#ue4-general
1 messages Β· Page 922 of 1
Hi ,when i try to install ue4.25.3 ,it say install failed a file access error occurred. error code : IS-MF01-1392-1392
anyone know how to fix?i have try search on google and youtube already cant find out solution
Kind of urgent question guys...
I have recently installed a new ssd to put my OS on. (Without realising that due to file paths nothing would work and seemingly need a reinstall)
I wanted to install unreal engine to see if i can at least open my projects but in the epic launcher it won't give me the option to download 4.24.2
Hey, Does anyone know how i can fix this?
Anyone know why this is ? (I have it installed on the original ssd which is still in the pc but its not detecting it to open files) so I am not sure why it it won't let me download 4.24.2 in the list (its doesn't even appear in the list of options to download)
(That was a continuation to my above question)
Might be a good idea to transfer files u need onto a external and then factory reset
@plush yew I have always had problems with project files after moving them and I am unsure of how to do it without causing issues/ corruptions. Copying and pasting is even a bad idea in my experience.
If you lookup on youtube unreal has a feature called migrate and that seems to work for me
@plush yew isn't that function for moving assets between projects, or projects into other projects ?
Sorry if that seems like a silly question, I have put a lot of work into my project and really don't want to mess it up.
Youtube only seems to have results for migrating assets (which i already know how to do)
Sorry i thought itβs an old answered post
Is it o on a specific project or any
Hey so I'm trying to add a variable to an unpopulated array, and I'm not sure if anything is making it into the array. Do you need to include a save feature in order to check if variables are being appended?
Actor spawns, player presses button and holds. I'm interested in getting that hold value into an array.
Is is OK to delete the files under the Game/Saved/Autosaves? It's become quite large.
@plush yew it looks like there is a set distance from camera that is not loading all the way
No idea how you could correct that, but maybe its a performance setting?
I need to download unreal engine 4.24.2 but it is not in the drop downwjen I click the arrow for different versions. I get 4.24.3 and 4.23.1 but nothing in between...
Please haaaaaalp π΅π€―
It will only let you install the latest version of any engine, as far as I know.
is there a event to tell when my grass is done loading in? so i can have my player on a empty black widget until its done
Has anyone ever attempted working with Unreal over Windows Remote Desktop connection? It appears to crash the remote machine in a repeatable way when otherwise there's no issue.
Supposedly some kind of issue with GPU/Hardware acceleration?
@vague scaffold yes it is if your project is in a good state those are backups
Yeah! I do that occasionally. I didn't find the reason, but sometimes deleting those will reduce the number of shaders to compile.
why do you need 4.24.2 instead of 4.24.3?
@rocky radish because a project i need to open is one i made in that specific version
Wasn't there, a node that was something like if actor is on the camera of the player controller?
if you need a specific version that is not on the launcher you need to compile it from source
In my experience in the past I have encountered problems when I open them in updated versions π I'm just scared of ruining what I somehow got working by the skin of my teeth in the first place
make a copy of the project and open the copy
a 4.x.x version rarely causes any issues compared to 4.x updates
for example, you may find issues converting 4.24 to 4.25 but not converting 4.24.2 to 4.24.3
OK I will try it thank you @rocky radish and @grim ore
I have 4.24.2 installed on another ssd but today I changed my boot ssd to a new one and now none of the file paths work. Hence needing to re download unreal engine.
you can run the editor directly from the engine folder
you can also find the unrealversionselector.exe file in your launcher folder, copy it into that engine folder, run it and it will associate 4.24 with that folder
Where is that located @grim ore ? That would be incredibly helpful !
I dunno its your machine. somewhere in your engine install folder is an engine folder then binaries then some platforms then ue4editor.exe
@grim ore I found it with search!
So if I copy the 4th from the bottom into the folder where I have my projects saved it should associate them automatically ? Thank you
no
ue4editor.exe is how you launch the editor, like hitting the launch button from the launcher. Unrealversionselector.exe is what says "Hey this folder with this engine should be registered with project files"
So I want accurate numbers for my players response time so I'm using a float variable, but I can't seem to figure out how to grab the maximum float value.
if you have a float variable yo will always have 1 value, or is there more to that question
@grim ore is this the UnrealVersionSelecor I need ? 3rd from the bottom
yes, you would copy that into the engine folder where ue4editor.exe is and run it and it should say its going to associate it
Sorry I just crashed my UE hah
So I've got a variable that records button down time, I am then trying to take the maximum value recorded by that float variable and append it to an array, then set the hold time variable to zero to clear it out.
I'm trying to end up with an ordered array that will list the (a) Actor Name (b) Actor Index # (c) Actor Arrival Time (d) Input Key Down Time (e) Mic input timestamp / mic input.
So I figure the first place to start is getting the maximum value for the Input key down time and putting that in an array.
well thats the confusion. max compared to what?
hold button -> get value -> compare to ?
Oh, just the last value recorded*
then you store the last value recorded somewhere? if so compare to that and replace it or ignore it
Ok I think I get it, player hits button, timer increments and parallel to the timer incrementing I am having the previous value compared to the current and only keeping the larger until the player releases the button. I was thinking there might be a function I didn't know about like a find max or find last function.
well if you are comparing to values in an array then yes, but I thought it was just comparing to one value
I assumed my hold time was just a single variable that should only report the last value
but it gives me everything as it increments.
I assumed it would overwrite itself, but it seems to be appending itself?
there are max nodes for looking at the highest value in an array
if that is what you want
if you just want how long its pressed for use an input action event. it has pressed and released, no need to check on tick
press button -> store the time. release button -> compare the current time to the stored time and get the difference
so trying to do my first package just for giggles.. build failes.. getting this.. no clue why
Stacktrace
ProcessResult.StdOut: LogPhysicsCore: Error: PHYSX: (D:\Build\++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!```
error and the line right above it.. not sure if they are related
did you try and open that mesh and resave it?
sounds possible. you can open it up, go to the collision menu, remove the collision and add anew one
k
ill work on that
thx
k i did 2 of them.. let me see if they come off the error list
and success
neato...
I haven't found anything good.. Is there a way to exclude unused assets in a packaged build?
go to package settings and click to find advanced settings and include only the maps you need to build
Can anyone help me with some flying?
@marsh sparrow yes, I've seen that but I don't want to add everything by hand
when I added the maps.. it found the assets in those maps and only built those
I read it packages everything that is used in a map
that is what I want but it also packages things that are in unused maps appearently
not for me
when I added just my 2 maps it didn't add anything else that was outside of it
i am having a really hard time trying to figure out how to make a pawn move using a player controller
@west jay The 'Set Movement Mode' -> Flying/Walking only turns on/off the Gravity.
You can add a multiplier before the 'Add Movement Input' (i.e. Axis Input * some scalar) to control how fast you can ascend.
