#ue4-general
1 messages · Page 933 of 1
I have a ball that has a widget component for an indicator so people can see it. But when the ball rolls, the indicator does too, instead of staying on top. It's set to screen space already, so how do i make it to stay above the ball?
This is what I mean
Not sure if anyone can help with this, but I am unable to find a solution. This is a game called Conan exiles and when you zoom out far enough it will give you a bad tan line on your legs. Your legs can be cut off so I think its a model issue, does anyone have any idea how I could try to fix this?
this is a development discord, not a game support discord. :) However what your asking for is not possible. thats textures on the character and would require what is called a Core Mod to change.
otherwise its what the characters textures are. probably has something wrong in the material settings would.be my guess.
I understand, normally I wouldn't ask a specific game related question here but my options had run dry rather quickly. Thanks for the input, I appreciate it.
hello 🙂 is temporal sub sample value 16 , too high ? i get D3D error after 5 frames :/
Could I get some help making sense of a crash log?
why does lighting darken when you move but then after looking in the same spot for a bit get bright again
@jolly jungle Auto Exposure/Eye Adaptation
I have an issue where when ever I package my game it breaks all my lighting, if I switch levels it breaks my lighting, or if I save and reopen the project my lighting gets broken. I checked dumpunbuilt and its basically the whole level
have you tried a new simple project to see if its the engine, your machine, or the project?
yes and it still happens
Im streaming the level with all the light information into a persistent level that has nothing inside of it
Does an actor simply existing with a blank static mesh have any effect on performance
I’m planning an open-world survival in which each cartridge persists as an individual item, yet they won’t be visible all the time
Rounds loaded into a magazine will still exist, but won’t be seen
any actor has some performance hit, it has to exist. If it ticks it has more. the more components, more especially if they tick as well
generally if its disabled its going to be negligible
one you figure in culling and stuff just dont be crazy
How about hundreds of identical actors with blank static meshes and tick disabled
theres no way of knowing until you try it. I think if they are all disabled it should be fine but I have never tested it.
Any suggestions for a better way to handle it?
dont leave stuff literring around?
Having hundreds of not thousands of individual cartridges, each with their own variables I mean
its probably why you dont see that in most of those games, why there is a decay rate and such
For instance, a loaded magazine
its going to be part of the mesh when you are using it, other wise they dont really exist
it would be data in a chest for example, when it spawns then its in the world as a generic data object so a mesh yep
as long as its not doing anything but existing it should be fine
So a magazine with say 14 actors attached should be fine
i mean technically every "static mesh" in the world is a static mesh actor
magazine shouldnt have 14 actors attached to it
Why does a magazine have 14 actors in it
Each one would be an individual round
no reason for that at all
You are keeping each bullet as an actor?
That’s what I was considering, but I figured it wouldn’t be the best choice
Which is why I decided to ask here
well what would be the good reason to do that?
What exactly are you trying to accomplish with that.
assumingly you dont have the inside of a pocket on a jacket modeled for example
Each cartridge would have a set of variables such as Fired (bool), Pressure (integer), etc.
so the blueprint holds data, yep, thats what variables are for
I figured one option would be to store the data in a table of some sort when a round is loaded into the magazine. When the round is chambered so to speak, it would spawn an actor with the data
But I don’t know how to do that, so my other option would be keeping the individual actors in the world
ok so spawning bullets in the world with data is odd
Feels overengineered.
^^
Like it is not a real gun, you don't have to think about chambering.
but I guess depending on how you plan on firing and if its something like a line trace hit or a physical item then it might need to be like that
Honesty, my whole project feels like it’ll be overengineered the more I think about it
or having real bullets.
take a look at some of the ways that stuff works in other games or tutorials
I’m trying to prioritize realism, meaning a lot of common FPS mechanics will go right out of the window
Wouldn't having physical bullets be a bad idea, since the colliders won't trigger hits due to moving too fast?
in the end the game is just simulating data doing stuff
you can still do line traces per frame to test for penetration or missing, and CCD can help.
just depends on your goals for the game
^
Depends on what you want to do.
Like yeah having bullet actors isn't a normal thing, but maybe your game needs it.
making stuff shoot? simple. making stuff feel good when shooting? not too bad. making stuff feel accurate when shooting? still not bad. making stuff accurate when shooting? ugh.... but do you need it?
I actually found a tutorial series for ARMA ballistics, and I’ve been meaning to check it out
Only problem is that I still need to actually learn C++. I have zero patience for sitting through tutorials, so I’ve been taking college courses
keep in mind the more you scale the project the more you might need to scale DOWN your systems
you dont need to learn C++
Anybody ?
Like if you want you can probably create a gun that propels physical bullets with force in the physics system.
but it is too much work unless you need that in the game.
the default FPS template uses physical bullets that are faked but look like they are using physics
The discussion started off as more of a general question for how I should handle the system I’m planning
In the end it is all 0s and 1s.
My way of working is to go as simple as possible, fake the stuff to make it look real.
By the way, in case anyone was wondering how batshit crazy “dedicated” I am to this project - I created individual rifled bullets in Blender even though they’ll only be used as said bullet is flying
I made air bridges created by pockets of warm air when a button was pressed:
I could have probably set it up to create an upwards force vector to show the wind.
I instead put in blocking volumes and wind particles XD.
Another thing I want to try, btw: physics-based recoil rather than animations
Skeletons ... What are the differences between a sockect and an actual node in the skeleton .. does a socket have a transfrom or similar ?
Could someone checkout #blueprint channel please ? 😊
Node or bone?
So any other ideas as to why lighting breaks when ever I change scenes or package?
@winged cypress so even a simple project, -> new third person template, duplicate map, build lighting for project, package, and it breaks?
not on an empty project, I made a copy of the same one and it happens
ok you need to test the basics, but it sounds like your project is the issue.
in that case you could go into your project with it closed, delete all of the .builtdata files, re open it and then go back in and rebuild all and save and see if that helps
and your saying just simply building all, packaging, and coming back to the maps breaks the lighting?
When I bake it all I go to the persistent level then test drive in the editor and it works, but the package I get from that the lighting is broken.
