#ue4-general
1 messages ยท Page 938 of 1
if someone knows, they'll answer
the better the description / information, the more likely you'll be to get a response
Okay, well.... I'm using a geometry box as the wall for the front of my house in my game, but for almost four weeks now, I've been struggling with it. I decided to scrap the walls and start 'em over. So, I did the three walls over again, resized 'em, and all, but the front wall... 17.25 in the X Scale box isn't enough, but when I try to set it as 17.3, it automatically sets it as 17.299999999... And I can see the gap, so Idk how to fix this, but this is somehow the hardest hurdle Im dealing with in my game rn and Idk how to get over it ;-;
I'm using a geometry box as the wall for the front of my house in my game, but for almost four weeks now, I've been struggling with it. I decided to scrap the walls and start 'em over. So, I did the three walls over again, resized 'em, and all, but the front wall... 17.25 in the X Scale box isn't enough, but when I try to set it as 17.3, it automatically sets it as 17.299999999... And I can see the gap, so Idk how to fix this, but this is somehow the hardest hurdle Im dealing with in my game rn and Idk how to get over it ;-;
@worldly turret is it snapping to grid that is causing your issue?
I don't think so... if there was snapping, I think my issue would be fixed
Your seeing float precision issues. And are you sure you can see the gap ?
He's got very good eye lol .
Might want to make your meshes and not use geometry brushes as well. Geometry brushes are meant to be temporary. You can use the new geometry tools in engine or a separate program.
Do you mean to make the house in Blender or something?
Yes or use the built in mesh tools.
Stick a light inside the house and turn it on super bright. if light comes out the corner then you have a problem , if it dont it may be a mean its blocking fine
Also if you scale it to 17.300001 itโs too large?
Also also. Your scaling geometry brushes? Geometry brushes have size settings they should not be scaled
Apparently the light I placed isn't showing through, so... not sure what that means :/
I just scaled them 'cause thats what Im used to doing, but okay
When you click on the brush or create it. The entire brush not the face. It has brush settings for x y and a for its size.
is this how you use two for each loops?
In the end tho you should convert them or replace them with meshes.
Not the answer I was looking for, but alright.
Well your answer to the problem is float precision
You canโt solve it the way you want
The fix is to do it right.
๐ฆ
https://www.youtube.com/watch?v=S3F1vZYpH8c
epic just posted a few videos related to this
Creating convincing digital humans has traditionally been hard, slow, and expensive. With MetaHuman Creator, the time to create a unique digital human of the highest quality, complete with hair and clothing, is slashed. Here, we provide a first look at the new tool.
Find out more and register to get updates at http://www.unrealengine.com/digital...
it breaks idk why lol
Geometry brushes are not performant and get no optimization. You want static meshes in the end. Brushes are for blocking out a level.
You can convert them to static meshes inside the editor if needed.
Okay, well..... Alright.
Really not in the mood to completely remesh my entire goddang house today, so.... sigh I'll leave that for tomorrow, I guess....
it works at first, then it just stops working
i thought the clear array would just reset everything
Anyone knows why I get this, when I use stat GPU?
Maybe create a corner padding if you don't like the single black line @worldly turret
That MetaHumans stuff looks incredible. Anyone else unable to download the sample project though?
50% downloaded here
Ahh, seems like 3-4 launcher restarts got it downloading ๐
i love it when you post a screenshot with more then 2 nodes no one wants to answer it...
Here isn't really the best place @plush yew, use one of the more related areas in Content Creation category lower down
ive been asking for 3 days man lol
Well, sometimes thats the way of it sadly
Dude people have been trying to help your just not helping
they misunderstood the question a bunch of times, probably my fault at that
Why not start this logic over from scratch and think it out as you do it. You seem to keep trying to patch it for what I thought was a simple problem.
Or if you think people are not understanding restate the actual problem your having clearly.
im just trying to get something out of an array that has 2 booleans set to true
people said use an AND gate, didnt work
So I tried to use 2 for each loops, one for each boolean, kinda works but breaks after awhile
get all actors of class > for each loop(if variable is true add to array) > for each loop (find closest to actor) > reset array > bunch of bb stuff
If people said to use the and and it didnโt work for you perhaps it was not implemented correctly. If you want to see if 2 Boolean are the same or different an and is correct.
Whatโs the actual point of this task.
These two high-quality, fully rigged sample characters represent the current state of the art for real-time digital humans and theyโre yours to explore, modify, and use in your Unreal Engine 4.26.1 or later projects. They serve as a showcase of whatโs achievable with MetaHuman Creator: an innovative new tool that will soon be available for you t...
To find the closest tree that ive tagged to chop down
I can find the closest tree, I can find the tagged tree. But I cant find the closest tagged tree lol
it just breaks
Is it normal for the total size of a ue4 install from source to be over a 100 gigs? Its driving me crazy to see the filesize balloon every time i try to mess with this, i don't have enough SSD space for this stuff
Set your found tree to nothing. Set your distance variable to 99999999. Loop thru all trees. Check to see if the tree has the Boolean. If it does check to see if itโs distance is less than your stored distance. If it is save that tree and save that distance. Loop until done. Return success if your variable is set and fail if itโs not.
@small vault it is normal when building yes. You can delete intermediate when done building to restore space. You also built debug files more than likely.
I found an old VR project that would make the perfect starting point for what I'm trying to do. However, I need to tweak 2 things for my headset.. I'm stuck in the floor and headset movement is inverted (rotation works fine however.. but moving left moves me towrads the right) any ideas of where I can fix this?
