#ue4-general
1 messages Β· Page 921 of 1
I finished my complicated calculations and array construction and now my ue4 crashed

i wonder if it will really be a game changer...
why do you wonder that?
how do you get references
I think nanite more focused on Virtual Production rather games. Because, I think if we directly import the highpoly mesh that'll affect the file size as well. Right?
Anyway, maybe there are build-time tools to optimize that.
I hope they need to support fortnite mobile. So, i bet there's some sort of option.
im tryna make a paused hud and when i make a reference to it from my character to my player controller the pins wont link and it says "Character object reference is not compatible with my character object reference"
im so confused
pls help
fornite-mobile. I forgot. That thing does not exist anymore π
@tame compass you need to cast probably
Nanite does things differently. It essentially streams from disk to the GPU with little CPU overhead. The scene in the demo vid, where there are around 16 billion polys takes up around 750MB which they are working to reduce
Hi guys,
Can anyone advise me on the easiest way to create iterations of a project ?
I'm not very knowledgeable so I am always scared to change things that work as is... even if they are not ideal.
Initially I thought it would be ok to create a copy but in my experience so far unreal doesn't like it when you do that and I get issues with the copy.
I would be very greatful for any advice on this.
@next badger wdym?
@tame compass you know what casting is?
read about inheritance and casting then
ok so I fixed my mobile issue now there is a new problem
my widget doesnt display points from a save game object for some reason
but I didnt touch
I even redid the setup and it still doesnt work
maybe a bug?
@novel rover debug, add breakpoints and backtrack it
Hey guys, is there a way i can keep the pixelated texture from the UV map onto my object?
(The UV map has pixel textures! Its just very small haha)
How can I play my video cutscene in fullscreen?
@ember shadow right click on texture > sprite actions > apply paper2d
Still blurry
When i add a widget to my viewport it always looks different depending on if I'm in F11 mode or not how do i make it auto adjust?
@ember shadow to make one pixelated, open a texture, and in settings set the aliasing to nearest, there are 2 places
Ahhh i got it
I needed to place the material again on the object once applied paper2D
its sort of like a minecraft texture
Would widgets auto adjust to the screen size if it's not the same as mine right now?
How do I make an actor permanently disappear on overlap only for the client that overlapped it, but it does not disappear on any other client? I have it set up already but its disappearing for all clients on overlap.
@knotty heron only if you made them this way
Ok I need some help here
How come whenever I try and load up Pavlov, it gives me a crash report
hey, im struggling to find some good grass foilage, any reccomendations?
im also a cheapskate, if that aids your suggestion variety
Does ue4 have any good generic solutions for adding hitboxes that conform to a skeletal mesh? Or should I just be strapping on various colliders to sockets?
@drowsy tusk Ask the Pavlov devs. This is a channel about developing in Unreal.
BP_CrystalField_2 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false.
How can i fix this? It's a static Actor and i can't find a CastDynamicShadow checkbox..
what's the best workflow for teams who need to have 1 guy who uses a source build of unreal. Everyone else can use standard unreal
Ah ok, just curious because it gave me a unreal engine crash
:3
Had a annoying issue involving Anisotropic materials and VR in #virtual-reality if anyones tried out 4.26.
sp, ive downloading assets of epic store to use, and im not sure howt o make them a paint layer?
Hey I have a question. If I wanted to do a party system, how would I go about saving each characters variables, like health and mana and such. Is there a way I can make a variable inside the game instance that holds all that information, or would I need player 1 hp, player 1 mana, player 2 hp etc
Is it possible to save variables into an array?
Why not just keep a reference to all of the players in the party, and access their properties like players[0].hp
has anyone here used alembics inside unreal?
I get a weird thing were if I export a group of objects in an alembic then drag it into unreal all the models sit in 0.0 worldspace
I'm curious if anyone knows, can you instance a static mesh by adding it to an actor blueprint, or is the only way to do it is to set it up as a foliage?
I'd rather avoid the wonky rotations of instanced foliage meshes.
Anyone have experience with simple material and particles? I have rain effect which is look exact what i wanted, but from one direction it becomes not visible.
Direction 1
direction 2
not working direction
im almost sure its because of material which is look like this
material image
seems like when i look at particles from some angle - im only see its part with opacity without white part
I'm using the wall model in the starter content. But it's giving these horrible seams after lighting. Any ideas on how to fix?
In character editor with particle system its more clear
front and back is ok
sides are not
Hi i am updating the engine to 4.26 and this popup still shows and won't go away, where can i set it? thx
whats the best resource with tutorials to learn unreal?
And the last but not least, in editor this particle have this breach which is moves with my camera, but only in one direction (Y)
best thing no video tuts
How do games like Outer Wilds keep the player and ship on the planet while it's moving around? The planet just sorta moves out from underneath my player when I have orbits set up
Origin Rebasing, make the origin always set to the center of the planet?
Um, hi can someone help me with some trouble with UE, it only allows me to create projects with blueprints, they're nice to use, but in fact i want to know c++.
@leaden tangle if it doesnt let you create a C++ project just right click in the asset browser and create a new C++ class
I'm running into what seems like a pretty severe race condition in Unreal- I think it has to do with garbage collection. Is there some way that I can track/see what all is being collected?
Uh, where's that? I'm sorry, i'm new to the engine, i just downloaded it 2 days ago, and it has issues, how?
The bottom of the screen, this is the content browser
yuck, docked content browser :p
Right click in it, and then click "New C++ Class"
@fierce tulip >:(
I like it because I can easily drag stuff in
Destructible meshes in blueprint, despite large chunk threshold being an ungoldy large number, still has collision. Does anyone know whats going on?
do people actually use any other layout other than the default of the unreal engine?
whats the worst people have made Unreal look?
wait, why is rat band unreal engine looks so weird
because I wonder if it is possible to get as bad of lighting as Source
and u use that?
πͺ΅
So I have to pay for a dark theme...
Not necessarily
Β―_(γ)_/Β―
just props
not rigged characters
I mean a simple plugin which does it automatically costs $60
Is it possible to have GPU particles or GPU Niagara particles, effected by "Actor Collision" such as a capsule overlap. If so, is there a tutorial/video/guide anywhere? Or can someone explain how please?
Destructible meshes in blueprint, despite large chunk threshold being an ungoldy large number, still has debri collision. Does anyone know whats going on? In blueprint i change the collision profile to a preset that only blocks world, but doesn't seem to update the collision.
have you guys seen this ue4 meme? Makes me giggle every time π
https://twitter.com/Anngelica_Renea/status/1328527965353889792?s=20
Someone at work shared this today and I just https://t.co/TOZ7ueGjUw
2257
10738
Interesting stuff. Thanks for the info.
No idea what reregister means in the grand scheme (I figured that was what i was doing to begin with), but I appreciate the help. But I notice that when you make blueprints for destructible things like crates and barrels, and have the collision profile be set to like block all. Even during overlap you set the collision profile name to something that only overlaps with players, the debris will be still be blocking. I notice that whenever the mesh destroys and cracks and creates debris, it uses the currently set "Default" collision profile, regardless of if you changed it.
My work around is to simply set the collision to my special "Debris" preset but then on begin play, change the collision to blockall untill damage is applied. the mesh destroys and is seemingly set back to the default profile, even though i told it not too.
I see, that makes sense, i'll try that just to see if it works.
Your like my inner thoughts personified. (My name is also mike)
Thanks for the tip!
Is it just me or is there a real lack of UE4 c++ videos
Everyone is going with BP because they hope that in a really far day it could replace C++ ...
I donβt think that will never happen, but it could be a lot better with ue5
@plush yew who hopes that bp could replace cpp?
