#ue4-general
1 messages Β· Page 920 of 1
For anyone out of the know PBR is a term meaning physically based renders and these also realistically lighting to reflect off of them as it would in real world
Lol x3
it results in --somewhat-- accurate lighting scenarios
Ah so ny last question regarding that is
its the kinda thing you'd wanna google and read up on
Are the quixel bridge materials PBR >_>
I did just wanted to ask you smart guys in case I'm stupid and not getting it properly
they are pbr
and again, i'd look up what pbr is so you can start to understand it
because its really important
Marmoset has some good docs on it
<:
Okie because I think I figured out a sweet cheat!
So I don't have to make a thousand stylized textures muhahaha

@fierce tulip fine π
can somone help me with a crafting system?
@tacit pumice in what way? what have you tried? what is the problem? and if you know the problem, try checking if there is a channel where your question would fit best.
i want a crafting system like minecraft and i dont know how to do it
or this
i want a crafting system like minecraft and i dont know how to do it
@loud meadow it looks like you are out of RAM
well th first error says it cant save the file, is your drive full/near full?
otherwise you need to install the debug files and crash it again for more details or look at the code that has the error and see what happened
ok
:triangular_flag_on_post: Radu Valentin#8849 received strike 1. As a result, they were muted for 10 minutes.
not really something that can just be explained. i'm sure there's tutorials out there for it
crafting/inventory systems are usually quite complex
how would i make a physics based movement (like karlson)
Karlson Speedrun 3:38 former World Record Full Game
Heres a link to the game:
https://danidev.itch.io/karlson
heres what im going for
this type of movement
like bhopping etc
I think there are not even tutorials you can follow for an inventory system, just a few youtubers that drag blueprints here and there without actually explaining what are they doing. Took me like 15 days figuring out how to make mine work.
Once you understand certain things you can probably code it in a day or two
ok
LOVE the blueprint system Epic Games have on Unreal Engine!
and i have a question about that!
Would it be possible to code for ESP32 (microcontroller) in UE4 blueprints? is it possible? both using cpp so :S you can already connect to a microcontroller via UE4Duino but that is only to connect to the microcontroller not making code and uploading to it!
There plenty of tutorials that show you how to create an inventory system, explaining the what/why etc.
if you say so
Is there a built-in tool to duplicate and snap static mesh when dragging it in the viewport of the Editor ?
is anyone willing to confirm if my pc specs are good for UE4 game development?
yes, just show your hardware specs
heya
i just updated my landscape materual with layers and stuff, but seems like old ones still appearing in paint mode. how do i remove them?
CPU: Ryzen 9 3900X
Ram: DDR4 64 GB 3200 mhz
GPU: GTX 1060 6 GB
i also run a gtx 760 in the system if it can benefit me
its more then enough, people working with old laptops with UE4
this sever is about ue i guess
alright, thank you!
You are fine but your setup is pretty unbalanced tbh, unless you have a good reason to have that amount of RAM, maybe some specific software that requires it
I am having f time deciding whether to use Unity or Unreal.
both have great games that i liked that are made with them.
Can I use the same variable in different actors? And if yes how do I do it?
Did you see this? π https://youtu.be/OJypDBnqpZU
A documentary/short fictional story about the Unreal Engine Mannequins.
Music: "Warframe - We All Lift Together"
Wow thatβs cool
You need to reference the object that owns that property in the object you want to read it
Hi Iam trying to android package my project
and i am using a custom plugin
during the packaging it spits out this error
PackagingResults: Error: Could not find definition for module 'ctalyst', (referenced via default plugins -> ctalyst.uplugin)```
Ctalyst is the name of the plugin i am using
Any help would be appreciated
TIA !!!
is there a way to change image texture color after importing to unreal?
like blender color ramp node.
oh ,mabye lerp node
something like that.
Great, now I feel guilty π
Try restarting or reload the map again.
First thing i did, no luck
Then try to delete Saved & Intermediate directories & start the app again.
UATHelper: Cooking (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: ToPin->LinkedTo.Contains(this) [File:C:/Users/Jota/Desktop/UnrealEngine/UnrealEngine/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 486]
UATHelper: Cooking (Windows (64-bit)): LogOutputDevice: Error: UEdGraphPin::BreakLinkTo Pin 'In' on node 'Unknown' not reciprocally linked with pin 'Out' on node 'Mesh'
ANYONE got this error?
Question, I assume UE4 has an event log of everything, user input, game events, key presses. Is there a way to access this easily without C++? I want to access the event data to look at reaction times to different spawning objects.
Hey guys, I'm having a problem with getting an animated image sequence to load in the engine.
Hi guys! Whatβs the way I should look for if I want to record my actions in game and play this lvl again by another character and see myself just recorded, like I went back to the past?
when making widgets, how can i send one image in front of another?
@lusty scaffold reorganize the hierarchy via drag and drop
lol, I find widgets very frustrating.
I just watched the first 10 of these https://www.youtube.com/watch?v=abmzWUWxy1U&list=PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ today and found it helpful for adding widget functionality.
In this video we take a look at the finished project and step through each of the features that will be covered in this series. We show our functional Main Menu and its options, a lobby where players can chat with one another and select their characters for the game, some server options such as changing the map or match time as well as the abili...
So Iβm having an issue in 4.26 with Apex Destruction, in editor half the time apply damage gets triggered the editor crashes, in a packaged build when itβs triggered the object that hit either goes through it and then the destroy component gets triggered after a few seconds or literally nothing happens and the destroy component gets triggered. Anyone know a fix?
Is there like an in-engine model making tool of sorts or do I have to make my stuff in external programs.
?
You can make basic shapes with the built in bsp tools, but I'd recommend using blender if you want a free modeling software that works with ue4
can you loop through a enum?
in theory, yes - in C++ it's quite doable, in BP it's a lot harder
the real question though, is why would you ever want to?
@night horizon Do you want to create a level or open a level?
this really seems to suggest you want to be using different classes
UEdGraphPin::BreakLinkTo Pin 'In' on node 'Unknown' not reciprocally linked with pin 'Out' on node 'Mesh'
what would be the best channel to get help in a transition level working, for a dedicated server? #multiplayer ?
I can get my server to change between levels with all the players but no matter what I do I can't get a transition scoreboard to work :/
my project crashed when i tried to compile my blueprint
now i can't open the file
it crashes every time i open
deleting the blueprint file fixes the crash... but i still need to get access to the blueprint
how can i read the blueprint without crashing ?
you can't
if you're lucky, there will be an old version in the backups folder (I forget exactly where this is, but somewhere in the Saved subdirectory)
if there's nothing there, then you may have learnt a valuable lesson in the value of version control
Hi, I learn unreal engine and try create some simple car game. I have some problem with car speed. I want to my car start speed faster so I try change RPM, Torque curve, gera etc., but it's not work well, he always start go slowly and then his speed is incresed. What can I do to my car start faster?
PS: sorry if my english isn't good, i'm still learn ^^
I have troubles running UE4 on android
whenever I go to settings -> Preview Rendering Level -> Android ES 3.1 it does render but then after some time my screen turned blank
also when I hit play as mobile preview e.31 it does the same thing.
running it on android device does this, or your preview does this?
I think both
Hi Community!
