#ue4-general

1 messages · Page 936 of 1

next badger
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@frail portal it's a plugin now iirc

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or maybe a custom build

frail portal
next badger
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you can pay someone, that will be an easy workaround

frail portal
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I mean true but I dont have money to lol

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So I'll do it myself

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Deadline is march 10th I think so I'll work on installing the stuff and building in the background

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I'll try talking to people first to find prices then do it myself if pricey

misty cargo
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I must find a way to make this possible without using "huge" numbers

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Probably c++ but bleck I need to reinstall the launcher for that

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Cuz it be more a pain with making video studios to work

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This is the power of 1/365 or as u know it a "year"

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A degree of a circle is pie which is also 360°

foggy berry
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guys, do i need raytraced shadows to have shadows from volumes?

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i tried everything and volumes still dont cast shadows

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neither do translucent/additive particles

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(im trying to do a smoke puff with shadows but cant get shadows to work(

misty cargo
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C+10,000 = 8.48E25622

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That's pushing my phone caculator

cold condor
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Phone calculator has a strange limit

misty cargo
cold condor
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Oh I thought your talking about the calculator app

cold condor
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Oh

inner cloak
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In my project, i have folders that show empty content but if i try to delete the folder , it show a message about having files to delete ... is there a way to fix this ?

cold condor
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I don’t have that app on my phone

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Oof

misty cargo
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Mine is programed in I think

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Mine also has an fm radio app revolving around a pair of earbuds

clear shard
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@inner cloak Might be some of the redirectors is still present. I think they are hidden by default.

misty cargo
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As the fraction becomes less toy becomes more in value hehehehe

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Let's see what number will make it equal 1

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It physically can't by moving the percentage Value because a percentage is infinitely smaller xD

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The smallest I can get using a bunch of bones is just above 34 million

misty cargo
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No calculator can handle this xD
π^exp(exp(365^(1÷7))

plush yew
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hi, i have a character with a pawn that constantly follow the player and i would like to have it falling of the ledges, do you know how i can do that?

wanton lotus
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Otherwise, you can put trigger boxes everywhere a ledge is, one below the ledge and one on top, then you can have those trigger whether the AI should fall off a ledge or jump up onto a ledge (if you want them to also follow up ledges).

shadow oak
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anyone experience the out of video memory error ive got it on 3 diffrent computers, tried paging file not fixing it

inner vine
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Paging file doesn't help for video memory. Are you trying to load huge assets?

plush yew
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@wanton lotus thank you, i think i will try to put add impulse instead of moveto

shadow oak
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@inner vine im loading the demo scenes like the abandoned factory or down town

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level opens and crashes straight away. thats with an rtx 3090

wanton lotus
shadow oak
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on another machine 2080ti cant even open an empty scene gets stuck at 39%

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same thing for 2080ti drivers u think?

wanton lotus
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That is still RTX series, so yes.

shadow oak
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ill try that out thanks

wanton lotus
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39% is usual for first load too, give it time to compile shaders.

shadow oak
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sweet thanks

cosmic grove
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hi everyone im new to unreal but my dayjob is a software engineer..

this is my first game but its going to be SOOOO much fun

thorny coral
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I’m trying to test package a game I’m making, and the compiling shaders keeps going up and down

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Is that normal?

wary wave
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yes, you will just have to wait it out

thorny coral
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Ok, thanks

plush yew
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Hello guys! I was invited to this discord, and I'm looking for help, to solve UE4 C++ problem I have. Can I post it here?

wary wave
next badger
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@violet quiver before doing optimizations, you need to do benchmarking, use profilers

plush yew
thorny coral
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My PC keeps freezing whenever I try to package my game

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And I don’t know why

grim ore
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check task manager, is it running?

thorny coral
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I would if it wasn’t still frozen

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It’s been like this for 20 minutes? Idk

grim ore
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normally thats normal, but just UE4 "freezes" as its gathering stuff to packaged and then cooking and compiling

thorny coral
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Last time this happened it was frozen for so long my monitor shut off and my PC went into sleep mode

grim ore
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ctrl-shift-esc is the hotkey for task manager you can try it

ocean grove
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When I first loaded up the city park map my PC was "frozen" for 2 hrs

thorny coral
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Yikes

meager stag
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What does the white console response means? I thought it is a confirmation of input, but it doesn't always match the input?

grim ore
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from the looks of it, it was the old value

drowsy gull
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Excuse me, if a keyboard mapping relationship is written in the controller, while it is also written in the character, and the character inherits from the controller

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What will happen when I press Play

placid orbit
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HI all, I'm struggling with a issue using the PMC to create a procedural mesh. I have it working to create a (roughly rectangular) mesh pointing at the sky. The issue is I now want to rotate that mesh at one end (using the bottom end as a pivot point) to point at different things or be horizontal eventually.

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Can anyone "point me" (see what I did there?) in the right direction for the easiest math of methodology to rotate a PMC about one end? I'm having trouble thinking of the right math to apply to those for vertices to get them to rotate while maintaining the shape...

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So something like this I need to make happen, rotating the top vertex and the bottom vertices:

grim ore
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@drowsy gull do you mean you have the same events in the player controller and in the character it is controlling? input events

placid orbit
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Would Spline be the best way?

drowsy gull
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yes

grim ore
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the player controller events should fire first, then if consume input is enabled nothing else will happen. If consume input is disabled, other items can listen for it. Consume input is on the input event in the blueprint

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the order of "other stuff" reacting to events I beleive may not be fixed, it might be semi random (like if you had 10 items all listening its not guaranteed the order they would react if at all)

drowsy gull
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What is consume input?

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Node or something else?

grim ore
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click on the event in your blueprint

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its a setting on it

drowsy gull
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Ok I know

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Thanks

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If consume input is disabled , that means the character will perform the script written in its self after performing the script from controller?

sterile tulip
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Does nvidia gameworks work for console ?

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For example Nvidia Flex?

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Or can you only package it with nvidia gamework for PC versions?

vernal dock
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anyway to increase gravity scale to a pawn without a movement component?

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if not i was thinking adding force from top down

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ohhhh set phsics linear velocity maybe 😄

bronze plinth
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You can also use Unity.

grim ore
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@drowsy gull no guarantee it would happen right after or at the same time but what it means is consume input on = when this event fires it will not pass it on to the rest of the project. consume input off, the input will happen then it will pass it back on to the rest of the engine

wary ferry
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Heyho, I was wondering if anyone knows some magic to have a smooth camera look IN EDITOR. I am super annoyed by the cam always flipping out as soon as I move the mouse no matter how hard I reduce its movement speed 😄

bronze plinth
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If you have a USB mouse, unplug it. This will stop any unwanted mouse movement.
Hope this helps 😄

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😄

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😄

inner vine
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I usually use a controller for in-editor camera movement. Having analog sticks makes accurate positioning easier IMO

grim ore
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@wary ferry the WASD flying around navigation? a game controller works well

bronze plinth
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If you have a USB game controller, unplug it. This will stop any unwanted game controller movement.
Hope this helps 😄

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😄

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😄

vagrant lodge
thorny coral
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im seeing some settings in the package game called build configuration, development and shipping

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what is the difference?

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i dont think ive seen this before

inner vine
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development includes debug stuff

thorny coral
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ah

inner vine
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So if you want access to the console and such for a testing build you should use development, and you usually want shipping for the final build.

wary ferry
worthy plaza
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Downloaded a model from Megascan, but i want to remove a thing from it, its possible?

vagrant lodge
plush yew
grim ore
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@worthy plaza part of the actual model? You can try using the new mesh modeling toolkit in the engine or you have to change it in an external program like maya or blender

worthy plaza
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Yes actual model

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but can't export it in blender

plush yew
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The crosshair?

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I don’t really know, the example is strange

grim ore
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there is a HUD class, the game mode controls the HUD class, the HUD class is drawing the crosshair in that template.

lost oasis
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Good morning everyone!

nimble moat
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Can anyone tell me if my lightmap is ok for my object? the shading is absolutely awful (the lightmap seems ok but it's the only thing that could be wrong i think)

plush yew
grim ore
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USER WIDGET is not the same as HUD

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so you would not replace the HUD class in the GAME MODE with a USER WIDGET

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if you want to use a USER WIDGET for your ui, change the HUD class to none in the game mode and then create/add your USER WIDGET like normal

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so you want to still use the HUD class but create your USER WIDGETs in it?

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after you create it, do you add it to your screen?

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show your code, or start debugging it.

