#ue4-general

1 messages · Page 918 of 1

dim arch
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its supposed to persist across level changes

gilded plinth
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yes and i want it to do that

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i'm just looking for a faster place to change it other than project settings

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just kinda annoying to remind my team to check project settings all the time

dim arch
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cant you just use your code in game mode, or some other class which can be switched during runtime?

gilded plinth
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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

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this kind of logic rly belongs in game instance if it were multiplayer

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not to mention some logic i do want to persist between levels

dim arch
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you could probably make a python script to bind to the PIE button and switch it then

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but click PIE binding would need editor modification

plush yew
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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 ❤️

orchid haven
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Hello! If I'm a newbie with noob questions is there an appropriate place to ask?

narrow plaza
plush yew
orchid haven
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Awesome, ty

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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.

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Not specific to music but just any audio in general. It would save me so much time.

proper perch
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fairly new to UE4. is it fine to use materials to color meshes instead of textures? any issues with optimization?

grim ore
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@orchid haven the new audio engine can turn audio into the raw data and you can go off that but specifically tagging audio no

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@proper perch materials are what go on meshes no matter what, textures are just a part of a material on a mesh

proper perch
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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

grim ore
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textures use more memory than just say using a float to color the mesh so yes it would be "better" in that case

proper perch
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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

grim ore
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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

proper perch
grim ore
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yeah fbx import wont import texture automatically, they at the best would come in a solid color

proper perch
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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

grim ore
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materials in ue4 do not map the same to external programs

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super weird

proper perch
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yeah all good. thanks man

grim ore
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sounds like its just the basic material in blender so it should have come over with those material id's

proper perch
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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.

grim ore
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ah so not just using colors in blender but actual texture? yeah that wont come over

proper perch
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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

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yeah

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materials in blender export from blender and import to UE4 just fine

grim ore
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ah... see that might be the issue

proper perch
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but can't figure out textures

grim ore
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scaling the mesh down too small can cause that issue when importing it into ue4

proper perch
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oh

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didn't think of that. the scale was like .001

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hm

grim ore
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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

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theres a checkbox to try and help but just making it larger might be the right answer

proper perch
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yeah just read.. basically overlapping faces/verts/tangents

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interesting

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thanks for bringing that up. will have to try it

grim ore
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can't hurt 🙂

proper perch
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would be good if that was the only issue. I'm working with low poly for god's sake! 😂

plush yew
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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

plush yew
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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 ?

rough finch
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anyone good with the water plugin?

plush yew
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ok weird question should i do morph targets for character creation

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or do coloring and shading for my models first >O>

hoary holly
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Anyone know how to make something bounce between enemies, like captain americas shield?

narrow plaza
hoary holly
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Just any generla idea, i've got no idea how to get started

narrow plaza
tranquil falcon
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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
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Flipped normal?

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or bad seams

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Seems like a model thing

tranquil falcon
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@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.....

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@hoary holly thanks for the tip

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@hoary holly that was it. 😫

hoary holly
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Which one hah

tranquil falcon
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@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.

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And now, time for some cyberpunk 2077

median hound
wanton lotus
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Uses MoveComponentTo and then SphereOverlapActors to determine next enemy to hit.

hoary holly
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That's a pefect start

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Thanks so much

harsh comet
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A quick general question. When using physics on assets is it better to adjust everytime the weight for every asset using physics?

gloomy gull
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lmao

gloomy gull
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🤣

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sure

median hound
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how fast can it compile shaders

grim ore
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if you are using ue4 make sure to turn back on SMT or your wasting half your performance

median hound
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can i use smt?

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i5 9400f

grim ore
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smt/ht is on by default unless you turn it off

median hound
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yep this one dont got it the hyper of thread thx

harsh comet
gloomy gull
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@plush yew That's OP

gloomy gull
muted wren
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Im a 4th year comp sci student wanting to learn unreal engine

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What would be a good resource for learning?

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I'm hoping to avoid going over the basics of coding as i have some experience with it

harsh comet
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@gloomy gull Alliright thanks for now 😉

muted wren
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Would it be worth it for me to just do i straight up blueprints course?

gloomy gull
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I don't think u would have much trouble learning this if you've been doing cs for that long

muted wren
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I was watching some beginner tutorials and they seemed to aimed a little to basic for my level

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Should i just learn out of a book instead?

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I have only a course and a bit of c++ but im much stronger in C than c++

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Im learning some 3d graphics programming this semester in js as well

gloomy gull
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Interesting

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@muted wren I would leave the js 3d apart from ue4 game dev

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I believe you should get used to C++ a little more syntaxically

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And definitely great to learn Vector Math

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Including 4x4 matricies

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This'll ease the concept difficulty that comes with Unreal

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So u can focus on learning the framework

muted wren
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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

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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

burnt iron
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Tom looman released bew project foe github!!!

