#ue4-general
1 messages Β· Page 931 of 1
the new m1 macs are nice but ugh even if I was releasing on iOS I wouldn't want to use one to actuall do the work on. its just no real GPU makes me sad
Ok nuked, giving that a shot.
The Mac Pro looks good, but the price is just absurd. I just can not genuinely get used to the MacOS and its keyboard. I really did try π
that CMD key, granted this was a laptop, so maybe its different π€·
I freaking hated the touchbar on the macbook pro.... stupid missing function keys
Yea touch bar... not great
its like I want to adjust... nope you cant.. but I want to change the... nope you cant.
I just like macOS more than Windows. I get the Unix side that I want ( without resorting to contortion ) and a clean nice interface with the apps that I need. π
Hello, I dont know what I'm doing wrong,but it seems like I cant change a structure's variable. As I'm making a inventory system I wanted a drop system. In the structure variable, I have a integer that is for quantity which I want to decrease by one when an item is dropped. But it simply will not decrease. Am I doing something wrong? Here is a video showing the code and the issue. https://youtu.be/et6fm9nntoQ
Rumor is that the Touch Bar may be removed
no, but I will now
Hey has anyone else had issues installing UE4? I had to make the C:\Program Files\Epic Games folder writable to install. I basically did EVERYONE full access on several computers. Is this an issue for anyone else?
yes you can...
This was on systems with UE4 versions already installed.
I read online that a Windows update made new folders readonly by default. Is that what is messing with the install?
Great !
i am trying to make a function that will select any number from Min "integer " to Max "integer "
something like this
so a random number in range?
Not a random
I want to have all numbers from 0 to a 100 as a true bolean
boolean*
thats doesnt make much sense, what are you doing with it?
that is what InRange does though?
Well its a long story i am just trying to make a basic function that will make any numbers from 0 to a 100 True and any numbers above a 100 = false
so yeah in range then
0 - 100 will be true, any other number will be false
i mean you can make a macro to do it as well if you want using > < and uh or and and and such lol
i am trying to make a function that will select any number from Min "integer " to Max "integer " this line confused me
that is Random Integer in Range
@spare kernel @grim ore So I nuked the cache location, Binaries, DerivedDataCache, and Intermediate. It goes through the entire shader compile process again, then finishes and crashes.
Question, when you set the platform preview, it is sticky to the engine, but I didn't see any changes in the .ini (s), any idea where that may have gotten set?
Sorry i can barley explain myself its been a long day
@autumn swan its sticky to the project in the saved config folder
this is like the 3rd time i have seen this same question in the last 2 weeks heh
@spare kernel Saved folder is empty...
should be a saved/config/platform folder
and then the preview settings are in this file
Sadly nothing in the save folder. Going to re-clone and wipe the cache one more time...
that makes no sense lol edit sorry the int -> bool makes no sense if you know how booleans work
if the number is 0 you want to do something, if its 101 you dont want to do anything? @sharp frigate
Right
so then the boolean would be hooked to a branch
i want any number from 0 to a 100 to run the event basically
and it would return true if its 0 to 100 and false if its not
i want to connect the return value to an integer
i have to since the function i made require you to have a specific number
yes the number goes into the value in the in range, then that same number can feed into your function after the branch
@spare kernel @grim ore No go, going to go back to 4.25.4 and see if I still have the issue
4.26 
i have tried it and it doesn't work
did you try it correctly?
wow...
value stays at 1
so where is the value going INTO the in range?
I think the issue is we are missing part of what he wants to do, and he cant explain it
explain it in the simplest terms you can
are you trying to walk thru 0 to 100 ?
breakdown your problem in fundamental steps
π
I mean that wont exactly work since nothing is hooked up and I have no idea where your integer is coming from but thats the draft of what you asked
Hi, so anyone knows how to use the 4.26 water without a terrain?
I think i got it now thank you all again i will try to make it work and tell you about it π
@spare kernel okay hhm
Wait are you saying you want a random int from 0-100?
@velvet magnet we have already been there π
Hi guys
Can somebody explain me how can this type of relation happen?
assets are from starter content
how can material have soft reference to static mesh?
this causing problem , when u try to delete one of those assets, and keep one.
If you try to delete static mesh its says its using material, if you try to delete material its says its using static mesh.
I guess ideally i must easily delete static mesh then material
@spare kernel @grim ore So I moved back to UE4.25.4 and wiped all caches and recloned my repo ( so no runtime data ). This seemed to be a UE4.26.0 issue in the end... Guess I will be waiting on this, thanks for the info on the cache location.
4.26 has a few issues
@spare kernel so the water/ocean stuff is a plugin right?
i'd just make it support non-terrain maps kinda?
Is there a way to get a float array from the values of a height map?
@tranquil hare Maybe the material has that SM referenced as the preview mesh?
unreal 5 when ?
and opening up that material I can see that the mesh is being used as the preview
@plush yew between tomorrow and 2022
@grim ore well yeah, you are right. But after you clearing it, it reference still remains
yep dont know if thats why just was an idea lol
weird tho.. π
what version you using?
actually time is flying 2022 is not far from now...
.26
@grim ore yeah recompilation works. thanks mate
Not a blank project! The one I was working on previously!
It happened randomly, sometimes after restarting because I enabled a plug in like HDRI backdrop for example or after working for a couple of days in the project just doing minor light changes and test renders in the render queue , when I come back to the project the perspective and camera view wont show anything while orthographic views do.
Here is a screen capture: https://drive.google.com/file/d/1jWq8E8V9NFXs3YBQ1eCXdf7lE81mdx3x/view?usp=sharing
is there a way to repair unreals broken files? missing sky textures
hello guys, where can I find some information on hosting a game, from scratch?
something like this I'm looking for, how do I make it?
@thick nebula you would make it in a separate program and language, like VS and C# or C++
what is this event track for
is that for true or false changes
I need a transition between a true or false
Hello
if I wanna combine a float or integer from the same class do I use a for each loop and combine them all or something?
combine them how?
My project won't open anymore after I first created it and edited some settings, UE4 logfile simply "shutting down" after I load it, no errors or warnings.
Also what's more, on one occassion it got stuck working in background ShaderCompilation 100% CPU
its not stuck if shader compiler is running, that means its setting itself up
combine them to show the total
so you have a float with 23.45 in it and an integer with 15 in it and you want 38.45 in a float?
nah i know how to combine them, I just need all the floats from the same class
like I got 3 food storage bins, combine the floats into a total
so I can display it
then yes you would loop thru them all and add them to another variable
Thanks π
@grim ore It's an empty project, starter content, I'll just make another one and delete this one.
I fixed it! it was super simple, I just needed to make a reference to self as the spawned actors owner. So when the owner despawned so did its spawns. I still learned something from your tutorial though! thanks for sharing π
Why would the LOGFILE says it's exiting and not mention any compilation?
@grim ore okay thats not a problem, but where do I begin learning this topic, hosting an app and having multiple clients connect to it and connecting it to a database?
https://forums.unrealengine.com/community/general-discussion/1672362-problem-with-loading-blocking-at-18 - apparently this is what I get, no other way to wait it out I guess?
