#ue4-general
1 messages · Page 925 of 1
@pulsar badge yup I was just overthinking things, my bad
Pls someone replty
:triangular_flag_on_post: Dr Mango#3409 received strike 1. As a result, they were muted for 10 minutes.
Heya
I'm trying to optimise things and know its landscape time. I did what i could with material, now i'm trying to optimise LODs and cant figure out what this does.
I did read the description but probably lost in translation
As far as i see i have same amount of triangles on distance and near camera
You need to make the materials in UE4.
Is it all one model?
(The terrain)
Yeah, its a single landscape
Yeah, The default engine LODs aren’t quadtree, it just gets the distance to the player and changes the model
I wish quadtree was that easy to set up though
Whats the purpose then? That didn't impact performance right?
The purpose is for small objects or characters
They character is high poly when close but then they switch a cheaple model
It’s not meant for terrain or planets
Is there a limit on how many terrain material layers you can have per terrain "section"? Seems like as soon as I go over 5 everything turns gray
i know about lods in general, but dont understand whats the purpose for that in landscapes if its basicly not reducing anything
...you can sculpt it?
That's the point of it
@silk pumice set your textures to "shared wrap" in material editor.
you are probably hitting the texture limitation
Is there a way that I can randomly place objects using a seed so I can get rid of them, then add them back later in the same spots?
I just faced same problem. Setting all textures to shared wrap didn't helped.
i dont think your problem is the same
well, it is. when i place 5 layer on landscape it turns gray.
*on single landscape component
this mostly happens with big landscapes
any chances you using big landscape?
ahh, you are hitting SRV cap
DX 12 limitation prolly
@grave aspen might be able to explain better
Gonna read about it, thank you
if you pack your textures, it'll help, but only marginally
you'll get like another material or two at best
DX11 can have like 128 SRVs but in 4.26 they made it 65
64*
something to do with DX12 cross compability
it's in the notes in the ShaderCompilerWorker.exe 's code
with a fuller explanaition
it runs a check to see if you're using more than 64 and craps out if you use more
why DX12 has less, i don't entirely know yet
I'm having the same problem, but with material blend layers on a static mesh
with masks instead of vertex painting
definitely ping me if you have a better explanation, understanding or solution ^_^
@lucid grove
Thanks @grave aspen at some point i had only 2 layers max so i optimised it as much as i could i know at least can have 4 of them. I remember that all that happen when i started to use parallax mapping.
i was aiming for 11
crapped out at 4.5
after doing some custom packing and creating a custom unpacking solution in unreal
i was able to squeeze out 6
but that was still far from my target of 11
Also, make sure each of your texture samplers are set to sharing: wrap or clamp, instead of the default
(can't remember the exact name) this won't help with the SRV issue, but it'll help if you hit the texture sampler limit of 16
Hello all, have read rules and I should not be in violation - but my question is not about development but just about the engine.ini file
I am trying to compare changes in a game (Hell Let Loose) and want same pic comparisons from my tweaks
Is it possible to not have to restart game and see effects when editing engine.ini?
also are the settings case sensitive? (coz I've seen variations in mipmaplodbias)
@dawn gull Thanks man
Hello guys, am I the only one who is having trouble with 4.26, I have a 3090 and im getting less than 24 fps in top,left,right, view mode
does anyone know what could the problem be?
sup lads, for some reason when i run the open level command it reopens the same level its in (even though it has a diffrent name in it) and then if you repeat it it will crasha and comes up with travel error invaild url, any ideas?
The level name you are using is an existing level with that exact name?
What coincidence, I just setup the same thing for a test using the same key, hehe.
i have set up q as an input im just clueless
pog
I even tested by making a new level and not even saving it, hehe. Still loaded it up, no crash.
Can you load any of the other levels?
yeah, but there using a delay based load
as in they load automatically after a set time
Gotcha, test in a brand new level, just need to see for sure if it is specific to SpaceShip2.
Save everything and restart editor. You'd be surprised how often that fixes weird issues.
yeah ok, whats the worst that can happen
i think it worked, i guess modern problems require modern solutions lol
thanks
Hello, is there a way to add any type of gizmo (Like a player start icon gizmo) to a scene component in the blueprint editor window. I have a few scene components which moves every time any property is changed. It would be nice if I could visualize where those components end up, hence the gizmos.
@daring umbra If you have a vector variable (such as a location), you can enable Show 3D Widget on it's properties. That will show a typical x,y,z gizmo
The default volumetric clouds have a big rectangular gap in them. Is there an easy fix for this?
I see. Well I'll have to see how to work that out. Thanks Marc! Cheers.👍
I'm trying to upload a character model but it uploads with every single body part as a separate one, I want them to be one model, I have tried clicking combine mesh but the problem is I also need a skeleton to attach animations to the model.
Stuff that's gone is sub-levels but they're all "Always loaded" and should be there. this bug happened out of the blue
if you check the material of the clouds you can see that the texture that gives the shape is like that
i'm using a texture atlas for my low poly environment. an the issue im having is everything looks flat. is there anything i can add to the material to add more depth or just something to break it up?
note: this is for oculus quest 2
is it possible to run insights for PIE?
i suddenly cant do more foliage painting on a mesh? just certain areas. If I copy-paste the mesh then it works?
Works when I set it from blockalldynamic to blockall. Weird, as I haven't changed any collision setup
@spare kernel, you can can, but the docs say not to. The editor overhead would be misleading.
The docs reccomend not even running insights on the same device.
does anyone know or go through the daz 3d studio mesh glitches where the arm and body glitches and looks fuzzy as heck when importing?
So I have a bit of an issue, when I try to import a roll animation for the UE4 default character, it becomes very weird. Is this because its missing a root bone?
hey guys, is there anyone who is good at unreal engine 4?
Can I make a custom event like ''event begin play'' or ''event tick'' from a behaviour tree task?
How do I do that if I can’t go into the project?
Not me
When I try to load my game it is stuck at 39%
But that is because I accidentally put rtx on a non support rtx gpu
Does anyone know how I can get back into it?
https://gyazo.com/a6a42954dfddcb9ffa7a988e7d4c2ee1 any idea why my scene is so dark when the sky light is set to static when i build lighting, but goes perfect when set to movable?
Hey everyone, I went and got a hard drive to put all my UE4 stuff on, and just want to make sure im doing what i need to do...
I open the c drive and go to program files then I can just drag it to the HD right?
I try to ask when i mess with anything cause i really screwed up a comp one time and had to have it system restored 😉
i'd reinstall the engine on the new drive instead.
projects you can move around however you want, but engine itself (while in theory it should work) id reinstall
Can anyone help me?
you might wanna read the #old-rules
@fierce tulip yeah thats what I was thinking... havent really been able to do much anyway cause im on a laptop and not much space. I appreciate the answer
What would be the best way to create the magazine for a gun if every cartridge persists as an individual thing in the world?
