#ue4-general
1 messages · Page 929 of 1
to some minor effect....but it is far beyond my capabilities to get anything like this
is there a water swim volume integrated into the 4.26 water brushes?
thanks
@narrow mauve is there any reason you are not using the volumetric cloud system?
I mean that looks like a nice cloud and all so I can see why you would for a specific look, but I wonder if its good enough to replicate it
@grim ore how do I add the ai to use the behavior tree and make it active
you use the run behaviour tree node on the AI controller https://docs.unrealengine.com/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees/BehaviorTreeQuickStart/#6-aicontrollersetup
I can't control them the same as I can with meshes
can I rename the new BT tasks from the task itself instead of going into the content browser?
I'm a 3D artist.
Now i want to learn UE4
also is there a way to organize BBkeys?
How to start UE4
@jaunty tree look at the pinned messages in this and other channel for tutorials
What should i learn in ue4?
As i can create scene in 3d modelling software
So is it important to learn creating scene in ue4?
I did use the volumetric clouds when i first started but I can't get the level of freedom I need. I have a ton of atmospheric variables that drive the cloud and their structures and its very dependant upon it...the volumetric clouds also they look okay but they need a ton of work to match real life storm structure
yeah it looked a little better than the average vol cloud too
@lilac wren is it on the ai controller?
a lot better in fact
I understand shaders and how you could create different looks at varying heights etc;..but it's still not quite the same level of freedom and it looks a bit off. The volumetric clouds also seem to render in a way that always looks 'out of reality' (like you cant reach up and touch them)
@lilac wren is this in the AI character or in the AI controller?
yes Im pretty sure
then set the AI controller on the character
is the AI character set to use this AI controller?
under pawn im sure
and is it set to auto possess the AI correctly
i don think so
OH..and the meshes are more performant..especially if you have a lot of them because most of the time they are 'hidden' (occluded) behind towering clouds etc..and when you are under them anything above the base is occluded
I dont see that menu anywhere
in your AI character, details panel
yep now see if the behaviour tree is showing action now under the debug drop down
where is that at?
in the ai panel
we would have to see more info, what bp this is is and what code is doing. Its saying you are doing something wrong but we dont know where or what
your trying to cast to a behaviour tree for some reason which is odd
the blue print is my zombie ai
welp that error should have always been happening then if it was always in your zombie ai
so what should I do
we dont know we literally cant see your code so we have no idea what is going on to suggest. You need to read the error and fix it, or show more of the problem
the eyeglass in that error takes you right to the problem
ik the eyeglass just takes me to the ai event graph
yep it takes you right to the error
its also a warning so it shouldnt stop anything your just going to have stuff not work.
is your behaviour tree still not showing any debug objects?
Hello guys, my friend has an issue when he works on his level, when he hits save and close the project and reopen it, the new changes are not there, how he can fix this problem?
yea its still inactive
i tried following this video and I copied pretty much all the code from it if you wanna see. Im using the twinstick pawn and hes using thirdperson
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Hey! in this tutorial I'll be going over how to setup a zombie horde in your game. This system includes how to manage la...
@lilac wren If your AI is in the level and using the correct BT, and the AI is set to be an AI when its in the world, and this item is in the world on start, then the BT should start running and it should show up in the debug window
if its not you might have to start stepping thru it again
but the behavior tree isint active
anyone?
I literally just made a new level, made a new BT without any code in it, made a new character, made a new ai controller, set the character details panel to that ai controller, dropped the AI character into the world, made the AI Character have Begin Play -> Run Behaviour Tree with my BT I made, hit play and
so one of those steps for you is not correct
ugh this is so hard
it can be yes, it shouldnt be in this case its less than 10 steps just to get this part working
I think the problem is that. I changed "get player character." to "get player pawn" and it messed things up
I fixed that but its still messed up
but I think I found the problem
pog I fixed the error code but the behavior tree is still inactive
Can someone help me? I am trying to create a camera that changes its spring arm depending on my car's speed
event tick -> get velocity of the actor -> map velocity to a range for the spring arm
when the car goes fast, spring arms length gets longer
I tried creating one but it did not work well
wait
this is inside the vehicle templates car BP in the tick function.
the velocity of the car goes up from 0 to 1500 and as it goes up the target arm length goes from 600 (the default) to 1000
quick question, my colllaborator invited me to his project and I accepted but where I can see the project in the site?
depends on the site. epic doesnt have anything they supply
in github
@plush yew in your main home page it should show your teams and your organizations on the left, with organizations being a drop down on the top. You might need to change to his organization if that is what he did
I found it yeah, thank you
Hey everyone, I'm new on this server, and I wanted to ask for help
I'm using Unreal Engine 4.26 (Chaos), and it keeps crashing every ten minutes because of "D3D11 device being lost", it's a very common problem as I noticed while browsing the Internet to find a solution, but none of them worked for me
I tried everything, and I have a good config for Unreal Engine, so I cannot find the origin of the problem, I have Direct3D11, it's compatible, but nothing is working
My config :
Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 3.41 GHz
Geforce GTX 1060 8GB
16GB ram installed
Oh, and I'm on Windows 10 with the administrator account 🙂
"D3D11 device being lost" can be many many reasons
mainly driver issues or hardware issues
My drivers are all updated, and my hardware is fine I think
I would look into slowing down your video card a bit to try and eliminate the hardware being the issue
In Nvidia ? Everyone told me to put "High performance" everywhere 😅
it could also just be your PC not capable of using the feature very well if its a feature that needs alot of performance
no you would want to look into using something like msi afterburner to lower the voltage and frequency that the GPU uses
But he doesn't seem to have a problem
your card for example might be using 1.2 volts and its just too much for it under load
How do I do this ? It's an app ?
I'm not a professional in PC, I know the minimum x)
yes look up msi afterburner and how to adjust your speeds/voltage. ITs fairly simple now a days you can just drag a slider down
why does this not work
trying to let your GPU run slower and use less power is a good way to stop stressing it and see if thats the issue. Other than that, try other versions of the drivers (like the studio instead of game ready)
is there a way to include some kind of documentation directly into VS?
@near pine what part of that is not working?
