#ue4-general

1 messages ยท Page 924 of 1

paper sluice
uncut fulcrum
#

There should be a depth parameter somewhere I think

iron nexus
#

If I lose the config folder for a project what will I need to re-do? I'm not sure what's stored in there so I'm having a hard time telling what's missing.

grim ore
#

@fluid wagon are you trying to duplicate something in the world? if so you have to hold alt and drag on one of the transform manipulator widgets like the move or rotate

#

@iron nexus project specific configs usually if using a template if you mean the main config folder. If you mean the saved/config its stuff that you changed

fluid wagon
#

yeah, ah ok. Thanks. I know my questions are trivial but im learnin

iron nexus
grim ore
#

if its a template yep

#

@paper sluice for an overlay they are drawn in the order they are children that you can see on the left. make the progress bar above the text so its drawn first

paper sluice
#

oh yeah, cheers for that, i assumed it's like photoshop and shit where the one above is above

grim ore
#

would be nice but nope, its generally the draw order top to bottom unless things are drawn at the same time and then there is a z order

paper sluice
#

ah ok cheers :)

potent bridge
#

is it possible to constain the player to a plane using a node? I want it to be triggered on/off

grim ore
#

actor? pawn? character?

vague lion
grim ore
#

you would get it like any other node. That one specifically targets a primitive component (like a scene root) so you would drag off the component that you want to set this on and it should show up

glad loom
#

Hello, in level blueprint I create all my widgets, how do I add one widget I already created in another blueprint? I can't create it in that blueprint, I need to use the one I created at first. I tried the get all widgets of type but that doesn't get the created blueprint, it get just the instance of it I think it's called

grim ore
#

you dont create anything in your level blueprint if you can help it, you cant get anything OUT of it if you need to

#

so you would create widgets somewhere that might make sense or all of them in a central place like the HUD class or game mode or player or etc.

glad loom
#

And then I can cast to that and get the created widget?

grim ore
#

if you can get to where you put them yes, stuff like the game mode and HUD can be accessed from pretty much anywhere

glad loom
#

Oh alright, thanks. And then to get the created widget do I just get it like any other variable?

grim ore
#

assuming you saved it to a variable after creating it yes

glad loom
#

Oh alright, thank you very much for the help

warm hornet
#

Anyone know if EG has plans for UE to support multiple GPUs?

spare kernel
#

Multi gpu for gaming is kinda dead anyway

#

For non gaming I could understand

fierce tulip
#

as of 4.15 you have alternate frame rendering

gleaming hedge
#

guys

#

anyone know some free winter tree assets?

#

i really need them for my scene

fierce tulip
#

browse marketplace's free content

spare kernel
#

Possibly some of the free asset sites for models you can import in also

vivid stratus
#

so, anyone having this problem? thonk_hmm

Downloaded and enabled the plugin, restarted the engine and nothing BrookShrug

the entire "terraforming" of river, oceans, lake works, but they do not "show" thonk_hmm

grim ore
#

@vague lion what are you trying to get it from or where? show us

vague lion
#

wait

grim ore
#

the get physics angular velocity right?

vague lion
#

no get i need get physics

#

get physics angular velocity

grim ore
#

ok and what are you trying to get it from?

vague lion
#

plane mesh

#

like place a new node

grim ore
#

do you have a plane mesh in that blueprint?

vague lion
#

yes

grim ore
#

is the issue you cant find that exact node (since they have been replaced) or you cant get any of the get physics velocity nodes?

#

I can get them no problem from a static mesh

vague lion
#

i can get get physics liner velocity and linear velocity at point and the ones you send

#

*linear

grim ore
#

yes the get physics angular velocity in degrees is the one you want now

vague lion
#

ok thx

grim ore
#

from the source code /** * Get the angular velocity of a single body, in degrees per second. * @param BoneName If a SkeletalMeshComponent, name of body to get velocity of. 'None' indicates root body. */ UE_DEPRECATED(4.18, "Use GetPhysicsAngularVelocityInDegrees instead.") UFUNCTION(BlueprintCallable, Category="Physics", meta=(UnsafeDuringActorConstruction="true", DeprecatedFunction, DeprecationMessage="Use GetPhysicsAngularVelocityInDegrees instead")) FVector GetPhysicsAngularVelocity(FName BoneName = NAME_None) const { return GetPhysicsAngularVelocityInDegrees(BoneName); }

vague lion
grim ore
#

that would be your plane mesh in that blueprint that you are using, I assume a static mesh component but I dont know what you are doing or following

vague lion
#

ok i will try it. thx

#

ok i found a updated version of this blueprint but thanks for your help

#

*an

scenic moon
midnight wren
#

where is target arm length

grim ore
#

@scenic moon I have those showing up in my .26

#

@midnight wren Target Arm Length is a property on a spring arm

scenic moon
grim ore
#

do you have the place actors window turned on?

scenic moon
#

yeah, i just found out, it wasn't called like that on 4.24

#

that;'s why it didnt bring my attention

rough knoll
#

is there any way to play more than one animation at once in the animation editor window? my mag in animation for my gun is slightly ahead of my mag in animation for my arms and i want to have them both play at the same time so i can get the play rates right

hasty gorge
#

so do I need to differentiate my code between the PIE and the "real game"?

#

I'm still trying to figure out how to do something as simple as send a message to the output log when I mouse over a static mesh

#

but even though my player controller says to show the mouse cursor, when I use the editor, they take the mouse cursor away anyway

grim ore
#

you shouldnt need to keep separate code but some things do behave differently

#

your mouse cursor should behave basically the same as long as its in the viewport

hasty gorge
#

so how would I make it so the code that should work with the mouse over events actually... work

grim ore
#

did you check to see if its an actual issue in the editor? or just assuming thats the problem

hasty gorge
#

cause again, unless I make the player controller's viewport a static camera, if I click within the editor, it will always take away the mouse cursor

grim ore
#

what do you mean clicking within the editor? the viewport or the editor windows

hasty gorge
#

I honestly dont know what the problem is anymore, other than something I'm completely missing

#

the viewport

grim ore
#

I can say just enabling the show mouse cursor in the player controller, setting the game mode to use this new player controller, and in a new level using the third person template I never lose the mouse cursor

hasty gorge
#

well I have those all set up already, and it still takes away the cursor

#

except I dont have the third person template

grim ore
#

usually if you click in the viewport and lose the cursor its due to the ui mode being game only

hasty gorge
#

so maybe it has something in the background that is added

grim ore
#

but even then if you are showing the mouse cursor it shouldnt disappear unless you tell it to

#

so perhaps your not actually showing it?

hasty gorge
#

this is my player controller code

#
{
    bShowMouseCursor = true;
    bEnableMouseOverEvents = true;
}

void ACardPlayerController::BeginPlay()
{
    UE_LOG(LogTemp, Warning, TEXT("Begun Player"));
    Super::BeginPlay();
    UWidgetBlueprintLibrary::SetInputMode_GameAndUI(this);
    InitializeUI();
}```
#

and just to clarify, that UE_LOG is showing up, so the BeginPlay() is working

#

so I clearly set it to Game and UI

grim ore
#

so to clarify is it disappearing when you click the mouse and move it then comes back when you stop? or it disappears completely when you click and never comes back when you release?

hasty gorge
#

when I click on the viewport the first time I have started the game itself, it never comes back unless I move the mouse outside the viewport

#

and then disappears whenever I mouse over the viewport again

#

as if it's being "blocked" by the viewport

grim ore
#

hmm. well I know game and ui will absorb the mouse when you click it due to it now being the game taking input and not the ui

#

but it should come back when you release. comment out the set input mode line and see what happens

hasty gorge
#

k

grim ore
#

a

hasty gorge
#

okay now what happens is I click once

#

and the mouse cursor not only never comes back, but I cant even move my mouse outside the viewport and onto the other editor windows

#

the only thing I can do is move the controller around in a first person view

#

but again, no mouse cursor is showing regardless

grim ore
#

yeah you have something else changing the mode then

#

something else is overriding the show mouse cursor boolean

hasty gorge
#

what could it be?