Hi !
Hello, I have a problem with Unreal engine 4.23 which blocks at 18% load. I'm working on a Mac book Pro OSX 10.13.6 What should I do ? Thank you.
Kind of weird it doesn't give a message what's it doing, tho I have ran UE4 for many years and never had this happen, many projects
And this is the first time I hear of this "compilation initially"
@thick nebula well the server part is unreal usually, it is in that screenshot at least, and the database is up to you ask well based on experience. Thereβs a few tutorials out there but I doubt anything full stack for this.
@shut stump the first time the engine runs it compiles shaders. Same with the first time a project is loaded. This can take a long time based on the machine.
question, can you hypothetically render out an animation in unreal in the movie render with raytracing on on a non-rtx card?
movie render queue*
@tired lynx technically you can on supported GTX cards but the card still has to support dxr ray tracing
my reason for asking is that in the interior render demo it will load with rtx on and if static it looks really good, it's just extremely slow
but even at the <2fps it runs at on my gtx 1060 that would still be rendering significantly faster than many offline renderers
certainly faster than cycles
just need some physically accurate, dynamic lighting for this scene i'm working on and ssgi in eevee blender is really not cutting it
Gtx 1060 is a supported dxr gpu. Stupid auto correct
amazing, thank you!
@grim ore how many questions have you answered so far? π
I have two sprites. One is a spaceship and one is a wall. When the spaceship touches any of the walls on its bottom, it gets stuck almost. It cannot move up at all, until it breaks contact by falling off it left or right
how do i fix this collision issue
Are there any free forest models?
is it possible to make two seperate "instancedFoliageActors"? all my trees and rocks are in the same "instancedFoliageActor". can I create a second foliage layer ? I cant figure out how, and the foliage actor doesnt actually show up in the details - world outliner
I beleive its 1 per level, but that being the case you can use sub levels
@rancid lynx maybe not. In source code there would be one IFA per sublevel. And the instance would be fetch by there foliage type. There are some ugly code in FoliageEdit module when i refactor some code here.
nothing on sprite collision getting stuck?
is there a way to get the actor reference on click?
thanks. I was imagining foliage may be limited to one, considering how well they have to optimize foliage calls.
@blazing pumice you might have to give more info such as your code that is causing it
no code
@plush yew at editor or run time? yes to both there are nodes for like get object under cursor and such
if no code how does it move?
I mean there's code, but it shouldn't be relevant. has nothing to do with collision. Basic velocity and left right inputs etc
@rancid lynx the IFA just store the instance data about foliage and it general IFA would be hide in hierarchy. We just need to use foliage panel
run time? Im using get hit result under cursor for objects, But I want it to cast it to a specific widget? like a window that opens with the players stats from variables
@plush yew what do you mean you want to cast it to a specific widget?
thanks again QbK, ill double check that also
If I click on my ai, a window/widget will open up with that specific ai's reference
so I can get the variables from it
yep so when you click on the AI you get the object, cast to that class and get it's variables and use them to create the widget?
just have to figure out who is handling the "show widget and destroy widget" part of that
if you dont want to cast, and you shouldnt, use an interface with something like "Clickable" and then have the object handle being clicked on and doing whatever
if you want the UI to all be handled in one central place, thats fine as well the interface object could be like "GetUIStats" and the item could return those stats and your ui could display them
interfaces! interfaces! interfaces!
Im not sure I understand π
have you used blueprint interfaces before?
@grim ore widgets?
yep figure out what is going to handle your ui and have it do the work. It could generically ask the item that was clicked on for it's ui info that you want and then the ui thingy does the magic
interfaces can not only be called on stuff, they can return info when called
So just creating a widget and casting to it is a bad idea?
not a bad idea, just in the end it might be wasteful code and unmanagable. like say you want to click and show stats on the AI, and also maybe chests in theworld, and maybe a tree resource, and maybe...
all of those items you would have to cast to in order to get the info and just keep failing the cast and trying the next one in line till you find what it is you clicked on
Ah I see
or with an interface you go "hey do you have stats I should show?" and if it does it goes "yeah here are some stats" and then you go cool and show them
So how do you create the ''widget''? in the bp itself?
@blazing pumice that would definitely be some code there making it move. You might want to look into how the input system works, that might be causing some of these issues since you should not be trying to do input that way
@plush yew that part is up to your project. it could be in the actor you clicked on, or it could be in the player controller handling the clicking part, or it could be a separate part of the code like game mode or a ui handler that handles all the UI
I see, Such a headscratcher this one haha
well do you have any UI now?
Can someone tutor me on he to use Landscapes? Im new in Landscapes
this is as far as i got
haha
if it wants to upload
@plush yew documemt in ue would be enough
and I got buttons to do things, I understand the basics of it(I think)
Ok. Thanks
if you are going to have the item that was clicked handle showing the widget, then no real need for interfaces or anything special just have it handle being clicked like that
probably dont need to have it add to viewport twice tho π
ah lol
But if I set up a text box in the widget thatd show idk stamina or hunger level
how do I set it up so its only the one being clicked on?
well if you do what you are doing there, creating a widget inside what is clicked on, then you can pass in the information from what is being clicked on to that widget
I dont know if this is like a tooltip, where its over the item, or just part of the ui in a corner or something that changes the info but the widget stays
looots of design has to be done π
hm
ok so for a game jam I did this was the result
every item basically had this on it
and every item was just a static mesh and a widget component (since I wanted this in world space the widget was on the item)
and in the player controller we basically tracked what the cursor was over on tick and did stuff like tell it the cursor was over it or the cursor was no longer over it (to remove the highlight and tootlip for example)
this was designed due to the way we wanted it. Items exist in the world, the camera is fixed, and we wanted a tooltip that showed up when you moused over the item and wanted it in the world not as part of the player UI
Thanks! I can work with that π
Hey there, my launch button is greyed out for some reason, could anyone help me out with this?
Compile error maybe
guys i created a function and i am not able to add a event tick to it
am i missing something?
event tick is an event in the main event graph, functions are parts of the main event graph
there is one event tick per BP basically
so i cant add it in the function?
no, you shouldnt need to
cause im following a yt tutorial and the youtuber just did it
did they? link to it
okay
i'm trying to create a landscape layer blend, but whenever i try to change the preview weight of my nodes it produces an error saying the Arithmetic between types float 3 and float 2 are undefined, how do i fix that?