I wanna publish a very simple game from a game challenge at the Google Playstore. I added AdMob Banners and i think the Game will make a few Cents. So i know that i dont have to pay something to Epic until I reach 1.000.000$ ? - something like that.
My Question is: Do i have to make Quartal Royality Reports when my earnings are maybe 1-2β¬ / 4$ (maximum) a month?
I hope someone can answer me this ^^ - I hope you have a nice weekend! π»
@grim ore even when I hit play my phone does not display it.
instead I was given a small window then shortly after my screen went blank.
Also I am using an AMD processor
Ryzen 5 2600x to be specific.
Android Studios needs to install Intel Haux (I think that's how you spell it) which works on Intel CPUs that support virtualization.
well hitting play does it in the editor, you have to launch on the device if you want to see it on your device
@shell jacinth per the FAQ Once you've begun collecting money for your product, you'll need to track gross revenue and pay a 5% royalty on that amount after $1,000,000 in gross revenue is earned. To report your earnings, complete and submit the royalty form on a quarterly basis. https://www.unrealengine.com/en-US/release?sessionInvalidated=true
so yes you are supposed to but I can't say wether or not you need to as thats more up to you and your accounting practices and if you ever think you will owe them money
@vast pawn UE4 moble preview does not use an emulator at all unless you are trying to deploy to the emulator (which I would not recommend). The preview should be fine assuming your GPU supports opengl
Ahh thank you :)! I ask to fast ... i found it, maybe i was an hour ago to blind to see it in the license documents -.- π
"In any quarter in which your product generates less than $10,000 USD, you do not need to report revenues. If your game or other interactive off-the-shelf product is no longer being sold, no revenue reports are due."
@grim ore Thank you for your answer
glad to see that, I missed that part as well but I figured something might be in there π
does anyone know how to set leg ik? Ive got it sorta working but my foot rotates along with the rest of the leg, whilst on mannequin model it keeps it straight, anyone knows why?
@grim ore I'm using a GTX 1060. I still couldn't figure out why my screen turns blank.
the entire screen or just the editor window?
entire screen
might need to update your video drivers
shouldnt have anything to do with your cpu
what about when I cloud save it
A little question before i do it wrong - The Developer Name isnt the company name right? I wanna add here the name which is also name i used in googles playstore - my company name is my first and last name - any ideas π ?
if your working on the project using one drive active it might cause issues when it loads/saves but shaders are not in the project folder
Anyone here know how I can find where these animnotifies are being called? They're not in the animations, they're not tied to the skeleton, and the only time they're called in the entire AnimBP is right here
and your sure they are being used?
Positive, the status will not update if those anim notifies aren't linked
are you sure you have the correct skeleton loaded?
i mean i assume you do but... thats odd
It's the only skeleton in the entire project
damn that exhausts my ideas. The stack trace doesnt show the animation that calls it
and you went thru every animation that is used in that BP and none have notifies?
I can implement any animations, it will work with any animations without any notifies on the animations
so unhooking one of those causes it to stop updating?
Correct
ok so technically the blueprint can call it, have you check the blueprints?
right click, find references, then click the binocular icon to look thru all BP's
yup. might need to ask the author or wait for smart people to comment.. thats.... interesting
Product is dead, author is MIA
Thanks for the help though, it's truly stumping me. The same kinda logic is found in the Dynamic Locomotion with the moving while landing
This is the only part I can't figure out myself. I've already fixed and done everything else lol
I'm new to unreal should I do cpp or blueprints?
I already know quite a bit of cpp
never touched unreal before though
When I BUILD the level ,these lines dissappear, when I move a spline, they reappear, but when i watch tutorials ONLINE, the lighting and black lines dont appear when youtube tutorials Edit the Splines in online videos. why ? why do MY lines come back every time I edit a spline, but the people who make tutorials online never get these terrible shadows after moving one spline ?
Blueprints. no question. after you've understand the editor really really well, consider both. blueprints let you reorganize entire Classes and functions so easily and fast.
maybe im wrong, maybe its easy to rework entire characters worth of c++ pathing. but its really fast and easy with blueprint nodes.
not to mention the automatic error messages, make it so easy to spot trivial errors. no hunting.
I think I really started understanding unreal via the C++ route, I just need to know the mechanics of whats going on underneath, if u already know a lot of C++, would recommend the C++ tutorial first, which gives u a taste of both, and does actors, which is everything u use in unreal (actors) @plush yew
@sturdy vessel what would you recommend as a first project
I linked u in the cpp channel, https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/IntroductionToCPP/index.html
Introductory guide for C++ programmers new to Unreal Engine
I'm thinking of a basic game where you can have clients connect to a server and it networks the positions and things
or a third person movement system
this is a 1 day tutorial, and ur gonna understand a lot from it
alright
Just know u are gonna be making "Actor" classes in C++ or BP, and these actor classes have special functions that the engine calls so u can do stuff
that's the jist of it
U spawn it into the world with a position/rotation, then it does stuff program it via the functions the engine calls(like YourActor::BeginPlay(), YourActor::Tick(), etc)
and you can make it do things during these calls?
and change the tickrate im guessing?
yes
two more things, mostly CPP related, is understand what the unreal macros are, UCLASS, UPROPERTY, you need those to define stuff that the blueprints can see and read, and the engine can garbage collect. You don't new() anything, you call NewObject< classtype >() or UWorld::SpawnActor() to allocate memory
@plush yew
How can I implement like downloading maps like this in my own game how to setup back end data base,, special servers needed or it can be done via Google drive
@rancid lynx make your lights dynamic would be a quick fix I think
dunno how you'd hide them in preview for static lighting, its probably possible
Anybody have any ideas on why a cloth simulation might look great in preview but terrible in game?
how do i apply celshader to a specific object? or just a landscape / nature stuff vs mesh's
the grass/land/trees look horrible so i want to use a different one
@rancid lynx those are due to using static lighting (hence the building fixing them). the people you watch must be using dynamic lighting so it doesnt need to build static lighting.
Hey there guys, so my Nav Bound Mesh Volume is not displaying green when I press ''P'', how could i possibly fix that?
I can help you!
Go to project settings
scroll down
Sounds sweet!
Okay
Alright no worries! Thanks!
Hey you available yet
yes
Hello, does anybody know any good tutorials for first person melee combat. Preferably swords, but anything can work when I find a method that works. I have looked but all I find is for 3rd person. Thank you
You need first person?
Yeah, I have a bunch of animations for first person sword and shield, and 2 handed sword, and wanted to mess around with them as I have been making guns pretty well, but want to learn to make melee combat. If third person works and can be translated to first person I could attempt that but not too sure how well it would match up
There is an asset in marketplace. Let me search for it.
I forgot I am downloading fortnite
Internet is slowww
Alright thank you, haven't went to marketplace yet as hoping to last resort find a tutorial but if not can spend a little on premade stuff.
It also includes a tutorial
Ah, I understand that, can't even use netflix while something is downloading, so have to turn computer off to do other stuff. Oh good, tutorials are helpful
Unreal Engine answer hub license expired? :S
haha yea getting the same issue @queen wasp
pls .. epic .. i need to fking google a problem so badly
Any body answer
@hardy trout I even forgot what I was looking for, #toooldtocode
?