#

I'm using the default empty project, so I dont have any extraneous code

grim ore
#

try setting that boolean in the begin play rather than the initializer

hasty gorge
#

okay

grim ore
#

I work with BP 99% of the time but recreating your code in BP I get the exact result if show mouse cursor is not enabled

hasty gorge
#

nothing has changed

#

new code

#
{
    UE_LOG(LogTemp, Warning, TEXT("Begun Player"));
    Super::BeginPlay();
    bShowMouseCursor = true;
    bEnableMouseOverEvents = true;
    //UWidgetBlueprintLibrary::SetInputMode_GameAndUI(this);
    InitializeUI();
}```
grim ore
#

what does InitializeUI do?

hasty gorge
#

currently nothing

grim ore
#

ugh. ok so at this point I would try to narrow down if its the custom Player controller or not. I would make a new blueprint player controller, just go in and check the show mouse cursor boolean and nothing else, then override the game mode to use that new one in your world settings or project settings

#

just basically swap out your C++ PC for a BP one

hasty gorge
#

okay I actually commented out that function and now it works super different

#

the mouse cursor no longer disappears

#

but now I can only move with WASD

grim ore
#

soo.... initialize ui does something?

hasty gorge
#

I mean, technically yes, but only if a particular pointer variable is not null

#

and I made it null

#

but commenting it fully now changed the entire viewport behavior

grim ore
#

were you in a first person camera setup or third person?

hasty gorge
#

I think first person currently

#

right now I can move my perspective around by holding the mouse button

grim ore
#

keep in mind if you are used to just moving the mouse around to move the viewport it wont work if you have input mode set to game and ui. the game has to have input to take mouse input and you do that by clicking and holding the mouse button down (either one)

hasty gorge
#

and I move around with WASD and ctrl/space for verticality

grim ore
#

yep that is expected

#

It sounds like you are using the default pawn which is basically a ghost/fly mode

hasty gorge
#

no my player controller is inheriting off of APlayerController

#

so it's not just a pawn, I dont think

grim ore
#

your player controller is not the same as your pawn, your player controller controls a pawn which should be the default if using the default game mode

hasty gorge
#

I'm using my own game mode object though

grim ore
#

so everything you are explaining sounds correct and working as intended

hasty gorge
#

except now I have a staticmeshactor in the scene with code to send a message to the logs if I mouse over

#

and it still doesnt work

#

and this is even when I holding left click down and move it around in the viewport

#

this StaticMeshActor is my "card" in my card game

#

and this is the code in it so far

#
{
    UE_LOG(LogTemp, Warning, TEXT("Begun"));
    OnBeginCursorOver.AddDynamic(this, &ACard::OnMouseOverCard);
}



void ACard::OnMouseOverCard(AActor* TouchedActor)
{
    UE_LOG(LogTemp, Warning, TEXT("Moused Over"));
    if (GEngine)
    {
        GEngine->AddOnScreenDebugMessage(-1, 2, FColor::Red, TEXT("Mouse Over"));
    }
}```
grim ore
#

ok so your missing a few things

#

what input mode are you using now, ui and game or just game?

hasty gorge
#

idk

#

not sure how I can check

grim ore
#

well did you change back your player controller to game and ui?

hasty gorge
#

I still have that line commented out

#

so I dont know what the default is

grim ore
#

ok so it sounds like game only, which is fine as long as you have a mouse cursor on the screen

hasty gorge
#

so why is the mouse over not working?

grim ore
#

is this card derived from static mesh actor, or is this an actor with a static mesh component?

hasty gorge
#
class CARD_GAME_API ACard : public AStaticMeshActor
{
    GENERATED_BODY()
    
public:
    UFUNCTION()
        void OnMouseOverCard(AActor* TouchedActor);

protected:
    ACard();
    virtual void BeginPlay() override;
    //virtual void NotifyActorBeginCursorOver() override;
};```
grim ore
#

ok so derived from. Where are you setting up the mesh it is using? in the editor?

hasty gorge
#

I just inserted a box staticmeshactor in the scene and then made a blueprint of it

#

then made the parent class of that blueprint this Card class

grim ore
#

ah....

hasty gorge
#

was that a bad thing?

grim ore
#

probably not just a weird way to go about doing it. normally you would just make a blueprint out of your C++ class

hasty gorge
#

how?

grim ore
#

or create a new BP like normal and use that as the class

#

I can say that this BP code in the blueprint does work for me, but I havent tested the pure C++ way yet

hasty gorge
#

so it has to be done in the component?

#

okay wtf

#

I did what you said to do

#

basically make a blueprint class of my Card UClass

#

and I added a static mesh and put it in the scene

#

and NOW IT WORKS

#

I seriously dont understand why though

grim ore
#

it might have been the way the blueprint you created had the static mesh

#

or the static mesh that you used when you created that did not have collision

#

because yep I tested it and it worked as well lol

#

lets try it the other way

#

oh also when you say box static mesh actor do you mean a box brush or the default cube?

hasty gorge
#

the default cube

grim ore
#

yep super weird I added a cube from the place actors, went to blueprint and made a new bp and chose actor when it asked for the class. went into the bp and changed its parent class to my custom C++ class and it worked.

#

something must have just gone wonky but yeah the normal way is to right click the C++ and make it or choose it as the parent when making a BP form the new BP list

#

atleast it's progress ๐Ÿ™‚

hasty gorge
#

yes

#

now the next step is figuring out how to allow the player to move the card around when holding the mouse button

grim ore
#

should be fun

plush yew
#

hi there

#

i have a pawn that constantly face the player and i want it to move forward as well, how can i do this?

muted wren
#

what is a good way to get started with unreal?

#

should i just sign up for a udemy course?

wary wave
#

the Unreal Learning portal likely has a good place to start

shell compass
#

Hmm... what's a good way to have a vector smoothly change randomly?

wary wave
#

linear interpolation to a new random vector over time

shell compass
#

Feels like it would have the potential to have times where it stops and then start acceleration to the next point over and over

#

But I think I figured out a way

#

Perlin Noise

#

Never used it before, but it seems to smoothly and randomly change a value from -1 to 1 over time

light thunder
#

Anyone familiar with cable components - I can't figure out how to unattach it during game play

wary wave
#

'unattach'?

light thunder
#

it attaches to something when you set it up

#

I want cancel that but so far it doesn't seem to do that

#

I'm deleting the component it was attached to, then setting the End Locatio n

wary wave
#

setting end location works, but what do you mean deleting the component it was attached to?

light thunder
#

Basically I'm trying to split a wire - so I have 3 wires - one that is the wire before it "breaks" I fall an object into it and then when it looks like it would break, I toggle visibility and destroy it, then I toggle visibility of two other cable actors, that were prepositioned to take over as the "broken wire"

wary wave
#

oh, that is almost certainly not going to work

light thunder
#

you can see it here, that's actually 3 cable components - a single "before" and two - one is left and the other is right

#

you can see it there, it works great actually

wary wave
#

I think you might need to dip into C++ to get the effect you want

#

but I'd expect the physics sim to go nuts

light thunder
#

the trick is to only simulate physics on the object the cables are attached too, not on themselves

wary wave
#

no, the physics sim used to drive the cable

#

not "physics" as in physics engine

light thunder
#

don't know what to tell you, it works okay and then as soon as it hits the ground, I turn off simulate physics on their attached actor, which is basically a sphere I use as a "Fall Helper"

#

I'm like 95% there, Just can't figure out what I'm doing wrong with the end attach location

#

You can see right there where the two cables meet (that was the origin of the sphere actor they were attached to, that got destroyed)

#

same thing again, but on the left one, I'm setting it's location to 0,0,0,so it should be halfway across the map or at least, not there

#

crap, that's relative, that's right

wary wave
#

so what is the ACTUAL problem you're trying to solve?