Thanks Mathew, I was wondering if I'd be able to delete those folders, good to know that should help out a bit
@plush yew itโs also possible your other logic in your tree is messing with your variables and your not taking that into account.
๐ฃ
I would also not use get all actors when looking for your targets as that is too resource intensive for too many results. use a sphere trace or something similar around your instigator so its limited in range for the results
Hello, i'm pretty desperate, when working on my project the editor lag reacing 7-10 fps. I'm running unreal on a nvidia 3090, ryzen 3900 and 32 gb of ram, Can someone help me understand what is causing the editor to lag so much. any help apreciated
On a similar note, what would be the right channel to ask about Unreal Insights? I'm trying to debug some performance issues.
@plush yew is it specific to your project or the editor? a new level is bad performance or just your project
@clear warren probably in here I dont think many people use it yet ๐ฆ
@plush yew in my case generally its either win10 secretly downloading crappy updates, or win10 pushed crap and need new ryzen/motherboard drivers
@stiff verge stuck in the floor or it starts in the floor? IE: if you put on the headset and go up and down does the headset still go up and down?
@grim ore Hi Mathew, the problem seems to occur at a certain point when builiding a level, when the level is empty there's no fps problem, but when adding basic element it slowly start to affect performance
However Im not doing anything crazy
Ok, any specific way to check this besides updating every piece of hardware?
well you would need to show more and adding stuff should affect performance so that makes sense but we dont know what you are adding or anything about your base performance, etc.
I'm Downloading megascan goddess temple
like do you have a project you opened that performs poorly
ok open it up and once its done compiling and in the example map see what your stat fps shows
will do, thanks for the help
@grim ore just the starting position.. also I found the firstpersoncharacter Class and found an option to enable motion controllers.. which also fixed the head orientation thing
and there's this.. so there should be a button to reset my view.. just not sure how to find out which button it is.
what are the red boxes in general? like inputs fetching data elsewhere?
just saw this on youtube https://www.youtube.com/watch?v=S3F1vZYpH8c
Creating convincing digital humans has traditionally been hard, slow, and expensive. With MetaHuman Creator, the time to create a unique digital human of the highest quality, complete with hair and clothing, is slashed. Here, we provide a first look at the new tool.
Find out more and register to get updates at http://www.unrealengine.com/digital...
@stiff verge you want to use these to set the starting origin
@stiff verge and thats a normal input button in your project settings
I remember this from the VR startup scene but atm I'm using a project that runs in 4.19 and I don't have this
upgrade!
the reason I'm using this project is because it nails down the complicated trick that I couldn't figure out by myself yesterday haha
a seamless portal that works in vr.
the googles says set tracking origin is part of 4.17 so you should have it
I'm considering trying to figure out what makes it work in there and be able to rebuild it in a newer version but that will take time
oof, portals in VR are not fun in Unreal
Render Target based techniques are basically out
simply too expensive
So, I was going to ask why my EngineLoop was taking so long, but then I did a more verbose trace and found that InstancedFoliageActor_Serialize is occasionally taking quite awhile.
It's a very occasional hitch, but obvious enough to disrupt gameplay. What is "InstancedFoliageActor_Serialize"? I'm using world composition, is it when it's loading in a chunk with a bunch of foliage actors?
yeah luckily my scene is simple and this is meant to only run on a high end machine
@wary wave you got solutions? unity? I'm not 100% sold on unreal
if you don't really know what you're doing in Unreal, you're going to have a really hard time doing something like that in VR
I'm playing back some alembic animations and from a few hours of testing between the two I had better results with unreal for that
I don't know Unity well enough to comment, but it does tend to be a lot more lightweight
i found an older project that nails down the portal part.. I just need to tweak and integrate my stuff in it
@grim ore i will try that thanks
I suspect it probably also uses a render target style system, but it's rendering can be a lot cheaper
but like, render targets in Unreal, in VR, will cripple most high end machines
from what I saw, in unity you have cameras behind the portals too
it seems easier to setup
but I don't think I could do it without a tutorial
Apologies stupid question time, using sequencer, and what Iโm seeing in the viewer is not what is recorded ie the exponential height fog is not showing up in the recording?
I would seriously try to develop a non-render target solution; but if you're relying on tutorials this is probably going to be out of your league
if it's something you absolutely need, then you may want to consider actually paying someone to implement it
and you also probably do not want to take a low-bidder on that
my needs are simple however.. and I'm not making a game that has to run on several machines
it's for an art installation.. if it runs on my machine, I'm good to go
I wonder if you could (ab)use RTX for that. Basically the physics behind portals are very similar to reflection, and RTX based reflection works well and is relatively lightweight compared to other effects.
RTX would be overkill in VR - almost guaranteed to not run, hehe
yet!
if you have one RTT portal in a 'flat' game, you essentially double your rendering overhead
if you have VR, you double your overhead
if you have one RTT portal in VR, it's quadruple the overhead
Trying to hit 90fps with quadruple rendering overhead is... painful ๐
I've done the same effect in TouchDesigner before and it was quite simple.. but it won't ever look as good as a game engine
I would look at Unity and try to keep the scene very simple
otherwise commission someone to build a non-RTT solution
I never understood the rtx hype
your scene should probably have absolutely no transparent objects in it, etc
Isnt it just reflections?