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It was just recently!

fierce summit
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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)

split lake
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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

wind ivy
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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...

▶ Play video
fierce summit
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Does your car use physics?

west merlin
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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

fierce summit
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at 22:30

wind ivy
fierce summit
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Can yyou scroll down on the right panel to the physics section?

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You need to tick *simulate physics" there

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Oh nvm, my my mistake, first you have to select the mesh on the very left panel

wanton lotus
lusty scaffold
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this event prints "hello" at random intervals, but it does not work...

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why?

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i know the rate at which the event is called does not matter since the delay node ignores extra calls

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in theory, this setup should print "hello" at random increments no more than a second appart

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does updating the duration of delay node reset it?

sage gazelle
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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.

fierce summit
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do you have enough hd space? happend to me when my disk was full

sage gazelle
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yes I have 400 gbs space left so..

wanton lotus
barren nebula
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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 😦

wanton lotus
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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.

lusty scaffold
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so.. how can i setup a repeating timer with a delay that i can update?

barren nebula
wind ivy
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But as tutorial says wheels must be Kinematic

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also, in UE 4.26 Do you also have similar problem with volumetric cloud?

wanton lotus
fierce summit
stark ledge
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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!

lusty scaffold
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i fixed it

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updating the "delay" float, now changes the delay of the next loop

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updating the timer :o

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apparently my Event BeginPlay was being fired multiple times or something.. still not quite sure what the problem was..

tame marsh
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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

dim arch
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you need to delete the old mesh, or import it in a new folder

tame marsh
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Ooph 😦 Well luckily there aren't many references to it yet

dim arch
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there is a replace references too

tame marsh
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Oh radical

magic fern
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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

grizzled kayak
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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 ?

plush yew
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hi guys

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i'm working about a horror game on unreal engine

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and now i'm makin AI

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but iwant to ask a question

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I want to do : When a Sound Appears AI will go it

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go on it

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i can't find it on the internet

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how can i have all assets thing show up

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it sometimes shows up randomly but i cant manually set to all assets

fallen marten
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@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

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@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

grizzled kayak
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@fallen marten Thanks for the information 😉

plush yew
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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

narrow plaza
magic fern
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this is the log file, no specific error

deft haven
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Is there a guide somewhere to learn unreal engine 4 using c++ and avoid blueprints?

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Every guide I have seen it uses blueprints and I truly dont want to use them

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Unless I have no other choice

narrow plaza
magic fern
narrow plaza
magic fern
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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

vocal python
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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?

thick herald
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Send to Unreal (Blender addon) version 1.6.3 now supports sockets for static meshes! Much happiness!

plush yew
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hi does anybody know maybe plugin or software to make like t pose model to epic skeleton pose THanks 🙂

civic mauve
clever axle
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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

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I have downloaded some materials from quixel and blended them but don't know where to go from here

thick herald
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In Blender, add an empty to the mesh, rename it so it starts with SOCKET_

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The socket thing isn't new, but STU supporting it is 🙂

spare latch
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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 ?

azure shore
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well if the animation doesnt look good on a weapon, make one for that

hoary holly
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Anyone able to help me figure out why I'm getting an infinite loop on this sequence here?

wary wave
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your infinite loop is outside the scope of that function

hoary holly
wary wave
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yes, that's just where the script exited when it discovered it was iterating over the same stuff thousands of times

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that doesn't mean this function is directly the cause

hoary holly
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Ahhh, thanks

wary wave
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I would suspect the cause of the infinite loop may actually be directly nearby whatever calls this function

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but that's just a guesstimation

hoary holly
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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

wary wave
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I don't suppose something you're doing is actually causing 'Event Move Forward Input' or similar to be triggered again?

ocean salmon
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Does anyone know an ETA on 4.26 bug fix updates? I crash every two minutes.

hoary holly
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What're you doing to cause crashes that often lol

ocean salmon
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Clicking anything lol

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I have disaster recovery enabled, thankfully, but it's awkward to lose one minute for every 2 minutes of activity

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The error is ALWAYS that UE loses the handle to the graphic device. I always submit bugs.

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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.

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nobody else has this issue?

midnight gate
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is theres any way with bp i can set naigra material?

thick herald
midnight gate
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yes thanks i will now go and google it as if i havent been on google page 2 already

plush yew
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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?

light thunder
plush yew
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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

light thunder
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you know all about stat unit and stat RHI and all the optimization tools?

plush yew
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Uh actually no...👀 what is that

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I’ll see that on yt

copper flicker
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So again me asks. Does anyone know.. why after like 20-30 min of use, all my Unreal Right Click windows become BLACK?

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Anyone having this bug??

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I haven't even updated Unreal, I use 4.24.3

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And been using it for over a year.

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Maybe some Nvidia update screwed up Unreal's UI?