#

you're deleting the sphere, and what is happening that is an issue?

light thunder
#

I can't set the location of the ends of those cables, after the fact

#

it looks fine there because that water tower is blocking it

#

but it won't always be the case

wary wave
#

end location is going to be relative to the actor they're attached to

#

(I assume, that's why it attached to something)

light thunder
#

so it would be better to just spawn an empty actor near where the falling sphere was, before it gets deleted, and just set them attached to that then

wary wave
#

have you considered just not deleting the thing they're attached to?

#

why are you destroying the sphere in the first place?

light thunder
#

If you delete the thing they are attached to, this happens (and that end loc relative thing kicks in )

#

I'm destroying it to basically break the connection to them, but I'm realizing I need to set them attached to something else

wary wave
#

have them both attached to two different things

light thunder
#

I'm going to add two components that are children of the falling sphere, slightly offset above them - when it falls, they will too, and I can attach them to the respective wires (and the falling sphere itself, I will just turn off physics for, not destroy)

wary wave
#

that sounds like a reasonable approach

light thunder
#

I'm actually thrilled I was able to get this to look even half decent

rancid lynx
#

does Player pawn get stuck in LANDMASS SPLINE Terrain ?? I keep Occassionally randomly getting stick.

light thunder
#

@wary wave how does this component still have a reference if I've destroyed it? Not much is going on, I figured .2 seconds would be enough for it to be gone - that would explain why my set attach end to cpomonents will not work

wary wave
#

it doesn't have a reference

light thunder
rancid lynx
#

delays are a terrible hack . careful with that trap.

#

i barely know what im doing. so idk

wary wave
#

yeah, I seldom use them and really don't recommend them

#

in any case garbage collection probably hasn't run yet

light thunder
#

even without it, why would these not attach to something new?

wary wave
#

I recall cable components can't do that without C++ changes

#

one end is more or less fixed

#

they're implemented assuming the thing they're attached to is static

#

and that just the end location changes, if anything

light thunder
#

that's fine, why can't I change the end location then?

wary wave
#

it's been ages since I've used them, but I'm pretty sure you can

#

I used them a while back in a prototype where the player could walk around with one end, and connect it to different nodes as an example

#

pretty sure that was just setting the end vector

light thunder
wary wave
#

but going back to your original implementation, you could literally just start with the two cables attached to different things

light thunder
#

duh

wary wave
#

I don't see a reason to try to reattach them to something else later?

light thunder
#

makes seens, just two falling spheres

plush yew
#

i have a character that look towards the player constantly , do you know how i can move it in the direction where it look?

plush yew
#

Do not make the node pin of pawn to self. It will not move

#

For the pawn, type get controlled pawn

#

@plush yew actually, it's not a pawn anymore, it's a character blueprint

#

Oh

#

Then use "get player controller" @plush yew

#

alright i'll try

#

Because I have a project where the AI goes to the pawn when the AI sees the pawn

#

Can you also create a MOBA game in Unreal Engine??

#

yes you can ofc

#

me its an fps

#

Oh ok

#

@plush yew ^thank you it work perfectly !

plush yew
kind dew
#

Would anyone mind helping me playtest my game?

plush yew
#

Sure

#

While im just downloading an asset

kind dew
#

It's a multiplayer first person game like rocket league with parkour and grapple hooks instead of cars

plush yew
#

Mine is a shooting racing car game

lusty night
#

output says "please update your code to the new api before upgrading to the next release otherwise the project wont compile" how do i do that

frail jewel
#

Does anyone know where the white texture piece gets hooked to?

plush yew
#

Is there any way to speed up the download of a downloading asset?

stable garnet
#

Is there a change to how we import UCX_ collisions in 4.26? It changes the names because they conflict and therefore doesn't work

#

works fine in 4.25 and older

solid glade
#

Could it be the skydome material?

#

In my case, it only worked once I added a BP_Sky_Sphere from Place Actors, to light up the scene with SkyLIght

#

and that blueprint has a skydome in it
However, if I would only add alone the skydome from that BP in the scene, it would still not light up

fathom monolith
#

Can I redistribute a modified version of Unreal Engine, through say a github repo, for a mod editor.

plush yew
#

How does one limit the morph target slider so only a portion of it is user out of the full slider In engine

#

Or what key words can i Google to figure it out my self C;

latent pivot
#

sup. i'm creating a helm that i want to attach to a socket on a skeletal mesh. unfortunately, i need to use multiple meshes for the one helm to look complete. does it make sense to put both of these skeletal meshes into a blueprint? can i attach a blueprint into a socket?

lapis bronze
latent pivot
#

damn, good call @lapis bronze

lapis bronze
#

np~

plush yew
#

Any good name idea for my horror project?

#

"Unpaid college tuition"

#

Or

#

"fiscal responsibility"

winter hollow
#

Yo if I wanted to design a "mini-landscape" (something you can stand over in VR like you're at a table) Can I start with a small landscape and then scale it down later once I place all the props and textures?

#

or should I approach this differently

plush yew
#

Yes to both

winter hollow
#

How would you do it

plush yew
#

You can add landscapes through the subtool set

#

1 sec ill post it

#

Modes near source control

#

Than add iirc

winter hollow
#

yea im on that

#

but everything is greyed out

#

besides New

plush yew
#

You may not have a base landscape but just a panel on the floor

#

So hit new

winter hollow
#

Yea

#

I just made one

plush yew
#

Good

#

Now you can choose the size

#

And format

winter hollow
#

or i can just delete all these tiles

#

to the smaller size I want

plush yew
#

After you setup like this you can delete extra panels via add or delete

#

You cn spawn a smaller one as well

winter hollow
#

a tile or two will be a good size I think

plush yew
#

By changing the new landscape options

winter hollow
#

but will this effect the resolution for sculpting and painting?

plush yew
#

Not reqlly

winter hollow
#

because since it's so small I will need a fine resolution

plush yew
#

Its just removing chunks

#

No you can use a single tile than scale up via add

#

Or importing landscape assets from import option

winter hollow
#

thanks snow

plush yew
#

You're welcome darling~

#

@plush yew Its a corridor horror game stuff

#

Just like life

plush yew
#

Plus my game is scary

#

A straight forward funnel from womb to dirt

#

No

#

With anogy throughout the journey

#

Agony*

#

kinda

#

a

#

A creature horror game

#

Like my drunken nonexistent dad D;

#

In all sincerity

#

nvm

#

Dont focus so much on the name

#

Thats something that comes with time

#

I just found the name??