Vector math question! Are these equivalent:
A = ( Up ^ A ) ^ Up```
and
```// Remove Z component and normalize
A.Z = 0;
A = A.GetSafeNormal()```
no interaction when i press e on it
is the actor set to take input from the player?
yes
then when you debug what does it show? what the execution flow
like when you press e on the door it prints
@near pine do you have something set to consume that input elsewhere?
it just does nothing
I've had that issue before
what do you mean
if its showing nothing when you debug then that input is not getting to that actor
Hey guys so I have this issue where I am using UE4 then after about 10-20 minutes whenever I right click in a BP to open the dropdown list, it will pop up and disappear. When the screen isn't maximized I can right click on it but the drop down screen goes black. Has anyone experienced this before and know any workarounds for this? I changed drivers from games ready to studio and the issue persists although I thought it was fixed
If you have that event somewhere else, when you click on the event there's an option "Consume Input". It needs to be disabled if you want other stuff to be able to respond to it
https://youtu.be/H72xP-MZMr8 I tried making a video on it but the video shows that its visible but just keeps opening and closing
Yeah, I think it's enabled by default. Make sure you don't have any other blueprints set to consume it @near pine
I was always wonder is there a way to place actor blueprint in some sort of scope? Like i have Rain1 actor in my level and i want to see whats happening there. Sometimes it shows me, sometimes not.
wait i got another problem
the input just doesnt work
i did this to test input
and it doesnt print
wait
nvm
@lucid grove shows you what its doing? the blueprint stuff?
yep
if you open the BP there is a debug filter at the top thats lets you choose instances of that BP that are running
Thats hat i needed! Thank you
Heyo! I'm new to unreal and having some weird issues from imported geo that are hopefully a quick fix.... Cant figure out why all my imported plane geo is making these terracing lines under light. It looks fine with directional lights, but under point or rect lights, this terracing on the geo appears
umm i’ve created a socket for a lamp wich is attaching to a chain. its get saved successfully. but when i head back and return to editor. its hidden. its reappearing when moving a little bit. new to unreal. :/
I believe the answer to this is that (Up ^ A) ^ Up is just a fancy way to set A.Z to 0...
how i can make a if node in the behaviour tree ?
ok this just doesnt work
like i go to the collision box
and i press e
and nothing happens
All of that looks correct @near pine -- so either the collision is not set up correctly, the actor isn't receiving the input, or something else is eating the input before it gets here
this is my collision
@near pine i don't think you can use a input from a simple actor
it worked in the guys tutorial
i just tried and it is not working for me
ok ill try doing the input from the player
@fierce forge @near pine -- to make a random actor receive input, you need to set it up to do so... it should be possible though-
as long as the player pawn or some other actor isn't eating it
@manic sluice i didn't ask
????
?
nvm
i don't need what he said, you need
ok
np, thought you might want to know since you ran the test
i want to know how to make a if node in a behaviour tree
Hey community do someone know how to fix this issue:
the error from running Setup.bat
it's called an execption error
and each time you ran Setup.bat
it error'd out on a different file each time you ran it
I was running setup.bat on cmd for unreal engine sources and the error came out idk why
please fix it and respond
Thank you!
https://youtu.be/U94pwpZQsRY
Must watch
You CAN SKIP 3:33 - 6:46 and simply put this in your Grass Material first - https://imgur.com/a/2LEZdEL
You can also skip when I mention creating Duplicate Faces in Blender from 9:33 - 11:38, although if you'd like to learn how to manually edit normals or have a particular Normal Setup for specific foliage then don't skip a thing :)
There are C...
Hi! I have a problem with github
When i pull all my prjogect is overraid by the pull... and when i push my push overraid all the project of my team
What can i do to fix this problem?
On the other and, in which way can I return back to the vesion before the pull?
@onyx raptor do you have the editor or visual studio already open? if not do you have a virus scanner running
overwrite*
it sounds like you need to learn the basics of how git and source control works if that is the case
branches as well as push pull and commiting only changes
no
Anyone know whats going on with the drop down bug I posted earlier? It's visible to my mates but on my screen it blacks out
And what do you mean editor
unreal engine editor
ok?
but
whats about the read only
does read only on that folder the UE_4.24.3 must be turned off
??
@grim ore
Couse if so i cant turn it off its like the issue that microsoft and windows cant fix it
so ya
Hey... so uh, there are LODs right, but how do you make a mesh disappear completely at a certain distance? Like culling or something
There should be a variable like maxdrawdistancesquared or something
Or maybe that was networking relate4d i dont completely remember
@grim beacon thanks I'll look into it
Hi! Ther's anyone who can halp me?
I have a problem with github
When i pull all my prjogect is overwrite by the pull... and when i push my push overwrite all the project of my team
What can i do to fix this problem?
On the other and, in which way can I return back to the vesion before the pull?
does anyone know how to bake out animation on a camera attached to a camera rig rail ? when the camera is parented to the rail it's in local space but I'm trying to bake the world space transforms...
Hello guys, can we use "RendertoTexture_LevelBP" to bake lightmaps for static meshes so that we can use them in PlayCanvas?
hi guys
in this video
when i attack cube with sword (at the end of video)
i want to do
where animation ands
character will stand there
how can i do it
force root lock, open up that sword swing animation then tick force root lock and hope it works thats all i got.
Anyone use here Save Extension?
which collision setting would make it so players cant walk through trees
how do i fix this? I messed around with
skyspheres and every new project has no skysphere anymore
Please someone know how to make the new water system swimmable?
Can someone help me with this blueprint, The player can only move sideways not up and down
https://i.gyazo.com/c5114a1dfddb1c92154e152752a4d6d1.png
Put a physics volume under it and turn it to a water volume and scale it to the right size
Dragons that's what i've done , i thought there is a better way to detect collision with waterBody to make it better
Anyone have a answer for my question?
@indigo cobalt probably need to inherit pawn rotation
Damn, guys... Why angular limits on PhysicsConstrain component in blueprint doesn't work? What can be the reason? I'm copy pasted that component in new blueprint and it does work there.
How?
sorry its my first day
Have you looked into using buoyancy component?
No
uhm, can someone help?
It can detect the water in 4.26. I have tested by using 2 of them. For a human character, I put one at about chest height and that actually had buoyancy and made the character float, also did the initial test to change movement to swimming. The other one goes by their pelvis or knees, because if you have only one that detects the movement type change, when the buoyancy effect makes your character pop out of the water, it bugs out. So have it only leave swimming state when the lower buoyancy leaves the water.
Probably a better way to use the buoyancy component, but never found much info on it, just had to play around with it.
So it just make it floating? can't go below the water swimming?
You can go below the water. Once you change to swimming state, you can do whatever. When character wants to move down, just give more force than the buoyancy and the character goes under water.
Or you can do no buoyancy and use it only to test if walking in water. Just some examples, basically use it to test for water instead of making physics volumes for every pool of water, heh.
Nope, I just messed around with it like I mentioned.
is it worth even trying to do multi user sessions? just seems like a really good way to lose progress
I would recommend using version control and keeping people working separately
Hello I know UE4 don't accept "space" on the keyboard and ! but wondering if UE4 accept '
?
apostrophe I mean
double click on it
i mean how can i create the Parent: BeginPlay?
right click on BeginPlay and there's an option to call the parent
ill look into it, thanks
CustomEvent_1 doesn't have an implementation in the parent class.
posting in here because level design chat is kinda dead
i want to create a temple level that will play like a zelda dungeon but it just ends up being boring boxes
what are you actually trying to do? At the moment you're asking me how to call a function that doesn't exist, and that doesn't make sense?
I think you can’t create parent from a custom event
just square or rectangular rooms i can't make interesting levels
you can if it exists in the parent class
Focus on the puzzles and worry about the specific layout later
hes here every day asking us to design his whole game for him
im making a pickup and equip weapon
he probably watched 2 guides
right.. but why do you want to call a parent function?
