#ue4-general
1 messages ยท Page 912 of 1
in unreal can i ignore an objects uv coordinates and map textures with global planar or cubic mapping or something?
@hasty gorge dynamic_cast, of sorts
what does that mean in this case?
you asked what Cast does
in short, take an initialized object and if it is of the right type, give a typecast pointer
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
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?
anyone knows how can i make the animation start at frame 11, instead of frame 1?
no
I mean, not with the strictest definitions of those words
sry I was trying to find a simplified version of what this line does
if that's not it, then I still dont get it
GameSingleton is an object. If it is a UCardsSingleton, then DataInstance will be valid
DataInstance doesn't return anything, Cast does
DataInstance could be said to contain the returned value
how do you change GameSingleton to be a UCardsSingleton (or any type you want)?
DataInstance and GameSingleton here are actually referencing the same object
you don't
casting does not alter the underlying object
I need help from a pause menu level.
Set inputmode UI only (execute)-> cast to GameIsPaused (object)-> (none) //An error
Okay let me see if I can give a metaphor
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);
When you lift the tarp, you discover it indeed is a coupe.
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.
How do I add voicelines?
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.
You have to specifically refer to it with GarageCoupe.
but for GameSingleton specifically, it's only said to be some UObject that is made when the game initializes
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
how would it ever be anything but a UObject?
It can be a derivative to UObject
isn't almost anything a derivative of it?
for a stair model do i have to make custom collisions for it? or is there something within the engine i can use
much like a pickup is a specific type of vehicle.
in that case, why would the person who coded this bother keeping the Cast function there?
They are not changing the core engine
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?
How do I add voicelines with subtitles or just a text
So here, you wouldn't expect the engine to give you a pointer which refers to objects by their game module type
Hey does UE4 Shader Compilation time/performance depend most heavily on core/thread count? (I assume?)
Really I need voicelines with subtitles or a text for the beginning of the game
I couldn't tell, really
Who? Me?
is a 9900k a worthy contender for acceptable performance?
Yeah, well, wasn't sure if there was a bottleneck somewhere else as well, EG: GPU
(Not that it would be relevant with a 3080)
My 8600k takes aeons to compile 500 shaders which is pretty much every time i do anything xD
@hasty gorge do you understand what is going on with that example?
Alrighty
Guys how do I make my project -> template from the marketplace?
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.
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?
Can switching cameras and camera fades cause issues with clicking on actors
it shouldn't, no
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
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
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?
Are you changing game modes when you fade in and out?
No, Its all in one persistent level
with sublevels loaded in for generation but thats about it
yeah
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
Hmm, so how did ya solve that?
What did ya need mate?
instead of setting the hud widget to visible I set it to "Not Hit-Testable (Self Only)"
I see.
Well I don't because I am not good with UI, but I guess I will go read what that setting does.
Voice lines with subtitles, respawn system, vehicle system, what is the OWO thing from the marketplace? Lol, Models(I already have models)
AI system from the GTAV
An easteregg
thingy thingy
I canโt remember the thingy thingy
That's a lot.
It means that when a click happens it wont give a hit result on the widget but the stuff underneath will
Uhh what?
So now you cannot click your widget?
I can help you Bush Fire.
Button?
its okay I fixed it. xPorg
Hmm I have the voicelines but I donโt know how to import them with subtitles
So you have voice lines and Subtitles, and wanna learn to connect them?
My game is like 50% of GTAV and 50% of Cyberpunk 2077
No im just gonna watch the tutorial.
And a streamer getting rickrolled for 24hours
๐
That's ambitious.
Plus my dad tried GTAV he liked it because he can fly ๐คฃ
He didnโt try Cyberpunk 2077
anyone use chaos? if so can i build it with 4.6
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
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
ok thanks
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?
I'd make it a mesh. Pretty sure everyone else would too.
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
Got it. Thanks for the input. Seems to make sense to do it that way.
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.
@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
square mask or something
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?
I think its because the rotation from XVector can not deal with the modified vector, this works (zeroing out the unwanted rotations)
How can I disappear this text ?And is this text still appear when project pakacged ?
It means the texture is streaming in a pool. Your welcome ๐
Jk what did you do?
Did you packaged a 83.315GB texture?
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
please help me sirs
please
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...