Then just add a -z force with another input if you want to fall faster.
guys, do you recommend me to start to learn and work with Unity?i am learned so well unreal and my journey with unreal is continuing but I think as a programmer I need to learn unity too, what you think?
sure, why not
@keen mauve no progress?
have progress the functions fire now i just missed the Super::BeginPlay()
but now i am struggling to make the pawn move
Does not simultaneous learning have a negative impact?
yes and no Farshad, how many programming langauge and APIs do you already know?
C++ , javascript , php ,payton,blueprint scripting and etc but i i dont know UNITY still
and i dont know c# too
https://www.youtube.com/watch?v=hx9dHgcN0bE where can i get these blueprints like strain etc?
On this week's livestream, Jack Oakman and Wes Bunn walk us through the fundamentals of Chaos, Unreal Engine's new high-performance physics and destruction system. Learn how to create Collections, work with Fields, and get a special sneak peak of our example content project. Plus, a couple of our very own Chaos developers will be in chat to answ...
cause learning multiple langauges at the same time isn't that great if you are not very proficient in at least a few
i am worked with them as good but i like c++ so i chosed unreal because of it π
@rigid marsh Thanks, I fixed itz thats why i deleted the post
i find it hard to understand what you saying
@west jay Ah cool, keep on at it then π
Thx
what is your suggest about me? do you think is good for me to start learning unity or I must just stick to unreal still
i want just have good progress in 2 langauges , C++ and in future c# , i want be a pro in this 2
hard to say, i am new to unreal this is a question you should answer yourself
@worldly lynx its best to do one at a time, if you know more C++ then C# its best to go with unreal and from there go to unity but its all up to you and what you feel more right about if that makes sense
anyone has a guide on how to reset playerstart? Like all my players occupied all the playerstart
i like unreal engine so much but in my country Job Positions for unity are several times then Unreal engine, so i must learn unity, i have toπ©
just it scared me , because i think it can harm my ability wwith unreal
Hello Guys, Since I Have changed my "Preview Rendering Level" on MacOS to iOS my project keeps crashing on startup do you know where to fix this?
not exactly, learning 2 programming languages is a little hard mostly casue you may not remember most stuff when learning another one, but over time if you use both languages a lot or most of the time you will get the hang of it @worldly lynx
@keen mauve have you done the AddControllerXInput like https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/APawn/AddControllerYawInput/index.html ?
Add input (affecting Yaw) to the Controller's ControlRotation, if it is a local PlayerController.
@keen mauve not controller as in XBOX One Controller. This is about PlayerController
Anyone here know much about pc's ?
Today I put in a new ssd and used the media creation tool from Microsoft to install the operating system onto it.
When I set it as the main boot ssd and powered on I noticed that it was now by default "C" drive.
I installed the epic launcher on it but in the library for unreal engine there is no projects saved (I have loads of projects on my pc)
Same with steam but I am guessing that in steams case I might need to reinstall all the games to fix the file paths.
I would be grateful for any tips...
so that is being called on the Pawn from the controller?
Yes
no that doesn't move the pawn
You can fetch the input on the pawn directly but I guess you already have it set up to do it in the controller so that's fine
@keen mauve wanna show some code?
sure what do you want to see?
@keen mauve relevant code from your controller
void ARTSPlayerController::SetupInputComponent() {
Super::SetupInputComponent();
bShowMouseCursor = true;
InputComponent->BindAction(TEXT("LeftMouseButton"), IE_Pressed, this, &ARTSPlayerController::removeBlock);
InputComponent->BindAction(TEXT("RightMouseButton"), IE_Pressed, this, &ARTSPlayerController::removeBlock);
InputComponent->BindAxis(TEXT("MoveForward"), this, &ARTSPlayerController::MoveForward);
InputComponent->BindAxis(TEXT("MoveRight"), this, &ARTSPlayerController::MoveRight);
UE_LOG(LogTemp, Log, TEXT("Input Setup"));
}
void ARTSPlayerController::MoveRight(float speed) {
if (speed) {
FVector right = pawn->GetActorRightVector();
UE_LOG(LogTemp, Log, TEXT("move right x: %f, y: %f, z: %f, speed: %f"), right.X, right.Y, right.Z, speed);
pawn->AddControllerYawInput(speed);
//pawn->AddMovementInput(right, speed, false);
}
}
i think the cpp class default loads it
thats just the moveright but it should be the same for both
if i switch to default pawn ue4 also continues to use firstPersonCharacter instead
prints out the correct rightvector and also the correct speed
do i have to do anything inside the pawn to make this work?
@keen mauve maybe you possessed a different pawn than you might think
cause if i understand this correctly i dont put movement code in the pawn so that i can control this pawn with player controller or AI controller
YawInput is mouse btw
@clever axle (didn't know about the mouse input but i use the mouse to point and click on tiles) i get the pawn from GetPawn()
you're looking for AddMovementInput so that does seem to be correct. I would guess you are moving a different pawn than you might think
so i am setting the Pawn that i have possessed
void ARTSPlayerController::BeginPlayingState() {
Super::BeginPlayingState();
pawn = GetPawn();
UE_LOG(LogTemp, Log, TEXT("pawn controller possessed?"));
}
try GetPawn() directly in your MoveRight
Returns the player pawn at the specified player index
this isn't something i want to be doing
cause it might not be player0 that is posessing the pawn
i am building an asynchronous VR game where the player or the VR player can posses the same pawns at different times
the one is in VR and the other on the pc
yes that is why i dont want to do that, i need to be able to get this pawn moving by just the controller
you probably need to assign one to one or ther other like player 0 = vr, etc and then check the controller on those players to see whos who
cause i need an AI controller to move it and the pc player controller to do it and also the vr player controller to do it
anyone use this https://github.com/ue4plugins/LoadingScreen
Running H:/games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="H:/unreal/projects/underlord/underlord.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
@progress push 5%
@progress pop
Building underlordEditor...
Using Visual Studio 2019 14.28.29336 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 5 actions with 16 processes...
@progress 'Compiling C++ source code...' 0%
i get this alot when opening the editor
and then it builds for what seems like for ever
or if its not building something its doing something else cause its stuck on that screen for a while
are you using any C++ or C++ plugins? if so its making sure the module is up to date
What's Unreal's C++ version? C++11?