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🐸

torn breach
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All I could think of is that it is an issue with an Nvidia update

copper flicker
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If there is.. I'm sure Unreal fixes in the latest version only

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but I use 24.. oh joy

torn breach
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Have you tried it on other projects and versions to rule out it as being an Unreal problem?

copper flicker
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nopr

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I only have 1 project I work on

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and I ahve no space for multiple version I think

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versions

torn breach
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I would confirm that before messing with Nivida

copper flicker
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I was just thikning maybe others have had a similar issue

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I could maybe reinstall

torn breach
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It doesn't look like anyone else has had that issue. Yeah, that may work.

copper flicker
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it takes too long to debug Unreal issues.. so working on other projects in other Unreal versions.. takes time

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I'm trying to avoid that 😄

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it takes me maybe 30 minutes to trigger the bug in 24

torn breach
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Try the reinstall and see if that helps

copper flicker
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yeah.. maybe

torn breach
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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?

sinful sage
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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?

winter gale
plush yew
clever axle
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quick question: how do you add a spline in the water feature?

copper flicker
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@plush yew no can do.

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4.25 already breaks my project

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haven't tried 26

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24 is fine, I expect any major engine changes to potentially affect the project in bad wayzzz

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I mean it's an unnecessary risk

clever axle
gray kindle
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alt click

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like u would duplicate an object

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alt and drag

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exactly half of it is broken

clever axle
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ah, sweet, thanks

willow tinsel
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does anyone have Twinmotion?

plush yew
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Hey Everyone does someone want to help me make a game or learn how to do?

fierce tulip
plush yew
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okay Thank you

silver crown
harsh tiger
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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?

silver crown
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Have you tried in a new map?

harsh tiger
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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

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i changed the lights from static to stationary and then rebuilt and repackaged. an now it's not as dark

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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

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i never had this issue in 4.23. veryyyyyyyy strange

dawn gull
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How do I get a reference to the closest actor of a specific type?

harsh tiger
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could "Mobile HDR" being turned off be a factor to the issues im having @silver crown ?

silver crown
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Dunno

harsh tiger
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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

frank python
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does epic buying RAD tools means that kraken/oodle compression will be open sourced soon so everyone can use it in UE4 ?

harsh tiger
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this only happens when playing standalone on the quest 2 headset. when playing through oculus link in the editor it's just fine

gloomy gull
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@harsh tiger I think it may be related to Frustum Culling

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I'm not completely sure, but can u try it out w/o the culling?

gloomy gull
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I think they're gonna integrate them into the engine, but not completely open source em

harsh tiger
gloomy gull
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I'm pretty sure; you will probably get more info from google than from me at this point XD

frank python
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well they did get nvidia to open source physx just so that there isnt anything left closed source in the stock ue4 config

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would be weird to require binary-only kraken compressor if it gets integrated to not be a plugin anymore

past stag
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I got good idea for game from my classmate 🙂

harsh tiger
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do you happen to know the magic number for min screen radius values rather than me guessing for a hour @gloomy gull ?

plush yew
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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?

gloomy gull
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@harsh tiger Sorry, I've never messed with those settings

harsh tiger
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Ahh, okay. thank you. I think it's got me going in the right direction

ocean grove
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Is there a way to comment out code? Nope 😦 doesn't look like there is.

past stag
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There is," //" or "/* */" In cpp @ocean grove

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// is single line, /*This is multiline comment */

ocean grove
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@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.

past stag
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Think in bp you might just be able to disconnect nodes and they are kind of like commented out

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But i dont think there are proper way.

ocean grove
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Disconnecting nodes seems like the only option.

past stag
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Why isnt unreal engine set as default button in the editor preferences working? it resets when i create new project.

grim ore
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@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

lusty carbon
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What's a good way to control roughness strength in shader?

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Lerp? multiply? how?

grim ore
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depends on what you are using for your roughness and how you want it to look when not using it.

lusty carbon
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I just want an intuitive slider from Roughness 0 to 1

grim ore
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set up a parameter for a single scalar then

lusty carbon
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but i have a texture map for roughness

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hence the question in the first place

grim ore
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you didnt say that you said value 0 to 1

lusty carbon
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ok

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sorry then

grim ore
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so you want to go from a texture map for roughness at full strength down to 0 when no strength?

lusty carbon
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yeah

grim ore
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what you have there should work then

lusty carbon
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It's not really 0-1

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for full roughness I need to go beyond one

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How can I normalize it?

grim ore
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well I mean 1 would be the full B value on the lerp so it has to be the output, have you compared?

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if you need the B stronger than multiply the input to B before plugging it into b

lusty carbon
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ok thanks!

