#ue4-general

1 messages ยท Page 912 of 1

edgy latch
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at least you can get onto unreal engine

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is it like my github data storage plan or something?

sleek spear
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in unreal can i ignore an objects uv coordinates and map textures with global planar or cubic mapping or something?

worn granite
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@hasty gorge dynamic_cast, of sorts

hasty gorge
worn granite
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you asked what Cast does

hasty gorge
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yeah

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is dynamic_cast a cpp thing?

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and not a ue4 thing?

worn granite
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in short, take an initialized object and if it is of the right type, give a typecast pointer

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since C++ and BP are statically typed, one must refer to an object by the proper type as opposed to dynamically typed languages where you can attempt to use any function or property without the objects type

hasty gorge
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UCardsSingleton* DataInstance = Cast<UCardsSingleton>(GEngine->GameSingleton);

So in this case, if GameSingleton and UCardsSingleton are of the same type, then DataInstance will return a pointer?

hollow sentinel
worn granite
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I mean, not with the strictest definitions of those words

hasty gorge
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sry I was trying to find a simplified version of what this line does

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if that's not it, then I still dont get it

worn granite
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GameSingleton is an object. If it is a UCardsSingleton, then DataInstance will be valid

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DataInstance doesn't return anything, Cast does

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DataInstance could be said to contain the returned value

hasty gorge
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how do you change GameSingleton to be a UCardsSingleton (or any type you want)?

worn granite
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DataInstance and GameSingleton here are actually referencing the same object

worn granite
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casting does not alter the underlying object

plush yew
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I need help from a pause menu level.
Set inputmode UI only (execute)-> cast to GameIsPaused (object)-> (none) //An error

worn granite
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Okay let me see if I can give a metaphor

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You find yourself in a garage next to a vehicle of some sort. It's covered with a tarp. You designate the vehicle as AVehicle* TheGarageCar:.

You cannot quite make out what sort it is. You only care to know if it is a pickup or a coupe.

APickup* GaragePickup = Cast<APickup>(TheGarageCar);
ACoupe* GarageCoupe = Cast<ACoup>(TheGarageCar);

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When you lift the tarp, you discover it indeed is a coupe.

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GaragePickup will be null, but GarageCoupe refers of course to the original vehicle. Because your mental model has been updated, you know that you can get into the back seat directly from outside, but should not tow anything.

plush yew
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How do I add voicelines?

worn granite
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The metaphor breaks down because you know TheGarageCar is certainly NOT a pickup, and is in fact a coupe... but in programming you cannot use that pointer to treat TheGarageCar as if it were a coupe.

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You have to specifically refer to it with GarageCoupe.

hasty gorge
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but for GameSingleton specifically, it's only said to be some UObject that is made when the game initializes

worn granite
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Both monikers refer to the same entity. Removing the tarp (or casting) do not cause the vehicle to change type. It was never a pickup

hasty gorge
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how would it ever be anything but a UObject?

worn granite
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It can be a derivative to UObject

hasty gorge
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isn't almost anything a derivative of it?

plush yew
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for a stair model do i have to make custom collisions for it? or is there something within the engine i can use

worn granite
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much like a pickup is a specific type of vehicle.

hasty gorge
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in that case, why would the person who coded this bother keeping the Cast function there?

worn granite
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They are not changing the core engine

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Garages store vehicles. When you decide to park a sports car in one, do you tear apart the garage to have it specifically house a sports car?

plush yew
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How do I add voicelines with subtitles or just a text

worn granite
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So here, you wouldn't expect the engine to give you a pointer which refers to objects by their game module type

subtle sage
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Hey does UE4 Shader Compilation time/performance depend most heavily on core/thread count? (I assume?)

plush yew
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Really I need voicelines with subtitles or a text for the beginning of the game

worn granite
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I couldn't tell, really

plush yew
worn granite
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@subtle sage but of course

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compilation is cpu

subtle sage
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is a 9900k a worthy contender for acceptable performance?

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Yeah, well, wasn't sure if there was a bottleneck somewhere else as well, EG: GPU

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(Not that it would be relevant with a 3080)

worn granite
subtle sage
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My 8600k takes aeons to compile 500 shaders which is pretty much every time i do anything xD

worn granite
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@hasty gorge do you understand what is going on with that example?

worn granite
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I see that the discussion over Cast and GameSingleton has moved to #cpp

plush yew
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Guys how do I make my project -> template from the marketplace?

terse jewel
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I grabbed a package, Ultra Dynamic Sky, from the marketplace, and it works great. But others seem to get an error when loading the project now. I can't replicate it on my machine. The error is: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4148] K2Node_CustomEvent /Game/UltraDynamicSky/Blueprints/Ultra_Dynamic_Weather.Ultra_Dynamic_Weather:EventGraph.K2Node_CustomEvent_1: Serial size mismatch: Got 2412, Expected 3106

Can anyone help debug what's going on here? I'm not expecting it to be a package specific problem but I could be wrong.

idle stump
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If I'm building a computer, what will help most for compiling shaders, etc? Does it keep scaling up with as many cores as you can give it? Right now I'm on a quad core i5, 16gb RAM, SSD and if I create a new project and create 1 shader it takes like a full minute to compile - sometimes longer.

And will more threads help or just real cores?

celest vapor
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Can switching cameras and camera fades cause issues with clicking on actors

worn granite
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it shouldn't, no

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if you can reproduce the issue in a project with only clicking on actors, then I would expect that to be a problem with the engine

celest vapor
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I have a Pokemon type battle system in my game and I fade to black then swap cameras for combat and then do the reverse when combat ends but after combat then the player cant click on any actors that have clicked on functionality

subtle sage
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Hey.. anyone know why TextureVariation doesn't seem to be working when I pass it (grass mat function) into a landscape material from a material function?

plush yew
celest vapor
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No, Its all in one persistent level

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with sublevels loaded in for generation but thats about it

plush yew
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๐Ÿ’ฉNoone is minding me

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I can't seem to find anything on your issue Bush

celest vapor
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yeah

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i'm just dumb. I was taking the normal hud widget and setting it to invisible but when combat ends it would set it to "visible" but the canvas panel apparently blocks the clicks

plush yew
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Hmm, so how did ya solve that?

plush yew
celest vapor
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instead of setting the hud widget to visible I set it to "Not Hit-Testable (Self Only)"

plush yew
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I see.

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Well I don't because I am not good with UI, but I guess I will go read what that setting does.

plush yew
# plush yew What did ya need mate?

Voice lines with subtitles, respawn system, vehicle system, what is the OWO thing from the marketplace? Lol, Models(I already have models)

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AI system from the GTAV

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An easteregg

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thingy thingy

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I canโ€™t remember the thingy thingy

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That's a lot.

celest vapor
plush yew
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So now you cannot click your widget?

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I can help you Bush Fire.

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Button?

celest vapor
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its okay I fixed it. xPorg

plush yew
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Ok

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What part about the voice lines did ya need X?

plush yew
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So you have voice lines and Subtitles, and wanna learn to connect them?

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My game is like 50% of GTAV and 50% of Cyberpunk 2077

plush yew
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And a streamer getting rickrolled for 24hours

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๐Ÿ‘

plush yew
plush yew
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He didnโ€™t try Cyberpunk 2077

median hound
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anyone use chaos? if so can i build it with 4.6

plush yew
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just curious when making low poly models should i use textures for it or just use the material? both ways are good i just dont want to waste a lot of time

kindred viper
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low poly would be textures. you don't want to go low poly them abuse the framerate by adding extra drawcalls. But it all depends on your style

plush yew
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ok thanks

tranquil falcon
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Does it make more sense to model a sidewalk as a separate mesh from the overall landscape mesh? Doesn't seem optimal to "sculpt" the side walk...Is this industry standard/best practice?

kindred viper
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I'd make it a mesh. Pretty sure everyone else would too.

