, which way is more efficient? or are they both

still moat
#

@light thunder Wait im sorry , i think im probably blind but arent both trucks the same scale? What happens if you set the value to 1 ?

light thunder
#

I appreciate the attempt and want to encourage you to keep trying to help people, even if you can't help, most people will appreciate the effort - no, the import scale should basically make it so that the scale you import it will become the new 1.0 for that model - so if you brought in a item and made it 100x as big in the import scale, it would be that size, but your scale you would see in the editor would be 1

buoyant graniteBOT
#

:triangular_flag_on_post: Mazell#0001 received strike 1. As a result, they were muted for 10 minutes.

still moat
#

Ohhhhhhh now I get it!

#

Ok well thats bizarre ? Il try and see if I can reproduce it.

plush yew
#

i know you guys dont hear this often enough and i know you guys are probably bombarded with questions all of the time due to this in parcticular

#

but this discord and you guys are the best resource or resource guide to finding said solutions ive come across during my time making my first game

#

so thanks you guys for all of the assists its really appreciated

#

as im sure others feel the same way nonetheless im off to woork on dis game moar to another amazing year you guys ❤️

still moat
#

GG, so wholesome unreal crashed with Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

dark kraken
#

does anyone know how to solve this problem? my hud when I export my game disappears, in the viewport it is working perfectly, but when I export it does not appear, does anyone know how to solve it?

static sparrow
#

When I generate my project files, it gives me this:

CSC: error CS2012: Cannot open '/Users/Shared/EpicGames/UE_4.25/Engine/Source/Programs/DotNETCommon/DotNETUtilities/obj/Development/DotNETUtilities.dll' for writing -- 'Access to the path "/Users/Shared/EpicGames/UE_4.25/Engine/Source/Programs/DotNETCommon/DotNETUtilities/obj/Development/DotNETUtilities.dll" is denied.'
/Library/Frameworks/Mono.framework/Versions/6.10.0/lib/mono/xbuild/14.0/bin/Microsoft.Common.targets: error : Access to the path "/Users/Shared/EpicGames/UE_4.25/Engine/Source/Programs/DotNETCommon/DotNETUtilities/obj/Development/DotNETUtilities.csproj.FilesWrittenAbsolute.txt" is denied.  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <55adae4546cd485ba70e2948332ebe8c>:0 
/Library/Frameworks/Mono.framework/Versions/6.10.0/lib/mono/xbuild/14.0/bin/Microsoft.Common.targets: error : Access to the path "/Users/Shared/EpicGames/UE_4.25/Engine/Source/Programs/UnrealBuildTool/obj/Development/UnrealBuildTool.csproj.FilesWrittenAbsolute.txt" is denied.  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <55adae4546cd485ba70e2948332ebe8c>:0 
2021-01-01 17:21:14.188 defaults[47318:1714855]

These are the permissions on those files, are they incorrect? I haven't touched them, they are however they were when installed via the Epic Games Launcher...

calm widget
#

@dark kraken All i could find really was a case of duplicate game modes

mossy remnant
#

hello guys, can you somehow like modify the animation starter pack "pistol idle" with thirdpersonwalk/run and then you can have pistol walk and pistol run?

static sparrow
#

I think you're talking about using a blendspace, @mossy remnant. Not sure, though, from your description, what you want.

mossy remnant
#

I mean like, if you can somehow modify, the only animation "pistol_idle" in pack AnimationStarterPack, like somehow modify spine or some other bone to make it "pistol_walk" for ex. you will have half body thirdpersonwalk and half body pistol_idle.

runic narwhal
#

Is anyone familiar with applying impulses to static meshes? I'm having a physics related problem (did put it in #legacy-physics) involving twisting an object around the center of mass. It doesn't really do anything.

static sparrow
#

@mossy remnant I still don't understand what you want... so you are saying that there is a pistol_idle animation and a thirdpersonwalk animation in the starter pack and... you want to mix the two together into one animation?...

fathom monolith
#

Is there a way to choose what content goes into what .pak files.

plush yew
#

guys

#

i made a Widget and i added a text

#

and i want it in blueprint

#

i mean

#

in right panel at widgets

#

if i go down i should find an option called Events on clicked

#

and i don't find that

#

i don't find events tab

#

can anyone help me

#

nvm nvm

#

i fixed

#

how can i add outline in widgets?

kindred viper
#

depends on what kind of outline you are looking for. One way is to add a border widget in the background and then cover it with the content so only the border is showing. For more complex shapes, faking it with an image behind it is cheapest.

past otter
#

everytime i reboot my pc i have to reinstall unreal engine anyone know why?