Or if I switch from the persistent level to another the lighting breaks
so are your lights in the sub levels or the persistent?
it seems like this is intended based on the order you open or load them based on what I am reading but you should still be able to build them separately and use them or look into the new lighting scenarios
all the levels get built no problem but if I leave the persistent level and go back its all wiped
its wiped or it says it needs to be rebuilt?
Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next‑generation consoles, current-generation consoles, PC, Mac, iOS, and Android.
So UE5 is right around the corner eh
it needs to be rebuilt
Says most things should be forward compatible. Hoping my plugin works as is in UE5.
Could somebody message me please, need help with my post processing I get a tan border around my screen I’m using 4.25
Could it be because the persistent level isnt marked as a lighting scenario?
I was referring to my lighting problem sorry
Does anyone have any idea how I can fix this thou
looks like you have a dirt mask on
@winged cypress and this happens in editor? Im trying it now and no issues in editor. I get the message but its a red herring since the lighting is fine. packaging it up now
show the post processing material graph
This?
hey guys im using movie render pipeline to render 900 frames. i’ve enabled high resolution + anti alias (8 temporal sub samples) ,warmups 32. but i get stuck around 7th frame saying “D3D crash or device lose “ i dont get this error rendering 1 image tho. just a newbie sorry :/
yep no issues packaged @winged cypress This is one persisten level with nothing in it, and 3 maps each with different built lighting. I am swapping between the 3 in build and no issues https://i.gyazo.com/dd458597c511c2e8211c7cc9c32c7833.gif
I get the red error in editor if I have more than one sub level loaded which is expected but the lights are fine
is the persistent level marked as a lighting scenario even though its empty
@plush yew chances are your card took too long to render. look into increasing the timeout with a registry change
none of mine are marked as lighting scenarios @winged cypress. All I did was go in, make a blank persistent, duplicated the default level, added them, as sub levels, hid all but one and built its lighting, repeated, and added some code to load/unload levels
@grim ore thanks mate. i’ll check 🙂
is it okay if i put 1 sub sample ? for anti aliasing ?
@plush yew thats just going to depend on your project and hardware
ok thanks mate 🙂
maybe its my level loading spaghetti
I may have to try a simpler approach to debug, I have a main menu, level select, and fading load screens
Thank you for looking into this with me
anyone got patch notes for the new 4.26 update?
thanks
@grim ore if I make my landscape and the assets for said landscape before all of the core functions and mechanics will I have to backtrack to make mechanics fit or is it free form enough to do it in reverse
Any idea on my post processing issue
we would need to see the entire material graph to even guess, but my guess is you have a texture set up wrong
if your shaders are not compiling anymore, your going to have to open up the material(s) and compile them and see if any give any errors
"scene texture not available with forward shading" my first step would be googling that o-o
well it looks like you have forward shading on and that just wont work with it
turn your rendering path back to deferred
Ok so I just uncheck it right ?
if its checked yes
Ok it says it has to restart so let’s see
Soon as my project opens back up I’ll let you know it’s 39%
Ok it’s open
Hello guys I have a problem with my project as I can see
when I want to import animation why it shows me 3 skeletons when I have only 1?
How can I understand which is the correct one?
I have 2 game mode-s too
wtf
All are the same one choose anyone
Where can I host servers for Unreal Engine Multi User editing
yeah maybe they are but I want to have only 1 which is same
not 3
idk how they are 3
hwo I can delete the 2 of them and have only 1?
Which Server Hoster lets me host Unreal Engine Multi User editing servers?
The question is how to host multi user editing server
can you explain
It’s working now thank you
Normaly u can host it on your Pc
yes but how will you host it an a server
You now server for Games or for office and I ask if it is an unreal Engine Server Hoster for the plugin Multi User editing
that means you just need to install unreal engine on a server
i love this engine
guys, how r u all here? Can someone please tell me if there's a way to attach one mesh to another animated skeleton so it follow animation? I know about master pose component, but it requires meshes have exact same skeleton structure. I can't believe it's so hard to do it in Unreal.
in Unity all you need to do is parent one mesh to another
and that's all
attaching a static mesh to a skeletal mesh? you would use sockets
you could also just child it but that doesnt mean it will follow the animation just the item
yeah, sockets doesn't solve the problem
what are you trying to do?
Well.. I have a ship, what have a in air idle animation. And now I need to add a cockpit to it.
and the socket wont work?
Nope. As you already mention - I will follow the objects transform, but not the animation
It's not.. maybe because I have physics on the ship also?
yep
sec, let me record a video for you
yep physics enabled and an animation playing, ball still sticks to the socket
it sounds like maybe the item should be authored with the cockpit with the animation if that is the end goal
So I had an idea for my pistol. I’d been trying to figure out how to make the bullet appear as if it’s traveling through the barrel before letting physics take over, and a painfully obvious solution just hit me - using a timeline
The bullet is attached to the case, so I’ll grab the a barrel length variable from the gun, take the round’s velocity into account, then use that for the timeline
The moment it exits, physics take over
@proper willow I dont, its weird you have an invalid player controller so I didnt say anything. its basically saying no controller or player camera manager which is odd
@proper willow https://www.youtube.com/watch?v=-CSjh0CUx-Q
so it follow the movement, but not the animation
I'm not really folllow
all models modelled in 3d software 😄
Holly shit that looks nice
thank you 😄
That is indeed strange. But looks nice haha
@proper willow the meshes in blueprint and cockpit is a child of the ship and binded to the socket.
but I also Set All bodies below to simulate physics Blend wieght
well.. not exactly. I need to move it a bit
Well, yeah, it will fix the problem 😄
but I really hoping there's a easier way
later on I need to add something more and I was forced to add to it skeleton also?
that's so strange
by the way. I also have that problem with first person camera in cockpit
it doesn't follow animation
and I can't add to the rig 😄
camera inside a cockpit
it also doesn't follow ship animation
Does anyone have an idea what r.raytracing.reflections.ExperimentalDeferred is for?
It does improve fps significantly when raytracing
you know what strange? headlight is binded to the sockets and it follow animation
I think maybe problem only with root bone?
hm.. I am right. Problem only with root
problem solved )
I added virtual bone to the root and bind cockpit to the bone
@lusty carbon seems like experimental optimizations.
is it possible to use a mask for a subsurface profile, and if yes, where would I do that?