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I have another question

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I am using Post process material to flip the entire screen, for a mirror interior look

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But it inverts movement controls too. How can I <not> invert the controls?

tough pagoda
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I can't play attack anim montage, when my character is moving.
How to fix this?

plush yew
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For ex: suppose I make a map with hundreds of 256^2, 128^2, 64^2 tileable meshes

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do I have to merge to reduce drawcalls?

steady bronze
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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

maiden socket
#

What a legend¡¡¡

#

🤩 🤩 🤩

grim ore
#

I definitely do not lol

maiden socket
#

Sorry for the ping

#

Shouldn't have

grim ore
#

@tough pagoda how are you trying to play the montage and how are you playing the run animation?

tough pagoda
#

Okay, I will send my bp.

#

I have parent and child class.

grim ore
#

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?

tough pagoda
#

In child only implementation of attacking.

#

Is this overriding or what?

#

I'm using slot manager and so on.

#

But.

rustic vine
#

TCP VS ASIO

#

which socket is fast (mmo socket) ?

grim ore
#

@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

grim ore
#

I guess I should ask you said when its not moving, so does it work when he is standing still?

tough pagoda
#

When I don't move I can attack.

grim ore
#

are those screenshots from when its not moving?

tough pagoda
grim ore
#

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?

grim ore
#

so if its still looking the same, are you sure that play montage is firing when moving then

tough pagoda
#

Yep.

#

I debugged it.

#

Anim, BP.

plush yew
#

Hello guys how do I make a progress bar show a variable?

tough pagoda
#

In graph cast to your character.

#

Promote to variable.

#

In bind: expand --> choose your var.

grim ore
#

@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

tough pagoda
#

Firing only false node.

#

But it's good.

grim ore
#

if you unhook the boolean on the top and force it to true does it work as a test

tough pagoda
#

Okay.

#

I will try.

#

Yes.

#

He's doing it.

#

But he is sliding on floor now.

grim ore
#

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

tough pagoda
#

Yes.

#

I know.

#

Anyway thanks for help. Maybe I did something wrong in parameters.

plush yew
#

i just bought

#

😮

inland aurora
#

I would love to make a procedural enviroment generator tbh

#

but, I haven't formed a idea about that yet

tough pagoda
#

I forgot to make layer setup.

#

For my bones.

grim ore
#

ahhh

tough pagoda
#

@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?

grim ore
#

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

tough pagoda
#

@grim ore
Blend Pose 0 this is the layer or mask that will not be affected by Base Pose? I understood correctly?

grim ore
#

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

tough pagoda
#

Thanks for help. I'm weak beginner.

#

Can't understand something logical or so on.

grim ore
#

some of this stuff is super complicated since it's so powerful so don't worry about that

tough pagoda
#

Roger that.

plush yew
#

A question unity or unreal

crimson vapor
#

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

tough pagoda
tough pagoda
#

Unity has open world games.

plush yew
tough pagoda
#

Genshin Impact.

#

For example.

plush yew
#

Fortnite is open world sorta

tough pagoda
fierce tulip
#

@tough pagoda just because you havent seen open world games made using ue4 does not mean there arent any.

plush yew
#

Unreal

grim ore
#

if you have a slow pc, unity for the basic rendering setup uses less resources.

tough pagoda
#

Yeah.

fierce tulip
tough pagoda
#

But, how much slow PC bro?

grim ore
#

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

plush yew
#

Days gone is open world made with ue4

tough pagoda
#

Didn't find.

#

:))))))

buoyant graniteBOT
#

:triangular_flag_on_post: Жоржик#2367 received strike 1. As a result, they were muted for 10 minutes.

plush yew
#

Bruh

#

What

#

Where do i learn it i cant find any good resources

grim ore
#

learn what? all game engines have learning resources on their websites

plush yew
#

Also i heard unity is more flexible as unreal is made just for shooters

fierce tulip
#

troll factor is high today

plush yew
#

In a comparison video

#

I am not trolling

grim ore
#

if your asking for real advice, don't ask for advice and go do some research yourself

#

your just throwing our random crap

fierce tulip
#

^

plush yew
#

I think unity doesn’t even have an auto LOD creator system

grim ore
#

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.

fierce tulip
plush yew
#

Cancelled from where

#

It was released

#

But is ue hard

grim ore
#

chances that is the new UT that was shelved a few years back

fierce tulip
#

ut4 has never been official released

plush yew
grim ore
#

walking is hard until you learn how to do it, why would anything else be different

plush yew
#

Like how many class🎉and functions are there to memorize

grim ore
#

47 million

fierce tulip
plush yew
#

I think you will never memorize them

#

I went through the docs and they were not very nice

#

If they are 47 million

grim ore
#

it sounds like you have a decision on UE as an engine already, no one here is going to try and change your mind.