Hey everyone, can someone please point the direction of how to do something like this:
https://gifs.com/gif/D1XDPB
What I want is allow the player to select the area and then I can save this selection points.
Any "keywords" that I can search to find materials?
does anyone have experience using the movie render queue/render pipeline? is there a way to specify engine scalability or is it max by default??
what is more taxing on the game during and when shipped and ready to play performance wise
adding a chunky blueprints code set into every material on everything in the landscape
or a post processing effect over the entire game landscape
Would it be graphics driver related if it says "Unreal Engine is exiting due to D3D device being lost."
Attempting a hybrid lighting setup on an interior scene but after baking I get wildly buggy looking lightmaps. In the attached my brick wall should be white. using just 2 lights to simulate window light. An area (Rect) light with Ray Tracing disabled and a Sun (Distant Light) with Ray Tracing (cast shadows ) enabled.
Using default settings to Build my Lightmaps. Attached 2 versions, one with low lightmap resolution and one with resolution increased to 4k.
Can anyone suggest what is happening?
either yiu coukd have overlapping lightmap uvs or the brick walls have no lightmap UV's at all. you can see that on the lower gray part. that amost looks like a full lightmap just pasted onto the wall
how could I make a transparent texture
wow unreal examples looks cool
are you coding more c++ or blueprint?
i dont know blueprints look kinda strange
I would recommend pinging him
are blueprints for ppl that dont understand cpp?
i mean its much more effort all this drag and drop
I would love to learn a programming language though
no there are disadvantages obviously
like?
visual studio?
hello! i'm currently using an exponential height fog to simulate god rays. while i'm getting really nice looking fog, i'm not noticing any clear individual god rays, if that makes sense. what settings can i adjust to help make them stand out?
If you rub grease on the paper, it becomes translucent
set the texture mode to translucent, then u have access to the opacity param
o wait nvm im thinking of materials...
it should be similar tho
Hello, Recently i got a new computer since Unreal wouldn't run on my laptop. I installed unreal and quixel bridge and it was working all perfectly and then a few weeks later i now go into my unreal and after a few seconds it will freeze so i go to task manager and close the application and then it gives me the blue screen of death. Can someone please help me?
can you post pics of the blue screen and etc? what happens if you turn the computer back on and try to launch unreal? does it always crash?
Lol thanks bro, too bad it doesnβt work π¦
this looks to be a pretty terminal bug man. Windows shouldn't crash just because a program closes down
some part of the system somewhere is failing horribly. My guess is either a huge fuckup within unreal, or maybe something wrong with your video driver
My first step would be check your drivers are up to date. Second would be to completely wipe unreal, and reinstall. If it keeps happening then I'd hit up unreal support, that's hella weird. Oh, and make sure windows is up to date as well
the fact that force closing it makes the whole system crash is major sus
I just been going into epic games and uninstalling it through that but noticed some files stayed, any idea how to complete wipe it?
i'm not on windows right now so i can't be sure, but try uninstalling epic games as well. Hit the windows key and start typing "programs", there should be an option that pops up that's called like, "add and remove programs" or something. Remove epic games, unreal, and any plugins from there
after you do that double triple check your graphics drivers, and make sure windows update is running and is up to date
what graphics card do you have?
Yeah I tried that before uninstalling unreal, epic games, quixel bridge and they leave files behind
So not sure how to remove them completely
Got the 3070 atm
WHy you coding just go play cyberpunk bruh x.x damn i'm jelly haha
But yea i dunno, you'd have to manually delete those files after uninsntall i guess
but that seems a step unecessary
what is quixel bridge, one sec lemme google
lol donβt fancy bug simulator
OH, as a debugging step, i'd try running unreal without quixel bridge
if that's possible
I'm new to unreal i dunno if it comes boxed in or what
Huh, it's just like, an asset management software?
Nah, itβs this plugin that allows you to import assets
Somehow I doubt that's the cause. Let's take this to DM btw we clogging up the general channel
Aight
One of the major disadvantages of using just cpp would be the issue of errors that are harder to track.
Another thing is that some stuff is just plain faster/more convenient to do in BP.
You would also want to do most of the 3d stuff in BPs and it is faster to set up a collision box's size in BPs then in cpp.
π€£
hey I'm looking for someone to help test my games multiplayer if anyone has a moment and would like to help, feel free to dm me
How would you go about making a custom sky? I got the material i just need a way to change the default sky with my new sky material
So I am trying to save values for my audio slider in my main menu scene and have those values carry over to the metrics scene. Any thoughts?
are there any helicopter/plane templates, like the built in for vehicle game mode?
how could I make only certain parts of a texture glow
I know I would need a mask texture with black for the ungloed and white for the glowed but how do I apply it
plug it to emissive
I know it is with that node but only certain parts of the model should glow
that's the white parts
and what about the rest of the actual texture?
black
https://i.imgur.com/NILiDiv.png Trying to use dynamic lighting but most of the lighting produces artifacts like this - any ideas how to make this less grainy/pixelly?
would this be the best place to talk about creation and characters and such (not the models but archetypes and stuff once you have the out of editor assets)?
feel free to @ me if you respond so I see it
Hi, i am a big fan of this talk https://www.youtube.com/watch?v=4aw9uyj9MAE and i would like to know how something like this could be created with ue4. I dont mean "minecraft-like" procedural world generation, i mean you generate once and then iterate on it, but it is still procedurally done
In this GDC 2019 session, Insomniac Games' David Santiago describes the open world pipeline of 'Marvel's Spider-Man' and how each procedural system was originally designed to support iterations, and dependencies.
Register for GDC: https://ubm.io/2yWXW38
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://...
Why the elder scrolls 2 map is 161,600 KMΒ² lol
guys any1 knows how to make a camera follow two targets
random generation?
Hi, is this still a used/recommended option for global settings? https://ue4community.wiki/legacy/global-data-access-data-storage-class-accessible-from-any-cpp-or-bp-class-during-runtime-rheu2mf4
Overview Author: () Dear Community, Here is a way that Epic recommend to store data you need in a globally accessible way! Let's say you have an array of classes, item classes, tree classes, whatev...
because they could!
Daggerfall is from that period of gaming history where weird ideas could actually be coded in but people didn't ask yet if they should have done it
yes, it was a wild ride!
Okay, simple question, hopefully: If I want to have a simple flick switch (or for this arguments sake say I want a thousand of them), what would give the best performance? A rigged mesh with a simple animation or two static meshes (base and switch) where the switches up and down animation/position would be moved through code?
I'd say it's likely that a single mesh/draw call would be better?
it's a weird place though
unless your base mesh is SO complex in polygons you want to relieve the GPU of doing mesh skinning for all of those
it's likely you'll lose a lot more performance from nearly doubling the number of draw calls I suppose
It's a generalization, cause I'm curious about such cases. A lot of places where you just want to have a thing that has 1 super simple animation, for example a building being built etc
it's really hard to say without experiencing/testing first
especially if you really have a thousand of them
But yeah I figured draw calls would be the main culprit
performance probably can be a concern at that point indeed
VR project... gotta squeeze them numbers
are they all visible at the sametime?
No probably not
than it doesnt matter, culling wil do the trick
as long as they dont tick when not in view
well then, how about :
- hardcode a vertex shader/material just for that specific mesh
- you know exactly which vertexes correspond to the switch part
- if the light is on, you mirror the vertexes positions (and normal) as approriate for the switch part only π
problem : this technique doesn't scale at all per "fixture type"
Pretty smart. I haven't looked into vertex skinned animations.