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where in there does it add it to your screen?

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also...... REAAALLY not the right place to do that. that will create a new widget every frame

misty cargo
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@grim ore my god your YouTube videos help

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Like good work

worldly cipher
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say is ue4 allways this terrible in performance? When I open it it instantly takes 100% of my CPU on my i5 7600k, sometimes i cant even create projects and its allways opening up steamvr as an extra fuck you

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if i was to use substance painter at the same time it would probably kill my computer

honest vale
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have you checked task manager for what it is doing?

worldly cipher
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yeah, i also had to up the priority for the shadercompileworker to above normal because defaulty its set to low priority meaning any change in there would take 20 seconds

thick herald
worldly cipher
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yeah already did that , you also need another software than taskmanager as it would otherwise not remembver the priority

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i set the shadercompileworker ot above normal but yeah. the viewport itself runs t 144 fps

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it feels surreal

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and we are talking about blank scenes here too

rancid lynx
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when I walk off a 50cm step, im instantly teleported to the ground below, instead of using gravity to fall, while using standard character pawn blueprint. anyone know how to disable the instant teleport to the step below ? its terrible looking in VR. id rather go into fall mode than teleport instantly when walking off a ledge

clever niche
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ok i'm trying to expand on using the chaos vehicle components which I know work for a double wishbone. i'm wondering if i were making an 18 wheeler (just cab shown) would option 1 or option 2 be the way to go about laying out the bone structure

light thunder
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I want a material to choose randomly per instance, from 10 vectors for color - how do I do that? I tried the speedtree color modifier, and it worked for making each object with the material have different instance of it (like in foliage) but the colors looked off - so I'd rather just make it choose between 10 colors that I know look okay)

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put a break on the branch and hover over the hit actor at the bottom, see what it's name is

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select the branch and hit f9

rancid lynx
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right click a node and add a break point i think, ive been using ue4 for 2 years and never learned breakpoints.

light thunder
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then you can "step through" to see the execution

rancid lynx
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after seeing blakestrs tip, i think ill learn about it now

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as useful as PRINT i imagine

light thunder
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I too like to do things the hardway

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no, it's more useful

rancid lynx
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i bet so

light thunder
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because it takes you immediately to the blueprint in question and you can hover over ANYTHING and if it is a variable, you can see its current value

rancid lynx
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ive seen mattW videos suggest it manytimes but, now i think ill start using it. games 50% finished X_x

light thunder
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it should

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did the break fire

rancid lynx
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current value, so helpful holy smokes

light thunder
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no, it didn't, because if it did, it would fire true

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unless you have more than one sushi character type

grim ore
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I would be curious what the == node contains for "sushi"

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yes but.... and its a big butt

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what is "sushi" in that == node

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A blueprint actor, or THE blueprint actor in the world or ?

scarlet birch
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I mean, only one sushi? I want the dragon platter.

grim ore
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your missing the distinction between an actor, an instance, a blueprint object, etc

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an OBJECT , which you are comparing to, is the thingy in your content browser. the base

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an ACTOR/INSTANCE is an OBJECT that has come to life an exists in your world

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your asking if the ACTOR in the world is the same as the OBJECT in your browser, which it is not.

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same class and type? yep. same literal thing? nope

scarlet birch
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Sorry to jump in without reading all the scroll, but might it be easier to make a collision channel for sushi?

grim ore
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in this case, casting to your class (sushi) would work if you want to make sure the actor you hit is of type sushi

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making a new collision channel would work yep and you could trace by object that way as well. lots of ways to get to the solution

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issue come from if he intends on having it check for other "stuff" other than just sushi and how to handle it 😉

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@light lintel BTW your gif kinda shows the issue as well. When you mouse over the HIT ACTOR it says its an ACTOR OBJECT REFERENCE while the "sushi" in the compare (==) says its an OBJECT REFERENCE

scarlet birch
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That object == in blueprint gets me caught up a lot. Have to rethink about how it works every time I use it. (ok, maybe a bit of an exaggeration but at least once it did.)

grim ore
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it does, the default player controller

light thunder
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How do I know, for absolute certain that a static mesh is truly being instanced? (without using foliage)

plush shoal
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Anyone that knows how to work on udk?

light thunder
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Just check if the hit actor is equal to the object CLASS

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that's a bit more reliable

sour aurora
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Heyyy, idk if this is the right place in the discord to look for help, but could I find anyone willing to look through my project file and help me fix my player characters movement? I can not work out why it.wont respond to input

light thunder
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So I would love to confirm that

plush shoal
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If someone that knows how to use udk would help me for like 3-5 minutes would be really appreciated

light thunder
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not sure, but even that you could check

wary ferry
light thunder
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@grim ore can you help me confirm that these static meshes are actually being instanced? they are still adding mesh draw calls as far as I can tell that

grim ore
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but then again I dont know the draw call count for just 1 of them on screen

wary ferry
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btw i figured out that if you have a high dpi mouse the easiest way to get a smooth camera look in the editor viewport is by reducing mouse sensitivity to 0.05 instead of 0.2

light thunder
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I know it's the editor and it's not exact draw mesh count but 352 is the count - there are 129 cars I'm going to delete (130 total)

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in the background that's foliage pant btw

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@grim ore I can use the foliage tool and speedtree color modifier but I just want the material to use the per instance random and instead of a random color that look like crap, just choose between 10 different vector values that I know look good...how could i pull that off in the material? you can see I'm close

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speed tree on cars basically makes pastels

grim ore
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how are you doing the random?

light thunder
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this is the speedtree color modifier, I'm trying to inject into but don't know how to like randomly choose between 10 vectrors

grim ore
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ok so if doing it in the material you could use a texture lookup

plush yew
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Random color is 200iq

light thunder
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basically all I'd need is object positions

grim ore
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but if this is in a material instance you could always use a blueprint to tell the material instance it's color based on a select node filled with those colors

light thunder
grim ore
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I have no idea lol. I know you can get the individual instances but I have never tried to set parameters in an instance in a foliage instance (if you even can, I assumed it was all the same material)

grim ore
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trying to figure it out and its not going well. I cant seem to just get the instances, I can get the transform but I think instances are not exposed directly to blueprints. I can trace and get them but ugh

dire lantern
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Does someone know how to add a cutscene but instead of sequencer some other footage from the internet

plush yew
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you can set custom data to instanced in blueprints and use that for coloring

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could make it random or do some more material math and have more control over the colors

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use set custom data (or something close to that) with index and access to it with perinstancecustomdata with the material editor

grim ore
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I was looking at that

plush yew
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I'm not sure if you can do it with foliage tool and vanilla blueprints. ue4 used to really dislike interacting with foliage tool

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plenty of games had to hack around that in the past

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very doable still, just not sure about blueprints

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(custom data is relatively new btw, in older versions you had to add it manually)

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it is extremely useful all around, couldn't believe my eyes when they finally added it 😄

grim ore
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tried messing with it but I cant seem to get it to read the data in a foliage instanced static mesh 😦

misty cargo
# misty cargo <@218779540359479297> my god your YouTube videos help

@grim ore to continue the compliment yours are as good as u can get them ☺️ perfect if anyone can't learn from u they should most definitely quite while the are ahead of their selves though I would like to know since u have been around for a while is there something wrong with adding values to a map in 4.21? Cuz everytime I use the proper ones u show it doesn't add it if there is what version would be best that works for a laptop and Radeon vega 8 GPU and and ryzen 5 cpu integrated gpu

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It's driving me nuts

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;-;

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U have showed maps on your videos

grim ore
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maps shold work fine, I was using them the other day. Are you making sure your key is unique? the left one in the map

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and the latest version should work as well as pretty much any older one on integrated graphics

misty cargo
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It says if the key is the same key it will replace the value in it

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I was using maps to lable my variables

grim ore
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when setting it up in the details panel, or using nodes to update them?

rancid lynx
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I have a question about CASTING, when i cast to Stone, and set TARGET to stone, when i try to get the material from the target, """"IS IT"""" pointing to a NEW copy of stone? because it doesnt appear to show the material from the "OTHER ACTOR that was hit, it gives me the "default material" from a "new copy" of stone. is this correct ? how can i access the material from the OTHER HIT ACTOR from the "on begin overlap" output

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i want the material from the other actor, not the Cast Stone Target.

plush yew
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Hello guys I want to make my camera moving free when I move my mouse-how I can do it in my project?

misty cargo
frozen mortar
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Does anyone know of a good description of the forward shading pipeline?