@vestal goblet show you code. your basically trying to shove 3 into 2 or 2 into 3
it should tell you which node has the issue
oh fuck, forget about, the guy just edited wrong in the second i was watching, he was actually in the event graph and the screen was not showing
thank you mathew
u r the best
it doesn't produce an error when the value for preview weight is default, only when i try to change it
incase its important this is the details for the layer blend at default (no error)
when i try to set preview weight to anything it breaks
so your two material functions, are they set up correctly?
i believe so, i was just copying a tutorial, should i post them?
you can or just make sure they are outputting what is expected. A 3 color texture for the material blend and a 2 color texture for the height
these are the material that i'm using, they're basically copies of eachother but with a fuzzy blend for the grass
ok so testing there the layer blend is expecting a float 3 into both height and texture
and when the height is not 3 it fails, so yours looks just like the original?
your mask is what is causing it would be my guess but I would have expected it to take a vector 2 as well
oh, hold up, i think i caught it
the SetMaterialAttributes node at the end of mine wasn't connected to the GetMaterialAttributes before like his was\
i'll see if that was the problem
no. no it was not
nope its because its outputting a vector 2 from the height, which you are making it do with the component mask of RG
try changing that component mask to RGB on both and see what happens
messing around with the advanced vehicleblueprint demo level from the new project menu, the instant i try using my xbox controller to move the car, it moves backward in reverse infinitely without touching anything else, anyone reproduce this issue?
you mean like this? by enabling the blue channel on the mask?
omg no its supposed to be a vector 1 which makes more sense
the mask on his only seems to be reading G, should i keep RGB or go back to just G
it just happens to work with a V3 and fails on a v2....
nope you should be doing just the 1, that is the issue
okay, i'll try that
it just also happens to work with RGB for some odd reason
thats a weird one
waikt nope I understand now
so, i can change it for the dirt layer now, but the grass still produces an error
a v1 cant be massaged into a v3, it just puts that 1 value into all 3. a v2 cannot be since it doesnt know what to stick in the 3rd. the layer blend converts internally into a v3
you want that to be changed for both
the height needs to output a v1 or a v3, and it looks like he is using the G channel for that (1 value)
well you said it looks like he is doing that lol, I dont know what he is doing π
i have mine both set to just G, but the grass layer is still producing an error,
the dirt is fine though
show that end part of the Grass layer, and are you sure you compiled and saved it after?
π
i feel stupid now lmao
but hey if problem is solved, problem is solved π
yarp, a second set of eyes always helps
Hi all, I'm trying to following along in the "Dive Into Real-Time Ray Tracing for Archviz" tutorial and stuck at a point where he adds a cube that is reflective, whereas mine is not. This is the part in the tutorial: https://youtu.be/wwSs9mdOlA0?t=813 and here is the image that I'm getting when I add the same exact material (M_Metal_Chrome) to a raytraced-enabled cube:
In this product demonstration, Technical Artist Matthew Doyle provides an overview of real-time ray tracing techniques for architectural visualization in Unreal Engine. Learn how to adjust lights for real-time ray-traced shadows and global illumination, use ray-traced reflections and translucency options, and debug your ray-traced scenes.
Want ...
Anyone here know why my cube isn't shiny like there's, or things I can look into? Also if there is a better place to pose questions such as these, direction towards that is much appreciated. Thanks for any help!
I should also point out that while the author of the tutorial is on an RTX 2080 Titan and getting near 60fps, I am running an RTX 2080 Super and seeing about 32fps
yours certainly looks like DXR isnt enabled for reflections
also in regards to performance, if you play the sequencer and dont let it end you will end up with lower performance. Part of the sequence is upping the ray tracing quality for the playback and part of it at the end is disabling that back to defaults. If you dont let it finish it wont go back to defaults
now with that said I just checked and I think the dev changed some stuff. The metal chrome from the starter content is .25 roughness which will not give you a mirror like result, if you change that input to 0 it will be shiny
You can even see how my preview ball is now reflective
Ah - yep! Setting the roughness in the material's blueprint to 0 changes it to a perfect reflection
Yea I was confused because I could see the global illumination effects, but TBH very new to UE4 so was wondering if something in my setup was wrong
nope its....
well it is what it is and we get to help people when it happens lol
- figure out your platform
- develop for that platform
- repeat until done
well @grim ore thanks for checking it out, nice to keep going forward without any question marks on my end
@normal creek education is what I do so having a education issue made me curious π
Yea following along further into this tutorial, I'm finding that there are quite a few differences in the version I'm using (4.26) to the one that was used when the tutorial was made (4.25something)
shouldnt be any super large differences, which ones have you noticed?
Hey .. wondering if anyone could help me understand DownloadImage. I have a really simple example here. Problem is sometimes it works and sometimes it doesn't. When I call it directly off a menu it works fine, but when I call it embedded in a larger blueprint it fails. No idea why as it reports no status or logs.
check your web server logs to see if its on that side
maybe test with something public like an image on google or other website
thing is half the time it works fine.
on your local image, or a web image?
I am running the server so it's localhost.
Do you know if there is a way to download an image synchronously?
not that I know of, and yes I know its local thats why i said to check your server logs or try one from the internet
it is here that I change the game resolution or it is just for the editor?
Can someone tell me what is the C++ code of βAI move toβ?
@south dagger you change the game resolution thru the game user settings system in game (blueprint or C++), or you set it in the .ini file, or you use a console command. If you want to change it in editor its in the play settings menu at the bottom of the play button
@grim ore here?
yes that area but that is for in editor only
so yeah i copied in a project of mine this yt video blueprints about grappling hook and it went wrong https://www.youtube.com/watch?v=Mu4oJvirSGc
Hey guys, in today's video, I'm going to be showing you how to create a grappling hook system for your games in Unreal Engine 4. In this, the player will shoot a grappling hook, and the player will 'fly' over to where this landed. You can also hit right mouse button at any time to cancel the movement along the grapple.
Grappling Hook 3D Model: ...
sorry wrong video
its actuallt this one https://www.youtube.com/watch?v=lL1Azu_syWA
How to create a Grappling Hook in Unreal Engine 4.10 with blueprints.
Project Download: https://drive.google.com/open?id=0B0n17i20IvVTWjQ3bzI3eVpDaEU
Leave a comment on what you would like to see a tutorial about.
does any of you know if this blueprints do not work anymore?
or i just missed something?
when i try to move the character the hook bugs, the screen starts to shake and thats all
screen shakes are normally a physics thing so make sure you did that right
well I did not get the resolution bit... so what is the best practice when one is trying to make a book inside the game?
#graphics might have more help than in here, but depends on what you are going for. a 3d model with some textures, a ui element that looks like a book,
i placed the nodes just as he did, bro
@grim ore oh.. thanks for the ui element insight!
i can link a video of my screen, showing the nodes and the problem that's happening
Anyone know of a good tutorial on adding bones to a skeletal mesh ? I need to add a set of bones for attaching a tool.
Socket for tool yeah. Adding bones you could go to blender but... that'll require learning a lot more.
Hello, how i fix black mesh problem in reflection capture?
Hey, guys. I have a question about animation notify. So currently I am working on a third person shooter game. I need to acquire the scope socket position of the weapon every time I use iron-sight aiming. The problem is that I only need to acquire the location of the weapon socket when the character is completely in aiming pose (means the hands are holding the rifle up around eyes). Since both the idle anim and aim anim are just blending from each other not a anim montage, I had a hard time to find a good way to add animation notify so that it can trigger every time the player raise both his arms to aim. I needs this primarily for positioning the aiming camera. I know I can probably work around it using a delay, but I still want to see if this is possible to achieve using BP.