@soft imp try this:
Go to the project folder, go to the config folder there, and open defaultengine.ini. Search for "r.RayTracing" and set its value to "False". Then save the file and open the project.
One message removed from a suspended account.
One message removed from a suspended account.
@crude tulip thats not culling, thats flipped normals
need to flip the normals back in your 3d authoring tool
One message removed from a suspended account.
(also please dont cross-post the same question next time :) points to #old-rules )
I was thinking that also, but I didn’t know how to do it. Thankyou!
Hey. I've got a weird problem. I try to port maps from. CSGO to Pavlov Shack and I get this. Same texture on other buildings look fine.
That's my work flow. Bspsrc (decompile bsp CS:GO map with custom materials etc.) > Import into Blender using io_import_vmf plugin > Merge meshes, clean up map in blender > Export into fbx ( Path mode - Copy , Geometry Smoothing - Face , Scale - 2.38) > Import textures using Hammuer (easier than making 100+ instances of shack materials) > Collision settings etc > Build map and play .
Nominals look fine in blender
my sun and sky light being in the persistant level was causing terrible lighting issues. so i added a unique sky light and directional light to each sub level. but not my lighting build time has gone from 10 minutes to close to over an hour.
any ideas for tips on this? thank you
Just looking for help on maybe how to side scroll a camera in a 2d game
should be simple, just want to move it whenever the character moves. No deadzones
can you not just attach a camera to your character?
i'm pretty sure it's set up by default in the side scroller template. have you had a look at that?
I hav enot
i'd recommend creating a side scroller project and looking at how epic have set up that project. it should give you more of an idea of whats happening
hey guys do you know how to add an element like a text to a scroll box using blueprints (so automaticaly) ?
Can i set rotation movement to ignore specific component
ok so got a question about downloading UE4 since i uninstalled it and im redownloading it
it ask to make changes to the computer, i guess the C drive. However I am installing it on an external hard drive. So is this also saving in the C drive as well? I am just trying to store as much as I can on the external cause I cant do it all on the laptop
I imported the car into UE4, the blue material got created automatically aswell but why do I not see it on my car
how is unreals's gltf importer these days?
yo is this against the rules? this is the only server we got in common
<@&213101288538374145>
Yes it is. We discourage unsolicited DMs.
discord has a block feature
lol
No, it's not an instant ban. I'll take care of it. And yes, block the user if you don't want to hear from them again.
aight 🆗
if only discord removed that annoying "x blocked messages - show message" crap
clings to IRC
Is there any tutorials for dedicated servers that actually go beyond 'how to setup a dedicated server'...I mean setting up a server just to have it is one thing..actually using it for a game is a totally whole other beast
and IMO if you don't know how to setup a dedicated server you would never be able to make a networked game utilizing it..so that defeats the purpose of the endless 'how to setup a dedicated server' videos..and then nothing after the fact
Hey all; so I'm looking for help to try and figure out a way to uncheck this little box here that says 'enabled' for the Python Editor Script Plugin -
The thing is, I cannot just open up my project file and navigate to the plugins tab.
Anyone knows how to reset the engine (not the project settings) to default ones?
@drifting kayak is it not shown in the uproject file itself? (open with notepad++ or so)
heyyy! thank you! I didnt know I could do that!
that worked!
Now, to make matters worse 😦 I actually need Python Editor Script Plugin to work, but every time I enable it, I'm getting that error message that it might not be properly installed. Not sure where to even begin with that.
its a beta feature, it might not even work atm, but i dont have experience with it myself. we dont have a channel for it either so it might be worth it to search on the forums and/or ask there.
@meager stag im sure there is a better way, but first thing that comes to mind is to delete the ini files in the config folder and reverify the engine trough launcher. (if you cant load it afterwards)
but its a long shot, so dont take my word for it :p
Yeah I am trying it atm
good night, guys! Is it possible to play animations on mesh with physics applied?
Hey guys, do you know how do I get back to my first person camera later? What should I use?
Try this - https://youtu.be/M2rOitk_I9g
As a beginner and novice, I'll explore the new Volumetric Cloud system in Unreal Engine 4.26
Timestamps:
10:33 The VolumetricCloud actor
15:22 Explore the Cloud Material Instance
19:30 Cloud Material parent and graph
Guerilla Games...
wait I just caught up... what does that mean about "we dont allow unsolicited dms" ??
Hello. please tell me how to fix it?
how do I make a game like octopath traveller?
I have no idea how to make 2D/2.5D games
protip: perhaps google questions.
(not meant as mean, it often works)
https://www.unrealengine.com/en-US/spotlights/octopath-traveler-s-hd-2d-art-style-and-story-make-for-a-jrpg-dream-come-true?sessionInvalidated=true
Luos could you elaborate for me about what was said earlier?
basically we dont like it when people send other people random/unwanted/unrequested dm's
yea, lets keep it at that
nah im just tryin to make sure im sticking within the rules. Im learning and all and sometimes its easier to ask a question then dm that person and not take up a lot of discord space..
Its an extremely interesting video, but it doesnt help programming wise
generally we'd prefer it if questions are asked in public so others can learn from it too :)
ok.. just saying.. imagine putting a PC in front of a caveman..... ok now you got me in mind. But, i am trying to learn. At least as much as I can over the next 6 years
to be honest, I honestly think if you dont know how to set it up programatically from that video... you might be better off learning more of the basics and intermediate programming stuff. so why not spend some time trying to achieve smaller steps first?
if you look up a lot of info about 2.5d, and things related to it.. eventually things fall into place and then you'll be ready :)
Will do
I just had a dream once, about a game
But I first have to learn more, before I make my true vision come to life
ok so im a bit confused about 2.5D. Is that like drawing a 3D object on a 2D item? or using 2D objects in a space that has a 3D field?
think littlebigplanet, or dragonballfighterZ
Its 2d characters
3d, but only 2d plane. (generally)
moving in a 3d environment
new super mario world is also 2.5d
Really?
ok so 3D character... 2D field.. like street fighter?
yes
I think 2d Character, 3d environment
nah that could still be anything
if you have a 2d char in a breath of the wild world, its not 2.5d
But I think that 3d characters in 2d environments still counts as 2.5D
The two-and-a-half-dimensional (2.5D, alternatively three-quarter and pseudo-3D) perspective refers to one of two things:
Gameplay in a video game that is restricted to a two-dimensional plane (2D) with little to no access to the third dimension in an environment that otherwise appears to be three-dimensional2D graphical projections and similar...
could be, but generally for video games we mean:
Gameplay in a video game that is restricted to a two-dimensional plane (2D) with little to no access to the third dimension in an environment that otherwise appears to be three-dimensional
Hmmm?
and in octopath's case, they prefer it to be named "HD-2d" for some reason
I dont get it either
HD refers to resolution, right?