I think you actually triple your overhead because you need one render per eye
if it isn't, perspective will be wrong and the portal will look like you're cross-eyed, haha
there are smarter ways, but you won't find tutorials for it
yeah I had this when I followed a seamless portal tutorial not meant for VR
and they're a lot of work, hehe
Hey guys, still learning here, but how would I go about adding a glow to an item similar to an enchanted item like from Skyrim? Pic related.
well what I got running right now is almost it
@robust marten doesnt look very glowy but "glow" is generally referred to as emissive inside of your material
DLSS is a new and improved deep learning neural network that boosts frame rates and generates beautiful, sharp images for your games. We're joined by Richard Cowgill from NVIDIA who will demonstrate how the technology can be used in Unreal. We'll also dive into RTXGI which provides infinite bounce lighting in real time, removing the need for off...
I think that performance wise the best way would be to render in two passes, one with the camera behind the portal and clipping everyting behind the portal, and then one with the camera in the player's location (in which the portal would just be rendered as a hole). I don't think Unreal gives you enough control over the rendering process to do something like that without big engine source modifications though.
if I were doing it, I would use a system that duplicates geometry and masks based on camera projection
in VR this would eliminate the entire RTT layer and now you're back to rendering a 'normal' scene
but you'd probably need to modify the way shadows work in the engine
so the "portal" is just used as a matte to pick what is being rendered on that location?
I found a cool alternative too.. the "worlds" you see through the portals are just equirectangular textures
that's basically how Portal did it right? stencil + redraw the geometry again for the part behind the portal?
Maybe 'glow" wasn't the right term, sorry. But you can see how it has a sort of mask over it that separates it from a non-enchanted version of the same type?
it's a compromise
Hey everyone, reported in a huge bug the other day in 4.26 where if you use Select All actors, the children get selected as well, so if you move them, the childrens relative location gets moved as well, making them offset from their parent.
This can cause big issues if you for example select all actors from a sublevel and move them.
Please upvote if possible so we can get it fixed for 4.27 โค
@robust marten I dont now what the other version looks like so I cant really compare ๐ฆ
I have no idea, but it probably does use stencil buffer techniques
@robust marten i think you might mean the sorta purple glowy crawly effect on it?
if so you can use something like a panner and a material effect on the material itself, just moving another texture slowly over the mesh similar to the way you would animate a lava material
I think weapon enchants like that are just custom materials on an object covering the sword
yes, thats what i meant, thank you, I'll have to look up a tutorial on how to create materials, thank you
yep a material is what you see on the mesh (a shader basically), your material would have the textures you see normally and then you could have a parameter that allows it to blend in another texture that is moving over time to give it that effect. adding a particle to the weapon mesh is another alternative but if its what I think it is its probably the texture panning effect
Guys
What the flying campfire upstream
Creating convincing digital humans has traditionally been hard, slow, and expensive. With MetaHuman Creator, the time to create a unique digital human of the highest quality, complete with hair and clothing, is slashed. Here, we provide a first look at the new tool.
Find out more and register to get updates at http://www.unrealengine.com/digital...
Rest in pepperoni character creator 3
And if they don't add in stylized textures for skin
how can I display FPS?
I'm going to probably cry
Is MetaHuman for like cinematic stuff or could it be used for NPCs? With automatic LODs and random-seeded generation, etc?
Almost seems too good to be true
i guess this is minaly a target locked on tv/movies
๐
and games that utilizes real human models
stat fps in the console shows fps
@runic narwhal if you check out the docs it supports LOD and in game, they show retargetting the mannequin animations to it and the lod setup
soo. . 4.27 coming apparently "The Pose Driver setup on the Body component is expensive to use. There are several optimizations to this system coming in Unreal Engine 4.26.2 hotfix and 4.27."
I went to the Digital Humans site and I didn't see a doc. Although I did see the sample project. Haven't had a chance to download it yet though.
on the project page is the documentation link at the bottom https://docs.unrealengine.com/en-US/Resources/Showcases/MetaHumans/index.html
Ah, good call. Thanks
@grim ore Just opened it, in the editor my preview runs at 30-60 fps,( goddess temple ) what that means? I suppose im setting up my project wrongly
@grim ore ;_; no early 5.0 it seems
@plush yew yeah im getting about that on mine and mine is a 3080 so your other project might have something weird going on. does it use ray tracing?
yes
Is there any info on monetisation/pricing of the metahuman creator?
in both mine and goddess
so I noticed with RT it sometimes needs to do stuff before it settles into normal FPS, check your CPU usage
like in that goddess demo I would get 7fps with the project focused then about 20 seconds later I would just up to 35fps
during that time I had 1% cpu use then it went to 6%
try disabling RT in project settings and restart and see what happens
yes me too, it lag a bit for a few second then it stabilize
does it stabilize at 7fps then is the issue? if so its your RTX settings yep. RTX is reaaaaaaaaaaaaaaaaaaaaaaaaaally easy to tank your FPS
gentlemen is there somewhere on the discord i can ask about ue4 crashing my pc on discord or should i email/any advice?
if i open it, or if I just dont touch the editor for a while, the use it it lag at 7-11 fps after few second it stabilize at 30-60
you can try and ask about crashing in this channel, its the general one
I Could share my screen capture with you if that helps you
@plush yew yep it sounds like your RT stuff is just too high
does it do the same for you in the goddess demo?