Is it possible to clear the hotkeys for numpad + and - in Unreal editor? I rebinded those into something else but still when I press them It moves my camera up and down. I could not find them being assigned to anything from the hotkey editor
hy there, i got a little problem,
i need multiple lights in my scene with same values like intensity, color etc., what would be the best way? a "blueprint"?
If you want to easily be able to change it afterwards (so that you can tweak the values) you can make a blueprint of it yeah
cool, would that be a "actor blueprint"?
when i place the light in the blueprint, i cant change the lght value
That’s because you seem to be using a child actor with in it a light, there should be a light component you can directly attach to the current blueprint.
@kind mulch hm i dont quite understand that, i dropped the light into the blueprint (what to be seems wrong), do i have to insert the light somehow other than dropping it inside the blueprint?
In the top left is a green button "Add Component", try finding the right light and add it through that 🙂
Also sorry if I may not respond, I'm updating drivers etc. xD
thanks so much would never have guest that one 😄
do not worry i am thankful for every help, best luck with that drivers 😄
Thanks, they already crashed my entire PC just now lol. Anyway enjoy 😉
another dumb question, cant i reotate/move the light in a blueprint? it seems that the pivot/gimbal is not showing up when i select the light
Is there a way to change the size of the playable Character
Where can i scale it ? (Im rly new)
Im looking at getting some more city roads done for a project, and it always trip me up some when it comes to intersections and getting in general better control over the creation process. Is there a either some good pluging out there, or is Houdini the way people go with more complicated projects? been thinking I might need to pick that up to get it properly done.
if it's a vertex offset you can use world position as pseudo-randomness
thats cute, how did you do those trees?
For the shader; it's just emissive! (The wind shader is just using black to white vertical mask & a "SimpleGrassWind" node.) And as for the models; just a bunch of iteration till I get a nice silhouette; then I color. 🙂
what version of UE should I use if I don't need the latest features
what is the most stable recent version
or most preferable by your standards
@pseudo pulsar https://forums.unrealengine.com/development-discussion/rendering/7468-how-to-add-randomness-into-shader
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
alternativley you can use worldalignedtexture and tile a noise texture across the world and use part of it in the wind effect
Tyvm! That thread looks like it's exactly what I'd need! I'll also see about doing a panning nosie texture though. My Wind Speed caps out at 1 so maybe I could do a 0 to 1 wind speed field. I'll check both options out. Tyvm again!
How will porting UE4 to UE5 be/
how long is a piece of string?
twice as long as half of it ;p
There
Aparently it involves Rationalizing the Universe
Back again with my (corrupt?) structs. Has anyone fixed an issue like this before? I can't find much on google.
hey lads, im getting errors for levels that dont exist anymore
@forest tree any chance you are using hot reload or is this after a fresh open of the ide?
idk, you can maybe find it in unreal engine marketplace or 3d model sites like cgtrader etc.
You can do yourself too. In game deving, modelling knowledge is important.
hello guys, do you know why when i press 'play' the player gets teleported in the sky?
Did you add a player start to your level? Otherwise it defaults to spawning you where the camera was last in the editor, or something like that.
i dont want the player start for now but i mean it teleports really high and not where the camera is
it happens even with the player start
This error doesn`t seems to happen in UE 4.26.0. I´m currently in 4.26.1
Do you have any code that manually spawns the player? If so, maybe Z location was set wrong. Also, check your gamemode and set the pawn to spectator or something besides the character you don't want spawning.
That’s a thing for your multi user editing plugin, contact the dev
Multi-User Editing is a built-in engine plugin.
Oh, I haven’t seen it then.
Maybe they changed something in 26.1 with objects
Fix one bug, create another.
just a guess ¯_(ツ)_/¯
tried everything... its not working
bruh the problem was my sky sphere.... the engine automatically created a collision...
Hey guys i have a problem with my widget. The image in my widget has different resolution depending on how big the window is when playing the game. This results in a weird looking widget like this.
how do I make the image in the middle always fit inside. I tried different anchors but it didnt help
Hello everyone. Having trouble using 360 video with ambisonic sound aka 4track ambix format. What's the best way to do it? Can anyone help out?
I imported the 3rd person character pack and placed it in my scene but when i hit play it doesnt use the character. how do i activate it?
@random summit there are a few more steps. If you want to DM me, maybe I can help a little bit?
I need some suggestions and information. I’m trying to make a 2D game that works like Minecraft. I do not know how to make voxel like block generation with biomes and noise. If anyone knows how to do this or knows a good tutorial for it let me know. I’m trying to stick to only blueprint mode but if c++ is required I can try that.
Is it possible to lock an actor from being clicked / selected ? How ? I'm aware of Selecting > transform > Lock Actor Movement. But what i want is to not even be able to click it
how do i add swimming but where i press Y to float upwards and press A to float downwards
and push forward on the analog stick to swim forwards
and can turn the view with the right stick
Hello guys, I used orbit package and i deleted it and now I mirgrated the ue 4 skelet from enw project
now the character is not moving, like the animations are not setup
when I open it, it asks me which skelet to use, I click this new one and then I have this
what to do?
How do I enable Motion blur for my moving UI element?
I don't think you can
I have a speedometer and there is no way to have the dial have motion blur?
im struggling keeping my levels symetrical
im trying to build a sort of temple levels but some things are turning out to be uneven
how to use the stylized modular character pack that is free this month?
yes
also yes
if you move things the editor needs to make sure all the references and stuff remain intact + create redirectors etc
I mean, it's coming through your entire project, for every file you move, heh
likely
you don't move things around all the time
Drive speeds etc are also a factor
aye, also memory availability
SSD makes it faster?
yup
m.2 make it fasterer
needs to read and potentially write to a lot of files, so the faster it can read & write...
sadly not
also the word you want is 'migrate'
Nope, things must go into the root content
(importing is something else)
never move assets outside of the engine, that is almost guaranteed to break references
What some people do is create one project that they install every asset they own into and move them into a folder like you are using. This means that in future projects you can migrate single/multiple assets very easily to new projects **and ** have the same folder structure.
yeah, I also have 'dump' projects for specific engine versions that I install stuff to / migrate from
I cant believe there is no support for motion blur on HUD/UI elements
are they going to add it in UE5?