Seems to be C++14 actually, if this document is up to date: https://docs.unrealengine.com/en-US/ProductionPipelines/DevelopmentSetup/CodingStandard/index.html
Standards and conventions used by Epic Games in the Unreal Engine 4 codebase.
anyone played with .26's water yet ? ive been experiencing some serious ram usage from just 1 river actor
@tame zephyr its relative but similar. the main issue is the editor might be playing it in a smaller window while your standalone is full screen so that comparison isnt valid
In the IDE this usually is a log that ultimately says.. compiling shaders.. but the progress bar for the editor doesn't indicate that..
yep that would be fine. It should be better in packaged but not like 100% better dramatic change
Not yet, just did some cool clouds and sun stuff, i need to check it out to remake my lakes and rivers next though
for me it has been unusable so far. If i have a normal terrain it seems to work some of the time but as soon as you have any kind of heightmap data its all tits up from there. I deleted all my water objects and re opened the project and that made me able to recreate my rivers but then it ate all of my ram and my pc froze. not good so far
yuck. Well maybe I'll get to it next month LOL
and we can see whats up
just got a new rig.. so I've been trying to set it up all day
Heyo i have a question
How hard would it be to learn BPs / C++ in ue, -- link any course that could help? or dm me them,
How much can bps do in a full fledge game,
not super hard.. they can do as much as you want them to do.. check udemy for a c++ ue course, learn some c++ basics first if you've never done it, mostly around pointers, etc and GL
π
ah, i have been learning unity for the past 2 months ? but fore 2 years in my HS life i messed around with UE but never gave it my all, and the past 2 months on unity just has just felt like coming back to UE and seeing how it is,
i'd say.. pick one
Unity has its pluses, but for me, I felt I had to make everything even with all the store content where UE with a harder learning curve does most things just better
I spent 2 years in unity, and I'm one year into UE
yeah ik that, just saying as in i dont know how i feel about unity, UE feels more fimilar to me but i never took it seriously
Take a udemy course, start small and dive in.
the whole reason i went unity was for the UI tbh,
at first
UEs ui is the one thing i dont like just cause it looks bulky
you have any recommendations ?
well.. thats not the right link..
lol
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
this guy has a lot of easy good stuff
ui wise.. adjust the layout
π
learn it
LOL
xD
sorry to jump in but his tutorials are amazing LOL
i just wish it was more simple the ui i mean, if that makes since
but yeah true lool
guess ill have to sit down and give hima go
In this video we will be going over the interface for the Editor and covering some of the things we will be using in the rest of this series.
MVP (Minimum Viable Product) Series showing you a basic introduction to Unreal Engine 4 covering most of the Editor and Engine itself.
π
I do have a question as well if anyone can answer
@marsh sparrow https://www.udemy.com/course/unrealcourse/
nope
it is and does...
but.. if you haven't done UE
I would find one that is single player first
one sec
ill link you
kk thanks
Here is the one I started with
I've done that course it was good
yay on sale to, aight ill go with this then
ty
np
Whats your Q?
Sorry thinking of how I want to word I need help π
I've been learning the engine for about a year and I've done tut after tut and bought stuff from the marketplace to learn how stuff was made but I feel I need more people to work with but 1 Idk how/where to ask and 2 I just feel like I'm lost in the sauce a little
Sweet hope you enjoy the course I learned a lot from it
we need to link this more to people
ones who do everything in C++ or everything in BP π
that looks like unity learn, will have to look at that to
π It was a good course but idk if many people saw it
The gamedev.tv C++ course listed earlier is on the learn.unrealengine.com portal as a partner course FYI π
oh nice
Are there like tutors or people you could ask questions?
the udemy courses have teachers and communities you can ask questions to
also there is ... here.
lol sorry really new to discord actually it feels kinda awkward π
discord is easy to use
ever use aim, trillium, yahoo messenger, bboards, skype, slack, etc? Its just a chat app
Yeah I've used it to chat with friends a few times but I'm always nervous I might say something in the wrong place π
you might. it happens. if you do I'm sure someone will mention it lol
LOL want to swap brains for just a day I'm sure I could finish my project in like 2 hours π How's you learn so much about the engine
using it
I could see how that would help
easy question
yep just used it whenever I could, even doing the same stuff over and over for muscle memory and just absorbing content wherever I could
whats trhe command to enter IP to join sever
for whatever reason this basic question I cant find an answer on google lol
ah i got it
Hello
no I get it Ik I won't know everything in just a year but I seems like the stuff I want to do with the engine I can't find the information anywhere or maybe I'm thinking about it wrong
Is unreal engine good for beginners mainly for terrain and landscape design?
it could be for a skilled user
Iβm looking to download it because unity and other programs wonβt install on my Mac
if they wont install then Unreal might not as well
Unity is generally lighter on resources and should work before unreal will
Hello, in widgets, how do I change the position of a text? There's not set position or anything like that
change the position? like place it somewhere else? widgets positions are controlled by the parent
so fixed positions are in canvas panels, stacked are in layout panels, etc.
I have a text in a canvas panel
I've seen the brush disappear before, but usually comes back after relaunching the editor
if the text is in a canvas panel then in the top right is the position settings for it, or you can drag it around
get the text widget, get the canvas panel parent, set position.
And how do I do that?
I have the CanvasPanel_0 and TextFood
I've tried this but for some reason it makes the text disappear
render transform is not the position. again the parent controls the layout
get the text -> slot as canvas panel -> set position
or get the text -> get th parent slot -> cast to canvas panel -> set position
Oh that worked, thank you very much!
@turbid vigil The brush size is the radius in centimeters. So 1 cm is gonna be near invisible.
but you probably figured that out already
<3
Is migrating bluepints between projects possible? ive never managed to get it to work
depends on the project but sure, look at marketplace assets
Well yes but sort of, but the moment it has structs it in, good luck. I only have bad experiences doing it with structs
they .uassets for the blueprints show up in the files, but unreal never recognizes them.
Im blocking NPC by my player character - its not moving and cant reach destination, but instead of return Failed it returns Succeed
are you using the migrate option from one project to another and are the versions the same?
@lucid grove depending on the node failed means cannot find path, you might need to check the movement result and see what it says or compare distance when it's done
On movement result (im using AI Move TO) its showing me succees
@glacial wyvern try validating your contents folder and fix up redirectors before migrating.
any good ways to make a huge open world map without purchasing software?
Ok I fixed the previous error but I'm getting this now?
Whats a 2k image resolution Thats suitable for games
Like 2k common game resolution
2048x2048
And if it has width to it?
Not a square ? Is it a bad habit for texture not to be a square
yep stick to power of 2 if you can, else power of 2 on the other side like ^^
To support texture streaming / mipmaps
Oh so 2048 x 1024
But in most cases square should be fine
Things like tall flipbooks or skyboxes may need non square textures
great thanks , was gunna use google result , 2560 x 1440 but appearently these are tvs
nope that is desktop resolution
That would be actual display resolution
that is "2k" desktop
I think 2048 is 1024 is good to pack my hand made textures to
I mean they mostly not square so having additional 1024 would be a waste right?
Like 2048 x 1024 instead of 2048 x 2048
its more issues for stuff like mip mapping and such but depending on what this is for you should be fine. In the end it probably won't matter as long as they are all power of 2 as best as you can on each side
Extra question, why games use opacity masks instead of just an image with alpha
Is it because of file size ?