I think that on yt there is a tutorial for everything in BP... C++ is kinda dead in yt tutorials
I feel like you're missing something crucial somewhere
i want the parent so my player would attach automatically the rifle
i mean im just testing it
you dont parent the custom event, you parent the weapon
theres about 300 rpg/fps tutorials that cover this topic tho

How hard would it be to animate my character in a video game?Would it be possible to MoCap her facial animations using Kinect ? I am trying to stay away from the uncanney valley so I am looking for a MoCap solution that would work with this kind of level of detail. Tried animating her by hand but it comes out awful. I’d like to know what the best solution would be. I know there is iClone as well but I’m not familiar with it.
did you rig the character
My goal is to have animations and facial expression similar to what Naughty Dog had in Uncharted 4 (not at the same level) since it helps a lot with the story dialogue delivery and emotion in the scene.
Yup
as long as you have a bone structure you can use mocap animation
and you can transfer the data in maya, or i think unreal also lets you transfer data
But no facial rig yet since I don’t have experience with facial animation I have only done basic movement. Is there a certain way the bones need to be rigged when working with MoCap?
the mocap rig tends to be pretty basic
or at least mixamos rigs are really basic
are you only using unreal, or are you also usinng maya/ blender
From what I’ve seen there are facial markers involved. That is why I was asking, they have to be related to something or is it just skin deforming and muscle linking ? That is what I am asking, do I need to worry about muscle details or it doesn’t matter unless I’d work with MoCap studio tech?
I am using Blender atm
With Unreal
no, my school has a mocap lab and the rigs were just basic rigs
nothing fancy, though i did not get to use the face rig
So I take it that if I want to have complex details those would be hand animated besides the basic mocap animations ?
For cutscenes I mean.
Like for facial skin muscle movement and other small details. I guess mocap won’t capture those at least not when working with basic Kinect sensors.
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In this blender 2.8 tutorial we go over how we can use blender as a free facial motion capture solution. Track facial performance using just tracking markers and blender!
looks like deforming
Stuff like this is what I want
Pretty realistic results with emotion conveying and expression
I'm looking through tutorials on generating fog volumes and came across this. What is this node, and why can't I find it? Alternatively, what has it been replaced with, and why isn't it documented anywhere? Has it been replaced with RayMarchHeightMap? Its inputs and outputs are wildly different. Any ideas?
most of that stuff is actually being created with a real person doing those expressions if that makes sense@plush yew
I’ve read a bit about it. It looks like unless I work more on the mesh facial details it won’t work. It is a bit more complicated as it requires accurate muscle movement so I need to add in more details. Currently what I have for my character is not as detailed and I have no skin deformation for the facial muscles as I have no idea how to do that. Looks like I need to study more and work a lot more than I thought.
@plush yew you could animate it yourself but that would take time
Which is why I think mocap is the answer but it looks like there is much more work needed for the mesh in order to pull something like that off.
yeah
@fierce tulip Alright, that explains it. I'm left with no way of doing it then. Really annoying when there's no blueprint alternative in tutorials.
also remember mocap data might not be perfect and you most likey will need to edit the animations
I am thinking about buying a gdc subscription I be seen some studios share a lot of stuff about how they work and I remember naughty dog having some stuff presented in there as well. Sadly it’s not free to access from what I know.
naughty's video about mocap is available on youtube if im correct
I’ve seen a bit on it but they don’t share too much technical information about how they prepare the mesh for that level of detailed expressions
hoi folks i got a question is it possible to make a game with just blueprint?
yes
just being sure thx 🙂
Friends, what is the best way to make something like crane pulling something with a cable? with physics. I'm trying to make it with physicscinstrain component and pulling with linear motors, but it's not swinging at all that way.. Maybe there's a better way to implement such thing?
yes it is possible, just frustrating because no one has tutorials on everything for blueprints
you dont need tutorials on everything, you just need enough tutorials and documentation to understand it, and take it from there.
also another question what easier? rpg or fighting game?
Just know that you still need to know some programming concepts behind you otherwise you won’t understand how to use the bp system or even what you need to use.
i need tutorials on everything because i dont know what im doing 90% of the time
both can be as easy and as hard as you design it
gotcha
I’d recommend learning some c++ basics at least even if you decide to use bps.
if you are just starting out, try a pinball or breakout game first
the first thing i learned in bp was how to make a character grab a ledge...
Just keep adding stuff to the level. Keep decorating and playing around until you find a pattern with what you're putting in. When its just boxes all over it always feels boring. Maybe, i dont know.
that was literally the first thing i did
I recommend looking for Bucky’s c++ beginner tutorial series from New Boston. One of the best teachers on YouTube. You will easily understand most of the basics for the start if you have patience and you really want your game.
The first thing i did in bp was follow devsquads cod tut till about vid 7 and gave up.
i recommend having fun, and start there :p
Or that
I’ve found something interesting https://youtu.be/oGDIMftV4ng
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After all it looks like there is some technical stuff freely available on the subject thankfully.
Skipped through it quickly, will watch later but Wow! The shots with the wind on character is incredible. Thats some serious detail for a game.
I finished the whole series start to finish a few days ago. Blew my mind.
I wonder if anyones ever thought about creating The already AAA Titles that need serious specs to run into AAA title that will run on low spec machines. Keep the game but just drop everything that isnt nececassy for AAA quality. If that makes sence.
That is what actually inspired me to tell my own story through the medium. Even if it’s hard.
Oh wait, i just did. lol
To tell any story is hard already.
They managed to make it run on ps4 hardware so it is a technical achievement in itself which shows that it is possible if you know what you’re doing to have a game run and look good on modest gaming setups.
Instead of a superhighquality game with max visuals make it exactly the same with csgo visuals for example.
Of course, after seeing how much work is needed I am thinking about something more accessible and easy to create and focus on the other parts.
So know the game industries can score from ppl that buy the max and ppl that buy the standard
Do both
AnimationStateMachineGraph /Game/Operator/Unit/ABP_OP_Unit.ABP_OP_Unit:AnimGraph.AnimGraphNode_StateMachine_2.Standing has invalid SubGraph array entry at 8``` My editor is crashing with this error on every startup now. Besides reverting to an earlier version, what can I do? I don't want to redo everything I did yesterday. It seems like just one file has corrupted data (animation blueprint).
