#ue4-general
1 messages · Page 918 of 1
yes and i want it to do that
i'm just looking for a faster place to change it other than project settings
just kinda annoying to remind my team to check project settings all the time
cant you just use your code in game mode, or some other class which can be switched during runtime?
ya i'm tempted Toku : / rly am tempted to use game mode, but if we ever go multiplayer I don't wanna abuse game mode
this kind of logic rly belongs in game instance if it were multiplayer
not to mention some logic i do want to persist between levels
you could probably make a python script to bind to the PIE button and switch it then
but click PIE binding would need editor modification
guys i dont understand why while i am using Hierarchical Instanced Static Mesh all the instanced mesh have the same lod.... how can i have an instanced mesh with it own lod ? thank you so much in advance guys ❤️
Hello! If I'm a newbie with noob questions is there an appropriate place to ask?
If the maps use different game instances, then they probably wont work together in a packaged release, so you could just use different projects
Here, unless it fits another specific channel better
Awesome, ty
So in After Effects, I can turn audio into keyframes and base any effect off said keyframes. If you scrub through this, you'll see how the effects are based off the music:
https://youtu.be/5NoD3wz6de8
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Is there any similar type effect in unreal? I can't find anything on it but my Google-Fu powers are pretty limited.
Not specific to music but just any audio in general. It would save me so much time.
fairly new to UE4. is it fine to use materials to color meshes instead of textures? any issues with optimization?
@orchid haven the new audio engine can turn audio into the raw data and you can go off that but specifically tagging audio no
@proper perch materials are what go on meshes no matter what, textures are just a part of a material on a mesh
I guess the issue i'm running into is UV wrapping. I can not for the life of me figure out how to export it properly in blender to work in UE4, however, just applying a simple material color to my meshes transfers just fine to UE4 and it creates the meshes automatically
textures use more memory than just say using a float to color the mesh so yes it would be "better" in that case
I have searched and searched and I'm not sure where I'm going wrong with using a 4x4 color pallete, saving the png and exporting the mesh.. nope. binormal/tangent errors
well that wouldnt have anything to do with the mesh as far as I know, you should be able to export out the mesh without anything but a basic material on it in blender without problem
I meant "materials" automatically.. not meshes
yeah fbx import wont import texture automatically, they at the best would come in a solid color
yeah, exporting it with a material is fine. but I was using a color palette, dragging the faces around on the pallete and then exporting. wasn't having it
yeah all good. thanks man
sounds like its just the basic material in blender so it should have come over with those material id's
basically I created a 4x4 pixel color pallete in a photo software. saved that as a png. imported into blender under shading with the nodes as image texture.
ah so not just using colors in blender but actual texture? yeah that wont come over
used that to then open UV editing tab, opened the pallete. selected my mesh, reset UV. scaled down the "mesh" on the UV edting tab
yeah
materials in blender export from blender and import to UE4 just fine
ah... see that might be the issue
but can't figure out textures
scaling the mesh down too small can cause that issue when importing it into ue4
basically if theres not enough distance when importing between the "stuff" in the fbx it tries to optimize it and remove it. if the mesh is too small this can happen
theres a checkbox to try and help but just making it larger might be the right answer
yeah just read.. basically overlapping faces/verts/tangents
interesting
thanks for bringing that up. will have to try it
can't hurt 🙂
would be good if that was the only issue. I'm working with low poly for god's sake! 😂
im still new to using sprites was wondering if there is collisions for it like a solid object so the character doesn't go threw it, i know its probably possible and this is a stupid question but, ive like never used sprites i mean i have but never got into it till now, i know i could make a box collision for it or something but there has to be a better way, haha im to stupid to figure it out
guys i dont understand why while i am using Hierarchical Instanced Static Mesh all the instanced mesh have the same lod.... how can i have an instanced mesh with it own lod ?
anyone good with the water plugin?
ok weird question should i do morph targets for character creation
or do coloring and shading for my models first >O>
Anyone know how to make something bounce between enemies, like captain americas shield?
do a bit of both to make sure the process works and there are no 'odd' things that need reworking
Just any generla idea, i've got no idea how to get started
maybe just a cube mesh, and try adding force to it to launch it up at 45 degrees (ApplyImpulse I think it is called)
Any idea why that soffit - the black surface just below the ceiling - would be black when it has the same material as the walls and ceiling?
@hoary holly it was invisible then I flipped the normal in unreal. now that you mention that though I think the mesh editing features are still beta.....
@hoary holly thanks for the tip
@hoary holly that was it. 😫
Which one hah
@hoary holly the normal was originally flipped incorrectly prior to importing into UE. I flipped the normal using the new mesh editing features within unreal and didn't think much of it. that seems to have been the problem. I reimported the mesh with the normals facing the proper direction and it looks correct now.
And now, time for some cyberpunk 2077
Here is something simple I quickly whipped up.
Uses MoveComponentTo and then SphereOverlapActors to determine next enemy to hit.
A quick general question. When using physics on assets is it better to adjust everytime the weight for every asset using physics?
lmao
I’m not sure, but I don’t believe so
🤣
sure
how fast can it compile shaders
if you are using ue4 make sure to turn back on SMT or your wasting half your performance
smt/ht is on by default unless you turn it off
yep this one dont got it the hyper of thread thx
Is there a kind of unwritten rule when to setup weight and when not? Or I´m first starting to setup when I have the feeling it should fall faster or slower by gravity?
@plush yew That's OP
Sorry man, I'm not completely sure; maybe there'll be more help in #legacy-physics ?
Im a 4th year comp sci student wanting to learn unreal engine
What would be a good resource for learning?
I'm hoping to avoid going over the basics of coding as i have some experience with it
@gloomy gull Alliright thanks for now 😉
Would it be worth it for me to just do i straight up blueprints course?
How much C++ knowledge do u have?
I don't think u would have much trouble learning this if you've been doing cs for that long
I was watching some beginner tutorials and they seemed to aimed a little to basic for my level
Should i just learn out of a book instead?
I have only a course and a bit of c++ but im much stronger in C than c++
Im learning some 3d graphics programming this semester in js as well
Interesting
@muted wren I would leave the js 3d apart from ue4 game dev
I believe you should get used to C++ a little more syntaxically
And definitely great to learn Vector Math
Including 4x4 matricies
This'll ease the concept difficulty that comes with Unreal
So u can focus on learning the framework
Would a book be in your opinion the quickest to learn from? I'm just wondering if it would be a slog to learn through tutorials since i feel ill be relearning a lot of concepts if they are aimed to beginners
Which im in no ways an expert but as im trying to add learning some ue to my semester load i would like it to be efficient
Tom looman released bew project foe github!!!
For the Stanford University Fall 2020 Curriculum, I built a small game project using mainly C++ mixed with some Blueprint in Unreal Engine. For those interested, the entire Computer Science course (CS193U) was provided through Zoom lectures and has been recorded. I'm working on getting this published and meanwhile, this project is already open-s...