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there would be a case for using the landscape tool to apply it though. Let's say you wanted it to blend the materials with the landscape materials. It would probably be better to be the landscape rather than some extraneous material that gets the landscape materials and does the maths

tranquil falcon
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Got it. Thanks for the input. Seems to make sense to do it that way.

fair field
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This is a slightly higher-level question to make sure I'm on the right track. I'm looking to do base building in a similar way to Subnautica / NMS. In those games, you don't build "walls" - you build rooms / prefabricated rooms like corridors. When you join 2 rooms together - the connecting wall disappears and you get a larger room. In subnautica - you could connect a tube to one of these rooms, and you get a custom wall which is a mix of both types connecting the two.

From a design standpoint - I was thinking I create a Room blueprint, with its own mesh for everything except these connectable walls - then a Connection ActorComponent to represent each modular wall. When a player builds a new room, it'll have to check if it is adjacent to any walls - and if so, change the Connection ActorComponent's mesh to either be invisible, or be some custom mesh.

Does this sound reasonable?

Some thoughts: I suppose technically if you put 2 cubes together, there are actually 2 "walls" connecting, so I'd have to remove both for them to make a larger room.

candid grove
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@fair field I had a similar thing trying to make a hole in a mesh for a golf ball hole, I ended up using s sphere mask. You could probably do something similar to make it so the wall doesn't show, then use collision channels to allow passage

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square mask or something

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https://prnt.sc/wggrmm

I'm trying to figure out the angle to apply an impulse. its based on the cameras location, I'm am trying to zero out the up/down rotation (Z?), this isn't working, as I look up and down the x/y rotation is changing. What am I doing wrong?

Lightshot

Captured with Lightshot

fiery copper
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I think its because the rotation from XVector can not deal with the modified vector, this works (zeroing out the unwanted rotations)

storm vapor
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How can I disappear this text ?And is this text still appear when project pakacged ?

plush yew
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Jk what did you do?

plush yew
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hi,can anyone help me ?

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i am learning a course on udemy,in that there is a skelton model female

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i want a male skelton model

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this is my chat with the instructor

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as he told he used the unreal engine providede skelton model

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it is femalle

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i asked him how can i get male skelton

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this is the female skelton model

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i want male

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where can i get it from unreal ?

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can anyone can help me ?

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please ?

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please help

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please help me sirs

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please

green prairie
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Hi Guys.. Please help... Everytime I stop play in editor, these notifications pops up in the buttom right corner, and I have to click dismiss on each on of them manually to remove them.. It's driving my crazy, cause they are obscuring the details panel...

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How do I turn those off?

plush yew
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please help me first,then help him

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i asked the help first

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please help me

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hi,can anyone help me ?
i am learning a course on udemy,in that there is a skelton model female
i want a male skelton model

this is my chat with the instructor
as he told he used the unreal engine providede skelton model
it is femalle
i asked him how can i get male skelton

this is the female skelton model
i want male
where can i get it from unreal ?
can anyone can help me ?
please ?
please help
AhalyaToday at 12:50
please help me sirs
please

storm vapor
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Is it 83,315 gb texture or 83gb texture ?

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But my project is 11 gb

plush yew
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@green prairie its best to find out whats causing the error and try fixing it there might be something to stop showing the error on your screen but its best to try fixing it so there wont be any problems in the future

green prairie
# plush yew <@!530314384858152960> its best to find out whats causing the error and try fix...

Yes of course, but I'm a beginner, and have no idea how to fix these errors, the game works fine, and I will fix them when I get better.. The problem is, these error pop ups came with the latest update.. Not the errors, but the small pop up windows.. Normally it would just open up the message log window, which I have docked somewhere, to it was hidden.. but now these pop up, and there MUST be a way to turn them off, I have looked every where in the editor settings

flint trench
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^^ 9/10 times you needed an is valid check on the object you called

plush yew
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@green prairie im not really sure to be honest but again you should look into the log

green prairie
plush yew
green prairie
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"Gorm" is the player character

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And I call the player in the event graph... I mean, it works fine in game.. I just get an error every time

plush yew
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hmm im not use to animation BP cause i havent dont them in a while but im sure someone can help with it

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what i remember tho when trying to tansition animations or whatever i just made a branch and used the "Armed" what you use to see if it was true etc

civic otter
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I'm having a really difficult time getting an image sequence to work in my media player. the output log tells me: LogWmfMedia: Error: Failed to resolve URL img://../../../../../Unreal Projects/Bunker/Content/Movies/sec_cam_overlay: The scheme of the given URL is unsupported.

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I copied this question over to cinematics as well, but I could really use some help.

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I've tried putting the images straight into the movies folder, no luck. I put them in a folder in the movies folder, no luck. I've tried countless things for about 3 hours now with no luck. Following the guide on the website for playing an image sequence with not a single iota of luck. Are jpgs the problem??

plush yew
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Woah, just installed UE for the first time since I used the inital release years a go

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It's changed so much

civic otter
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Can someone tell me what I'm doing wrong please?

green prairie
plush yew
green prairie
plush yew
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Haha your welcome, it's good to look into these things if you can never figure it out I understand how that feels INTENSE FRUSTRATION

green prairie
civic otter
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I know exactly how that feels. I'm like 90% sure the problem I'm having is something silly but I've been spending like 5 hours trying to get this stupid image sequence to work lmao

proud narwhal
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how come if I make a material from fresh it will present me with the bluprint window, but if I open an existing material I just see the preview and details tab?

civic otter
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You sure that's not a material instance that you're opening?

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It sounds like a material instance.

proud narwhal
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if its an instance how do I find the original?

civic otter
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in the details tab, look for the parent material and click on the magnifying glass icon

proud narwhal
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Ahh thats what parents are

civic otter
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Yep, parent is the base material, you set it up once, then you can create instances where you just change certain paramaters without having to rebuild the whole material each time.

barren vale
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i will be making a start on my game and learning at the same time, i will require the help of some one that is able to help me with some server side and package details, really i will just new to chew someones ear with some questions and pointers via discord voice chat for maybe an hour or two, this will be paid work of course.
if you are able to help with package, game lunch, updates and server side things then pls contact me via DM.
if you are unable to help me with this then pls dont message me. there will be a very good chance i will require help later on at different points

proud narwhal
civic otter
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Yes, but the texcoord input is typically redundant unless you have more than one set of coordinates in a mesh and want to specify which to use for what material/texture

proud narwhal
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I used that to set the scale

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utiling/vtiling

civic otter
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Cool, then yeah that's fine. I mean, if it looks good, it can't be wrong, right? lol

proud narwhal
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๐Ÿ˜„

civic otter
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Who knows how to use an image sequence?

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I did it successfully once and have not been able to reproduce that luck since. I could really use a hand.

chilly sun
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^ dayum, we got called out man... ๐Ÿ˜„

civic otter
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Here's someone demanding people DM him and I'm having a hard time just getting a question answered. Lmao! Good luck with that kind of attitude ๐Ÿ˜›

proud narwhal
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Once I have placed a decal I am unable to select and move it

brittle gulch
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Hi guys! Is there a way to create my own vault content? I'd like to get stuff transferred from a project to another without having to migrate.

proud narwhal
civic otter
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Make sure game view is off, then click on the widget, not the decal.

proud narwhal
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game view is off, there is no widget to select

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oh turning it on and off again makes it appear

plush yew
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Hello guys, Iโ€™ve created a sleep system without a day night cycle, the problem is that during the night I donโ€™t have a moon. Is it a bad idea to add a big sphere far in the sky with an emissive color and hide it during the day?