"redo everything I did yesterday" not sure what you mean by that, if you saved your work and it's an editor issue you'll be fine no matter what happened
I guess you mean it's crashing only on the project you are working on
I'm at commit D which is corrupt and will crash on start. Commit A can still open. I lost work done in commit B, C, and D
oh ok
culprit is a file in commit B
I think this is where someone tells me I should have used C++ and not blueprint
(but it's animation blueprint crashing so...)
you could try to delete that bluprint .uasset
I would also go into the cpp file (EdGraph.cpp) and try and see if you can maybe turn off that loading part
does anyone know why I get this like lines on the skin ? it goes away when i disable the normal map but even then the lines do not appear in the normal map
I'm pretty sure it would probably break some other feature but it's worth a try at least
I have no clue reguarding the lines, could be LOD or something with triangles count idk
hahaha alright thanks anyways man 😄
just kinda looks like it has some world space texture on it an idk why
I sorta have a simalar issue on one of my projects so I'd be interested as well to see if somebody else has an answer
ahh
XD
im using the
skin shader
from the docuementation
jethani skin mat
its alright I guess I'll try to figure it out
heya guys
ladys
i have problem with audio component
On the begin i set variables for this sounds to access them later
Then i fire them when i need them
All great
but the next time when i try to access them - i got error
UE telling that those components pending kill
But why? I didnt destroy them, or stopped them
Why can I not add a character movement component to my actor?
@lucid grove maybe try using IsValid nodes? or your sounds might not be on loop
my only guesses
isvalid mode would just give me false result with nothing
problem was that Fade Out and Stop not actually fading or stopping sound but destroying it
Every day something new i guess
thats good to know
Any good name idea for my RPG project??
RPG_Project
anybody able to help me out in #gameplay-ai ? Having trouble figuring out EQS
stuck trying to get my AI to work :(
and its because i didn't do something right with EQS
@pallid eagle if someone can answer your question they will. Be patient.
RPG game
well RPG game is pretty generic
Generic Fantasy like Skyrim
time to make a youtube developing shitty content
Fantasy wit scifi elements like World of Warcraft
Dark Fantasy like Diablo, Grim Dawn, or Dark Souls
Horror like Bloodborne, Bioshock, or Shadow of The Colussus
Steampunk like Dishonored
Historical like the Assassins Creed series
Star Trek style Scifi like Mass Effect
Scifi Fantasy like The old Republic games
Comedy like Fable or Borderlands
also you have the arguement between turn based vs fluid realtime action combat vs combat that rewards learning its systems.
My animations are goddamn cursed
also some games like Dishonored or Assassins Creed or Dues Ex favor a more stealth approach
also 3rd person vs top down vs 1st person
I guess what I am saying @plush yew
guys
my third person camera is stuttering, it looks like my character gets stuck and ported back a little
@tired escarp scroll down in #work-in-progress and watch my stupid devlog
is RPG is a genre with a wide variety of subgenres and settings
Why does my OBS not work on UE4
@tired escarp Animations are cursed lmao
TBH it looks like a car fucking someone from thirdpersonview lol
It happened after I activated camera lag, I want to have the lag but why does it start stuttering after?
i dont know
@tired escarp there are still real rpg, the games you mentioned are rather openworld genre
yes like oldschool fallout, baldur's gate, and neverwinter nights
I loved Baldur's Gate as a kid
I played those games waaay too much
Oh ok
is there something wrong with this blueprint becuase im trying to get playerlocation but its not following my player
its a blueprint for the getplayerlocation
Im good at AI controllers
I remember when I programmed my AI to follow the player but it followed it self
and my pc crashed
You need "AI Move to"
You need a new event named as "Event begin play". Search it in blueprints
the execution
I dont know how to do that
@lilac wren here is a tutorial example but it has an AI https://www.youtube.com/watch?v=QJpfLkEsoek&t=544s
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
-...
my pawn wasent in the right controller class but when I do that I get a error
anyone have the 3dsmax-ue4 batch export script? seem slike the original mirror is down
is there anything built into the ue4.26 water system that puts up an invisible wall to stop people from going in water? kind of like a barrier where my black lines are
i know an invisible wall volume is possible, but i don't want a defined shape, i just want it to be up where the water meets the landscape
Anyone know how to fix/have the issue where you lose 10-15 fps while moving your cursor? I have no idea whats causing it because it happens on a blank project as well.
guys, can please someone give me a advise how to implement the pulling and swinging rope with physics easiest way?
I tried to do it with physicsconstraint, but failed to make it work.
Is there a way to simulate a long level load? I want to test my games performance while streaming in a level
Right now I plan to just duplicate an 8k texture 20 times and import them into my map as separate materials to load.
But that's not optimal. Takes up a lot of space on the disk, and once loaded into memory I suspect it'll load fast, so I'd have to restart the computer to try again
Yeah my method didn't work at all. Loads almost instantly
@royal stirrup https://youtu.be/BT0jFArPtGM I’ve implemented rope swings in 2 different projects (one time for a piñata and another for a dog leash) and this is a good tutorial that helped me make both of these.
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a rope swing mechanism using physics constraints and the cable component.
Rope tutorial using Bones: https://youtu.be/hEMcr98cDJE
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1
Join...
hello i maybe it's easy and i dont know how to make it but always when i import an image into ue4 and use it as a button it gets pretty much destroyed
it looks like this for example
and this is the original
like do i really hvae to make it the exact same resolution as in the program i made the sword in?
For everyone having this problem as well just turn down the margins to 0 i just resolved it
Hey, friend!) I saw this tutorial. The swinging rope by itself isn't hard. But I need to pull other bodies with it. Like a crane.
Hey guys quick question how do you change the materials inside a prefab blueprint?
Hello guys. I would like to know If I can only build lighting for only one stream level. For instance Bake lighting for building interior in one stream level and leave trees and foliage in other level movable
Hey, im verry new to ue and I was wondering: do I need to delete all non-used assets before packaging, or will ue just not use these?
In my case, I have assest from marketplace but I dont use them all and I want to make the package as small as possible, do I need to delete these
octane for ue 😬👍
@surreal nymph i know there is an option to cook out anything not used, but as someone who barely packs projects I cant tell you the details
Thx
Hello guys as anyone succeeded in making the fluid sim work in 4.26... i just opened the fluid sim map in the water content... and nothing is moving.. I followed every instructions from:https://www.youtube.com/watch?v=XHugDXx6c5c
Get a peek at the upcoming experimental Water tools releasing in UE 4.26! Ryan Brucks will start with a breakdown of the new Single Layer Water shading model and then show how Water Bodies create cohesive water features. We will then go over new features such as Gerstner Waves, Fluid Simulator, Caustics generator and how they can be connected to...
So like i wanna make a vr game but when i go to launch options my vr headset does not show up (it is connected to my computer) im on ue 4.26 btw
did you enable and allow the developer mode? also installed the ADB drivers?
I anebled dev mode yes but ADB drives i dont know how do i install that?
Thank you👍
Hey! Anyone got issues with UE4 editor and nvidia drivers 461.40 (latest)? Editor was freezing for me after few seconds of usage (CTRL+SHIFT+WINDOWS+B to reset gfx driver does unfreeze), I installed the previous driver version and that fixed it. Anyone else using this newest driver version? I tried both Studio and GameReady variants but same problem.
delete intermediate and saved files
Is there a way that instead of putting stuff into the base color pin I can turn it into a float array? It's a heightmap
does anyone know by any chance of a method to turn on precision UVs for mutiple meshes rather than doing it one by one in the static mesh editor
Hey, guys. Is there an opportunity to see blueprint animation called with custom event in the sequencer while scrubbing it? I know I can see it when I play\simulate the game but I need to see the result realtime in the editor while scrubbing sequencer
I assume, you can play with the water blueprints & find something related. Here's my idea.