It was just recently!
Hey does anyone knows when will chaos destruction be added? I read there would be a preview in 4.26 but then i read some contradictory information (that i still have to build it)
I found an error in UE4 25.4 where to write the message?? when I create some bp in the developers folder, I can't add bpi (interface) if it's also in the developers folder
Hello, I'm new in Unreal Engine, currently i am working on animation and have trouble with animating car. https://www.youtube.com/watch?v=GcsVkmlpVTw&t=446s
I Followed this tutorial and my car freezes even in air, just does not move like its static object. what can be fault of this? i can show screens of my file
UPDATE 17 Dec 2020: As announced, Epic has just released a 4.26 Chaos version available directly from the Launcher, so it is no longer necessary to compile from source to enable Chaos. If you still want to compile from source, please check my video here: https://youtu.be/gbgBcvHVyq8
Unreal Engine 4.26 includes, among the many other features, th...
Does your car use physics?
Does anyone have a good tutorial or guide on how to take a static mesh (helmet or backpack) and turn it in to a skeletal mesh on a character using Blender? Seems like it shouldn’t be too hard but I’m struggling lol
U missed this step probably
at 22:30
This is from my project, did it twice to be sure that i did it right, of course there is chance that i messed up something here
Can yyou scroll down on the right panel to the physics section?
You need to tick *simulate physics" there
Oh nvm, my my mistake, first you have to select the mesh on the very left panel
Like this
For your handbrake, don't forget to check that top checkbox. Just something I noticed, not the problem you are currently troubleshooting.
this event prints "hello" at random intervals, but it does not work...
why?
i know the rate at which the event is called does not matter since the delay node ignores extra calls
in theory, this setup should print "hello" at random increments no more than a second appart
but.. it prints way too fast...
does updating the duration of delay node reset it?
Hi, I am currently trying to open all the version of the UE but none of them fix this problem.
Whenever I try to open any project and start my work my pc freezes and I need to reboot it. I can't open any other window from the UE4 as "settings" or even the "save as" window.
I have tried many solutions (delete data in the appdata folder, reinstall, repair) but no one fix the problem. I can say that the component of the PC are not the problem.
do you have enough hd space? happend to me when my disk was full
yes I have 400 gbs space left so..
I believe the timer will run 10 times per second regardless of the delay. That event will stack up and there should be some variation between the prints, but they should be roughly 0.1 seconds apart on average, just with an initial delay (due to delay node).
question: would 6 gigs of ram be enough to run ue4 and move around comfortably, i actually have 8 gigs but my igpu takes 2 away 😦
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
I'm sure you can run it with what you got. Basic projects should be just fine, just don't go too heavy on models and materials.
so.. how can i setup a repeating timer with a delay that i can update?
ok cool, i was just wondering whether a loss of 2 gigs would do anything 🙂
Yes i did this too 😦 When i switch wheels to default car drops down like this
But as tutorial says wheels must be Kinematic
also, in UE 4.26 Do you also have similar problem with volumetric cloud?
Do it without the looping checkbox and utilize the initial delay variation and create your own loop:
i'm not sure then. maybe the car needs to simulate physics but not the wheels? but if its not that i dont know sorry 😦
Anyways thank you for help!
Every car game I have ever worked on (which is several) has used raycasts to simulate wheels. The raycasts get the friction, height, etc. The raycasts feed into the car physics model and the actual wheels are drawn using deformed meshes. Making a car game using actual cylinders as wheels is gonna be very difficult to get it feeling nice!
i fixed it
updating the "delay" float, now changes the delay of the next loop
updating the timer :o
apparently my Event BeginPlay was being fired multiple times or something.. still not quite sure what the problem was..
Is there a way to reimport an asset and reliably get the Import Settings interface? I'm trying to reimport a static mesh but with baked LODs now
you need to delete the old mesh, or import it in a new folder
Ooph 😦 Well luckily there aren't many references to it yet
there is a replace references too
Oh radical
I am getting this as soon as I try to package my project "ArgumentException: An item with the same key has already been added. " I have deleted both saved and intermediate folders
In my project hords of ennemies will spawn and attack the player. Meaning I need to think performance about the AI. Is basic MoveTo, Attack, Attack from a certain range with Projectile... All of this less costly, performance wise, than a Behaviour Tree ?
hi guys
i'm working about a horror game on unreal engine
and now i'm makin AI
but iwant to ask a question
I want to do : When a Sound Appears AI will go it
go on it
i can't find it on the internet
how can i have all assets thing show up
it sometimes shows up randomly but i cant manually set to all assets
@plush yew use ai perception component, and set it to hear noises. Then just use a make noise node on your actor or whatever, and the ai perception will detect it
@grizzled kayak A BT works great and isnt really that costly. My game is spawning up to 50 guys before it starts to be affected and my guys are running pretty heavy in terms of added components, weaponry, complex anim bps and complex BTs
@fallen marten Thanks for the information 😉
Hey guys, why a mesh with 337 triangles use lod correctly, and if i use the same mesh as Hierarchical Instanced mesh all instances act like one mesh joined all togheder ? ps: with 927 triangles everything works fine
thank you so mucj
*h
have a look in the log files ( in [project folder]/Saved/LogFiles ) to see if there are specific errors during the build and post the error messages here
@narrow plaza https://pastebin.com/Vj9Z0QKC
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
this is the log file, no specific error
Is there a guide somewhere to learn unreal engine 4 using c++ and avoid blueprints?
Every guide I have seen it uses blueprints and I truly dont want to use them
Unless I have no other choice
hmmm, not a lot of info in that - what about the reference to (see C:\Users\Jota\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\Log.txt for full exception trace)
@winter niche https://pastebin.com/pSNTMSLp
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
No idea sorry 😦
it is really weird, I started doing it, it was doing fine, than my pc froze I had do restart it and then it did not work
Hello everyone! Has anyone encountered such a bug that a mesh with a translucent material crawls out behind a mesh with a default lit material?
Send to Unreal (Blender addon) version 1.6.3 now supports sockets for static meshes! Much happiness!
hi does anybody know maybe plugin or software to make like t pose model to epic skeleton pose THanks 🙂
why its showing some black things :(
hey, anyone know of an art starter kit for programmers? I'm trying to make a landscape but I can't get it to work with layers..
In all the tutorials I've seen something was different in the materials used or there was some magic "previously created" step that I can't follow.