Alright thanks alot
i have 2 tree actors that i can set on fire and spread by toggling particle systems, and calling the next actors fire event.
thing is. i dont want to cast to tree1 cast fail cast to tree2. and write everything double. is there a way i could use a single, non level, event for 2+ actors?
@spare kernel Asset Manager with Ben Zeigler on Feb 11th π€
Nice @gleaming narwhal !
Adding an additive box brush results in a subtract brush being pulled out. It still reads additive, but it has the wrong appearance. Does anyone know how to fix or what is causing this?
found it if anyone has same issue, there is an order option. to first and to last
is it possible to export the morph targets from character creator 3 for the body into unreal engine without some crazy slip slapped other programs
im not sure and having trouble finding the answer as im trying to make a character creation systems
hi guys. i know this might be a simple question but how can i install the windows SDK
@fierce forge while its a Box brush you need to put a different material on every face, then convert it into a static mesh. Then you can change each individual side. If you are importing it from another program, you need to make sure it has those properties before export/import.
It's the order of the brushes created. If you cut and paste the subtraction brush, it will influence the new add brush because it will be re-added to the end of the order
about your question for bsp brushes
*geometry brushes now
@flat axle it's the cube from ue4, at the material view
There is a static mesh cube, and a box brush cube
ok, how i can resolve this, this is a procedural mesh ?
if you drop a geometry box brush into the scene, it can have separate materials per face (not the cube mesh!)
oh hmm... you have to replace your procedural generators mesh with a new mesh
how is your procedural mesh building into the world? A instanced static mesh or the procedural mesh nodes?
might have to build a material that projects to each axis
how ?
but i might have something ready, hang on
ok
probably a long wait, i haven't opened this project in about a year
ok
the project is almost open, i swear
ok =]
You add it to ur projects plugin folder, then turn it on in thre uproj file or editor, and then u add the module to ur build dependencies
You need to regenerate after that
After the first step I mean
thx.. im in the #plugin-dev room.. since I found that after the question.
@fierce forge I couldn't find the material so I'm just creating a new one. Almost done anyways.
ok
quick question, would anyone know what games can easily be modded for a beginner to learn modding which are free.
idk if that made sense
@plush yew i have this UV variable , is something that i can make with this for the uv to work, like every side to have a texture ?
i did in blender
i have the uv in blender
@plush yew it's not a simple mesh, it's a procedural mesh
this :
it is using the default ue4 cube uv coords
Can anyone help me with inventory blueprint, I have an issue that duplicates the array each time I open the menu?
it's like a mc chunk
You would have to export the obj with the uv map, then apply the textre, cuz the default cube in ue4 doesn't have the uv maps that u want to apply
the issue is with the uv maps of the mesh that is randomly generated
No idea, I only work with obj, and custom uv maps, I would import a cube from blender with the correct uvmaps and apply the random generator, instead of the default cube
Yeah xD, I am kinda lost too
any good open world generators, i cant affort the huge $100+ atm, but i heard there was some little ones
:/
very different
=/ for the default cube works a bit
i made*
but how ?
ik how to do this
my solution is kind of crude, but just take the APUV_mat_Inst and drop that into the material slot. If you open up APUV_mat_Inst you can slot in different textures for each face
hang on have to zip file
should merge into your content folder
@fierce forge
ok
I dont use blender but you have to save the uv maps on the obj and export it to ue4
remember to use the 2nd channel
=[
i didn't even think about regular cubes once i started
oh that's weird
what engine version are you workin in
4.26
mmm, this is 4.25. I would think it could merge cleanly
it is working for a normal cube
i can make a tweak and you can try again
ok
Thanks bro but I fixed it now π
I used the cube from blender and it is working in ue4
The thing is that is a procedural mesh and I don't know to fit the texture
And every face to have a different texture
feels like a personal attack
ok tried to fix it
i mayyyyyyy have tried sending that without actually saving the assets in ue4
the first time
I don't use any cube
@plush yew
It's a procedural mesh
It's a mesh made with blueprints
the cube you're using in blender, just export that out, import to ue4, then use it in your procedural mesh
eh i'm not fluent in procedural mesh
I'm not using a instanced mesh
I thought maybe it was stamping from a designated mesh
if the content zip works for you, then hurray
I will try it tomorrow, tnx
ok just @ me if there's trouble
Ok
Why have there been so many people lately trying to recreate minecraft or minecraft-like games? Always having trouble with some basic stuff too. Just use the free voxel plugin and set the render mode to "cubic" and you have minecraft in 10 seconds.
No need C++ knowledge, heh. It is as simple as using the landscape tool.
It does all that already. Leaps and bounds ahead of where you might get to in a year.
I made the random the generation, the chunks but I have this problem
No point recreating the wheel.
?
How do I install an Xcode thingy for unreal???
Just check it out, it can do what you want more than likely. There are countless videos demonstrating all the different things it can generate, without C++ knowledge.
Plz help
Voxel Graphs are what can generate your random worlds, from infinite worlds to planets.
Your question is not a very common one, be patient.
Sorry
That would be when you fork over the cash to get the pro version.
Isnβt folage free in the collection part?
Probably means you can't use the foliage painting tool with the voxel plugin, but it also won't work on procedural meshes.
hey guys
i have noticed that when i import some normal map textures in to unreal, it automatically adjusts the compression settings to normal map. Does anyone know how Unreal knows whats a normal map and what isnt?
Anyone know much about Texture2DArrays? I can't seem to find much info on the documentation for em.
I fixed my problem. It was on the App Store πππ
This exact setup is how I've done smooth progress bars and in 4.26 it's not working any ideas why? Do bound functions tick differently or st now?
apparently using a local variable is the problem not sure why
Get rid of the local variable and instead for "Current" get the current value of your progress bar.
yeah the code looks exactly the same I just used a regular variable instead of a local one, why did making the switch to local cause this issue?
Because that local variable will be reset to default for every instance that is called "every tick"
You don't even need to store it in a separate variable though. Your progress bar's "value" is already the variable storing it.
The return node is essentially the set node for your progress bar's value.
this seems like it would work but it doesnt. Even when I set the percent the bar still doesnt fill smoothly
That is odd, that definitely should work.
yeah it made sense to me I was excited to have a more optimal bar setup but its not working. its in my notes though maybe someone in the future will know whats up
Oh well, another variable doesn't hurt much except maybe a few bytes, hehe.
Hello, I'm pretty new to Unreal. I'm trying to make a Ammo bar where it changes color from blue to red when it reaches to 12 from 30. How do I do in this.
yeah I think of all the optimizations I've scraped for this one is one of the smallest but it's still gonna bug me now. It's more optimal to directly set HUD variables through code too, right? Like right now I have color bound to a variable so I assume that every tick it's checking the value of that variable whereas I could have it setup in my main code to just change the color at a certain trheshold
@plush yew I just set this up on my end for my stamina bar color
do you want the color to be gradual or instant?