Sounds overkill though π Gonna go with the rigged mesh route for now. It seems the simplest in terms of organization
well it IS overkill, it's the kind of thing you will think of when you are desperate for the last inches of performance you need!
but VR is pretty performance dependant so who knows?
help
guys any1 knows how to make a camera follow two targets
@loud meadow is your engine folder called /++UE4/? may bug out one of the commands, seems like it is failing to save the package
not sure then sorry
try to remove CP_Weapons_metalic and see if it packages, then its a problem with that asset
ok
Stupid questions maybe π
Is there a channel where i can ask for advice for math operations&logics of loops and basic stuff like that?
can you remove a colour from a param2d?
When I try to package for android (ASTC) unreal engine opens my webbrowser with this page https://docs.unrealengine.com/en-US/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial/index.html is is not even correct anymore ....
you need to download nvidia codework
and android n21d
after you download them you need to go to the project settings
and go to android sdk
and add the file to there correct places
@floral agate #blueprint or #cpp
@inland aurora I think when you make it a param it turns into a 3 vector
Just check the documentation again and found something manually. Why unreal engine only supports android studio from 2 Years ago π
But you can rename channels so that for example R = X and G = Y
Does quantity of layers in landscape material critically affect performance? Cant really check myself, dont have some generic GPUs, only working strong one.
I am curious about that as well.
the more layers, the more needs to be loaded
Even if a component use only 2-3 of them? Does it make a great impact, for example using 7-8 or 16?
you might wanna ask in #graphics for more detail as I havent set up a proper landscape in ages, but afaik even if a component isnt used, if its part of the material, its loaded.
Thanks, I definitely will. I joined a project and they overused the landscape materials I fear. So there is lot of work to do
I can't understand why my PIE performance is abysmal. It's a very minimal scene, forward shading, shadows set to low, 1280x720 res on a GTX 1080TI. Getting 38-45fps
in the editor I get a whopping 78 fps... :S
On a completely blank scene
Whenever I get a tooltip in the editor, the FPS plummets from 144 to 72
and 72 seems to be the max fps I can get while playing
what does stat memory and stat rhi tell you? I would start there.
It's all green. Not sure how to read them, but 150k triangles and 500 DrawPrimitive calls when looking at the sky
A completely vanilla FirstPersonTemplate also goes up to 72fps and stays there
It only feels smooth with motion blur turned on. If I turn that off, it feels choppy like 72fps
How would you translate Real Life scale into unreal engine 4 scale ?
Case: I want to build some kind of RL minimap. I have a plan rl blueprint of the building with the correct measurements and I want to put this image on a plane and then let an actor mirror my movement in the real world to the unreal engine app on the plane with the building plan.
How would I translate 1m Real Life to a movement inside Unreal engine ?
Ahh okay thank you π
In the new water system, can you negate the water volume? Let's say deep in the water, you can place a square box/volume that will be clear of PP and water volume. So that you can walk around
@shell compass That's not a heavy load on your GPU, next look at stat Unit, this will break down code execution in ms.
@south bolt shouldn't be a issue with just the blueprint fps template. I'm betting this is something different. Some other software that is interfering, but I don't know what. I don't use either Geforce or Discord overlay.
Okay, I think the problem was SteamVR starting when starting the editor. Even if I shut SteamVR down after starting, it still caused it to happen, and only when digging into the Engine/Plugins/Runtime/Steam and setting it to not be enabled by default did it not start with the project and the fps stays at 120
Anyone interested in getting anisotropic working in #virtual-reality? I think i found I workaround.
I can't be the only one seeing this?
@shell compass Glad you got it solved!
Not as glad as me. ;P
Can anyone help me with landscape material? Seems like im not understanding something.
First of all simple thing, im trying to change material
no luck, print string telling me that material instance is the same
this also didnt worked
Where are you setting the variable 'dynamic landscape' to the mesh? I've only used indoor scenes, so I can't really help.
With static meshes inside actor it working just great
But landscape seems like having different behaviour
@lucid grove I'm very new to UE but the code in your first image, are you trying to get the first actor of class Landscape and then loop thru that first actor and change it to a different actor?
First screenshot is just a foolguard in case there is some hidden landscape actor. And no, im just taking all actors of class landscape and trying to change material to all of them.
Then your for loop needs to be before the get all actors of class (I think)
This way you would be looping through each actor in your Landscape class
What? No π You take all actors of class, then loop them. You cant connect array backwards π
the node is ok, its working correctly with meshes, but not landscape
lol
Yup I misunderstood the documentation.
Is there not a set material function you could use?
Someone can help with this and give me a direction please?
Sorry mate thats beyond my skill level.
Sounds like you are wanting to get the mouse position and store that?
question if my character blueprint class slides to the position and does not walk whats wrong?
You didn't set the animation blueprint more than likely.
Probably have it set to a single animation (like idle) instead of the animBP.
thanks @wanton lotus
yes i saw now, now the char is running but not looking in running direction
Orient Rotation to Movement checkbox
got it π
blueprints are fun, im used to coding, but isnt it much more effort than code?
to put all of this by drag and drop
Are datatables still intended to be read only files? I'm having my player make a response to different actors and I want to have access to all their responses for each individual actor interaction.
The most efficiently coded blueprint is less efficient than the most efficiently coded C++.
treat them as read only, yes
blueprints translate to C++, and you can never expect a translation to be better than the original.
So then I want to have a struct array that I append with each interaction?
However, skill plays a major part, if you code bad, it will be bad in C++ as well as in blueprints.
So do what you are comfortable
Something like that, you'll want to be careful about how you store data
To avoid overwriting?
to avoid having colossal amounts of redundant data in memory
I actually caved and bought one of the sql plugins since I wanted to do something similar and datatables are very limited in what they can do, how to search them is a pain.
Blergh, I've read that.
Doing little tricks like using specific naming conventions for rows.... lame.
I'd rather do sql, and then make a call that gets only specifically what I need at that time.
Ahhh this is for a research study, it's extremely simple as far as what the player does, but I need to access the players response time to different actors and theres going to be ~200 ish
If you continue with datatables, you will want to parse that info and have it loaded into each actor for easier access. Essentially, use the DT to setup your defaults only, since beyond that, DTs are useless.
Why does collabviewer need to compile 8000 shaders and why does it have to be before a deadline?
UE wants to make you sweat, muahahahaaa
Ok well looks like I'm either doing a plugin or messing with arrays... I'm not super worried about the PC being overloaded
Yep, that are pretty much the options, hehe
Has anyone worked with getting microphone input?
Not yet, but someone did just release a marketplace asset for voice chat, should give some hope, haha.
collab has voip in 26
If anyone facing same problem - this small checkbox enable material instances on landscape.
its fun to work with bp
thanks for help @wanton lotus
makes the unreal pricing model sense for indy devs?
typo π
ok
google is your friend, i like unreal, epic is cool
last question for today, is there a blueprint archive online?
with useful blueprint for download
marketplace
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
also learning tab in the launcher
ok thanks
ue looks really so much better than unity
does the api change a lot or is it quite stable releases
well enought for today, thanks again guys
UE4 is pretty stable
updating from one version to another is rather painless (but there are often new bugs to deal with)
in all cases, a UE4 target version upgrade should always be made under the cover of a source control system to rollback if something goes wrong
Or at the very least, clone your game through the launcher or copy it in explorer and then upgrade with the cloned project.
Yes. As a wise tutorial once said. When you open it in a new version always always make a copy in the event something goes south
there is no sane pathway going to a lower version of UE4 than the one your current project is on
Long shot, but does anyone know if (in materials science) there exists some value of a material that describes the variation of modal sounds an object has?
none that I know off at least
It's unclear to me how should I use HUD, if I have multiple elements to draw on screen and they could be grouped in different widgets, should I use the HUD as a widget container or just to draw directly on it?
I'm currently doing that with a project and you can copy/paste a lot of stuff (with both projects open), but you are better off setting up variables, as well as function/macro names, before pasting.