Got distracted by that message.. well well
Ah, the construction script issues. Seems issues were introduced in 4.26 with construction scripts..
My custom trees show up with no branches if I copy a placed actor
Wasn't an issue in 4.25
No branched tress?
@plush yew hehehe, yah a tree with just a root
u mean like an asset of a tree ?
@hardy trout yeah, something I made myself, the construction script adds branches
That made me laugh
are they actors ?
could try moving the logic to begin play to see if the construction script is the issue
just for debugging
@hardy trout they are actors, they need to be constructed for baked lighting, so begin play won't help I'm afraid
i dont mean as a solution i just meant to narrow down the problem, but yea makes sense
We should avoid people like that
Thats a wrong chat
does anyone know how i can increase the draw distance of my point lights? after a certain distance they go away βΉοΈ
Before I could copy one of them and then check "construct", a visible variable to if to generate new random, then uncheck it and it would have new random branches.. now, no branches at all ..
@late verge is it not a setting on the point light itself ?
not sure if this helps u
How can I implement like downloading maps like this in my own game how to setup back end data base,, special servers needed or it can be done via Google drive
.... Again posting my question
I said wrong chat.
no matter how far i move the slider, the light still goes away unfortunately @hardy trout
@snow crown can you do something about it?
@native bough u could use steam work shop
Hi.
Can u tell me specific term for this
hi
@maiden swift Hi there
@late verge if u have it on some crazy setting and its still dissapearing it might be an actual Editor graphic setting u need to change
do you even know what the fuck a wrong chat is?!!!
First of all, please don't share screenshots of private conversations here. If you have a concern like this, please DM a moderator.
And this is my fucking cue to uninstall discord in my pc
some of these might help
@hardy trout
@native bough if you host your game on Steam
you can use the steam workshop to handle a ton of the work for getting downloadable maps
assuming you want community made maps
If for mobile games
ohh mobile game
you could look into VaRest and setup a REST api that connects to ur own back end which lets them download the map
Second of all, @plush yew please relax and take this to #lounge if it's not related to Unreal support.
im not too knowledgeable about mobile though
The really weird thing, is that if I place a new tree actor it works, but when I copy one already placed it doesn't, either there's no branches, or branches only on one side (I have a for loop spread in full circle so it is very odd
OK I will try myself thanks

There's no change since 4.25 on my part, it worked before.. So that's why I was thinking it is a bug introduced in 4.26 with construction scripts
@maiden swift it was related at one point, hes wasting time by trolling those in need of help
And when it works placing a new actor, why doesn't the same script work when copying an already placed actor.. makes no sense to me
i'll give that a look, thanks @hardy trout
@maiden swift i know ur prolly not the right person to ask but any idea when this is gonna be fixed ? https://answers.unrealengine.com/static/licenseexpired.html
Sorry but I have no idea. I don't work for Epic. π
@late verge no worries, i had some similair stuff where the frustrum culling was causing some weird glitches with fog but it was just an editor thing
@snow crown Hey, I DMed you π
@maiden swift is victor in the sidebar epic affiliated ? can we whotag him
He is, but please be considerate about tagging Epic folks. It's very late where he is, and I'm sure Epic's team knows about the issue and is working on a fix.
Oh wow... they killed off AnswerHub? (I doubt they were in a bind for renewal fees)
Well, @gleaming narwhal is π’ as they come and he likes staying up late and answering questions π
i dunno if they killed it off just looks like the web guy forgot to renew license
Well, looking at what happened to the wiki... there is precedence for it going bye bye.
Only one Victor can tag another Victor.
yea i love it when i find the answer to what i need on google and then i get redirected o the deprecated wiki forum post
is there a way to render something in Unreal with Ray tracing without a RTX gpu?
@clear patrol I don't think so π¦
well that sucks
I'm currently using GTX970 and I am not able
time to wait till I actually use my money saved up
That's it pretty much! That's why I saved up an entire year and now I'm finally building a whole new PC Configuration
anyone knows how to play an anim montage when an enemy sees you then moving to the next attack sequence?
can't seem to figure it out
Does that help you? - https://forums.unrealengine.com/development-discussion/animation/1721687-how-do-i-go-back-to-my-idle-state-after-animation-montage-has-finished-playing
How would i go back to my Idle_Walk_Run Blendspace once animation montage has finished playing? I am a newbie, i am fairly decent with animation montages but maybe something is missing? Any help is very much appreciated.
I will go through step-by-step on how i setup this animation montage.
Step 1: I went into my Animations
oh i figured it out but the animation wont stop looping.
add do once node?
Guys I need help. Its stuck in 45%
its compiling shaders check task mgr im sure
ok. thanks
AnswerHub seems to be back up now.
am I the only one who sees it as bad that literally everything for Unreal is paid for
plugins, models, code
while I've seen higher quality models for SFM so then i just port those models for free
Guys, need some help debugging Shader Complexity issues related to landscape materials.
It's not terrible, but about dark red.
I have painted more layers(2 auto layers + 2 manual layers) on this dark red area. That's why it looks dark red. The greenish area only has those 2 auto layers.
Is this expected?
Any kind of help will be great.
it's letting me apply it to EVERYTHING, or only what i set it as 'customdepth' but i want it where it applies to everything, but customdepth turns it off
how do i achieve this
anyone know why i cant install voxel to 4.26
https://answers.unrealengine.com/ someone hasn't paid his license fee's π
hey I have a problem, my editor just freeze every time I try to load some migrated assets, complete projects and download content, it's a "gamer computer", but it get stuck, and that doesn't happen on my laptop for some reason but well it's not enought powerfull
Off the top of anyone's head, are there any immediate "gotchas" that would prevent this tutorial from working with the latest version of unreal? https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/HowTo/ColoredTransluscentShadows/index.html I'm trying to use it to replicate the sick light sem has at the center of his niagara particle system https://www.youtube.com/watch?v=ziwNVtOyKSU in this video
Guide for setting up and using Colored Translucent Shadows
Fix 4.26 : Scale Mesh Size modules
- Press on Niagara node
- Find Mesh Attributes
- Set mesh scale to Uniform
(thanks hopelandgame)
I created this particle system while i was learning about Niagara by just fiddling with some forces really. The result was mind-blowing and because of a lot of positive feedback i've created a tutorial whe...
I've tried emissive material instead to no avail, but in his comments he says it's a "point light inside a translucent material" which makes me think something similar to the linked tutorial, "colored translucent shadows." Intuitively it does feel like what i'm looking for is a stained glass approach
but no matter what i try, light that passes through my objects with this material on it, remains white when it lands on another surface. I have two sided on, and the lights are, as far as i'm aware, "static" (I've checked the "static" box under transform > mobility)
Even if I view objects through my "glass," actually, said objects remain white, despite against the background my glass appearing "red"
here's what it looks like to me
and here's my material
me too, just try again, restart the browser
No luck yet
that wont do stuff, thats serverside issue
they probably forgot to extend the license, or the answerhub provider messed something up
Right, my guess as well. TeamHub is a software kinda like wordpress they use to run their Answers site, and somebody somewhere either forgot to reup the license, let a key expire, or, TeamHub is just down across the board.
hey everyone. i'm trying to get access to a class but it appears that i'm locked out of it. is there perhaps a way to access it through the online learning library?
it's called 203.2 Lighting - Cinematic Fundamentals https://learn.unrealengine.com/course/3747048
how can i do this shader for my game?