I'm trying to render a translucent object but my material requires the maximum depth of that object as seen from the players camera.

I think it might be possible to compute this using custom depth and stenciling along with depth expressions but I really hit a wall trying to get it to work

rancid lynx
plush yew
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aha

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where I need to make this code

rancid lynx
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youtube probably as a great camera example. mouse camera """ youtube idk

plush yew
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in controller , characte, where?

plush yew
rancid lynx
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what ever blueprint controls the camera now, youtube search "ue4 mouse camera" that should return some good tutorials.

plush yew
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okay

rancid lynx
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or open the FPS blueprint, the mouse controls that guys camera. you can find the code inside there also

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examples

grim ore
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@misty cargo yep when using the node it will overwrite. is it not updating?

misty cargo
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Which is inefficient

grim ore
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@rancid lynx when you cast to stone its just saying "hey treat this item as a stone class" when you set the target you are setting the variable called target to a reference of the item you put in, so it would be the other actor cast to type stone.

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so the question is what are you trying to do?

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@misty cargo might just be your code then, it should work fine I just tested it with a string:bool map

rancid lynx
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when i try to get the material from "target" from cast to stone, its showing me the material from the static mesh thats in the folder, the default mesh, not the material from the other hit actor.

misty cargo
rancid lynx
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it seems like its pointing to a new fresh unmodified copy of stone, instead of the actual OtherActor from the hit

grim ore
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well heres the issue. what is the other actor and what is stone? are you sure its not pointing to a new copy but actually failing and never being changed?

rancid lynx
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its returning the default material from this guy, not the actual material from the actor that was hit. the hit actors material is different

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the in game actor is changed, i can see it in my hand

grim ore
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but what is "other actor" and what is "stone". are these 2 separate blueprints?

rancid lynx
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the hit other actor is a stone in game also.

grim ore
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show the tooltip when its running? debug it on the first cast

rancid lynx
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the Cast stone Target should be pointing to the actual hit actor, and not a generic new copy, right ?

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probably just an overlap issue.

grim ore
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debug, your going to have to breakpoint and see what is happening

rancid lynx
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okty ! ill do that next

misty cargo
grim ore
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dont have to set up a watch, you can see the current value when you mouse over the output or input

wanton lotus
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You may need to step forward one node and see what populated behind it

misty cargo
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It's a good idea to make it into a string and have it print as well if debugging doesn't help

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Make sure u change the color of the font sometimes print string doesn't always show up the first color it's set to

light thunder
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So you can set it up in foliage I'm just trying to figure out how to extend this using IF statements ...two colors but i should be able to just widen the branches

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@grim ore

glossy cradle
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Hi are there any coders that are hobbyist and want to make a game and get paid revenue of them?

grim ore
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@light thunder is that in the material or in a BP?

jaunty zinc
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please use the job board category which is at the bottom, thanks :)

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@glossy cradle

jaunty zinc
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surely it can help you

light thunder
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putting some more logic in, this is going to be so damn hacky

grim ore
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share that when your done I am super curious. I was trying to make custom data work but for whatever reason I couldnt get foliage instanced static meshes to use it

glossy cradle
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Thanks couldnt find the best channel for it

grim ore
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but I would say if you want multiple colors use a texture with multiple colors in it and sample from it, like a square swatch of colors

light thunder
deep viper
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I am trying to add a hexagon shape in a UMG Material, is this possible?

plush yew
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Hello, I need help i get this errors. Someone can help me? This is sprint for Character

grim ore
light thunder
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holy crap you lovely bastard

grim ore
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I always forget about the custom HLSL node

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still upset I cant get custom data into foliage actor tho. The forums say you can but I cant figure out how to tell the foliage instance static mesh component that it has custom data, it works fine on a isntance static mesh component

potent bridge
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this lighting is as jank as it gets

grim ore
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Auto Exposure?

potent bridge
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could be, let me check

light thunder
potent bridge
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none of the options seem to be on

grim ore
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thats in the post process as an override, what are the settings in your project?

potent bridge
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that seemed to fix it

plush yew
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you probably need to do some light engine modification to add custom data into the foliage tool

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maybe you can do some unsafe c++ stuff without engine modifications too, but that would be fiddly

tawdry python
light thunder
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Where is that HLSL node???

tawdry python
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my game keeps crashing for no reason

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the GPU seems to hang and my screens turn off

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😦

grim ore
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thats the annoying part about it, the forums say custom data should work right now with foliage but I cant find the spot to say "yo I want 2 channels of custom data"

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@light thunder its the "custom" node

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@tawdry python d3d lost is usually a hardware or software issue with your card. theres a ton of stuff on google for it. I would try and lower the speed or voltage your card uses to make sure its not being stressed

plush yew
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🤔 does the foliage tool auto instance the blueprint meshes?

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if so you could add custom primitive data to the blueprints

tawdry python
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@grim ore I found this

i had the same problem here. What i found is that when using dynamic material instances, if you have different instances of the dynamic instance material, both created from the same parent but have THE SAME NAME, it will certainly crash D3D11RHI. Creating a unique name for the entire project solved the problem for me. I created an integer variable in player controller and increment the number on every new material that I created.

grim ore
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@plush yew well its just static meshes that the foliage tool is instancing so no blueprints (unless you want it which we dont)

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I mean i know why its not working, the component doesnt have the # of custom data I want set, I just cant find the spot to set it because foliage actors are weiiiiird

plush yew
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foliage tool supports distributing blueprint prototypes but it doesn't put them into a hism like it does with others

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you can do blueprint stuff with the meshes you've placed that way

grim ore
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yep trying to avoid the overhead of that

tawdry python
grim ore
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its possible just harder

pale ibex
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Whoa some of the VFX shots that were done for the Superbowl bumpers were done with UE4.

light thunder
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I knew there had to be a way, I'm sure this problem has been solved hundreds of times

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I feel like learning about PerInstanceRandom is a bit of a gamechanger to be honest

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I did not know about it before
and I did not know that I did not know about it

frozen mortar
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Sorry to ask again,

I'm trying to render a translucent object but my material requires the maximum depth of that object as seen from the players camera. I've looked into depth expressions and custom depth but I havent made much progress

grim ore
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I thnk its new and maybe should be covered somewhere.... the per instance node

tawdry python
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what's the best way to make a simple mesh that goes up and down (kinda like coins in the 3D mario games iirc)

light thunder
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add local offset

tawdry python
#

I'm using a set location with sine time on tick but with a lot of actors I feel like it's a dumb move

light thunder
#

or world offset, but you are adding offset to it

#

yeah don't do the tick when you can avoid it

#

use a timeline or a timer that is looped

grim ore
#

most efficient? do it in the material. not as efficient but super easy, use an interpto component in the bp

tawdry python
#

the tick is in C++ btw not bp

grim ore
#

it is less efficient to do it on tick yes

tawdry python
#

I'll try to do it in the material but there is no way to make it inherited right?

grim ore
#

materials can have parent child relationships sure

light thunder
#

They warn about using these custom nodes for performance - but if i'm just referencing like 10 or 20 colors and have like a single if statement between two custom nodes, that should be good right?

kindred viper
#

yes

#

the shader code in a custom node loses any of the boiler plate material blueprint code optimisations. However that doesn't mean everything in all areas, nor does it mean it can kill your project, but they have to warn that it can, because who knows what HLSL you will write in there.

light thunder
#

what's the simple node that blends between too colors

#

like if you used it with blue and red you'd get purple?