@wind ivy are you using dynamic (non baked) lighting?
it's due to that
What is general practice of reflections while using dynamic lighting?
don't know if it's working as intended or not but that's how it has been forever as far as I know π
So i'm going to kill myself i guess
how to disable als v4 mantling/climing i want to make it my self i dont want to use from als v4
Whats this "r.RayTracing.Reflections.ExperimentalDeferred" cmd? it seems to improve FPS significantly with little to no visual impact.
Guys should I create a star wars game?
Definitely. Best one ever too.
@buoyant flare does your aim use an alpha to blend? Perhaps you can do a check that's says- when alpha is at 1, then do blah blah (your notify code)- or, when you press aim to get the sights up, delay .2 and have a function run your code .. theres always more than one way to skin a cat or banana π
hello π When I'm trying to generate a landscape/terrain by just following the tutorial on Unreals website, i get a plane that is translucent (?) from the top and black at the bottom, and I also can't sculpt on it, even when I rotate it. What am I doing wrong?
Too late I just created a project that is not starwars
Darn.
Wanna see the model for the player?
If it doesn't have merchandising, merchandising, merchandising I dunno... damn does that give me ideas though.
@next dust does the plane have a material on it?
yes :c
π€
doesnt feel like the sculpting on either side is doing anything either and i have a blank project :c
So you are in sculpt mode and can access all the tools?
What tutorial are you following?
is there any way where you can speed the baking?
I think those are all the tools.
One second.
Getting up and running with the basics of the Landscape System in Unreal Engine.
also changing the brush size in the brush setting changes the size of the plane? XD
That's it from below
That happened to me before lol
It just looks like a plane, with no verts/sub sections that can be sculpted
that's all that was generated, i used the same settings as the tutorial :c
and the landcapegizmo thingy
Hmm.. I'll have to read the tutorial
Can't think of why it won't sculpt besides it having no sub divisions
Ok delete it and try again -
You deleted the floor and hit create for the terrain, but it doesn't look like it generated anything. It should generate with a default material
Starting fresh would be best
Don't panic - it'll all work out π
it worked owo''' no idea what cursed the previous empty file but... thanks so much!!! :3
Anytime π
Thank you, the only issue is that I cannot deform the landscape at will as it seems to have a mind of its own when using the ocean volume. Any tips?
Umm no sorry - not sure about that one as I've never used the ocean volume before
When I press q, it will switch to the sword, but when I press the right mouse, it shoots an arrow. Please help.
Hello
For saving r.raytracing commands, do I need to put them in the DefaultEngine.ini file?
Is There a Way to make a single integer to be more than 1 number in a split second ?
Hi Guys and Girls, any idea what is this? It;s happening when trying to start my project build.
Actually, you can control how the deformation is happening. Go to the details panel of the Ocean Actor.
There are blending options.
Check this: https://youtu.be/d5Ft7UaYayM?t=350
Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Gamesβ 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...
Just play with these sliders:
hi, is short films excluded in 5% royalty?
if you don't distribute a binary, then yes
Whether to use the experimental deferred ray traced reflection rendering algorithm, which only supports a subset of features but runs faster. (default = 0).
in RayTracingReflections.cpp
Hello, I dont know what I'm doing wrong,but it seems like I cant change a structure's variable. As I'm making a inventory system I wanted a drop system. In the structure variable, I have a integer that is for quantity which I want to decrease by one when an item is dropped. But it simply will not decrease. Am I doing something wrong? Here is a video showing the code and the issue. https://youtu.be/et6fm9nntoQ
@gilded lichen You are doing something wrong π I use a similar system without any problems :-). I don't know what you're doing wrong, but technically this should be your abstract approach: You have an event system in place for item acquired/dropped. Someone/something is listening to said event and ++x or --x it when the event broadcasts. The event should contain the item actor, the owner, the quantity , the action of acquiring/dropping it, etc.
I use C++, but you can use C++ or blueprints, the abstraction is identical π
Hello, thank you for your reply. Im a bit confused on your reply. But I have a drop event that has a spawn transform and item info, which is a structure variable that contains all the item's information, for example: name, description, quantity, etc. I dont get how I'm doing something wrong because I'm adding to the quantity fine but subtracting is not working.
Use a breakpoint
Right before adding. When it works
and then right before subtracting. When it doesn't work
and see if your ++x and --x match π
by X I mean qty., likely 1
@dense edge actually you can even distribute the binary. But it cannot be a game.
Check here for more info: https://www.unrealengine.com/en-US/download
In away, @wary wave is correct:
Distribute them even comercially or paid?
I think it's fine for non-commerial apps.(except games) No need to worry about royalities.
I think games are excluded due to in-app purchases etc.
I think it the app is custom, we can distribute it without paying a dime.
I think they have not define properly what a custom app is on the website, we need to check EULA.
hi, is this a collapsed node? and if yes how do i open it again so that i have the normal slots for each map? ;;
if you build something bespoke for a client, then you don't pay anything
if you build something and distribute it to multiple clients or individuals, then you pay the royalty
thanks for the replies
@plush yew disable "material attributes" option in left side of option menu thingy
Yeah! And it makes all sense.
thanks!!
These nodes also helps you: https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/ExpressionReference/MaterialAttributes/index.html
These expression nodes serve as a way to separate or combine various Material attributes, which is particularly useful when creating Layered Materials.
i guess there is no way to have both? π I just wanted to add subsurface scattering to the material, not completely break it :P
You can do that, no need to break.
There are some blend nodes.
Let me show you.
You can blend normal & others without breaking attributes.
See some usage:
thank you so much!! :3
Hey! Can anyone suggest where to find information or a tutorial how to make modular weapons like this?
https://www.unrealengine.com/marketplace/en-US/product/stylized-modular-weapons
- follow sword/medieval weapon modeling and texture tutorials
- become good at it
- ????
- make modular (profit)
(so yea, just follow along guides/tutorials until you know how to model them, and with that knowledge you'll understand the modularity)
I know how to make the weapon itself, I don't know how to make a blueprint system for generating meshes
ahhh, hehe that was not really clear
generally the "modular" blueprint tutorials are for buildings, but same technique can be applied to weapons or anything really
Thank you, will check it
It's a little bit tricky to get hang of how landscape layers and blending works, I wrote a little bit about it and the ocean system here https://forums.unrealengine.com/development-discussion/rendering/1844688-ue-4-26-water-system-and-landscape#post1854605
I updated to Unreal 4.26 and upgraded my project that already has terrain. Is there a way that I can disable the landscape deformation, while keeping the water system? I'd like to keep the splines though.
Check out Control rig, it has support now for creating animations in engine, and also adjusting existing ones
Hi guys i want your ideas ...
I have broken electrical cable i want to attach a child to the end of that cable if the cable fixed the child must turn on
But the child must be changable
I can change it with other electrical stuff
Hello. Trying to control specular from lights. Keep seeing people talk about roughness parameter in light but i dont see that parameter. Anyone know what imean ?
might help out some people who keep having crashes in ue4
https://i.gyazo.com/dfd6562a01f0175e3626e117ee44a45b.png
When developing with UE built from source - when do i choose build vs rebuild from Visual Studio?
Context (Working with a dedicated server)
Hi there. I have a question. How can I apply hit reaction anim for my enemy character to react to TPS sword hit? I using layered anim. I searched everywhere but I didn't find a straight answer to apply hit reaction to enemy character.