How do I turn those off?
please help me first,then help him
i asked the help first
please help me
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
WOW is it 83.315 GB texture ? Hell no, I didn't packaged yet. But if i packaged, 83gb texture will become packaged ?
Is it 83,315 gb texture or 83gb texture ?
But my project is 11 gb
@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
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
^^ 9/10 times you needed an is valid check on the object you called
@storm vapor it should be mb not gb but this might help what your looking for https://answers.unrealengine.com/questions/343646/texture-streaming-pool-over.html
@green prairie im not really sure to be honest but again you should look into the log
Hmm.. I guess I HAVE to now ๐ฆ
its all good, you can do it theres also always the magic of google as well ๐
Thanks for the pep talk ๐
Alright... This is my main Error right now, it pops up as soon as I hit play...
"Gorm" is the player character
And I call the player in the event graph... I mean, it works fine in game.. I just get an error every time
hmm im not use to animation BP cause i havent dont them in a while but im sure someone can help with it
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
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.
I copied this question over to cinematics as well, but I could really use some help.
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??
Woah, just installed UE for the first time since I used the inital release years a go
It's changed so much
Can someone tell me what I'm doing wrong please?
I can't use branches in AnimBP.. So, there's that ๐ฆ
When in your characters bp make a boolean and then in your anim bp you can use cast to (your character) then get that boolean
I found the problem... I should not cast to the character from begin play.. I should Cast from "Event Blueprint Update Animation", that solved the problem... Thanks for forcing me to look into this ๐
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
I'm basically working using the trial and error method ๐ A very slow and frustrating way of working, but I'm learning a lot.. And actually right now, I have zero errors on my main character ๐ So thanks again. Looked into the rest of the errors while at it... I feel like "IsValid" is solving all my errors ๐
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
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?
You sure that's not a material instance that you're opening?
It sounds like a material instance.
if its an instance how do I find the original?
in the details tab, look for the parent material and click on the magnifying glass icon
Ahh thats what parents are
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.
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
Is this the "correct" way for me to be making a material from a texture?
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
Cool, then yeah that's fine. I mean, if it looks good, it can't be wrong, right? lol
๐
Who knows how to use an image sequence?
I did it successfully once and have not been able to reproduce that luck since. I could really use a hand.
^ dayum, we got called out man... ๐
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 ๐
Once I have placed a decal I am unable to select and move it
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.
Make sure game view is off, then click on the widget, not the decal.
game view is off, there is no widget to select
oh turning it on and off again makes it appear
Hello guys, Iโve created a sleep system without a day night cycle, the problem is that during the night I donโt 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?
GUYS PLEASE HELP MEEEE !
i am asking help for a 2 hours
Send a photo
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
\
If you have an instructor ask to him
instructor literally told you where to get it
"You can create any of the Unreal sample projects"
wher can i get sample projects
Create new project and select a template
Go to the character and there will be the mesh
i want character like this
not the marqu
white character
I think you canโt use the mannequin skeletal mesh on a normal mesh
i want a male character,please tell me where can get it free?
you asked for a skeleton, not for a character
Exactly
Skeletal mesh and mesh are different things
yeah look
What
i want thes thing of a character
Meshes
There should be the skeletal mesh too
materials , meshes and textures
wher can i get that type
i want ta male character
It's called google, or the unreal marketplace
ok
I usually create a character on maya/blender, paint on substance and import in unreal
There are plenty of free characters on the unreal marketplace.
How is there nothing there??
means a character for paid
You donโt need to search โcharacterโ they are not called like that
They have specific names
There are hundreds of thousands of assets available, many of them for free.
wat i want to search there
just browse the characters section lol
when i searched character,it show 2 only
Wait. You want a male version of your character but instructor told you where to get the base skeletal mesh of unreal...
Bruh that snow deformation is really cool
I want it
iyeah
i opened it and searched
free
then i got
Ok select the one that you prefer
this much only freee !
but there is no character the instructer used
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
Yea... do you expect ue4 to be completely free? If you want free stuff you need to create ur own
Rotate it
The second decal
The arrow is where it goes
tried x,y, and z but non of them seem to work
bro,but instructor's character is free
Bruh the arrow is pointing down...
but there ios no such type characterthere ?