#

this doesnt happn with anything else

kindred viper
#

did you install it into the temporary folder?

plush yew
#

ok i have a silly idea however

past otter
plush yew
#

would buying a character creation system from the marketplace and than adding onto it if it has most of what i want in my creator a bad idea

kindred viper
#

ahh I never put things there.

kindred viper
plush yew
#

i want a character creator like kurtzpels but with waay more morph target mesh based options for the body

#

and i found a kurtzpel like anime character creator

#

it even has head morph target systems and some for the body

#

so i wonder if it would be a good idea to buy it and than add even more morph targets >~>

kindred viper
#

shouldn't be too difficult if you know your way around

plush yew
#

thats exactly why i think its a good idea XD

#

okie ill buy it ❤️

past otter
#

@plush yew do you have a link for it? id love to check it out myself!

plush yew
#

yes i do babe ❤️

kindred viper
#

Has anyone had an issue with Bridge bringing into assets with black textures? I checked in the Master Material and it's not even hooked up to anything.

plush yew
#

In this video i'll show you ho to add your custom head morph.

The next video will be about adding clothes.

Marketplace : https://www.unrealengine.com/marketplace/en-US/product/b45ad18403424404a8961233d062274d

NOTE : You can change head eye (it's as you want).
The prosses about body looks a little like that.

Music :

  • Timeless by Lauren Du...
▶ Play video
past otter
#

thank you!

plush yew
#

he even has morphs already so its like adgjh

#

neeed

kindred viper
#

damn these megascans assets cost me more time than they save I swear. If its not the plugin borking, it's the master material not building on export.

#

I fixed it by pure luck.

#

I love it when that happens. Anyway the main Megascans plugin somehow had to have Displacement Enabled switched on manually.

cedar wave
#

So after some more testing with animation sharing, I wasn't paying attention to the right stuff. My FPS wasn't changing because I'm not CPU bottlenecked. After testing out the stuff in two different development builds (one with sharing, one with not sharing)....

Sharing: 252 characters, 5 ms game thread
Non-Sharing: 252 characters, 17 ms game thread

Yeah...that's a tremendous gain. This isn't with the state processing in C++ either.

grim beacon
#

Can normalizing a vector increase its length?

#

Like if its a really really low number

grim juniper
#

I'd imagine so. Normalizing makes it's length equal to 1

marsh swallow
#

They are 2 different BPs (long story behind their existence, but just know something funky did happen the other day between these files and naming.) and they are mirroring each other. They are not children, they aren't even technically duplicates, its possible they COULD have been originally but this wasnt happening originally

#

not looking for a solution, im just going to delete and rebuild them, but i figured its kinda funny. lol

candid grove
#

https://prnt.sc/wehqji

https://prnt.sc/wehr99

I made a skybox, the first image is how I want the ambient lighting, the second image is how I want the skybox to look to the player. How can I get the best of both worlds?

If it makes it easier I can hop in a call and screenshare.

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

#

Can I somehow increase the ambient lighting the skybox generates without increasing the brightness of the skyboxx?

plush yew
#

If I 'remove item at index 0' from an array, are the rest of the entries shifted so that index 0 now has a different item? Because I am trying to do an array shuffle > get at index 0 > remove index 0 combo and I am getting accessed none errors

marsh swallow
#

that is correct

#

well did you confirm there is stuff IN the array before shuffling?

plush yew
#

yes

marsh swallow
#

show your code

plush yew
#

It's okay sorry it's late but thanks for offering to help. Looks like a bandaid is a lot of 'isvalid' nodes but I will take a closer look at another time. It's a lot of interlocking BPs and I think it has to do with the speed at which each of the BP logic flows runs.