Create a mask in your landscape where it goes below a given Z point & use that to spawn some static meshes which has collisions enabled.
And invisible.
I also think you can play with the water system & find the edge & spawn some meshes.
Either via blueprints or inside the material.
Anyone know why all my lightmaps are solid blue in 4.24? https://i.imgur.com/EhEb5LP.png Its not a density issue, and they are all static meshes
I can change the lightmap res on a mesh and the density will show again, but after baking it will go back to solid blue https://i.imgur.com/JiGLgWM.png
So question/issue, I'm trying to make my AI move to random locations, which it does fine, but never plays the anim graph when moving, anyone know whats up with that?
Does anyone know how to activate the SpeedTree assets from "A Boy And His Kite" so they animate inside the sequencer?
In terms of draw calls spline meshes working like foliage tool or as single meshes?
how can i play particle effect in event graph ?
how do i make that my character walks in the way hes looking currently he can look in all ways but wasd is always the same direction
im using blueprints btw
would help if you show us the error code
Im trying to have a ai follow my pawn
nah bool is fine, its just I do all my checks in the BT instead
so i dont really cast to bp
i think your target for bb is wrong, but dont quote me on that, maybe someone else could tell you how haha
i just do everything in BT since its a bit easier to manage for me
cant you cvast from ownercontroller?
and then just get the boolean value?
in a decorator
?
Damn this crap! Removing an actor component should not remove the var references automatically!! Why can't it ask to be replaced by a new variable of the same type, just without the actor actually having the component attached? I remove a static component to create it dynamically and took me about an hour or so to realize all the vars connected to my select nodes were missing, haha.
can you zoom in i cant see that well
make a decorator
perform conditioncheckai
then from ownercontroller cast to the aicontroller
then from ai controller get you boolean value
condition check isint a option on a decorator
Any idea what this means?
Looks like the crash is caused by a marketplace asset, Ultra Dynamic Sky. Contact the creator, I am sure they would want to know that something they created can cause a crash and they should be willing to work with you to resolve it.
Yes I will thanks
Why you overriding a decorator just to return the value of a boolean stored in your blackboard? That decorator already exists. "Blackboard" based condition, or "CompareBBEntries".
What nodes can I use to get a random mix of pixels of both colors ?
Hey, could someone help me pls? Weirdly my music is not captured by the cinematic sequencer... why is that? Version 4.26
Inside Unreal: Adding Mod Support with the UGC Example Plugin
WHAT
We've released a new sample project to help Unreal developers bring mod support to their games. Based on the work done for Robo Recall, the UGC Example Project and SimpleUGC plugin aim to make it easier than ever to bring your community into the creative
can i use the free locomotion pack for my game?
You can use any free marketplace asset for any Unreal Engine created project.
i saw this in the example level, and wondered why it wouldnt be stable
im not too experienced with animation and what not
are there any limitations to using UDIMs inside of UE4? -- more specifically for packaging to platforms from PC to Mobile
as working from home is a thing now. does anyone have good solutions for shared DDC?
there is not one really
DDC's are massive, when working remotely, we just build our DDC's locally
i have been working remotely for 3 years, just part of the job.
Does anyone know how much video files takes up performance?
yes its always been there actually. if the link is what i think anyway it should be possible even in the older versions of unreal
any quick way to reduce GPU memory usage before rendering? turning off viewport does little
and im at 7.5/8 gb so its going to crash when i start to render
i think theres a porformence thing somewhere to change graphic settings etc to suit it but it will change the renders quality, MathewW knows way more then me about that kind of stuff so haha hes like 1000x smarter then me
Hello guys, idk where to ask but I want to make when I am near to water fall to have a sound, I did this system but after time the sound stops, how I can make it to loop again and again
thanks, i actually turned off all the raytracing effects, scaled the image% to the minimum but it had no impact on memory at all 😦
use collisions and make a function for the looping for certain animations etc
okay I am doing it now for water
when it has watefall
umm guys. having a little problem. i sculpted a statue in blender. and imported to UE. but surface materials not working correctly nor the mesh paint. scuplt has lot of vertices and faces tho. what should i do brodas. 😕
@ebon linden would need a server for that. And transfers from locally saved player info are ill-advised since the files on the players' pcs can be edited by the players themselves. As a player you could cheat like 'I have everything and I completed the game 100%' and the server would have no way of knowing whether it's true due to it being a transfer.
In theory you just hook up a server with a db and let it sync and check player achievements. In practice you add a lot of code and do some refactoring to every single thing that needs to be synced once you go multiplayer, since players see others through the server's eyes.
QUESTION: in order to display everything on the client, you need to duplicate it under the event?
I found this option and it works, thanks man, I really didn't think that tit isd so simple, lol
@plush yew material transfers are not a given, often you have to recreate them in unreal. As for vertices and faces - you need to retopo ur high poly and bake ur sculpt for a good normal map. If that's ur issue, at least - it's hard to guess without images 🤷
sure, but it's a lot of work
easier if you plan for multiplayer from the beginning
can be both depending on ur project structure, data transfer can be hard to comply to a database and the game can get so complicated that ur gonna get lost or easily lose sight of some things in terms of replication which would make it a mess
why niagara effects are displayed only on the server?
?
Presumably because you haven't written any network code
how can i add a bounded post process volume to a spline mesh?
like for example if i have a river spline mesh and whenever the camera goes under the water i want the post process to activate
make duplicate on client ?
desktop pollution
that's the common way to do things, yeah
unreal engine (and many games published with it) has a bug where the mouse position gets offset when switching between fullscreen modes if you don't have your taskbar in the default position, i'm having major trouble finding it on the issue tracker though, does anyone know what im talking about?
The only clue is this dead link from 2016: https://unrealtournament.atlassian.net/browse/UT-5391 but that code doesnt show up anywhere else
https://github.com/NvRTX/UnrealEngine/releases/tag/RTX_CAUSTICS_RC6 can anyone confirm that is this caustics with 4.26?
:triangular_flag_on_post: Dr-SniperS#4352 received strike 1. As a result, they were muted for 10 minutes.
Hi there,
If there's someone who's planning to create games for just mobile platform (multiplayer) (Android/ios), would unity be a better option? All the big gaming titles (mobas) mobile legends, LOL Wild rift, etc are using Unity engine.
Does unreal have a better mobile toolkit? Or can we optimize games built using unreal for mobile, without compromising too much quality?
I'm trying to get arabic translations sorted for my game, for some reason the font defaults to this, even though I've got an arabic fallback font. Might be something to do with Right-to-left text?