I said "no sane pathway"
so the question would be, do you still have all your sanity left at that point? π
I think many people use the HUD as a container only because it is globally accessible, meaning you can easily get any information inside the HUD from any other widget (or any blueprint really).
Nope, it is all gone because the 4.26 project in 4.22 is having a lot of issues, haha.
The copying process wasn't bad, but triple checking it to make sure I copied everything because it doesn't perform identical.... yeah that is driving me nuts.
Yep exactly. Make it easy to access your hotbar and your inventory menus π
newb question
i created a new project with fps template and created basic hud for health and ammo
after that i created a new empty level but when I press play on this new level the interface that i created also shows in this one
this works that way because of what ?
Whatever initially creates your hud exists in both levels.
Where do you create your hud? In player controller or some other global class?
Controller exists every time you hit play.
Does the character load in the empty level when you hit play? If you have a game mode set and your default pawn is set to FirstPersonCharacter, it will load in.
oh i click on the game mode right now and had something
its using the same gamemode that the default fps level
yea i switch to none game mode and doesnt show the hud anymore
it was the game mode so ?
The game mode is loading the FirstPersonCharacter since it uses it as default pawn.
theres any recommend place where i can learn about game mode
You can move your hud loading to the level blueprint if you need it to be level specific.
game mode can create things like character even if i didnt place any char on the level ?
game mode does default stuffs like setting up stuffs. one of the default things it does is hold in the default pawn which is used if the engine needs a default pawn.
and the docs.... have docs on it https://docs.unrealengine.com/en-US/InteractiveExperiences/Framework/GameMode/index.html
It is odd that it would load the character, even with no character actually in game, but it does. Tested in a blank level as well, heh.
yea
you always need a pawn to represent the player and camera and such
kinda strange but just cause i have no ideia how it works
i will read the docs math tnks
thanks u2 for the time slash
But in this case, it is when you have nothing in the level it auto-possesses a camera by default, but also loads the default pawn class, even though the pawn is not in game.
oh
thats why it possible to 'fly' around even if i have no player in the level when i create a 'default level'
Nvm, it is loading the character in, haha. Just no lights to see him, hehe.
I'm new to programming. Is the engine easy to use for a noob
There is you just have to make it yourself. I have a pawn that flys in my vehicle editor level and it just consisted of adding a movement component to a pawn. Than adding inside that character the ways I want my pawn to move. Like for instance when holding down right mouse button I can yaw/pitch the pawn but when Iβm not holding down rmb I canβt
@mental reef no it's very hard, you should not try and use it
do you have any recomendations for any other engines
depends on what you want to do
What are you trying to make?
a sandbox game
goal, time spent getting to goal, experience, skills, etc...
like minecraft
then just mod minecraft
i want it to be diffrient
So you want it to be voxel based sandbox game?
i want a engine where i dont have to code
lol
code is anything you do to make stuff happen so unless you want to use the default stuff that will not happen
I guess you can call nodes technically not code, but you are still going to be using logic which is the underlying basis of all programming.
Nodes are code tho
Picture code
i dont want to write NEW code
if you have 2 nodes that do things and you put it together that is new code
Yep
making stuff do new stuff is coding, doesnt matter how you go about it
i mean i dont want to write new text
tweaking properties on stuff is not coding, thats changing settings and that's fine
"I want the player to jump twice as high" is adjusting properties. I want them to double jump and slam into the ground when falling is coding
ill do that
I understood what you meant, everyone else is being literal, haha. You can use UE, just take the time to learn it.
If you want to make a Minecraft like game than you will either need to learn to code or pay someone to code it for you.
It is like any application, you need to learn to use it.
Also hit up the marketplace and spend some dough there too.
Yeah like for instance. Marketplace has monthly free items or epic games content that is free as well
Voxel plugin is free and will give you a huge jumpstart in the direction of minecraft-like worlds.
Yep. Was considering getting pro version myself
Already bought MSSR as well for the attaching and previews but heβd need to definitely code to integrate it into a project
What's MSSR?
Modular Snap System Runtime
Ah, making your own building system?
Yeah, Been trying to get it into my project and working the way I want
what are you makeing?
I think the meshes I designed arenβt made for this purpose though because I canβt get a preview of the item before I decide to place it using MSSR.
Well what I am wanting to do is have a person place ribs and the keel of their vessel into the vehicle editor than have a procedural mesh generated based on the sockets of the components. Also be able to change what material you are using say like wood, aluminum, or steel.
HI there, how can I disable GameplayDebugger ? I did set None for the activation key in the project settings but it keep showing the GameplayDebugger on apostrophe pressed.
For now I'm capturing the keyboard input and execute the console command without consuming the event ... but it is kind of dirty that way !
Hi, anyone experienced their game-files getting corrupted because of recent Windows 10 Update??
aaaaaaah my pc was lagging and i just piloted the landscape lmao now its not going back to its place
what to do ?
I will distroy my pc these lags kill me
move the landscape back to its defaults in the details panel
aah my pc lagging alot
i am trying for hrs
lower your settings to low, if that doesnt help your not going to be able to use UE4 well
aah the project is big thats why its lagging
Hiya guys, not sure which channel I should be asking this in but here goes. I am having issues packaging my Unreal project in 4.26. I cannot get it to package to Windows 64-bit because of a "DoesPackageExist FAILED: '/Game/TestScene/Geometries/' is not a standard unreal filename or a long path name. Reason: Path may not end with a '/'" error, I've got a bunch of these in the log and I'm unsure what the solution is. Anyone able to shed some light?
maybe your maps are not getting packaged? try adding the map names to the packaging section on project settings
@digital anchor I tried this but it did not seem to do anything
hey can i ask something
Im new but how would you get the spring arm compoenent to offset to like one of the sholders on the character in like most story games
im doing this in cpp btw
@wanton lotus
Any idea why the reflections are so jittery?
heya, im not really material guy, but just wonder if this normal behaviour
i feel like i dont have smooth transition between roughness levels
on 1 it looks like that
on 0 like that
on 0.45 just like 0
on 0.6 just like 1
So basicaly i cant make smooth transition from wet to normal
oof
it doesn't have effect below 0 or higher then 1
turn off rtx
you mean raytracing? it's already off
Might be found answer
it was a joke
It does affect on really small numbers 0,584
maybe change the lighting tho idk
hm
abt that stuff
is there a channel for lighting?
how to spawn my character after lvl reset?
Just looking for a quick noob solution - How do I add a new vector (with speed) to a newly spawned projectile?
How can I rotate a line trace so it's always pointing towards the player's down
what means in blueprint vector by ref, i know what a reference is, but how can i get one inside blueprints?
Hi! Can i work on UE4 with a group of people on the same project whitout perforce?
have it thanks
You can use the projectile movement comp
Yep, GitHub and or the live solution that unreal provides
To collab together
Where do I post when I need help with a material?
Means ur passing in the variables memory address, which is more efficient and also allows u to change the vars value in a func
@gloomy gull thanks
@gloomy gull Thanks; We are going to try with Github :p
What could be the reason that dynamic material do pass the changes to instance and showing correct value in print string, but not actually make any difference in game?
It was working in my test chamber, but not in game build
Hey guys I am pretty new to unreal and I guess I have one of the beginner problems but you see where the landscape meets the frozen lake the edge is very rough and I was just wondering how I can make it more smooth so I can achieve a similar effect like the one you can see on the reference photo. Thank you for your help π
Followup question: Managed to make a sticky projectile
How do I get the projectile to return to the player?
Print string details:
Landscape - correct
Original value - correct
New data - correct
No changes in game
The only clue i have is that dynamic mat instance was created for landscape, but not actually used
@gloomy gull Go have I to close ue4 before pushing and downloading or can i refresh runtime?
does some one know how i can turn off these yellow lines?