Which picture is cool for my game?
It's not us that pays for it, it's unreal / epic games
Kinda like...
Invision pro boards. Or stripe integration on your website
or shopify, etc
you plug the tool into your own website, and it works as long as you pay the company
@hardy trout feel free to tag when it makes sense - I was asleep but I can't really have sound on my phone at all unless I'm in a ping-party mood. @safe rose don't trust the green, I hadn't touched a device in 5 hours at that time...
not really sure what happened to answerhub but other than that direct link I've been browsing it without issues π€
oh logging in/out returns that
no - after I logged out/in I was no longer able to browse it
I've pinged the right folks but it's in the middle of the night for the support team
Well aware... not sure what's up, I know our license hasn't expired because I know when it's being renewed π€
@rugged fjord Are the wheels simulating physics?
yeah
That will be tricky to get the results you expect - I'd suggest driving the cart along a spline, doing some simpler physics math to calculate the velocity
not sure if this belongs to content/Graphics or where.
My question:
Draw calls in forward rendering (VR) should I split geometry into smaller pieces when the parts wrap around player. ie. a cockpit of aircraft that I only see some parts at a time. is it better to split to L/R walls, ceiling, floor and maybe certain instruments etc. into own meshes (so that non visible parts wouldn't get rendered) or to try to minimize number of objects.
@kindred viper thats what I am asking for btw thanks for your time.....I am sharing so that any one can take help
Issue solved.. https://youtu.be/AJmMD-UIcd0
Play Asset Delivery allows for dynamic delivery of your game assets to the right devices at the right time at no additional cost. In this episode, Dan Galpin goes over how to integrate Play Asset Delivery with your app and the three delivery modes that it offers: install-time, fast-follow, and on-demand.
Check out https://goo.gle/3iCCiGF to lea...
hey I just installed unreal engine
I made a third person project and tried to create a class and it gave me some error about netfxsdk
so I closed the engine and re opened it and it re installed
and tried to open my project and it told me to recompile
so I did, and it didn't work, so tried to make a new project and it gave me this
looks like you're missing a prerequisite π€
could it be the .NET 4.6.0 SDK?
EDIT: Looked it up, and yeah you need to have the latest .NET SDK
You likely need to go to the "Visual Studio Installer" and install it from there
yea but I have vs installed and all that
I think my windows is messed up cause I had some bad memory in before
go into the installer again, uninstall it and re-install it
and it caused random bluescreens and data loss
yeah windows has likely had some errors
type "View Reliability History" like this
and then see if there's any issues there that need to be solved
Any ideas whats wrong with my answerhub?
ohh so answerhub is down?
I hope so! and I hope it will come back as the same I liked this answerhub so much
We're on it, thanks for the report @errant mist
yo where do i find this free content downloads ??
Can we not implement one player controller multiple pawns for the same keyboard
@vapid karma Epic Merketplace, Sketchfab, Quixel, etc
danke danke
i do recommend you make your own stuff tho to avoid copy right or well the real owner getting upset
if its from the aforementioned places then the copyright stuff is all as it should and you have nothing to worry about <_<
haha yeah
Anyone else getting license expired when visiting Unreal answerhub page?
ok, can't see the answers π¦
oops! π
Hi, I'm looking for a sepcific plugin in the UE marketplace but cant remember the name; basically what it does is changes the connectors in the BP page to be neater and more geometric, rather than the default curvy lines that you use to connect two nodes
Anyone have any idea what I'm talking about?
this?
@boreal epoch
@rugged fjord physics implementation is prone to bug, it will bug
@eternal otter does ABP nodes got fixed?
@eternal otter Possibly, i think it was very similar
Either way, thanks
actually its the same author; it's called Darker Nodes
why does answerhub redirect me to this page always? https://answers.unrealengine.com/static/licenseexpired.html
it logs me out
and it's acting out really weirdly
shit's fucked, yo
epic knows, they are on it.
@fierce tulip okay good, thanks π
How the F i can select translucent mesh in ue4 viewport?
wh..a... what's it for?
and, thank you
jss
why it's not enabled by default
another question, more tricky...is it possible to make object contribute to static lighting w/o enabling a shadow?
hello mah brodas. im new to UE. iβve tower which i need to do lighting as this image. using colored spotlights and light lines around some objects. where do i need to start it ? using substance painter ? , blender or can i use only UE ?
I'm having an issue now where when I open the UE4 editor, even if it's just the "Project Browser" where you create a new project, my screen begins to slightly flicker and the performance of the editor drops so that it runs at like 30fps or something. Very noticeable when dragging the window around on my 144hz screen. Then it's smooth as silk for a few seconds, and then another flicker and it's 30fps again for a few seconds and on and on it goes. Anyone know what gives?
Iβm having an issue now where when I open the UE4 editor, even if itβs just the βProject Browserβ where you create a new project, my screen begins to slightly flicker and the performance of the editor drops so that it runs at like 30fps or something. Very noticeable when dragging the window around on my 144hz screen. Then itβs smooth as silk for a few seconds, and then another flicker and itβs 30fps again for a few seconds and on and on it goes. Anyone know what gives?
@shell compass
did u tried to use command line to lock fps ?
@plush yew that probably will be ue4, but those lines may need to be a geometry
@plush yew It's not really the game but the editor itself
Also is the ue4 answerhub down for everyone right now?
@next badger thanks. is there specific name for those things ? which i can find on youtube π
Seems like their license ran out
@plush yew there is no name for it, it's just a geometry with emissive textures, may be translucent emissive
Hey
I'm totally new to gamedev
And unreal
hey hey, good luck on your quest to learn and tackle ue4
Yeah
Ok
damn answerhub scared me for a moment, should we just wait?
I can help!
Also how did this work when I launched the game?? π€£
I made the widget
But I have no idea how to do the visual scripting for the buttons
I can help.
on button pressed events lol
if youre using button objects (though I think you can click on other things too) then the click event will be right there
Canvas: buttons
is anyone having trouble with the PIE window's height getting smaller and smaller which each play?
@tight reefnever had this issue, sounds interesting
have you checked the resolution in the settings?
the one that sets the pie window size
hey, i just joined because unreal seems to have advertised that it runs just as well on linux as it does on windows;
is this true, and how easy is it to just jump right into development?
so far unity doesnt work, and godot is confusing, so i have my doubts ^^;
Are there any good beginner tutorials for creating a custom C++ node
@hoary flame Yeah, it runs pretty good in my experience but takes more setup than on Windows (which is to be expected), and it's one of the easiest engines to get started in. The GUI is simple, there are Blueprints (which is a visual version of C++) so for complete beginners to code it's also easy to get into game design
I'm pretty sure yeah, on the site
I been using Linux from the late 90s, as end user and sysadmin, really love it.
That being said, I wouldn't even consider it for anything multimedia related, it's just the wrong tool.
@hoary flame
yeah but all the same, i find linux more user friendly than windows
mostly because windows will use your computer to distribute updates, and enforce updates relentlessly
also how do you get the linux installer for unreal
You go to the website
the websire only distributes a windows installer
Epics answer hub license expired?