Taking a look at how to set up Radial Motion Blur.
how do I save a modular customized character as its own mesh?
@dapper frost hey uh if you go into the skeleton and choose "Make static mesh"?
I'm not 100% on how that all works tho I'll be honest
How do you activate the "one file per actor" feature for a level in 4.26?
which skeleton?
i have the blueprint for customization
@dapper frost yea I haven't used that asset so I don't know what abilities they give you regarding your customized characters. But for example just of what I mean, it's that when you for example create a template and go into the character blueprint and click the character, you get access to their details where you can click the preview that has your character's mesh on it and in the top right there is a series of options regarding your character where "skeleton" is one of them
does anyone know why the projectile option isnt here?
@dapper frost so if you can create a character in whatever way they allow you to, because there must be a visual aspect to it, you should search through the options there because they do allow you to at times create a mesh from the options. Sorry I just haven't used that asset.
@limber cradle I would suggest searching for the root of your problem instead of imagining that something should be in the engine. I am definitely not being rude, but you can wish all you want and I'm serious you can say "why wouldn't this be an option" about a lot of stuff. So start at the beginning of your problem and search for documentation and tutorials
dont think so, im going to check it
right if you're doing a tutorial I would take a step back maybe
@limber cradle also you might be working with a newer or older engine version
im with the newer engine version possible
@limber cradle projectile is not part of that enum (ECollisionChannel),
https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/ECollisionChannel/index.html
if you wish to add one, you can use
https://docs.unrealengine.com/en-US/InteractiveExperiences/Physics/Collision/HowTo/AddCustomCollisionType/index.html
to add a custom collision type
humm okay, got it
@limber cradle right if it's different than your engine version, there could be any number of differences jsyk. Newer versions don't necessarily have all the things the older versions have/had
yeah i know
kk np jsyk
thanks guys
good luck
https://www.youtube.com/watch?v=Mu4oJvirSGc&t=196s heres the tutorial im following, the guy just goes to details screen and the projectile option is there, that's why i thought something was missing, its about 3 minutes of video
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: ...
@limber cradle yea he does you're right
I would either look for a different tutorial, just continue with that tutorial and see if he explains it later or create a custom channel and set it the things that he says. That's a weird one. I'm sorry about that.
sure man, thanks though
@limber cradle
Hey guys I'm making a new fps game and I need some help. Because this is my first game I don't know where to start. I want to make a world but brushify.io and others cost for it. So is there any website or app which I can use to make worlds without paying anything?
Can't you use the built in terrain editor?
Umm... Actually I have just started learning UE so had no idea about it.
Will check it. Thx
NP at the top in the tool bar where it says "Modes' click it and then click Landscape
Ok
Good luck with your game 😄
that emoji looks aggressive to me for some reason lol : ) <-- there better
The smile one lol it looks like Im being sarcastic or something haha
cya
1pm here dab
Bright day too! Sun is shining bright!
goodnight then haha! 1am is late!
Oh I tend to just go to sleep at 1am, no later than that
Well I don't get the point of sleeping except gaining energy
can epic change unreal's license after my game release? If i pay 5% quarterly for example. Are they able to change it 30% anytime?
i know its one of those annoying questions 😄
but still not that clear for me
Hmm...
I don't think so
Because when you published ur game you agreed to just pay 5%
So yeah
I don't think they can do it
Well I'm not the right person to ask it, but if you go by logic and the terms and conditions, it should be that only
If you can then try asking in the general vc...
It would unlock the general chat there where you can post screenshots
Oh ok
Then lemme search YT
Same to you 😄
Hey guys. Is there any way of using ps5 controller features in unreal? Haptic and triggers?
@plush yew I'm sorry I couldn't find what you were looking for...
Anyone know a good tutorial on how to make flying enemy ai? I have looked everywhere but cant find anything
help me Im desperate 😦
I'm terrible at this. How would I get a reference to my enemy Blueprint class?
is there a way to check if a map (a specific pawn) is completely loaded and then can use input
so decline input for him until its loaded completely
Guys, how the heck do I move gizmo/pivot to a vertex? While holding V, I can snap objects to vertex' of other objects but I can't move the gizmo of the object I want to snap
Middle click + V doesn't show any vertex points for some reason
https://www.youtube.com/watch?v=lK9R_vRzlLo good night, guys! Maybe someone knows why particles at some point just die instantly although I set alpha over life curve?
@potent bridge thats the question. where is this blueprint, how many enemies do you have, how does it know which enemy you want to do that to?
Right before CastToTestEnemy you could put for example a SphereOverlap
Assuming there could be multiple enemies at once
@smoky sonnet Why do you need this?
I suppose a pawn can only receive input after loaded
Are you stuck with navigation? NavMesh is only a ground navigation, but for a flying enemy could possibly get away with setting gravity to 0 and interpolating the pawn/character to specific locations given by X,Y,Z (and checking for collisions)
Does anyone know how to change the screen resolution for different mobile devices? I've been looking at the DPI curve graph and i am so confused lol
anyone know why the character and the sky is so bright? There is a cel-shader on the character
actually this is more of a graphics questiob
question*
Does anyone know how to get foam to turn on with the new ocean/water stuff in the newest version? I assume there is a checkbox somewhere to get it to turn on but I'm not finding it.