forest tree
grim ore
#

true, .26 added the new water system

hexed inlet
#

Hello

plush yew
#

Actually I think ue4 is better just cuz I love using megascans and I don’t have the money to afford it

hexed inlet
#

could one of you guys look at my coding, I've been having a problem recently

inland aurora
#

Im using save game to slot to save a array of vectors, how can I display the information outside from the game?

plush yew
#

?

grim ore
#

@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.

inland aurora
#

inside the editor

hexed inlet
# plush yew BP or C++

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.

inland aurora
#

Wouldn't be logical the save actor, to have saved the locations?

plush yew
#

Should i start with bp or cpp

inland aurora
#

the save object**

plush yew
grim ore
#

@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

plush yew
#

If you don’t want to create gta V in ue4 ur fine

#

With BP

#

Lol

tough pagoda
#

@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?

grim ore
#

@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?

inland aurora
#

I'm saving procedurally generated locations, so instead of the client doing the heavy calculations, it loads the data from a preset

fierce tulip
#

14 mmorpgs, 17 rpgs, and at least another few dozen games with big worlds, yet you count none. >_>

tough pagoda
#

Like Assasin.

#

The Witcher 3.

#

Fallout 1, 2, 3, 4.

grim ore
#

@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

fierce tulip
#

lol, "open world" is not a genre

plush yew
grim ore
#

is borderlands 3 considered open world?

grim ore
#

well it feels like it to me but I dunno if it fits your criteria

tough pagoda
#

OW is gameplay machanic.

#

UE4 not good for this gameplay mechanic.

grim ore
#

what is the open world mechanic?

fierce tulip
#

<_<

plush yew
tough pagoda
#

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.

obsidian nimbus
#

Fortnite is openworld 😛

plush yew
#

Metro exodus should be ue4.

tough pagoda
#

Yes, it is.

#

But it's not OW.

plush yew
#

And it’s open world

#

Yes it is

tough pagoda
#

Nope, very closed locations.

plush yew
#

After you complete some missions you can free roam. If that is what you mean with OW

tough pagoda
#

Uh... You know, for me OW is The Witcher 3, Fallouts, Assasins, Genshin Impact.

fierce tulip
#

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

tough pagoda
#

Fornite is session game.

plush yew
#

Wait so you want to know if ue4 is good for OW games? Yes it is.

tough pagoda
obsidian nimbus
#

Fortnite is openworld

grim ore
#

the batman games are free roaming open world and Unreal Engine

modest trench
#

Does Satisfactory count?

tough pagoda
#

That you attached.

#

I found only 6 games with this tag.

#

And MMORPG.

#

Can be not OW.

grim ore
#

well 6 is more than 0

plush yew
#

Could you tell us why u want to know the open world games in ue4 ?

grim ore
#

hell there are way more ue4 games coming out/released than I had thought

tough pagoda
#

I dunno, for me map not so big. I think that can be.

#

I played.

grim ore
#

well its action-adventure according to that list

indigo inlet
#

Sea of thieves is an open world adventure game

plush yew
#

Ark is considered open world?

indigo inlet
#

just not a good one

tough pagoda
grim ore
#

I wish Fortnite:STW would come to consoles at some point 😦

tough pagoda
#

STW is?

plush yew
#

Save the world I think

obsidian nimbus
#

you should use Lumberyard for open world games, its free and star citizen uses it

indigo inlet
#

no you shouldnt

#

it sucks

obsidian nimbus
#

clearly its the best pick for the job

indigo inlet
#

no it isnt

#

it sucks

#

ive used it

plush yew
#

What is that

indigo inlet
#

id rather re learn C# instead of using lumberyard

ancient quartz
#

I think STW is on consoles, just not switch

plush yew
#

STW had to be free in 2018

haughty marsh
#

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!

indigo inlet
#

people who use lumberyard use it because they are paid to use it

ancient quartz
#

Using Star Citizen as an example of how to develop your own games is... an interesting approach to decision making 🙂

#

ino, of course

tough pagoda
#

Lamb is dev of Amazon?

#

Yeah?

tough pagoda
#

8 years.

indigo inlet
#

wait is that Tom Shannon the TA at epic?

tough pagoda
#

Damn.

ancient quartz
#

O_O

indigo inlet
#

we've met before

obsidian nimbus
#

hmm my lumberyard propaganda not takin hold here..

ancient quartz
#

Why not just use CryEngine?