I basically only need a landscape with a water/mud layer, grass and then rock
I have downloaded some materials from quixel and blended them but don't know where to go from here
In Blender, add an empty to the mesh, rename it so it starts with SOCKET_
The socket thing isn't new, but STU supporting it is 🙂
Hi! new to unreal. Just wondering if you were making an rpg and wanted the character to equip a weapon would you have to create a new equip animation for every single type of weapon ?
well if the animation doesnt look good on a weapon, make one for that
Anyone able to help me figure out why I'm getting an infinite loop on this sequence here?
your infinite loop is outside the scope of that function
yes, that's just where the script exited when it discovered it was iterating over the same stuff thousands of times
that doesn't mean this function is directly the cause
Ahhh, thanks
I would suspect the cause of the infinite loop may actually be directly nearby whatever calls this function
but that's just a guesstimation
Script call stack:
Function /Game/RootMotionController/Blueprints/BP_RootMotionController.BP_RootMotionController_C:InpAxisEvt_MoveRight_K2Node_InputAxisEvent_5
Function /Game/RootMotionController/Blueprints/BP_RootMotionController.BP_RootMotionController_C:ExecuteUbergraph_BP_RootMotionController
Function /Game/RootMotionController/Components/RootMotionController_Component.RootMotionController_Component_C:Move Right Input
Function /Game/RootMotionController/Components/RootMotionController_Component.RootMotionController_Component_C:ExecuteUbergraph_RootMotionController_Component
Function /Game/RootMotionController/Components/RootMotionController_Component.RootMotionController_Component_C:Update Movement Input
Function /Game/RootMotionController/Components/RootMotionController_Component.RootMotionController_Component_C:Move Right Input
Function /Game/RootMotionController/Components/RootMotionController_Component.RootMotionController_Component_C:ExecuteUbergraph_RootMotionController_Component
Function /Game/RootMotionController/Components/RootMotionController_Component.RootMotionController_Component_C:Update Movement Input
I don't suppose something you're doing is actually causing 'Event Move Forward Input' or similar to be triggered again?
Does anyone know an ETA on 4.26 bug fix updates? I crash every two minutes.
What're you doing to cause crashes that often lol
Clicking anything lol
I have disaster recovery enabled, thankfully, but it's awkward to lose one minute for every 2 minutes of activity
The error is ALWAYS that UE loses the handle to the graphic device. I always submit bugs.
But anytime I try to right click anything or click on anything that will result in any type of UI chance, there is a 20% chance to crash UE.
nobody else has this issue?
is theres any way with bp i can set naigra material?
yes thanks i will now go and google it as if i havent been on google page 2 already
Hello guys, for my project I used BPs. While creating the project I studied C++. Do you think it’s a good idea to replace some BPs with a C++ code? How much that will help with performance?
BP has gotten a lot more performant - it all depends on how much real time calculations you are doing in BP - if you handle your heavy calculation in C++ that's better but this would be a great exercise for you to profile to see how much of a difference you get
I’ll try to change the biggest BP in my project and I’ll see the difference. Currently I have 80/120 FPS... I’ll see with that change
you know all about stat unit and stat RHI and all the optimization tools?
So again me asks. Does anyone know.. why after like 20-30 min of use, all my Unreal Right Click windows become BLACK?
Anyone having this bug??
I haven't even updated Unreal, I use 4.24.3
And been using it for over a year.
Maybe some Nvidia update screwed up Unreal's UI?
🐸
All I could think of is that it is an issue with an Nvidia update
If there is.. I'm sure Unreal fixes in the latest version only
but I use 24.. oh joy
Have you tried it on other projects and versions to rule out it as being an Unreal problem?
nopr
I only have 1 project I work on
and I ahve no space for multiple version I think
versions
I would confirm that before messing with Nivida
I was just thikning maybe others have had a similar issue
I could maybe reinstall
It doesn't look like anyone else has had that issue. Yeah, that may work.
it takes too long to debug Unreal issues.. so working on other projects in other Unreal versions.. takes time
I'm trying to avoid that 😄
it takes me maybe 30 minutes to trigger the bug in 24
Try the reinstall and see if that helps
yeah.. maybe
Wondering if anyone can help me. I am using a dialogue system from the marketplace but I can't get it to start on another dialogue line when the NPC has moved. Anyone have any ideas?
A simple question that might be dumb, but when it shows a script call stack, from what side does it start? is the bottom one the first one called ye?
Why u don’t update
quick question: how do you add a spline in the water feature?
@plush yew no can do.
4.25 already breaks my project
haven't tried 26
24 is fine, I expect any major engine changes to potentially affect the project in bad wayzzz
I mean it's an unnecessary risk
Seriously, how to do that. I read you have to ctrl click but it does nothing
alt click
like u would duplicate an object
alt and drag
Whats going on with my water tho? 😂
exactly half of it is broken
ah, sweet, thanks
does anyone have Twinmotion?
Hey Everyone does someone want to help me make a game or learn how to do?
hey hey, please read the #old-rules and check out #instructions on how to find someone who might help you out
okay Thank you
hello everyone. i have a project for oculus quest 2 built using 4.23 and everything is fine. but i updated to 4.25 and eventually got it working on the headset again. however, the lighting has gone really dark now? but the values haven't changed. rebuilding lighting hasn't fix it. and it looks perfect in the editor. it just looks really dark in the headset.
any ideas?
Have you tried in a new map?
nope, my current project is 1 persistent level. with multiple sub levels. i could try load into another map and see if that has the same issue though
i changed the lights from static to stationary and then rebuilt and repackaged. an now it's not as dark
what's really weird is if i face forward it's bright. but when i look to my left everything goes a little darker? then bright again when facing forward
i never had this issue in 4.23. veryyyyyyyy strange
How do I get a reference to the closest actor of a specific type?
could "Mobile HDR" being turned off be a factor to the issues im having @silver crown ?
Dunno
Does anyone know what could be causing this? the more to the left i look the more dark it goes. it doesn't make any sense
does epic buying RAD tools means that kraken/oodle compression will be open sourced soon so everyone can use it in UE4 ?
this only happens when playing standalone on the quest 2 headset. when playing through oculus link in the editor it's just fine
@harsh tiger I think it may be related to Frustum Culling
I'm not completely sure, but can u try it out w/o the culling?
I don't believe so
I think they're gonna integrate them into the engine, but not completely open source em
Sorry for the dumb question, but is this a project setting or a setting that can be found else where? Thank you for the response
I'm pretty sure; you will probably get more info from google than from me at this point XD
well they did get nvidia to open source physx just so that there isnt anything left closed source in the stock ue4 config
would be weird to require binary-only kraken compressor if it gets integrated to not be a plugin anymore
I got good idea for game from my classmate 🙂
do you happen to know the magic number for min screen radius values rather than me guessing for a hour @gloomy gull ?
in UT2004 there is a tutorial stating that if you duplicate an object many times, for each copy there is a separate drawcall. If you can, merge them into one object to reduce the number of draw calls. Is that true in UE4?
@harsh tiger Sorry, I've never messed with those settings
Ahh, okay. thank you. I think it's got me going in the right direction
Is there a way to comment out code? Nope 😦 doesn't look like there is.
There is," //" or "/* */" In cpp @ocean grove
// is single line, /*This is multiline comment */
@past stag Thanks, I'm only using BP right now so it looks bleak to me. I was remaking some nodes in a different way but didn't want to lose the code I had already written in case I came across documentation that explained how it worked.