#

Basically I have one BP to spawn some actors but then I run some logic and after destroy some actors according to some conditions, then I set all the actors into an array, then I have a second BP that accesses the array of the first but somehow I need to make sure it waits until everything in the first is completely set

inner cloak
#

Hey Guys, i was working on a project for some time and today while i was working, like around Midnight in Montreal area, i somehow lost my project, as if a virus decided to delete the project. Has any of you get some kind of issue like that ?

plush yew
#

That's why you need source control. But I really hope you didn't lose too much.

inner cloak
#

like 1 day of work, and yes, i forgot to check-in stuff

fierce spade
#

hello! I'm new to Unreal engine, I have problem with UE4.26 about raytracing, is this the right place to ask?

gloomy gull
#

@fierce spade yessir

#

@fierce spade u might get more help in some other graphics channel

fierce spade
#

ah thanks! I will ask there

cedar wave
#

Ignore the FPS and the Frame/GPU/Draw time, that's not the point of this. Check out this game thread. This is 504 animated characters, on screen. This is amazing. (The GPU stuff is drawing related, which isn't the focus of this test)

#

(FPS is bad specifically because of the GPU bottleneck)

plush yew
#

Does anyone have any idea how to implement this neural network to an Npc in UE4 ?

restive cipher
#

i want to make an idle animation, so when the player isnt touching anything, this plays on a loop

#

how do i do that

plush yew
#

@restive cipher research blendspace and anim bp

restive cipher
#

i have my animation ready, all i need is the animation to play when no other animations are playing

#

how do i do that?

#

please ping while replying

errant burrow
#

All of a sudden my project stopped launching (Unreal 4.25 from source).. when I open task manager, I see a process for the project keep appearing and disappearing repeatedly forever. Any ideas for what to try do diagnose?

oblique tangle
#

Anyone know how to replicate this? Think its when the player grabs on to the pole, an animation is played with different states and when input is released the player is propelled into that direction

#

Not too sure though

untold swallow
#

Hello

plush yew
broken heath
#

Go to

#

The game files

#

Delete intermediate, and Saved

plush yew
#

Delete web cache?

broken heath
#

Files

plush yew
#

...

dark depot
#

how long has it been "stuck"

plush yew
#

2 minutes now.

dark depot
#

its compiling shaders if you havent opened it before

#

or changed something

broken heath
#

Do u need the intermediate and saved filesv

plush yew
broken heath
#

Yes

dark depot
#

you can check in task manager

plush yew
#

I've just opened it today. it was working yesterday

broken heath
#

If u dont need saved , and favorite folders list

#

Do that

#

And it will open

#

Or maybe have a new copy

dark depot
#

first its good to see why then do that

broken heath
#

Without these files

dark depot
#

😛

#

if needed

plush yew
dark depot
#

so wait a bit its compiling shaders

broken heath
#

Theres a setting in project setting (set lighting to normal ) or smth like that , made me wait an hour to open my project , avoid that setting

whole trout
#

Is it necessary for visual studio to be in default location to be detected by unreal engine ?

wary wave
#

no

#

it'll use the registry location to find it

whole trout
glacial pecan
#

You can place an "empty actor" in a level, but there is no "empty" in an actor in Unreal... what does everyone use instead?

waxen raven
#

Why are you after an empty?

glacial pecan
#

I just want a location

winter gale
torpid scarab
#

hello i'm getting started with learning UE4 and i wandering if anyone can recommend online courses or YT series that can help me get started

plush yew
#

Sorry that this sounds dumb, how do i delete the gun and the arm?

gray kindle
#

uh just delete it from bp

dusky inlet
#

Was it confirmed that we will get the free marketplace assets this year again?

dusky inlet
#

That's my question yes

sinful mesa
#

Will ever epic improve the shader compilation ?

#

its annoying

dusky inlet
#

Dunno what you want them to do about it

sinful mesa
#

incremental stuff maybe

#

moving one node about triggers compilation

dusky inlet
#

Not sure if that's feasible

sinful mesa
#

Thats the biggest gripe for me with UE

#

Completly takes away fun from doing stuff 😦

dusky inlet
#

Well it shouldn't be too much of a problem unless you do heavy landscape materials

sinful mesa
#

Thats the only thing i want to do XD

#

Landscapes

dusky inlet
#

There you go, found the problem xD

sinful mesa
#

Well...maybe they will find some magic solution in UE5

dusky inlet
#

Are you working with material instances though?

sinful mesa
#

ofc i do

#

but it has its problems too

#

at least for em when i expose too much params

dusky inlet
#

Then I don't think theres much you can do. Maybe material layers work better for you, haven't used them though

sinful mesa
#

changing one param stuck the entire engine for 5-6 seconds

#

untill the value changes.