After you get the license?
hello guys, can anyone suggesting me sites like megascan?
Why cant you use Megascans?
i use it but it is not enough for me
it only has 2 download buttons, both are just different liscensed versions
besides textures.com and whatever substance-allegorytmicantwritethatword? not many top notch ones
The download is after that, you need to get the license to actually download the engine
Or that
yeah
i dont even look for textures, im looking for premium enviroments
@winter gale It works for me.
@dusky dawn
heya
Some of textures from marketplace (forest pack for example) have this visible edges tiling effect
some looks great
thats a texture issue itself or i need to made some changes in material?
you could try to rotate the texture at different ammounts based on position or something
anyone know why my landscape's gone two tone?
Yep, checked, keeps going down in there too
not sure, reflection capture?
@next badger https://www.screencast.com/t/ASe3VJy91aV
Why is Unreal not detecting "vec3" as a thing?
@dawn gull What's vec3? Unreal uses FVector
@dawn gull is that glsl?
Which library is that part of?
Regular C++ @fallen flower?
there is no vec3 class in regular c++
@next badger I don't think so, let me try replacing vec3 with FVector and see what happens
Oh
Yeah then probably
ue4 uese FVector class, and it uses reflection for most of the objects...it's not c++ you got used to
@tight reef holy...you probably have a CVar setter somewhere
also generated_body in the .h has a red line too
@tight reef i.e. logic that sets the window size
Hey, I'm the author of those plugins! Just to be clear, Electronic nodes makes the BP wires straight (with 90 or 45Β° angles) and Darker nodes update the theme of the editor, but do no change the BP wires! It's noted on the description of Darker nodes:
@dawn gull Don't worry about the generated errors. Are you sure you can nest functions like that?
I actually don't know, I would assume not but when I move it out a bunch of different things turn red
Weird. For me its still the same. You sure its not your cache?
Can you access AnswerHub in incognito/private window?
@winter gale You were right. Though it's probably a cookie bucause I can load diffirent answers in my main session
wait, i lost my main session too
π
Yeah
Oh, this is the code I got from a shadertoy thing, and this all worked fine it for it there. This is really weird
I have permission from the creator to use the code
The people before said Unreal uses FVector instead of vec3
In C++ it is FVector in shader code it is float3
I downloaded unreal engine 4.26.0
When i try to create new landscape i saw it need to compile shaders but unfortunately compile stuck and doesn't move What should i do
Sorry, I didn't realize this was shader code
Oh ok
Nah itβs my fault for not specifying
float3 gets a red line when I try to use it
Oh, ok
The code outputs in float format with a heightmap, and I have some code that can take heightmaps and put them on a sphere so I'm trying to get the noise, and I would like to not convert the code to blueprints, are there any ways to make it a regular node that outputs the float?
@next badger Nothing of the sorts, unfortunately.
I think it's a hidpi issue, it works fine on my 1080p monitor
@fierce tulip ^ you heard of it? (it changes the size of PIE every launch)
I have problem
@plucky hare we aware, Unreal has lots of them
it can't compile default landscape
@plush yew using PMC or other implementation
I couldn't Accept the SDK license
I've already installed Android Studio 3.5.3
and I'm running on UE4 4.26
what should I do to get myself to accept the SDK license.
I'm learning myself blueprints in unreal engine, and currently I'm working on animation. Just noticed my animation are played on a higher speed than it should when played. Following a tutorial and comparing with first person example map, but can't figure out what's wrong, everything looks the same, but my animation suddenly get more speed than in animation preview, anyone got an idea?
is it possible to edit .ucas files?
Hey everyone! I'm having troubles finding the standalone resolutions in 4.26. Weren't they here earlier?
It's hard to say without knowing what you exactly are you doing, but you could check here, after you open the animation asset
How much resource consuming can it be to use Tick function to update a user widget once per frame?
I'd say depends on what you put in the tick π
I just run a image translation on 2 to 8 images
how would i execute a BP function on a new thread
this tutorial looks solid https://youtu.be/0Yyh3oQgonI
Support me on Patreon: https://www.patreon.com/user?u=13785186
Or donate on PayPal: paypal.me/ispheria
hey hey!
so im new to UE, and im struggling to make a paint layer
this is as the tutoral says
but like, am i being completely dumb here
anyone?
I'm not 100% sure but what I'd try is to make the landscape layer node in the material, make sure its applied to the landscape or reapply it again
will do
i installed a bunch of materials and what not from the marketplace, got a little tangled lol
Hey all - it looks as though AnswerHub should be fully restored at this point. Would a few of you hit the site and let me know if it's clear on your end?
For ease: https://answers.unrealengine.com/
Enterprise solution for all your Social Q&A needs.
If you land on the site, then that's what we're looking for! Earlier today there was a strange license error popping up for some folks when they tried to access the page
Landed without any problem, although this looks a bit messy on my end
That's a separate issue, but good call out π
@dim kelp @plush yew @errant mist @naive dune @honest vale @shell compass - Sorry to ping you all, but you mentioned experiencing issues this morning with AH. Does it seem clear on your end?
perfect, ty!
@wicked tiger can I use the moment and ask a quick question about the wiki
@wicked tiger get the team some beers or something for working hard on a weekend π
Thanks! When I google questions I often land on this site https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1745504-a-new-community-hosted-unreal-engine-wiki seems like the old answers are not visible anymore, is it a work in progress?
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline.
These resources now live on a new community-run Unreal Engine Community Wiki β ue4community.wiki (https://ue4community.wiki)! You will be able to find content from the official Unreal Engine Wiki at ue4community.wiki/legacy
there's a community driven wiki nowadays
the old wiki was taken offline because it was plagued by spammers or something like that π€
The community-driven wiki, providing educational content around the Unreal game engine.
You can find the legacy content that was exported under https://www.ue4community.wiki/topic/legacy
Pages filed under the topic of Legacy
I see, thanks for the answers! Appreciate it greatly
Of course π
I had issues earlier too and it seems fine now π
Fantastic - thank you for confirming π
Heya! When im using Use Complex Collision As Simple UE4 cant identify physics material and showing it as Default Physics Material
Hello! Someone already faced freezing problems on the editor when loading a project ?
Does anyone of you has experience with motion control using a Nintendo Switch Pro Controller? (playercontroller -> get input motion state) Pls DM me
Do you guys know why when I use my textures on a mesh they are good, but on a skeletal mesh they are really bad?
Any plans to migrate to something more advanced with ue5?
@lucid grove have you checked trace complex?
nope, found it already ha
thank you for respond
Hey guys I need help. Can someone please tell me why my material is that weird transparent? It should be 100% transparent.
@left arrow It's a decal
What does that mean? And how can I fix it? @next badger
Im working with a tutorial and there it works perfect
change it to translucent
Only got this
also u have nothing plugged into opacity
Yes thanks it is working now!
the shine is metallic or roughness
Hey everybody, I want to animate a character and I have a few animations, I thought about creating a shot in sequencer, but if I add more than one animation there, every one will start at the same place and won't have any transition at all. Should I do it not like this, maybe use animation editor and use sequencer more for camera movements?
When I launched my game in Desktop/PC mode it works fine but when I launch it on mobile preview or on a mobile device for some reason things just dont work at all. Like the spawner doesnt activate for some reason and the camera gets all messed up
does anyone know what might be the issue?