Think in bp you might just be able to disconnect nodes and they are kind of like commented out
But i dont think there are proper way.
Disconnecting nodes seems like the only option.
Why isnt unreal engine set as default button in the editor preferences working? it resets when i create new project.
@plush yew generally yes each mesh and material will have a separate draw call however in later versions of UE4 they have added automatic batching that does it's best to combine meshes that are the same with the same material into less draw calls. You can also use Instanced Static Meshes to duplicate this reduction
depends on what you are using for your roughness and how you want it to look when not using it.
I just want an intuitive slider from Roughness 0 to 1
set up a parameter for a single scalar then
you didnt say that you said value 0 to 1
so you want to go from a texture map for roughness at full strength down to 0 when no strength?
what you have there should work then
It's not really 0-1
for full roughness I need to go beyond one
How can I normalize it?
well I mean 1 would be the full B value on the lerp so it has to be the output, have you compared?
if you need the B stronger than multiply the input to B before plugging it into b
ok thanks!
I have another question
I am using Post process material to flip the entire screen, for a mirror interior look
But it inverts movement controls too. How can I <not> invert the controls?
I can't play attack anim montage, when my character is moving.
How to fix this?
For ex: suppose I make a map with hundreds of 256^2, 128^2, 64^2 tileable meshes
do I have to merge to reduce drawcalls?
why my rig is getting scaled wrongly? when i am trying to export it inside UE4 Using the BLender bridge?
if i dont export rig it doesnot cause any issue
Does Mathew know literally everything about UE4?
What a legend¡¡¡
🤩 🤩 🤩
I definitely do not lol
Lmao I think differently
Sorry for the ping
Shouldn't have
@tough pagoda how are you trying to play the montage and how are you playing the run animation?
are you using an anim bp to control running like normal then trying to just do play montage to add on the attack in a bp?
In child only implementation of attacking.
Is this overriding or what?
I'm using slot manager and so on.
But.
@tough pagoda have you verified that the animation montage is being played correctly? as in that part of the code actually plays in the bp
Yep.
I guess I should ask you said when its not moving, so does it work when he is standing still?
When I don't move I can attack.
are those screenshots from when its not moving?
just need to watch that anim bp when its moving to see which wires are firing. When you move does it change the wire in the layered blend per bone?
Nope, it's not.
so if its still looking the same, are you sure that play montage is firing when moving then
Hello guys how do I make a progress bar show a variable?
In graph cast to your character.
Promote to variable.
In bind: expand --> choose your var.
@tough pagoda I am at a loss, without seeing it running in debug mode it's hard to guess. the upper slot is set up right, the montage plays. Is your layered blend not firing at all?
if it is firing then is the bone set up properly for the blending so the upper animation plays correctly
if you unhook the boolean on the top and force it to true does it work as a test
which sounds like the upper is playing but the running is not
which is correct since your blend is set to only play the upper
i just bought
😮
I would love to make a procedural enviroment generator tbh
but, I haven't formed a idea about that yet
I resolved my problem.
I forgot to make layer setup.
For my bones.
ahhh
@grim ore
As I understand. If I do not specify bones, then these layered blend per bone affects all bones and my node with False does not work as it should?
yes? without the bone to seperate the two animations its one or the other basically
the bone determines where in the animation to stop animating
@grim ore
Blend Pose 0 this is the layer or mask that will not be affected by Base Pose? I understood correctly?
the blend pose is what is added onto the base pose at the bone you specify and then how much if it is added is based on the weight for that pose
some of this stuff is super complicated since it's so powerful so don't worry about that
Roger that.
A question unity or unreal
Hi guys, i have a question, i made a custom event in a blueprint, and i have a widget blue print, where i have created a button, i want to execute that custom event on the button click. I am not able to call the custom event on the button click. Can anyone help me on that ? TIA
2D = Unity.
I didn't see open world games that was made with UE4.
Unity has open world games.
I wanna make 3d games but i have slow pc
Fortnite is open world sorta
It's not.
@tough pagoda just because you havent seen open world games made using ue4 does not mean there arent any.
You can say examples?
if you have a slow pc, unity for the basic rendering setup uses less resources.
Yeah.
This is a list of notable games using a version of the Unreal Engine.
But, how much slow PC bro?
I looked.
but basing it on your pc requirements for making a game might not be the best decision. If you just want to learn game dev stuff then the more you learn the better you will be in the end
Days gone is open world made with ue4
:triangular_flag_on_post: Жоржик#2367 received strike 1. As a result, they were muted for 10 minutes.
learn what? all game engines have learning resources on their websites
Also i heard unity is more flexible as unreal is made just for shooters
troll factor is high today
if your asking for real advice, don't ask for advice and go do some research yourself
your just throwing our random crap
^
I think unity doesn’t even have an auto LOD creator system
literally any real time spent doing research on this topic shows both game engines being adept at all genres and types of games for all platforms.
https://i.gyazo.com/8af4c329e01105cb5126d028f06cf841.png
this still hurts
chances that is the new UT that was shelved a few years back
ut4 has never been official released
Not really
walking is hard until you learn how to do it, why would anything else be different
Like how many class🎉and functions are there to memorize
47 million
https://i.gyazo.com/d58cc7060e79530120f4665e34a20a4f.png
now this has my (and my tummy) interest
I think you will never memorize them
I went through the docs and they were not very nice
If they are 47 million
it sounds like you have a decision on UE as an engine already, no one here is going to try and change your mind.
*47.1 as of 4.26
true, .26 added the new water system
Hello
Actually I think ue4 is better just cuz I love using megascans and I don’t have the money to afford it
could one of you guys look at my coding, I've been having a problem recently
BP or C++
Im using save game to slot to save a array of vectors, how can I display the information outside from the game?
?
@inland aurora outside of the engine? you probably can't unless you grab that code from the source and use it to make your own tool.
inside the editor
BP, my I am making an SRPG and my reticle isn't working right, could anybody figure out what the hell is going on, I have a drop box link if any of you would like to help.
Wouldn't be logical the save actor, to have saved the locations?
Should i start with bp or cpp
the save object**
Ok go in #blueprint and send ur code
CPP is too hard for me so i am still in BP
@inland aurora it saves whatever you want to a binary file in the project, the issue is the code for loading and reading it is done at runtime generally
What about performance
If you don’t want to create gta V in ue4 ur fine
With BP
Lol
@fierce tulip
I looked at this list 1 month ago. The most famous open world game is ARK.
I didn't troll.
Damn.
:) smile is trolling indicator or I don't know something?
@inland aurora welp I tested and you can get that data into the editor using utility widgets, what is the goal of what you are doing?
I'm saving procedurally generated locations, so instead of the client doing the heavy calculations, it loads the data from a preset
14 mmorpgs, 17 rpgs, and at least another few dozen games with big worlds, yet you count none. >_>
Where is open world games? I spoke about open world.