Im talking about the temple scene
in my project the low fps are constant
hmm.. for that scene for me once it stabilizes as long as I dont leave the project it stays stable
Noice
there is no way to debug that message
your best bet @plush yew would be to package the project and run it in packaged mode and see if its an editor issue with DXR
I presume debug symbols are not installed
My issue is when i open any project and i believe when it tries to compile my pc fully freezes, i can still hear audio and move mouse but nothing can be done. I verified ue4 4.26.1 and reinstalled it. Im on a rtx 2060 and i5-10400 if anybody has an idea
open task manager before you do that and see what it shows
Should i hold open the performance tab and see what it says before the pc freezes?
process is better so you can see what the ue4editor process is doing
also when compiling what are you compiling
happens on any project with imports, i made a new third person one and imported a paragon character onto it, the editor opens for a moments, when i click on ue4 my pc freezes until restart
First freeze was a map i imported
if importing something like that I could see it happening yep, its got to do a ton of work so you should check task maanger
there is a very good chance its importing
i've waited 20 mins for it before and it still didn't unfreeze and because its frozen task manager wouldn't change i think
ill give it a go real quick
well "freeze" to you doesnt mean its not doing anything.
all that means is the UI is not updating in UE4, the engine can still be working
give me a couple minutes @grim ore trying to do what you suggested
like I just opened the goddess temple project and it "froze" opening for near 20 minutes while it was doing map checks on one core so it took foreeeever
Ah i mean my entire os Freezes
does unreal engine have written documentation about all nodes on blueprint so i can learn how each one works and interacts with each other <_<
or is it just videos
depending on your machine and what UE4 is doing it could feel that way yep, so thats why you have to watch task manager. If task manager doesnt update at all then ๐ฆ
i know its a dumb question probably
@plush yew there are docs, but the docs are fairly simple on actual node usage
@light lintel from the editor or from the packaged build?
Ue4 crash reporter appeared and everything froze again
My task manager had everything on about 10-15 %
@light lintel check out https://answers.unrealengine.com/questions/670355/packaged-game-starts-fullscreen.html
@clever trail welp time to debug the crash log and go from there. Its possible your gpu is crashing
Thanks ill try see if there's a crash log :^D
the "easiest" might be to use a console command in the project when starting it up
i found an error in the log i think
well thats a question I guess. Are you trying to make it user settable or just "hey I want my game to always run at X resolution with windowed on" ?
https://forums.unrealengine.com/development-discussion/rendering/1688266-screen-resolution-settings so use an execute console command node in your main map
it would be something like "r.setres 960x540w"
its the easiest way without messing with the .ini files
Sorry to ask, but how do i do that
file -> package project
2nd day diving in unreal and I gotta say I really like it
No, run it in an "execute console command" node.
So that it runs automatically when the map loads
its one of the few times that the level blueprint is the right place to do this and yes
your widget stuff tho... bad
your code is fine
for the execute console command
im just saying putting any real code into the level bp is ๐ฆ
I gotcha and I understand why and it works
in this case its fine
I just dont like seeing people use the level blueprint because it can lead to problems in the future as its a dead end
one of those "hey its ok this time, i swear I wont do this again" type gateway coding things lol
level blueprint, its code inside the level itself
or is level blueprint different from that
different
What would be the recommended, "good practice" location to initialize main menu widgets then?
so using level blueprint is bad, like never do that? >_>
ok let me start over lol
level blueprint itself is a dead end. you cant really do any real logic later on in life in it and you cant get info out of it
It's kinda nice for very contained logic though. Things like a simple script for a test scenario for a specific level, or a widget that will only ever be used in that specific level (like your main menu)
whats a good replacement for level blueprint x3
incase i ever want to use something like it
Totally depends on what you're trying to do
make a open world 3rd person action game with a living breathing map that hopefully is optimized to not crash the game on launch or loading of stuff
think breathe of the wild if it was devil may cry
lol
True. But, I found that's only the place we can easly access things in the World Outliner.
That's only reason, I'm using it.
No, as in, totally depends on what kind of logic you're trying to create
im only asking because i never heard of level blueprint until today ;D
oh so its a logic systems kind of like selectors and sequencers o.o
sorry in a meeting so got called to do real work lol
wait do you work for unreal engine?
Hey.. Is it possible to host a master server without any of the prebuilt online subsystems?
Mathew is the engine
so i am a bit harsh on the level blueprint and i admit it but its a gateway to making poor programming choices later
like someone mentioned its the only way to get stuff out of the world outliner and thats not true but if you started using the level blueprint you would think that
than mathew needs to make sure stylized skin textures go into the metahuman system their making or i will be very upset with the engine U:<
so I try and not encourage the use of the level bp since it starts bad habits
whats a good replacement for level blueprints in case i ever want to do stuff that requires level blueprint
any logic that you want to do in the level BP could simply be done in a normal actor blueprint.
and the actor BP can be re used which the level BP cant
Streaming levels? Though I'm not sure it'll actually run the beginplays for all of them
Sounds disgusting though
@light lintel chances are you are doing it right but you are getting the generic class and not your specific class that has the variables, you would need to cast the generic item to your specific one
Ha ha. I never said only.
Easy.
um
But I get the point you are making.
the als locomotion systems v4 use the unreal engine bone setup + ik's right?
its just at some point you will go "hey uh... my sound isnt playing" and then later you realize you changed maps and you never copied your code into the new map from your level blueprint. then you do this a bilion times for each level.
ive seen people reskin the als system with all kinds of models so i wonder if i can do so with daz3d models
@light lintel get player controller gets the current player controller as as "player controller" class. Your player controller would be of class "My player controller" for example. "player controller" and "my player controller" are not the same.
this is the whole parent->child / inheritance stuff that the engine uses
is it possible to spawn emitters from code in niagara ??
say I put myself in a box. I am both Matt and a Human.
Creating convincing digital humans has traditionally been hard, slow, and expensive. With MetaHuman Creator, the time to create a unique digital human of the highest quality, complete with hair and clothing, is slashed. Here, we provide a first look at the new tool.