Bruh the green zone is where it effects
It should be on the mesh that you want it
And the arrow is pointing up not on the wall
ok so the arrow points towards the surface you want it on
Yes
Yeah, press E to switch to the rotate widget, and grab the handle perpendicular to the wall and rotate it 90 degrees
can i use this character for free ?
Yes why not itโs free
means,in my game and market that game /
?
any copyright issue ?
Yes but it would be bad cuz everyone can use it
No there should be no issue in ue4
ok
I suggest you to model a character on blender... then do what you prefer
Or maya
got it thanks
Np
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
problem problem problem
Select 4.25
bro there is no problem if you select another version
Its just not updated
oh no !
What
wat can i do now ?
Click on 4.26 and select 4.25
i am already did a big project
in 4.26
You donโt have to copy it..
Bro listen to me
i need this in that project
Can you listen to me Iโll tell you how to fix it
ok
Click on 4.26 and select 4.25... it will update a 4.25 file in a 4.26 project (it wonโt change the project)
@plush yew Do you know about image sequences? lol
I can't get them to work in my project for the life of me.
Got a sequence of images, tried jpg and png, they are in content/movies/sequencename
I told you that I know them, not that I know how to use them xD that is a big problem
Ballzack! LMAO
@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.
I think you should export one of these models and atleast change the face
how?
i hav a doubt
Blender? Maya?
He is not happy
I'm actually using one of these dudes in my project right now, but I changed the shirt and pants.
c
hee the character is not there
i ant blendspace chracter skelton
Bro... that is the skeleton no the mesh
yeah i want that
You wonโt find it in skeletal mesh
how ?
here no skelton mesh folder
wat to do ?
i am mad !
Dude, there is NEVER a skeletal mesh folder lmao
So what's the problem, drag that into your scene?
That is the character put it in ur game mode
no,i want to create a blendspace
with the character
Its literally drag and drop, you already have animations
no no no
The first folder...
in the course the instructor create a blendspace
What do you want to do with that character?
Main game character?
So do that what the instructor did?
./GenerateProjectFiles.sh: line 33: /d/UnrealEngineM/Engine/Build/BatchFiles/Linux/../../../Binaries/ThirdParty/Mono/Linux/bin/mono: cannot execute binary file: Exec format error
i tried everything
i searched and did whatever everyone was saying
yeah
It happens when you open BP?
If yes try disabling auto saves
no, when i build unreal engine from source
Oh idk then
Ok?
Can you tell me the problem? Ur only sending photos
lok that this
is blenspace
And there is literally an hole in this character, this happens when the skeletal mesh is not compatible with the character
that no problem,instructor already fixed it in later videos
please tell wart to do
he used a character
female
i want it's male
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.
Bruh you are downloading characters from the ue4 marketplace and using the skeletal mesh from the instructor... that thing is bad
You canโt use the same skeletal mesh for every character
Its not universal
hey nman !!!!!!!!!!!!!!!!!!!!!!!
why u r not understanding me
You want it male. We understand.
u r not understanding wat i am saying
Unfortunately to make that happen, you're going to have to put more work in than I think you're ready for.
Blendspace are for animations not for skeletal mesh related stuff
Just downloading a dude won't make it work. each character is configured differently.
Exactly
i righ click and create belendspace
here the downloaded character is not there
Bro you literally have an instructor
talk to him
he is nopt responding
everyone is telling that this is the best server
and no one know anything
wat u r telling,don't u hav shame
to tell u know everything
Bro we told you everything but ur not listening. Tell me the problem and not just โblendspaceโ
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.
๐ก๐ก
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 ?

bro you literally have an instructor but ur asking help to us... if you donโt tell me the problem we canโt help.
what
i am teling it many times
You just said โblendspaceโ
i want a Skeletal_Male
You want a mesh or a skeletal mesh?
That is a skeleton, it wonโt change ur character but if you use it on another mesh it wonโt work.
i want everything
Ok... open blender create a character, add bones rig the character paint him in substance painter and import in unreal.
Then make it, it will help you learn, as a game developer, to make a 3D character that is exactly what you want.
@plush yew is there anywhere on your computer SK_Male?