#

just multiplying but i was looking for something else

kindred viper
#

lerp usually

#

wish I knew more about materials. this stuff makes me feel like I have a hole in my library wall.

light thunder
#

yep, I feel exactly the same - and it's made worse because it FEELS like I'm operating in blueprint where I can make most things happen but it's not

#

Not sure why Unreal doesn't have a Public Safety evangalist

light thunder
# kindred viper lerp usually

Glad I asked - i realized I could get use 3 colors in 1 - just lerp between black and white using the alpha coming from the PerInstanceRandom - what is the actual range of that per instance?

kindred viper
#

shrugs

light thunder
#

I mean hte PerInstanceRandom node - what number does it even output?

kindred viper
#

sounds normal

#

ised

light thunder
#

that's my guess too but I can't find it documented

grim ore
#

its 0..1

light thunder
#

I believe you but where is that?

grim ore
#

do you know how default pawns work?

limpid peak
#

Completely new to unreal, doing games design in university. Decided to take some time out to start learning some stuff before we actually get taught it and wanted to make a basic teleporter

#

it's going 'well'

grim ore
#

@light thunder ugh I was trying to explain the way it works but basically its a giant nest of shader code that is created when the shader is created and the material is made then passed into the shader itself since its an instance and its a parameter thats based on where the instance origin is at when the material is executed as well as some offsets that are calculated.... its a giant furball of code but to show it in action

light thunder
#

jesus

#

make a 10 second video that says, "WTF is PerInstanceRandom code" with an immediate answer, "Nobody knows"

grim ore
#

oh man

light thunder
#

weird, they must not have exposed the paramter for Color

grim ore
#

and I stopped at this point and just started using it

light thunder
#

something something intermediates

grim ore
#

like I said at that point I stopped chasing the rabbit down the hole

#

nope thats the value that it uses

#

its just how that value gets passed into the shader is magic

#

once you get into the .ush files for the HLSL its.... math

#

ugh and I take back the accuracy, thats just the debug output depending on how many numbers I tell it to use

#

the fact that out of 1000 instances not one is 1 or above is a pretty good indicator. plus... and there is a key here it uses the parameters .x (or red channel) from a float4 and as far as I know for UE4 float 4 are 0..1 for XYZW

#

trying to come up with a simple example of using this node for a video because I never covered it lol

light thunder
grim ore
#

yep I like it just have to make sure I have a basic one to go with it. I made my foliage all purply lol. Its also nice for smaller variations on items like you could have a roughness mask on an item and use the random to determine how rough it is on each item at random. just simple variation

light thunder
#

Probalby should consider making it a material function that they can then call and pass into any material

south ridge
#

But the actual precision is defined by the bit width of the random number generator

#

Which might be 16-bits, giving you like 4-5 digits of precision even if it renders as 7

light thunder
#

well, make an easy way for me to tell the damn editor to actual instance a static mesh

#

because I spent most of the day trying to figure out how

#

And I don't know how having a blueprint HISM helps me when I still need to place the actors

light thunder
#

that's basically 1,000 cars

#

I didn't bother with the paint settings, I just wanted it to paint as much like a stress test

grim ore
#

thats seems like a good draw call saving compared to earlier

frank grove
#

hello,I've been trying to get some courses on Udemy to learn some unreal engine,and c++

#

but I was thinking if it would be better, to get a course for c++ only first,and then get to know unreal

#

what should I do?

ancient lotus
frank grove
#

ooooooh

#

thanks you so much

ancient lotus
#

for example learn variable types, functions, how to pass parameters to functions, how to use return values, templates, classes, pointers and your pretty much good to go. id recommend learning a little first as its mostly just to prevent you from being overwhelmed and demotivated when it feels like its super confusing. if you can learn simple things beforehand or atleast get a basic grasp, then adding unreal engine ontop of that will not be nearly as big of a deal as if you were to take it on all at once

frank grove
#

I see

#

thank you

#

gonna dive a little on c++ first then

ancient lotus
#

goodluck!

#

also a quick reminder that might help depending on how you look at things. you dont need to feel like you need to use c++ for everything. if something that your trying to make is leaving you stumped and frustrated, try making it in blueprint first

frank grove
#

thats a good ideia

somber rover
#

What's the performance wise of C++ over BP in UE4? or is it just a matter of preference?

ancient lotus
#

more than preference, im sure someone here has numbers. if your c++ code is well written and being compared to well written blueprint, c++ code will outperform the blueprint. the heavier the code the bigger this difference gets. if its something small and quick (like turning on/off a light) then the difference will be very small. if you compared poorly written c++ code to a well written blueprint, well then the gap closes

somber rover
#

I was just watching a bunch of tutorials yesterday on youtube and one of the bigger UE4 guys was talking about how C++ offers so little performance over Bp that it wasn't even worth it no matter how big the game, but I'm use to C++ only from writing MUDs back in the 90s

ancient lotus
#

theres an option now to compile blueprints to native, but even then......

#

i swear if he says dev squad lol

somber rover
#

naw wasn't dev squad lol, i gave up on him a long time ago. I can't remember which one it was I watched so many yesterday

warped fox
#

Any idea why a transparent material isn’t transparent on a certain map but fine on others? Would it be the way the lighting was made in that map?

somber rover
#

Anyone here good with behavior trees?

#

having a hard time with an asset I got, 4.26 broke it and the dev won't update it to 4.26 because he said he don't have time, then he said he don't even know what exactly broke and not sure if he can fix it, then he changed and said he knows what it is but don't have time. Now he's saying he might fix it in a few weeks, but back when 4.26 first came out he said he'd have it updated in a few days. So after seeing that in his discord I went ahead and bought the asset, now he isn't updating it so I figured i'd give it a go and try myself since I'm still learning, figured it would be a good learning situation. yea....i've spent the last 3 days and still haven't figured it out

light thunder
plush yew
#

Hey, I have been working with ue4 and encountered an issue, one of the levels in my game for some reason is unable to make sound, I have already tried restarted ue4, please help.

light thunder
plush yew
#

When I play in the level, there isn't any audio.

light thunder
#

show me the blueprint of when you load the level

#

I'm assuming you aren't streaming it in, just a straight load?

sterile tulip
#

Did you set up the audio in level blueprint, the level blueprint only applies to the current lvl

light thunder
#

or you might have the ambient sound in a different level

plush yew
#

Thanks.

grim ore
#

level blueprint strikes again...

meager frigate
#

anyone know much about 4.26 water features? I'm curious if I still have to drop a physics volume in the ocean water for swimming or if theres something built into it that I'm missing. I could also add a buoyancy component to my character I guess but seeing as how the character pawn already has buoyancy options I'd think that there would be a way to get the ocean water to use that.

mighty oak
#

Hello, has anyone come across this issue? Sprint Arm Component set with location and rotation lag, does not lag if fixed framerate is set to 60 or bellow...

meager frigate
#

spring arm?

mighty oak
#

Actually, I think I just figured out the bug, maybe it's a UE4 engine bug? If the Camera Lag Speed or Camera Rotation Lag Speed to is set to 60, and the framerate is 60, it doesn't lat anymore and is just fixed.

meager frigate
#

have to you fudged with those numbers to see if anything changes?

mighty oak
#

Yes, that's how i figured out the issue above 🙂

meager frigate
#

oh i thought you meant fixed as in not moving

mighty oak
#

Basically, don't set it to 60 😦 even though that's the number that I found I liked to use for my gameplay

mighty oak
#

Both, fixed as in not moving, and fixed as in 'avoid using 60 or you will get unexpected behaviour'.

#

It seems quite unpredictable, with higher framerates it lags more than with slower framerates...

shadow oak
#

regarding the out of video memory problem im having ive tried 3 different clean insalls of gpu drivers from december still no good

#

anyone having this problem

mighty oak
#

How much video memory do you have?

shadow oak
#

24

#

rtx 3090

mighty oak
#

And have you been able to look at Task Manager or other system reporting tools to see if you do run out of memory?

shadow oak
#

32gb pc ram and increased the paging file

#

when i look at task manager nothing is maxing out

#

crashes soon as it opens

#

feels like a bug reported it to unreal but havnt heard anything back

#

it happens to 3 different people i know

mighty oak
#

Is it Unreal that's giving you this error or your GPU driver?

shadow oak
#

ill get a screenshot now 1 sec

mighty oak
#

That looks like an extremely simple level...

#

I just looked at my stats for a level just a tad more complex that the stock FPS starter level. and I'm using no more than 3GB RAM

shadow oak
#

wait let me do the test again just restarted my pc had lots of stuff running before

mighty oak
#

Like a bitcoin mining virus? ;P

shadow oak
#

yeah its not opening the level at all . im trying to open the downtown west project from marketplace

#

so i made a empty level added the downtown west and open to empty level click on the down town levels doesnt open and crashes straight away no resources are being maxed

#

is there like a log i can see

light thunder
#

What did I do wrong with this mask? here's what's happening - you can see it's basically applying it to most of the vehicle - to the right is the original diffuse texture -

#

here's the actual instance, you can see it just laughed at my mask

#

I tried the 1-x from the alpha before but it didn't work

mighty oak
shadow oak
#

yep

grim ore
#

@shadow oak the log should be in the saved folder in your project

marsh swallow
#

About to install the DLSS Plugin into the engine. xD

#

I wonder how much cleaner this will look than current sharpen/AA solutions.

grim ore
#

there are quite a few posts on the marketplace in the comments section with ideas, its not just you crashing due to resource issues. one popular one seems to be to drop the texture sizes down. The other is lowing the reflection capture size in settings @shadow oak

marsh swallow
#

Question however, Does anyone know of any tutorials on making the new UE4 water swimmable?

shadow oak
#

i just changed all the textures through matrix to max 512

#

ill try lowering reflection capture and open

torpid steeple
#

Does anyone know how to bind text for ammo if max ammo variable is not in character BP only in weapon BP?

grim ore
#

dont bind, binding is bad.