GitHube give me this error; what is the problem?
You do have to close github
I would recommend using the ue4 live collab plugin
Try again, happens when ur computer turns off while pushing
Ok; I try
ue is much better compared to unity
i can see that after one day
i also really like it that its cpp
i followed the quick grass start tutorial on the site to put grass in my landscape. but apparently the grass dosnt like my noise and ramps. cause they ether float above it, or barely clip from underneath. how would i fix this?
@stiff sail is your landscape using world position offset or displacement? if so that's a "visual" change only and that is going to happen as the collision is not where the visual is at
i dont believe so, i dont what that is or how to do it so i dont think i could have set it.
@turbid vigil the yellow "box" around your landscape? that looks like a lightmass importance volume and you can disable showing volumes in the viewport in the show menu at the top left
@stiff sail well you mention the grass doesnt like the noise and ramps? what noise
the landscape noise. the tutorial told me to add some for "purely for artistic reasons"
it added hills n dips n shit
I gotcha. well the pivot on the foliage (usually the bottom) should rest on top of the collision for the landscape (usally the top) unless theres something that is offsetting it in the landscape material. There are also settings to adjust the foliage so its angled the same as the landscape. Otherwise... honestly... most games have that issue as well and it's not noticeable unless you look for it
you can also adjust the initial placement to have more of a Z offset so it goes into the ground
do you have any tutorials or doc link i could read on that?
Hello @grim ore maybe you can help me. Im using simple dynamic material scalar parameter on landscape.
Really simple
Its working great with fresh created landscape (with different tag ofc)
But not working on my current landscape
It has same material, same settings - everything is same
Maybe there is some limitations? Like landscape sizes or something.
Test one changed its roughness (both have same tag and dynamic instance) but the main one not. Most disturbing when i get param from it and print string it - its showing correct value.
Someone know why the audio FadeOut function is killing my audio component variable?
when i use fadeIn it gives me an error sayin the audio component is pending kill
I want to fade out without killing the audio compΓ΄nent
newb question
the only way to 'tell' the unreal to posses a character its through 'game mode default pawn'?
@worn peak You can place your character BP in the world and set Auto possess to "player 0"
in the details
this also works as a overwrite to gm default pawn or only if i dont set any on it ?
if you dont set it in gm
if you do there will be 2 character
one static and one possessed
@grim ore hi, after i had a great look at ue with coding some cpp and doing bp as well i will drop unity and move to ue, its a super great engine
guess i dont have the need amount of knowledge to got it -.-'
and i think its lightyears ahead
@modest agate i tried unity twice
just the fact that something basic as a dark theme its paid
dark theme its essencial to some peep that have light sense
i really dislike its architecture, @worn peak but ue seems to be in any point a lot better and its cpp
its cpp and has the best visual script at all of theses
i also found bp which i dont like first quite useful today
especially if you combine with cpp
but well i have to work some time with ue
its just a first nice feeling
i like epic since they sued apple so i wanted to give it a try π
but this day i had more fun with ue than with unity in months
Can I change the instant disappear to a fade out in lods min draw and desired max draw distance?
Or do I need to make a custom function for that?
Is there an easy way to check if something is still overlapping a TriggerVolume?
@plush yew what do you want to learn how to do?
If it has not left it (endoverlap) ?
@knotty heron there are nodes to check what actors are overlapping another, like the trigger volume
So I have a mobile game I am making, where do I access the hud that the movement stick is on that controls my player character? i can't seem to find it. I want to add a jump button to the character as well and I cant find where that hud is located
at the risk of looking like a complete dunce, can someone explain how to scale this material? this looks awful. the material is from the starter content
add a texture coordinate node into the material that goes into the UV
pick one skill then and start working on it then, no path
@grim ore I wanna know if it's overlapping any actor with a specific tag
then get the overlapping actors and check their tags
Do i get all overlapping actors if i choose no class filter in (get overlapping actors)?
[optional] If set, only returns actors of this class or subclasses
Yes, all Actors if left blank
oh lmao thanks
How can I make my procedural mesh component run faster? the actual generation of noise is almost instant but it takes 5 minutes at times. It doesn't use that many polygons either
How do I make it so only half of my phone screen controls the jumping? because when I use tap thejoystick on one side it still triggers jumping
@grim ore absolutely brilliant thank you
Input Touch has a location pin you can test.
how do I set that up?
if x or y of location is greater or less than half of current resolution. Something like that.
what is the Location pin node called?
Mess around with these until you get the results you are looking for:
and what would that plug into?
Hey guys, I need some help. I bought a Water shader and now I want to import it into my UE4 project. But everytime I drag the "Content" order into my project I get 100000 errors that the import failed and after this nothing got important. Not sure what im doing wrong π¦
I know I ask a lot of stupid questions I am very new to this
Can anyone tell me why thumb-stick input for my motion controllers isnβt being registered on an input axis node? The inputs are listed in project settings, but I donβt know if there is some other setting I mustβve missed. Any help would be appreciated greatly
This is a glimpse at the locomotion system Iβm looking to use for VR
@left arrow where did you get the water shader from?
omg, found it why dynamic material not working on my landscape. its only cover some small square part.
@grim ore do you know why this happen?
when im changing roughness value from instance material - all working great
but in game dynamic mat instance only works on small objects (or landscapes in my case)
so its only affecting one section on your landscape when you change it?
From Artstation
@left arrow you need to read the instructions they gave you hopefully. you do not import .uasset files, they go somewhere in your content folder on your disk
No there are no instructions on how to import this. What types of files could I import? Btw here the link https://www.artstation.com/marketplace/p/X9Gp/ue4-customizable-water-master-material-vertex-paintable Also this is for version 4.25 but I use 4.26 but it still should at least import it or?
@left arrow well thats stupid they dont have install instructions. It should yes but again you do not import .uasset files. .uasset is what happens after you import. Those files go directly into your project folder
Okay thanks! I will try to contact the seller and ask him about some install instructions
you can look online but its like I said, those assets go in the content folder in your project.
When I drop the full folder into my content folder nothing changes. The folder is just gone when i open my project
you might need to put them in .25 then and see if they work, they should work in .26 assuming you put them in the correct spot
@lucid grove I just tested and it worked as expected here. I think you might be using the wrong nodes to do this. I made sure "use dynamic material instance" was checked on my landscape
and this was the basic code I used to test with
with my material being like so
just tried with the biggest I could get working
which code are you using to do what you want?
yep I even tried swapping textures and the entire landscape changed so its definitely working, I have a feeling your using the wrong node to change the landscape MID
scrolling back your not using the landscape node to change the material but the normal node
yep added the code to a normal actor and it worked as expected
yep your using the wrong node to change the paramaters on a landscape
you can also just use the Get Actor of Class node to get the 1 landscape assuming you only have 1
Mathew you seem to know a bit of everything...Watched some of your vids (great stuff btw^^). Got a question that you can probably answer. It's super basic but I have 0 experience with material-stuffs.
I wrote a material that gives me colored edges and have this as opacity. I however would like to color the black differently. Is there a way to actually use some node to directly only switch the black out? Tried to multiply and that only affects my edges. I wanna be able to adjust the transparency amount with that and afterwards maybe recolor the half-transparent parts in instances
so just replace the black with another color?
Jesus Christ 4 hours for this small error
Exactly that'd be awesome if I can switch it out with a vector-param
Thank you Mathew, now i can finally get to sleep
Sleep well Jake!