Hit reactions are just additive animations played over the top of the current animation
damn that is some messy blueprints
but your animbp should do the hit react
not a montage, and it should be additive
Pointless interrupt (ignore me) - it amuses me that someone with Kaos in their moniker notes messy BPs π
Sorry. My bad
thing is you don't want to override the entire animation for a hit react. We split our hit reacts into two types, Full Body or Additive
any plans on adding a animator to ue4 like in unity. just set to bones add keyframes and you have a quick animation??
it would be very useful
This is my layer blend. But the enemy is on idle
Maybe should I do blendspace for it?
No. Wait. I have an idea. I'll try something
Unreal seems to just be packing my entire Content folder when I cook, is there a way to trim that down to only used assets? (when I migrate my level to a different project, it's a lot smaller)
Hi all can anyone recommend VR videos or references to trigger objects when looking at them with HMD?
I need your help
Hello i was following Weapon system tutorial but having a problem with weapon when picked up I have slots assigned but its attaching the weapon on its own way
There already is, control rig
Hello i was following Weapon system tutorial but having a problem with weapon when picked up I have slots assigned but its attaching the weapon on its own way
Anyone able to help?
Thanks for that huge F-Pickup image, that will really help us drill down to the problem
π
I know as I said i was in the middle of it
so the gun is rotated wrong
Yes
Have you added the sockets to the skeleton?
so rotate your socket
Yes
I was rotating the its not helping
your gun is seperate actor right?
Yes
I am not sure but I think I was rotating it but nothing changed
Is that possible I was rotating capsule collision with mesh attached? And I was rotating both of them instead of mesh only?
i bet there is a beter way in doing this than......this big mess that works
π―
You were right I rotate mesh it self 90 degree right and problem solved thank You
Functions, interfaces, and libraries
Hey any idea how to fix this visual bug with the ocean
btw Matmagik, your on a PC...why did you take pictures of your screen with your smartphone
Basically any particle effect will get cut in half
Print screen next time I promise π
guys when do free content come
I prefer my screenshots hand-delivered on dot-matrix printed paper myself
guys do u ever get the error:
"The following modules are missing or built with a different engine version"
i just made a new project with 4.26 yesterday and now it says this
@misty cargo ever heard of reroute nodes, and local variables? π
Yeah, you need to open up the solution file in c++ and compile, then you can change the version number in the plugin file
If you need to use a comment box, or re-route nodes, chances are you should be breaking down into functions instead
that is in a function
google it
thank you! i'll try rn
Tasked with assembling a tech demo for some new features, Zak needed to create a slider our team could adjust in-game, allowing them to modify other Blueprints. While thinking he would build upon the existing sliders in the Content Examples, it turns out, those sliders, while functional for what they are, were assembled a LONG time ago and don't...
ive got another error, "Couldn't find object for bound event node OnActorBeginOverlap (None)" there is nothig in the level blueprint and when tere is it says the same thing
seems 4.26 + up to date NVidia drivers hard crashes my personal computer shortly after opening the editor :/
Someone mentioned this yesterday too. I think they rolled back to earlier driver version from December.
probably for the best
or I could stick to the "creator drivers" on my home computer but I'm not sure about the impact of it π
stof, 3000 series gpu as well?
2060 (not Super) actually
ok, because 3k series + latest nvidia drivers + win 10 + 4.26 + unlocked windows taskbar = non-stop crashes as well
Well, you got a loose task bar, duh.
it's pretty much instant
I open some project (probably DX12 configured for RTX), then my PC gets very slow
then freezes shortly after
I'm switching to the studio drivers I guess
it's not as if I need that much bleeding edge support for bleeding edge games π
Hmmmm, nvidia and their specific game driver patches... never breaks a thing.... haha.
Although sometimes completely necessary, for the gamer, like CP2077 and their countless game breaking bugs on release.
ok must be some hardware issue on my side (not GPU but HDD I'd say)
Ok UE4 crashed wheni tried to close my project:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
kernel32
ntdll
Anyone know what this is?
that callstack looks to be entirely inside the AMD GPU drivers
oh
ok thank u ill try googling that
Anyone here who knows a bit about retargeting animations in UE4?
I wanted to retarget some Mixamo animations to the UE4 skeletons, but the retargeted animations do not make the mannequin move except for some strange head movements. I'm not sure what I did wrong since my retargeting manager seems to makes sense after I compared it to several tutorials found on youtube.
Here's what I did:
- Downloaded sword and shield package and the xbot character from Mixamo
- Imported the animations while having "convert scene unit" selected.
- Retargeted the Mixamo skeleton to the Mannequin. Here is a list of my retargeting: https://i.imgur.com/YNiZw8U.png The IK are set to none
retargeted all the animations - This is the result when I view the animation: https://i.imgur.com/Hry3KnF.png
There isn't any movement in the body except for some stange head movements. I think that even if my retargeting wasn't fully correct it should still show some movement at least, but what it is currently doing doesn't make sense to me. I'm still prety new to animation in Unreal so I have been unable to figure out what I did wrong.
I'll clean it up for free if you want π
https://media.discordapp.net/attachments/714928089104122027/806184067426025532/unknown.png
Anyone know why my floor node is red and not white?
I'm using BSP to block out something, but the UV for the worldgrid is slightly crooked. I tried using the surface properties to rotate it slightly, but I can't seem to do <1 degree rotations with 0.1 0,1 or 1/10. Any way to input smaller than 1 degree changes?
oooh seems to be bunch of fixes for water stuff in new release
Unreal
One is the tip of the spear for games development, used internally to make billion dollar games with access to million dollars worth of free assets.The other one is an experiment that's never been dog-fooded correctly and everything is in flux most appropriate for doing pixelart 2d platformers
Whatever you find easiest to use, is the best one.
Ok thanks
I mean, I'm perhaps one of the worlds most experienced C# programmers, and I STILL prefer Unreal π (though I curse C++ on a daily basis)
No point in throwing stones. Unreal has catching up to do in other areas.
Yeah, Ux is a bit of a nightmare
Blueprints getting better and better tho, just so much .... stuff in all detail panels
Also the bridge between C++ and blueprints just breaks all refactoring
Unity has some amazing architecture decisions and technology (like ECS), but they've never managed to mature into a proper product
I'm glancing at EnTT, but afraid my head might explode
Imagine having all the c# tooling under Unreal though drool Unreal really is in the stone age when it comes to some development practices. There's been some attempts like UnrealCLR but doesnt quite seem practical.
yeah, wonder how its going for that guy, must be a slog
honestly I just got things like generics, lambas, tasks and await in blueprints I'd be pretty settled π
yeah, and it popping up all the time isnt fun either π
well
it's only an issue the first time you open a brand new project
if you don't forget to disable the VR plugins from it
Just install the chaos branch and use for non vr π
I mean, if later you want VR in that project you enable it again π
or you fork the project in two, one VR and another without I guess
VR doesnt exactly seem a priority for Epic π No millenials running around shooting at each other in Vr
this month free content is so underwhelming
Aircar blew my mind when I tried it (short experience tho). I really should try and do something like that
though I had enough fun with Elite Dangerous with it too
there's Red Matter that looks pretty good as a VR game
rock fluid
UE4 game π
I almost had tears in my eyes running through the ED tutorial in VR π Was really one of those "shit we live in the future" moments. Also remembering how Elite used to look back in the day π
Roborecall
yeah, more than could be said for doom
quake was the revolutionary one π
Quake did come after Doom, yes
don't forget Ultima Underworld
Doom introduced online multiplayer and deathmatch to the shooter genre π
doom-likes π
Why does my Niagara System ignore my alpha over life curve
i have a translucent material but it wont fade
thanks good to know
and this is my mat
im dumb
you'd also need a particle color node
The 4.26.1 Hotfix is now live!