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GUYS PLEASE HELP MEEEE !

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i am asking help for a 2 hours

plush yew
#

hi,can anyone help me ?
i am learning a course on udemy,in that there is a skelton model female
i want a male skelton model

#

this is my chat with the instructor
as he told he used the unreal engine providede skelton model
it is femalle
i asked him how can i get male skelton

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If you have an instructor ask to him

wary wave
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instructor literally told you where to get it

plush yew
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where ?

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i am new to unreal

wary wave
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"You can create any of the Unreal sample projects"

plush yew
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wher can i get sample projects

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Create new project and select a template

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Go to the character and there will be the mesh

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i want character like this

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not the marqu

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white character

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I think you canโ€™t use the mannequin skeletal mesh on a normal mesh

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i want a male character,please tell me where can get it free?

wary wave
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you asked for a skeleton, not for a character

plush yew
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Exactly

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Skeletal mesh and mesh are different things

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yeah look

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What

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i want thes thing of a character

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Meshes

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There should be the skeletal mesh too

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materials , meshes and textures

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wher can i get that type

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i want ta male character

civic otter
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It's called google, or the unreal marketplace

plush yew
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ok

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I usually create a character on maya/blender, paint on substance and import in unreal

civic otter
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There are plenty of free characters on the unreal marketplace.

plush yew
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Bruh create ur own character

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nonthing there

civic otter
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How is there nothing there??

plush yew
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means a character for paid

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You donโ€™t need to search โ€œcharacterโ€ they are not called like that

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They have specific names

civic otter
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There are hundreds of thousands of assets available, many of them for free.

plush yew
#

wat i want to search there

civic otter
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just browse the characters section lol

plush yew
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when i searched character,it show 2 only

civic otter
plush yew
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Wait. You want a male version of your character but instructor told you where to get the base skeletal mesh of unreal...

plush yew
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I want it

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iyeah

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i opened it and searched

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free

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then i got

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Ok select the one that you prefer

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this much only freee !

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but there is no character the instructer used

proud narwhal
#

Any idea whats causing this with my decal? on the ceiling scaled to 0.1,0.1,0.1 it works fine but if I duplicate it to the wall it looks all strange

plush yew
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Yea... do you expect ue4 to be completely free? If you want free stuff you need to create ur own

plush yew
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The second decal

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The arrow is where it goes

proud narwhal
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tried x,y, and z but non of them seem to work

plush yew
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bro,but instructor's character is free

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Bruh the arrow is pointing down...

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but there ios no such type characterthere ?

proud narwhal
plush yew
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Bruh the green zone is where it effects

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It should be on the mesh that you want it

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And the arrow is pointing up not on the wall

proud narwhal
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ok so the arrow points towards the surface you want it on

plush yew
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Yes

civic otter
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Yeah, press E to switch to the rotate widget, and grab the handle perpendicular to the wall and rotate it 90 degrees

plush yew
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can i use this character for free ?

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Yes why not itโ€™s free

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means,in my game and market that game /

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?

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any copyright issue ?

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Yes but it would be bad cuz everyone can use it

plush yew
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ok

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I suggest you to model a character on blender... then do what you prefer

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Or maya

proud narwhal
plush yew
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Np

civic otter
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Anything you get from the marketplace can be used in any production. The problem is everyone can download that so you'll find it in many games. Nobody wants a game where the character they play is in a bunch of other games. @plush yew

plush yew
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problem problem problem

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Select 4.25

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bro there is no problem if you select another version

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Its just not updated

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oh no !

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What

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wat can i do now ?

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Click on 4.26 and select 4.25

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i am already did a big project

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in 4.26

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You donโ€™t have to copy it..

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Bro listen to me

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i need this in that project

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Can you listen to me Iโ€™ll tell you how to fix it

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ok

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Click on 4.26 and select 4.25... it will update a 4.25 file in a 4.26 project (it wonโ€™t change the project)

plush yew
# plush yew

The engine is literally telling you what to do

civic otter
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@plush yew Do you know about image sequences? lol

plush yew
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Yes?

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Why

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?

civic otter
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I can't get them to work in my project for the life of me.

plush yew
civic otter
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Got a sequence of images, tried jpg and png, they are in content/movies/sequencename

plush yew
civic otter
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Ballzack! LMAO

plush yew
civic otter
#

@plush yew If you want help with something, add words to go with your pictures. I don't get what you're showing us here.

plush yew
# plush yew

I think you should export one of these models and atleast change the face

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how?

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i hav a doubt

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Blender? Maya?

civic otter
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I'm actually using one of these dudes in my project right now, but I changed the shirt and pants.

plush yew
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hee the character is not there

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i ant blendspace chracter skelton

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Bro... that is the skeleton no the mesh

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yeah i want that

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You wonโ€™t find it in skeletal mesh

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how ?

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here no skelton mesh folder

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wat to do ?

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i am mad !

civic otter
#

Dude, there is NEVER a skeletal mesh folder lmao

plush yew
civic otter
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So what's the problem, drag that into your scene?

plush yew
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no,i want to create a blendspace

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with the character

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Its literally drag and drop, you already have animations

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no no no

plush yew
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in the course the instructor create a blendspace

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What do you want to do with that character?

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Main game character?

civic otter
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So do that what the instructor did?

plush yew
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./GenerateProjectFiles.sh: line 33: /d/UnrealEngineM/Engine/Build/BatchFiles/Linux/../../../Binaries/ThirdParty/Mono/Linux/bin/mono: cannot execute binary file: Exec format error

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i tried everything

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i searched and did whatever everyone was saying

plush yew
plush yew
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If yes try disabling auto saves

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no, when i build unreal engine from source

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Oh idk then

plush yew
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Can you tell me the problem? Ur only sending photos

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lok that this

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is blenspace

plush yew
# plush yew

And there is literally an hole in this character, this happens when the skeletal mesh is not compatible with the character

plush yew
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please tell wart to do

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he used a character

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female

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i want it's male

civic otter
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Stop wanting it to be a male. You are clearly not ready for that yet. Just finish the tutorial and change it to a male later when you're done.

plush yew
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Bruh you are downloading characters from the ue4 marketplace and using the skeletal mesh from the instructor... that thing is bad

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You canโ€™t use the same skeletal mesh for every character

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Its not universal

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hey nman !!!!!!!!!!!!!!!!!!!!!!!

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why u r not understanding me

civic otter
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You want it male. We understand.

plush yew
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u r not understanding wat i am saying

civic otter
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Unfortunately to make that happen, you're going to have to put more work in than I think you're ready for.

plush yew
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Blendspace are for animations not for skeletal mesh related stuff

civic otter
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Just downloading a dude won't make it work. each character is configured differently.

plush yew
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look

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this

plush yew
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i righ click and create belendspace

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here the downloaded character is not there

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Bro you literally have an instructor

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talk to him

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he is nopt responding

civic otter
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Have some patience ๐Ÿ™‚

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Maybe he's sleeping.

plush yew
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everyone is telling that this is the best server

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and no one know anything

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wat u r telling,don't u hav shame

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to tell u know everything

#

Bro we told you everything but ur not listening. Tell me the problem and not just โ€œblendspaceโ€

civic otter
#

Maybe we do know but you don't like the help we're trying to provide, so instead you get angry, which won't help you get any help.