#

However names are like sumarries to a game or content

#

Ok

#

A term or phrase of word(s) that capture the games content as perfect as you can so dont think so hard into it yet

#

Your game make change violently and your name will cease to fit as aesthetically as you'd please

winter hollow
#

i deleted all but one tile and messed with the resolution

#

hopefully this works. I need to have little AI with navmesh on that and texture it up

#

Thanks!

plush yew
#

You can iirc change that later however if you're just testing a function

#

Save your assets and mechanics after your successful and you can import it into another project regardless of scale size or current setup

#

I just scared myself on my own horror game

winter hollow
#

good job

plush yew
#

Same

#

My heart is kinda beating fast

winter hollow
#

add vr support

plush yew
#

^

#

Dude thats gonna kill me the most!

#

I added then it almost killed me

#

Men the model creature I created is so goddamn killing me

novel rover
#

what is firebase?
And what does it do?

plush yew
novel rover
plush yew
#

I never used it

broken heath
#

How do i contact with my pc within unreal , like importing a picture from my pc in game?

fluid wagon
#

hey quick question. I sped up my camera speed and kinda forgot how i did it.. i was watching videos and dont remember which video it was in. Been studying UE4 for like 10 hrs now

fluid wagon
#

well 3rd person shooter... i kinda messed some stuff up and tryin to fix it

plush yew
#

Do you mean in engine camera movement or camera blueprint?

#

If in engine top right corner of viewport

#

Should say a number between 1 -8

fluid wagon
#

awesome that fixed that issue...

plush yew
#

Your welcome hun~

fluid wagon
#

was trying to adjust the camera angle so it was sort of above the player a bit but...

#

when i go to undo it, wont let me undo it

plush yew
#

One moment

#

Seems like fish eye modifier

#

I don't know how to undo it but Google can answer that easily

#

If that's fish eye lens of course ^^;

fluid wagon
#

um i didnt do that i think.. is there a way to set the camera to default?

plush yew
#

Not sure I mostly understand landscaping. ^^;

fluid wagon
#

buildings and stuff? or just landscape/water stuff

plush yew
#

Just basic landscaping and foliage sorts

fluid wagon
#

can i DM you and pick your brain?

plush yew
#

I guess~

#

Mine is a horror FPS

plush yew
#

please help when im build my lighting all my tree/foliage is black Thanks ๐Ÿ™‚

plush yew
#

Hello guys how do I change skeleton to a skeletal mesh? The slot is Grey

sharp violet
#

can someone suggest me the a good tutorial to begin in ue4

tribal current
#

I'm using 4.26. InstanceStaticMesh will introduce seams.
I'm pretty sure The mesh is accurate(Examined in Houdini) and the transform data is correct

plush yew
#

Get the full UE4 course:
https://bit.ly/36lJS3S

Unreal C++ Beginner Tutorial:
https://youtu.be/1dl91ORwmy8

In this video you are going to learn how to build a very simple game using Unreal Engine and Blueprint.

The goal of this lesson is to get you aquainted with the absolute basics of:

  • The Unreal Editor
  • Simple AI
  • Events in Blueprint
    -...
โ–ถ Play video
fluid wagon
#

so i started a new level thinking it would fix the camera issue...

#

no luck... any help would be greatly appreciated

wish i knew what i did to break the camera

plush yew
#

@fluid wagon You know you can go use the third person template??

fluid wagon
#

what do you mean?

#

i am in 3rd person...

#

that is the 3rd person template

plush yew
#

Oh ok

#

I created a boring third person game

#

But it was like cyberpunk. The assets

fluid wagon
#

ok so i restarted and the map stuff i was working on is gone.. but camera still up close and on the side

misty terrace
#

I made an inventory with a stacking system, but when i pick up a stackable item, the first actor disappears like how its meant to, but any stackable item after that the actor doesn't delete. Anyone know why this might be? Heres the bit of code that deletes the actor normaly

#

or blueprint i mean

plush yew
#

My horror project has an inventory system

#

Let me open my project then screenshot the Blueprints

misty terrace
#

Thanks

plush yew
#

My project is compiling shaders since I imported new stuffs

#

Wait

#

Let me search my 700 folders in my Blueprints folder

misty terrace
#

ok lol

fluid wagon
plush yew
fluid wagon
#

ok so fixed the camera a little... except now when i press forward it does this

plush yew
#

And also @misty terrace the rest of my others are in C++

fluid wagon
#

so is it the manikin? or the camera i messed up?

plush yew
fluid wagon
#

idk how to fix it then. ive gone thru all the settings

#

been trying to google how to reset the thing

plush yew
fluid wagon
plush yew
#

What engine are you using? UE4.26-CHAOS??

fluid wagon
#

right, all the blue prints for 3rd person characters

#

ye 4.36

#

4.26

plush yew
fluid wagon
#

just 4.26

plush yew
# fluid wagon just 4.26

Then I dont know how to solve this shit since I am on 4.25 and a first person horror game developer

#

Which my game looks like its made in Unity engine

#

Ima go recreate my third person game

misty terrace
#

thaks @plush yew

#

thanks*

plush yew
#

Now time to recreate that tps game i created then ima not do it

naive reef
#

Guys I imported an asset from Quixel Bridge, but on UE4 my character goes through it, how do I make it solid

brave shard
#

who knows the fastest way to make animations for equipments?

#

like the hand animation for example

#

it's for a 3rd person game

honest vale
#

the editor can automatically make you one in the static mesh asset viewer

#

or you can make one yourself if the automatic generation produces bad results

plush yew
#

Im AFK

#

Scroll down

#

To the channels

clever vault
#

how can i make that every new opened tab will be docked here?

plush yew
#

i forgot how to do it

plush yew
#

anyone here know how i can rig my character in maya for unreal engine?

#

hi there, i would like to make the "damagevalue" of my object equal to the "attack" value to another object called visagemechant, i try to do it like this but i got an error, any idea on how to do this?

broken heath
plush yew
#

@broken heath yes the problem is on the "set damagevalue"

broken heath
#

How many of the other actor do u have in ur scene

plush yew
#

no other only editorcubes

broken heath
#

Then

#

Use , Get all actors of class

#

And choose the class

#

Then drag out put โ€œgetโ€ leave index at 0 , since its only 1

plush yew
#

Can you create a 3d parkour game in unreal engine???

broken heath
#

U can create anything

plush yew
#

Because the 3d parkour thing was my first game in unity and wanna recreate it

broken heath
#

Yes u can

plush yew
#

Yay

#

Time to download all assets

broken heath
#

Parkour games arent much so , it would be great if u make a good one

plush yew
#

K

broken heath
#

Thereโ€™s a decent parkour assets in market place if u want smth ready

plush yew
#

I just bought some

#

@broken heath sorry but where i should connect the "get" after that

#

And I imported some fall guys assets

#

@plush yew you want to do smth like mirror's edge?

broken heath
#

Can u show me a screenshot of what u did

#

After get u, would drag ur variable out of the get

broken heath
#

The variable u want

plush yew
daring sequoia
#

Okay idk whats happening but i downloaden ue thing morning and i launched it now i wanna launch it again but when i press the launch button nothing happends! Plz someone help

plush yew
daring sequoia
#

My laptop or epic games?

plush yew
#

Close epic launcher and your laptop then open them again

daring sequoia
#

Okay ill try

plush yew
#

Did it work??

daring sequoia
#

Lol i dont know how but i opend my laptop and unreal editor opend just out of nowhere thanks

plush yew
#

Your welcome

narrow plaza
#

I am getting a strange animation bug in my characters legs (they fold into themselves) when running into a WaterBodyLake in 4.26 - is this a known issue? Example at - https://youtu.be/5fqxsXk29KM

I am using the Universal Character System for the sanct game, and when they run near this Lake (UE 4.26 - WaterBodyLake), the legs fold under themselves.
Note sure if it is a problem with the UCS or with the the way I am setting up the lake. Please comment if you have any tips!