Also, can I post trap memes here?
Wait, you a mod
?
In case using the TargetPerceptionUpdated event to detect using the AI Perception component. How can I know which sense was triggered?
Like whether it was triggered by Sight or Hearing etc. ?
yeah, he is.
I'm trying to upload a character model but it uploads with every single body part as a separate one, I want them to be one model, I have tried clicking combine mesh but the problem is I also need a skeleton to attach animations to the model.
my original thing I made in blender is one model
Is everyone else still having this issue?
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1827558-stop-the-unwanted-friends-requests-in-the-launcher
Ever since the new 4.25.5 update, I get an unwanted friends request from the user "JGLEASY". And it pops up again EVERY time I start the Launcher, even though I click "ignore" each time.
This really needs to be fixed. I am not even using the game library, I only use the Launcher for unreal engine. It's
I'm getting unwanted friend requests, and I can't figure out how to turn it off.
This is an IDE for me, not a social network for rando Fornite player's mistyping or; spamming friend request names
yeah, well idk about the name. Just seems every day i get 5-6 friend request though
and i know im not that popular
Hey all
hi
hello back
Is anyone else having issues with the UI bugging out in 4.26?
wow so weird, I just noticed but in the gif, the menu windows stay shown! On my screen, the instant I open a drop down of ANY kind, it instantly flickers and disappears
Another day, another error.
It's supposed to see if the attack distance is less than or equal to the player. If it's not then chase the player until it is. This causes the infinite loop, which, I thought, I wanted.
does anyone know if direction light is broken with RTX in 4.26 ?
I'm feeling really stupid right now. I've never had an issue with this before. When play testing my character would spawn at the player start that I have set..okay fine but for some reason it just isn't working anymore and I can't figure out why. The game mode has the character set and the controller set and the override is the same in the world details...
try project settings > search RHI > default RHI direct X 11. I always have problems with RTX on dx12
It's always spawning as the default floating pawn ....I cant figure out why
try opening the game mode BP and changing the default pawn in there
it is
in world override, the game mode is set? also go to project settings > maps and modes > set the default game mode in there
try setting the pawn possession in the details manually
ive gone over it so many times and I cant find anything wrong
then check camera activation
somethings not catching that you want to posses your pawn on spawn, so it will spawn the default one
on begin get your player controller and posses the pawn
from what I can gather.. For a good landscape material you need to take care of tiling and layer them in a way to make it possible to paint. You should also have some kind of auto that takes care of inclines
Did I forget anything? And anybody know of a good how to on this?
All I find has one of these components missing and I can't seem to put them together, I always end up with something not working right
Yeah, I have that checked. RTX is working with all lights, except directional.
curious, what was it?
not just the check box, make sure to select the drop down and select dx11, and probably restart PC, that fixed a RTX UI bug for me after changing the settings
@distant totem why DX11? Docs say RTX requires DX12
I have checkbox on DX11/12 and from the dropdown I selected DX12 as default RHI
then I restarted UE4
I am saying RTX works with skylight, point light, rect light, but directional light doesn't work
No, you want to select DX11 from the dropdown. I'm not sure why, but thats where all my RTX issues came from, and how they got fixed. I just launched an RTX scene to check, raytracing works with RHI set to dx11 from the dropdown.
I know it's just the directional light, but thats what worked for me. Another thing to try would be to increase the light resolution on your meshes
weird, sorry about that then, I've seen from searching on the forums that with RTX, all the settings effects each device differently for the editor. The last time I couldn't get RTX spotlights to show up on my scene, it was of those settings IIRC, but maybe not remembering right. But the one thing that I know for sure I needed to do, was change the lightmap resolution. If your mesh is massive, your going to have problems getting lights to show up on it
@distant totem https://www.youtube.com/watch?v=SWqGLUSCZl4
I have "force no precomputed lighting" checkbox checked in the World Settings
try changing directional light to movable, then press the build arrow > lighting quality > medium > then build the lighting
no lightmaps, it's all realtime
oh, damn man I'm sorry I don't know
I am not talking about DXR Lightmass btw, I am talking about RTXGI
np
I'll file bug report
have you tried the new GPU lightmass?
nah, it's not complete
it's literally no use because it doesn't have all features of CPU Lightmass implemented
it's one of those Epic's features for a bullet point in their PR
"hey, we got GPU Lightmass now!" which is basically alpha-beta and can't even be used in production.
I am willing to bet it won't materialize until UE5.x
Give it time
its compiling shaders check task mgr
lol, so I made a simple scene from scratch (made New Level) - directional light works now, but skylight doesn't 🥱 🤦♂️
This is mind boggling. I still can't get it to spawn on the player start...I have to manually possess everytime
Can I get some help with this? Whenever I try to build lighting, ue4 will just crash on "starting up Swarm Client" (or something along those lines). This has been happening for around a year but it didn't bother me because at the time I was just learning the engine. Now that I actually want to make something this is kinda frustrating.
General question. Is the cooking process in unreal GPU or CPU based?
What engine version you using?
Heya is it possible to disable roughness on distance inside material?
The best i could found is set normal map intensity to 0, but it still show roughness effect
CPU probably. Because cooking is essentially compilation afaik.
@latent flume if you're wondering whether to buy a better GPU vs. a better CPU then here's a quick quote from a forum post
The main bottleneck when working with UE4 is compiletime. Therefore I would take the stronger processor to boost up my workflow, since faster processor, packed with a decent ssd should mean faster compilation which means faster iteration on your code.
I have a general question for everyone working with Unreal Engine and who tend to create a lot of projects.
I've noticed that I want to change my project name often but don't do it because I'm lazy.
I'm thinking of writing a small tool to help rename projects with just one click of a button. Support for C++ projects is also on the roadmap.
Would this be something you guys would be interested in? It'll be free and open-source (MIT)
yeah that would be cool
Can someone help me with this? Im trying to cast to a game instance I made but its not showing up when I do this.