#

Humility is the key to getting others to want to help you.

plush yew
#

๐Ÿ˜ก๐Ÿ˜ก

#

u r just making fool of me

#

the time u take for making fooll can be used to hhelp me

#

why u r not doing that ?

formal maple
plush yew
#

bro you literally have an instructor but ur asking help to us... if you donโ€™t tell me the problem we canโ€™t help.

formal maple
#

what

plush yew
#

You just said โ€œblendspaceโ€

#

i want a Skeletal_Male

#

You want a mesh or a skeletal mesh?

plush yew
# plush yew

That is a skeleton, it wonโ€™t change ur character but if you use it on another mesh it wonโ€™t work.

#

i want everything

#

Ok... open blender create a character, add bones rig the character paint him in substance painter and import in unreal.

civic otter
#

Then make it, it will help you learn, as a game developer, to make a 3D character that is exactly what you want.

hollow sentinel
#

@plush yew is there anywhere on your computer SK_Male?

formal maple
#

yea guys tbh saying that to him isnt really helpful cus it doesnt solve his problem

#

he's using the scanned 3D people pack which includes male models

#

and he's saying there is no skeleton for the male models

plush yew
civic otter
#

We know, we directed him there in the first place ๐Ÿ˜›

civic otter
plush yew
#

Ok but the problem is... if u have an instructor that probably is very good in ue4 why are u asking here?

formal maple
#

he's saying he can't find it. im not saying that it doesnt exist

plush yew
formal maple
#

yeah. he tried to create a blendspace but the skeleton he wants isnt there

plush yew
#

yeah

#

you only can understand

#

that people,i said it many times and also showed pics but

#

not understanding

formal maple
#

do the male characters use the UE4 mannequin skeleton perhaps?

civic otter
#

@plush yew Did you follow the tutorial past this blendspace portion of the tutorial, or did you stop there to try and change the model?

civic otter
#

Why not just finish the tutorial, then come back to change the model after you understand the whole lesson?

plush yew
#

Mm...Ok fine

#

but just reember me

#

i will comeback after 1 year

#

bye bye

karmic wagon
#

tanks

civic otter
#

Army Tanks?

plush yew
#

he told thanks

civic otter
#

He said tanks. Like military tanks, or tanks filled with explosive liquids, or oxygen tanks

plush yew
#

no

#

he mean thanks

#

he forget to write h in that

civic otter
#

Maybe, who knows. He could have been asking about props to use in a UE4 game. There are lots of great tanks on the marketplace, or even in quixel megascans, which is free for unreal users. ๐Ÿ™‚

plush yew
#

Bruh there are no tanks in megascans

#

yeah

civic otter
#

Not military tanks, no, but there are gas tanks and barrels ๐Ÿ™‚

plush yew
#

Yea I want military tanks not gas tanks

civic otter
#

Then I'd go to sketchfab

plush yew
#

๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ

civic otter
#

or turbosquid

#

or cgtrader

plush yew
#

No I prefer doing it by myself

civic otter
#

Good, make it bespoke.

plush yew
#

hey,hey stop it

civic otter
#

Stop what now?

plush yew
#

wat are u guys talking

plush yew
#

no,talk about furt

#

Furry?

#

๐Ÿ˜‚๐Ÿ˜‚

civic otter
#

I don't know what furt is.

plush yew
#

Fart*

civic otter
#

maybe yurt? Those things are really cool, I wonder if there are any on the marketplace

plush yew
#

fart

#

coming from back

#

Why progress bar look so good in Other games but my bar looks trash?

#

this is fart

civic otter
plush yew
#

This is not plants vs zombies

civic otter
#

CC Attribution license I believe. Use it in whatever you want if you give credit to the original artist ๐Ÿ™‚

#

No, it's discord. #confuse

plush yew
#

wat a f**k

#

?

civic otter
#

I'm not sure what is confusing you. We were talking about tanks, so I shared one

plush yew
#

That looks like a plant vs zombieโ€™s plant

#

yeah

#

that's why i used that woed

civic otter
#

This is a very nice tank, even if it shoots cabbages instead of missiles

plush yew
#

why u guys don't hav a role ?

#

U donโ€™t have a role too

#

๐Ÿค”๐Ÿค”๐Ÿค”๐Ÿค”

#

quick question, just trying to export mannequin from unreal to blender but unsure what fbx version to export to (only just started blender learning) i have the latest version of blender

civic otter
#

I would just pick the default option. It typically works well for me

#

@plush yew Have you tried and failed yet?

plush yew
#

nah was just curious, just wanted to see what others recommended ๐Ÿ˜›

civic otter
#

Yeah, usually the default settings work for getting a mesh into blender from unreal.

plush yew
#

thanks ๐Ÿ˜„

tiny vigil
#

Hi i wasnt sure where to ask this but my question is about the Virtual textures option in ue4 where can i find more info on it specifically and also if i make a normal texture into a virtual texture will that help in performance also please @ me thank you

karmic wagon
#

there's an APC iin free assets, but i said tanks cuz asking issues in discord is so discombobulated

plush yew
#

i made a main menu

#

and when i click on play nothing happends

#

even tho i made the open level node

#

can anyone help me

hushed kraken
#

Hello

plush yew
#

hi

hushed kraken
#

Just poppin in

#

checking out unreal

#

Ive been working with unity for like a year

#

time to see whats the fuss about unreal

#

though now I gotta learn C++

#

sad

dawn gull
#

I think they have the same lighting and physics but idk and Unreal has a beginner friendly GUI (not that that matters to you), AI is easier to set up, so is physics mixed with animations (so you can push someone like theyโ€™re a rag doll while theyโ€™re trying to walk) and my favorite is that itโ€™s open source so you can fix bugs you find

#

@hushed kraken

#

In my opinion Unity is better for 2D games and Unreal is better for 3D games

#

Both are powerful as youโ€™ve probably seen for Unity

hushed kraken
#

Well Im checking out unreal for mainly one reason only:

#

I have a fancy RTX 2070 Super... and I dont use it for horse crap... and I love making things

#

so I wanted to create a 3D game that supported TRUE raytracing

#

Not the crappy PBR raytracing like in unity's DX12 HD Render Pipeline

dawn gull
#

Yeah

#

Ray tracing breaks my decade old GPU so Iโ€™ve never been able to use it

proud narwhal
#

how do I change the location of the origin of an item? I think its the origin, its the bit you drag about and use to interact with the object, mine is way outside of the model center

hushed kraken
#

I bought the parts separately because theyre much cheaper then prebuilt PCs
Totally worth it

#

I can run practically anything now

dawn gull
#

@proud narwhal try opening the model in blender and moving everything to the center

#

Yeah, I bet thatโ€™s awesome

proud narwhal
#

can it not be done in the editor? I do not have blender installed

hushed kraken
#

Yup just open in blender... Shift+S, origin to geometry, export

hushed kraken
dawn gull
#

I donโ€™t think so, Iโ€™m pretty sure itโ€™s a problem with the model

#

Yep

hushed kraken
#

If you want to create 3D games

#

you should have a 3D editor

#

blender is pretty much the best one for most users

#

and its free

proud narwhal
#

guess I will download that then

dawn gull
#

Itโ€™s a big engine

#

A lot of features are built in so you donโ€™t need to buy plugins

hushed kraken
#

I have a beast PC and I have a 600 dollar router that transfers over 700 MBPS to my computer

#

YET THIS STILL TOOK AN HOUR

#

WHAT... THE... HELL

dawn gull
#

Yikes

#

Lmao try compiling the source code

#

8 gb

hushed kraken
dawn gull
#

Wait nah

#

80 gb not 8

hushed kraken
#

Yeah thats what I thought

#

this single install was over 10gb

#

Man I guess Unity beats unreal in the installation and speed area of development

dawn gull
#

I use 4.25 because Iโ€™m not bothered to update and I probably donโ€™t have enough space

hushed kraken
#

I can install one of the 4 main available daily builds in like 10 minutes

dawn gull
#

Yeah 100 percent Unity beats for installing

hushed kraken
#

ah well

#

I guess Ill just wait for it to finish and check out the result

#

I honestly just want to see the limits and capabilities of unreal

#

unfortunately I always come across the same issue with 3D games....