#

and you can do anything if you can get a reference to it. someone has to know about the weapon, someone has to know about the UI. make them friends

marsh swallow
#

Physics volume doesnt have buoyancy tho? dragonthink

grim ore
#

@shadow oak no issues loading the demo_environment from the map (assuming this is the "Downtown West Modular Pack by PurePolygons) on my 3080. I never got about 2.5gb GPU usage

#

with that said I do have 64gb memory in this machine and it got above 30 at one point

marsh swallow
#

Yeah i watched em all

#

xD

#

they dont really touch on swimming. However someone whom i have had my eye on their plugin for awhile, he wrote the new water into his swimming plugin i see.

#

The one Deep Dive was really nice! Gave me some great ideas for Niagara stuff we can do.

#

thats actually what we just moved away from

#

😄

grim ore
#

@shadow oak the project I loaded it into was a default third person with DX11, Im curious if DX12 is an issue here since the pack is DXR enabled

marsh swallow
#

it was a great project tho

#

but we need more lake water/rivers swimmable than oceans. so some of our features just weren't there.

light thunder
#

@plush yew so I was curious - it wasn't as bad as I thought but it is definitely a hit -

oak sedge
#

I have a game with a compressed "PAK" file and an uncompressed version. (It's not my game.) The documentation of this engine says that the compressed version will have faster loading times, but I tried the same scenarios with both and I didn't notice a difference. Other than the possibility of different loading times, and the larger file size, what other advantages and disadvantages would happen if I play a game with the uncompressed version of its PAK file?

light thunder
#

opaque glass - but look at the numbers

#

granted, that mesh has 4 material elements to it

shadow oak
#

i changed alll the textures to 512 and changed reflection capture to 16 from 2048 and its opened now

#

thanks @grim ore

#

it wasnt showing that the gpu memory was maxing out making it hard to tell what do you think was going on?

light thunder
#

266 instances - dynamic lighting on the foliage OFF, but the translucent material OFF

#

weird ...maybe because the shaders aren't compiled, same thing but with transculent on

grim ore
#

@shadow oak yep its weird I literally had no issue just opening it up in a default template

light thunder
#

like, these are background, and if I use the opaque I can also remove the interior element

#

but i thought the difference would be more pronounced

#

can I not delete this from the middle? because it will shuffle the material index up and screw everything up?

supple cove
#

hi super basic question. i'm going through the learning tutorial and when it gets to the part where it teaches you how to move and duplicate items it is not letting me do it. i am on OSX and using the trackpad

#

It is at 3:30 that he describes how to move and duplicate objects. i can't do either no matter what i try!

grim ore
#

so the holding alt and dragging?

supple cove
#

on mac there is no ALT key so I use the OPTION key

grim ore
#

yep it shows it should work with option and drag, when you do that what happens

supple cove
#

using the OPTION key i can move the view of object in place

grim ore
#

what is moving the view of the object? moving the object or like moving your camera around

mental yacht
#

whats the best way to revert a unreal update?

grim ore
#

from say .25.2 to .25.1 ?

mental yacht
#

yes

#

i went from 2.6 to 2.6.1 and now im crashing on launch

grim ore
#

you cannot from the launcher, you would need to compile the source code for that tag

supple cove
#

First part of this clip is clicking down on trackpad (and holding it) and then moving left and right.
The second part of this clip is clicking down on the trackpad while holding the option key down and dragging left and right and up and down.
Neither option moves the object or duplicates it

mental yacht
#

i went from game drivers to studio drivers to fix, but that didnt work, then i checked my hardware, and thats fine, then i played other games, and they work

#

the only thing left is to roll back unreal

supple cove
#

first part is holding down on trackpad and moving left and right. second part is holding option key and dragging left and right and up and down

grim ore
#

@supple cove soo.. he mentions in the video its when you are moving the item. you have to click on one of the translate items (the arrows) and hold the button while moving the item

#

what you are doing with the key and no transform selected is orbiting (rotating) around the middle of the screen

mental yacht
#

my launcher offers 4.25.4, is that a good stable release?

grim ore
#

you wont be able to open your .26 project in it

mental yacht
#

well i dont have any projects yet

#

just trying to learn unreal

grim ore
#

and all releases are relatively stable, its just weird .26.1 broke for you. if just learning then sure .25 is fine

#

it might have the same issues we dont know, .26.1 doesnt crash here for example

mental yacht
#

i did the verify thing too that didnt work so i duno have to try it

supple cove
grim ore
#

did you try what he suggested?

#

clicking the mouse and dragging on one of the arrows (the red green and blue ones) is how you move an item

#

holding alt/command , clicking the mouse and dragging on one of the arrows is how you duplicate the item

#

as part of the duplication you now are moving the new item at the same time

bronze mango
grim ore
#

its definitely possible you cant do it with a trackpad just due to the way they work, I know i had a terrible time trying to do hold stuff with a trackpad

#

because you have no active mode that is using that

#

your in selection mode I would guess so no toolbar or box is open, switch to say mesh editing or landscape and that will highlight

#

you kinda dont need to turn those on or off if they dont exist (which they dont in selection mode)

bronze mango
#

kk

supple cove
bronze mango
#
supple cove
grim ore
#

yes that is the translate tool/widget

supple cove
#

then, for me, holding ALT+ CMD and then moving will duplicate it

broken rapids
#

Hey what's up guys facing some kinda problem in my game

broken rapids
# broken rapids

In my endless runner game after reaching that particular score my game got crash and my own character got disappear. I think game memory got full.. So tell how to fix that

supple cove
#

I can't seem to start to add new versions of unreal engine to my library

broken rapids
#

I face this more than 2 times..

supple cove
humble yacht
#

has anyone had issues where dynamically created text ui's
you can see the ui text trying to be fit inside a wrapbox/scalebox
is there a way to force unreal to compute it in one frame

supple cove
#

where is the progress bar?

#

has it started?

plush yew
broken rapids
#

But not obstacles..

plush yew
#

how many tiles have you crossed when it crashes

broken rapids
#

That's too difficult to count that i was busy in my game

plush yew
#

What is the scoring system you use?

sand inlet
#

Are people using actor sequence components much for animation? Or do they do it all in the 3d programs of their choice? This would be for more mechanical, not skinned meshes.

broken rapids
plush yew
#

1059 secs then or so

#

My first thought is that there are too many actors at the given moment

long flax
#

hello everyone, can someone help me with this error?

#

I can no longer open unreal projects, before I could

broken rapids
plush yew
#

Since it is an endless runner and you are not deleting the obstacles they would still be using resources and after a time the engine won't have enough resources, that is my hypothesis.

broken rapids
#

Your point 📍 is totally valid..

plush yew
#

Well we won't know until we try, so try removing the obstacles and see if it works.

plush yew
long flax
#

not

#

desktop

#

you can help? It's urgent, now, as soon as I open a real I get that error

#

I have a NVIDIA GEFORCE 1060 6GB video card

plush yew
#

Okay so have you set the card as your dedicated card?

long flax
#

I have not configured that, but it is the only graphics card I have, I do not have integrated

plush yew
#

Try updating your drivers

long flax
#

I already have the latest version

plush yew
#

Also did you make any changes in your Nvidia settings between the time it last ran and now?

long flax
#

i have this version, is correct?

#

I just reinstalled the drivers, but it's worse than before, I can't even open a real one anymore

chrome cairn
#

Hey all ! Is there a way when I select a mesh to snap it to a specific point with a shortcut ?

supple cove
#

When you guys download a new version of Unreal in the Library does it say Queued for a few days? How do you make it start downloading?

long flax
#

really?