Reduce the intesity of the shader?
very good chances it eye adaption lightening it up due to you being in a dark place
when i start making something after a bit i realise ive being just trying to recreate a game that ive already played
i want to make the same style of game but i end up trying to put everything in rather than just being inspired by it
when i play a level without a camera, ue creates one automatically
if i place a camera on the level by myself how do I use that camera instead ?
just a camera? you really can't easily. do you just want a fixed camera or one you can control or?
set view target with blend
guess i found
you can drag it in the lvl and set viewtarget in level bp
i switch this from none to player 0 and worked, now when i press play it uses my camera instead a camera created automatically by ue
@grim ore do u know where to learn about this player 0,1,2... thing
there isnt much to learn, player controllers exist in the world and represent people using the project. it starts at 0 and goes up from there depending on if its multiplayer. for the most part player 0 represents the person behind the screen
so how game lane fall guys that has so many players works
it would not use that player x thing ?
the server would have to worry about that and thats not an issue
I am having a very tough time with the FBX importer, it doesn't work properly when the number of meshes changes in the fbx, is this a known issue?
ik this sounds like a stupid question but why are all my widgets bigger than usual. i am using the chaos version. what i mean by "bigger than usual" is that when i am watching a tutorial the widgets are smaller, unlike mine.
different resolutions for your pc compared to theirs?
i am not sure
lemme see my res
i have 1920 by 1080
and it says that is the recommended res
oh scale and layout
yep sounds about right. is it just the icons like in the viewport or the entire ui?
i changed it to 100% and they are now smaller
entire ui
but i think i got it now
ah yeah windows scaling
is there any sort of reusable behavior for scene components in the engine? Like how Actor Components (not scene components) work for actors?
@broken moat not really
you can make UObjects, and use them, but you can't add Components to Components.
sadness. I keep having to do stuff like subclass capsule components with special behavior, then do the same thing for a box, sphere, etc. I tried something where I had a scene component that would do stuff to its parent shape component but that turned out kind of clunky.
I'll just keep at it then, thanks!
I hate to sound like a noob... But I forgot how to do something... I know that you can put the picture on a plane but how do I import it into my scene so that I can place the picture on the plane (example, picture frame picture, poster or cardboard cutout "which is the look I'm going for") in UE4 so that it still keeps it transparency?
how do I remove this off my screen?
Okay, I will
Okay, it worked, thanks!
I need some help
So i tried making a first peraon camera in thirdperson
and when i look down my camera goes too low
how do i fix this
How do people do, like, lazer pointers for guns?
or actually, where can i ask tmhn like that
what do you mean by that
I watched every single tutorial
like, you just pulled the first person camera into the guy's head?
about first person camera
you want to convert 3rd person to 1st person?
yes
Nope
so camera boom is still long
but the camera has been moved into the 3rd person character's head
wait wait where
does it?
does the camera Z position decrease when you look down?
is that what you mean by "the camera is going too low"
is the camera no longer in the 3rd person character's head?
so you haven't tried to bring it into 1st person yet?
1st person template?
you're trying to go from 3rd person template
and make that a first person game, correct?
and you want it to be 1st person
yes
so i attached the camera to the mesh head
why
hmm
and i moved the camera into my character's head
In this short Unreal Engine 4 tutorial I want to show you how to turn a Thirdperson Player and Camera into a First person Player for FPS games in which you can see the whole character.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
Facebook: https://www.facebook.com/jayanamgames
Patre...
is this the tutorial you used?
I watched every tutorial
There is only a fix
Only if i untick Use Controller Rotation Pitch
but if i untick it ,the nose from my character is not following the camera anymore
If you undertand what i mean
And the camera is clipping throught the body
Is there a way I can create a static mesh out of a socket in another mesh?
(For example, making weapon_r its own mesh)
Is there a way to draw a debug sphere only if in the viewport or not playing the game?
hi guys, im using water material from starter content, but i dont know why doesnt display at all
Can anyone answer this for me? I know that you can put the picture on a plane but how do I import it into my scene so that I can place the picture on the plane (example, picture frame picture, poster or cardboard cutout "which is the look I'm going for") in UE4 so that it still keeps it transparency?
guys i linked my fucking github to UE4 and I am still getting 404 not found when i try to download ue4 source to set up dedicated server
might just take some time, if its been more than a day maybe try again
it shouldnt but it could
going to see if i can torrent it
ugh software is so annoying
can someone put it on google drive for me 😛
lol
@vernal dock I hate to ask, but after linking it did you try to close out and the login to github again?
yep i tried that
But to confirm you closed out the browser your using all the way? not running in the background?
im going to unlink my github while i am signed out of github and try again
is there a link to the github source code from epic games dev portal somewhere?
You shouldn't need to unlink it
ok thanks
on UE4 game launcher there is a link on the library tab I think...
log into your github account, on your dashboard in the top left are your organizations. it will show up in there
no need to go anywhere but github to get to it
when i click that link it just brings me to my home account page on github
Why is power needed in this context I'm watching a tutorial about changing textures over distance rn shouldn't it also work without it?
how do i get that mathew?
top left corner of your home page on github
yep your not in it yep so just have to wait
so freaking dumb lol slowing down my whole workflow
thanks for your help guys i would be so effing confused
When I 1st worked with Github... I was completely taken back and thought there has to be a better way... but once you get used to what you have to do and so how it all works... You get use to it... Becomes 2nd nature...
i guess i will set up aws while i wait
Hey @grim ore can I throw a question your way if you have a moment?
@grim ore I know that you can put a picture on a plane but how do I import it into my scene so that I can place the picture on the plane (example, picture frame picture, poster or cardboard cutout "which is the look I'm going for") in UE4 so that it still keeps it transparency?
did you export it with transparency?
I want to say yes as a .png file type
then you would use it like a normal texture in a material, just have to make sure the material blend mode is masked or translucent so alpha is used
then plug the alpha out of the texture sample into the opacity or opacity mask input to use it
do i have to create an organization on github to get the source?
nope
@grim ore Thanks
pretty much if you can go to https://github.com/EpicGames/UnrealEngine it works, if not you wait or try again
almost like when people said to wait they were speaking from experience
👀
but yeah it took me 2 days when i connected mine
@grim ore what hack did you apply to learn so much about unreal engine >~>
would anyone know how i could have my game be in the size of 256x192 (like the image below) but have the window be 1920x1080?
@plush yew lots of time
@slate thicket That would be found in project setting I think
where can i buy that D:
time being the most valuable resource in the world, and isnt for sale
its the ultimate crypto currency
will go there
anyone knows how to fix super slow c++ compile?
I change one line of code
and it takes like 10 minutes to compile
anybody know if UE5 will finally introduce a new Editor UX/UI?
not sure
i was kinda thinking they would target GDC
but thats July now
so its kinda late
No one knows the UE5 release date. maybe some Epic employee's but not the general public.