That is; Because I have an above average computer, I often add more content than most users can handle, and when I build a game in unity, it wounds up being able to run on only high end devices

#

Especially in 3D

dawn gull
#

The thing I like the post is when you start preview mode it goes to a stop button instead of changing the color of the play button

hushed kraken
#

lol thats a very specific difference you like

dawn gull
#

Yeah thatโ€™s why play testers are important

#

Yes

#

I tried Unity and it drove me crazy

hushed kraken
#

omlllll

#

1 hour and 8 minutes going strong

#

frekrjwdwsnfjksdlanf;dljasdf

dawn gull
#

I always steal my sisters laptop if I want to see if computers can handle my game

tough pagoda
hushed kraken
tough pagoda
#

He is moving and he is jerky.

hushed kraken
#

Its hard to believe that nearly a year and a half ago... I played video games on a laptop

#

how far Ive gone in in such a short time

dawn gull
#

Yeah im on the Kerbal Space Program discord and pretty much everyone is playing on a laptop

#

and they complain that Kerbal is too slow

hushed kraken
#

lol

tough pagoda
#

What to do. In mesh panel t-pose is moving. I dunno what to do. Anybody can help me?

hushed kraken
#

No idea dude, Im a C# / Unity developer whos never opened unreal before

dawn gull
#

Just get ready from people who ask a question, wait 2 minutes, and ask again

hushed kraken
#

lol

#

sounds like every tech based community ever

dawn gull
#

But unreal downloads zips, extracts them, and then "cleaning up" is just deleting the zips

hushed kraken
#

blender, unity, unreal, even smaller communities just for languages, like SO Chat Javascript / C#, and discord channels for programming

#

its always the same

#

new users are just like that

dawn gull
#

Yeah

hushed kraken
#

ayyye Im opening unreal finally

dawn gull
#

poggers

dawn gull
#

also get ready for getting stuck at 45% when projects load, thats the percentage when shaders get loaded in

hushed kraken
#

haha

#

shaders can be hell

#

Id know... I use blender

dawn gull
#

I was compiling shaders for 3 days straight only to realize I could have avoided literally all of that by deleting a water shader i wasn't using

hushed kraken
#

Like this scene I rendered for a twitch banner for my profile
I accidentally had a hyper-realistic material loaded and it froze blender for like 30 minutes trying to load
And I had to close it and lost a crap ton of progress

dawn gull
#

Yikes

hushed kraken
#

If you ever use blender to render stuff

#

youll know how well its known for crashing

#

the great transparent-white screen of death

#

"Blender is not responding"

#

you know youre done for

#

and all your progress is lost

#

Like... I totally didnt just waste 60 minutes creating an insanely complex wood shader

#

only to crash from a subdivision

#

and lose it all

#

#LifeWithBlender

dawn gull
#

That sucks

#

Oh, and also a lot of Unreal users are kinda toxic and hate Unity. That's my one biggest downside to Unreal Engine, but it can easily be avoided and there arent a lot of people like that here

hushed kraken
#

Haha, its the same way over in the unity discords

#

youll find a lot of unreal haters

#

its the same way the 3DS Max / Maya / Cinema4D communities all have a passionate hate towards Blender

#

and blender has a passionate hate against all of them

#

ยฏ_(ใƒ„)_/ยฏ

dawn gull
#

"I payed $2000 for this, so I hate this free program that is better"

hushed kraken
#

lol

#

seriously

#

Blender is nice because its got a wide variety of tools (Modeling, Sculpting, Painting, 3D Sketching, Shading, Rendering, Weight Painting, UV Editing, Compositing, Video Editing, Video Sequencing, and a shit ton more)

#

and other tools that are expensive as hell and can solely do modeling / sculpting and rendering

#

well theyre just sad because they wasted their money

dawn gull
#

Yeah, I've had zBrush and honestly Blender's sculpting is just as good

#

Blender just doesn't have the fancy features

hushed kraken
#

yup

#

but some people are even bigger brain:

#

COMBINE all of the tools

#

Instead of hating them separately

#

Like, if you combine a workflow of Substance Painter, Blender and Unity / Unreal engine, you can quickly setup amazing looking assets

#

Hey whats better for beginners.... Blueprint or C++?

#

I know alot about programming and I want to learn C++, but I dont know anything about blueprint

#

I have no idea if Id want it or not

#

or what it even is

#

Im assuming its unreal's own script language

dawn gull
#

Blueprints is good, but there are definitely limitations. It's a little bit slower, but you can convert it to C++ when you package beforehand and it's the same speed

#

Yes

#

It's pretty much just visual C++

hushed kraken
#

makes sense

#

In that case, Ill just go with C++

#

no point crippling my learning path by using visual scripting

dawn gull
#

Good plan

hushed kraken
#

especially since ive already been working with over 5 languages

#

might as well learn another :L

dawn gull
#

I've also heard rumors of Unreal Engine 5 having C# support natively

fierce tulip
hushed kraken
#

my tiny 15 year old brain cant handle this crap anymore lol

#

too many programming languages

#

too many different applications and learning systems

#

lmfao why am I torturing myself with this...

dawn gull
#

It's good to start from a young age

hushed kraken
#

yes, but... theres so much going on in my life that it can be a little stressful

#

im currently listening to a live class from highschool

#

meanwhile looking for a job

#

and also doing art, music, gamedev, and studying programming languages

#

its definitely a lot

dawn gull
#

If I show games I've made and say "I've been using Unreal Engine since I was 8" and have at least an associates degree I should be able to get some pretty good jobs

#

Yeah I only do music, game dev, and programming

#

Oh, and cyber security

#

Cyber Security is the most fun

hushed kraken
#

really?

dawn gull
#

What?

hushed kraken
#

hmm... personally, out of everything I do, 3D art and programming are the most fun

#

with programming though, I better enjoy webdev then anything

#

I love being able to just design whatever the hell I want

fierce tulip
hushed kraken
#

oh sorry

#

Ill try and keep the small talk to lounge from now on ๐Ÿ˜…

winter gale
proud narwhal
#

is there any plugins or anything built in that will allow me to "paint" textures onto walls?

hushed kraken
fierce tulip
#

@proud narwhal if you know how to set up a terrain material, the same approach can work for meshes

#

iirc there is a tool on mp that allows you to draw directly on meshes

proud narwhal
#

the problem is I am importing a model using datasmith, there are around 50 different walls that need to be painted, and thats a lot of individual models to upen in blender and do the texture painting stuff Sir Code is talking about

fierce tulip
#

i think a big issue --looking back at using the datasmith arugement you made yesterday-ish-- is the workflow you have?
i mean, i'd make sure everything is prepared before even importing a mesh. sure iterations can come later, but by the time you import stuff shouldnt most stuff be set up properly?

dense knoll
#

Once UE5 releases is it possible to mod it to be more optimized for flight?