Feel free to discuss this release on the 4.26 forum thread (https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1838621).
If you experience a bug with the 4.26.1 Hotfix, please follow the How To Report a Bug Guide (https://www.unrealengine.com/support/report-a-bug) to report
Lmao that whole update thing confused me at first after using cascade
can someone help me? doesn't seem anyones seen my messages for a while now.
Also it still wont work, I'll try the particle color node
It's the blueprints obvs
particle color fixed it thanks
Hi, is there any implementation for azure remote rendering in unreal? Or maybe some tutorial to add native cpp to a project? Thanks
Hey everyone! I've got a minor issue I want to solve here: I've set up a custom animation and a scene for it, and now I'm going to add the camera in a sequencer. The thing I want to do, is have the focus of the camera track the character's eyes. I have set up sockets for the eyes with no issue, but I have no idea how to get a camera focus actor spawn in the scene where the socket of the character is located and follow it through the animation. Is there any way go about doing this? Yes, I could manually focus through the animation, but I'd like to know how to do this regardless.
try #cinematics
@coarse jetty I think you'll want to look into Pixel Streaming. There's a sample in the learn tab.
@true falcon Will do. Sorry, bad habit when I'm unsure where a question belongs.
Hi all, I need help with the Animation tracks not updating into sequencer. I downloaded the .fbx animations at 24fps from Mixamo, and some Free Marketplace Animations. I imported them, and are displaying correctly in the engine. Those Animation Sequences are not available in Sequencer, but they are in the content folder, and are SK_mannequins' export. How do I add the Animation Tracks to display in the +Animation Track drop down? Am I missing a step? Please assist, I researched in Docs, and failed to find a solution.
@nimble matrix I would assume the same reason it wouldnt work normally. Animations have skeletons tied to them, are those animations tied to the skeleton you have on the sequence?
That helped me re-trace my steps. Solved it. Thanx
I don't know where to ask something like this, but I am running into an issue with a vehicle I am trying to make, it floats in the air but it still functions normally.
I have tried messing with the WheelRadius and decreasing it all the way to 0 but it does not fix the floating issue, I am using UE3, but I do hope that even someone with UE4 may be able to help.
I am trying to use source of Unreal and built everything and all of that but when I try to launch it says that this plugin is missing would you like to download it? But I already have that plugin added
@fallen flower @plush yew thanks for the reply but i want to implement azure remote rendering specifically. And dont have any docs, only for unity and native c++. And there is where my doubt come
@winter zenith launching the editor, or launching a project? launching the editor shouldnt complain about any plugins
I am launching the editor in the source unreal
But it says that
but If I was to launch through regular engine
it works
@winter zenith so you are running the ue4editor.exe file from the binaries folder, which plugin is it complaining about?
Just the plugins i've installed from the marketplace
how did you install them into the source build?
Oh haha I don't think I installed them into the source build π
How would I do that?
xD i dont have the knowledge to join both things but im going to give it a try
you would have to find compatible versions and copy them into the correct place. If its the same main version as you used for the launcher to install them you can find them in that version on your drive and copy them over the same way
So I put them in my source engine's plugin folder?
assuming that is where they go yep
Sounds good π
your file structure between the launcher and source version should be the same basic structure
@grim ore Sorry to bug you again but where can I find my plugins downloaded from the marketplace in the files?
if its an engine plugin it should be somewhere in your plugins folder
just depends on the plugin and where it installed itself
Hello guys! Maybe I have a little bit weird/stupid question... But who knows π
Is anyone of you knows any news or gossips about new Unreal 5? I mean when it approximately could be released this year and will it be similar to Unreal 4?
I mean, I'm currently developing my own game on Unreal 4, and I'm like in the middle of my progress. I suppose that I could finish it by May or June this year, so if Unreal 5 gonna be released before autumn, I'd love to migrate to that engine (if the process will be almost seamless as well) π
all the release info so far is that it should come out in preview form sometime this year and probably release sometime this year. no dates other than early 2021 I think for preview? its supposed to support 4 -> 5 migration but no one knows the details on that.
I wouldnt hold off on developing your game in 4 and waiting on 5
Okay, thanks for details!
Yep, that's my main doubt now
shouldnt be a doubt, they said there would be a path from 4 to 5 so unless you expect that to be wrong or you need something in 5 there is no reason you cant at the worst finish it in 4 like the majority of people
Does anyone know a good way to implement different weapons and their variables etc
please @ me if you do
Okay! I'll consider releasing my game on 4 and probably will do a "remaster" on 5 as free update maybe π
Hi Guys how can i calculate the end of the object ?
Is my shaders compiling? Because its stuck at 1,400
Don't write your own Volumetric Sky Shader ( at least in UE.26 Chaos Preview ) . A simple shader, that's just using noise for the volumetric effect takes approximately 10 min. on a ryzen 5800X processor to compile.
Oh ok
Hello, are we getting 4.26.1 chaos release?
Its released for me
π
we are now in 4.26.1?
Isnt it released for you @cinder iron
Some are
in general
Haven't checked Saber, I'm just curious about substepping in chaos.
Oh ok
Click the link in #unreal-news for the release notes.
It's unlikely to break your project if you're already on 4.26. Hotfixes don't include breaking changes.
It's possible a new bug will be introduced, of course.
Umm me??
No, I was responding to Blubblub asking if 4.26.1 will break their project.
Oh ok
I should've used a reply for better context.
Yeah.
if I install a new version, it will take its own new space, how about hotfixes? Does that also install a new version or does it replace the existing?
Hotfixes replace the existing installation. It's the same version.
It only includes bug fixes.
Thanks, I will update it then π
The water plugin has some bugs in 4.26.0
Those fixed would be nice
Someone help me? This blueprint doesnt let the player focus on the widget(As in the player can move while the user interface is showing)
also you can scale up the ocean, but not the post processing under it I think
Having an option to scale up the ocean post processing is useful
Hey i am new to UE4 and wanna start a Turnbased Multiplayer Cardgame(Boardgame like Uno. Not like Heartstone etc.). Dont know where to start should i try to implement multiplayer first and then the Card game Logic ? and have the fear that i have to rewrite a lot when add Multiplayer afterwards. I have some Beginner/Basic Knowledge about UE4 and programming in General(did some online courses and watched some tutorials)
Are you planning to release it on steam??