@fading pond you don't cast to your game instance. You set it up under Maps and Modes.
yo, not sure what channel to post in, but i'm trying to capture footage from an external program. I thought i could do this by making a virtual webcam with obs but that isn't getting picked up. does anyone have any ideas of how one could get this to work lol?
this is solely for a personal project so it can be set up kind of jank if needed
screen record u mean?
er, yeah kinda. i want to get a capture of an external game window to be displayed on a mesh / player in my scene
would action work for you?
im not sure what youre referring to
ah, is that another type of video encoder? is it able to be detected as a webcam/live video source by unreal?
is it able to detect ue4 as a program and screen record that only u mean?
oh i think you misunderstand, i am not trying to capture UE4, im trying to get UE4 to capture something
oh i see like a facecam
is this like face recon?
nah, its for something incredibly stupid. im trying to make an interactive gameshow kind of stream where part of the show is having a game running
im making a 3d 'set' for the show and id like to be able to capture the game im emulating so i can put it in the scene under other objects without having to do a ton of work in obs/slobs to get elements to behave properly
ok after some more digging it seems this kinda already exists? https://docs.unrealengine.com/en-US/Resources/Showcases/VirtualStudio/index.html but only for certain graphics cards? can anyone confirm if this limitation is removed (because this article is from 4.20) or if theres another way i'm unaware of to get live video into a scene?
The Virtual Studio showcases Unreal Engine's ability to exchange video feeds with professional grade SDI cards and devices.
Whats the simplest and best way to ads in an fps game
should i make an animation or can i get away with modifying bones?
is anyone here good at unreal engine?
Hello guys, I'm new, and devastated pretty much, I had a great project in unity, bu there were too many shortcomings with the engine, and I've read up online, everyone was praising unreal, I just quit unity today and came to Unreal, will it be a hard transition, and will it be hard for me to rebuild the project I had going on in Unity?(RPG)
do u have any vids on the old unity project? 🙂
I can record some gameplay
Why does my pawn movement replicate when I have replicate movement unchecked?
Anyone knows whether high density fog can cull the invisible object or not?
Just that ******* fog which can be found in engine preset .(I don't know the name )
Should I use Blender over UE4 for interior design?
Like walls and stuff? Doorways, etc
Guys, how bad is the C++ documentation for this engine?
just please be blunt, I want the reality, I'm still moving over anyway
I find it liveable.
I've heard it's garbage compared to uynity's C# docs
It used to be fairly terrible, and new stuff is highly subject to be iffy.
I see
But they are working on it, I know some of the guys moved to the documentation team, and I'd just suggest picking a few topics and seeing
As soon as I'm done installing it
If you have something in mind you want to check, maybe I can give you the Unreal terminology equivalent, assuming Unity
I'm starting to rebuild my unity project
Alright, any base comments you're worried about getting through? I honestly recommend their Youtube significantly, it's usually well done.
Also WTF is here (Matthew Wadstein I believe) has good stuff to help with basics.
I actually have 1 worry
My models and everything from unity, were textured for unity HDRP, that means mask, normals, and albedo, is it going to look bad in unreal? or will it keep the... everything?
Albedo has a different name, but Unreal has a similar texturing feature I believe. Not too familiar with Unity's, but if you know Blender, I feel like Unreal has an upgraded material/shader setup from that.
You can definitely get the same quality if not better imo, but I can't fully explain why so it may be ignorance on my part.
Well I've done modeling a bit etc.
I gotta ask this some1 who has been through Unity - blender - unreal
and full courses on shaders, just not much in Unity.
it's three
Applying noise masks, textures over etc is all easy, node driven
I haven't really used nodes, I pretty much hate the concept and the workflow
If you know the math you're applying, Unreal will let you use multiple material slots, see uvs etc, and do the math on your own shaders.
Well that will make Unreal suck more, it can be done in C++, but some things I feel work better in nodes/bp
I can adapt
I find it's workable in shaders/and UI, animation bps.
I don't mean I can't use them or I WANT to avoid them I meant that I've always had a better solution that made me not use them
That makes sense, I'm sure it can be done, but I honestly feel like it just works, but I learned to work through them so it may just be that.
But yeah, there are channels here that are usually active and will help.
perhaps
That's great
Also have a friend that made games like me
for as long as me
in unreal
I used unity
How long you been at this?
I'll be around, but there are definitely people who are more masters lol.
Only about 3-4 for me, only last few straight.
I'm not a master myself, not even close, had work, school, and a dream :D
I feel that. Work, kids, and a damn idea that led me down this road. Now it's an addiction.
true
Sunk so much time in, but I feel like I could make most stuff with a bit of thought.
exactly
I do say I feel Unreal moving into special effects and so many fields opens a lot more doors knowing it.
do* will lol
architecture etc, a lot of really strong moves.
When creating a project can i start with C++ and do blueprints also? or if i start with blueprints can i add c++?
Or is it one or the other?
You can do C++ base and use bp
It's actually a lot better to do so if you want to use c++ ever.
BP is just derived from C++. So it'll establish base classes etc then for some things. You of course have to tell it others.
I see it a lot in games that there is a lot of foliage.. Like a LOT of grass blades, trees, etc. Is this gonna kill my performance if I have a kind of top down view? https://i.imgur.com/LWzlcl5.png
No.
Its better at first and third person
Foliage doesn't occlusion cull very well (if at all), so camera perspective is largely irrelevant.
Guys I can't build my first Unreal project
help please
Running D:/Unreal Engine/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="F:/Unreal Projects/Snowmire/Snowmire.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for SnowmireEditor (no existing makefile)
@progress push 5%
Parsing headers for SnowmireEditor
Running UnrealHeaderTool "F:\Unreal Projects\Snowmire\Snowmire.uproject" "F:\Unreal Projects\Snowmire\Intermediate\Build\Win64\SnowmireEditor\Development\SnowmireEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Andrei\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
Reflection code generated for SnowmireEditor in 133.5387049 seconds
@progress pop
Building SnowmireEditor...
Using Visual Studio 2019 14.24.28316 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.24.28314) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 11 actions with 4 processes...
@progress 'Compiling C++ source code...' 0%
@progress 'Compiling C++ source code...' 9%
[1/11] ERROR: Unable to create child process
@progress 'Compiling C++ source code...' 18%
[2/11] Default.rc2
Is it possible to press a button in an Unreal Engine game, despite not having the game open and it will still play a sound through your computer?
I wan't to make a soundboard in UE4
you could use landscape grass for the grass instead of the foliage system
not sure if there's any difference performance wise, but it would save you from painting grass everywhere
hey, really stupid question, but is there a blueprint enum for axis, (like x,y,z) EAxis is c++ only I think
I'm a little surprised there doesn't seem to be one as a lot of functions could be streamlined by passing enum(s) of axises, and something like component mask in materials...
Maybe there's some functions I dont know 🙂
there's nothing stopping you from creating an enum
Hey guys, can I change my game instance to be advanced friends game instance while maintaining my og game instance's code?
I want to implement steam invite system but I need advanced friends instance
But i jave normal game instance and it has tons of code in it
Anyone has any idea what happened in unreal 4.21 that my FPS dropped from 120 to 30 in new empty scene when updating from 4.20?