Find out more and register to get updates at http://www.unrealengine.com/digital...
I then go Hey I want what is in the box but I dont care about his specifically just the person so I get the Human out of the box
is there a silly hat in the box too, because it does have Mathew in it
if I wanted the specific stuff to that human that is Matt I would need to get that Human out of the box, treat his as Matt (Cast to Matt) and now I have his specific stuff
ISillyHat
so to answer the question yes you are getting YOUR EXACT SPECIFIC GAME MODE that you set up when you do get game mode. Your getting that instance or copy of it. The issue is its a generic "game mode" when you do that and all of your specific stuff is "hidden"
damnit wrong link
o.o
yep you would "get game mode" (gets the item in memory as a "game mode" class) then Cast to my game mode (says "hey treat this item specifically as my game mode) then get your specific stuff out of it
What's the best practice for cleaning up these landscape splines, look how the white lines are in the left there
tangents doesn't seem to fix it - I can't seem to find the proper point correlation to start iterating on
the issue with learning to use the level blueprint as a placeholder for doing stuff easily is you skip learning about communication and types and then go "what the F**K am I supposed to plug into object" lol
and object is just a thingy, it could be any thingy, but its a thingy. You need a thingy to plug into it and what you plug in and how you get it is up to you.
you cant magically plug nothing into object which is what most people try and do
its about understanding parent and child relationships and inheritance
MEW is my CAT. my CAT is an ANIMAL. all of those are types/classes. any of those could be an object. The top of the chain (ANIMAL) is the parent and everyting below it is a child (ANIMAL -> CAT -> MEW)
i was considering switching to unreal... i downloaded it but as far as i can tell its biggest benefit is it uses pbr and cpp might be faster than c#
i am still in the air
i do all my own art meaning that pbr will be done anyway and cpp has more risk...
i have already coded half a prototype in unity
would you guys recommend switching to unreal and why?
i am just trying to decide what will give me the most success
context I am a full time software engineer
i get code
and work very hard to be a professional level artist-- still working onthat
CASTING says treat one thing like another and it has to make sense. I cant cast ROVER (a DOG class) to CAT because its not a CAT. I could cast ROVER to ANIMAL if the chain was also (ANIMAL -> DOG -> ROVER)
thats a really interesting hierarchy system o.o
Tools. People use Unreal because it generally has the most complete tooling of any available engine out there
@grim ore I think a lot of beginners get screwed up from casting because they are using it for blueprint communication solely to directly reference another blueprint that won't change
in terms of objects the majority of the STUFF in the engine for Unreal Engine are objects. then under that you get specific classes. so OBJECT -> ACTOR -> ANIMAL -> DOG -> ROVER might be valid
@grim ore I disabled ray tracing in project settinmg and now my project run at 120 fps stable
is it possible to spawn emitters from code in niagara ??
the key is you cant magically plug in nothing to an object, it has to be something and it should be correct. Want to delete an actor? The object you put in needs to be the actor you want to delete. What actor? Thats up to you , you need to figure out which exact actor and plug that in. did it overlap with you? then you have the hit actor. Is it the only DOG in the level? Get actor of class DOG. etc.
on what gpu and can you show a screenshot? @plush yew ?
@grim ore where can i lookup correct ray tracing settings?
@plush yew yep might need to open up the post process volume and start messing with the RT options then
but make sure you check to see how stuff is set up first, for example
so ray tracing reflection settings wont matter if you dont have reflections type turned to ray tracing
its always been a thing, people just.... learn the wrong way and pass it on
so if im understanding the cast to system properly its like a chainlink where each piece sockets into one another but they have to be partially the right size or shape to socket into the next chain link even if it goes on in infinite directions or loops back into a hoop the object being casted to has to be somewhat compatible with whats casting to it via the hierarchy systems that define what an object actor or such is going in a dictated pattern
there is one video that everyone should watch, the BP communication video by zak parrish
@plush yew sorta but its more rigid. its very similar to like a tree
like silly example but if i want to swing my sword i need to cast the sword to the body via bone or such and practically do the same for animations referencing the sword for it to proc, and the same with body animations with the proper actor mesh and all
ah
so like an actual hierarchy or family tree
@light lintel it might be because you dont understand the concept of the object
from the docs
the casting system is something unreal engine has covered in tutorials right?
i kind of wanna look it up and get the finer details x3
so, I enabled ray tracing in my project setting, and now the poroject lag again, but i dont understand why, since I deleted myu postprocess colume
this is all covered all over the place. this is the literal gold standard for now for learning about communication and object structure https://www.youtube.com/watch?v=EM_HYqQdToE
thank you โค๏ธ
did anyone discuss the meta human creator already?
and I am glad everyone is making it clear what they dont understand, it makes it easy to keep track of what should be updated when this is updated
Just wanted to say thank you @grim ore for letting me know about the materials stuff, my enchanted items looks great! Hard to tell in a still photo, but trust me!
;D
@robust marten nope that looks awesome ๐ what did you end up using to make it move
i edited
im learning!
@plush yew do you have this issue in a default project with DXR on?
different projects have different settings set up, for example if you use the new arch viz learn project with DXR on it lags the hell out of your machine if you hit play and cancel it.
Combination of panner and fresnel
ah, nice. fresnel is smart for that ๐
how do i check if dxr is on? do you mean if the box is checked in the project setting under ray tracing?
im glad i refunded CC3 when i learned you couldnt import their body morphs
Oh mathew!