โ–ถ Play video
broken heath
plush yew
#

@broken heath no but its okay i'll do it in another way

broken heath
#

It should work, you did it right but the damage value is from another actor too?

plush yew
#

@broken heath yes exactly

#

@broken heath wait no

broken heath
#

IS damage value your character? Connect its target to ( get player character)

plush yew
#

its from the firstpersoncharacter actor

light thunder
#

how do you set an actor to ignore force from a certain physics direction? I want something to fall but not get pushed when it does (or clamp this range)

#

I can't really use a physics constraint because this involves cable components and they don't like that

plush yew
#

@plush yew what do you need help with

daring sequoia
#

@plush yew i think i know what the problem was

The laptop has just passed away its gone now lol i may be able to back it up but xd

plush yew
#

Ok

wanton lotus
#

You might want to bookmark this video. Almost guaranteed one of the first problems you will run into will have to do with getting 2 separate blueprints to communicate: https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

โ–ถ Play video
#

A good place to actually start all depends on your current project idea.

sterile tulip
eager radish
#

Hello, im trying to make online sessions work as the first part of my test game, the multiplayer seems to work but I'm having trouble with replication, the client sees the things that are caused by the server but not viceversa, Thanks

queen wasp
#

Having the weirdest bug when copying a blueprint with a construction script, while placing a new actor of same type from content browser works fine, something goes wrong in the construction script when copy/paste with ctrl-c ctrl-v

#

The error started with 4.26, worked before

golden spruce
#

guys i have a question i am skilled i mean i know how to do pretty much everything but i did never a complete project but i want to know if i have an ide where to start

queen wasp
#

Trying to track down where the bug happens..

golden spruce
#

thx for your big help

#

bruh whatever

broken heath
#

@golden spruce hi u know everything like what

golden spruce
#

i mean i developed before in roblox studio and i was doing games on my own so so i learned ui design modeling scripting animating and the other stuff but when i decided to start using ue4 i found myself lost and i belief the best way to learn is practice so i wanted an advice so i can learn

#

thx for replying

broken heath
#

I saw a youtube video a guy talking about ideas lemme share it

zealous crane
#

I just built the lighting in ue4 and everything turned black

golden spruce
#

lol

#

maybe you should change something in the lit or unlit settings i am not expert i am a begginer but maybe

zealous crane
#

no that's not it

golden spruce
#

lol

#

ok let me try again maybe you used a wrong lightning color

#

i mean black for example

rocky radish
#

try increasing the light(s) intensity

golden spruce
#

i think he said it turned black after building light

fierce summit
#

did u delete ur sky light?

golden spruce
#

yo guys i have a rigged mesh i created in blender should i make the animations in blender or i can just create it using ue4

queen wasp
#

So, all branches of my custom made trees have correct transforms, they're visible and not hidden in game, still they don't show up, a random number of branches show up sometimes, but never all that should.. :S

plush yew
#

Hey, Silly question, Im trying to add actors into my bp so I can use them for the AI MoveTo command

#

do I cast them?

#

or is there a simpler way

queen wasp
#

I've debugged all steps of the making of the branches in the construction script, checked the transforms after setrelativetransform and checked visible and hiddeningame, all is correct, but in the editor? sometimes no branches, sometimes a few

#

It used to work before 4.26

#

Only happens with actors copy-pasted, not with actors placed from content browser, which makes it weird

golden spruce
#

hey guys ihave alot of problems

#

i have alot of problems

#

this was low poly in blender

#

and the where is the texture

#

and i think the rig is gone as well

#

pls help

vernal compass
#

Hey guys. i have a video in main menu and when i click start game this appear and goes back to main menu with this error. does anyone know how to fix?

golden spruce
#

wait for ur turn

plush yew
#

Hey guys, I'm trying to have a lerp go back and forth (so from 0 to 1, then from 1 to 0, then repeat that). Is there any way that I can make this easily?

#

This is for a material by the way

vernal compass
#

@golden spruce i just asked. im not trying to go first

golden spruce
#

ok bruh

vernal compass
#

because someone might know your problem and other person might know mine

tough pagoda
#

How I can add to array(object reference) elements from level?

#

I resolved it.

civic mauve
#

Hey guys, so i was messing around with voxel plugin free, i wonder how can i add trees to my voxel world?

#

pls help

tough pagoda
#

Get all actor from class.

civic mauve
#

i am using voxel plugin free

tough pagoda
#

I know this plugin.

#

And you want.

#

To add trees to world?

civic mauve
#

i got some trees from market place, i wanna add them

civic mauve
#

pls help

tough pagoda
#

Okay, you want to add trees with plugin?

#

How I understood.

civic mauve
#

no, i made a voxel world using that plugin, and i am sculpting my voxel landscape, but how can i add tress to it?

tough pagoda
#

I know that this plugin only for landscape.

#

As I know.

civic mauve
tough pagoda
#

Blender and so on.

queen wasp
#

Seems like a serious bug with construction scripts in 4.26 somewhere, as when I worked on this blueprint for a while suddenly I got a linker error with something else totally unrelated while trying to save the map .. well, one can hope someone has found it and fixed it already and all I have to do is wait ..

tough pagoda
#

U have already trees?

civic mauve
#

i have trees

tough pagoda
#

Shift+3.

civic mauve
#

i wanna add them

tough pagoda
#

And drop trees.

final rain
#

hello

lucid grove
#

heya guys. I wonder can i use some wetness decals to made clothes of my character looks wet instead of changing materials.

#

I have modular characters with hundreds of meterials

civic mauve
tough pagoda
#

Hm...

civic mauve
#

yes

#

pls helpl

tough pagoda
#

I dunno how to help.

#

Sry mate.

civic mauve
#

๐Ÿ˜ฆ

#

np

golden spruce
#

can you help me

#

why are everyone ignoring me

#

cmon

stable relic
#

Hey guys, Im trying to decide on what would be better for making footsprint:

  1. Decals (I discarded it right away because it seems to be a drawcall each, never used them)
  2. RVT I have a basic system working and it works fine. No extra drawcalls but the overhead of using RVT
  3. Use the stencil buffer in a post processing mat (Im fine using only emissive)
  4. Instance static mesh
    Thoughts?
exotic thicket
#

Pooled decals seem like it would do the trick unless you have some need to have a lot of them visible

#

(pooled as in you have say max 100 of them, and as you hit the limit, the last one is swapped out as the most recent)

stable relic
#

I thought one decal == one drawcall?

#

It isn't the case?

plush yew
#

what do i put into object?

dim osprey
#

Hi, I want to give custom block id to my blocks (actors). I tried blueprint component but its single for a one actor. How can I do that?

sharp violet
vernal thicket
#

Anyone know an efficient way to communicate between an actor and the players blueprint? currently using a cast on begin play and setting a variable for it, but as the number of actors has increased, the frame rates have decreased lol

versed forge
#

xD

versed forge
#

Would you guys say this tutorials for blueprints as good?

#

cuz im new

sharp violet
#

i will see it afterwards

versed forge
#

oh ok

golden spruce
#

yo can you help me

versed forge
#

with what?