#

Will need to google, maybe there is a way to constraint the compilation for one platform and shader version only

#

hmm

#

so it doesnt have to do this much permutations

dusky inlet
#

Ah yeah I think there was some editor settings for that

#

Don't quote me on that though

sinful mesa
#

ye i switched those off and the static ones

plush yew
#

anyone got a sec to help me understand why my pawn is not moving - left / right - i have done a few tutorials and it worked before unsure what in the world i am missing this time around ?

plush yew
#

figured it out - was getting " Get Right Vector (player)" - instead of Get Actor Right Vector... not sure what the difference is

plush yew
#

anyone that codes ue4 and wants to help me in something and ill pay. DM me please

polar fossil
#

hi, is there a way to have a second output window?

next badger
#

@polar fossil output log? why you need two?

polar fossil
#

i want a small one docked, that i can see while i work

#

and a bigger one as a tab to checkout when i build the project

#

and not have to undock or resize the one i already have

scarlet jewel
#

hello we are looking for someone who knows how to use the UE4 who knows how to program will be rewarded with $ 10 from discord nitro and it will be a moment for what I need

polar fossil
#

this is the docked layout i am using

buoyant graniteBOT
#

:triangular_flag_on_post: yoelsbr20#2416 received strike 1. As a result, they were muted for 10 minutes.

polar fossil
#

@next badger i want to do the same with the output window as i did with the content browser

next badger
polar fossil
#

i am basically trying to find a workaround to not being able to maximize an arbitrary panel (like you can maximize the viewport with F11)

next badger
#

@polar fossil you can launch ue4 with -log key, then it will open the console (it's same as outup, but may have more info, also won't close on crash)

#

i use this layout cause i never needed to have both log and content browser opened:

polar fossil
polar fossil
#

just having it available at a glance helps me keep a bird's eye view on things

gray kindle
#

any good way to merge 2 blueprints?

#

other than copy paste everything

wary wave
#

you should merge it by hand

gray kindle
#

haha yeah im in a process rn of copy paste every single function and variable

#

too bad you cant select all the variables at once, have to do it one by one

#

isnt that a plugin that u have to activate?

#

are u on 4.26?

#

yes ive tried it but its just better to use external program for it

#

maybe im just not used to the interface

polar fossil
#

@gray kindle get an intern to do it lol

gray kindle
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oh definitely blender is even worse 😄

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if i had one i would 😦

polar fossil
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@plush yew i think it was a plugin that you need to enable. check the gamesfromscratch youtube video on it

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or search for anything pertinent like mesh (in the plugin manager)

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coming from industry standard DCC tools to blender, after about 15 years of doing rendering/texturing mostly

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blender feels snappy fast and significantly more ergonomic to me

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to each their own i guess lol

polar fossil
gray kindle
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blender feels to me like gimp to photoshop

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in re to ergonomics

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like i probably could get used to it, but i spent soo much time already with maya and 3ds max i just cant

polar fossil
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one thing i started to can't live without is hotkey axis lock and then entering numeric values for it with the keyboard

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that's the killer feature for me, i'm a simple man lol

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if you reduce the scope enough it becomes true lol

fierce tulip
#

just because you like or dont like a piece of software does not give you a monopoly on the opinion of said software.

polar fossil
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basically what i'm trying to say is for the old vertex pusher modeling workflow, blender is the best experience i had in 15 years

ashen elk
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I have an issue with lightning, in which channel do I ask my question ?

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Alright, thanks !

ashen elk
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Here's the issue I've baked the lightning but some cubes doesn't cast shadows, which is weird because I've just copied and pasted them

gray kindle
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honestly if i started modeling right now i would probably use blender coz theres a lot of content for it

ashen elk
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I'll look if I have a lightmass importance volume

gray kindle
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but back when i started there was a lot of stuff for maya and not so much for blender

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now i got used to the interface and everything else seems bad

ashen elk
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I'll try that, thanks !

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Pretty weird, it doesn't work and I did not have a warning when I built the lightning

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Yeah that might be the UVs of the floor, I'll try

polar fossil
polar fossil
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probably around 10 years, or how long it was since 2.5 to 2.8

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i'll be a hipster and say they haven't done a numeric editor right since 2.4x lol

gray kindle
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maybe someone will make blender interface conversion or something since its open source

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theres a potential for $

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if someone made the interface more maya-like in a plugin for blender or something i would buy it

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Looks good

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I didnt know about that 😄

restive cipher
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@ me when replying

whole trout
#

Can anyone help I have . net SDK 5 installed

polar fossil
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fullscreen viewport, hotkeys, a command search box and a good outliner. that's all i need to model.