A little thing for LDs/Environmental Artists that makes a huge difference in workflow: Alt + Middle Mouse temporarily moves an actors pivot in Unreal Engine so that you can rotate an object from any position on the mesh! #UETips https://t.co/MdoGzKRnq6
140
🤯
I learned today that you can right click an output pin on an material and chose to directly connect it to roughness, base color etc. That blew my mind 🙂
Hi people, mainly i joined to this server beacuse i wanted to hop in into the UE4 world.
But sadly, when i tried ti install it, it gives me an error.
P.S. I installed it via Epic Games, if there is any other way please tell me.
you can download it from Github
but you'd be better off working out how to fix your error
anyone excited about UE5 
I have build my exe file and now it asks for the .uproject file..... What did I do wrong? Okay, it didn't build correctly, fixed.
@desert cliff what sort of error?
Is it possible to record with the sequencer character’s movements, interactions with objects and etc and spawn a new character and set it to play the record and walking around him? Like I went to the past.
It just says "error while installing"
It is usually when installing finishes
you need to find some sort of logfile that tells more
@desert cliff I have the same error where it tells me it doesnt have enough privilage to download to /programfiles
Running as admin doesnt solve it
Is there a way to change the scene/level used for the static meshes thumbnails?
does anyone here know if it is possible to add a content browser to my ue4 game
it is a parkour game and i think it would be cool for users to be able to open there own levels within the game
@valid trail How will they make their own levels?
i am using blueprints
upload the map files from ue4
it is also for paid content aswell
@valid trail Would it not be better to have a sandbox-editor in game somewhere? Where they can place game-specific things? Like buttons, weapons and such?
that would be cool
gona speak to the rest of my team brb
ok i just ping my team to ask
how would i set that up tho
this is our first project
and our other developers pc broke rn
@valid trail No idea, but it is a better idea then importing maps that can have all kind of errors that are unfixable... Players would get angry and would destroy your game in reviews...
there is probably a plugin for it or somthing
this is hard for our team cuz we have litteraly done no programing before lmao
does someone have some tutorials for party games?
i mean some games like wii party
k
so i have to find various tutorials?
where i can find these learning material?
thx
where i go?
@plush yew I would think it's possible. You'd have to juggle the cameras.
anybody used the modular building on the Quixel?
I don't understand how you're supposed to get it looking right without any elements without windows/doors..
besides.. what's with the LOD?
https://i.imgur.com/QYGsuAh.jpg
https://i.imgur.com/eAcKWix.png
Heya, is it possible to make roughness effect on material fade on distance?
How do i do that? The best i could disable normal maps
https://i.imgur.com/Q2U9sZW.png
https://i.imgur.com/Oubvvkp.png
is this intentional? what's going on here? this is supposedly the same mesh
Does anyone know if the program world machine is any good?
it's functional, but there are numerous better alternatives
When you need to do a lighting build and you just go on your phone because you know it will take a while lol
pawn with the camera
well, it's not empty, it's the camera
it eventually stops being empty, but yes
it probably has panning controls etc
it used to be quite easy to do a game without a pawn at all and just use the controller, but this takes a bit of a rewrite now for some reason
is there any reason why a controller would be messing with the layout of menus?
no
So in blender my model is one single mesh, but when i import it it separates into like 50, why
hey there !
im in a wiered position where i like c++ a lot, but want to make 2d games. Ive tried SDL but i feel like im not ready / not skilled enough to make my own engine now. Is unreal suitable for 2d?
(or should i just be a normal person and use unity / monogame or something?)
Use unity, unity is more for 2d then unreal
dm me if you could help me come up with ideas for a game
Unreal is mostly used for 3d and super high graphics and major open worlds
yah maybe i should use unity now + do some c++ stuff also
I think you can import a unity level etc to unreal also
ive never heared of that before. Ill look into it soon.
Also keep in mind I thin unity uses C# im not sure if it has C++ @plush yew
it doesnt have c++. just c#
Ok
Hey guys, I'm trying to get values out of a rotator's Y rotation (pitch)
and the values I get are from -90 to 90
is there a way to get 180?
:triangular_flag_on_post: Void#9047 received strike 1. As a result, they were muted for 10 minutes.
hey any one know where can i find a course for learning making scene and assets like Last of Us 2 type
i know how to use substance painter and 3dsmax and basic stuff
Guys, need some help about landscapes & mobile. (I'm adding mobile support for OpenLand)
It seems like Landscape layers & not available on mobile.
Is this normal?
If so, is there any workaround on layer painting for mobile landscapes.
Ocean is a static mesh right?
@honest lily I would think that's your water material there
Try to add Fresnel to the material for edge blending.
May be it doesn't work in this case.
Try this: https://forums.unrealengine.com/development-discussion/rendering/118374-gradient-fading-at-edges?p=991777#post991777
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
yes
so what should i do
@honest lily I'm not sure, I'm new to this myself but I use the water feature out of 4.26
wait do you have any picture of your water?
build lighting
its a lot simpler then you think, each time you scuplt on the landscape it shows the grid edges right? then the build lighting appears
also shift+s i think to deselect the landscape just to note cause you selected the landscape while sculpting and its driving me crazy
@honest lily
on the top of the screen theres a build button
sorta on the right ish side
@honest lily it might take a little as well but eh better to build early on besides having to compile like 10k shaders
that might be cause of the post processing volume
can i fix that?
yes just give me a sec cause i forgot......
yes of course
its easy just forgot names
take your time
ok in the post process volume under lens there should be exposure on the bottom when you click the little arrow theres min and max brightness, check both and on min change to 2 or 3 whatever you feel is right then to speed it up so theres no eye addaption or whatever check the speed down and change it to 20 thennnn after that scroll down till you see infinite extant or just search it and check that so it effects the whole world
just wait
also to get the post process on the left panel theres visual effects click it and it should be the top one @honest lily
what component of my hardware is causing it to load slow
if I do it in blender it also updates in realtime, why does it take like a minute in UE4?