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
He wants a male character but he was talking about blendspace
We know, we directed him there in the first place ๐
Actually, that's not what he's saying. I know, because I have that pack, and there are in fact skeletal models, and animations.
hwe onlu understand my problem
Ok but the problem is... if u have an instructor that probably is very good in ue4 why are u asking here?
he's saying he can't find it. im not saying that it doesnt exist
yeah. he tried to create a blendspace but the skeleton he wants isnt there
yeah
you only can understand
that people,i said it many times and also showed pics but
not understanding
do the male characters use the UE4 mannequin skeleton perhaps?
Ok then why he has everything?
@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?
try changing model
Why not just finish the tutorial, then come back to change the model after you understand the whole lesson?
tanks
Army Tanks?
he told thanks
He said tanks. Like military tanks, or tanks filled with explosive liquids, or oxygen tanks
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. ๐
Not military tanks, no, but there are gas tanks and barrels ๐
Yea I want military tanks not gas tanks
Then I'd go to sketchfab
๐๐๐๐๐คฃ๐คฃ๐คฃ๐คฃ
No I prefer doing it by myself
Good, make it bespoke.
hey,hey stop it
Stop what now?
wat are u guys talking
You donโt like tanks? Sorry letโs talk about water bottles
no,talk about furt
Furry?
๐๐
I don't know what furt is.
Fart*
maybe yurt? Those things are really cool, I wonder if there are any on the marketplace
fart
coming from back
Why progress bar look so good in Other games but my bar looks trash?
this is fart
Oh, here is a free tank. https://sketchfab.com/3d-models/vege-tank-1d1229db02df41449b55991b30711684
Bruh
This is not plants vs zombies
CC Attribution license I believe. Use it in whatever you want if you give credit to the original artist ๐
No, it's discord. #confuse
I'm not sure what is confusing you. We were talking about tanks, so I shared one
This is a very nice tank, even if it shoots cabbages instead of missiles
.
why u guys don't hav a role ?
U donโt have a role too
๐ค๐ค๐ค๐ค
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
I would just pick the default option. It typically works well for me
@plush yew Have you tried and failed yet?
nah was just curious, just wanted to see what others recommended ๐
Yeah, usually the default settings work for getting a mesh into blender from unreal.
thanks ๐
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
there's an APC iin free assets, but i said tanks cuz asking issues in discord is so discombobulated
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
Hello
hi
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
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 theyโre a rag doll while theyโre trying to walk) and my favorite is that itโs 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 youโve probably seen for Unity
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
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
I know the feeling... for the past like 5 years Ive used a PC from 2009
I only recently (Within this year) invest 1500 so I could build a new one
I bought the parts separately because theyre much cheaper then prebuilt PCs
Totally worth it
I can run practically anything now
@proud narwhal try opening the model in blender and moving everything to the center
Yeah, I bet thatโs awesome
can it not be done in the editor? I do not have blender installed
Yup just open in blender... Shift+S, origin to geometry, export
Unreal engine is a game engine, not a model editor
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
Oh my god
WHY DOES IT TAKE SO LONG TO INSTALL
guess I will download that then
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
Fk no
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
I use 4.25 because Iโm not bothered to update and I probably donโt have enough space
I can install one of the 4 main available daily builds in like 10 minutes
Yeah 100 percent Unity beats for installing
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
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
lol thats a very specific difference you like
Yeah thatโs why play testers are important
Yes
I tried Unity and it drove me crazy
I always steal my sisters laptop if I want to see if computers can handle my game
What to do with this?
I just dig up my old windows 10 laptop thats sitting at the bottom of a shelf somewhere
He is moving and he is jerky.
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
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
What to do. In mesh panel t-pose is moving. I dunno what to do. Anybody can help me?
No idea dude, Im a C# / Unity developer whos never opened unreal before
Just get ready from people who ask a question, wait 2 minutes, and ask again
But unreal downloads zips, extracts them, and then "cleaning up" is just deleting the zips
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
Yeah
ayyye Im opening unreal finally
poggers
also get ready for getting stuck at 45% when projects load, thats the percentage when shaders get loaded in
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
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
Yikes
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
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
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_(ใ)_/ยฏ
"I payed $2000 for this, so I hate this free program that is better"
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
Yeah, I've had zBrush and honestly Blender's sculpting is just as good
Blender just doesn't have the fancy features
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
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++
makes sense
In that case, Ill just go with C++
no point crippling my learning path by using visual scripting
Good plan
especially since ive already been working with over 5 languages
might as well learn another :L
I've also heard rumors of Unreal Engine 5 having C# support natively
How to determine whether or not you should be using Blueprints or C++.