#

140 gb ::((((((((((

humble yacht
#

anyone know why this happens

buoyant graniteBOT
#

:triangular_flag_on_post: JekasG#1909 received strike 1. As a result, they were muted for 10 minutes.

plush yew
#

What was the strike about?

mental yacht
#

@grim ore i had to revert my graphics driver back to 60.89 studio driver and now 4.26.1 works fine with no freezing

frail portal
#

does it take 2-3 hours to install the html5 ssh file (from ue4 github html5 packaging)

humble yacht
#

are you talking to me

grim ore
#

@mental yacht yay. Good to know there is a fix.

frail portal
#

Epic really should update their thing to make it user friendly when it comes to installing the ue4 deployment

sonic quest
# long flax 140 gb ::((((((((((

Hmm. You don't need to install everything. Just select the stuff you need. Specially, avoid getting debugging symboles.
And platforms, you really don't want.

static raft
#

Hey, is there anywhere where I can find out when each version of UE4 was released? I mean exact dates and so on?

#

I can't remember which version I used for a project and I don't have the files but I remember the rough time estimates

velvet magnet
#

Lmao a strike, what

plush yew
#

Hey guys, I have this blueprint here to start a fire particle when the player's health is less than or equal to 25 but I can't find a way on how to make that fire go away when the player is greater than or equal to 26, I tried putting it there in the auto destroy connection but that didn't work and idk what do on this, any help?

supple cove
#

Asking one more time. My Unreal Engine is very old. I'm trying to install a new version but it has said Queued for a while now. Is it downloading? How do I get it to start downloading? What is it waiting for? A sunny day?

plush yew
#

Anyone know if games like kh3 and ffvii remake would use the default character movement component? Or would they have built it from scratch by changing the source code?

honest lily
#

guys

#

why does my zombie apply me damage at the end of the animation montage instead of in the middle of the montage.

fresh ruin
#

hi May i request questions under this channel ?

storm vapor
#

yes

fresh ruin
#

how activate the "console" under unreal to show the console command prompt ?

#

The tutorial i am making say "Use the Tildé Key" but dont work under my +4.26 or computer

#

Want to display the 'Stat FPS'

grizzled axle
#

you can rebind the key in options

fresh ruin
#

sorry pretty new under unreal .. learning phase .. in editor preferences ?

grizzled axle
#

edit -> projects settings -> input -> and scroll all the way down and there is a field called Console keys

fresh ruin
#

Thanks vk but console prompt seems not display

grizzled axle
#

are you playing? it only works when you are playing

fresh ruin
#

no

#

but in the tuto i am making the guy is not in play

#

At 1.52

#

But you re right Vk it work in play mode

#

but this guy seems arrive to show a command prompt to activate it when not play

#

but it works know i have use play .. activate stat FPS and its working when not in play

grizzled axle
fresh ruin
#

Thanks you very much .. i have loosed 1 hour on that ahah thanks vk /kiss 🙂

grizzled axle
#

no problem, UE can be very confusing when starting 😄

fresh ruin
#

Yes sure :;)

#

know i have 2 methods for that thank you 🙂

#

ahah too many menu lost in the UI ahah

#

Really thanks know could continue this tuto 🙂

#

1 Hour to collect assets .. configure Ui ... i could begin ahah

grizzled axle
#

it gets easier with time.. soon you are making games!

fresh ruin
#

Trying to make virtual prod not gamesd

#

so not so easy many things to understand or figure out 🙂

grizzled axle
#

ahh, I see, Unreal is great for that too

fresh ruin
#

your makin game on your side ? 🙂

golden condor
#

<@&213101288538374145> we need you in General voice chat.

grizzled axle
#

yes, I'm making small games and still learning this big engine

stark ledge
#

Argh pls help!
How do I add a Landscape layer in 4.26 ?
It used to be in the Landscape... Paint tool but now I have no clue.
It just keeps saying "This layer has no layer info assigned yet. You must create or assign a layer info before you can paint this layer."

#

lol just found it - there's a little eye icon and I changed it to Show all layers instyead of the default Hide unused layers

#

now I can set the Layerinfo and it works

harsh sparrow
#

has anyone worked with speech recognition ?

#

if so,what plugin do you use for it ?

plush yew
#

guys could you tell me why i have this volumetric light? i dont have exponential height fog...

#

volumetric inscattering is off

shrewd rain
#

how to delete physics cloth asset from a character?

#

found it, nvm

tawdry wren
#

Are project categories gone in 4.26.1? I can't seem to make a top down or even third person. Its only allowing me to make a blank project?

covert moss
#

Hey i'm fairly new to UE4 and 3D in general and i need a way to blend these 3 nodes into this function, does anyone know which node to use so that i dont get a float error? Thanks! 🙂

frail portal
#

Tired and doing ue4 stuff

#

Building the html5 on visual studio thing so I'm gonna sleep as bad PC = 20 hours of work

plush yew
#

how can i scale the whole map?

elfin bolt
#

Mask

plush yew
#

??

gilded lichen
uneven mica
#

So i found a auto material that i want to add to my project it is in a zip how can i add it now and strangly nothing is in the folders

fresh ruin
#

Hum someone have already import Character animations from Mixamo ?

harsh sparrow
#

yeah I did

fresh ruin
#

i couldnt figure out how to tell the Sequencer to point on my animation ..

#

in the Sequencer when you add an animation there is a menu you see ?

#

i have tried all the case but it didnt show me my animations

harsh sparrow
#

what do you mean to point on ur animation ?

fresh ruin
#

i have donwloaded from mixamo

#

and i have put the fbx under /Project/character/Mannequin/Mesh

#

and it didnt list me when i add animation in the sequencer

#

only list another source folder out of the project

harsh sparrow
#

by fbx you mean the character

fresh ruin
#

No animation

harsh sparrow
#

send an screenshot or sth

#

I'm afraid I don't get you completely

fresh ruin
#

hard to screen on a menu with list

harsh sparrow
#

so this is your sequence I'm not familiar with these enough

#

all I know

#

you first download a char

#

and import it to ue4

fresh ruin
#

have it already

#

Sk Mannequin$

#

but i am trying the +Animation on this sequencer

#

try it you will have a menu pop up

#

in this menu it didnt show the mixamo animation i have on my folder

#

i assume its an FBX extention because mixamo send this

grizzled axle
#

did you retarget the animaton to mannequin skeleton?

fresh ruin
#

on Mixamo itself ?

harsh sparrow
#

just drag and drop ur animation to ue4 and choose ur mesh skeleton

#

there won't be any problem

grizzled axle
#

in unreal

harsh sparrow
#

with ur animation at least

grizzled axle
#

you need to retarget mixamo animaton to unreal mannequin skeleton, to use that animation on mannequin

#

in the editor

fresh ruin
#

yes thats what i am trying to do in other words Vk

#

look my screen you will see my SK Mannequin

#

But know when i click the +Animation there is a menu for select the animation k ?

#

in this menu it dont show the one i have download in FBX from mixamo

#

i will retry reupload SK on mixamo and redownload to see . maybe missed something 🙂

grizzled axle
#

you did those steps?

fresh ruin
#

no because i am following a tutorial ahah

#

but this guy miss really some steps on it

grizzled axle
#

yeah you most likely have multiple characters now, all with their own skeletons and animations

#

so skeleton1 cant use animations from skeleton2 without retargeting

thick herald
fresh ruin
#

At 6.00

#

The guy for example in tuto just search "Waving" Animation ok ? but where or in which format maybe did i have to have it ..

#

i have the waving Animation but seems UE dont see it

#

i will try your retargeted link 🙂

grizzled axle
#

it's easy process but hard to explain, since there are multiple steps

#

maybe theres a nice youtube video sec

thick herald
#

If you use the above linked tool, conversion is super easy. It can do multiple animations at once too.

fresh ruin
#

Thanks guys will take time to study these links 🙂 thanks for help /kiss

grizzled axle
#

I have unreal project with all mixamo animations already retargeted to mannequin on my harddrive, cant remember where i got that lol

stiff verge
#

is there any resources on create non eucledian worlds in unreal?

civic lance
#

Guys anyone can recommend some cool Honours project ideas for gamedev? The project should have something that can be evaluated through the report

plush yew
#

if i want my AI to do an animation do I do it in the animationBP or can I just use an AnimMontage?

#

theyr animations like pick up, chop tree etc

grizzled axle
#

montage sounds like a right tool for that job

#

you still need Slot on animationBP to play the montage

plush yew
#

hm okay

#

ill look it up thanks 😄

wary wave
stiff verge
#

there is a series on youtube about how it's possible to create those in game engine

#

most basic would be to create the game Portal

#

I guess

#

but it can be funkier

#

i found a tutorial for portals already it's cool

wary wave
#

I suspect they're actually teleporters, rather than portals

#

UE4 would need a fair bit work to support actual portals

stiff verge
#

I found one tutorial showing it

#

it's really not that bad

gilded lichen
#

I've tried Find look at rotation but that doesnt work

stiff verge
#

the issue here is that the camera moves up and down instead of towards the object?