Thanks in advance 🙂
90% of the assets in the marketplace are not designed for mobile platform. Hence, most of the plugins like Brushify etc won't work well on mobile.
hey just wondering if anyone knows anything about converting game files to a newer engine version. Does anyone know any reason not to do this? Another question, when this happens, what happens if a feature has been deprecated since the engine version you used stuff like that? just any links to help or basic info would be cool thank u
heya 👋 in order to attach hair (hair cards), that wobbles when the character moves for example, to the character, does the hair need to have a skeleton and physics attached? or can it be a static mesh? ty 🙂
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00002ae0
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
atidxx64_7ffb0cf90000
kernel32
ntdll
@thorny sedge Its commonly suggested that if you're converting engine version you should stay away from the latest one has it tends to be a little bit buggy (I've found 4.26 has some annoying BP issues right now). If anything is deprecated it'll throw up a warning when you compile. Sometimes deprecated stuff still works in the latest ver
@gleaming lotus thank u!
UE4 keeps crashing the editor hwen i load my main project
the screen flickers and then the editor crashs
what plugin can I use to make a 2D game in unreal?
@dense knoll you have a broken blueprint
bro
How do i fix it
@mellow turret just use a 2D game engine, it will be a lot easier than trying to do it in unreal
is there a way to repair?
Hey got this weird thing where I can’t edit my data table except for the row name. Any idea what it could be
Any Idea why AI dont move (using AI MoveTo) in the editor when i use Play, but in the windows build they are moving? Navigation is builded.
UE4Editor.exe has triggered a breakpoint. occurred
GIsGPUCrashed = true;
if (Direct3DDevice)
{
HRESULT hRes = Direct3DDevice->GetDeviceRemovedReason();
const TCHAR* Reason = TEXT("?");
switch (hRes)
{
case DXGI_ERROR_DEVICE_HUNG: Reason = TEXT("HUNG"); break;
case DXGI_ERROR_DEVICE_REMOVED: Reason = TEXT("REMOVED"); break;
case DXGI_ERROR_DEVICE_RESET: Reason = TEXT("RESET"); break;
case DXGI_ERROR_DRIVER_INTERNAL_ERROR: Reason = TEXT("INTERNAL_ERROR"); break;
case DXGI_ERROR_INVALID_CALL: Reason = TEXT("INVALID_CALL"); break;
case S_OK: Reason = TEXT("S_OK"); break;
}
// We currently don't support removed devices because FTexture2DResource can't recreate its RHI resources from scratch.
// We would also need to recreate the viewport swap chains from scratch.
UE_LOG(LogD3D11RHI, Fatal, TEXT("Unreal Engine is exiting due to D3D device being lost. (Error: 0x%X - '%s')"), hRes, Reason);
}
else
{
UE_LOG(LogD3D11RHI, Fatal, TEXT("Unreal Engine is exiting due to D3D device being lost. D3D device was not available to assertain DXGI cause.")); Rhis is where the error was traced to
}
thats the trigger that causes the error
it wasnt just a BP error
and the GPU shows a crash
hey, now sure what to google to start research this one, i've got a cube in the scene, in case the user click on the cube, and drags the mouse to the left, i want to create a spring like gizmo originating from the cube to the mouse position.... any pointers? is this a widget scenario? is that a dynamic mesh?
hi, I have 2 landscape components that stay with the checkerboard when I paint my 5th layer on them. No problem on components next to these two. https://i.imgur.com/IIkVsxj.png
@raw forum that is a pretty vague question. You will likely not get any help. I suggest asking a proper question providing some more detail for an answer.
Whats the best practice when it comes to windowed sizes ?
point on the map that is not visible
my game looks fine in 1920x1080 and other as long as its full screen
but in windowed mode, like 1280 on a 1920 os resolution stuff becomes hard to read
is that something to fight against or just accept ?
actually scratch that, the window size where things become hard to make out is alot smaller than any pc monitor currently
How create area markers on minimap ?
How do you fix UE4 BP file rrors causing the project not to load and how to fix GPU hang
does anyone know how to fix this error?
@raw forum you get the vector from player to target. you normalize it. Said normalized vector you multiply by the minimap circle radius. At that position, offset by minimap pos, you draw the target marker above the minimap.
ok thank
My pawn can now go thourgh object and I dont know how to change it back does anyone know what setting I might have changed
check the collisions on the object and the pawn
should I have generate ovelap events and Block all dynamic?
should the colission preset be block all dynamic
does anyone have an good tutorial on how to make a physics based ik for vr in unreal engine?
for a ai should the colision preset be at pawn
Is there a way to integrate UE4's online subsytem on a dedicated server without paying steam api?
I installed unreal today and when I lunch a project my machine crashes and I have to turn it off from the button.
My machine is a Ryzen 9, rtx3070 and 64gb ram.
Any way to fix ue4 crashing like this? log is up above
I think 4.26 is very buggy , never had more crashes
Hey guys, I'm trying to setup lods for all my assets, I setup LODS using default settings like "SmallProp" etc. and using autocompute distances, although my distances are way too far, for example you have to be super far away for the LODs to actually start switching, how could I change the default autocompute distance setting?
im on 4.25
4.25 was stable for me , so maybe re vertify the engine or is it related to a specific project ?
if someones not gonna open the txt file its Unreal Engine is exiting due to D3D device being lost
@dense knoll laptop?
Which is the best way to learn ue programming? I know nothing about ue and know basic c++
yeah, try updating drivers, turn off power saving mode
try changing the TDR
Download TDR Manipulator
Run the application and change the TdrDelay value to 10
Restart system```
Can someone help me
im on a AMD GPU
ah
start with BP
floats are more precise integers right? is there a reason not to just use floats tho?
this wasnt happening before
@plush yew https://learn.unrealengine.com
yesterday it worked perfectly fine
@dense knoll it is likely the GPU is turning off during shader compiling
But i know basics of cpp. Also where do i go to learn? Any good resources?
@plush yew i gave you a link, https://learn.unrealengine.com/course/3750186?r=False&ts=637476309917989711 is a C++ UE4 course for free
Ok i will check it out when i am free. Thanks.
how stable is unreal engine ray tracing in 4.26
can someone help with having a ai damage my player
hey guys. I made a weapon and I want to reference it in another blueprint but the weapon is class "actor". Is there some way to cast to the weapon?
The editor still keeps crashing
I used to get that error with my old old GPU when I first started using UE4, pretty sure it was running out of video memory but in your case it could be something completely different
it only started doing this after i closed the editor last
Does anyone know if a Groom asset has to be on a skeletal mesh or can it be on a static mesh too?
ive also made a ton of optimizations to the game, its now not as intesive
Does anyone know how to fix the setting becuase my twinstick now goes through everything
you still here
is there a action to tell if ai is on the player
Hey guys i want to create a NPC with dialong and bottens , anyone can teach me?
i still am unable to open the project
at this point i have tried everything
Changing the TDR did absolutly nothing
so um, i have a slight problem, the tutorial i'm following uses the static mesh for a cylinder which is supposed to be one of the engines default components but i don't have access to it, how can i get access to that mesh?
nevermind, i figured out a way
Do most people use C++ or Blueprints?