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...
It's good to start from a young age
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
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
really?
What?
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
Like... I just made this yesterday https://mistersircode.com/
is there any plugins or anything built in that will allow me to "paint" textures onto walls?
Use blender, it has a texture paint and UV editor.
@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
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
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?
Once UE5 releases is it possible to mod it to be more optimized for flight?
or mod UE4 to be better at flight games
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 ๐ค
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 ๐
ouch, good luck
also any way to create 3d reactive fire and explosion effects
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
@dense knoll check out fluidninja plugin
its 30 USD
Well its possible with niagara but would take longer
@proud narwhal datasmith can process revit files and you can script material setup
Visual dataprep
is there a way to do it with Cascade?
Niagara tanks on performance and also screws up the clouds
You can but its been discontinued
ok
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 ๐
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)
I could do it with decals but that seems like a really dumb way of doing it
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
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?
is it possible to make the closest landscape tile invisible in a tiled landscape?
@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
Does that mesh have a seperate material?
The other way is to use vertex/texture paint on the surface, or use a boxmask
vertex/texture paint on the surface, how do I do that?
In the overall building are these meshes at the same place?
not sure I understand what you mean
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
Mesh Paint is a tool for interactively painting vertex colors on Meshes in the Editor Viewport.
You can either paint vertex colors, or assign a texture to paint onto
This page describes settings for various parts of the Mesh Paint Tool.
Check texture weight painting
ok thanks I will take a look at this
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
Hello guys, Iโve created a sleep system without a day night cycle, the problem is that during the night I donโt 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
@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?
Huhh yea that should work Iโll try now thanks
@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...
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.
Might want to throw that in #work-in-progress. It will get drowned out pretty quick in this general channel.
<@&213101288538374145> Idan actually seemingly just went through each channel (I only checked the first couple) and posted it.
Or just spam other channels, haha, just noticed.
:triangular_flag_on_post: ToMango12#7703 received strike 1. As a result, they were muted for 10 minutes.
!purge @rain ridge 50
Please enter a number between 1 and 50.
The timer expired. Please start again.
@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.
@exotic cave Those are assets from quixel. I've tried to look at the normals, recalculated them. But with no avail.
Could be your shadow bias
I'll check that than
Please enter a number between 1 and 50.
40
An overview of the Lighting example level, example 6.1: Self Shadowing Accuracy
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.
A fully dynamic light capable of changing all of its properties during runtime.
yay i can talk
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.
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.
It is all the rocks, it also depends on camara & light angle. Thx for pointing out the shadow bias. I hope that will help.
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.
Hi everyone. Can someone recommend a good tutorial for Pawn Movement Techniques with Blueprint?
So I've tweaked shadow bias. Doesn't work. Nothing really changes.
Than I added the rocks individually by their own (instead of brushing it with foliage tool) and they have no single artifact.
So something is happening with the meshes when I use it as a foliage.
Googling this problem doesn't give me any solution sadly.
You do need to set it up in the blueprint first. Add a mesh component (skeletal or static, probably static for your helmet) to the character, attach it to the socket, but then leave the mesh set to "none". Now in the details of the character in your level, you can select that mesh component and manually change its mesh to the helmet as needed.
on the tubes you see regulair rocks, imported the normal way. The rest is foiliage tool
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.
Will try it out, thanks!
But what if it was a socket in a hand, and I wanted to attach an actor that contained other actors, like particles and stuff?
That makes some sense, I will look further into it! Thx
That would work too, you can use child actor component instead of mesh component.
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)
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
I wonder if its possible to make an unreal helpbot using gpt-3 and scraping answerhub
I went even this high and nothing changes on the models. Do I have to rebrush them? (Rebrushing doesn't change it)
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
How can I define the RMB click on a xbox controller?
Worked like a charm when I used a child actor! Thanks!
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.
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.
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.
Figured out a way to do it
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.
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.
Not sure if there is a built-in way to do this, but you can do it with C++. Haven't tested it myself, but this code may help: https://answers.unrealengine.com/questions/206312/simulate-left-click-with-abutton-of-gamepad.html#answer-container-886828
Funny, you'd think this must have a built in obvious way to do.
I only use BP . thanks tho
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.