Right now I have some janky blueprint that does the flying but there are lots of issues with it but I will try to do what you said and see if thats better or even works 😄
They just said late 2021 on the stream. More interesting is when the preview will drop :)=
Man the new Property Access System is so amazing, where has this been all my life. Now I just wish I had it for Blueprints too
Property access system?
yeah happens a lot to me
What new things are we getting in UE5
restarting editor fixes it
Lumen :)
If you go into blueprints , to properties where it says "exposed as pins" you can click and select a property from actor, character or whatever directly, and it will be put inside the node beside the property, and use fast path. Less clutter, better performance
They said they are bringing bounced lighting in UE5. But doesnt UE4 have already raytracing?
is that a 4.26 thing?
yup
aww :/ Maybe you can convince them to upgrade, altho usually difficult, Get the sense they fixed a lot of things in 4.26
@sterile tulip https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5 small google search
4.26 has performance issues
too many reports about that, not worth the risk
Yeah, I've seen something about that, hard to believe. Must be some setting they turned on per default
People are noticing a significant drop in frametime from 4.25 to 4.26, and we are too close to open beta to risk anything also
How it looks with Property Access
nice
Yeah, that's usually a difficult sell 🙂 dont have time to go and refactor for new features either
Also the Enhanced Input System is amazing, think that is in 4.25, but like no one uses it yet. So nice to be able to put actions and axises in classes instead and map/remap as you want without needed to change in project settings
I've heard some nightmare stories about Unreal porting... 🙂
it's in the plugins
I dont think its cloud as you need to add them. Must be something with new sky light and/or atmosphere (if people are using the SunSky Actor)
ahh, might be new too then
Ah yes i did enable that in options
I swear to god one of the biggest problems with Unreal is just unraveling what features there are
mine is turned off and i still get that behaviour @bold hornet
yeah Enhanced Input is 4.26 only
:/
They've done like 0 advertising about it, I found only one youtube video about it
i heard about it
but was not interested
did not know about the property thing tho
Also whole new Network Predicted movement, which I really cant find ANYTHING about
ah i know a lot about that 😄
oh you do?? usable?
was talking to Dave Ratti a bit about it
not really, it 'works' but still has issues
Nice! you think it'll be viable in a few months? is there a github sample somewhere or something?
He is hoping to have it working before UE4
UE5*
but recently he said it might not be.
yeah, but it looks so good
easy to use?
i did give him some suggestions, to improve usability, which he is going to put in
I thought even Epic thought the gameplay cue concept was flawed 🙂
it works, and it works well
but it can be done better, but at the time, they had no better solution
i really like the idea behind gameplay cues tho
Does it? I saw some statement by them, and also that big talk about Potential issues with GAS talk mentioned it was less than optimal for some scenarios
i heard they might also take the cue out of GAS dependency
Yeah, probably just need to be coupled differently
so other games can utilize gameplay cues, without needing to use GAS
i find the concept of them really good
ie i can just put a tag to fire a cue
designers don't need to open tons of assets to tweak a particle for example
just one Gameplay Cue blueprint, done.
well its nice that general concepts from GAS wanders over, like gameplay tags. I wish they did something more versatile for payloads and attributes
Payloads is the let down for me in GAS
i have worked around them, but then i think, how could they do it better
They idea of having a class per effect/ability is, and couple it up somewhere else is amazing
you basically have to implement your own class right
and really, i have no idea how they could do it better
a lot of people also forget you can create your own Gameplay Effect Context, which is what i do. Then for things like knockback, i execute an already granted (always granted) knockback GA via a Gameplay Event, pass in the Effect Context, that holds the hit result, knockback magnitude, etc
a lot of people forget you can do things like that
well, that's true, but than again it can be a bit hard to get into GAS 🙂
yeah, when work calms down a bit, i want to do some streams
cause i know a fair bit about GAS, and would be nice to show people some concepts of common things
It struck me that when I work more with GAS it'd want to do a framework to abstract away a lot of stuff, and make server/client/prediction stuff separated. It's too messy with everything intermingled. And you could do some nice layer to access attributes etc more cleanly
Yeah, I read some of your articles, great stuff
Why is power needed in this context I'm watching a tutorial about changing textures over distance rn shouldn't it also work without it?
Power is to make colors darker and lighter right?
nope, its math
it takes the base and raises to the power of the exponent
Ye but in the end I need a value from 0 to 1 to lerp the other texture
So for what do I need the power power is there to raise values like you said
well how are you choosing to lerp it basically?
like basd on distance apparently
but whats your distances
1 sec I send you a screenshot
Like this
And then contact the chlamp to alpha ofc
yep but whats your distances you want this lerp to happen and should it happen at the distance or over a distance
It is 512 it says it in the upper screenshot
well isnt this what you want?
Yes it is but I'm wondering why I need power for it since im watching a tutorial about it I wanna lern it and i don't get why the power component is needed
a distance of 2000, there will give a value of 0.02
grr
so that is the same camera to preview distance with just more and more nodes hooked up and you can see what it does to the number
I do find that Epic could provider some more user-friendly nodes for some of this stuff 🙂 its not like one should need to do vector math for everything. Maybe there are, hard to know 🙂
Just learned about SmoothStep today
the first is raw distance, then you divide to make it smaller, then you power it to make it even smaller
so those numbers, the 512 and exponent on the power, are what you have to figure out to get your desired result
and no you dont need the power, but it is used to get it even smaller if needed at an exponential rate
this BTW is the entire graph to get that
the debug nodes are awesome to figure out how stuff is working
yeah wow, didnt know about those
btw this is fugly but... remap works wonders for what you want
yep lots of ways to get stuff done 🙂
It'd just make a function called DepthLerp or something like that and never think about it again 🙂
yep one you get it done you wonder why epic doesnt have it already lol
I'm like Sherlock Holmes, can't have too much razzling about up there 🙂
I think because all shader developers are hard core math nerds 🙂
oh god I wish I was, it would make this crap so much easier
just keep hammering at that crap with a tuna fish and eventually I get it
Well, you only need to understand something once, than you can build abstraction layers for it, "training-wheels for my stupidity" i call it
yep yep thats the basics of learning 🙂
it's why tutorials that show you how to do something but not how it works is my pet peeve
true, and people that don't break down complexity, it's like choosing to live in a house of disarray 🙂
In the end, functions are like language, and if you construct the right language any task is easy
It's like Linus said, "Bad programmers worry about the code. Good programmers worry about data structures and their relationships."