Like Assasin.
The Witcher 3.
Fallout 1, 2, 3, 4.
@inland aurora that should be fine. The save game nodes run fine in the editor using utility widgets. I just saved out the players location at run time then loaded it back up in the editor and put i on screen for testing
lol, "open world" is not a genre
also, apparently senua went ue5
https://i.gyazo.com/1d84a4e1b0e0204033b5e6af86030f1c.png
There are some actually but why are you asking?
is borderlands 3 considered open world?
It's OW?
well it feels like it to me but I dunno if it fits your criteria
I know, but I didn't speak about genres.
OW is gameplay machanic.
UE4 not good for this gameplay mechanic.
what is the open world mechanic?
<_<
Days gone is one of the open world games in ue4. I’ll tell you others wait
Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassible mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world in a dynamic and seamless manner.
Fortnite is openworld 😛
Metro exodus should be ue4.
Nope, very closed locations.
After you complete some missions you can free roam. If that is what you mean with OW
Uh... You know, for me OW is The Witcher 3, Fallouts, Assasins, Genshin Impact.
its nice that you think it is, but that doesnt give your opinion a monopoly on what does and does not count what an open world game is
Fornite is session game.
Wait so you want to know if ue4 is good for OW games? Yes it is.
Okay, you look at list in wikipedia.
Fortnite is openworld
the batman games are free roaming open world and Unreal Engine
Does Satisfactory count?
That you attached.
I found only 6 games with this tag.
And MMORPG.
Can be not OW.
well 6 is more than 0
Could you tell us why u want to know the open world games in ue4 ?
hell there are way more ue4 games coming out/released than I had thought
You need to look up at this discussion.
I dunno, for me map not so big. I think that can be.
I played.
well its action-adventure according to that list
Sea of thieves is an open world adventure game
Ark is considered open world?
just not a good one
Yep.
I wish Fortnite:STW would come to consoles at some point 😦
STW is?
Save the world I think
you should use Lumberyard for open world games, its free and star citizen uses it
clearly its the best pick for the job
What is that
id rather re learn C# instead of using lumberyard
I think STW is on consoles, just not switch
STW had to be free in 2018
Good evening. I am pretty new to UE4 and I started the development of a classic football manager (single player) - There will be no or at most a handful of AActor's for visual background elements (very simplistic). I mainly use my own UMG based UUserWidget C++ subclasses for the logic and BP subclasses which derive from my UUserWidget C++ classes for the visual representation. But I need a ton of custom classes for Teams, Players etc. And I wonder if this should be "raw" C++ classes or I should derive these classes from UObject. From what I read I should use UObject sub classes in UE4 - Is this correct? (It would be also great to understand the "Why"). In addition I wonder if someone is aware of an open-source project for this genre, since I couldn't find anything. Any help is appreciated, thanks!
people who use lumberyard use it because they are paid to use it
Using Star Citizen as an example of how to develop your own games is... an interesting approach to decision making 🙂
ino, of course
Because Amazon wanted it.
Lamb is dev of Amazon?
Yeah?
And how to gain money and did nothing after this years.
8 years.
wait is that Tom Shannon the TA at epic?
Damn.
O_O
we've met before
hmm my lumberyard propaganda not takin hold here..
Id rather use MS paint to texture assets than lumberyard to make a game
@tough pagoda stop with the gif-spam, thanks.
Why is ur name orange
I didn't know that gif are bad. Okay...
Lamb is modified CryEngine by AWS.
Hey! It's Luos!
As I know.
He’s orange because he’s part umpa loompa
^
Bruh
Lumberyard is a fork of Cryengine from 2018 or whatever
I recently found my stack of gdc photos, good memories.
Can I join umpa loompa gang?
It’s just used by Amazon for their still in dev lord of the rings game
I heared that Lamb was developed by Amazon.
Wot
World of Tanks?
Yes
Okay.
Is world of tanks developed by Amazon?
By Belarusians.
i dunno if they are still working on lumberyard, think they just bought it cuz its was cheap
you mean it was a bad deal 😛
Lumberyard and Cryengine are like dogs and wolves, similar with a common ancestor 🙂
This reminds me of the guy who came on here to say all game studios should only use blender and unity and that unreal wasn’t a game dev engine
i think they made the deal to keep em alive but i dunno
Crytek lives to this day, and Amazon's still making games, so I guess it all worked out.
Why is ur propic a crab?
Cryengine is like the 4th largest game dev engine
its not just a crab, its a crab with udders, its udder crab
Never heard of that game engine since now but cool
Hey guys, I have a huge problem that I need help with. Haven't been able to fix it the entire day. I'm making a sort of strategy game so my player pawn is freely movable. https://i.imgur.com/VmHw2fL.png
This is my map right now. When I get closer to the edge of the island, my player pawn gets killed:
PIE: Error: Blueprint Runtime Error: "Attempted to access bp_PlayerPawn_C_0 via property CallFunc_Get_Dn_Pawn_pawn_3, but bp_PlayerPawn_C_0 is pending kill". Blueprint: bp_PlayerController Function: Execute Ubergraph Bp Player Controller Graph: mouseEvents Node: Set freelookEnabled
Anyone any idea what might kill the pawn?
Ok?
ur killZ might be too high
when in VR. these walls are getting occluded which is resulting in weird lighting issues. How can i make it so the walls are never occluded regardless which direction the player is facing?
project settings i think
world settings
ahh yea could be world settings
also mayB u can see in the output log what kills the pawn
Anyone know how to get sublevels loaded when using the movie render queue? I just get errors in the output log that they are not loaded.
it's not KillZ
I have an Event Destroyed on the pawn: pawn destroyed at: X=9147.355 Y=-10060.146 Z=9808.600
is there any way to find out what might be killing the pawn?
Actor lifespan maybe?
Yeah, that is very odd. If it isn't time-based then lifespan won't be it. I've seen newbs set initial lifespan before thinking it was something to do with a built-in health system, haha.
:>
I just wanted to see if it's maybe the replication graph and broke my project..
good thing I committed before I did it
is it possible to make a mesh ignore the camera frustum so that it is always rendered, even if the player is not looking at it?
oh man.. I had this bad hunch it might be the replicationgraph and it is.. FeelsBadMan
Yo im new to unreal and wondering how i would go about making a more accurate combat system. Ive managed to make a basic system where a collision box appears in front of the character to deal damage but id like to try to make something that follows the sword mesh closer, if that makes sense
It was CullDistanceSquared. Works now. FeelsGoodMan
Hey guys, i want to trigger a node on when two separate workflows are done executing
how to achieve that
its like creating an and statement
when workflow 1 triggered and workflow 2 triggered, then do something
how to implement that
TIA
"and" node?