@stiff sail : Absolutely. Every actor has a transform.
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.
Modifying the location, rotation, and scale of Actors placed in levels.
thx
You can check transforms from blueprints or code
I made the directional light/sun static. It works now. No strange shadows. Thx for the support!
Transform
@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
:>
I'm trying to package my project and it fails, I don't see anything in the log. What's going on?
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. :>
well, it works... and I can work around it! And now it is time to go home ๐ thx again guys.
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
Always look for a channel that is relevant to the question. If you cannot find a suitable channel, then just ask here. Make your question as clear as possible as well as provide screenshots/video if able to.
Aight, I have a question about cheat manager and dllโs
I donโt 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
this isnt specifically ue4 but alot of devs use this website for organizing tasks
anyone knows the name ?
Looks interesting! I don't know it sadly
ok , i'll check that one
please don't spam the channels
yo is there a way to bulk change pivot points of meshes?
Just posted this month's free Marketplace content in #unreal-news. There's some tasty stuff this month. ๐
smoke builder? yeees
I don't think so. I think if you want to permanently change a pivot point, you have to do it in your DCC software (Maya, Blender, etc.).
Thanks, that what i thought ๐ 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"
you can perm change it with the new mesh editing tools, but that cant be scripted yet
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 ๐
im actually surprised that unreal split them all into separate objects
Arent they seperate objects?
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
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
All
I was wondering how I can mimic the standard functionality of the left mouse click with an input from a Gamepad?
Example - I have created an Accept button
Last comment is my solution ๐
@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
That's fantastic, thank you
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
So im currently creating an environment with pre-existing assets and a lot of these assets (that all come from the same pack) have this jitter effect on them in the shadows. https://youtu.be/JeP0ORfXhqg I had to make it a unlisted video since discord cant take videos that are larger than a few MB.
What's the trick to making the ragdoll pay attention to complex collision, versus simple?
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?
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
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?
game state or game instance
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
no one here can literally help you with a question missing all that info
This keeps happening FNAF too, like, if you listen, you can learn how to ASK questions that will get answered
Because i wanted a animated main menu
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
its too bad there are no UMG videos on the official learn website that include main menus
and this time i'm not going to beg for help
Probably shouldn't, good call
I wanted a short tutorial
shortcuts are exactly why this happens to you
i also found 1hr tutorials
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.
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 ^^
you said nothing happns when you press play, these people are saying they have something happen when they press play
oh
Did the main menu tutorial youtube guy film that while on a plane or something?
You've read through the Network Compendium?
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
@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
thnx for reply! no not yet, where can I find it?
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?
Sweet thanks! This might be just what I needed, I'll read through it
@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
is that the base skeletal mesh in the scene you are using or an animation?
yep that one.
Yep, and I'm using this playmode
I am enabling physics two seconds into the game but I can't see how that would cause an issue
ah dont do that, just enable it in the properties after you drop the instance in
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
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
it won't overwrite any pose will it?
doesnt seem to, it created a new animation file
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"
This look okay?
source control issue maybe
Save Physics
moving it while in the scene? while simulating?
yeah i tried but it immediately moved him back
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
is there a way to get a actors rotation on the z relative to a second actors location?
I can't move anything in simulation mode
is there some other key I'm supposed to press?
shouldnt be, you saw exactly what I did in a new project
beyond trying ot move statics I mean
hi guys is something changed with Steam Advanced Sessions Plugin in 24.3 ? it wont working i've set everything
I was able to get it to work for the UE4 manniquin skeleton
ugh so some setting on your SK
must be, can't move him at all
damn
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
its in the animation editor at the top
Is he supposed to actually move? I don't see him moving and I thought I made him move during simulation, and I've set the animation to loop, in case it was quick and I might have missed it
well here is the problem....it doesn't save the whole animation lol (which really makes sense)
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
its happend to me once when i changed the Physics of the Character
can it actually save it from simulation, the entire animation?
Specially if you are using a Physics Based Animation
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
but that would be a render of the scene? or does it actually record the transform data?
the latter
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
wow that is pretty robust
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
any idea why my water body looks like this?
how do I get another sequence into one sequence, to like keyframe it at the beginning like you are syaing
well its 2 animation clips right?
yep
the idle then the falling, you put them both in one sequence clip
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
its in various places yes lol