Oh im gonna beat all shit of that pillow ha
@timid frost I was going to suggest an if but that only really works on one float so you would have to use multiple ifs or lerps. π¦
So no way do directly easily switch out the black by some other color? :/
not that I know of but #graphics might. it seems like a simple thing lol
and it is until you realize the compare stuff doesnt work on the vector but the single floats
Alright gonna try my luck there, thank you π¬
Ah that's a shame... Why is stuff always trickier than expected? π
basically does this pixels R and G and B all equal 0? the replace the R and G and B with X,Y,Z lol
just haave to code that up
Like that? As said I've never been into materials π
maybe? I'm really bad at art π¦
Alright thank you anyway! π Just gotta try some stuff out and hope that someone can help if I can't fix it myself^^
there are some posts on the internet with some helpful stuff
just like google "ue4 replace color" or swap color
I'm masking out a texCoord and practically that way move the borders up so that my mask is very intensive^^
That's how it practically works up until there
I can color the red part in any color without any problem (multiply it after lerp with desired color)
The "Scale" parameter on the node does just that
Are repeat Timers with delay .02 and better to use than Event ticks with .02 delay or timelines on a .02 length? are they about the same i guess? because they run on the same .02 delay ?
if all run on .02 delay, wouldnt Event tick be technically best, requiring the least memory ?
basically the same right? if all running on the same .02 repeat ?
whats even the point in building lighting if it ends up making it looking worse
better performance
player start only spawn 1 player?
Yes, diffuse 1 can be manipulated with texcoords as usual, and the texture objects are manipulated by the "Scale" input param on the node.
Scale is in other words the "tiling" of the detail diffuse/normals. If you double-click the "DetailTexturing" node you can see how it works.
@worldly stump player starts are basically randomly chosen among players spawning in. it will try and not spawn multiple people on the same spawn so if there is 1 spawn and 2 players it will try and find another spot to spawn them
no wonder my 2nd player missing pawn and controller
so if i make multiplayer game i have to put like at least 30 player start
How's everyone
Hello! I bought an asset that came with 2 textures that overlap each other in Blender. But idk how to implement that in Unreal. Its a creature and it has a "Skin" base color layer and a "Hair" base color layer. If anyone can tell me if I need to merge these somehow in photoshop or if they know some keywords for me to look up I'd really appreciate it.
These UV map on the mesh correctly individually.
Guys I need help. When ever the cube gets hit, it won't disappear.
Hi, I'm working for a team and we're looking for a freelancer or someone with experience to answer some questions our team has, there'll be payment for successful pipeline integration if it's possible, I didn't quite know where to ask since I haven't been on this server long enough
I'll be on tomorrow from 6 To 9, working hours if anyone wants to help
See #instructions for #hire-a-freelancer
Wasn't there a new feature in 4.24 or 4.25 that was like class static vars?
If two people are working on a project together, is there a way to share plugins? There's an expensive plugin we want, we'd hate to have to pay twice just to use it on the same project.
having problems still with fixing structs, i upgraded from 4.24 to 4.26 any ideas how i can resolve them, i look in the blueprints and just not fixing it
I know itβs possible and I know how to do it but I dunno if itβs legal
um
i cant seem to find this sort of information anywhere
but if my actor has a bunch of body morphs and they were clothing would the clothing morph to the actors body changes
or must clothing be given their own body morphs as well to morph with the actor properly
Yeah that was my fear. It's a $350 plugin though, but it's necessary, and we work next to each other on the same project...it'd be silly to have to spend $700 on that.
Depends entirely on the plugin. You can try contacting the devs to see if they'd set that up for you, or maybe they have that baked in to their license anyway and it's as simple as using the same key twice. If not, your only alternative is breaking copyright law, which I believe discussing is against server rules
Right, and I'm not interested in anything like that at all.
If you're indie or a student they might have discounts or other license agreements...
We're sticklers about doing it right.
Voxel Plugin, it looks amazing, and does exactly what we need.
I'm good at blueprints. Not so good at actual programming languages. So making my own voxel generator is out of the question, lol.
does anyone know the the terms means or such to finding out how to make clothing morph with the actor properly or is this automatic as most who morph their actors seem to have their clothings morphing as well
I'll take a peek and see if I can find the licensing agreement, if not, I'll try contacting the dev, thanks for the info guys! π
no around to help it seems ^^;
@plush yew I summon thee!
also how did the fundemental training go, if you went about practicing them?
How often do you guys package your games while developing
dont even know what that does x3
constantly
what does packaging do o-o
the majority of bugs don't appear in the editor
oh crap seriously
I mean sure, basic stuff will happen. But the way the editor allocates memory and loads resources means that a bunch of the trickier stuff won't surface until you're actually playing a packaged build of your game
(Packaging generates the final .exe of your game)
You always want your QA to play the build, never the editor
Off the top of my head, asset loading, texture streaming, multiplayer
those aren't representative when viewed in the editor compared to the actual game
so even if the landscape or functions are setup properly or seems that way packaging it will show how broken or ok my game is?
Yes
you can unpackage afterwards right?
I saw really odd bugs where for example, a bool parameter in a function was correct in the editor, but always appeared as false in the build. Saving it in a variable before using it fixed it. That's an extreme example of a bug with the BP VM but it's a thing that happens.
o.o
How do you mean unpackage?
lmao imagine that
like if i package it to test my game will i still be able to go back into blueprints and make more edits
packages game ..ue4 editor deletes all your files
o.o
lmao
DEFINITELY. I mean imagine packaging your game and then suddenly you could never make changes again? That would be beyond never ever workable lol
that means no game would ever make it passed its utmost first interation ever
Imagine fortnite pre-pre-pre-alpha
ooooo oki
That used to be the standard lol.
man
I remember packaging out games in the original source sdk
That was a NIGHTMARE to work with
There were always so many things that would come up
And holy crap it took....aggggggggggggggges
hmmmm
oooo oki
it's like exporting a .png out of photoshop
ah
you don't lose your .psd edit file
Hey! Just wanted to ask is it true that you can use Python as your main scripting language?
Im suck at cpp but im pretty experienced in python
You can, in the sense that you can also stir boiling soup with your genitals.
You can, but why would you
Ah well, should've stick to cpp shouldn't i?
Quick Question for the Room... Where would I post an issue with the Epic Launcher Vault not showing all of the assets I own? More than that to get help fixing it... This goes out to anyone who can answer please.
anyone familier with how to set up digging/terrain deformation?
@mighty copper - Forums / official support email only I think
@wild cobalt - Yes. You can't.
Although with the new landmass stuff it might be possible. I haven't used it enough though, but sure if BP brushes can be applied at runtime honestly.
I somehow doubt it though
@faint cedar Thanks
@faint cedar Thanks, Why cant it be done?
Landscape height data is static at runtime
I am reading and someone said it might be possible with the voxel plugin
(Again, this was true before the Landmass plugin, it could be different now)
yeah sure but that's not UE4's landscape
if you want to write your own landscape solution
then anything's possible
but using UE4's built in landscape tools... a bit harder.
lol yeah i guess i was more so wondering if anyone knew of a solution to make do it
if you're asking if there's a solution to making everything on your own, you might as well be asking "how do I make mmo"
does anyone here use marvelous designer
if so i have a question
do the clothing made on there copy the model imported's morph targets
or do you have to make the morph targets for the clothing made with it D;
the latter
I haven't try this but this might be something you need: https://github.com/midgen/cashgenUE
But I don't think they use unreal's landscapes. But some static meshes may be.
Closing the editor for the day..... Crashes when trying to close it. π€£
Good night everyone.
so some one should let me know where to get unreal 5 lol
would anyone happen to know if there are settings i can enable or crank up to improve the visual fidelity of textures?
or is that something that can only be done outside of the engine?
Can a save game object be used unlimited times?