I want to create a project similar to the mini game in this video but I have no idea where to begin to create lines and connect them with other points. Does anyone have any guidance as to how I should go about this? https://youtu.be/BrnY9yEwmYI
storm coast astrarium puzzle 2 of 3 dragon age inquisition
@novel rover camera will be spawned in 0 if no actor can be fount to attach to
thats wierd
because upon the level starting my actor spawns immediately also
do you know why the spawner might not be working? Its set to spawn once I press play which does work (the button works) but for some reason it doesnt spawn
hi guys
can i convert c++ file to blueprint file ?
or
can i convert bp file to c++ file
@plush yew both are better done manually...ue4 can nativize the bp to cpp, but...it's a mess, and it can generate a bp from cpp...it's a mess too
Do you guys know why when I add my textures on my ue4 character, the textures are much low res than in substance painter?
can it give errors ?
or generally is it works good ?
hmm
I just did more testing and switching it to mobile seems to break one of the widgets (the button doesnt work)
okay
oh I wasnt replying to you
π okay
@clever vault topic?
iirc MMO series all in c++
i guess it's only cause people who can make it in c++, don't need a tutorial
i.e. they can transfer BP logic to cpp
well, there is a C++ series on Udemy, by Ben Tristem, but i can't call one "extensive"
it's for beginners and providing basic foundation for ue4 develeopment
basic question, i cannot get static or skeletal meshes that are attached to bone sockets to follow animations. does anyone know what may cause this? im pretty sure i did everything i needed to but am stumped. ive done it before but now its not working?
and this is the T-Pose with the sockets with preview assets
omg im dumb, i made the socket on the IK >.>
Hello there, it seems that their is a bug with the Variant Manager in UE4.26! Level Variant Sets Assets cannot be opened; double clicking the asset does not open the Variants Manager.
Hello! I have been experiencing an issue with the Sequencer. I am using cinecam for a cinematic scene which is panning. I render my Image sequences as PNGs in 4K resolution. Unfortunately, every time I try to render, some of my frames get corrupted and it's always random when it happens and it affects the other frames surrounding the corrupted frame because they are trying to pick up its color.
Has anybody experienced any Bugs like this before?
Hi Guys!Cannot find the way what to start with/dig to.
so. there is an idea about time travel to the past. and I want to play a lvl and record all I've done there. and play it again and see myself doing what I've just done
how to record my actions?
Overview of the Replay system for recording and playback of gameplay
that should get you started (i cant help you though, never used it)
Has anyone used the Modular Snap System Runtime plugin?
I tried it but I didnβt end up using it
go AMD π
π
if animations are well prepared that actually rpeferable. but even better is doing Virtual bones from FK hands bones to IK hands bones and using those.
Just a quick question to anyone who lurks here a lot - what channel is best for posting ue4 advanced blueprints tutorials? Mostly multiplayer and animation stuff so far. some weapon and abilities tutorials.
Guys its possible to create a good game without c++ blue prints??
so without any coding at all? not very likely
unless you meant something else other than no C++ or Blueprints
hum cuz i dont know what c++ or blueprints can do, im new on game developer and i am starting developing my game but i dont know to much
ok
Blueprints can do anything you set your mind to as long as you can figure out how to do it
learn blueprints 8h/aday and you will start making first single-player games in 3 months. with some small level of complexity. Dont try multiplayer before a year+
Hi Guys, I need your tips and support. So far I have only made simple, small projects/games in UE4. Now I am starting a larger, multyplayer project in UE4 and would like to realize this with friends and freelancers.
How can I set up a collective platform in order to be able to work on it together with different hierarchical levels?
Is there a possibility to save the collective creation progress in a cloud in order not to suffer losses?
So far, I've only ever saved everything on my PC.
This is too risky for me to avoid losing any data.
Whatβs your opinions, experiences and recommendations?
Hey everyone, got a clue on how to change the graph action menu shortcut?
@pine urchin you would look into using version/source control, there are a few types and epic even has some YouTube videos on the process
Can anyone help with this? It would be greatly appreciated.
without any code how can we help?
but the obvious answer to the reason it is doing it, is you are telling it to. So where is the code that tells the AI to kill itself?
you really should know the answer to that if you were learning
one of those is in the enemy BP and has the destroy actor node
and that only happens if it loses all of it's life. So are you sure the enemy is not taking damage?
The destroy actor node is there because the player can attack the enemy by shooting. It should only take damage if the player attacks it.
yep great. so it should. but its not is it?
thats the code that is being called, wether it should be is the issue but thats the code
and that code is being called based on damage being sent to it
so in your player and your enemy, what calls the damage nodes
once you figure that out, you need to learn to print string debug or breakpoint to look at the node that is calling the damage and see what it is damaging
hint chances are the enemy is damaging itself as thats the only thing causing damage according to you
then we look at the code in the enemy that causes damage, how is it picking what to damage
then we notice its finding anything of type pawn within a sphere and does damage to it
then we look at our enemy and see if it's of type pawn
then in the spehere overlap node we try and add a reference to self in the "actors to ignore" input array and see if that helps
and no, I don't know if this is the problem but based on the code and what is happening it makes logical sense
yay now the question is did you miss that step in the tutorial or was there something else missed to "fix" this issue?
Hey my game have 3 media players running a sequence each. When turning them on, my game goes from using 20% of my cpu to everything it can take. Is it normal to use so much power?
I think he just moved the overlap far enough to where it wouldn't effect the enemy.
ah that would do it yep
Hi All
total newbie here... feels like there's too much stuff to learn. What resources would you recommend for someone who has experience in programming but no experience with unreal engine?
aha of course, should have checked first
I know a chunk of c# so Iβm trying to learn c++
Blueprints just confuse me at this point Iβm so used to typing my code out
try and learn the C++ outside of UE4 if you can until you get comfortable with it then learn how UE4 uses it. You will still have to dabble in BP so don't try and just ignore them
once you realize BP's are just C++ code in pretty form they should be less confusing
I already know C++ fortunately, so thank god for that
the blueprints completely confuse me though π
Well Iβm taking a robotics class next year that teaches c++ foundations
So hopefully that will help
you could wire them up to down but... don't
Unity's ECS VS system does top to bottom and I fricking hate it personally
its like a tree with branches left and right once you start hooking up the variables and such
What confuses me the most with bp is creating certain things like variable and controlling them
Itβs much easier writing them IMO
And referencing variables in written code
you have the list on the left where you declare variables and set defaults, you have the top of your .c or .h file where you declare variables and set defaults
you go whatever = whatever in code, setting it to what you want it to be. in BP you use the setter version of the variable and set it. This is also similar to actually using protected setter and getter functions for variables which quite a few languages recommend
Hi! Maybe someone can point me in the right direction. So I have a top-down ARPG. I use GetHitResultUnderCursor to either move the character or interact with object through an Interactable interface. What is the best approach to check what exactly I've clicked on - an enemy, an NPC, an item on the ground or some other object that implements the interface.
the interface would be the best way no?
if it implements the interface, have it fire off the event you want it to use when it's interacted with. if it doesnt implement it, its probably the ground for moving?
if you need the thingy that is clicking and checking to know what you clicked on, have an interface function that returns what it is or an ID or whatever to identify it back to the clicker and it can go from there
the alternative is casting and checking but why do that when interfaces make it much cleaner π
I'm talking more about what comes next. Lets say I have and NPC and an Enemy, both ACharacterBase, so I was thinking about the best approach on how to differentiate them. It seems a separate function that sends an identifier is the best approach.
well you click on an npc to interact with it. should the clicker be handling what happens or the clickee?
you need to move there first
then interact
so it's a bit confusing on where the code should go
what do you have handling the moving code?