@plush yew well you would know, and DXR is Ray Tracing for the most part. DX12 enabled in the project settings (mouse over the top right project name to verify that) and ray tracing enabled in project settings. Besides that your post process volume has overrides and then your materials.
something i havent been able to even find at all or maybe im stupid
but does this discord have a deticated area for the chaos level destruction systems
i have a very specific question i cant seem to find the answer for at all, relating to destructing stuff attached to the actor ;-;
@plush yew i dont think so but chaos is technically the new physics system so maybe #legacy-physics
ah
and chaos is still in pre production so good luck
to remind you of my current project I will recap a bit.
i cant seem to figure out if you can socket destructive assets to a character and give it stuff like clothe simulation or attach destruction to something like weapons lmao
i found interesting soft body shaniangans though so thats was really cool
@grim ore So, in my current personal project i have fps lag if ray tracing is enabled i n project setting, at the moment I turned it up, I deleted my post process volume, i checked and under "Graphic RHI" I have "Directx 12".
are you sure there is not more than one PP volume? if its not there or disabled you should get near the same FPS as if you had RT off
Is it possible to read server data from one server to the next? I want to make a server browser and read the data from the server instances
not in a main branch, its in preview still
they tried to get it in .26 and pulled it a the last minute
if you were to make a new level in that project, the VR-Basic one for the template when you choose new level, what FPS do you get in there with raytracing on in the project. should be capped at 120
Could it be that I havent re build yet the light since i deleted post process? doing it now
ill test and i text you the results
its definitely possible that project has some special settings just to make it look good. You can adjust settings in the .ini files for example beyond defaults
the mega scans project for me, even with post process disabled but with RT on still lags when I leave it
might be an idea to migrate out the map from that project to a new project and see if that helps
OK! I am trying to follow the Quick Start on Landscape and I do not understand why just two Normals are connected to "Add"
@plush yew did you look further in the tutorial. from what I can see 5 is just a generic noise normal is why. just to add variation to the other normal map. 3 doesnt need variation
so can I build the scheme without using the "Add"?
you can do whatever you want but why follow the tutorial if you arent going to follow it?
yes you can plug just the grass normal into the grass normal layer without the noise
I am using 2x2 pixel textures in my landscape...
why not try it both ways see what looks better for you
well yeah if you arent following the tutorial you will have to adjust for your project, so no you dont need to add thats just for this sample
a matching normal for your texture, one per layer, is fine
I noticed that creating normal from my textures on Gimp gives me a blue color and all the other normals I saw on internet are more purple, is that wrong?
is it possible to spawn emitters from code in niagara ??
Yes 120 fps stable
@plush yew its possible it imported it incorrectly, or the green channel is flipped (which happens)
@plush yew in the normal texture , in the editor for it, you have some options
making sure its set to normal map at the top is important. Flip Green Channel might be needed as well which you can see in the middle
has anyone got IS-MF01-3-3 error trying to install 4.26.1 ? googling is showing nothing really. first time i've ever had this error. been using since 4.12...
@plush yew if you adjust your post process volume in there to something like this, RT reflections on and samples up to like 12 does it drop down to around 60?
in vr project?
in that test level yes, your just testing to see if RT is working normally in that map
and im pretty sure its your map or other settings ๐ฆ I migrated over the roman map from the goddess temple into a new project and it still lags
do i need to build light?
no if you have RT on it should just work
ok
Mathewwwwwwwwwww :>
120 fps then
that tutorial you posted earlier is amazing
105-120
theres just something funky with these assets and RT ๐ฆ
only 20 minutes in and i have so many questions answered and im really started to understand the communication system between casting event and direct comms between blueprints
this is a really really really good tutorial omg
asssets?
isn't the problem with ray tracing?
is the driver crashing?
nah its just getting hit hard
godspeed...
100% gpu usage locked pretty much
i dunno im dettign desperate haahaha
so on my gpu (3080) I get 7-9gb memory use with RT on and the graphics usage goes to near 100% solid.
and thats with RT on in the project settings, not even anything enabled in the PP volume
RT off is 5GB and ~80% usage
I think the issue is RT is just too much for these scenes to have stable FPS
keep in mind DX12 hides the gpu usage on task manager, its not read correctly you have to look at the graphics channels
so forcing off the RT settings in the post process made it not drop and come back up, in particular the screen space reflections being on RT caused the issue for me. forcing it to screen space prevented the dips
when is unreal 5 coming?
Quick question
late 2021 i think
I'm following a tutorial, (blueprints) and it says I need to cast to "primitive component" but im not sure what that is conceptually, can someone explain?
so im working on a recoil system for my gun. I have set up aim down sights to move the entire arms (with the gun attached) and align and socket on the gun with the camera. Im trying to move the arms backwards a specific amount to achieve a recoil "effect"
how would i do that? Ive tried vinterp and setworldlocation but to no success, as this takes the world location and not the location fixed to the character.
@plush yew yeah you can see the card having serious issues with this scene with RT on. I think thats the cause of the stutters as it moves stuff in and out of memory. I think the textures are too high coupled with RT stuff
"PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data."
@grim ore ur the best
Can I create a solid color without having a texture here?
My texture assets of 2x2 pixel just look bad at the terrain
too repeated patterns
solid color would be a vector 3, so create a vector/constant 3. the shortcut is hold 3 and left click
I reinstalled ue4 on my main ssd drive and after making a new template third person project it seemed but after i clicked to exit the folder ue4 crashed my pc again so i don't think it was even the compiling lol
if it crashed the pc, check windows event log. if it crashed ue4, check its crash logs or the crash reporter.
does function "Lerp" does not exist anymore?
Lerp is short for Linear Interpolate
and this one?
thanks!