Seems like this is the solution, however i cannot connect the nodes, it says "exec is not compatible with boolean"
it's hard to give any advice without screenshots
My bad ill addx them
Hello, sorry to bother you guys, i was unable to find a video on this. Could someone explain to me what a new level does?
@somber mantle it doesn't do anything if you don't make it do something in its blueprint
new level == new map to make things in 🙂
I want to do something when the playButton event is executed and when the ctalystVideoAdDelivered is executed (both are custom events)
The branch node also gives an exec instead of a boolean
a boolean is true or false, the branch node give you a true or false exec. do some research into booleans and branches in unreal. youtube is in no short supply of videos about this topic
hi
as you can see in this video
my character's camera is moving
but flashlight don't move
how can i solve this problem
u want the flashlight to move with ur camera?
yes
make it a child of the camera then
sorry my english isn't perfect
how ?
So I have a weird issue, the movement gizmo for everything has disappeared, I cannot drag move anything (version 4.22.3)
was in a match mb
If I want to be able to paint my landscape with grass, dirt etc, is layered material what I need, or it's called something different?
Is there a way to dive deeper into the Reference viewer? When migrating certain maps in my projects, other maps come along for no apparent reason.
anyone using logic driver pro plugin?
It’s because the main texture doesn’t tile.
This might help https://youtu.be/M2rOitk_I9g
As a beginner and novice, I'll explore the new Volumetric Cloud system in Unreal Engine 4.26
Timestamps:
10:33 The VolumetricCloud actor
15:22 Explore the Cloud Material Instance
19:30 Cloud Material parent and graph
Guerilla Games...
Thank you very much!!!
is it normal for unreal to always take 50% of my cpu ?
eyo erm... could I make terrain transform so that if some object has been lying around, dirt covers it and makes terrain over it?
Some like, for the area of the object, get the height, raise terrain in that area to that height
-.. Thinking ahead, people are just gonna height cap every map arent they...
Clarify/idea.. Can I have a function in the terrain to lift it within a sent areaparam, that gets called from a placed-in*world object after the object has been lying around for xtime
Disabling realtime may help
UE4 is a clusterfuck when it's about hardware usage, the editor at least.
If you have a CPU with low IPC you'll really notice it
what's your cpu?
i5-6500
Not that old but still, I used to run the editor in a 4.5GHz Sandy Bridge and it was a pain in the ass.
The other thing about Intel CPU is most of them got fucked up with all the patches Intel released to deal with spectre and meltdown
Total beginner here who did a c++ basics course and just went through some basic tutorials for collision and static meshes. Right now I have a blueprint object that I derived from a C++ class that now seems to be disconnected from the actual C++. It is flying in a direction of its own accord and I cannot determine where it is getting that value from, and any changes to its .ccp file are not being reflected.
Could I trouble anyone for a couple mins in a voice chat where I can share my screen? I just cannot figure it out. Feeling lost because I cannot understand how the object and its files are disconnected now. Sorry for being a pain, but I'd greatly appreciate it.
Post the code and explain what's the actual issue.
Also you have a C++ channel
@plush yew
okay sorry, I'm still figuring out where is best to ask things here. Not sure it's exactly a poorly written c++ issue, but rather that those files are being ignored altogether
but yes I can go there instead
solved: it was because of hot-reloading. I was advised to close the editor, build, then reopen. And it fixed it!
that was really driving me nuts heh
I'm trying to load in a uasset file via copy + paste
oh guys, who do I make a gird based maze
most of them won't work
Dang.
you need to use migrate
Ok looking that up now!
You can copy/paste the .uasset through your file manager
So I'm trying to load up an asset from github. If I'm understanding Migrate correctly I need to have the asset open in another project and then migrate it to the project I'm interested in accessing.
Not sure if that always works but sometimes does it
Yeah copy paste didn't want to work. The asset shows up in the file manager, but not in ue
I probably don't have all the necessary assets.
what kind of file is it
Any of you have issues installing Epic/UE4 lately?
I've recently reset my computer, decided to go install UE4; the Epic Launcher won't even install. Get's to "Getting Ready for your Update" and then gets stuck and says it's having trouble connecting. Also Rocket League won't connect either, on Steam, to the Epic Games Servers.
Reset my internet, tried turning my firewall off, uninstalled anti-virus, etc. Don't have a VPN. Nothing.
You might not be getting this exact error, but the process to resolve it may help you out as well: https://www.epicgames.com/help/en-US/epic-games-store-c73/error-codes-c100/how-do-i-fix-the-epic-games-launcher-when-i-get-the-error-the-necessary-prerequisites-have-failed-to-install-a3511
If you receive a Self Update Failed error message that provides an error code
like or similar to SU-PQE1223 or SU-PQR1603, this article cont
@fringe pivot It's one of Wadstein's WTF is files. (link - https://www.youtube.com/watch?v=eV8oL_vMMiA ). I can't find the function "Was Input Key Just Pressed" so I thought if I loaded the asset up I could find it that way.
What are the Was Input Key Just Pressed/Released Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
I'll have to see about finding that function later tonight.
Does anyone know if UDN still exists? I can't find links to it anywhere on Epic's pages and the url my project manager gave me takes me through a dozen redirects and then tries to get me to download various browser extensions, meanwhile the page has an invalid security certificate.
Yo, anyone know about the ESslTlsProtocol? Will it support TLS 1.3????
What's the difference between max brightness and EV100 in post process ?
how do i disable input to a widget? i have 2 widgets, the first one calls the second. but i dont want the bottom one to be able to be interacted with but still seen.
@ocean grove are you trying to access the node from your player controller?
@stiff sail put something in between it, like a image set to not allow input, or you change the input handling on those widgets to not be interactable or hit testable.
Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
I am having this error while packaging
can someone help me?
@plush yew you can export them as tga files
and from there you can slap it on blender meshes? o.o
that part I don't know
ill try and figure it out ;-;
noob question. Is there a shortcut to quickly toggle between a 4-up view layout, and a single view? In Cinema 4d it's MMB... I think in Maya it's spacebar...
@jagged edge This isnt a Cinema 4D or Maya Discord.
This is an Unreal Engine Discord...
Your also offtopic for the channel.
You would have been better to ask in #graphics or #animation
I'm asking if this feature exists in the UE editor
There is this button which shows additional views.
Hi guys I'm having a lighting issue with my project. For some reason one section of the wall is rendering differently. Here's a video of how it looks. I havent done anything different with this wall than the others. also no lights after the flashlight toggles on.
@grim ore I was not in player controller! I thought the tab icon on the top was a widget so I was there! I've found the function now thanks!
Spent the week trying to do a component visualizer for wall placement like with a series of points that i can modify as i lay them
Just to realize that im basically doing a damn spline
anyone familiar with slates ?
ok
silly but serious question
if i make my entire game and sell it
without ever recording the process
can i end up in some issues down the line
and if so should i record parts of the process
incase anything comes up so i have proof of its entire inception and creation ;-;
Does anyone know why this happens 🤔
https://storage.googleapis.com/maketheory-send/2f0bfa8f-83a2-477e-a9e4-e39e1c047c56.gif
theyre just brush cubes, for blocking purposes, with a material that has a position offset that animates (waving slowly). again just temp, but i wonder why its blinking...