#

🙂

indigo inlet
#

Id rather use MS paint to texture assets than lumberyard to make a game

fierce tulip
#

@tough pagoda stop with the gif-spam, thanks.

plush yew
#

Why is ur name orange

tough pagoda
#

I didn't know that gif are bad. Okay...

fierce tulip
#

@plush yew iunno, must be a fluke

#

also heya @ancient quartz

tough pagoda
ancient quartz
#

Hey! It's Luos!

tough pagoda
#

As I know.

indigo inlet
#

He’s orange because he’s part umpa loompa

fierce tulip
#

^

plush yew
#

Bruh

ancient quartz
#

Lumberyard is a fork of Cryengine from 2018 or whatever

fierce tulip
#

I recently found my stack of gdc photos, good memories.

plush yew
#

Can I join umpa loompa gang?

indigo inlet
#

It’s just used by Amazon for their still in dev lord of the rings game

tough pagoda
plush yew
#

Wot

tough pagoda
#

World of Tanks?

plush yew
#

Yes

tough pagoda
#

Okay.

plush yew
#

Is world of tanks developed by Amazon?

tough pagoda
#

By Belarusians.

obsidian nimbus
#

i dunno if they are still working on lumberyard, think they just bought it cuz its was cheap

ancient quartz
#

It wasn't cheap 🙂

#

I've said too much already

obsidian nimbus
#

you mean it was a bad deal 😛

ancient quartz
#

Lumberyard and Cryengine are like dogs and wolves, similar with a common ancestor 🙂

indigo inlet
#

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

obsidian nimbus
#

i think they made the deal to keep em alive but i dunno

ancient quartz
#

Crytek lives to this day, and Amazon's still making games, so I guess it all worked out.

plush yew
#

Why is ur propic a crab?

indigo inlet
#

Cryengine is like the 4th largest game dev engine

obsidian nimbus
#

its not just a crab, its a crab with udders, its udder crab

plush yew
#

Oh I see that now lmao

#

Wait so people use cryEngine?

indigo inlet
#

Yeah

#

4th most used game engine

plush yew
#

Never heard of that game engine since now but cool

clever axle
#

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?

plush yew
#

Huhh

#

Idk

#

ue5 :D:D:D:

plush yew
obsidian nimbus
#

ur killZ might be too high

clever axle
#

it's not the Z killing my pawn tho but I'll check it anyway

#

Where is that setting?

harsh tiger
#

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?

obsidian nimbus
#

project settings i think

harsh tiger
obsidian nimbus
#

ahh yea could be world settings

harsh tiger
obsidian nimbus
#

also mayB u can see in the output log what kills the pawn

toxic zephyr
#

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.

clever axle
#

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?

wanton lotus
clever axle
#

no, it really only happens when I move the pawn towards the edge

#

it's so odd.

wanton lotus
clever axle
#

:>

#

I just wanted to see if it's maybe the replication graph and broke my project..

#

good thing I committed before I did it

harsh tiger
#

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?

clever axle
#

oh man.. I had this bad hunch it might be the replicationgraph and it is.. FeelsBadMan

spare latch
#

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

clever axle
#

It was CullDistanceSquared. Works now. FeelsGoodMan

crimson vapor
#

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

harsh tiger
#

"and" node?

crimson vapor
#

oh theres an add node functionality

#

let me try

crimson vapor
# harsh tiger "and" node?

Seems like this is the solution, however i cannot connect the nodes, it says "exec is not compatible with boolean"

harsh tiger
#

it's hard to give any advice without screenshots

crimson vapor
somber mantle
#

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?

clever axle
#

@somber mantle it doesn't do anything if you don't make it do something in its blueprint

thick herald
#

new level == new map to make things in 🙂

somber mantle
#

ah alright

#

i see thank you

harsh tiger
#

you want a "branch" node

#

to give you true or false for your "and" node

crimson vapor
# crimson vapor

I want to do something when the playButton event is executed and when the ctalystVideoAdDelivered is executed (both are custom events)

crimson vapor
#

Let me try, Thank you

crimson vapor
harsh tiger
#

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

ocean grove
#

Thanks mate I got it solved!

plush yew
#

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

median hound
#

u want the flashlight to move with ur camera?

median hound
#

make it a child of the camera then

plush yew
#

sorry my english isn't perfect

plush yew
potent bridge
#

So I have a weird issue, the movement gizmo for everything has disappeared, I cannot drag move anything (version 4.22.3)

plush yew
#

@median hound how can i do this

#

oh i got it

#

thanks

#

i made it

median hound
#

was in a match mb

surreal prism
#

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?

lusty carbon
#

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.

frozen pond
#

anyone using logic driver pro plugin?

rain crypt
# wind ivy also, in UE 4.26 Do you also have similar problem with volumetric cloud?

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...