#

or mod UE4 to be better at flight games

proud narwhal
#

The architecture firm that made the building model is no longer in contract with us, and even if it was I would not have the authority to ask them to make changes, I mean the revit model is good enough as they used it to construct the building ๐Ÿค”

fierce tulip
#

@dense knoll no way to answer that with such low amount of variables.

#

prolly "yes"

proud narwhal
#

an entire team would have worked on this revit model, I am just a lone worker thats been asked to convert it into a VR enviroment ๐Ÿ˜„

fierce tulip
#

ouch, good luck

dense knoll
#

also any way to create 3d reactive fire and explosion effects

proud narwhal
#

They know its not in my usual skillset to do this, so its best efforts only, but I would still like it to look nice and adding textures would make it 100x better, its just finding a way to easily apply textures to individual faces

dim arch
#

@dense knoll check out fluidninja plugin

dense knoll
#

its 30 USD

dim arch
#

Well its possible with niagara but would take longer

#

@proud narwhal datasmith can process revit files and you can script material setup

#

Visual dataprep

dense knoll
#

is there a way to do it with Cascade?

#

Niagara tanks on performance and also screws up the clouds

dim arch
#

You can but its been discontinued

dense knoll
#

ok

proud narwhal
#

no thats not the problem, I do not think I have explained correctly, I can easily swap out textures in the model without any trouble, its when you get to difficult models, heres an example, one wall will texture fine, the other wall will not, being able to easily split the wall or apply the texture to the ouside and not the other side of the glass is what I am trying to do

#

Even if I were to go into the model, edit the mesh, and texture it, there would be no way for me to know where to split it as I cannot tell where the glass divider would be ๐Ÿ˜Ÿ

dim arch
#

Ah yeah, well that surface is probably one face, not really possible

#

You would need to either split the face and apply two seperate material IDs (may be possible in modelling toolkit)

proud narwhal
dim arch
#

Or apply a material to the surface and paint a mask to switch between the material types (but you need a seperate texture for each differently shaped surface )

#

You could make a material which projects a boxmask, if its a square area

#

But its probably more efficient to split the surface and apply two seperate materialIDs

proud narwhal
#

yeah the problem with splitting the surface is I would need to guess where to split it as I do not know where that glass partition falls

#

unless I can split it from the main window without having to open the individual model?

plush yew
#

is it possible to make the closest landscape tile invisible in a tiled landscape?

dim arch
#

@proud narwhal if you have revit, just split it there, if not, export all the meshes (batch export in UE) and make the splits where you need to

#

You can merge all staticmeshes in the scene as one mesh to see where you need to make the split

craggy grove
#

Does that mesh have a seperate material?

dim arch
#

The other way is to use vertex/texture paint on the surface, or use a boxmask

proud narwhal
#

vertex/texture paint on the surface, how do I do that?

craggy grove
#

In the overall building are these meshes at the same place?

proud narwhal
#

not sure I understand what you mean

dim arch
#

Its not really a good idea bc you need a seperate texture for each different shaped area you want to mask

#

You can use a boxmask3d and make material instances with different positions for the boxmask

#

You can either paint vertex colors, or assign a texture to paint onto

#

Check texture weight painting

lusty carbon
#

How can I set up a XboxOne controller with unreal?

#

Currently it isn't working

proud narwhal
#

ok thanks I will take a look at this

dim arch
#

Theres no way to edit meshes in the world tho, there is a modelling toolkit, you could measure out where the window is and then possibly make the split in the modelling toolkit

#

@lusty carbon most the template projects support it, you need to set up input bindings in project settings (gamepad) and use the event in bp

plush yew
#

Hello guys, Iโ€™ve created a sleep system without a day night cycle, the problem is that during the night I donโ€™t have a moon. Is it a bad idea to add a big sphere far in the sky with an emissive color and hide it during the day?

#

Give me some ideas please

still moat
#

@plush yew
Perhaps you can look into how the default skysphere is made as it has a sun and replicate it with a moon texture instead?

plush yew
#

Huhh yea that should work Iโ€™ll try now thanks

wanton lotus
#

@plush yew You can follow this tutorial. The next one also allows the moon to have phases: https://www.youtube.com/watch?v=iLRDfj9K99w&list=PLNTm9yU0zou7kKcN7091Rdr322Qge5LNA&index=22

Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In Unreal, There is no moon in the default skysphere material. In this episode, i'll explain how to add a moon to by extending the default skysphere and the skysphere material. As the moon will be rendered by...

โ–ถ Play video
plush yew
#

I dont really know where to write this but i need help with a thing im building

#

I'm having an issue with lighting. I've tried changing the meshes, recomputing normals, changing light, mesh and build settings. Than I tried playing around with the Directional Light. But for some strange reason I keep getting these black spots and can't get rid of it.

I know it is a shadow issue, because problem disapears when I disable the shadowcasting of directional light.

wanton lotus
#

Might want to throw that in #work-in-progress. It will get drowned out pretty quick in this general channel.

cedar wave
#

<@&213101288538374145> Idan actually seemingly just went through each channel (I only checked the first couple) and posted it.

wanton lotus
#

Or just spam other channels, haha, just noticed.

buoyant graniteBOT
#

:triangular_flag_on_post: ToMango12#7703 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

!purge @rain ridge 50

buoyant graniteBOT
#

Please enter a number between 1 and 50.

#

The timer expired. Please start again.

exotic cave
#

@plush yew : Interesting issue...you're sure the normals are okay?

#

That really, really looks like mangled normals to me. You might want to manually check the meshes and the normals if you can.

plush yew
#

@exotic cave Those are assets from quixel. I've tried to look at the normals, recalculated them. But with no avail.

exotic cave
#

Could be your shadow bias

plush yew
#

I'll check that than

buoyant graniteBOT
#

Please enter a number between 1 and 50.

fierce tulip
#

40

exotic cave
#

They are indeed self-shadowing artifacts you're getting, at least in the sense that the objects are indeed only wrongly shading themselves.

#

That article isn't great, lemme see if I can find another.

rain ridge
#

yay i can talk

exotic cave
#

If not, it's quite possible you actually found a broken Quixel rock. I only see the artifacts on one particular kind of rock in that scene.

#

Might want to let them know, and find a substitute.

random lodge
#

I'm having an issue with sockets. I want to attach a helmet to one of the enemies I have placed in the level, but leave the others without helmets.
I added a socket to one of the bones, and in the preview I can attach the helmet and things looks just fine, but in the level editor I can't seem to find a way to do it.
The helmet is of couse movable, but have I forgotten another setting? It's a staticMeshActor in this case, but I also tried with creating a blueprint but it did not help.

I tried to right click the helmet and attach it to the correct enemy, but I never gets to pick a socket and it just gets attached as a child actor.

I was told to select the helmet and click the socket, but the helmet is only attached as a child actor.

I enabled Socket Snapping but it does not seem to do anything.

All tutorials I have found explains how I should add it using blueprint or c++, but that would attach it to all the enemies, and I would like to not have a bunch of code in blueprint/c++ to only attach it to the socket for one particular actor when I believe this should be possible to do in the level editor.

plush yew
#

It is all the rocks, it also depends on camara & light angle. Thx for pointing out the shadow bias. I hope that will help.

exotic cave
#

It looks awfully extreme for just shadow bias. It looks like broken normals to me. Recalculating them won't help much if they're too badly wrecked, and though I do think it's possible to do something that will just recalculate them based on the overall shape of the object I can't recall how.