Figured out my issue, Bounds under Rendering, I just set it to 2 and its fine
maybe your input actions are weird @wild void ?
Hello everyone, does anyone here ever tried both EEVEE and Unreal engine 4? I can no longer render in eevee because my VRAM is limited to 2GB for now.
May I ask if rendering instead in UE4 is better in terms of optimization and performance? I just want to render still image of my Daz scene. Too bad Blender is kicking me out because of low VRAM.
I wonder if it's better to import my scene to Unreal and render there instead?
P. S. it's just 1 frame only.
excuse me , I have the problem with unreal engine
I run it in mac m1
the screen showed like this\
how to solve this problem
is it possible to edit the delay node in a sound cue?
using a outside variable
eh nvm imma find a way to use blueprints delay
if i use 4k assets
is it possible to make them only render at 1080
because quixel is amazing
but i dont want my game to be 4k whilst using their assets i want to stop at 1080 :C
got it It's the pos snap value

😄
Hello guys,
In UE4, how can you make a mesh render with a custom pair of vertex / fragment shader? The MaterialEditor seems to be only dealing with fragment shader.
I come from Unity background. In Unity, you can write a shader with ShaderLab code and instantiate a Material from it then apply it to some meshes. Is there anything similar to that in UE4 or any way to achieve that kind of behavior? as I prefer to write the code myself rather than using the MaterialEditor.
I'm new to the engine and to this server so I'm sorry if my question was already answered. Thank you
How the server download system works like for next level you have to download the level in the game[mobile] how to connect to server to download or if we use any like Google drive to download level
Enter the Texture and change LOD Bias
@wicked shale https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/ExpressionReference/Custom/index.html
Expressions that allow the use of custom, plain shader code.
@wicked shale You just rightclick in the material editor and add a "custom", then from there you can add HLSL, make inputs ++
But it only allows me to write fragment shader code, doesn't it? I also want to write code for the vertex shader.
@wicked shale there I'm blank I'm afraid, haven't yet explored it much. But you get access to variables from the material in the HLSL code, also vertex info I think, but yeah I don't really know much about using it. In regular material you have the potential of modifying vertex info like world offset and displacement, just guessing really but I don't know.
@wicked shale https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1432392-vertex-shaders-material-editor
Hi all.
I've been reading this article on rendering in UE.
https://medium.com/@lordned/unreal-engine-4-rendering-part-2-shaders-and-vertex-data-80317e1ae5f3
Hmmz, I have a Niagara system using a static mesh for making particles, not static mesh particles but from a static mesh sprite particles.. and I have set the mesh and it works after clicking "fix" on an error saying "cpu access", do I really have to change the mesh to all the different meshes I will eventually use just to "enable" them for Niagara or can I with blueprint f.ex. or other way set this "cpu access" to enabled for all meshes of buildings and ships in my game (making a "building reveal" particles thing)
Not a big deal though, I'll manage, it just feels odd..
Another thing is: I have a "scale color by speed" and a "color" node, it doesn't seem to use the color node (parameter player color) when enabling scale color by speed, it is just white ..
Doh, I should've written this in #niagara ..sorry
..
Hey all, I need some help with reducing the compile time when building a landscape material.
Basically, current it starting to compile 800+ shaders every time I made a change.
So it's about 2 minutes on my PC. I wanted to find some ways to reduce that.
Any kind of help would be great.
BTW: This is how I setup my auto-layer.
I also made it available on GitHub: https://github.com/GameDev4K/unreal-open-land
anyone know of some good places to find dirty lens textures?
@floral mesa hello
i don't know which channel i should ask ...so i ask the question here.Sorry for disturbing .
Anyone know how to save the material function so that next time when i open a new project i can add the mf by searching in library?
TIL you should probably flip the green channel in your normal map
I think you could set the priority to high / real time in windows for ue4
In task manager
I think there are some in megascans
wow really? i’ll have to take a look
Oh! That's interesting. I will check that out. But I assume my all 16 cores are getting maxed out when compiling.
Does anyone know if it's possible to save assets like Niagara FX and textures from UE4 4.26 to 4.25 ?
I have tried migrating them but the folders end up empty
you can never migrate assets from newer to older version
looks cool but why is this not on the marketplace?
because its free?
you can have free stuff on the marketplace?
I didn't know that?
Good thing you told me?
i guess?
Reasonable assumption on my part though?
mwah?
mwah!
cool of him to make it available for free. I take any good art I can get
Been searching for a good landscape material for a while now.. Even tried to make my own by blending Quixel stuff. looks okayish I think: https://i.imgur.com/PwTSvWM.png
But I can't find any good palm trees
doesnt that learning tab vehicle project not have decent palm trees?
Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names
I am having this error while packaging
can someone help me?
Yeah! I'm adding it soon. Need to update tje documentation. Trying to do that in few days.
I didn't know you can't make it available on the MP for free so it's all good. Github is a good place to have it
I can make it FREE on the marketplace. I hope.
I'm playing around with it right now, trying to get the hang of landscapes
Amazing. Thanks.
@sonic quest you cant put free stuff on the marketplace
@fierce tulip am I allowed to use all the content of the learning projects in my game?
yup
Oh really. I saw there's a FREE option.
it wont be accepted.
How VaRest is available for FREE: https://www.unrealengine.com/marketplace/en-US/product/varest-plugin
?
afaik it must have been accepted by epic once the author recieved an email with the request to submit content to the free collection
hello guys do you know why when i export from substance painter to ue4 the texture is high quality but when i add a skeletal mesh the texture downscale from 4k to 240
Oh! Thanks for the info. I will have a chat with them. If not, try to use the lowest value possible.
wonder if that's a quality control measure 🤔
they arent accepting content by emailing them, it needs to be on the marketplace first, and if they consider it interesting/sells well then it might be put up for free. (long process)
what does that plugin do?
It's an HTTP client for Blueprints.
@fierce tulip I found this:
That's from the marketplace guidelines.
yours is not a code plugin
iirc thats not the whole story
epic accepted it, and paid them a one-time fee
unless my info is wrong
Interesting. Thanks for the info.
I just emailed the support. At-least I tried 😄
Yeah! It's pretty hard to find good palm trees. Brushify has some cool stuff but that's not FREE.
I will work on some trees once I moved OpenLand a bit far with current goals.
Hello, where do I ask help to fix a bug I have?
in the channel where it fits best
so which one?
i cant tell you if all you say is "bug" hehe. whats the problem about?
When I launch ue, the project browser is all black and it says it's not responding. Also I can't close it
Screenshot please?