Anything is fine for me, just do it for my project.
Yeah, those bindings run every tick and check even when there is no change. Everyone in the #umg channel would be screaming at you for even using it, hehe. Event-driven is usually best, then you can use a timer/timeline to interp the progress bar smoothly.
under bar color you can bind a new function and just do some offshoot of what I have in my screenshot there. Except I also just asked a question about the optimization of my approach
Sick I'll switch it over to be event driven. I've done it before but I haven't worked in UE4 since 4.26 came out so I'm a little rusty
@plush yew i actually resolved it with the same material, tnx anyway
Hello, I'm really new to unreal engine, is there a seperate channel for network replication?
Is there anyway to apply weightmaps after importing the tiles?
how do you get the new water to work? I drag the lake onto the landscape but nothing happens
just no water at all, nothing
When you create your landscape, make sure you check Edit Layers.
The water body with splines such as ocean, lake, you need to reset their location to 0.
anyone know how to fix this?
ah okay. I had to re import the landscape, now it works
i dont think this is correct though xD
Seems like it's trying to tile itself
If it's in 2D, just pull out one sprite and rotate that instead of a texture I'd say.
Unless I don't understand what's going on here.
oh, nvm
ignore that, I thought it was Unity. Don't know enough about UE to help ya there
Haha, it's all good. Thanks for the attempt though!
What do you mean texture? To me that looks like an image inside of a widget
Yes, it's a material inside of a widget
Well, thats going to be a little tough to be honest, if you want to rotate an image in the widget dont use a material for it, on the bottom of the widget bo there should be animations
And if its only for the material you have to do all that in the material not widgets @hoary holly
Thus why it might be tilling in the widget
Rotate the widget not the texture?
otherwise you will have to setup a circle mask in the material
you mean image right? i dont think you can rotate a widget, but you can animate the image inside of the widget just add a keyframe at 0 then at whatever frame add another keyframe and add the rotation to that make it so it loops as well, then there you go, its an animation not anything else, and in the material you will have to do something different but i dont think it would show in the widget
ok I don't really know UI side of things sorry. WidgetTransform . Angle looks like it should work though.
its all good, and yeah it should but what it looks like he wanted to use a material instead which to me doesn't really make sense
That's just the only way I knew, since there's a rotating feature in the material editor
Hi guys! How to delete the first index from an array each tick until the last one?
yeah sorry if i was being rude, but its best to just rotate the image in a widget instead of the material, the material is more used for objects not widgets unless you want to add a camera thingy for the material for like a mini map etc, but again its best just to animate the image in the widget
Iβll try it in the morning! Thanks
Isnt there a remove index node ?
yes but I want for instance to delete - 0 index, 1 index, 2,3,4....
Does anyone know how to package just the contents of a content only plugin you've made yourself?
im not sure but youll probably have more luck in #packaging
Hmm maybe set first index as a variable then - 1 each tick then bolean if length = 0 , stop
Not sure if that would do what u want, but just giving ideas
I came up with this.I does not delete but work to me
Great
Hey fellow peoples,
Does anyone knows when the chaos destruction will be available without building the engine? I saw something about it for the 4.26 but then in the patchnote it still says i need to build it
hello again fellow humans, newby question, how do i get rid of the lighting needs to be rebuilt in my game builds i build lighting only on production settings but once the game is built and i start the EXE i get that error again
anyone having this problem?
i too am human π
i am using an InstancedStaticMeshComponent and some perlin noise to generate a map of 2d cubes when the game starts i dont konw if that has something to do with it
nvm thanks for the help π
Humans everywhere, it's crazy
i changed my map generator from static to stationary
it is already
and the lighting issue vanished
check the launcher
oh thanks ill check it out
if that's the center of the skybox there is probably a problem with the texture i think
@hoary holly just set the texture to clamp. done.
Hello everyone! Has anyone tried Chaos vehicle? If yes, please tell your opinion? And, in chaos vehicle has been fixed this: https://www.youtube.com/watch?v=ZMFrQ1gjx4o
Unreal Engine strange physic?
2021 01 11 16 16 58
@fierce tulip Thank you!
@plush yew you just need to make your own sky cloud material
the default one is like that
at least on my end π
@sly goblet that video is from 8 days ago, there wasn't any update on it or even was officially released what you exactly expect ? That error is on physx too, to get proper vehicles you end faster getting a marketplace solution or making your own vehicle solution
I've been having a problem with unreal engine for a while on macs and today using quartz debugger I found it is updating the ui constantly. This is what I'm attibuting to the multiple second lag of mouse input within the blueprint editor (I'd assume there'd be lag within the viewport but having similar if not worse lag within the editor was an unfortunate surprise. I've attempted what I can to increase speeds and reduce lag, but to no avail. Any ideas?
Does anyone know a more up to date solution for this issue? https://answers.unrealengine.com/questions/33049/view.html I've been searching forums everywhere but there doesnt seem to be a fix
I meant is this PhysX strange solution fixed in chaos physics, not about when new chaos will fix that. And I understood your answer that chaos physics have this strange solution too?
Could you give me an advice to make car physics without this "bug"?
Sorry for bad english
you need to use sphereical traces from what I know, but is kinda complex you have to rety all by your own or edit the engine, if I remember correctly physx had a variable to change the wheels size but no idea abou chaos
you will end faster getting some marketplace item
and learning from it
or looking for a online guide about custom vehicle physics
I'm talking lag in the dozens of seconds. The engine responds, the mouse just takes its time
might be better to post such things on the forums imho. better chance a ue4 dev might spot the post and take a look at it
hello, how do i make ico files from png files?
ok, thanks
Heya was hoping someone might be able to help me understand. What does an owning actor mean? Is that a parent actor?
is the actor that spawned it or own it or control it on the game isn't the parent
could be but
Thank you!
use an online conversion tool
theyre safe? @fathom heath
ICO to PNG Converter - CloudConvert is a free & fast online file conversion service.
thx
just want to bump this
Has anyone tried to use the Export LOD option in realitycapture and import it to Unreal ?
Heya. Is there a way to force pawn ignore self navigation collision? It seems like a good way to made other characters avoid each other, but when you enable this option characters starts to struggle move on their own location cause they blocking them self.
I didnt like RVOAvoidance, so thats not the way
for testing purposes, can a server be packaged to run on a raspberry pi?
not out of the box
thinking a good linuxdist and packing it for it
or maybe getting a cheapo chinese nuc is a better way? π
can be had quite cheap with i5 and up
ey guys, when I import my character from maya to unreal, I think I have everything done correctly but in unreal, my character's skeleton doesnt have the bones, only the mesh. As you can see, in Maya I also include the bones. Someone please help this sweaty kid
hey all, IΒ΄m having some trouble packaging my game for testing. When I package it, the level supposed to load doesnΒ΄t load. I tried checking "cook all". Also putting the levels in the include maps list doesnΒ΄t help. Its working fine in Editor and standalone mode... Any Ideas? Using Engine version 4.26
@balmy rain I assume you set it in Maps&Modes?
yes I did. Set my MainMenu Level as DEfault. But also tested setting my main level as default. Neither of it works unf...