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seems like the modeling workflow is the more polished one in blender. soon i'll have to dabble into animation ... ..... .

rotund scroll
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I don't mind blender so much as the people sitting behind blender willfully arguing that there can only be one way to do things, and that is the blender way

frozen oak
#

Weird question: Where can I find my Engine Path?
Usually it's under C:\Program Files\Epic Games, but 4,26 isn't there, even though my other engine versions are there 🤔
My team is upgrading to the latest version, and I need to take care of some of that, for which I need the default engine location.

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oh

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It installed in my games folder 🤔

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I'm not sure how that happened

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It might have defaulted to my last selected location, and I clicked confirm without reading properly xD

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welp, time to reinstall

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thanks for the tip!

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Today I learned once again that reading is important

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xD

restive cipher
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I have my animations imported into ue4, they work fine, but when i try to play them in game, they dont seem to work, please @ me when replying

polar fossil
restive cipher
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please somebody 😦

rocky radish
restive cipher
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wdym

rocky radish
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are you sure you plugged the right mesh?

restive cipher
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no, but fixing it does nothing

rocky radish
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what happens when you put the right one?

restive cipher
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nothing

rocky radish
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you have a mesh with Knife in the name, which i assume is the one you meant to play the animation on

restive cipher
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yes

rocky radish
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so plug it in and tell me what it does, not having the right mesh plugged isnt gonna help anyone

restive cipher
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wait what

rocky radish
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plug the correct mesh into the node, not having the mesh that has the animation playing an animation is gonna result in nothing

restive cipher
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i am playing with the right mesh

rocky radish
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you said you weren't...

restive cipher
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i am now

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still does nothing

rocky radish
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have you checked if the animation asset itself is playing as it should?

kind smelt
#

hello, i started a new project on UE4, i used to work with Unity, and im implementing a wall running system that is making my class file messy and large, i would like to know if there is a way to have my wall running system in a separate script and have it work with my main class script just like script components on unity.Keeping in mind, i do need access to the Jump function from the main class, in my wall running script.Thank you

zinc shore
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how would i make images in UMG not look pixelated

rotund scroll
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you create them at a higher resolution

frozen pond
#

how i could get owning pawn in AI controller?

dawn gull
#

So I have 2 types of noise, Simplex noise and a custom Ridge noise, how can I add the two together and make it not ugly?

broken heath
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Does scale of an object affect the performance or the memory by any means?

grave pollen
#

cannot figure out mixamo imports... tried many things nothing works

grave forge
#

quick question can i create an entire structure such as a house in quixel mixer and import it to ue4 or do i haave to create all my seperate meshes walls/floors etc seperate and add them?

broken heath
honest fox
#

Any ideas as to why my foliage spawner is spawning only on the edge of my volumes? I was trying to constrain it to the non-hole material as well and I am not sure why it seems a step off? The option is selected to not spawn on holes.

light thunder
light thunder
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Look into Root Motion that might be what's happened in yours

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@grave pollen did you see this? https://www.youtube.com/watch?v=MJJYL6ztkFM

Tutorial on how to use mixamo animations with unreal engine root motion animation system.
UE4 mixamo root motion tutorial.

Blender addon:
https://github.com/enziop/mixamo_converter

Mixamo:
https://www.mixamo.com

Download animation from mixamo, that you need, put it in one folder and convert it with blender addon. I would recommend disabling...

▶ Play video
fringe pivot
#

Any idea what could be causing that hole in the clouds?
Sometimes the character shadow is rendered there.

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It's the freaking SkySphereBlueprint but no idea why it's doing that

rare thorn
plush yew
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Anyone has an idea on how to use the dual sense adaptive touch in ue4? is there a blueprint we can use to set it up ?

unique kraken
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okey, can someone tell me, if i made a anim notify bp, how do i get the even for this in my anim bp

fringe pivot
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Right click and look for "notify"

unique kraken
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well, ofc i tried that

fringe pivot
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Don't remember the exact name

merry gazelle
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Any idea how to prevent machine / system noise output through speakers? It only happens when in the viewport of UE. I have an external soundcard which helped with all software besides Unreal

unique kraken
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but i dont get the even as if i would creat a new notify inside the anim.