#

if you could parent the camera to the object it could work

gilded lichen
#

it moves to a point that I've set

stiff verge
#

oh

gilded lichen
#

the billboard that is attached to the object

stiff verge
#

i really don't know much about unreal so I don't think I can help, but in another software I would have the camera spin around the object with a parent and then change the Z of the camera so it's closer and further away from the object but with that specific orientation

gilded lichen
#

ok, thank you anyway!

coarse jetty
#

Hi can somebody help me? I need to see an actor always through walls and everything. Actor consists of: mesh > wigets

gilded lichen
coarse jetty
#

In unity it will be super easy with render layers

stiff verge
#

did you use unity a lot? what made you switch?

wary wave
# stiff verge I found one tutorial showing it

It's probably teleporters, and a material using render targets. It's a common approach to trying to simulate the effect, but it's not a portal and it has a lot of caveats (performance cost is very high, objects are on one side or the other, audio and lighting does not propagate through them etc)

stiff verge
#

i don't mind performance cost but that's good info

#

is there a better way?

#

they use a teleporter so you can actually use the portal but I'm mostly interested in the effect of merging different render views, are related to current player position

wary wave
#

depends what you mean by 'merging different render views', I guess

#

there's all kinds of things you can do to simulate a portal, but nothing is a substitute for actually implementing a proper portal (which I expect is probably quite involved)

stiff verge
#

having a material in a frame behave has a window to another world

#

I guess you need a 2nd render layer based on your current charater orientation then project it on the frame

#

so you essentially render two environments

wary wave
#

if you're rendering two environments, you're approaching render target levels of cost again, tbh

stiff verge
#

and that 2nd layer moves with your character.. but it's offset somewhere else

wary wave
#

I built a system that duplicates geometry within the view frustrum at the target location and masks it out using shader math

#

but that was really quite involved

stiff verge
#

I see

#

I don't really mind performance that much at the moment because the thing will be simple and won't have to run on all machines

#

like it has to run on a 3060 or +

plush yew
#

Why is my AA so trash? TemporalAA is too blurry, FXAA, MSAA AND OFF are too sharp...

stiff verge
#

speaking of that.. anyone knows good tutorials on how to tweak the look of your world?

plush yew
#

Post process helps a lot

serene birch
#

did you try tweaking the TAA settings? did you try the experimental TAA in 4.26?

plush yew
#

why doesnt it play?

#

I cant find any updated anim montage guides at all

sonic quest
#

Hey all, need some help on perf. optimization for landscapes on mobile devices.
My gut feeling is frustum culling is not working properly.
Here's the details in full: https://forums.unrealengine.com/development-discussion/content-creation/1860729-landscape-performance-tips-for-mobile

If you know any sort of materials in this area, share them with me, please.
Thanks.

honest lily
#

guys where did my event graph go

sonic quest
honest lily
#

lol

#

thx!

#

i didnt even see it

drowsy gull
#

Hey guys.Why can't I allow static light? What should I do?

halcyon glen
#

Just to check unreal engine can make vr games right?

drowsy gull
#

Every time I checked it on , restarting ,I always found it was unchecked again.

#

All informations on Google are just about deactivate static light.

#

But I need to turn it on

grizzled axle
#

yes Unreal can make vr games

halcyon glen
#

Aight thanks man

sonic quest
uneven mica
#

I have placed a megascan but when i start to play i fall through it, how can i change that?

drowsy gull
#

Anyone knows how to enable static lighting?

remote oasis
#

hai anyone knows how to packaging game/event to android,ios desktop, and mac at the same time in unreal 4.26

pseudo swift
honest lily
#

guys

#

i put my character in the scene

#

but if i press play it automatically adds another one

knotty heron
#

Anyone know how i can get to the groom importer? when importing my alembic files i just get the default importer, and the groom importer plugin is enabled

honest lily
fiery dawn
#

Hi. Does Epic games requires to pay for profitable visualizations, and if so, how much?

uneven mica
vagrant pagoda
#

How do you set it to have seperate UI for each camera for your BP. Is there a simple option. Cheers

plush yew
#

And how do I turn it on

serene birch
#

hmm, I don't remember the command to try it

#

information on it

#
r.TemporalAA.Algorithm=1 to switch to gen 5 TAA
r.TemporalAA.Upsampling=1 to have TAA do the upscaling and allow output TAAU resolution different from input resolution
r.ScreenPercentage below 100 to start lowering input resolution and therefore TAA cost, but also your overall frame's GPU time
grim ore
#

@vagrant pagoda there is no simple option, you as the dev control what UI is shown and when so you need to add the code for swapping UI when you swap cameras

#

@honest lily is your character you "put" in the scene set up to be controlled automatically? if not you need to do that or use a player start and not a character you "put" in the scene

vagrant pagoda
#

cheers

grim ore
#

@uneven mica if you are asking how to make something block you? make sure the item has collision and its set to block your character/pawn. Chances are the item does not have collision

worn oasis
#

hello, are there any minimal requirements for the PC to run UE4? because mine freezes (task manager says CPU is at 100% and memory is at 80%) when i open UE files that arent too heavy at all (around 300MB) and i dont understand why, specially cause my pc can open much bigger 3Dmax files and even render those scenes.
for reference, my main specs are:

  • 3.5 Hz CPU
  • geforce GTX 1050 Ti
  • 2x4 GB RAM

thanks in advance

spare kernel
#

8gb ram is pretty low, what is your actual cpu?

grim ore
#

there are minimum requirements and you are pretty much at it

#

and yep 8gb is pretty low once you consider how much you actually have free for UE4 once it opens

worn oasis
#

AMD ryzen 5 1500X, quad core

#

@spare kernel

grim ore
#

you will be fine for the basics, a 3dmax scene is not harder to render since there is no logic as well

worn oasis
#

yeah i read the official "suggested specs" and i was close

spare kernel
#

yeah you are on the minimum specs

#

why its freezing is likely shader compiling

worn oasis
#

but i can handle 3dmax with no trouble at all which is what confuses me

spare kernel
#

(normally hits your PC at 100%)

worn oasis
#

yeah thats it, compilind shaders

grim ore
#

what is 3dsmax doing besides displaying your model?

worn oasis
#

when that pop up window is on the screen, it ends up freezing

spare kernel
#

how long did you wait?

#

it can take anywhere from 1 to 20mins

#

depending on specs of pc

#

and amount of shaders ofc

worn oasis
#

with 3dmax i can do pretty much anything, create a lot of objects, lighting, materials, cameras, render...

grim ore
#

and the project you are opening, and the engine versions, and how you got the engine version, and your OS, and other stuff going on, and the rhi, and...

spare kernel
#

basically, load it up, and just wait

grim ore
#

with 3dsmax are you rendering in real time?

worn oasis
#

no, i render in 2d with vray

grim ore
#

so UE4 which does render in real time is going to perform different that 3dsmax which is not.

#

they are not comparable

#

@brave urchin anything is possible with UE4

worn oasis
#

so summarizing, UE4 is going to require much higher specs than 3dmax in all cases?

grim ore
worn oasis
#

@spare kernel it needed 5ish minutes to open a 370MB file, 15+ (i interrupted the process) for a 8GB file, and the same for a 21GB file

grim ore
#

370mb file of what?

spare kernel
#

sounds like an entire scene

grim ore
#

and was it the first time opening it, and had the engine started up before then, and was anything else happening, and lol

spare kernel
#

i would be concerned

worn oasis
#

.uproject file

wary wave
#

a uproject file is just a text file

#

it's not what you're opening

grim ore
#

yeah but like a 300mb project that consists of flat shaded materials and some meshes is not going to be the same as a 300mb project consisting of high density meshes and 4k textures

#

size is not relative to the performance

wary wave
#

if you have to compile a lot of shaders, it could definitely take a while

worn oasis
#

i wouldnt know how to explain the size of the project othewise

grim ore
#

I think you just have to accept the fact that UE4 is resource hungry and its going to take some time to do stuff on your specs.

wary wave
#

first time opening a project when there are uncompiled shaders tends to do that

worn oasis
#

the 370 file is a bunch of lamp models from the UE marketplace

#

for instance

grim ore
#

your specs hit the "uuuuughhhh I hate working in the engine" feeling

worn oasis
#

ok, which part should i upgrade then? ram? cpu?