Prototype in Blueprints, move what is necessary for good optimization to C++ (imho)
oh I thought everyone just used C++
I'm new to UE and know how to code in Python. I have no clue how to use C++.
Nativising blueprints is also an alternative to manual C++ optimization
Though it's not the best, if you are actually going for maximum performance it's usually better to write in C++
Blueprint nativization still has many problems and when it does work it's still slower than written C++
oh really, I've never used it before
if you already know python, C++ is quiet a step up but it's not too bad. Besides syntax, it works quiet similarly, but it's a more lower level language so some new concepts you'll have to learn include the concept of a toolchain (preprocessor/header tool, compiler, linker) pointers and objects in memory, namespaces, structures and unions, l/r functions
yeah the header files are very confusing
I may be forgetting more things since there's so many nuianced things in c++ but thoose are the main pointers
yeah header files are annoying sometimes, most programmers used to working in higher level languages don't like dealing with them
and they also do slow down your workflow
before you work with header files you should probably understand the role of a toolchain so you understand how header files are processed
my editable text box just siwtiches to this and not my words is there a way to fix this
when you say modern IDEs I'm assuming you are talking about Visual Studio/VS code right
When your following a YT tutorial and your code compiles but the YouTuber's code doesn't
i am once again asking if anyone knows how to get the Media player to recognize OBS virtual webcam - it's only detecting my real webcam and none of my virtual ones, and i need to get virtual ones for a project
can someone help me with having multible ai characters and them all following my player
like they go to the next lod when I'm farther
Is blueprint nativization destructive to your project; or does it only convert the built files?
it does not touch your blueprints
Guys, I have a question about material overriding. Here's my use case:
- There's a rock with all the material setup.
- Now, I need to add Virtual Texturing support.
- Right now, the user has to edit the main material & add a material function at the end.
Is there a way to do this without changing the material? I'm fine with any solution which uses Blueprints.
Actually, this is about extending a material. Not overriding.
Are blueprints suited for long term projects? How Unreal fits for a low poly game that aims to be more accessible for more hardware? Is Godot lighter and capable or it is just too far behind in calculus (aka. performance)
Sorry I am very noob and I have this year (2021) of full free time and since I am a slow learner I want to optimize as much as I can to release a good free walking simulator in isometric view, It really scares me the idea of having to change a engine in the middle of the process, even if the art sets are the most slow thing to do.
Hi guys! I have a problem. I was making my first game for a school competition and what I need help is with When I drag and drop the character from my assets, how can I fix the camera movement on him and not the default character.
Also I'm very new to UE so I don't know much about it...
@plush yew 1. Dont over optimise too early. 2. Yes its fine for long term projects. 3. Depends on your project whether Godot is a better suited engine.
Ok here I go;
I was meaning optimization in the core of the engine itself. I mean: will an squared terrain with fauna e flora with animations and scripting happening (like birds catching fruits and eating them etc.) this kind of emulation is better in Unreal than Godot?
I really want a simple game in terms of shaders and stuff, just simple lights and models made with less polygons. I do not want fancy particles floating around a squared creature..
I just gave from the idea of open-source so considering taking a engine developed from 1998 feels a good option... but it is heavy anyway. Godot has 70mb or something.
I researched about performance in Vulkan vs. DirectX and it seems the Vulkan wins, is that true?
I wonder why people tend to create new software for doing the same tasks that some already do.
but then it is just my utopia of companies getting together and developing a single OS for a single hardware or at least a way small scope of hardware, to be more efficient.
It will be certain a discussion inside the game.
So any literature for a computer noob is appreciated as your opinion on the subject.
(I did not found a off-topic)
and by wanting a long-term project, is c++ a must? Because I feel I can bit some bits over the learncpp.com each day.
I really not rushing and not intending to do. But I do believe video-game as the best art expression invented until today. And by being an artist... I would try to stick with it, but I am really bad at logic so that is why so much anxiety over these things.
I can already feel the terror of blueprint gave up for GDScript later realizing that C# is more than a pitch and learning all my way to connect with Unity. 😫
ok I am being melancholy
uh and going for a Linux exclusive is too bad idea? I read that different distributions have different bugs so it narrows more the scope of people consuming the game, because I really do not feel installing Debian, Arch and other obscure Linux-modified-kernel and debugging all, since I barely understand what a {function} means.
There is any Wine or Juice for Windows to run Linux exclusives?
no, you can make a full game in Blueprint. Several have been started & finished to RELEASE on console.
BP isnt free real estate though, you still need to know programming logic & basics if you want to get far.
Visual scripting is more approachable, but you need to have those problem solving skills
Short answer: Its what you do with the engine, not the engine itself.
Hi, guys, i have a problem, when UE4 start resetting audio device for some reason, it gets into DeadLock
I tried waiting, disabling and enabling audio devices
it's deadlocked for forever
It stops here
Hello, I am an indie dev and i am having some issues with Nvidia RTXGi. Has anyone here for access to RTX SDK??
Guys please help me out...
Wat happened
I can't fix the camera on a character which I drag and drop through the content browser. I'm very new to this.
Getting this when trying to bake light. ?
Yo guys quick question, it takes more then 10 seconds every time I delete or rename an object in my unreal scene its very slow, the scene it self runs at an easy 60+ fps. This happened after adding vertex color paint, I also deleted all the object that used vertex paint but that didn't help. Any help? Thanks!
@ebon kelp it just takes long time deleting stuff in unreal
But normally its always instead, I mean deleting an object in the scene not in the content folders.
Ait np!
is there any way to debug why "play in editor" would take 130 seconds
I got a strange.. question, I want to export objects I put together from unreal to blender is this possible
I want to block out a level with basic shapes in unreal
and then want to put it in blender to start making the assets for the level
nvm found it
https ://www.youtube.com/watch?v=iBPrpSsinTg if anyone else wants to do this
Should I make a boxing game or a zombie survival game?
A zombie survival if you intend to make an FPS game
Then boxing game it is
Good luck 👍
Blow Punch or Death Blow?
Death blow can be for KO
Ok
I'm having a weird problem with localization. I have a UDataAsset class called UQuestItem that had an FText variable "SortName." I decided I did not need it, so I deleted the variable from the UQuestItem class. However, in the localization dashboard, when I "GatherText," it still comes up with the values of the "SortName" variable in all of the UQuestItem child classes. Why is the localization looking at deleted variables, and how do I make it stop?
Need your opinions, best place to store a function that loads a new level along with some fancy fading etc?
PlayerController? GameInstance? GameMode?
@tardy cargo are there any boxer models you have that I can use?
hey guys here a tutorial about the big problem with indirect lights with modular assets https://youtu.be/2jYjbkWhk9U
In this video I am going to show to all of you guys how to fix indirect lights for modular assets in unreal engine 4
Many people had a modular asset lighting problem, and I had the same problem too, so i tried to fix this indirect lighting and lightmap problem, just changing the settings of the level.