Ryan Manning?
like him and zak parrish are the 2 I aspire to be like and FFS I don't think my brain can handle the stuff sjoerd knows
Is Sjoerd that technical tho? Ryan Brucks though is like a fifth dimensional being that sees all space and math
@plush yew same here xD
Yeah really awesome format with bite-size chunks, I hate fast-forwarding through rambling tutorials just to learn how to do one thing
It's actually a really good pattern in general I use, make small experiment levels for things you need to explore, so you can test it in isolation
And you can refer back to them later
well Brucks is like super tech artist is what it is
I guess yeah his would be more insane technical where as Sjoerd is more nuts and bolts technical
by their powers combined we get volumetric clouds of death
there are waaaaaaaaaaaaaaaaaaaaay too many smart people at epic
and like most of them dont even get into the public
Yeah, but then those smart people make the most amazing water system in the world, that no one can use because you need to tweak fifty parameters in five different places in the right way so it doesnt explode
This is the epic struggle between tech and ux 🙂
thats like literally the hammer on the nail there
John Romero is a G
now imagine trying to get those people who made the systems to take the time to either make docs or tutorials explaining how it works in normal people verbage
more of a designer tho
In my work I usually work as both senior programmer and UX, which is rare, so I can bridge the gap. But it's like being a diplomat between Israel and Palestine, where both parties don't understand nor like each other
18 bugs fixed, and still loads to go
sigh been fighting with trying to figure out why auto exposure wouldnt disable itself.... an hour later oh look a PP volume has it overriden lol
I spent five hours debugging why a value from C++ wasnt coming correctly into a blueprint, only to realize it did, but for some reason didnt show it in debugging
BACK TO PRINT STRING I GUESS 🙂
I'm proud of myself, made a framework for unit testing today 🙂
Only enterprise people...
Noob!!!
😄
how dare you make such a simple mistake...
forgot to return out of a function and got UB :(
easy to do
Hey if you have a sequence and one of them goes into the return node, it still executes the rest of the sequence right? Is there a way to break a sequence?
yeah Im not quite sure
don't hold me on it, but i am sure it does
Guess easy to test 🙂
don't do a lot of BP logic like that
why... why would you ask such a weird question....
I mean I've never done it but now I must know lol
its just better layout with sequence than lots of branch nodes sometimes
i am 99% sure it ends the function
if it fits C++ that makes sense
BP.. Does some weird stuff..
I guess I should start using sequences more....
i thought it did
I like literally never use them, makes it more ugly to me
just start collapsing crap or making more functions or events lol
haha, let me show you a screenshot..
nothing is as ugly as long branch chains tho :))
see I like reading the code left to right, having it just like execute a chunk of code then I have to go back annoys me
might as well just put that into a function if you can
well, chances are you should break it up into a function
but hey some programmers put braces on the same line as their if statements so it takes all types to code

like ok so one thing I will say for sequences is it does make it easy to swap stuff in between other stuff as needed since you can just move the wire
that is the definition of spaghetti.
In my defense I had to do it! I was mapping some gnarly properties to a data format
oh, thats also only one of like five sequences in that blueprint :))
heh
How?
yeah thats true, that struct is bad, was for the game jam so didn't mess around 🙂
over 10 nodes is too much for a single part of a BP for me
is there anyway to set up like
automatic presets for importing images
If that's a custom struct you created, you can probably use the Set Members in <struct-name> node to get a much cleaner experience.
it's annoying to go through all my fbx imported textures and set them all to 2d pixel unfiltered
I hope there's a special ring in hell for people that think comment boxes makes blueprints good
It's the same place as child molesters, and people who talk at the theater.
But I needed to map my data structure against a blueprint that I didnt make
(That's a Firefly reference)
sometimes you have to make comment boxes because...... reasons
Comception
That's not really unusual for blueprints.
I've yet to manage to get my blueprint cleanup plugins to handle comment boxes correctly
Which also btw, why one should use separate parameter boxes (no sharing) instead of draging from the function box, so you see what can be split into functions 🙂
Perfect example of when you might want comments inside of comments:
@slate thicket do you know about the property matrix?
Makes the graph a little easier to navigate from a birds eye view.
I think making a separate graph might be better in cases like that
I figured. I just thought I'd chime in with a real example for the sake of reminding others. 😄
took a while before I realized you werent limited to one event graph
@slate thicket two different ways to do what you want based on your statement
i am a sucker for clean BP's tho
well best you can with UE4 😄
wish i had the uncleaned version 😄
I've started moving as much as possible into function and macro libraries, because f*ckit, they wont be corrupted as easily, and much easier to reuse and refactor
That should be at least four functions! 🙂
Its like Aretha Frankling sang, No Function to small, No Macro too trivial
I put like EVERY variable in a getter function, just so I Can interject and switch things if needed
i had to clean that mess
ugh
My refactoring Vietnam was the BallisticsFx library. Jesus Christ the horrors
see. comments good
anyone mind sharing their current PC builds (if tailored for UE4)? latest resource I have seen is this, but even that is from 2018, so a bit dated
All of that should be functions, you even have the name of the functions in the title of the comment box!: )
got it
and the answer is as fast as you can afford lol
The legendary Mathew Wadstein - you are my hero man
thanks for your tuts
like seriously...... I hug my 3950x and wish I had faster
I dont get it, what does people have against functions :)) make em pure and it's super nice and tidy
will move to lounge haha
@grim ore 3950x is awesome!
i dont think people have problems with them, its just like the next step in programming that they havent gotten to
price for performance, its on point.
like using getters and setters
yeah, blueprints are bit stone age when it comes to things like that
thank god you can "move to parent class" now
I'm going next gen, interfaces as lambdas baby!
lol
What's something new in UE4 you all learned today?
I already forgot it...