Here. In the back it's my desktop
that kinda thing... wont be really solvable that easily unless you send a bug report to epic with all sorts of additional information.
it could be anything, your computer, drivers, weird software, the ancient burial ground your house is build on, the alignment of the stars, etc
hello guys, i have a mesh with 2 arms. If i want to use them for a first person should i export to blender, rig the mesh and reimport?
I've seen people having the same problem with RTX graphics cards (I'm on AMD) so it's not my hardware. Also I tried to uninstall it and reinstall it didn't do anything...
i personally cant help you sorry, unless someone encountered the same thing.. with such things its often a lot of trial and error.
@willow seal maybe post this on the Unreal Forums.
Forum Description
Ok tysm all
Any experience on using Unreal logo on your projects thumbnail for example on ArtStation portfolio etc? Do you ask permission from Epic or..?
Is it a law or a norm..and how many follow?
hey for some reason my particle is delayed by around a second even tho i turned off all the delays
@midnight gate what about spawn module?
changing anything here doesnt change the delay
i tried setting burst to 100000 and to 0 it changed nothing
I tried copying the content from the vehicle sample to my game but it comes out different, I have the same problems as with my own landscapes/materials, it just looks whacky:
vs
what am I missing?
@fierce tulip
How much need strikes for ban?
Hi all, advice for a new workstation:
It is ok to have UE4 installed on a SSD, but all the projects are stored on a “classic” mechanical HHD?
@vague escarp sure.. if you want to wait really long
Or having both the engine and projects on a SSD ( different ones, not both on the same SSD ), make a huge difference?
Good practice.
@tough pagoda 3, but after X weeks a strike gets removed
Project on HDD doesn't impact on work of ue4.
I have my engine on the M2, the main project on a standard SSD and the secondary stuff on HDD
My idea was to have a SSD just for the various UE4 version and the Os
And another one for the projects
Once I’m done with a project I usually back them on google drive
So on the HHD or SSD there are going to be only a couple of projects
A 1tb would be enough
I think that strike for trolling hasn't any reason. I said everything as it is that I watched this list, you interpreted it as trolling.
still do.
Where in my messages was trolling?
:)) - smile is trolling now? I think that it is necessary to treat people easier.
But okay.
just to make it clear: 9. No discussing moderation.
You did it. Anyway I can't appeal.
kk
But, I'm in black list, so I dunno where I can say it.
Have a good day.
you are not on a black list, as long as you behave like a friendly neighborhood member, all is fine.
Okay, I understood 🙂
Yo im new to unreal and wondering how i would go about making a more accurate combat system. Ive managed to make a basic system where a collision box appears in front of the character to deal damage but id like to try to make something that follows the sword mesh closer, if that makes sense
Current projects should always be on an SSD - really makes a different. I keep all projects on a NAS and copy across to SSD when I want to work on them, so the SSD only has current stuff on it [needs a bit of discipline to remember to backup though].
https://gyazo.com/3d5deee9dd6615cf8888db3056d615b6
Hey, I want to export these meshes to unreal engine, but I would like to have the exported separately (not as one mesh) as I would like to modify the walls after I've exported it? And I want them to maintain the position as they are in blender. I can't seem to manage it. If I combine them (ctrl+j) it becomes 1 mesh, and if I just select them all while they are not combined I get each wall/window/ door separate and they don't save their position. Is it a UE4 issue or blender?
Yooo! I have 4.26 installed locally but epic doesn't detect it, can't install 4.26 from the menu either
What the heeeeelll is going on
ok really jank question
ive seen dance videos with cloth simulation
in unreal engine where the clothes are torn from just dancing
which begs the question
can you use chaos system for mesh destruction
on clothe simulated meshes
Are you gonna undress people while they dance? That sounds like stripping, doesn't it?
well
A little bit naughty
something like that
I have never tried it personally, I usually make the simulation in Cinema4D or blender, and then export everything together.
i want to create a game where you truly feel like an absolute savage during combat and the game gives you aesthetic means of presenting your savagery ;DDDDD
Ooooo
and i know meshes are possibly added to destruction possibilities
but i know said meshes can have cloth sim
so the real question is
can you have a mesh have cloth sim & mesh destruction at the same time
if so my borderline hentai savage arena fighter can stay true to its nature
you can blame goku when i was 6 years old for wanting this in gaming since the atari came out
Yeah I just remembered that in some parkour game you could run through flags or cloth and it would tear, that was awesome at the time
Maybe, however I never forced my actors to undress in UE4 by tearing their clothes apart so I don't know if it's possible, never seen it done in any ue4 projects. But it would be awesome.
I'm so frustrated I can't get UE4 to run after reinstalling windows
imagine a fighting game with actual proper clothing destruction D:<
moments like this would be magical
A while ago I wanted to make a stickman game where your enemies are made out of paper and you can tear them apart
oh thats actually pretty cool
However I worked so much lately that I just didn't find time to do it
o.o
can someone explain to me how this works?
it seems to be a standard color parameter but it's a gradient?!
Does anyone know where I can find materials that use anisotropy in 4.26? There has to be something since epic has screenshots.
If anyone has the automotive materals pack with 4.26, maybe it's in that? I built from source so I can't download it.
How do you enlarge the camera preview window?
i got a proble
i am importing some character mesh
while importing , it is not importing material
how do i import material
please help someone
generally you need to recreate the material
can i download ue4 outside of epic launcher? im trying to install it on a VM
I think the source is available - and it can be installed on Linux, so there must be a way.
or can i just copy paste the ue folder 😄
i've read about the source, but it takes time to build and the server im using is per hour so you know, im trying to avoid that if possible 🙂
You're gonna run editor on a server per hour?
not entirely, i will import already made sceneries on my shitty laptop to the server and do the finishing touches here
is it possible to create a brush so I don't have to place a lot of meshes by hand? (trees)
i cant view the textures and stuff properly on my own computer but its entirely possible to build a scene without it
sounds rough
i have geforce MX150, it is rough
I've posted a question on reddit because I can't submit on answer hub. If someone wouldn't mind having a little look for me it would be greatly appreciated https://www.reddit.com/r/unrealengine/comments/kx5g8y/why_is_everything_going_dark_when_i_look_left_but/
hi, i have a slow rate of understanding words;
- In the *editor you can make splines, im searching for *** using the spline in the ***game ***itself.
got understanding in making a bridge with spline actor in the editor.
What **Result **i want?
- (((Tick) count costs of making wall)).
- You walk with third person character in game.
- Open Build menu.
- Activate Wall Build.
- pinpoint wall Build.
IF LANDSCAPE IS NOT EVEN THEN THE WALL ADJUSTED TO IT AUTOMATICALLY. - Start / endpoint .
- Build if Resource is lesser then haven resource.
You have your wall 🙂
can someone have a little bid advice ? 🙂
Chaos Cloth docs mention a wrap deformer - where the flip is it and how do I find it? Literally no more documentation on it 😦