Also not working with version 4.23... im trying to build a completely fresh project with both versions and see if this works...
Im trying to install the latest version but... this happened , i waited 10 minutes but nothing changed
hey, could someone give any help? my project crashes everytime I try to open my sequencer and the final line from crash log is
LogMovieScene: Warning: Removing null section from /Game/Phinx_Seq.Phinx_Seq:MovieScene_0.MovieSceneSkeletalAnimationTrack_19:Animation
Why some materials have this strange reaction to light? At evening small amount of my meshes have this "white" effect on them, like they have own brightness.
But whole scene looks ok, just those plants
sometimes i encounter some small meshes with same problem
How in the hell did my project generate nearly 5gb of logs? Time to clean up some of this auto-generated crap.
Wait till you discover the shader cache on your Users folder for all your deleted projects...that's a fun one
AppData cache stuff? I hope it is in there since I got that stored on my external π
Yep it's in local or roaming but yeah, I remember finding like 30 gb worth at one point
I just symlinked that crap long ago, hehe.
tricky part is I remember deleting it all and then when I opened up my project I had to recompile everything
i have installed 4.26 and all the necessary plugins but the fracture mode doesnt appear in my mode menu, anyone can help?
let me be redundant and ask that you did enable them and restart right ?
yep
well just the editor
i see there is a little caution sign "beta" next to the plugin, should i enable beta features someewhere?
Make sure that you go into the plugin settings and enable that they pop up on the menu bar
that same thing just caused me a whole lotta grief
hello all - has there been some sort of change to the lighting between 4.24 and 4.26 ? (could be 4.25 too, just never used it). The same project seems just a bit brighter overall on 4.26.
Can anyone help me add flying, so that when I fly stamina also drains?
(and that's not autoexposure as I have it off)
Greetings all.
I've got an issue attempting to get Multi-User Editing to work, my friend and I are trying to work on a project simultaneously and are connected to the same VPN network and have both installed the plugin, but when I go to the session browser, I cannot view his session. The whole multi-user editing thing is rather confusing, can anyone help me?
Hello
where are those plugin settings?
Go to project settings > plugins > the plugin you are working with specifically > Enable Toolbar Button
oh well none of the chaos stuff appears there
omg i did by myself
nvm its bugged
how can I make it so a keyboard input cant be used if a boolean is set to true?
and then reuse it when that boolean is false
put a condition around the task that your input has to perform
with a sequence?
The best explaining of unreal components.
This is not a response for your question.
ik
:3
i still dont understand anything
What exactly?
why is there an order for things?
Where? On the picture?
yeah
that implies thats how everything is supposed to go
in that order
and the component stuff
hierarchy, not order
This is the hierarchy of engine components and how they interact.
oh
hope ill get the hang of it
On Matthew's youtube channel you can find totorials about nodes and hot to interact.
I'm just starting out too so this discord is useful. Trying to get my head around 'next steps' once map is built but also need to continue to learn more about UE4, etc. Fun journey.
Is the Learn section pretty decent for UE4 or better on YouTube series from others?
MultiSphereTraceByChannel. How to use and how is this working.
We recently moved our game to 4.26 (VR and desktop play). In 4.26 when we launch the game with -nohmd it crashes. Launching the game manually without that argument it runs normally. Did something change here?
stuck with some issue there. I have a point light and rewind ability that spawns my copy and does exact what I did. everything works fine except a button press. I store it as everything - in an array. but as I pressed it - it stays pressed (cuz the last index has been set to true)and I can just come up to the point light and it automatically turns on π how to built the logic the way it will respond only when I press the button?
We dunno your bps.
Debug.
Watch variable.
Debugging is your friend.
You can watch at variable value.
Has anyone tried playing ShooterGame with 4.26? There seems to be missing sounds, like footsteps. They're not even in the project anymore.
ShooterGame. Your mean pre-made epic's project?
So why is this metal material so dark in my scene?
lower its volume
I know.
@light thunder Just looks like lighting to me
Scene's lightning because?
everything is darker, look at the blue of the truck
much less light
likely your sidewalk albedo is too bright
what would my sidewalk have to do with it? when I move it throughout the scene (away from the sidewalk) it doesn't seem to change
If your sidewalk albedo is too bright, and you adjusted your lighting so the sidewalk appeared correct, everything else is under lit
You're experiencing it too?
This is pre-made project.
If I understand correctly your message.
Ok guys so here is my problem:
I have a stamina code that removes stamina when there is z x and y input and shift is pressed. I hooked up my flying script to it. Now it does remove stamina when flying is enabled, problem is when I press shift it doesnt count anymore, so how do I disable shift key when flying?
Yes, it's an Epic premade project. However in earlier versions (like 4.23) it has things like footstep sounds and breathing sounds
But in 4.26 they are missing
Yes. I don't have any sounds. Only fire sound.
It's okay.
Probably little to no reflections
Bruh...
You mean reflection captures?
That'd be my guess
doesn't unreal engine have a material/lighting test object in the engine content?
@west jay you wouldnt disable it, you would just ignore anything that happens when you press shift when flying. you can check for if you are flying after the shift event and do nothing if that is the goal
@light thunder https://www.youtube.com/watch?v=jyq11xOp-B4
In this video tutorial, weβll step through the process of setting up a neutrally lit scene to use as an asset viewer and material/texture validation scene. This setup is typically used in production to provide a flat, neutral lit scene in which to view assets, spot inaccuracies, inconsistencies, and otherwise potential visual problems with mater...
oooo that looks helpful, thank you@
do I have to make a special boolean for that?
i didn't watch the vid but the setup in the pic looks good
Just little time for googling man.
Just google and you will find so many useful stuff.
Really.
like this?