Is there a way to move the contents of a scale box towards the left? I tried entering positive padding in the left, but it doesn't seem like the contents of a scale box can move without moving the scalebox itself.
My goal is for widgets nested in my scale box to be centered on the screen. Scale boxes so far prove to give me little to no control on how their contents are displayed (I'm using scale boxes because I want to implement a zoom in / zoom out feature to my menus).
if you want the scale box to be centered, what is the scale box inside of?
or if you want the contents in the scale box to be centered, what are those items surrounded by?
parents control the children, so if you want all the items to be centered maybe put all the items in a horizontal or vertical box and center the contents
I have a Canvas, inside of the Canvas I have a Scale Box (with the same dimensions as the canvas), inside the Scales Box I have a UserWidget, and Inside the UserWidget (its a wrapper) I have my custom widget.
Canvas->Scale->UserWidget(wrapper)->CustomWidget
so the scale box can be centered in the canvas panel, thats not an issue. the content inside the scale box needs to be centered to that scale box? it needs to be inside of something that has that property then
Ideally I would like to center the contents of the scale box, but the "center" option in the [Scale Box Slot] does not center the custom widget on the screen (despite the custom widget being centered in the middle of the user widget).
EDIT: I'll some screenshots in a second, I just crashed and fixed the crash :p).
might need to show it, scale boxes have alignment so you should be able to align it to center
Unreal Engine is such a good business model, free and incredible resources, but they take a commission. How do I invest in it?!
I like how software can succeed with different business models.. I mean adobe is toxic at this point
Yer, $19 a month... good joke.
anyone uses the blender 2 unreal addon? is it good?
yeah it's a nice rate
I might have it wrong but they don't start charging until you suceed 1 mil in net revenue
@velvet magnet I thought it was 100k
Unreal Engine doesn't really make money from being unreal engine
though
It's as good as it is mainly because of fortnite
maybe not from us
Do they take service fees for the marketplace?
epic has maaaany other partners they make money from
that too, the marketplace gets them a lot of income
I dont think they did the superbowl stuff for free for example
Games will also pay them, to advertise their stuff on the Epic Store
I think I broke something with the navigational settings.. how do you make unreal orbit around the point clicked on a mesh again?
hold alt and left mouse drag
I know they are also trying to tap into other markets as well like sim, even tho they are losing since most of these industries are already just using unity
if you want it to orbit around selected, enable the checkbox
@grim ore yeah.. if only that would work ๐ it flies of in to the distance
did that too
or they don't care about graphics and build with lesser quality graphical platforms like Simulink and webots
(the checkbox)
try a new project, see if it happens. restart pc, see if it happens. might be temporary
ohh wait.. it sort of working on scene object, but not on characters
is the pivot point on those objects somewhere wacky?
it's the metahuman demo scene
insane btw..
see the orbit behaviour.. work fine on the plane.. not on the human
weird
does normals for solid color textures are the same? can I just use one instead?
you can output the same node into multiple inputs yep
there is a value for the normal colour that is a standard?
if you just leave normal alone it will be the standard
I believe the key to my issue is in me being able to understand how a Scale Box works (ScaleBoxSlot settings).
This is the CustomWidget (its a custom Canvas Panel) inside the UserWidget (wrapper). The code in the custom canvas centers its contents relative to the Canvas (Cell 0,0 of a hexagon grid in this case).
I'll post a screenshot of the UserWidget inside of the ScaleBox next.
if you dont have a normal map dont use it for example, its meant to do stuff so if you arent doing it dont do it
"In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents"
The ScaleBox is set to [Scale to Fit] on [Both] stretch directions. The contents of my custom canvas do not appear centered.
so if you dont have texture detail there is no reason to use one, or if you dont need one for lighting purposes
Selected branch doesnt work for some reason
@deep viper open your actual custom widget, and change the top right to desired
so you can see what this will actually look like
if I remove the set to nothing node it works untill I run out of tagged trees and it will just keep going to the closest trees
how do you deal with the "no compiler was found" message under Linux?
WHO IS RESPONSILBE FOR MY NIGHTMARES????!?!?!?! >_____<
I just set the custom canvas to "Desired" like you suggested, now it looks identical to how it is positioned/displayed inside the Scale Box. (Now it matches)
Positioning the contents of my CustomCanvas based on Desired Size should achieve what I'm looking for (I'll start making the changes).
I never really understood how Desired Size works.
imported baked animated play and loop by default.. that's what I want except that I would expect them to be sync.. How can I force that sync?
I dont know how your custom widget is set up but desired size basically makes it look like its going to look without anything special. in your case thats what it would look like when its in another widget. IT sounds like your custom widget is offset for some reason so check your settings on it
keep in mind a canvas panel is a FIXED position panel so if you say your going to be 100 units to the right on this canvas panel then its gonna be 100 units to the right. in you case you might want to make it look correct in the top left and it should fit right. or make sure your anchoring is to the middle and around it
i am following this course https://www.unrealengine.com/en-US/onlinelearning-courses/converting-blueprints-to-c and at some point i need to create new C++ classes, thought that option is missing in my editor. if i right click the actual project and click on "generate visual studio project files" i get an error saying " this project does not have any source code"
my pawn is not moving
@rigid belfry so this is missing?
if i click on add/import it doesnt show. clicking on the File dropdown shows it
what module or video does it show them doing it the wrong way?
that is curious, I presume thats due to it not being a c++ project in the first place but you are using the same project
yes
but you mentioned it cant find your IDE so double curious
2015-19 depending on your editor version
if that matters
when you do new C++ class what happens?