I literally learned like a bunch of new crap today and now that you asked I cant remember anything
oh i'll go with the last thing, sequences in a function will stop the function if you return out early (as expected just never tried it)
oh and you can adjust texture properties using editor utility widgets like the texture filtering and groups so you can automate processing them after import
SmoothStep and DebugScalarValues, oh and that AnimDynamics are obsolete apparently and we should use Rigidbodies
and that Control rig is aaaaaaaaamaaaaazing
well shit
@true falcon man I was just trying to get into control rig and that livestream showed up today I was so jazzed
I once went berserk and was about to wipe my computer and/or take out a morgage to buy a super computer because unreal suddenly was running so slow. Then I realized the megascans pack I downloaded and was using was in 8K
heh.. I tried to use the grass from one of epics packs in a scene and my computer just about exploded from trying
Check out this channel for some good intro level stuff, https://www.youtube.com/channel/UCi6QZk-aItE_qwR4_XnPzGw
Hi! I'm Sonali Singh.
I've loved Disney movies and its animations since childhood but never knew I'd end up as an Animator until I got an Internship at a game studio 3 years back. So I dropped out of an Animation college to work as a fulltime Gameplay Animator there for 2 and half yrs, and now I'm a fulltime Freelance Game Animator. It's been a...
I dunno where she came from, and she has like no viewers, but the tutorials are great
I've had that recommendation before so awesome
whats the deal with FBIK btw, is that PowerIK stuff integrated or completely new? I dont get why epic acquired it otherwise
I was right lol
ok so I was auditing a course today, the new unreal futures stuff, and I could swear that person was familiar and yep she does the voice over for the course on epic's site that I was just watching
thats such a funny coincidence
unreal futures, like async stuff?
what's up with this normap map?
That 3d advert reminds me of Ready Player One for some reason
that and Minority Report
ahhh, Key Shot must be pissing their pants 🙂
any idea why this displaying like shit? normals aren't flipped according to blender
they looked flipped for sure
Good evening all! Looks like you're missing parts of the mesh?
Well, it's a wreck so that's intentional lol
lol
but It looks exactly like the normals are flipped but according to blender, they are not
stab in the dark, but when you're exporting are you exporting the whole scene or have you got "only selected" ticked?
nope - I'm using Unreal Blender pipeline tool
sends it right over, in theory with the correct settings
okay, what about scaling, I'm not familiar with the export tool, but I'm assuming all those parts are separate meshes. Any chance the scaling is way off (not sure if export tool would be affected by that)
(like as in that wing in the b.g and the bit on the right are just scaled into oblivion)
Maybe the pilot knows where they went
Is the water content still partially broken for anybody in the public 4.26.1 build? The engine still seems to fail to load some of the content for fluid simulation and foam generation
@light thunder did you unwrap UVs for those parts as well?
inside a blueprint actor's Static mesh, its possible to set hidden, but is it possible to display the static meshes collision collider in game ? id like to toggle the mesh hidden, and display the collision only , occasionally, during gameplay, without faking it by adding a second collision component.
in game, or in editor for testing?
@rancid lynx search the collider details for "Is Visible During Game" it is default to be off
ty. i will look again
the only visible option i see on the static mesh is talking about the mesh itself, not the collision or colider.
You will need to go into the Static Mesh to do it.
is it possile to make the static mesh collision visible in game ? ( not the box collision, the static meshes collision ). I can not find the detail option. I do see "set hidden" for mesh, but no options for the meshes own collision
@sterile tulip not the channel 😉
I think Blender shows stuff as two sided by default, so you need to enable backface culling to see it like it'd be in Unreal. Maybe that's it?
@patent cobalt Just got through the chaos vehicle tutorial by VR marco, having some issues now where the vehicle does not move at all. Axis mapping seems correct, followed the tutorial to a T from beginning to the test phase. Tried it with two different mesh imports, both have worked in the non-Chaos vehicle setup so a bit confused why when i hit Play they just sit there hovering in the air off the surface. the Look Up and Look Right mouse axis mapping is working so I can look around the vehicle, engine is ticked in the wheel BP, but the car doesnt drop down at all. SO crazy, Ive followed this tutorial front to end over and over again today so scratching my head
you guys ever seen UV weirdness like this? Getting a big ole circle shadow projection on my sails, not certain what's causing it
Hi,
I started a project from the arch viz template but when I try to change to Directx 12 that option is missing. Any idea why is not showing up?
you can type "show collision" in the editor, while playing, it will show all active collisions, if the mesh has collision, it should show it, its not just for collision primitives
if you are using "complex as simple", then the mesh becomes the collision, but if it has its own primitives generated, it should show them too
Answering you in #legacy-physics
Physical materials aren't working on the new water body ocean.
I applied it to everything in the material and material instance and still nothing but the default physics material is showing up.
Why can't I turn off friend requests?
Can someone help me? When ever I press my "TAB"(Called) key, the function does not execute. Please help
Oh ok
Thanks @ebon linden
Hello. I have an issue with some lighting. Is this where I ask?
Yes
or #graphics
start here though 😄
What do I have to connect from condition??
Hi, im pretty new to unreal engine and all creating stuff, im trying to create a real size version of a real place. i dont know where to begin, the size is 450 000 km2
Before I dive into source code and what not: Does anyone know if the new 4.26 Water affecting the Landscape can also happen runtime or is that an Editor/Designtime feature?
"water affecting the landscape"?
That's what Epic calls it. They adjust the Landscape based on the Water Actors they newly added in 4.26.
And my question is if that can work runtime or if that's where the feature falls short
landscape doesn't support modification of any kind at run time, so it's an editor feature
Right, so something like the VoxelPlugin is needed then. sigh
can somebody please tell me why my objects in this actor has these symbols...
like human symbols
cuz i need help
looks like a bug
Child Actor Component. Notice how the their are 2 humans, a parent and their child.
unless they actually are child actors
not sure how you'd end up with an actor like that though
im new...
so i don't know either
is there any way i can like un actor it so it becomes a normal object again
GetChildActor from it.
Did you make that blueprint?
which tutorial?
i can send you
Haha, for new people and they throw child actor components at you.
no