Yep, it works. Thank you
Although I do not understand. How does naming a boolean Ignore Input... work? its just something i randomly named. how does it know what to do
you should have set up that boolean somewhere. How do you know you are flying?
there you go
on the other hand, Ignore Input, I did nothing but hook it in the scrip
how does it know what to do
how does what know what to do? ignore input?
it doesnt, that node does nothing
yes, that entire branch after the is flying? true does nothing
thats so cool
input in -> is flying? if true then check for ignore input -> if true OR false do nothing
shouldnt need to do anything other than the check for is flying on pressing shift
It checks when it is pressed, but it also checks when relesead
ok
Guys how to record buttons I pressed (turn light on/off) for a spawned player character? It's gonna be my clone and it repeats what I've just done.
in my case I store booleans on an array and it turns on/off based on the last index, but I want my clone to turn the light only when I pressed it
you'll need to start tracking timestamps
Anyone run into the problem of the blueprint right click not working, or it flashes up then a sec later goes out
Or the whole editor going black?
so ived managed to implement a new function into the code
feels good
now when I run out of stamina my character stop flying
Im on 4.25.2 @left plinth But yeah, I did a few restarts. It's getting annoying
sup. im pretty sure im doing something obviously wrong, so this should be a simple question. i've got some textures hooked up to a layer blend, and everything seems to be wired correctly. however when i go to preview the landscape texture, this is what i see:
heres the material
i needed to add some layer info
@hoary holly if you still not fixed the issue of rotation, you need to chnage the tiling settings in the texture from wrap to clamp
hello guys i've been looking for a course for multiplayer production over unreal engine 4 for a long time, does anyone know a good course for it
I prefer to be from youtube
you'll need to pay for good courses. udemy has great unreal courses. they have a sale today, ends today (but they have sales very often)
<_< guess you havent been on udemy a lot
they always have a sale
if you reset your cookies, the sale timer resets
because its fake
udemy sales is a hoax
when doing what? @short oar
crap did not coppy screenshots
guys anyone using 4.26 and using the partical emitter ? im having troubles where its like verry dark. and lit mode is on
in wireframe i see this and in lit i see nothing π
yea, you might be right. but they have a lot of good content for very cheap
Haha, reminds me of those penny bidding websites where you pay 75 cents to $1 per bid and the price of the auction goes up 1 cent and has a very short timer. You know those sites have gotta be "fake bidding" when the timer is about to expire and the price or bids accumulated still haven't reached a profitable threshold.
Just playing the game in the editor, and it goes under 60 FPS
it might be related to CPU usage causing that more than GPU at that point
my CPU is only at 17% usage
uncap the frame rate then to see what its actually getting. t.maxfps 300 in the console and see what happens
I did that but still the same issue
so even uncapped its getting uunder 60?
yes
Try testing in standalone? Maybe a packaged version.
sounds like project then, does a new level with just the floor get under 60?
no
plus 17% cpu use isnt abnormal if you have multiple cores
hello
I just tested roughly 100 AI in game, all running some basic behavior tree to move and find/attack player, and I never went above 30% CPU usage.
is there a channel where i can ask about water ?
Tap or bottle?
Yea I know, sorry, bad joke
no worrys it was funny
#niagara falls is water, but that isn't the right channel for you.
Maybe, #level-design
You can ask here I guess, depending on your question is technical or graphical
Or just ask here
cause i have an area where i want there to be fluid but i dont understand how i can do that
?
I loaded my ue4, now I have problem with launching the project, I don't have local windows debugger
hello and excuse me, I have created a Main Title menu before my game starts but when I click on Start Game all inputs are disabled and my character wont move nor can shoot
How can I fix that?
@modest agate did you disable the input at all?
for oppening it
so you remove the widget, the hud is still open
@plush yew wait longer, it has to compile all the shaders
so, I removed the widget but not the HUD, how I disable the HUD?
now that I saw ur code, I dont think it matters, but u do have set input mode ui only
u need to change it to game
Set Input Mode Game?
it will be called something like that yeah
@plush yew then navmesh needs to be rebuilt
I have no idea what I am looking at @lusty carbon
I would imagine it's loading something, or you have draw distance low
is it fixed after few seconds
It's turning my level into a mess. and no it's not fixed
and when you load it again, it's fixed?
you move levels in the gameplay? @plush yew
Is there a console command to check input latency?
well, I think of 2 things then, maybe you need to open dynamic nav mesh, or u haven't set up a controller to the ai
most likely the second
recheck it -_-
debug your game -_-
@upper heart Ginputlatencytime? dont remember the name
That is a variable yeah
Is there not a console command to view it like any other stat?
I don't think I ever saw a console command that shows you lag on input, even when there was problems with ue4 and input lag
So I've worked on this for about a year, then took a year break cuz of life, but I want to start it up again.
Tho I am changing engine from RPG Maker to Unreal Engine 4, RM can't really climb to where I want it to be.
Does anybody have any tips / tricks for how I can remake this in Unreal properly? There really is a lack of 2d side-battling demos and tutorials.
https://www.deviantart.com/hermanjarl/art/Short-Battle-Preview-813002413
So in ShooterGame, Epics downloadable project, when you jump occasionally when you land the landing sound is played twice, and i cannot for the life of me find out why. Any ideas?
Do you bounce?
Nope, and this only occurs in my 4.26 version, not my 4.23 version.
This happens when im standing still and jumping on a flat surface.
Does it show it playing twice in debug?
I'm super new to UE so I'm probably the worst person to try and help you.
If i add a animnotify with a "jumpland" notification, it does show that it's landing twice when the sound plays twice.
otherwise it's just once
Wonder if its a physics thing?
water body river.... any fix?
you need to set up editable layers in your landscape for the water system to work
@rocky radish you mean this? if yes it was already ticked
you need to add the WaterBrushManager to one of the layers in your landscape
right click on the layer->add and select the brush manager that was created when you dragged the river to your level
@plush yew
Oh yea I was trying to figure it out myself, it works now thx
How would I get the physics asset from a mesh from a character mesh?
anyone here use unreal on linux and if so how does it fare?
Lemme go check..... boots up the old linux server, remotes into windows machine with unreal installed.....
Works like a charm!
lol
On a more serious note. I am also wondering the same thing.
its the one thing that stops me from ditching windows tbh, majority of the apps i use already work on linux etc
I know a guy who works with Linux, seems okay.
plugins on the other hand... π
I'd assume all the default engine plugins should work, but marketplace plugins, even if they say linux compatible, may run into problems.
Restarting the editor fixed my problem, annoying.
nvm, it's still playing the double landing
super annoying
dafook...my player is in T Pose when play testing but the blueprint has him in his idel animatione
anyone know some nice free or cheap idle animations or poses for the ue4 skeleton?
?
any ideas why my character is not dropping a shadow?
i've got cast dynamic shadows on in the light source
i believe shadows don't render when using ortho camera
for some reason buffer visualisation has messed up the lighiting in my scene
Just making a scene to showcase work and i want a black background, which is was before i checked through a couple of the buffer visualisations
and once i put it back to final image the backgound is now grey
really weird
is anyone another around who's familiar with chaos detruction/psyiques systems in unreal engine
i have a question about the limitations of meshes or objects that said destruction can be applied to D:
thanks
Unreal Engine is so much fun that it actually made me switch my main PC from Linux to Windows so I could use UE properly. My main concern was me not knowing soo many things and not wanting to deal with Linux incompatibilities on top of that. As I get better at UE I will definitely try the Linux version in the future.