I'm using the default top down template for now, so SimpleMoveToLocation
so the player controller probably?
yep
yeah might have to start thinking about systems then. Like your talking about queueing up stuff basically. Move -> talk or move -> attack
unless you want to just restrict it to one action such as click -> in range? no then move else interact/attack
no, it's more complicated
but yep maybe have the item you interact with return what it is and then you can go from there in the controller deciding what to do
seems like the best approach, just wanted to get some opinions before going in. Thanks!
Good day! I got a quick (and hopefully easy) question: I wrote a grid-system which is practically a huge actor with cube-mesh and a special material. I want to be able to rotate my grid; works fine so far but for some reason rotating it on the X by 90Β° gives me a roll of 89.999985 (Pitch is working fine; Yaw is giving me the same problem) which is a problem since I'm trying to align items on the grid that'll affect physics. Tried all stuffs; relative rotation; absolute rotation; world rotation; setting actor transform; just rotating the mesh; just rotating the actor itself... all to no success
floating point error Precision, its going to happen π¦
Nothing I can do against it? π
as far as the engine is concerned its the same thing. If you need to do checks you can do a nearly equals check
It's for a map-system and I'm concerned that this might give incorrect fades from one part to another :/
hi all, is there any tutorial or example that i can follow how to implement google play OSS authentication?
someone smarter might have a solution but that's generally what it is and I don't know of any way to get "exact numbers" all the time when working with floats at certain precisions. when working with rotations it's also why the rotator exists to try and prevent stuff like gimbal lock when rotating past certain angles
Alright, that's a bit sad but gotta live with it; Thank you anyway and have a good evening!
So am new to everything, where do i start
@radiant leaf there is a pinned post with a bunch of resources
Lol wrong ping
Yeah
It's all fine :333
Where is it
see on top where it has unreal-engine and the description? to the right there is a little pin icon, click that
one is not released yet, the other is
im looking forward to 64bit location precision support
hi, i have experienced long c++ compile times, about a minute or more for just changing a single line of code. is that normal?
Depends on the code and itβs linked dependencies and such. You could try using live coding.
Also of course cpu speed matters
i have an i5 16gb ram, ssd
i just did an testcompile of one of the basic examples and changed a bit of the cpp code just to test the compile time and it was really long
@grim ore how would one limit the texture resolution to 1080 for their project so it doesnt rise in texture resolution past 1080 during working on it and after its done and ready to ship D:
i want to use quixel materials but i also dont want to have it at 4k lol
@grim ore it also looked like it compiles the whole project every time, its really fast with blueprints for example
so my question is, is my system to slow for ue?
it unreal engine better than unity? unity compiles faster, but unreal seems to have a better architecture, and be more mature?
@plush yew then when you export from bridge tell them to use a lower resolution. When in editor you need to open them up and change resolution on the textures.
@modest agate itβs might not be too slow you are just used to a scripting language that unity uses. Try enabling live coding
live coding worked really bad last time i tried, 2 yrs ago
i will try again, maybe it compiles faster now
o.o
ooooh nice
so i can use 4k textures
in 1080
nice nice C:
thank you ill look it up in a tiny bit
@grim ore thanks, well i know its scripting, but i coded cpp, objc, and other c like languages too
i will just try again and tell you and try live coding, thanks a lot @grim ore
does anyone know how to disable or do something to stop making particle like this i have fire but i dont want its just like in the picture btw i grab the torch fire from marketplace thx
@plush yew do you mean you want it to stay on the torch when it moves? If so set the space to local space for the particle instead of world.
i want it so when i move or run the particle dont have the things that i show on the pic
this things
the left fire
So did you try what I linked?
anyone had issues with Does Path Exist decorator and how to use it correctly and willing to give advice ?
would anyone happen to know of some settings i could enable/crank up to increase the visual fidelity of my skeletal meshes?
i just found out about some of the shadow settings for them, and the results are excellent!
i want to know if there's more i'm missing out on
anyone knows why the sequenzer doesnt show character animation IF the character BP has a anim BP?
typically with Sequencer, you'll use skeletal meshes and animation sequences
i've personally never used BPs for Sequencer
(might depend on what you're using Sequencer for though)
i want to animate
well, yea the mesh works, i dont get my physics but okey.
thing now is
i cant add the additive ctrl rig
is there a reason it wouldnt be there for me?
i only get the FK
my bones should be absolutly the same as the mannequin one, expcept some additional bones
ah nvm im dumb, also to tired
Any idea how do we do this βactor listβ thing?
Its a list where each time i add a member, it adds new actor so u can set its new variables
Itβs basically like duplicating actors in scene but this happens inside one actor and you choose from the list
is not the same what i want
What did ya need Syber?
i want to set so the particle system not like the image above
so its not left a fire
like this
how can i do that ?
Do what?
did you saw the image above ?
when i run there a left fire
You want to remove the trail of fire the torch leaves?
yes the trail of the fire
wow im realy good at english π
Eh, langauages can be hard, although I do recommend you to get better at English.
yeah lol xD
how do i remove the trail fire
i mean fire trail
do you know ?
So I personally think the torch is spawning an unattached particle, you should find and remove it.
wait i think @grim ore was right its local space ohh god
Mathew often is right, he is great.
You should check out his Youtube channel, it is really helpful.
yeah he is pro xD
yeah i follow him a lot xD
Just started playing with Landmass plugin & wow, that's super cool stuff.
I can think of so many usecases of this. One nice tool would be connect with global satelight height map API and render real landscapes.
Thank you @plush yew and @grim ore i tried local space and it works first try π
i know c++ like low to medium, and i am following the gamedev tut ,i was looking for specific things like vault sistem etc
use forward declaration
help
how much RAM do you have on your system?
8
I recommend restarting and retrying the process without opening any other app !
Can someone explain to me what exactly a "Component Tick" is? Where is it different from an "Event Tick"?
@hard quarry Event tick is for actor, that has this component, component tick is for inner logic of this component. You can have ticking actor w/o ticking components (with disabled components).
tick is a special function, that's getting called every frame
well, it can be set to be called on interval
@next badger Can I just disable it or has this any drawback?
drawback? it will be disabled, nothing else
in optimisation process some devs are disabling and enabling tick based on certain conditions
keep in mind, if component is disabled it can't enable own tick by itself
So disabled means it connot be moved?
component?
In my case I have StaticMeshes, so what does disabling mean to them
if you don't have logic Implemented in that component's tick you don't need tick enabled for it
SMC has no tick function
i.e it's not ticking from the beginning
if you want smc to tick you need to inherit a class and in cpp change the bCanEverTick bool to true
@fallen sphinx #work-in-progress (i recommend to remove the post to avoid mods wrath)
@granite creek I rotate some of my static meshes, this is done inside the actor not inside the component. Do I gain any performance if I disable it on all my StaticMeshComponents?