@sterile tulip it might be because unreal needs an update or it could be your graphics card but also might just be unreal being buggy
you could always try saving everything and reopen unreal or restart your pc and see if it keeps happening
also troubleshooting, sorry for spam by the way
how can I download json from url?
well
i did all these things
but if i press "Play" it doesnt apply the changes of the post processing and it looks very bright
and also when i press the "Play" button it says that lights need to be rebuilt
have you rebuilt lighting or are you trying to move a static item?
and it doesnt show rebuild until you hit play?
look
when i hit play it says again Rebuilt and also it is not as dark as the editing
for that first one, you dont actually have auto exposure adjusted from the defaults ( the first checkbox)
and if you want auto exposure disabled in the entire project, you can adjust it in the project settings instead of the post process volume
warnings not errors, and that mainly means your lighting that you built will not be accurate. do you plan on using static lighting?
what do you mean exactly? cuz im a bit new
static is if you need performance and the shadows/lights never move. movable if you want them to look more accurate and shadows/lights should move
yes i want movable
I'm trying to upload a character model but it uploads with every single body part as a separate one, I want them to be one model, I have tried clicking combine mesh but the problem is I also need a skeleton to attach animations to the model.
the error says the uv are overlapping which you can fix in either changing the channel of the uv layout in the object or in a software when exporting it you need to select what normals etc im not sure where you got the assets tho so
ohh also that i think you can do something in the material to make it look better or use the water plugin just keep in mind its a new plugin so it has some bugs
yes
well i want the water to go to the land i mean the waves so it can become more realistic
that again has to be done in materials i havent really done water in a while but im sure there are tutorials out there that could help
i think in the settings somewhere i dont really remember to be honest, but it shouldnt be to hard to find but when you do it should be on the buttom of the plugins list
what causes that in my opinion is mostly the software your using and the exporting options you picked
Hmm ok
Hello. Someone else know this problem and the solution for it?
Idk why instantly closing the menu which i opened. If i restart unreal engine everything is fine, but i get this bug more times a day...
PS: I see now, that in the video not even is visible the problem. For me after clicking on material selection/nodesuggestions, instantly close it the engine.
@honest lily just the normal water
Guys, help pls.
I want to use data assets, but some shit stuff going on. I've added BlueprintType and Blueprintable to my cpp data asset base. I've added path to BP childs of DAs in Asset managerfsettings, I've tried to implement GetPrimaryAssetId() and inherit from primary data asset instead of data asset. But whatever I do I can't assign a data asset variable in any BP (it's editable and read/writable). What am I missing?
So, is it normal for reflection capture to be locked independent of view in Forward Rendering?
considering it's the same behavior in deferred, yes?
reflection captures are captured at map build time no?
sqlite
i installed it
whats its usefulness?
@serene birch, thanks, I'll look into it more.
if I have 2 or more of the same actor, how do I specify wich bp to fire? I already have the actor I wanna use, But how do I add it to the bp?
heyo guys, I've been working in UE for quite a few years, but I've never seen this happening. My skeletal mesh simulates physics when Im changing a value in the Persona Editor. Anyone got a clue where this comes from?
lmao
It fixes itself whenever I reopen the tab, but its extremely tedious when you are constantly reimporting animations
Is there a way to get like a animal that attacks you and everything as a template
hi u may be off and sorry im msging u after 2 hours but like I used blender and I did make it all into 1 model there (with ctrl J) but it's the same issue
Is the scene used in the video
https://www.youtube.com/watch?v=d5Ft7UaYayM
on the marketpalce?
Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Games’ Sjoerd de Jong talks you through the basics of setting up an ocean, a lake, and a river. Then, he dives into more advanced features and possibilities that showcase how you can tap into the water rendering through other parts of the engine by making objects...
Still having trouble with this if anyone can assist.
A few of the animal character packs, even the ones that are or have been free in the past, contain animation blueprints and AI, making them ready to drag and drop into your project.
hey all. i have a debug in my game somewhere and i cant remember which BP its in, is there an easy way to locate it
Okay thx
@versed forge what is your question?
the rig also has to have one root bone in blender
Hm, okay as I'm quite new to blender I'll try find out what that is lol
@hasty wharf a print string node? you can use the find in blueprints window and search all blueprints
its the lines or whatever when you duplicate it, it shows the bone its parented to, unparent it and the ones you need parented parent them to that bone or create another bone and make the ones you need parented parent to that one
@elder moat
Oh I see
Is there a native way to copy all property values between 2 components of the same type in editor?
anyone having issues launching epic games launcher?
found it. ty
Hey, when I use Move Component To and I move my character, it moves in a round path instead of a straight path. How do I fix that?
its possible to add on a array of actors, actors from the content browser or just actors that are placed on the level ?
Okay, yeah I'm converting blueprint components to c++
Guys, when I'm using Google Play Services, my game on my Android device it's crashing on level change. Do you know about this issue or it's only on my side?
you'll have to debug, could be 100's of different causes
may someone join the support vc? i have a problem with lighting that i can figure out
Hello @grim ore i one of your videos you showed how to use Material Distance, i tried to use it for Roughness, but got this "edge" effect on landscape
Basically i avoid that by increasing distance
Can someone explain to me how to work these things?
https://i.imgur.com/cKhQz95.png
https://i.imgur.com/4vt2l4Z.png
Supposedly same mesh but completely different at different LOD
Oh, i forgot to thank you for this solution, fall asleep 🙂 Thanks for that link!
Worked like a charm, thank you
im having this bug where, i recieve a loop of already connected players and if they havent already been spawned i spawn them, this is generating a weird duplicate however, could someone look at my macro which checks if the player already exists and see if it should work as expected
Just a little question, im getting this shader complexity everytime im using automaterial
With single layer - all great, simple blend - red zone
I'm getting an error "messages failed to load" in #cpp, is that on my end or discord's?
this is the structure of the player
@devout estuary it breaks before it ever does the second part of the sequence, you'll never get "Already Exists"
doesnt it only break the loop if the id is the same as the checked item?
it stops anything running in the loop at all
its for performance
This should be a function instead of a macro
Then the output should be a boolean
local variable that is false by default
the passed in id is the one i want to check is already created, surely it only breaks the loop when the id i want to check is the same as the id in the array?
ah wait i understand now
Is anyone experienced with Linetracing?
so calling the break completely stops the macro?
no, it stops anything connected to the "loop body" exec line
what you want to do can be easily done, in a function
and should be
you need a local variable
Pan you good with line trace?
i am
Could you explain something to me
I am using Multi Linetrace by Channel and I wanna store multiple Location inputs in different Vectors how does one go about that
How do I loop through each hit tho? and by Array of Vectors what do you mean?
So for each hit, you add its location to a list of hit locations
an array means its a list, not just one item
Yeah I follow so far, now how do i split them?
what do you mean by split them, do you want to do like a hit effect at each location?
hey guys i need help with an animation https://streamable.com/i7505p
Basically, for some reason when crouching, the animations between moving and idle do not interpolate at all. Instead, they wait a second and then teleport, even though i have interpolation set to 1. How can i fix this? Ive tried setting interpolation to 0.5 and 2 but it hasnt helped
Basically what I'm trying to accomplish is It takes each of those locations and teleports the player there
and stores each in these
with multiline trace you get all hit locations at once, so are you trying to teleport the player to each location after a delay?
basically if you want to spawn these things as soon as the shots fired you could add them to the array, then after the node to add them just do a spawn actor node and input the location, im assuming you want to access the array later for something else
Found it, its my specular map. Can i use your trick with roughness for Paralax?