#

It might actually be a broken Quixel rock, and if so Quix/Epic need to know about that.

brisk bridge
#

Hi everyone. Can someone recommend a good tutorial for Pawn Movement Techniques with Blueprint?

plush yew
wanton lotus
exotic cave
#

Wait

#

They have no artifacts IF you don't paint them with the foliage tool?

plush yew
#

on the tubes you see regulair rocks, imported the normal way. The rest is foiliage tool

exotic cave
#

I mean, you need to check your foliage actor settings then

#

Yeah

#

Exactly

#

I didn't think of that but I'm sure that's it, @plush yew

#

That looks like a lightmap on something that needs to be like 16+ automatically downsized to 4

#

UE will indeed do that.

random lodge
plush yew
#

That makes some sense, I will look further into it! Thx

exotic cave
#

Hold

#

I'll snip

#

Very easy

wanton lotus
exotic cave
#

I do a lot of foliage work, I have a pack on Marketplace

#

Check and see if that's on. If it's on, turn it off. If that doesn't work, turn it back on and way up (to a power of 2)

tulip ibex
#

hey have anybody got editor stutters in 4.26? I just downloaded it and opened an empty project and FPS drops to 0 for a moment every 5 seconds in a loop even when it's idle

definitely noticeable when panning around the scene with the camera

dim arch
#

I wonder if its possible to make an unreal helpbot using gpt-3 and scraping answerhub

plush yew
exotic cave
#

No, it might not be lightmap specifically then

#

Uhhh

#

When's the last time you actually rebuilt your lighting?

#

1024 is way too high

#

Like, 16-64 should be fine for most game work

lusty carbon
#

How can I define the RMB click on a xbox controller?

random lodge
exotic cave
#

It doesn't need to be 1024. 16 is a great guess for anything that might be having issues. 8 is, for that matter.

#

I can't even see cinematic renders needing a 1k lightmap res, though I admit I don't know enough about the internals.

#

Set it to 16, then rebuild your lights is my advice.

plush yew
#

It is for cinematic - we even don't build lights that often and use only movable lights and no static. But I'll start building it... see if that helps.

exotic cave
#

Lightmaps don't need to be that high to look great

#

I haven't had to go outside the range 4-64 myself, though would love to hear from others.

proud narwhal
exotic cave
#

There are other, even weirder foliage instance shadow settings you can check

lusty carbon
#

How can I map the RMB click on a xbox controller?

#

Currently cannot click things

exotic cave
#

Still, rebuild first. Lots of times when there are shadows where they shouldn't be, it's because UE hasn't rebuilt its lightmaps/shadowmaps.

stiff sail
#

is there a way to to compare an actors location to another actor. in way thats, the only way i can explain, time on a clock. i.e. actor2 is at actor1s 3 o clock. and actor3 is at 8 and so on. but of course it wouldn't be in time.

wanton lotus
lusty carbon
#

Funny, you'd think this must have a built in obvious way to do.

#

I only use BP . thanks tho

marsh grail
#

i got a weird issue in unreal, im trying to add view bobbing to my first person camera but every tutorial tells me to add the camerashake blueprint, but i don't have that blueprint. The tutorials ive seen also tell me to add an action called "client play camera shake", which i also dont have. Don't really know what to do at all at this point.

exotic cave
#

@stiff sail : Absolutely. Every actor has a transform.

wanton lotus
# lusty carbon I only use BP . thanks tho

That code will create new nodes for you to use in blueprints. That example is to simulate the LMB down and up states. You can then copy it all to have it do RMB as well.

exotic cave
stiff sail
#

thx

exotic cave
#

You can check transforms from blueprints or code

plush yew
exotic cave
#

@plush yew : Unfortunately that's still a weird, suboptimal solution in my eyes.

#

@plush yew seems to know even more about this than I do

#

I'ma let him field it

#

:>

dawn gull
#

I'm trying to package my project and it fails, I don't see anything in the log. What's going on?

exotic cave
#

Most well formed UE projects can handle either static or dynamic lighting without issue

#

And it's a requirement to get listed on Marketplace.

#

If static works for ya, great. :>

plush yew
#

well, it works... and I can work around it! And now it is time to go home ๐Ÿ˜„ thx again guys.

exotic cave
#

If you find you need dynamic lights after all, ponk's link is a great place to start

#

Could indeed be a distance field thing

narrow sonnet
#

Hey is there any channel to ask for help on anything

#

@ me if someone answers

wanton lotus
narrow sonnet
#

Aight, I have a question about cheat manager and dllโ€™s

#

I donโ€™t really see a channel for sumn like that

#

Cheat manager for UE tho

#

Lol

#

Though I would to know a bit more about what you mean about Fortnite pak explorer? Do you mean Fmodel?

#

So yeah, was just wondering if anyone had a cheat manager dll

exotic cave
#

Huh trippy

#

Why do you need a DLL? Isn't this included with UE?

austere scroll
#

anyone knows the name ?

exotic cave
#

Looks interesting! I don't know it sadly

austere scroll
#

ok , i'll check that one

plush yew
#

hey cool yaar cool

#

chilllLLL

#

mAAnn

wary wave
#

please don't spam the channels

gray kindle
#

yo is there a way to bulk change pivot points of meshes?

maiden swift
#

Just posted this month's free Marketplace content in #unreal-news. There's some tasty stuff this month. ๐Ÿ™‚

gray kindle
#

smoke builder? yeees

maiden swift
gray kindle
#

Thanks, that what i thought ๐Ÿ™‚ i have read on unreal engine forum a post from 4 years ago when someone was talking about it in a changelist of a "recent update"

grim ore
#

you can perm change it with the new mesh editing tools, but that cant be scripted yet

plush yew
#

hey,i am a vip

#

in this server

gray kindle
#

sadly i bought a pack with 220 meshes in a single fbx file, and when i import them all to unreal each one of them has giant pivot offset

#

i could fix them manually, but that is going to take some time, so thats why i asked ๐Ÿ˜…

#

im actually surprised that unreal split them all into separate objects

whole quarry
#

Arent they seperate objects?

gray kindle
#

they are, but i thought that if i import 1 fbx wile with, lets say, 10 objects in it, i will have all 10 of them merged together in 1 mesh

#

i honestly never tried doing that before as i always split each object into separate fbx file

light thunder
#

is there a way to take a sketetal mesh, drop it in something by simulating physics like a ragdoll, and then save the position as a static mesh? @grim ore

#

Would take me so much less time than manually editing their bones into position, and it's impossible to set what I need as a preview mesh

#

like if I wanted a body in that truck, but have the truck on it side, it would be a lot easier to manually move the bones into position but I can't

lusty carbon
#

Last comment is my solution ๐Ÿ™‚

grim ore
#

@light thunder drag your skeletal mesh into the world, make sure it has simulate physics on so it does physics. turn on simulate for the play options (not play in editor but simulate so just physics turn on) move it where you want it and such, right click on it and tell it to keep simulation changes. then it will ask you if you want to save this new position in a new animation file

light thunder
#

That's fantastic, thank you

dawn gull
#

How do I move my camera down a tiny bit and then be able to move it back up?

#

I'm trying to make it so you crouch down a little bit before you jump and then when you release you jump. I have it so it jumps when I release already

plush yew
light thunder
plush yew
#

As seen in the video it mostly appears in the shadows when im not looking at it from straight forward. Does anyone know how to fix this issue or at least reduce the effect of this?

light thunder
#

Is the affect there when you open up a problem asset as a static mesh and look at it in the mesh display window?