Its not noticeable
well, cause smc has no tick
@granite creek @next badger Thanks
Anyone have a good idea for how to modify the third person character to have it's camera point towards another nearby actor, while keeping the character in view? I already have a mechanism for getting the nearby actor, just need to adjust the camera.
make a sphere of interest (inside which you will look for nearby actors), once actors inside it, you loop through them, looking for the closest, then you calculate camera looking vector in a way you can see own character and the target one, align the camera with that vector
generally that is done in camera manager
Any ideas for how to calculate the camera transform that will keep both actors in view?
Well im not sure a transform is what I need. I thought I would be adjusting the spring arm rotation and the camera rotation through the components
it's just geometry...you can use spring arm but you still need to update it's origin and orientaton quite often
how do I make a material with no depth test? I tried making a translucent one and enabling the "No Depth Test" checkbox, but I still can't see it through walls
How block all in bp working ? I make plane but it just fly pass through it.
I set it all o bloc all
Nvm it just need root
Can anything be done to avoid these reflection circles around reflection capture actors? It's big environment I don't want to place them everywhere
Hello, is this the server channel where a person would ask about technical engine crash type issues?
Okay so another person just kinda mentioned the same thing as I am talking about
While I can make the client/engine start, it will crash, even though it seems [according to task manager] to be operating, it is not on the task bar and I can not access it without using 'end process' and then restarting it, and then, just attempting to add modules from the library is enough to crash it again and again, and no error messages.
Also, I can not find where I have to even go to begin creating a new project.
So I have 2 separate issues here.
We used to slow down and speed up the play rate of Animation Montages with a Notifie/Curve in UE4.19, to improve the anticipation and recovery of each Animation. I was wandering If there is other way to adjust it in the Animation Preview, maybe now in 4.26 or as an external Plugin?
sorry
I take it nobunny on at this hour has an answer for this...?
I have a helluva hard time getting any responses from Epic Games at this point, but maybe they are simply falling behind on their customer support tickets, I do not know.
why does my land automatically flattern?
What is the equivalent function of this in C++?
you probably hit the limit of your heightmap
there isn't one.
@here Does any person know reasons why UE4.22.3 would close its face, while its .exe continued to run? π€
Seeking information on how 4.22.3 should be used....
tfw you try to scroll on a website by dragging RMB
Hey my game is 15 gb. If i package the project, is it gonna still 15 gb or gonna be less ?
Still 15gb.
Also is there any way to like add a mutiplayer system?
Oh
I know
^
Playing with water and buoyancy
Anyone help as to why my 3D plants from Quixel, and going in and out of this odd state?
as long as you do it inside the content browser, and fix up redirectors after each step, both approaches are fine
When do you think UE5 will release? Is there anything else we know or can guess apart from "early 2021"?
never seen that message in my unreal life, so something must already been broken @plush yew
@half panther nope, thats all the info we know
what do you guys use for safe backups?
version control
thanks guys
Hey everyone, I've been trying to find a tutorial on creating an interactive object that sends the player to the next level. So far all I have found on Youtube using trigger boxes, but I need something more controlled than running into that. I did try to have a go on my own, but I'm stuck, lol. Anyone have a lead for that?
you could use Line tracing along with collisions
Hello guys, anyone know plugin with which you can build faster building cus I have scheme for building but it is so boring and hard to do it
not really, just do it :p
au shit π¦
π
guys
pleasee help
its urgent
i am opening a project sent by my friend
error is that c|++ is not opening
it is built with c++
and it is not opening
please tell the fix , it would help a lot
pleas
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
[14:32]
can someone have a little bid advice ?
Will 'Force No Precomputed Lighting' turn static lights off or convert them to dynamic?
hi, i install ue right now, is there anyone who worked with unity and ue and can short give a statment?
about what he thinks about both, liked disliked, why he changed to, or thinks ue is the better choice
none is better, both suck, use gimp to make games
Has anyone else experienced this when you create a new actor BP. You open the project the new day and you have to recreate the entire thing because when you go to open it. You get this? https://gyazo.com/a5904fb8ac8f058f6fff91895ba38b65 It is not marked as data only and I had nodes inside making it do stuff and now it is all gone.
@gaunt tide did you try resetting your layouts to default then opening it again?
@grim ore im not a fan of gimp
Hello guys, Iβve created 3d arms in blender, I rigged and painted them in Substance Painter. The problem is that when I put the skeletal mesh in the meshβs slot I can only see the base color I used in SP
That was the first thing I did when I realized it opened like this. :/
darn, that usually fixes it π¦
Yeahh. Wierd
@grim ore i usually know why i use this or that tool...
Well now suddenly its working lol. UE trips me up sometimes..
I usually fix this by restarting the engine
What is the worst people have made Unreal Look?
Oh hello
yeah sure, thats what i do π
I gotchu. Wait till my game is done
I just installed the modular snap system runtime plugin so we shall see how this goes.
@fierce tulip That's what I thought, but I see specular highlights show up for static lights after I turn it on. This is with a Datasmith area light actor.
I remember a faster way to change elements in a array
I don't remember how to search it, anyone?
Get by reference then use "set members in struct" node?
and if I dont pass something it wont change right
Correct, only expose as pin the things that need to be updated.
Thanks man, I forgot about it
Get by reference helps a lot when dealing with arrays. In fact, I usually duplicate the "ForEach" macro and turn it into a "ForEachByRef" macro which comes in handy when you want to cycle through an array and change multiple array elements.
do you destroy them
They just stay there like pasted on the wall
and again, do you destroy them after collision
Show your on hit event or overlap events, whatever you use to determine collision.
I think most of the UE5 is already in UE4. Niagara & Chaos (preview). I think UE5 is just a rebranding.
its not, its a new rendering and lighting system system
I want them to be destroyed
so its basically a new engine
just has the same tools
Not entirely
I am pretty exicited learn about polygon thing. I hope there is some remeshing tool bake into the editor or something.
I mean, it is even compatible with UE4 just like 4.25 is with 4.24
@fierce tulip I'd prefer to get ability to write custom rendering pipeline w/o compiling custom ue4
Β―_(γ)_/Β―
So it wont be as a big change as for example UE3 => UE4
thats like saying blender is the same as 3dsmax because both can handle obj or fbx
totally different under the hood (engine)
So it's like Blender 2.7 to 2.8. π
I put the destroy actor node but it doesnt seem to work at all
does it spawn the emitter and the sound
yes
Do you spawn a seperate thing to act as the projectile
no
@half panther ue4 still has ue3 code -_- even ue1 afaik
this is the projectile BP
Thats normal
That's kismet thing is pre ue4 right?
I mean, it wouldn't make much sense to design everything from the ground up
@sonic quest yep
I still think the difference between UE4 and UE5 will be a lot smaller, apart from Lumen, and the polygon stuff
I feel the same.
nanite is what makes it a massive difference and warrants a new engine number
its a gamechanger like no other
Hmm plus the other stuff.. lol Lumen will have a massive impact, but it's not as magical sounding as Nanite. The new grid system for open worlds and 64 bit precision will be big 'uns too π