Is it possible to store the Vectors in individual values so i can use them later on in the ability
For example in these
you could use the get command on an array to get a specific item
basically it gets the item at the specified index starting at 0
Yeah I figured it out, is this what you meant? @devout estuary
I've managed to get to this point with static instance foliage.. BUT I can't seem to get the physics right... any ideas? I mean that shooting off in a random direction from the base isn't right 🙂 https://gyazo.com/3fd2c92201a732ab0f73aeb4a2f14774
Is there a way to set a max texture resolution of all of the textures you have in content files?
anyone here know how to design a very large open world?
That's a big topic... pun intended
When making a game do you generally need to end up forsaking the default movement component or do a lot of you end up using it? Seems like you need to do a lot to end up getting it smooth and feeling good
whoops, little bit lower - device profile
You can set max texture size for all devices
from pc to consoloes\mobile
thanks
I've tried moving the pivot point but doesn't seem help too much. I'm not sure what is causing the inertial force at the base
@vernal compass what issue in particular are you having
hello, I'm having trouble to use this function that I suppose it's meant to change the color of a light, but when I try to chage its color with the trigger it does nothing, when I change the color manually it works but when I do it inside the game through this function it doesn't. Thanks and sorry for long explanation
Are you sure an event is fired when pressing F
Can I put a function in a function?
how do i make sure?
@worn mirage i need to know how to start to create a world like in microsoft flight simulator
what should i do first?
Print string
i think its bc its in the firstpersonprojectile
instead of the firstpersoncharacter
Do it in the level BP
it needs access to the player controller to make that F press happen
so find a bp with access to Player Controller 0 typically
i'll try it
Actually how did u created a reference to the light in the projectile? Is that an actor or a component?
i'll try boolean solution first, give me a sec and if it doesnt work ill try yours
I'd recommend buying World Simulator and practice importing a large terrain. It's perfectly possible, it's just going to take a decent dev box and some time.
its the firstpersonprojectile from the template
I mean... the light is placed in the world or in a actor?
in an actor
Ok then you need to get the player controller
This should work
it gives me this
@worn mirage cant find a world simulator on google
You don’t need to get player controller in the cast of the player
World Machine... I totally wrecked the name sorry
Is that BP have any controller attach to it? Is that the Projectile BP?
Could you explain me what you want to achieve? Why would you need a point light in the projectile
so
why does my spotlight look like this
the thing is that i inserted a moving point light into the default projectile that is shooted in the first person example of unreal, trying to archieve a laser bullet effect that looks realy cool when the bullet enters into corridors or closed areas, now I want to make each projectile show a color depending of the player thats shoots it, i've made a bunch of material but i cant get it to wirk that way, so i'm trying to make it this way
Do you have decals where the light is missing?
meaning?
You could try doing the key trigger in the FirstPerson BP and call a ref to the ProjectileBP->Pointlight and then do Set Color in the First Person BP
But also, you can try a material with Emissive instead? Like a sphere with 1.0 Emission
Using pointlight on lots of moving projectiles could be expensive potentially
u mean in performance?
Hey, how performant is it to use the volumetric clouds and sky atmosphere systems?
Yes, cpu cost and all.. developers' bane
try emissive sphere for a start and see if you like the base look
and there is a function to change material i imagine?
Yep for sure
you can tweak any params you set in the material
and I don't know how performant the Volumetric clouds is ....
thanks for the help, im going to try it
sky box is very cheap that much i know
@rigid marsh okay thanks :)
@eager radish No prob, come any time lool
🙂
Hello! Is there a reason why when i select 3 meshes and convert them to a blueprint, i can't seem to move them anymore in the scene. They seem to be just stuck at the world origin. I can move the individual pieces when im in the blueprint, but when im just selecting the blueprint as a whole, it doesn't want to follow any transformation i give it.
what should i put in the object node?
:no_entry_sign: Mazell#0001 was banned.
so a few checklist:
- Make sure the sphere has 'New Material'
- In the Material, create a Vec4 (color) param for Emissive, connect it to Emissive, and name it, then copy the name
- Back in the BP you can just call [Mesh -> Set Vector Parameter Value On Materials] paste of the name param here, then set whatever color you want
/@ripe heath Make sure they're NOT marked as 'Static' in the bp
Hi guys, I’m an architect and I’ve been using Unreal for a short time and I was wondering if you can change the unit of measure
Thank you so kindly!
its cool but the results are not even close
if there is a way to make it with lights I prefer that way
your projectile can have a variable that holds the "color" the light is supposed to be. in the construction event it can set the light color inside of itself to that color. you then expose that variable to spawn. Then when you spawn this projectile in the world you can assign it's color at that point
and can i assing a color per player
Pretty much what MatthewW said ^
But if you need to key press the colour you have to go with what you had before, but just try to do the key press event in your FirstPerson or which ever bp that has the access to PlayerControl
you assign the color when it spawns, assuming the player spawns it you would be able to get that players color and assign it yes
i think it can be possible
the thing that i want is that when there are four player for example, the first shoot blue balls, the second green ones and so on
Oh just store the colours as variables then, no need to do key press
yeah, the key press is only for troubleshooting
and how I assing the colours to the players as they spawn?
and array?
thats up to you and how your game is set up
any new ue5 footage?
I pressed the button and now unreal froze xD anyone knows what this is for? 😄 like specifically. didnt find documentation about it yet
most likely because you have environment settings on (auto exposure in editor)
how can i turn this off
having an issue where my default sprite anim is having a weird material applied that I cant delete, all other anims play fine and flipbook looks fine but the default one i set is lit all weird
It is also a camera setting. Check your camera details.
Guys i need a free realistic trees, where can i find them?
has you looked into the marketplace?
Bye bye
I don't know if modelheaven would have something like that
how hard have you looked in the marketplace for something realistic?
quick question, how to access this page? 
open a niagara system
a new actor?
@eager radish this are some pack that include trees I've gotten from the marketplace
pinged the wrong person
XD dont worry
are you looking for that EXACT particle system or just how to open a niagara particle system or make a new niagara system or ?
yeah, cause I can't find the niagara system in the actors to place 
wait... it could be that this projec tdoes not have the plugin enabled 
ah no, it does 
I don't find the "niagara system" in the "advanced actor" menu 
its not an actor is why
Sorry for interrupting, but is there any way to pass a key press from one actor to another one with custom events?