▶ Play video
drifting snow
#

is it normal for unreal to always take 50% of my cpu ?

chilly sun
#

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

fringe pivot
#

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

drifting snow
#

disabling realtime drop at 35%.. still high imo

#

i guess its normal

#

thanks

fringe pivot
#

what's your cpu?

drifting snow
#

i5-6500

fringe pivot
#

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

plush yew
#

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.

fringe pivot
#

Post the code and explain what's the actual issue.
Also you have a C++ channel

#

@plush yew

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

ocean grove
#

I'm trying to load in a uasset file via copy + paste

hexed inlet
#

oh guys, who do I make a gird based maze

frozen pond
ocean grove
#

Dang.

frozen pond
#

you need to use migrate

ocean grove
#

Ok looking that up now!

fringe pivot
#

You can copy/paste the .uasset through your file manager

ocean grove
#

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.

fringe pivot
#

Not sure if that always works but sometimes does it

ocean grove
#

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.

fringe pivot
#

what kind of file is it

small shuttle
#

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.

wanton lotus
# small shuttle I've recently reset my computer, decided to go install UE4; the Epic Launcher wo...
small shuttle
#

Didn't work.

#

welp. the last step is factory reset.

ocean grove
#

@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

▶ Play video
#

I'll have to see about finding that function later tonight.

vale root
#

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.

harsh stone
#

Yo, anyone know about the ESslTlsProtocol? Will it support TLS 1.3????

plush yew
#

ok silly but serious question

#

nvm

#

um im going to google it first >.<

plush yew
#

What's the difference between max brightness and EV100 in post process ?

stiff sail
#

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.

grim ore
#

@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.

stiff sail
#

i have a blur

#

would that work?

#

it did

#

pog

#

thanks

magic fern
#

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
#

can you pull pbr textures from unreal

#

and use them on stuff like blender models

#

O>

magic fern
#

@plush yew you can export them as tga files

plush yew
#

and from there you can slap it on blender meshes? o.o

magic fern
#

that part I don't know

plush yew
#

ill try and figure it out ;-;

jagged edge
#

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...

weary basalt
#

@jagged edge This isnt a Cinema 4D or Maya Discord.

#

This is an Unreal Engine Discord...

#

Your also offtopic for the channel.

jagged edge
#

I'm asking if this feature exists in the UE editor

weary basalt
bleak raven
distant jewel
#

@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!

drifting snow
#

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

humble yacht
#

anyone familiar with slates ?

plush yew
#

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 ;-;

lime girder
#

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...

wild void
#

unable to move actor unless pressing v

#

why is that happen

lime girder
#

Figured out my issue, Bounds under Rendering, I just set it to 2 and its fine

#

maybe your input actions are weird @wild void ?

near plume
#

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.

celest sierra
#

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

lusty scaffold
#

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

plush yew
#

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

wild void
lime girder
wicked shale
#

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

native bough
#

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

autumn flame
queen wasp
#

@wicked shale You just rightclick in the material editor and add a "custom", then from there you can add HLSL, make inputs ++

wicked shale
queen wasp
#

@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.

#

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

summer verge
#

Anyone ever get insights to work?

#

My insights never sees a session...

sonic quest
#

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.

late verge
#

anyone know of some good places to find dirty lens textures?

sly surge
#

@floral mesa hello

uncut prism
#

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?

plush yew
#

TIL you should probably flip the green channel in your normal map

plush yew
#

In task manager

plush yew
late verge
#

wow really? i’ll have to take a look

sonic quest
plush yew
#

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

devout gulch
#

you can never migrate assets from newer to older version

clever axle
fierce tulip
#

because its free?

clever axle
#

you can have free stuff on the marketplace?

fierce tulip
#

only on epics request?

#

you cannot submit stuff that is free

clever axle
#

I didn't know that?

fierce tulip
#

okay?

#

:p

clever axle
#

Good thing you told me?

fierce tulip
#

i guess?

clever axle
#

Reasonable assumption on my part though?

fierce tulip
#

mwah?

clever axle
#

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

fierce tulip
#

doesnt that learning tab vehicle project not have decent palm trees?

clever axle
#

I wouldn't know, let me check

#

looks like it, cool!

magic fern
#

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?

sonic quest
clever axle
sonic quest
clever axle
#

I'm playing around with it right now, trying to get the hang of landscapes

sonic quest
#

Amazing. Thanks.

fierce tulip
#

@sonic quest you cant put free stuff on the marketplace

clever axle
#

@fierce tulip am I allowed to use all the content of the learning projects in my game?

fierce tulip
#

yup

clever axle
#

sweet!

#

this kickstarts me good.

sonic quest
fierce tulip
#

it wont be accepted.

sonic quest
#

?

fierce tulip
#

afaik it must have been accepted by epic once the author recieved an email with the request to submit content to the free collection

plush yew
#

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

sonic quest
exotic thicket
#

wonder if that's a quality control measure 🤔

fierce tulip
#

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)

sonic quest
#

That's from the marketplace guidelines.

fierce tulip
#

yours is not a code plugin

sonic quest
#

Yeah!