I was having an issue where my points wouldn't save
Then when I got it to work
My player's skin doesn't save
Both saving the points and skin use their own variables inside the same save game object and different save game references once creating a save game object in the BP
I'm having a problem with hit boxes. I have a collision box for an enemy set so that it will attack me when I overlap it and stop attacking when when I'm not overlapping it. The issue i'm having is that when I walk into the enemy everything works fine as it should. But if I jump on top of the enemy it sets the overlap to true but then immediately goes to end overlap even though I haven't left the hitbox and doesnt reset until I completely leave the hitbox and move back in. Anyone else ran into the same issue?
does anyone know of a good auto-retopo tool for hard-edge simple shapes?
I tried the new max 2021 tools, they are terrible, the video was a lie
is there a way to validate whether the variables in *.ini files are in effect or not?
for example I would like to validate whether if these variables are in effect or not.
r.Mobile.UseGPUSceneTexture=1```
Hi,
Does anyone know a way to capture 360 with ray tracing on?
Okay so I have figured out what the source is for why my project won't package and it's pretty strange. It's only when I import an fbx into level it throw a bunch of errors like the following "UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/' is not a standard unreal filename or a long path name. Reason: Path may not end with a '/'"
I am using device ID to identify multiple android devices but it seems that this ID changes with system updates or factory reset...
is there another persistent string or ID on android I can use to do that?
something like the ADB device ID - which I am not 100% sure seems to be permanent...
any way to access this in UE?
Everytime I make a project with RTX on, UE gets stuck at 39% loading. Does this take so much time or is it actually stuck
what's your system config?
1080 i7 7th gen
Where can I see the logs when I go "Standalone Game" in the UE? My game works well in PIE but doesn't seem to take input in standalone
Hello, is there a way to cull the blocks that the player is not seeing ?
@fierce forge https://docs.unrealengine.com/en-US/RenderingAndGraphics/VisibilityCulling/CullDistanceVolume/index.html ?
An overview of how to use the Cull Distance Volume to cull Actors in your Levels as specified distances based on their size.
It seems like 4.26 has added "Static Friction" to physical materials, but there's no documentation for it, and the tooltip is just copied from the regular "Friction". Anyone know what it's used for?
@clever axle is there a way to make it like this ?
? you mean that actors who are not seen are culled?
the meshes
never done anything with this before but look into frustum culling
@fierce forge Anywhere, it's a general thing. But if you want stuff to be occluded by other stuff, that's called occlusion culling
But UE4 should do both frustum and occlusion culling by default
Unless your whole terrain is one single mesh. Then it can't hide just parts of it
it's a instanced mesh
Hmm, haven't played with those. It should be able to handle those I reckon
I need to use the alt keyboard in my game but when i do alt+s in editor (when playing) it depossesses my actor. In the settings only F8 is attributed to that function. What can i do to avoid the depossessing?
1080 is not good for ray-tracing. when I tried lot's of capabilities of ray-tracing didn't worked and the scene had lots of artifacts in it.
play in standalone
good day fellow humans, i too am a human. i am struggling to get any input to work on my c++ PlayerController class, it is setup in my game mode and it is the one that is spawned in the scene once started. has anyone else has this issue before? i have googled and the solutions posted doesn't work in my case i have also checked in the input settings under project settings and mouse touch events is disabled but on the PlayerController in scene under Mouse Interface the Enable Touch Events is ticked and i dont know if that is normal.
it works but its kinda anying isnt there anything else?
i don't think it is anything else
@keen mauve I have had issues with the input not working on the PC plenty of times. Sadly I keep forgetting how to fix it after each time I fix it.
In my case I think it had to do with having multiple Axis events and Action events mapped on the same key.
i dont have that issue
But there's also the thing where pawns can override input
If they have the same events
Or the BP player controller that inherits from a C++ one can do the same
Have to make sure input passes through to children and isn't consumed somewhere in the chain
π will take a look there, didn't know there is that channel
still new to this human thing
i mean this discord thing
;P
You sure you're human? π
so my RTSPawn has a BP that inherits from it and the input isn't blocked and it doesn't auto receive input either
how do any of us really know we are human?
from my perspective you are all just figments of my imagination π
how can mirrors be real if our eyes arent real
pokes mICON in the eye...
i have watched a bunch of youtube vids over rts player controllers
and read a bunch of docs and examples
shootergame?
check the learn tab in EGL
EGL? sorry i am very new to ue4
ther's shooter game in there, fully functional FPS in C++
Epic Games Launcher
Documentation for the C++ example game project ShooterGame
Shootergame is not a great place to begin with UE4 imo
It's massive and I'm not entirely sure that it's up to date with the latest UE4 standards, features and practices
Though Ark: Survival Evolved was built straight out from that example, so maybe I'm just an idiot
Maybe you are ;P
I think it should be okay if he wants to know how to handle controls
yeah true
hello, i have a map of a small town and the player can interact with building doors and enter them (which are separate maps with OpenLevel). The problem is that when i leave the building i start in the beginning of town map and not on the door i used~to enter the building. what would be the best approach to fix this?
so far the best way i have in mind is to have somekind of parameter in the openlevel that i can parse to know the position to teleport
or use level streaming
can I export a camera with its animations from UE4 to fbx?
hello all!
i have almost no experience with game engines in general, but i wanted to ask about the feasibility of an idea i had, its a project im sure at least one person in this server would be extremely interested in, and hopefully shouldnt be difficult if my grasp on how it should work is correct. please DM me for more info, thank you in advance
@glossy kraken Someone makes a post like yours every ten minutes. Check the job board section.
@fallen flower sorry i wasnt looking to make a job, just looking to see if what im asking about is possible
Mine get stuck often on each other. Avoidance make them push each other and sometimes inside non-navmesh areas
I tried to use dynamic obstacles and dynamic navmesh generation, that works perfect with player character, but NPC starting to avoid themself
Good day everyone. I'm new to the server and I actually came here looking for help on a game crash. It's not a game created by myself but a game downloaded. Here is the problem, I ran the game and it's been running smoothly for about two months then my little brother was playing the game on my system and while the game was running, for some reason he pulled out my laptop battery and the system obviously shut off. I reconnected the battery and let it charge then I tried to run the game but ever since then, all I've been seeing was unreal engine crash. Please what can I do to resolve this? The name of the game is Dragons of the Edge.
Hello mates, do you have any good free multiplayer frameworks to share
is it possible to have a smoother transition between 2 post processing volumes? https://i.imgur.com/Xr7pVsM.gif
there is a blend weight but I don't see a way to automate a smooth transition much
wait no
Blend Radius seems meant for that
yes, blend radius.. thanks!
hey how can i make this command be set to executed every 0.1sec?
it only finishes on move finish
@midnight gate set timer by event
is it possible to ragdoll just everything below the neck and have the doll move with the head stuck in place and the body wigling? Like a ghost
but then as it is not hitting the ground how I make the head stay in place and move?
Hello everyone, I still have an issue with my aim offset replication, so here's a few questions to help me fix this one time for all :
-What value should I use to replicate the pitch accross the network? Control Rotation?
-What variable should keep this value? Default camera?
-After that, I just use my Default camera rotation for the AimOffset right?
Here's a picture of my BP_character. And last question : to trace a line, I just have to use my default camera location for the starting point, and my default camera getForwardVector multiplied by a value for the end point right?
Does anyone know what this error means?
it means there's a bug somewhere, possibly something to do with whatever an 'Embree Aggregate Mesh' is
- Go into swarm and hit validate and clear cache.