Here the two settings that you can use to ...
@plush yew Why not a zombie survival game where you play as a heavyweight boxer?
That sounds pretty unique
Im trash in making FPS games
Maybe make it like Surgeon Simulator in that you have to try to pick up canned food with your boxing gloves on
Im sorry pal but i dont have any yet
You can try mixamo tho
Don't say that. You just need more time to learn about it just like I need to.
Ok then ima just make an FPS Wallrun game
Is this model cool? https://www.turbosquid.com/3d-models/3d-blender-unreal-character-model-1465171
Royalty free 3D model Cyberpunk 3D Character (Rigged Unreal Game Ready) for download as blend on TurboSquid: 3D models for games, architecture, videos. (1465171)
Gimme a min I'll just check
ok
Cool? That's awesome!
Then ill buy it
👌
Hi, can I ask what is happening with my terrain, and how can i fix it? And grass is disappearing on a higher slope.
yo im new to ue4 and making games in general, this my first day, any tips?
I have one tip: Use the marketplace for your game content
well is it even my game if i do that
I tried to build a mini game for android. While this i wanted to walk into an Car Interior... I Cant.... Its like an invisible wall... Any Suggestions ??
haha this is the question everyone asks when using marketplace
you can always pay for models
its just - do you really wanna spend time on modelling rocks
or would you rather model characters
Hi
Where is stocked project setting in folder project ?
I want to reset this 🙂
@spare sun well ya see
i dont got money
LMAO
I want to walk into this interior... where can i set mesh walktrough able?
then you better get to sculpting those rocks 😄
dw there's always free models available and you can use quixel
@jade wadi collision I suppose
how could i check if it is grounded using a boolean
Heya
Anyone had problem with plugin that dissapear?
I had Save Extension 1.4 that i installed manually and all was great
But today i have opened project and it said that i dont have this plugin installed
And it wasnt in list anymore
where do i find this
you have a static mesh selected, right?
anyone know how i could setup jump
because right now it lets me keep jumping
how would i only make it jump if its grounded
Hey guys I need some help 🙂 I finished my first Environment Design in UE4 and now it says that the light needs to get rebuild. Should I only rebuild the light or should I just hit "Build" and build everything? Should I make a save before I do this? I dont want to lose everything
:triangular_flag_on_post: WRLD#1266 received strike 1. As a result, they were muted for 10 minutes.
its a blueprint. with alot of static meshes in it
u got time for a short meeting ?
Pandemonium
Straight hell
Something has gone wrong...
<@&213101288538374145> mobile is hell
Ha-ha, that was fun
locked it until people calm down
at least they had the decency to stick to one channel lmao
sorry but that was funny
Well that was an interesting event.
What did he even ping. Everyone is locked down isn't it?
Never knew there could be so much activity
probably just mass pinged instead of everyone ping
That's some funny shit
Really stupid. Take away that guy's mod powers.
idk how I was pinged though Ive never used that channel
you are telling me those aren't bots?
change build lighting quality
to medium
then hit build
Hilarious
Holy hell lol.
Hey can someone help me
he literally just did an @ everyone lol
yep :|
how did he have permissions for that?
Wow
How many people are in this Discord nowadays?
I have no idea
Did they forget to ban the @ everone in mobile?
You'd think that would have been disabled serverwide for normal roles
That's sucks
RIP the guy looking for help in mobile before that ping 😄
F
especially for a server with 10k+ people
LOL
lol yeah
Lil
Isn't this server at 50k+m
Some one clue me in, just got spammed with a load of crap
?
oh i have no idea i was just going off of online users
Yeah it happened once on PewDiePie's server before it went from yt members only to public. It was hell there.
It was all according to plan
Someone accidentally did a @everyone in mobile channel and it went off, pinging a gazillion people.
It was a moderator giving a warning to someone but accidentally pinging everyone
Who tagged everyone
did you just
At least that's what I saw from the notif
ono
also the guy that did it has the muted role now lol
Does anyone have RTXGI SDK here??
U can do everyone tag rn without issues
LOL i just realized it was Luos, he accidentally pinged when he warned
Im having werid issue eith it
I would like to download it as well
lmao
Sorry not-@-everyone, seems it was one of us mods who accidentally pinged everybody
want to make some tests with the rtx card on UE4
does that mean @ Here is still open?
luos
Petition to ban the mod who did it for 1 week
no, the at-everyone and at-here tags are disabled from general use
Eh, no big deal, funniest thing to happen today.

ofc it was one of the mods, cuz we common members can't do it
Week ban sounds harsh. He prob feels bad already
its the purge when ever it did it
If I try to do @everyone it doesn't do anything because I have insufficient permissions.
If someone makes a genuine mistake its not right to displine just tell em to ne careful
I'm memeing
Hey everyone, random question here and I don't know if this is the correct topic to put it in.
Just playing around in 4.26 and was wondering that with the new GPU lightmass and was thinking, doesn't ray tracing do this automatically? I'm still new to the whole process but I'm just wondering if the downside of raytracing is just how expensive it is compared to baking. Both are great just wanted to know some thoughts for people more in the game.
wait, but the memeber that did @ everyone does not have the mod role
Why would you ban anyone? It was a happy accident lol
guys, i have a doubt regarding unreal engine
I don't know, pinging everyone is actually very funny
Everyone will remember this
CAOS
@everyone shows but doesnt work tand
It still shows blue
we can't ping it
On an unrelated note, do you accept mod applications hah
But doesnt tag
the member that tried to do it was not allowed to, but the mod who striked him for it used at-everyone in their strike reason
I mean if people are so pissed about everyone pings just mute them lol
@someone
He justed pinged everyone lmao love it
Ah yes, the brain is at it again.
I think GPU Lightmass is only for baking, for static and stationary lights
ray tracing is real-time
Gpu lightmass is indeed for much faster baking of static lights
Just wondering what he benefits from each technique are, if say global illumination is better in ray tracing etc I know it all depends on the scene, just curious if anyone has played around
I installed my 3090 yesterday so it's really about pushing it as much as I can
ahh..!!! anyone who help me? ping me in private
@quartz pike if you want realtime Global Illumination, you can use SSGI (Screen Space GI) or RTGI (Ray-Traced GI)
baking is for static scenes
Thanks @merry geode for breaking it down man.
both can be turned on inside project settings
no problem @quartz pike
I'm here for this kinda thing
I was just about to ask, could it be a combination of both?
there is no reason to, cuz RTGI uses all the scene for GI, SSGI only what you see
and what you see is inside the scene RTGI is using to calculate
so RTGI have SSGI built-in
my time to ask for help xD
if anyone knows how to fix it
already tried unninstalling windows updates
but nothing works
my UE4 is freezed right now btw
what just happend lol
discord in a nutshell
lol
sorry wrong channel
@charred portal Is that grass foliage? There is a settings for the max angle where foliage should still spawn
@clear shard Its Landscape Grass Type and its spawns when camera is close to it