#

@golden spruce

sharp violet
#

a big problem is coming

versed forge
#

help what?

sharp violet
#

gtg bye

versed forge
#

see ya!

sharp violet
#

she is typing

versed forge
#

oh eh ok

sharp violet
#

from past 2 inutes

versed forge
#

yeah i see that

golden spruce
#

i uloaded a 3d mob i created in blender a rigged one but for some reason when i upload it it becomes smooth it was low poly and the rig is deleted

reef field
#

Heloo

sharp violet
#

what the

versed forge
#

oh i don't know

#

im new

golden spruce
#

i am begginer btw

#

same

sharp violet
#

me too

golden spruce
reef field
#

I'm having some issues while importing a mesh, something to do with normals. Anyone that could help? I'd really appreciate it ๐Ÿ™‚

golden spruce
#

i think i have the same problem

reef field
#

Oh

#

Is that what you're discussing?

golden spruce
#

i have problem when importing the mesh

#

but this community is dead

reef field
#

haha f

#

I'm sorry, I don't know how to solve that problem

#

Have you tried opening the mesh in a different program to see if the problem is in unreal or if it is the export you made?

vernal thicket
#

@golden spruce check the models normals inside blender.

reef field
#

opt/alt + n for checking the normals

crimson panther
#

Hey Iโ€™m looking to pay someone with experience in working with ue4 & GIT to help set up version control & GIT for a couple indie devs. Iโ€™m having trouble collaboration with some friends, any help would be appreciated. And preferably can walk us through a good process for pushing changes. Thanks!

reef field
obsidian nimbus
#

backface culling?

reef field
#

oh

#

that sounds promissing

#

IT WORKED!!

reef field
obsidian nimbus
#

np ๐Ÿ™‚

eager radish
#

Hey, im having trouble with multiplayer in my tests, when i try to connect the other player its like the second player takes control over the first and the first doesnt move anymore, the only one that moves is the second one

worn peak
#

the default level on the project settings is the level that will be first opened when executing the game, right ?

winter hollow
#

So I've got some grass I made that I'm applying a wind effect to based on linear gradient

Whenever I have the SM placed manually it acts PERFECT! But when I use the foliage tool with the landscape the wind effect is essentially...multiplied. It's much more aggressive and seems to affect the entire grass mesh instead listening to the gradient

#

Any idea?

vernal compass
#

does anyone know why i click the start button i get this message from advanced car controls map?

spare kernel
#

What message ?

lucid grove
#

That might be newbie question, but i have this rain effect in material normal map. Its working great on flat surfaces, but when i try to use it with specular materials it seems to apply it as a flat surface over main material.

Is that how specular map working or im doing something wrong?

karmic ermine
#

im looking for some constructive critism on my portfolio, if anyone has the time, could you dm me? and ill send you a link to my artstation

vernal compass
knotty heron
#

@vernal compass If you mean the lighting needs to be rebuilt error just click on build next to play and choose lighting only

vernal compass
#

still keep appearing

knotty heron
#

it comes back every time you add an object that casts shadows

midnight wren
#

why is my event graph read only

spare kernel
#

are you playing?

#

you cant modify whilst playing in editor

worn peak
#

i have a variable inside a level blueprint, its possible to acess this variable on another blueprint ?

hazy crystal
#

hey guys, this might be a bit of a stupid question but I'm stumped. since no input commands are done in blueprints anymore (i.e. Spacebar -> Spawn Actor etc.) and is done through Project Settings -> Inputs, I'm getting sort of stuck. I want to do something super simple , in my VR game I just want to swap two actors in and out in the scene when the trigger is pressed but I can't seem to find any information about how to do that with the changes since 4.24. Does anyone have any ideas?

hazy crystal
#

think I figured it out - you have to create the action in 'Action Mappings' in project settings - inputs first. For example, I want to swap actor. so create a 'Swap Actor' action mapping, then choose your input (spacebar, trigger etc.) Then you can reference it in level blueprint or your pawn blueprint

plush yew
#

how do i get the position of a pawn?

wanton lotus
clever axle
#

can you designate levels as singleplayer only? I want a main menu with characters doing emotes and such but the game is MP so it expects some server logic here

fierce forge
#

hello, is there a way to make a actor to do nothing, like to do nothing if it should, i want to decrease blueprint time and tick time

gleaming hedge
#

any one know some free tree assets?

#

i really need them

#

but i couldn't find anything

#

i can only find assets that are not free

spare kernel
#

@gleaming hedge pretty sure you asked that yesterday, and we gave you the same answer

#

@fierce forge disable tick on it

#

but reducing Blueprint Time and Tick time is no magical button

#

you need to optimize your stuff

fierce forge
#

@spare kernel it's a voxel world with chunks

uncut fulcrum
#

You can change tick interval in "class defaults"

fierce forge
#

Not big difference

uncut fulcrum
#

What are you looking to do then?

spare kernel
#

yeah i mean you asked how to make an actor do nothing

#

and actor will do nothing if placed in a level with tick disabled and nothing else on it.

fierce forge
#

you said "you need to optimize your stuff"

spare kernel
#

yes

#

if you are using a lot of Blueprint Time

#

then you are running a lot of stuff constantly that is being called into the BP vm.

fierce forge
#

how i can optimize adding a index to a array ?

spare kernel
#

C++

#

BP is really not suited for doing long computational things

#

especially if you want performance

uncut fulcrum
#

Are you checking at the start of each tick if your actor should be doing anything in it's current tick?

#

Essentially just adding an idle state

fierce forge
spare kernel
#

well C++ is always going to be faster than BP, that is a known fact, but without knowing what you are doing

spare kernel
fierce forge
#

adding like 11k to the array of each chunk

#

int array

#

and i spawn 16 chunks

spare kernel
#

yeah C++ for def

#

that will be super slow in BP

latent pivot
#

anyone here experienced with the master pose component?

dawn gull
#

Are there any plugins that allow me to take a section of BP code and turn it into a custom C++ node?

spare kernel
#

@dawn gull no

dawn gull
#

@spare kernel well is there a way to use BP nativation (probably spelled that wrong) for the PIE editor?

lucid grove
#

heya

#

i was working with my landscape and for some reason with some small actions (changes inside material) i get this result

#

before i could fix that with reloading editor, but now it doesnt help

uncut fulcrum
#

This probably isn't your solution but I had that happen once and the issue was I exceeded the limit of texture samplers and had to set the texture sample to "shared wrap" or something along those lines

lucid grove
#

Yeah, i read about that. But the fun thing is that i removed 4 layers some time ago, so it should be even lighter then before

uncut fulcrum
#

that's probably not it then

lucid grove
#

Important thing - material working ok on smaller lanscapes

winter hollow
#

Are there any alternatives to the foliage painter tool for terrains?

I've increased the density as high as it can go but i need more

#

(painting small grass on a small static mesh)

plush yew
#

hello, I'm trying to get an actors location to the blackboard, How do I do that? its just an empty pawn somewhere on the map that I wanna move around.

valid trail
#

Hello, does anyone know if it is possible to show a website in ue4

fierce tulip
#

if you google "ue4 ingame website" you should get all the info you need :)

merry zephyr
#

guys how many poly count can ue4 take and how would i know if it is too much

#

for example is 50 thousand polys too big for a donut ? how many polys would be suitable for an object this size

worn mirage
brave shard
#

bruhhh there's only questions here

#

sad

fierce tulip
#

@merry zephyr use as many as you need, can always optimize later.

nimble warren
worn mirage
merry zephyr
#

so it wouldnt matter if the donut fbx file is 60 megabytes ?

nimble warren
#

oh

#

not sure

strong vortex
#

and it's "!="

worn mirage
fierce tulip
#

@merry zephyr no, though that donut better be worth it

merry zephyr
#

many high poly objects would affect performance right ?

fierce tulip
#

yes, though thats why we have stuff like LOD's and other tricks.
having said that, for example: if you only see that donut from a meter away, you should prolly lower the amount of polygons.

merry zephyr
#

alright thank you ๐Ÿ‘

nimble warren
#

For some reason when i do open level, navigation mesh breaks in game, anyone know how to fix?

latent sonnet
plush yew
#

Hopefully this is on-topic as its UE related.