- if wont' help, check which of the assets causes the crash (by deleting the assets from scene), then try to update the UV for it
@fathom rapids #multiplayer
if all else fails, disable Embree instancing in lightmass
When I press Validate in the swarm it doesn't really seem to do anything. And how do I disable embree instancing?
check the project configuration
if it's not in project settings you may need to disable it from an ini file (presumably lightmass)
Alright thanks
there is r.DistanceFieldBuild.UseEmbree
but probably not related
(not sure if this actually works but judging from the source, it should use the default system for building the light)
Code:
[DevOptions.StaticLighting]
bUseEmbree=false
One manager actor/subsystem with a tick that iterates over 1000 actors every tick ought to be better for performance than having all 1000 actors tick, right?
@shell compass yes...that's an ECS approach that Unity uses for some stuff (and i think Niagara)
Yep exactly, that's where I got the thought from. Thanks π
https://gamedev.stackexchange.com/questions/142312/how-to-increase-vertical-nav-mesh-detection-for-ai-actors-using-default-query-e HOW CAN I GET THIS BLUE BOX SO MY AI CAN SWIM?????
nav meshes are totally unsuitable for flying / swimming AI
you will need to write a totally custom solution
Yo, how can i get the Scale parameter on Material Instance and make it local for each object so i can edit UV scale on each object individually etc
you'll need custom blueprint code for that
not sure I'd recommend doing that though, you'll end up with an absolute truckload of material instances
I don't think that's a solution, pretty sure it has no AI support
you'd probably want to start with something like this, if we're talking marketplace:
https://www.unrealengine.com/marketplace/en-US/product/don-s-3d-pathfinding-flying-ai
@wary wave they work well enough i made it work :D
tho its hard to get the ai to get back on the surface cause of my underwater enviorment
There is also a community run discord that has later versions of that compiled. The link to the discord can be found in the Marketplace Forums post here https://forums.unrealengine.com/community/community-content-tools-and-tutorials/74866-don-s-3d-pathfinding-flying-ai-system-with-full-source?p=1769250#post1769250
Proven in Production! Watch this plugin power Drunk On Nectar, which is in EA on Steam!
https://www.youtube.com/watch?v=2rgBjTuOLlI
Does anyone know how to fix a FBX reference issue? My project won't package because of it
small quesiton
When you loop timer and set random float in range to its time input does it take random value each time it loops?
okay.. got a new pc.. last one died.. this ones a beast.. but.. just re dowloaded my code from source.. and.. all i see is the uproject file.. I dont' remember the next steps to getting it up again.. its been 1 year
@marsh sparrow Shouldn't there been content's folders and such? I thought the project file is essentially a collation of all those folders
yeah. i think i need to associate the uproject file to ue
Do you still have the content folders along with the uproject file?
yupp
all that jazz
i remember setting the repo up a year ago so that other people could build from rider from scratch
just can;'t remember the steps to getting it going again LOL
ooo i think i may be onto something.. opening the uproject with rider now
Ahhhh I get you now you're using a repo that's why
up just chilling here.....
hmm okay.. going to play with a thing or two.. new comp.. so lots of .net install windows coming up LOL
got it
launch ue26, it installs some stuff.. then go to the uproject and generate files
hmm missing a solution file though
thats weird
Running C:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/WIn10/Documents/DaddyMadeGames/bible_noahsark/bible_noahsark.uproject" -game -rocket -progress -log="C:\Users\WIn10\Documents\DaddyMadeGames\bible_noahsark/Saved/Logs/UnrealVersionSelector-2021.01.19-08.54.00.log"
Discovering modules, targets and source code for project...
WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
ERROR: Visual Studio 2019 must be installed in order to build this target.
hahahah
well that will do it
my lighting has been really messed up since updating from 4.23 to 4.25.
could deleting the BuiltData files and rebuilding fix this?
or deleting the intermediate folder?
everything just looks really dark besides the materials that are set to unlit using emissive
@harsh tiger they changed a lot in the 4.25 around fixing some lighting math. I think you need a post process volume and mess with a thing or two in there to correct
mostly around exposure
@harsh tiger ^^^
@marsh sparrow is this only for pc? because my project is running standalone on the quest 2
thank you for the link, will check that out too
that I do not know anything about
I just know they made a math error that everyone was using prior to 4.25
i regret upgrading sometimes π
eh.. when im not managing engineers I still dabble in code.. so not that bad
i wish looking online gave one answer. but instead it gives bits and pieces and when put together it adds up to one mess
do you think it would be safe for me to delete the "map build data registry" files and rebuild the lighting?
i'm getting really low on different ideas to try at this point
don't know anything about that
but I do know.. you need a post process volume to 'fix' or 'correct' your lighting
lol
i've always had a post process around my areas. i might just be missing a setting hiding somewhere haha. thank you for the link π
yeah you have to 'adjust' them
im just hoping to see how my project runs on this new box
aka headbut my keyboard until it works π
welcome to engineering
RTX 3090, niceeeeeeee
something tells me your light sources power input in your scene do not scale correctly with the emissive materials amount of light they output
3950x.. couldn't snag a 5950x yet.
exposure is like photo
your scene emits a certain amount of energy towards the camera
either by bounces from your light sources on your materials, or directly from the materials themselves (as emissive)
luckily my meshes was using a texture atlas. an the emissive was making the scene look really flat. so i've went back to "default lit"
one other strange thing is the scene sometimes looks bright inside the editor but dark inside the headset?
Hi all π I am wondering if anyone knows a solution to the blurry fonts in the editor in windows 10? I have a 1920x1080 resolution, with font scaling at 1 (100%). Editor ui scale is 1. However my fonts are quite blurry in all the menus and ui. I have googled quite a bit, but nothing seems to do the trick. Any hints?
Hii guys, everytime I build the light in my scene the engine crashes afterwards, like it freezes and I cant do anything. Anyone knows how to fix this pls β€οΈ
hello, anyone know a good youtube video for a storymode game tutorial. I am unable to find one.
Hi all. I need some help. I belive my project has been shared with out my consent. Is there a way to find out the OG dev with in the files?
Hi
When I try to create a new c++ Project it gives me this error and doesn't make new poject:
Running D:/Game/Epic Games/Launcher/Portal/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/ILIYA/Documents/Unreal Projects/MyProject/MyProject.uproject" -game -rocket -progress<br style="box-sizing:border-box;">Discovering modules, targets and source code for project...<br style="box-sizing:border-box;">While compiling D:\Game\Epic Games\Launcher\Portal\UE_4.25\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:<br style="box-sizing:border-box;">d:\Game\Epic Games\Launcher\Portal\UE_4.25\Engine\Plugins\Marketplace\XsollaLogin\Source\XsollaLogin\XsollaLogin.Build.cs(6,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'XsollaLogin'<br style="box-sizing:border-box;">d:\Game\Epic Games\Launcher\Portal\UE_4.25\Engine\Plugins\Marketplace\XsollaLogin\Source\XsollaUtils\XsollaUtils.build.cs(5,18) : error CS0101: The namespace 'UnrealBuildTool.Rules' already contains a definition for 'XsollaUtils'<br style="box-sizing:border-box;">d:\Game\Epic Games\Launcher\Portal\UE_4.25\Engine\Plugins\Marketplace\XsollaLogin\Source\XsollaWebBrowser\XsollaWebBrowser.build.cs(6,18) : error CS0101: The namespace 'UnrealBuildTool.Rules' already contains a definition for 'XsollaWebBrowser'
I have visual studio 2019
If you have access to the suspected copy and the project files look at any of the assets you think you created like static meshes etc. Each asset has the path of the source folder they came from. If the path is the same you know it's from your PC. Also if the meshes etc are identical this may also let you know.
I mean, if almost none of the work contained within it is your own, and it's just two merged marketplace assets, are you really that bothered?
it's annoying that someone might leak it, but at the end of the day, I'm not sure you've actually lost anything
im board plz give me ideas!! PLZ