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i want to use the anim notify BP ASSET i made

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its triggering correct, but i cant get it in my anim BP

fringe pivot
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Event AnimNotify_YourNotifyName

left arrow
unique kraken
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i dont think you understand that i made a ANIMNOTIFY BLUEPRINT

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while when i created a new one by right clicking into the notify track, i can grab it

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i assume i have to do something with the event dispatcher but if i creat one, its read only and i literally cant change anything

fringe pivot
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@left arrow you can increase that value with r.Streaming.PoolSize command, ie: r.Streaming.PoolSize = 2000
No idea what's the suggested value tho.

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The console is in the Output Log window

sacred sable
#

I have a quick question, how can I make scaling go in one direction rather then both ways?

fringe pivot
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Window / Developer Tools / Output Log

frozen pond
analog jacinth
#

.....can anyone suggest a good destructable system or voxel plugin? I was grossly turned off by the dev that created the $350 voxel plugin i was willing to buy

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i just want a destructable layer of land ontopo my landscape

grim beacon
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@frozen pond search for ue4 BOTW stamina bar tutorial. It's very similar

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Also, did you just photoshop "Stamina Gauge" in there ?

frozen pond
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no i googled this

wanton lotus
#

@frozen pond are you trying to curve a progress bar?

#

We will be showing a concept of Different Shaped Progress Bars where we can make a circular progress bar or even a non linear bar similar to the health bar in Kingdom Hearts.

Source Files: https://github.com/MWadstein/wtf-hdi-files

▶ Play video

In today's video, Matt Parkin will show how to create a custom health and energy bar in UE4 using different textures and materials.

Download the assets used in this episode here:
www.polygonpilgrimage.com/Downloads/

Find more useful tutorials from Matt at http://www.polygonpilgrimage.com

Follow Matt:

On Twitter http://www.twitter.com/Polygo...

▶ Play video
fringe pivot
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TObjectIterator @plush yew

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for( TObjectIterator<YourClass> i; i; i++) should do it

broken heath
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Does scaling an object decreases performance or memory by any means?

still moat
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@broken heath What you mean? Like changing the transform? If so , no.

broken heath
still moat
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No

dawn gull
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So I'm spawning an object on a sphere and it's always a little bit too high, I already have rotation set up so it rotates to be straight up on the sphere, but how can I move it down a specific amount, anywhere on the sphere?

fringe pivot
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@plush yew I think you need to pre increment the iterator ++i

forest holly
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I wanted to do a project in UE4 but it seems I can't even make a shader that has variable wireframe thickness. Is this a reason to ditch UE4 for Unity?? Seems like such a bummer for something that basic.

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None on the shop

still moat
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🤨

dawn gull
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@forest holly If there's something that isn't there, you can add it yourself. That's why Unreal Engine being open source is so great. But I'm pretty sure that is a thing.

fringe pivot
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Any other new toy in 4.26 besides volumetric clouds and water components?
Those 2 are really cool.

still moat
forest holly
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@dawn gull thank you. I just am not capable of doing custom shader code, very advanced stuff for me.

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@still moat Thank you I will take a look at this.

dawn gull
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oh

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you just need to enable "Wireframe" in the options

forest holly
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I did that much

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But I need control over it's thickness

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Easy to do if you are happy with the default thickness

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This is the issue I'm having

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Dont want it solid like that

dawn gull
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I don't think changing the line thickness will help with anything

rotund scroll
dawn gull
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I already sent him this thread

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it's literally 2 material nodes and a check mark

rotund scroll
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that's world space though

forest holly
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I already did that but thank you.

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As you can see in the video

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If I bake the wireframe to a texture and apply it it gives the sort of effect I want, when zooming out far away it doesn't override the object color

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But then I have resolution issues

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Maybe I just need some LOD's

zinc shore
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why cant i resize or move the PIE window it just stopped working recently

soft fiber
#

Does anyone know if you can export UE4 animations into Blender for a different rig?

unique kraken
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why would u do that to begin with

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  1. u can do that in ue4 2. ur not allowed to have ue4 marketplace stuff in a production outside of ue4
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you can

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but it makes no sense

soft fiber
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I think that only applies to Epic content.

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I want to be able to edit the animation in Blender.