Because if you are, then I have the perfect plugin for you.
this is what I use to switch between focusing on the game when not in any menus (Set_GameOnly) then to only focus on UI widgets (Set_UIOnly)
Ok! Thanks!
@plush yew Already thought about that but dont know whats pros and cons of that
@plush yew what's the plugin you're thinking of? advanced sessions?
Anyone know where I can get the starter pack assets without downloading Ue4 again? It's not in my content
The steam plugin
@tribal holly should be in the options for your engine version
How do I create a linked button that launches another web browser like google? because I am planning to like create a button and when the button is pressed it will ask you if you want to go to google chrome or microsoft edge
there is an launch url button you can use inside the engine
I know
if you mean choose the browser, you cant without going into custom C++ code
thats all part of the operating system
yes
nvm
Ima just stay with the microsoft edge since I like microsoft edge lol
when you are making a widget ui for a mobile game, does everything go in 1920x1080, or should i change it to less
in game its whatever you set your resolution and scale to, on device it depends on the device
on device its going to be the native resolution or a multiplier of it (normally lower for performance reasons)
ok so it changes for each device automatically or do i have to change it for every resolution?
thanks
it will scale based on your settings, go into the project settings and there is ui and dpi scaling
generally you pick your default resolution (probably 1920x1080 if landscape) and then you say "hey if its this size on device, scale it down to this percent" and same with up
ohh got it thanks so much
about the texture pool size: any tips on what to set it to? is that the vram the game is allowed to use?
Inside Unreal: AssetManagerExplained
WHAT
This week on Inside Unreal, Ben Zeigler will walk us through how to use the Asset Manager to efficiently categorize, load, and ship large amounts of data. We'll explain the origin and purpose of the system, followed up by an in-editor tour of how Action RPG use the Asset Manager -
You are the man! π
hey guys, is it possible to make a blocking volume block the character only and not the AI pawns?
I know why CB2077 is lagging...
@crimson lake sure, look into collision profiles
If I select pawn, even the ai peeps will stop
then you need your player pawn on a different profile
Apologies for lack of knowledge around ue, how would go around doing that? would it be a component tag?
@crimson lake check "Object Channels" in the project settings under engine -> collision
For short info:
The Witcher 3 when CD was developing game had issue where mesh had 1500000+ triangles.
oo big boss :0, and how would I go around changing this new channel in my character?
(set btw)
@crimson lake in your character's capsule component under collision, set it to your new object type
pffff
or in your ai, whatever it is
my dense ass went through every component but the capsule component
which is the only one that handles collision
dang it
thank you β€οΈ
Is there a release date for UE5?
@floral parcel yes. 2021
late 2021 i dont think they have an exact date n time
does anyone know a decent free C++ introduction in a written form? It doesn't need to be very beginner friendly, I just need to get accustomed to the engine's architecture, preferably by example
preview early 2021, release late 2021. Virus complications? who knows
@drowsy oriole learning C++ or intro to how UE4 uses C++?
intro to UE4
yes, I know this one, however it would be nice to have something like "your first project" tutorial
there is an older battery collection video course, but nothing written that I know of. There are written parts of the docs for specific things to do, like the player or player controller and such
i think has some written tutorials..
I mean technically https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPTutorials/FirstPersonShooter/index.html is a your first project
@grim ore oh, I didn't notice this one
thanks, that'll do
@spare kernel I didn't know this portal either, looks good
yep in here https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPTutorials/index.html on the left are a few actual tutorials (the main page doesnt list them just the list on the left)
What do I use to make Niagara pick one of these colors instead of using anything in this range?
so a single color and not a random?
either the green or the orange, not the whole range
yep that is the uniform ranged linear color property at the top on the right click on it and change it back to a single color
something like this
it might also have a reset icon next to it, the yellow arrow
Yeah but then it would only output one color
Yes exactly
Adding another color 001 doesn't help sadly
I think just making a second emitter and putting them together should work
Oh That sounds promising
change the lerp value into a select float from array with only 2 options (0 or 1) and it will randomly pick one of the 2
might want to put this in the spawn tho not the update
yep in particle spawn with this I get this
and the yellow is just the result of overlapping particles
How did you get the select float from array?
this is the lerp linear colors module
click on lerp factor on the right and look for array
and defaults should work
are u in 4.26?
I think so
theres also a select A or B float, thats similar
I might still be in 25.4
ugh i am in .26 I wonder if it was added
yeah uniform A or B float would work but jesus thats named weird
I was looking for select is why i couldnt find it
I also tried pick and choose lmao
the bad part is the way its named it makes it look weird in the drop down list so I couldnt find A or B lol
good night, guys! I need some advise please.. I have a blueprint with animated ship and I want to put couple decals on it. Can I do it so they follow ship animation?
Any one know how the engine converts the joystick rotation and position to values between -1 to 1?
I beleive it just reads it directly from the device and gives you those raw"ish" values. there are adjustments in the project settings for input to massage them
and you set up your input to read those values based on the input device and its "key" that epic is mapping to, such as left joystick or bottom button and such
https://i.gyazo.com/7fff6aa6d67d00f8186005c840fdfeb4.mp4
Anyone knows how I managed directional light having unlimited distance dynamic shadows? I can't replicate it, and the light seems bugged with cascaded shadow maps/distance field shadow settings having no effect.
MASTER @grim ore pushing progress solo
Does anyone know how to fix this?
Is there a way to paint the landscape using the new water river splines?
@plush yew results like that are normally due to your retargetting skeleton not being correct. extra or missing bones so it cant match them
ok, thanks
Is there a way for me to select which items from an asset pack to add when i'm importing it to my project? or do i have to import everything and then go into my project and delete the things that i wont be using?
I think that you can't specifically select the items you want, at least I have never done it.
you can import them into a new blank project then migrate over just what you want
Ok, Thank you
What do you mean?
Thanks shall have a read and get back to you
Shall have a look if not can I DM you both if I have no luck or is messaging in here fine
tbh I would assume that the devs went through hell for the mobile port of fortnite π
@hoary mason but it was worth it
and it brought a lot of improvements to the engine
dunno never played it
not everyone has good specs
I never played it on phone either
but I mean from a business standpoint they made a ton of money and added a ton of improvements for low end specs and phones to the engine because of it
check the patch notes for version around 4.22 iirc
won't doubt it. But dunno if it was necessary and they could've spent the time and energy for anything better.
Release Notes for Unreal Engine 4.21
"better" is subjective here
Release Notes for Unreal Engine 4.20
sure, it's always subjective.