#

both?

grim ore
#

depends on your goals

#

more fps, gpu might help. faster loading times, cpu would help. doing more stuff at once, more ram.

honest lily
grim ore
#

I would not recommend doing this unless testing, using proper player starts for spawning is better in the end since the game logic is designed around that

honest lily
#

i mean im making a drone controller

#

when i play the game i can press (F) and it automatically it goes me to the drone but the character cant move

worn oasis
#

well considering that i cant even open the project, i dont know if upgrading the cpu would help with that, or if its the ram that needs to be upgraded

grim ore
#

you probably can open it, you just need to wait

honest lily
grim ore
#

open task manager, open the project, look at task manager, wait

spare kernel
#

@worn oasis you use HDD or SSD?

#

that also makes a big difference

grim ore
#

@honest lily your asking why it spawns a new dude and doesnt control your dude, that is the reason why. Either use player starts and let the engine spawn in your default pawn or set the one you put into the world to be auto possessed

worn oasis
#

i have 250GB of SSD and 1TB of HDD @spare kernel

#

@grim ore when the PC gets stuck and freezes, the cpu is at 100% and the ram is at 80%

spare kernel
#

I always suggest for UE4 as a minimum, an 8 core CPU with 16 threads, a SSD with your project and Unreal engine on, 16GB+ ram.

grim ore
#

yep and the task manager shows what happening

worn oasis
#

up until now ive been working with the project on an external drive and UE installed in the PC's SSD (i think)

spare kernel
#

most full time UE4 devs, have pretty powerful systems, (i have a 3950X, 64GB Ram, RTX3080, NVME drive for project)

worn oasis
#

yeah im just starting with this so i aimed for low budget to begin with

grim ore
#

just watch task manager, see if its doing shader compilation on the UE4 process, and if it is wait.. and wait.. and wait some more

worn oasis
#

let me check the specs of the office PC, cause i worked on these files with that PC without a problem

grim ore
#

starting with anything other than the default templates with that machine specs is just asking for waiting and pain

wary wave
#

project on an external drive D:

#

this would probably explain why it is so slow

#

I hope it's at least external SATA?

worn oasis
#

the office PC specs:

  • intel xeon CPU E5-2620 @2,40 Hz, 6X core
  • ram: 64 GB
  • gpu: nvidia quadro P4000
plush yew
#

hello i got a question but you're already talking can i ask?

worn oasis
#

@wary wave regular external HDD :/

civic lance
wary wave
spare kernel
#

i paid 650 for it @civic lance

worn oasis
wary wave
#

the office PC looks largely unsuitable, tbh

civic lance
#

Did you build lighting in your scene when you had the object still?

worn oasis
#

@wary wave noted for the future, untiñl now i kind of had to work like this cause of other reasons

spare kernel
#

which is MSRP price in my country for that card

grim ore
#

the workd pc has more cores and threads, that helps with compiling which is the issue you are stuck on

civic lance
#

Looks like a shadow that is left from the previous lighting build

#

And the object was set to cast a static shadow

worn oasis
#

i see

wary wave
civic lance
#

If that's the case, it should disappear if you rebuild your lighting again

worn oasis
#

the cpu description also says "2 processors" (sorry if bad translation

wary wave
worn oasis
#

well this is certainly weird

#

i turned on the office pc for troubleshooting (the pc where i originally created the projects that i am now unable to open in my personal PC) and tried to open one of those projects

#

the cpu reached 100% on this pc as well

#

although after a minute or so it managed to open the scene

grim ore
#

it will do that

#

its supposed to do that

#

that is normal

worn oasis
#

normal that it reaches 100%, or that it ends up opening?

#

it also managed to open the biggest project of all. even faster, id say

forest tree
#

unreal go vroom

smoky sonnet
#

anyone know how can i attach a spline/cable correctly between 2 moving objects

#

it should look like the drone is holding the box

grim ore
#

@worn oasis yes to both. normal that it hits 100% while preparing the project and then normal that it opens once the project is prepared.

smoky sonnet
#

for real?

wary wave
#

one end must be static

smoky sonnet
#

bruh

#

and how can i "cheat" this?

#

any idea

wary wave
#

fix it in C++

smoky sonnet
#

kms

knotty heron
#

why did they remove the import button in 4.26?

grim ore
#

racism?

worn oasis
#

@grim ore alright so i need to upgrade. do youi think adding ram could be enough (i have 2 slots occupied by 2 4GB cards and 2 more slots free) or is a cpu upgrade unavoidable?

#

cause cpu upgrade is a bit scarier

grim ore
#

compiling shaders is cpu. each thread lets it compile faster, faster threads is faster compilation time.

#

but with that you need enough memory for each thread to not get starved

#

1gb per thread is good but overkill, 1gb per core is doable

#

so adding more memory will probably not give you any faster opening times, but you can have more open at once and less time hitting your page file so things might "feel" better once open. it will help a bit with the initial loading but not really the compiling

#

honestly if just learning just learn to wait

#

lower your goals, learn on starter content and projects, and dont try anything fancy

#

and yes a 300mb lamps pack is fancy

wary wave
#

seems reasonable for arch-vis, if not on the low side

worn oasis
#

by learning i meant that it is my first year as half time professional, and now i need to work from home with my own pc as opposed to working with the office pc

worn oasis
#

so i understand that i straight up need more threads and therefore more ram as well

grim ore
#

for faster compilation yep.

#

but once the project is open thats not a main concern, what you have now is fine for that

#

then you need more robust GPU

#

I've used Ue4 on a very similar machine to yours, even compiled the engine. you just have to wait to get stuff up and running with that setup

harsh sparrow
#

the camera is supposed to be close to player

#

but no matter what I do this is the result I get

grim ore
#

my guess, and I am not an artist, and you can verify this by launching a new window in editor and resizing it, is that your FOV is changing and the camera position is not and this is why you have the issue. default is 90 which looks fine on a normal 16:9 ratio but once you go ultra wide or ultra skinny its going to look weird.

#

try adjusting your FOV down when you go into portrait on the camera

runic fern
#

Hello..
I've Downloaded the Master Branch of Engine source and its say 4.27.0

#

the Advanced Session Plugin for 4.26

#

i've tried to build the engine and the plugins included still the plugin wont build

worn oasis
#

@grim ore alright, ill look into buying a better cpu and maybe adding another slot of ram. any tips / advice?

grim ore
#

@runic fern dont donwload the master branch? download the .26 tag or branch

worn oasis
#

i am a little scared about swapping the cpu and how that can affect the files and programs installed and all that

runic fern
#

Im trying to Use EOS Plugin

grim ore
#

then dont do it, have someone else do it or again just start using what you have now

runic fern
#

its shows error if its not the Master Branch

grim ore
#

might have to fix the advanced sessions then. what error does it give?

runic fern
#

the Plugin is build for 4.26 says

#

if i changed the version from Uplugin will that work ?

grim ore
#

that might let it work yep

#

it cant hurt, worst it will do is try and compile it against that engine version

runic fern
#

i will try now

plush yew
#

I wanted to know is there a way to make an event that trigger when an actor collide with a static object

#

like oncoponent begin overlap but of static objects

plush yew
#

@tidal sail what do you mean

grim ore
#

you would use the on hit

#

hit is when they hit, overlap is when they overlap

plush yew
#

@grim ore alright but what i should put after the event

grim ore
#

whatever you want to do, you just asked how to make an event trigger when an actor collides. when things collide they can trigger their on hit event. after that its up to you

plush yew
#

oh fine

#

there is something to make it trigger with all the solid meshes?

#

i want to do a projectile that is destroyed whenever it touch a wall or the floor

runic fern
grim ore
#

@plush yew then in your projectille you would use its actor or component on hit and when it hits you can destroy it

#

@runic fern did you try doing that? building from your solution file

runic fern
#

Its succesfully Build

plush yew
#

thank you

runic fern
#

I will try to Clean and Rebuild

smoky sonnet
#

hey i output my locations of my spline index 0 and 1 also from the correct objects/meshes where the spline indexes were assigned to

#

and here i am setting start and end point of my mesh spline but its not there

#

the mesh spline location is wrong but idk why its the cyan box in the first screenshot

#

can anyone explain that to me?

grim ore
#

@runic fern that is saying the engine modules are out of date, so the engine plugins. did you recompile the engine once you updated the engine plugin?

runic fern
#

when i generate im getting this Missing I:/UE4 4.26/UnrealEngine-master/Engine/Binaries/DotNET/UnrealBuildTool.exe after build

#

Yes

#

i Build it