#

So much improved in Unreal Engine 1 technology.

#

Sweeny please make this engine indie-license friendly...

fierce tulip
lucid grove
#

heya

#

im still struggle with layers on my landscape

#

I have shared: wrap on all my textures

winter hollow
#

thanks @iron raptor!

inner cloak
#

I tried to migrate the M_Metal_Chrome material from the default TestProject, the one with a bunch of materials, but i see errors after its been migrated ! Is there a way to fix this ?

plush yew
#

Curious, when does UE5 release?

#

Or the early access?

inner cloak
#

probably near end of 2021

#

Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.

plush yew
#

Like Ninja Theory.

fierce tulip
#

everything thats not custom build by ninja theory for senua (or any X company for Y game for that matter) we'll get as well

plush yew
#

That is worrysome...

severe gorge
#

Upgrading between versions seems to always create random, unknown issues, or corruption of files that you don't even notice until later on. What procedure do you guys recommend to ensure data integrity upon upgrading between unreal versions?

#

I've had entire blueprints become corrupt, maps as well

novel rover
#

hmmm when using admob do I need to implement google mobile ads sdk?
https://www.youtube.com/watch?v=kSh8-quhFHM

It says to do this in google's documentation
but it doesnt say it anywhere on the UE4 documentation

In this video weโ€™re covering how to get started by importing the Google Mobile Ads SDK into an Android project.

Leave your comments down below and let us know what you think.

Subscribe to the Google AdMob YouTube channel for tutorials, technical tips and product best practices.

Links:

Google AdMob Quick Start Android: https://developers.go...

โ–ถ Play video
clever axle
#

am I doing something wrong if I got a spotlight with max candela and it barely lights up anything even a bit?

kindred viper
#

would anyone know of someone who has used javascript to animate UMG widgets?

plush yew
#

Still a LOT of progress I was forced to forfeit...

#

And I had to delay my project release schedule again.

#

What is special about UE5 is at least it promises to transfer UE4 projects without crumbling them. The only means to transfer levels was dead in its early alpha stages UDKImport. I had to manually import levels from UDK to UE4 via a BSP export trick to 3DS Max, then weld the edges and vertices, as well as flip faces.

severe gorge
#

yeah i remember UDK

#

that's so old ๐Ÿ˜„

#

i hope UE5 doesnt break too much stuff

plush yew
#

Old yet special.

#

Too bad Epic faltered with fixing important bugs with the engine. DX11 was experimental and an unstable mess.

#

Working on a game via Engine and UDKBase scripts invited unwanted glitch that breaks the Archetype functionality, forcing me to reinstall UDK and repackage my project.

severe gorge
#

what were u even making

plush yew
#

The only work around was use UTGame classes. I had little problem with a fan-made game I use to work on going this route besides that it felt like a UT3 mod with benefits.
With the old Maze Qore, I wanted to start from scratch and use engine-extended classes. This proved a tedious task due to the engine glitch and bugs.

inner flume
dawn gull
#

Wait, when is UE5 coming out?

grim juniper
#

This year

tall pilot
#

honestly with godot 4 coming out this year i don't know if UE5 stands a chance kappa

dawn gull
#

Even if Godot is super good with the next update it still wonโ€™t have tutorials/resources for the things I want to do

wheat dew
#

Hello i got a question

#

nvm i got it

winged ridge
#

How do I make my game default window mode?

#

So the game always open up in window mode?

dim ermine
#

how do I best learn to rapid prototype in blueprints, or in essence, improve my prototyping skills? I feel as though just doing courses wouldn't be enough. Any recommended strategies or things to do?

I assume just thinkin of a game idea I want to try and make is a good way to start, but im not sure what's the best way to go about it to effectively improve myself without wasting a ton of time doing the wrong things

vernal matrix
#

Is there a way to transition control types based on if you are in water or land?

spare kernel
#

@dim ermine best way is to just ti they stuck in. Learn and when you feel.confident start a new project and start again using all you learnt.

#

Damn mobile lol

quasi lynx
pliant creek
#

Does anyone know if there is a solid guide or wiki or anything for the Voxel Plugin for UE4? Free or Pro. PReferably free.

inner cloak
#

is there a way to set the origin of a mesh to be at the bottom of the mesh ?

soft imp
#

I accidentally set my ue4 project to rtx and now I canโ€™t go back on it and I did it on a non rtx gpu. Does anyone know what to do?

median hound
#

im pretty sure u can disable it in project settings

plush yew
quasi lynx
#

Yeah? Okay thanks, Iโ€™ll take a look... any tutorials in particular you can recommend? To be clear, the sk does have a physics asset, but I guess itโ€™s not set up properly.

formal pebble
#

I have a pawn which is a camera, and I'm using it in the game mode default pawn with its own controller, how can I move the character independently of the camera? Do I need a new controller for the player and how I set it in the game mode since I'm using the camera, or should I just leave the camera pawn out of game mode? and how am I going to control the camera?

austere scroll
#

So i made my own mesh with a skeleton and a rig and everything , then i retargeted the default "Third person template" animations to my character . but it turned out severely deformed , any idea why or how to fix it ?

boreal epoch
#

What would I want to modify if I wanted to add a slight "glow" to a material?

#

ie I have a sword and I want it to emit a glow of some type

uncut fulcrum
#

plug values superior to 1 into "emissive color" of your material

boreal epoch
#

hmm okay. That's what I thought but i have a glow texture and it just turns the entire weapon white

plush yew
boreal epoch
uncut fulcrum
#

What does your material graph look like?

boreal epoch
#

is this what youre referring to

#

(please note that these are not my textures but textures provided to me via a model producer on turbosquid)

#

as in someone made this weapon, material, and textures and uploaded them for others

uncut fulcrum
#

Yes, the material is displaying the way it should, since the texture you plugged into "emissive color" is white/gray. If you add a multiply node between your emissive texture and the "emissive color", your material will glow depending on how much you're multiplying. Although it doesn't look like that emissive texture is what it should be

boreal epoch
#

ah, gotcha. so then to have it keep the original textures on the weapon while providing the glow what would i need to do? the weapon is supposed to look like this:

#

while also containing the glow around the sword (as if it was emitting it) rather than making the weapon itself white. Maybe its base is higher than what it needs to be and i should multiply by a decimal to decrease it

uncut fulcrum
#

If you only want parts of your weapon to glow, that texture you have plugged into emissive color won't work (Unless you try subtracting a value and rounding the output maybe) but I don't think it's supposed to be an emissive texture

boreal epoch
#

well the texture is named gloss

#

my bad i misread it

#

its not glow lmao

uncut fulcrum
#

yeah ^^

boreal epoch
#

but it is supposed to apply a glossy look to it

#

presumably not like that

uncut fulcrum
#

gloss is the inverse of roughness I believe

#

I mean 1 - roughness

boreal epoch
#

hmm

#

interesting because theres also a roughness texture

uncut fulcrum
#

and it makes sense, look at the roughness texture

#

yeah cause it's probably in case some engines use "gloss" instead of roughness

boreal epoch
#

oh maybe

#

didnt consider that

#

just out of curiosity how would i apply a glow effect to a weapon then if i have no texture to base it off of? as its a master sword i think itd be neat to have it emit a blueish glow

#

not sure how possible it is because i have no ue texturing experience

#

i pluged gloss into the roughness section and tbh it looks a lot nicer so im gonna use that stevehm

uncut fulcrum
#

The best way would be to make a texture for it (it's easy if you know what to do). You could also try doing some shader magic, like plugging "fresnel" into your emissive color

boreal epoch
#

i do not know what to do kekw ill try the other option

uncut fulcrum
#

and if you play with values a bit you could get a fun result

rich spoke
#

Hey guys, can you help me with notifies please?