Lmao sadly I have to redo it now.... I am having issues with it after porting it into a new function it's not working right and....well I will message u in dms as a reminder if it happens again lmao
I had a major issue with my entire function blue print dying from not saving anymore and when I transferred everything over to anew one it started acting up
So it's going to need to be scrapped and redone
It keeps having unreal engine gremlins
Nice! No worries, Ill gladly take note of that reminder
I'm not much of a programmer
I'm making a simple clicker game xD
And build upon it
But I did something stupid moving everything
And the blueprint for my functions stopped Saving and started crashing my unreal editor
So I had to move them all to a new one and then that one immitaltly started acting as if the select block didn't exist so I cut everything out of it and paste it into a new function and it worked for a bit then I went to move blocks Around to neat it up and it crashed unreal
So I decided that function was bugged bad
It's like the cursed function
<~>
To be honest I'm afraid that this is a start of glitches that will kill me in my sleep by my own laptop
Lmao if my laptop doesn't strangle me in my sleep with the mouse and headset cable
It's been very mad at unreal
Das too kinky for me 
Same tbh
Unreal won't let me save my character meshes after I mess with morphs and idk what to do lol
Well I'm just at a point where I want to make base models for a character creation system
So you can pick different races lol
<~> if I tried to do something 3d I might have an angerism
My life :>
My laptop isn't meant for it
It has an integrated graphics chip
o.o
Still need to do trademarking and copyrighting and if you don't wanna pay 60% in taxes or more purchase an llc
Next time I will by a pc parts
Yeah pc parts would be wiser

o.o
Why not lol
Who needs a good monitor anyway
True just plug it into your eyes
$1400 <
Tbh I'm probably going to blow the 1400 if we get it on marketplace assets
π
Unreal can be a difficult beast to tame tbh
^
I'm buying cheap but good parts and my main goal is having a graphics card that won't beat me up in my sleep
I've been tackling this beast for the last 3 months
Hey guys. I've encountered an annoying issue:
Newly made blueprints require me to click "open full blueprint editor" option the second time I open them. Once I set it, it loads just fine, but still... Is there an option I don't know of that sets full blueprint editor to default?
Making crazy progress but jeez
Me I'm off and on been doing this maybe a half year
I got no idea most likely not
I took a month break though cuz my brain was fighting my child hood memories to dust
;_;
Honestly the hardest part of.game design for me is also dealing with my crazy high energy Samoyed
If you think blueprints are difficult, boi, C++ will give you a receding hairline in record time
@cold lintel thats correct, did you read what it said?
I don't get stressed out at all.... I have no stress with how much coffee my adhd brain intakes
Does anyone know if DirectoryWatcher module can be used at runtime, or is it for editor only? Only info I could find on the topic was this https://answers.unrealengine.com/questions/842252/directorywatcher-in-no-editor-development-builds.html, which didn't have an answer. Basically my current task is to add runtime file watching to our app..
Honestly the only stressful part of unreal engine for me is sitting through 30+ to 2 hours long tutorials for something that could of been explained in 3 minutes
And its like that for every tiny aspect of making my game ._.
And that's why I don't look at the videos and just skim to each block that's placed then look at it for a bit mess Around then toss it out and so it my way
;_;
Is there something like the Blender mapping node (https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/mapping.html) for unreal engine material blueprints?
(auto correct
Urgj
This is only happening in the beginning during the learning curve, after that you'll be just fine
Idk if that was well placed
Or just a really well placed joke xD
You can't name yourself philosopher and say philosophy
That's illegal
Philoosopher I had a clicker game working then my function blue print took a kick into my nether regions saying adios amigo this is my stop then spit at me
;-;
;O;
I had to start over
Ughhhhh
I guess I'll stop procrastinating
And just figure out how to setup other races in a creator system
Tomorrow I have to snowblow the driveway and break up ice cuz my mom's truck is out of commission and she has to use dad's truck because of all her tires had dry rot and one recently exploded to shreds
Big rip
Dun have a car so I don't know how it works
Well 3 ways to get dry rot on a tire
One it doesn't get enough milage
Two cheap tires
Three the weather of hot and cold on a tire meant for the middle west
Smh

There's probably more
But meah those are the main ones that happen in my area
(yikes auto correct
Car go brrr
Let me just say the tire made a huge boom like 20 pounds of tnt went off
All I want is a game for me on Christmas
;-; maybe I will have made the clicker game by then
Hopefully!
Btw a lot of people have been saying they haven't seen anyone make a clicker game on unreal engine.(it's probably because it's abuse to the engine mentality)
But to be honest its a good start to do .... Making a simple click to play
I'm just making borderline hentai violence simulator lol
Hmmmm
Nothing too fancy lmao
Mines basic mobile based
But I havent made it to be mobile based yet since it won't need much changing to it I don't think
.... I could be wrong
well there are 2 clicker templats in the marketplace sooooooo
... No... I rather do it myself π it's part of the learning experience
Since I haven't made a game
Plus I have major issues trying to understand someone else's work
just saying I wouldnt be surprised if there were not already clickers using UE4 out there already
I ain't that smart ...... I learn if I work on something myself
Not....just buy something and use it
Though the guy who made the jigsaw puzzle maker did good on it
I used that as a look in how to do things
And I figured out how to add in my own photos and such.... But meah..... It kept crashing when I put 3 thousand time 300 lmao for jigswas
So it needs a limiter on it
Which from what I looked where wasn't one
(I honestly quite with the auto correct
Im new in Unreal Engine and im planning to create a multiplayer wallrun shooter game
(It can't handle my dyslexic mind
Hello
I would start small first and work your way up
How to discard changes in UE4, driving me crazy, I made changes to BP and can't "roll back"
Multiplayer is a headache to do if u just starting
@shut stump if you arent using source control, start deleting your work
Yes like umm try making a space shooter game or maybe a tic tac toe game first
So should I make a wallrun game?
i made a wall / floor texture using blender
Like I said go small first
basically i sculpted it and then baked it out, then adjusted some things in krita until i was happy with it
If u do something small and work your way up eventually u can do a multiplayer wallrunner
Eh im moving to the wallrun multiplayer shooter since ive experience developing in Cry engine and unity
i used a baked ao map as a base for the albedo
@grim ore UE4 cant' do a simple undo, in the same session, let's 10 states, really all I need.
Well if u have some experience it's still going to be difficult switching over unless u know c++
Idk what I'm doing
Ive practised some C++
But I'm making a multi-player game and have no clue where to start ;D
@shut stump it can but depending on what you did it might clear the undo states
Once again multiplayer will cost money in the first place lmao unless u use a github with ummmm a hexcio or whatever it is
Oh wait there is a n UNDO functionality, under Edit ... I didn't notice it before
Ima just buy assets
under is normal undo for like 99% of windows apps. edit undo or CTRL-Z
Well facepalm, it's only for the main window, even if I use it on the BP Editor screen, it's for the main window actions.
Undo is annoying in a widget I recommend opening the history of changes u have done and go back as u need to
just dont count on undo, use source control and test stuff heh
Meah
I mean, I didn't change much, no big deal this time around, but I guess I'll need to look into source control if I take this project serious
Dela will go back to doing my dream game
and undo is supported in blueprints but again there is a stack and you can clear it depending on what you do
I know
I was a block head and didn't realize my game instance was reset to the original game instance so my game Saving stopped working and I went nuts
And deleted the widget
Then ate then realized my mistake
Smh
Nice
I guess I overwrote actions later, or the undo history for BP is gone once window is closed
I reopened it this time around
Oh wait I was at the top lol
speak of soure ctl, why am I getting this, its taken hr + and no closer to sollution " Workspace 'MyGame' does not map into this project's directory.
" ? π¦
source
I recommend Xeon processors for UE4 π
what are you trying to do @midnight root