#

basically, dbl click it on the content browser, when you are selecting the static mesh

plush yew
#

not as much, only underneath small creases and edges where there is an actual shadow

#

Hi Everyone! Where should I store logic for switching levels by some events happening in a game?

light thunder
#

game state or game instance

plush yew
#

So i made a Main menu in Ue4.
I watched this tutorial: https://youtu.be/b-FTdRAbZPI
And now when i press on Play nothing happends.
How do i fix that?

#

If anyone knows how to fix that, Ping me

grim ore
#

no one here can literally help you with a question missing all that info

plush yew
#

why

#

wdym missing info

#

I said

#

When i click on play nothing happends

grim ore
#

I got in my car and tried to start it and it doesnt start

#

literally no helpful info

light thunder
#

This keeps happening FNAF too, like, if you listen, you can learn how to ASK questions that will get answered

plush yew
#

Because i wanted a animated main menu

light thunder
#

Why haven't you done a course yet

#

don't just do youtube unless you are going to do a series

#

your knowledge will be forever fragmented

grim ore
#

its too bad there are no UMG videos on the official learn website that include main menus

plush yew
#

and this time i'm not going to beg for help

light thunder
#

Probably shouldn't, good call

plush yew
#

I wanted a short tutorial

grim ore
#

shortcuts are exactly why this happens to you

plush yew
#

i also found 1hr tutorials

grim ore
#

unless you are capable of figuring this out on your own, you need a more in depth and robust learning path

#

anyways back to the question, we have no idea what happens or is supposed to happen when you press play. Your literally giving us no information on what you are doing. the only answer we could possibly give is "you did something wrong"

#

learn to debug, look at the output log, and check your work.

plush yew
#

i didin't

#

Look in the comments

brave oriole
#

Hi guys, Question For my Online Multiplayer practice,

Does any of you happen to have a tutorial/article/project file or any form of example that works with a GameState? It would be really helpful since right now I'm trying to figure it out myself, which kinda works but just very slowly. So some form of example would be glorious ^^

plush yew
#

so i'm not the only one that have this problem

grim ore
#

you said nothing happns when you press play, these people are saying they have something happen when they press play

plush yew
#

oh

random lodge
#

Did the main menu tutorial youtube guy film that while on a plane or something?

light thunder
plush yew
#

i'm going to watch it again

#

maybe i did something wrong

#

Oh

#

I found part 2

#

wah

#

i didin't see it before

#

sorry

light thunder
#

@grim ore You are a beautiful, beautiful man, THANK YOU! I was going to just generate a pose because it would be more performant, but I think I'll leave it this way - this is actually a good example what a seizure induced by increased intracranial pressure

#

Although when I do try to keep animation, it says no properties were changed

#

not sure why

brave oriole
spring forge
#

Hello, guys and gals! I'm trying to make light shafts from spotlights by means of Exponential height fog. The problem I encounter is that it's showing up and quickly disappears only when I click a mouse button in the viewport (the orange one in the video). Volumetric fog option is enabled in Exponential Height Fog properties. Viewport is switched to Cinematic Quality, "Show volumetric fog" option is enabled. There's a Post Process Volume in a scene, Exposure Min an Max Brightness options are set to 1. Tried both on Unreal Engine 4.24.3 and 4.26. Where I do err, can someone tell me?

brave oriole
light thunder
#

@grim ore It keeps saying No Properties Copied - the online docs give no parameters about the correct workflow for this, can you advise? Only found some older engine bugs that referenced this error, maybe you know

#

I've tried swapping out animation blueprints, having them set or not set, pausing the simuation

grim ore
#

is that the base skeletal mesh in the scene you are using or an animation?

light thunder
#

do you mean the skeleton the mesh is tied to?

grim ore
#

yep that one.

light thunder
#

I am enabling physics two seconds into the game but I can't see how that would cause an issue

grim ore
#

ah dont do that, just enable it in the properties after you drop the instance in

light thunder
#

oh really? I had to pause it because I wanted time to see his dumb face fall lol

#

I guess it starts the animation at play and me changing in the middle screws it up

grim ore
#

well I can say I dropped it in, checked the checkbox, hit simulate, then right click and told it to save and got this

#

I got the no properties changed whenever it using the properties that are the same now as when it started with

#

or I tried to save it out twice

light thunder
#

it won't overwrite any pose will it?

grim ore
#

doesnt seem to, it created a new animation file

light thunder
#

this is baffling

#

LogEditorViewport: Clicking on Actor (context menu): SkeletalMeshActor (rp_nathan_rigged_003_ue4) only thing my log says, no other error message besides "no properties were collected"

#

source control issue maybe

grim ore
light thunder
#

I can't move him like you

#

how did you do that

grim ore
#

moving it while in the scene? while simulating?

light thunder
#

yeah i tried but it immediately moved him back

grim ore
#

yeah it will do that if you dont use enough force. its like a string on him with elastic. depending on how much weight and mass it has you might have to fling it

#

as every frame it always trying to go down

#

but if you just put him where you want before then turn on physics then simulate it should be close enough

stiff sail
#

is there a way to get a actors rotation on the z relative to a second actors location?

light thunder
#

I can't move anything in simulation mode

#

is there some other key I'm supposed to press?

grim ore
#

shouldnt be, you saw exactly what I did in a new project

light thunder
#

beyond trying ot move statics I mean

runic fern
#

hi guys is something changed with Steam Advanced Sessions Plugin in 24.3 ? it wont working i've set everything

light thunder
grim ore
#

ugh so some setting on your SK

light thunder
grim ore
#

damn

light thunder
#

I've always had trouble with those assets, like if I go to edit their animation sequences and make their eyes blink, and I try to save it, it crashes unreal

#

I guess you have to do this with the original skeleton itself, not skeletal meshes

#

Still, this is 20x easier than messing with blender to make ragdolls

#

yeah, easy stuff there

grim ore
#

its in the animation editor at the top

light thunder
#

but I guess if you wanted to make a falling animation baked, you'd just blend between the original animation and the final pose there, but I am super basic at that

runic fern
#

its happend to me once when i changed the Physics of the Character

light thunder
#

can it actually save it from simulation, the entire animation?

runic fern
#

Specially if you are using a Physics Based Animation

grim ore
#

it cant it just saves the changed keys/properties at that moment in time

#

basically the keyframe differences between the start and the current

#

I think... and this is barely thinking. if you need to capture an entire actual "stuff happening" clip you can look into using sequence recorder

light thunder
#

but that would be a render of the scene? or does it actually record the transform data?

grim ore
#

the latter

light thunder
#

and without asking for an entire tutorial on animation, how do I get this to say, come from that idle position? I'm not sure how it would look naturally, because falling due to gravity updates you differently than just the difference between an idle stand and this

light thunder
grim ore
#

if you have the end animation you can just set it up in a blend space and drive it with a variable

#

0-100 lets say with idle as the 0 and the falling as the 100 then drive it over time with whatever

#

or even put them in a sequence itself and have it blend between the 2 over time

frozen pond
light thunder
grim ore
#

well its 2 animation clips right?

light thunder
#

yep

grim ore
#

the idle then the falling, you put them both in one sequence clip

light thunder
#

I can't seem to drag them over

grim ore
#

oh yeah I meant the sequencer tool

#

that looks like the animation editor or?

light thunder
#

The person responsible for the entire layout of the animation system in Unreal, probably lost their wife to an animator or something

#

It is ridiculously un-intuitive

grim ore
#

its in various places yes lol

light thunder
#

isn't this the sequencer?

grim ore
#

nope that is just the animation editor/ skeletal mesh editor