#

That's why VaRest got accepted.

fierce tulip
#

iirc thats not the whole story

#

epic accepted it, and paid them a one-time fee

#

unless my info is wrong

sonic quest
#

Interesting. Thanks for the info.
I just emailed the support. At-least I tried 😄

sonic quest
willow seal
#

Hello, where do I ask help to fix a bug I have?

fierce tulip
#

in the channel where it fits best

willow seal
fierce tulip
#

i cant tell you if all you say is "bug" hehe. whats the problem about?

willow seal
#

When I launch ue, the project browser is all black and it says it's not responding. Also I can't close it

sonic quest
#

Screenshot please?

willow seal
fierce tulip
#

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

plush yew
#

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?

willow seal
fierce tulip
#

i personally cant help you sorry, unless someone encountered the same thing.. with such things its often a lot of trial and error.

sonic quest
#

@willow seal maybe post this on the Unreal Forums.

willow seal
#

Ok tysm all

valid root
#

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?

midnight gate
#

hey for some reason my particle is delayed by around a second even tho i turned off all the delays

fierce tulip
#

@midnight gate what about spawn module?

midnight gate
#

changing anything here doesnt change the delay

#

i tried setting burst to 100000 and to 0 it changed nothing

clever axle
#

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:

#

what am I missing?

tough pagoda
#

@fierce tulip
How much need strikes for ban?

vague escarp
#

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?

clever axle
#

@vague escarp sure.. if you want to wait really long

vague escarp
#

Or having both the engine and projects on a SSD ( different ones, not both on the same SSD ), make a huge difference?

fierce tulip
#

@tough pagoda 3, but after X weeks a strike gets removed

tough pagoda
#

Project on HDD doesn't impact on work of ue4.

clever axle
#

I have my engine on the M2, the main project on a standard SSD and the secondary stuff on HDD

vague escarp
#

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

tough pagoda
fierce tulip
#

still do.

tough pagoda
# fierce tulip still do.

Where in my messages was trolling?
:)) - smile is trolling now? I think that it is necessary to treat people easier.

#

But okay.

fierce tulip
#

just to make it clear: 9. No discussing moderation.

tough pagoda
#

You did it. Anyway I can't appeal.

tough pagoda
#

But, I'm in black list, so I dunno where I can say it.

#

Have a good day.

fierce tulip
#

you are not on a black list, as long as you behave like a friendly neighborhood member, all is fine.

tough pagoda
#

Okay, I understood 🙂

spare latch
#

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

narrow plaza
odd yarrow
#

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?

sharp cloud
#

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

plush yew
#

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

sharp cloud
#

Are you gonna undress people while they dance? That sounds like stripping, doesn't it?

plush yew
#

well

sharp cloud
#

A little bit naughty

plush yew
#

something like that

sharp cloud
#

I have never tried it personally, I usually make the simulation in Cinema4D or blender, and then export everything together.

plush yew
#

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

sharp cloud
#

Ooooo

plush yew
#

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

sharp cloud
#

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

plush yew
#

wait what

#

name of game O.O

sharp cloud
#

Wasn't that possible in mirrors edge?

#

I think it was, but that was yeaaaaaaars ago

plush yew
#

O;

#

i see

#

so my theory is true

#

you can create such sexiness

#

noice noice noice

sharp cloud
#

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.

plush yew
#

same tbh

#

its why i want it

sharp cloud
#

I'm so frustrated I can't get UE4 to run after reinstalling windows

plush yew
#

imagine a fighting game with actual proper clothing destruction D:<

sharp cloud
#

A while ago I wanted to make a stickman game where your enemies are made out of paper and you can tear them apart

plush yew
#

oh thats actually pretty cool

sharp cloud
#

However I worked so much lately that I just didn't find time to do it

plush yew
#

o.o

clever axle
#

it seems to be a standard color parameter but it's a gradient?!

fierce tulip
#

its because its past the regular 0-1 scale

#

so its emissively high

#

hence gradient

clever axle
#

I see

#

How do you create a parameter like that?

#

in the color picker I mean

fallen flower
#

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.

vast pawn
#

How do you enlarge the camera preview window?

mild merlin
#

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

fierce tulip
#

generally you need to recreate the material

gray kindle
#

can i download ue4 outside of epic launcher? im trying to install it on a VM

narrow plaza
gray kindle
#

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 🙂

fallen flower
#

You're gonna run editor on a server per hour?

gray kindle
#

not entirely, i will import already made sceneries on my shitty laptop to the server and do the finishing touches here

clever axle
#

is it possible to create a brush so I don't have to place a lot of meshes by hand? (trees)

gray kindle
#

i cant view the textures and stuff properly on my own computer but its entirely possible to build a scene without it

fallen flower
#

sounds rough

gray kindle
#

i have geforce MX150, it is rough

harsh tiger
plush yew
#

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 ? 🙂

tawny bramble
#

Chaos Cloth docs mention a wrap deformer - where the flip is it and how do I find it? Literally no more documentation on it 😦