Content can exist in your content browser and not be an actor, such as a niagara emitter and system
passing random keys, or I pressed a key and this blueprint heard me press it so now I want to tell somebody something?
both basically the same, using custom events in the 2nd blueprint that the first would call. If you need the exact key you can pass in the key pressed, if not you can just call something specific based on what happened in the first
like , the key is registered in the main character and the press event is send to another actor
if you want a key to fire in more than one use the input event in both and make sure neither of them consume the input
i want the projectile to receive the key press, but it seems to just not be working
does it have the input event? the key press event
like, i press the key and doesnt print anything on the screen
is this same event used somewhere else?
but you wanted the player to pass it to the item, so how was the player going to get the input?
i mean
I want to register a keypress or any event that can trigger the color change
F key is for debugging
your actor needs to it can accept input, in the details panel on the actor is "Auto Receive Input" that will be disabled by default, change it to the player that it should listen to input from
or again have the key input in your player then just tell the item to do something
can sole developers publish on epic games?
yeah, it will work for one player, but when im online there will be another controllers
you also won't be debugging at that point so the question seems invalid
and if this is a multiplayer game there is a TON more work that needs to be done to get stuff like this to work
yeah this is true
also the same code would work in multiplayer if set up right, each player is unique on the server and could talk to whatever it wanted
im working im little things just to learn and have fun with friends
so player A pressing F would work differently than player B pressing F
@midnight wren Anyone should be able to publish provided their content is accepted
even if both are setted up in controller 0?
Thanks!
again depends on how it's set up. if this is online the server would have different player controllers but each machine locally would be it's own player 0
Bump: #ue4-general message - I'll award 1 billion points to the person who helps me 🙂
@upper heart now i think about it, you could make a editor utility
yeah, I thought about doing that. Was just making sure there wasn't a native way first.
yeah i remember looking a few months back to save me time, ended up doing it with editor utility
was a bit of setup though 😦
i saw that utility and was like, that was how i did it 😄
Blog post idea?
Why can i size down my project folder from 6GB to 600MB with deleting the intermediate, binaries and saved folders? What data can be so big but still so useless? And why? 🤣 Can someone explain me this, sorry im new to how code, files and stuff works..
One message removed from a suspended account.
One message removed from a suspended account.
@echo zealot intermediate are temp files, files used when compiling and packaging and such. binaries are similar. saved can get large with autosaves.
@crude tulip not stupid, learn blueprint communication.
also going "hey destroy myself" and...... then.... im gonna have myself do something else.... is bad
Do you think UE5 would support any other languages? not just C++?
Agree with @grim ore also learn the difference between object reference and class reference. You're on the right path.
@plush yew we can think it will support them all, but announced so far? none that I know of
I am hoping for Java
@vivid stratus a map is a variable, that node gets variables from a map variable, so yes it would be normal those will not be there if that variable does not have those properties
But why are those such giant files? Is this needed to make them quickly readable/in a fast format?
But I dought it...
less about quickly and more about the step in between
I can't find this function either 
If you say saved can get big with autosaves does that mean every time i save it doesn’t override the asset but add a new version to it? 😳
no those are automatic backups when you are working and have not saved, when you save it replaces the source asset. autosaves are just backups for when you are not saving and something might go wrong
Ah okay thanks!
@vivid stratus that color node is a function script, so it's custom code in whatever you are looking at
ah damn 
@grim ore How did you get all of this knowledge?
just using the engine over and over
hi, anyone know why when I fall to a certain height in my level I lose control of my character and can't move or do anything? There's no collision blocking and my gun dissapears and stuff
i had even narrowed it down to about -1000 units t oo
Let’s be honest, fuck the kill z volume
coincidentally i was loading a new level at about that height so thought it was something to do with the level load
(elevator)
Ok
argh, thanks again
Is there a way to view animation curves for translate/rotate on joints?
First you smoke the joints and then you view the animation curves.. (sry, no idk)
It was a bad joke but i couldn’t resist
hey, im new to unreal engine and i cant seem to open c++ projects. It gives a big error saying that it couldnt compile and asking whether i would like to run it in visual studio. does anyone know how to fix this?
you need visual studio for compiling source builds. Visual Studio Community is good enough. There are other compilers and editors that you can use too, like Rider, but I suggest starting with VS community. Just for tutorial's sake. With the VS installer, you can install all the pre-requisites like C++ and .NET files. I'd also check the official documentation for this process as there is a page dedicated to it.
damn If I've not rusted enough in this months away...
how to set the inputMin/Max to a certain value? 
hi guys
normally in unreal engine
one touch : one shoot
but i want to make
pressed
what is pressed?
wait... I'm right click on B
why does it not say "Convert Numeric to"? 
it is overkill for it but it can work. your app will be much larger than just using Android Studio or another IDE to make a normal Android app
i mean
while it's pressed
shoot forever
i wanna *** my english
@grim ore can u help me
you would do it the same way as you would shoot one, but after you shoot the one you would set a timer to call the shoot again. When you release you would clear the timer so it stops shooting
looking for anyone who has a clue what this tool is supposed to do apart from freezing out the engine entirely :3
Where can I report someone giving away cracked assets?
Found this dude giving away some of my friends marketplace assets for free and many others.
to wherever they are being hosted
Ok
quick question, does culling remove said assets from memory ie; unload textures? or is the asset still loaded just not drawn by the GPU?
how can i do it
this is blueprint
i made something but
its only shoots one
what makes it shoot again?
idk
you need to add something to make it shoot again, like a timer
that is what the documentation and tutorials are for
repeater
i made it myself
look at documentation and tutorials on Timers
ok so dont look up timers and try and make a countdown
I'm having this wierd thing happen, I'm making a monster blow up, and spawning some skeletal mesh gibs, if I spawn more then 6 of them, they all delete as soon as they're spawned Has anyone had anything happen like this?
Is there a way I can warp some noise with a seed? the noise is in float format
My editor crashes immediately on startup due to preview of ES3.1 being on
Where in the configs can I disable that?
i was going to type a question but i figured it out as soon i as i started typing.
Guys dm me if you know you're quite good with coming up game ideas, Thank you.
No worries.
is there a function that checks if a key is pressed?
ofc
ok ill tell you
IsKeyPressed?
I'm a very big beginner myself but i think if you type the letter you want to tap
type "esc"
then theres a node you can drag called pressed?
then it will show there.
type any number or letter then scroll then find
APlayerController::WasInputKeyJustPressed
@timid spade just press your key and it will be there
i dont want an event
i want a function that checks if its pressed
hmm idk
Then create a function.
i thought it was built in
APlayerController::WasInputKeyJustPressed
alright ill do that
or just set a variable maybe
wait
I'm a beginner these guys look way better than be so they will have to help you.