#

I can't understand how to add them. In various tutorials and UE documentation interface doesn't look like this

#

Do I have to change it somehow?

#

Please

boreal epoch
#

@uncut fulcrum quick yt video cleared it up for me. thanks!

uncut fulcrum
#

no prob

boreal epoch
#

well it kinda works

#

at high values it looks like a huge glow

#

at small values it looks like its skinned light blue lol

#

that's a blue color * 0.03

#

any help with getting this to be more like a glow and less of a gloss-over would be grear

uncut fulcrum
#

If you multiply by more than 1 it should actually glow. Although it depends on your post-process settings, but by default it should glow

boreal epoch
#

well i need the glow to emanate

#

not be stuck to the weapon

#

so its more of an aura of a glow around it

#

with the actual sword still visible

uncut fulcrum
#

Yes post-process handles that

broken heath
#

Did u try to increase the rgb values above 1

boreal epoch
#

yes

uncut fulcrum
#

well if you want an aura, then you're looking for something else than glow applied as a texture on your object

boreal epoch
#

started with 50 lol

uncut fulcrum
#

but a glow will give you an "aura"

boreal epoch
#

yeah i need just the aura

#

okay

uncut fulcrum
#

if you want just the aura then you need to look into something other than glow

broken heath
#

Sphere masking helped me make an outline glow but idk if u shd do the same

boreal epoch
#

see here it looks perfect save for the sword itself looking blue

broken heath
#

Connect the texture to base color

uncut fulcrum
#

Did you try playing around with fresnel, it could get something close to what you want

boreal epoch
#

i dont know how fresnel stuff works and it was asking for some values that I dont know how to properly define

#

so i chose the route of just making a glow texture

broken heath
#

Did u connect texture to base color and emission?

boreal epoch
#

Everything else works perfectly arche

#

the sword has its own look

#

the glow is just something additional im adding

#

so yes the base color and everything else has something connected to it

#

if you scroll up some i attached my texture graph

broken heath
#

Did u connect the texture to emission too?

boreal epoch
#

material graph*

#

yeah

broken heath
#

Oh lets see

boreal epoch
#

thats the glow, it goes to Emissive Color

#

i added that after the fact probably so it wont be in that photo

uncut fulcrum
#

He doesn't have an emissive texture

boreal epoch
#

I do now, one sec

#

forgot about that

#

sorry about that

#

if you look there i have a blue color multiplied, and that goes into my emissive

#

and creates the glow i uploaded just a few minutes ago

#

any value between 1 - 50 on "Emissive" creates the same glow

broken heath
#

Multiply that by the texture too

boreal epoch
#

any value below 1 just shades the weapon blue

broken heath
#

Try to add sphere mask with scAlar values connect them to emission and check

boreal epoch
#

ill give it a try but i dont know much about texture related stuff so im not sure how sphere masks work

#

its asking for the A and B as well as radius and hardness

broken heath
#

Yes

#

Set them as

#

ScAlars

#

And test some values

#

But for a and b i think it supposed to be the texture

#

In one of them

#

And color in another maybe

boreal epoch
#

if I attach Emission and Color to A and B it just defaults to white again

#

not even containing the glow

#

yeah its just removing the glow entirely

#

not sure that a sphere mask will work for this

rich spoke
#

Anyone know what's the problem in my interface?

#

Pleeeaaase help me :(

uncut fulcrum
#

I don't see any problem with your interface

rich spoke
#

I can't understand how to add notifies in my animation. In various tutorials and UE documentation interface doesn't look like this

uncut fulcrum
#

I'm sure there are tutorials on notifies for more recent UE versions

merry zephyr
#

Guys will I still be able to use UE4 normally after UE5 gets released,cause UE5 needs specs that I don't have

plush yew
#

Fast Runner or Speed Runner or I Am Speed name for my parkour project?

boreal epoch
#

got it close to where i want it but now i have this issue, where its like reflecting

#

how would i go about fixing that? This is for a game that I do not own but rather mod for

uncut fulcrum
#

remove lens flare from post process volume or camera

boreal epoch
#

so i would assume yes for a good while it would be usable

uncut fulcrum
#

@plush yew I am speed imo

#

the other two are too bland

boreal epoch
#

not sure how postprocessing works on textures, where do i set that?

uncut fulcrum
#

it's not in your textures, it's in your camera (and possibly post-process volume in your level)

boreal epoch
#

ah i see

#

okay

#

not sure how realistic that is in the modding scene's current state

#

but i'll see what i can do

plush yew
#

How do I create a respawn system using blueprints???

pulsar badge
#

Guys do anyone know when ue5 gonna be available for us to try?

pulsar badge
#

I thought it was 2021

plush yew
#

2022 for me

mighty cipher
#

I don't know where to ask it but I'm getting a weird bug with my mouse cursor inside Unreal Engine. The cursor is always a crosshair. Has anyone come across this particular problem?

pulsar badge
#

Did u try relauching

mighty cipher
#

sure. This has been an issue for I don't know how many months now

#

I remember that I set some kind of "Default Mouse Cursor" setting for game project. But somehow that setting translated over to the editor itself.

plush yew
mighty cipher
#

@plush yew yeah, didn't help though. Might have to just reinstall the engine in its entirety.

turbid halo
#

How can I get rid of the checkered pattern?

plush yew
#

The lighting thing?

turbid halo
#

no I mean the surface , why does it look so weird? Up close it looks great but when I'm far away the pattern annoys me :/

worldly lynx
#

Would anyone like to collaborate with me on a fantasy top-down game? something like Diablo, i am a programmer and I need an artist and the first goal of this project is to level up our ability and then we can set other goals

#

send me a private message if you are interested

crisp flame
#

im making a tower defense game for a uni project and for the longest time i was confused why i just couldnt get it to look right

#

turns out i needed to set the camera with a low field of view

#

and very far away

#

so theres no distortion due to depth

plush yew
#

Lol I am recreating GTAV but its 3d

pulsar badge
#

It's tiling

versed forge
#

[PLZ HELP]

So im new to unreal engine and is watching a tutorial on basic blueprinting

in the tutorial he is usin basic 3rd person shooter

In the tutorial he is showing how to make a spinning cube, he is creating a linetrace when the player shoots and if the object is a worldynamic collision (like the spinning cube) then the spin will stop. Now on hes tutorial when he tries it out, the linetrace starts from the guns barrel and is going straight forward in the direction of the crosshairs. The problem for me is that the linetrace is going in a totally different direction and angle, not in the direction of the crosshairs but i can't understand what im doing wrong?

pulsar badge
#

When u go close it's not so noticable

#

@turbid halo

#

When u back up you can see all of the tiles

silk pumice
#

is there a hotkey to adjust the foliage paint tool brush size?

sudden glen
#

@versed forge you need to do *500 not

#

+500

sterile tulip
#

anyone know why my textures are not there in UE4 after importing?

plush yew
#

You need to create a material and add it on the mesh

sterile tulip
#

the wheel and some parts like the black parts are imported, but the blue body part is not colored

#

some parts are correctly colored but some parts arent

dire lantern
#

Hey so I'm trying to get my player to the main menu

#

I put a trigger box and it plays a sound

#

then i want it to fade-in slowly

#

and then go to the main menu

#

Those are my nodes