Hello! is this the right channel to ask for some unreal help?
it's the general channel for general talk and general help about unreal engine
On your chair properties, create an event 'On Hit'. This will create an event when (anything) hits the chair. From their, drag out and choose Play Sound 2D and you can choose a sound Cue to play
Hi all,
I'm really not sure where to post this, so I'm trying here.
I'm stuck in a project because of this chainlink.
UE 4.25.
I need to animate it like in this Inventor video.
https://youtu.be/3vyYLz1HvZ8?t=457
Every chain link is a single mesh in UE.
How would you guys progress here?
Is there a way to make this animation in Unreal or do I have to use an external program like Blender (alembic animation) ?
Thank you all in advance for suggestions/help.
This tutorial explains about creating Cable duct / energy chain in order this cable can be animated.
The application usually in automation industries.
#Inventor2021
#EnergyChain
#InventorAnimation
#Drive adaptivity
#AdaptiveComponent
#Adaptivesketch
#Darkmode
#Animation
#igus
Download the IGUS component here :
https://www.igus.com/downloads
==...
Hey, how do I make my screen slowly turn black when I interact with something. Does anyone have an idea?
you can use the camera fade nodes, or you can add a UI element over the screen and fade it to black
Anybody ever used https://www.unrealengine.com/marketplace/en-US/product/serpent-weapons?
Thanks, it worked
Anyone know if it's possible to represent a map through csv to import to a data table?
yes and you can see how yourself if you want. make your struct, make your data table with some test data, right click it and at the top export out to CSV
for example ---,MemberVar_0,MemberVar_1,MemberVar_2 NewRow,"True","Test String","((1, ""Test1""),(2, ""Test2""),(0, ""Test0""))" NewRow_0,"False","Another String","((1, ""Map1""),(0, ""Map0""))"
the "((1, ""Test1""),(2, ""Test2""),(0, ""Test0""))" part is a map of int:string with 3 entries
So Iβve been trying to import some UDIM textures, but the moment I bring the textures into the shader graph, unreal will freeze and crash. Ive completely removed the program and redownloaded everything but still get the same problem. Virtual textures are turned on in the settings, and ive tried different ways of assigning the udim textures but nothing works
Here's a video of the problem
have you tried creating the texture sample node in the material, then selecting the texture from the drop down list in the details? not drag/drop
ugh and its osx so can't be much help debugging
yeah mac really sucks buuuut it was free so ill take what i can get lol. And nope, lemme try that!
still crashes
No wonder I never see renders with actual characters because rigging them for UE4 is a pain
Anyone know what would cause a character to be stuck in a TPOSE? The animation BP looks fine and the character is in Idle...but when I play in editor hes just stuck in T Pose
Did you set your mesh to use the animBP?
If that isn't it, confirm you chose the correct mesh. There could be a duplicate that uses a different skeleton.
sup. so the skeleton for a model that i have doesn't match an animation set that i bought. what tools can i use to retarget the bones?
@latent pivot please dont cross-post questions in multiple channels. thanksies :)
should i use UE4 4.25 or 4.26?
@unique kraken This isnt #ue4-general related, please post in #lounge
uh sure, i dont see why its not but k
from unity i guess and i want to understand and use it it unreal
dont see how thats not unreal related
Well specify that next time, you just posted random code from an engine that isnt UE...
lol
i asked for help understanding the code
Post the image again here, sorry for the confusion.
...
not unexpected
Unfortunate that you think that given you werent specific enough...
i wanted to understand code, doesnt matter where its from, ofc i want to use it in ue4.
my god i see this for the dozenst time now a mod nit picking stuff like that
u know what
bbye
Cya
guess im going to ask in the unity discord, can be much worse of a discord then here
Ok we get it you dont like this Discord, leave if you arent happy or move on.
Alrighty! forget udims! After much research I realized udims aren't great for games. So. If I have a mesh that is using the uv spaces 0,1 and 0,2, how do I assign a material to each channel? I connected a texcoord to my texture's uv and changed the coordinate index but it doesn't apply the texture to the second uv space
Excuse my unreal stupidity, I'm a film/animation guy struggling to get into unreal since film companies are starting to use it more π
Is there a way to Disable Depenetration push from an actors static mesh ? Setting it to 0.0 sets it to full power default. .000001 basically works, but its still a little slippery.
blagh, but i cant even use udims in unreal cause it always crashes
I just dont want to go back into maya, fix all of my uv's to only use 0,1 space, and re-texture 30+ models
gah, how do I , to make it faster, easier, move character ( not where it should be) to clicked point on terrain, is there a way must be....? sigh
not in game, in editor
Nah i have virtual textures turned on, yet it never works (i posted a video higher up in this chat showing the problem)
for some reason my camera is stuck here and I have no idea how to get it back, any help? Thanks.
Is there a keybind set to this?
@plush yew that is a glitch in the editor, if you get it next time, resizing the viewport sometimes fixes it
basically its stuck on a drag and drop command
Is there a built in function in Blueprints Array > String? (I have an Array of strings and want a comma separated string from all).
not built in as such no
found it! - it is Join String Array (does the trick for me in my case)
ah damn i forgot about that
i do all string stuff in c++, cause i find it messy in BP
yes, the low level stuff in BP is often overly tricky - but then I hate writing a function only to find a built in later on π
Someone I need help
Does someone know where is"how to make a system that player can shoot over the obstacles" tutorial?
I want to make hybrid cover system that use both cover and crouch
that is very game specific, there might be some YouTube tutorials
you want Cover firing in UE4
i personally have never seen one, it would be something i would implement myself
I just need system that player can ride up (not vault, just match player's height) if there are obstacles, and shoot
It might be easier to start with the standard FPS system and get that working first. Once you understand that, you can add the cover fire stuff later (a standard FPS will have bullets blocked by obstacles by default usually)
sorry, it's TPS
yeah even so
can even so?
when you aim the gun, you need to check for collisions
and adjust the players height
most cover walls in games are the same height
just tall enough to cover the hitbox
I can imagine the system, but I can't make it
Should I do in AnimBP?
ideally, the easiest way is player knows they are behind an obstacle and crouching (some kinda of detection
then when you aim, you know you need to adjust, this will require some logic and some Animations for the correct height
ie either lift the hands up when firing
or life the body up
lift*
i would use a custom animation if all walls are the same height
otherwise the IK stuff will be quite a lot
as you would also need to rotate the mesh to aim properly, then you also need to deal with aim offsets whilst aiming the gune
oh my mind find more easier way!
when crouching and you are near by obstacle, character will just stand up
it'll be easier and nice, won't it?
maan i wanna use the newer versions of unreal but anything after 4.24 crashes on me after a couple minutes. Only thing I could find was ray tracing might be causing but I've tried new projects with it turned off. Anyone heard of 4.25 and 4.26 crashing constantly for anyone?