so its greyed out in the file menu?
this is where you set your IDE in the project settings
it should auto detect what you are using based on environment variables
im trying to figure it out as well, which course file did you use from the .zip?
soooo many files lol
is there a max number of materials per object or what? My object in blender has 5.. and I get 4 in unreal
should not be a limit you will hit, 5 is fine
weird
maybe a limit with alembic.. but then again.. a limit of 4 would be surprisingly low
@rigid belfry yep mine matches yours exactly and I have 2019 installed and its making a new C++ class no issues (file -> new not from the add that is missing)
so im curious if they removed that between .23 and .26
so i am not able to complete the course on 4.26?
dont see why you cant, I just confirmed its a change in .25 -> .26 they just removed the option from the ADD menu. ITs still in the file menu and works fine ( I just followed that part in .26)
oh i yeah totally
i can create c++ classes from the file dropdown
downloading vs 2019 fixed it it seems
maybe ue wasnt finding vs 2017 for some reason
weird. based on the reviews most of the course should still work so thats a plus, I reported that issue but shrug who knows what can be done. /hug random cahnges
how would i add camera pitch gradually over a short period of time
timeline and add rotation
im making recoil but if i just add it normally it jolts up to the next spot, which looks ugly.
anyone can help
@sick plank did you change anything in the movement settings for the AI? its movement mode to something other than walking
do you have a valid nav mesh for it to move, is it allowed to move at all?
no
how do i do that
I dont know if you can do this for the 2d stuff
might want to ask in #paper-2d or in #gameplay-ai
matthew for the timeline new time, should i connect it to something (ie getworlddeltaseconds) or can i just leave it?
I just watched your video on UMG Sizes. I concluded a 1920 x 1080 Size Box will work for my case.
I can work in a fixed Canvas in the editor AND have it match its DesiredSize. Worked like a charm. Thanks for the tips.
why is intellisense not working?
So, Character Creator in trouble with MetaHuman ?
@timid spade new time is setting the time on the timeline, all you should have to plug in on the left is the start
i wonder how deep meta human customization
@rigid belfry short answer, intellisense sucks with the ue4 codebase. long answer, intellisense sucks with the ue4 codebase
i am getting an error that says
Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
i quite literally just installed .net 5.0 and restarted my pc
i know it says you want 4.6.0 or higher but what i really means is it wants 4.6.0 lol
i could never get the .net stuff to be backwards compatible personally it always seems to be bound to a version
Hi!
Do UE4 have a tri-planar mapping node?
yes
@grim ore I coudnt figure it out so I switched to the EQS system and its exactly what I needed lol
hopefully its not to buggy or unstable
its out of experimental in .26 so hopefully yes its past buggy
is the mega human going to be for games or just film making
no one knows for sure, all the info we have it all the info we have and its on the docs page and the videos. based on the fact it has LOD's set up I would assume both
what made you pick unreal over unity?
cuz epic made unreal and fortnite
^ world aligned material function
this one?
yup, there is also one for normal maps
i have a gun move up to the camera as an aim down sights function. Is there a way to prevent the camera from clipping through the gun without moving the gun?
Thanks!
The Upper-RHS anchor doesn't seem to work, I tried both using the Canvas anchor and a scale box, but the RHS white square does NOT stick to the right corner of the window when I make the window fullscreen.
@deep viper what are the settings on that right hand top square?
how do I reset the painting that I did?
your position is wonky
you need to set the alignment and no position
alighnment should be the top right, so 1,0 and then the position is 0,0
and what LandscapeGizmoActiveActor is?
what did you use to paint it? a layer?
this is my texture scheme;
"Shift + Left Mouse Button
Lowers or decreases the heightmap or selected layer's weight. For example, in Sculpting mode, this will lower the Landscape heightmap. In Paint mode, this will erase the selected material that was applied to a particular section of the Landscape."
since Vector 3 is very cheap to compute, setting as the texture of my objects can improve performance over lets say a 32x32 pixel texture with interpolation set to closest?
omg I did read the docs and forgot
I mean in the long run with lots of objects in the same scene
and if it helps the performance bit, there is a way to use Vector 3 color directly on Blender?
I read somewhere in the docs that use texture compression is bad practice? So always I should set the compressor level parameter to 0?
*for small textures is negligible but for some pixel-art paints HD resolution feels so big for such a simple image; like some megabytes to sometimes 1 or 3 mb with Compression level set to 9...
y arranging textures UV like this (one above the other) is bad practice?
sorry for not using my models but I yet need to upload them in my computer
overlapping UV's?
if texturing, no issues. if using dynamic lighting, no issues. if using static lighting, big issues. it uses the UV's to determine where the light falls. Use the same UV space for the top and bottom and the shadow/lightmap will look the same for the top and bottom.
ok, so if I resize the map of each face so it fits the color that I want?
I mean; resizing the map ruins light projection on it?
well for a simple box you should use box mapping and auto unwrap it
otherwise UV mapping is a freaking black dark art to do it right
ohGirl! all my tree and vehicules models are set like this: UV maps face one above each other
hahahaha
dumbass noob
well if you dont use static lighting it wont be an issue
OK... another one: someone told me that setting a big (28x16 pixels) texture with all the colours that I will need and colouring all my models from it will not improve performance because even using the same texture for all models, it still needs to load every time the texture for each model. so my question now is: does a bigger texture, lets say a 1024x1024 performs worse than a little one of 8x8 pixels?
ok I will try this one there
I got shocked discovering that smooth terrain performs better than low-poly ones o.O
I can answer this quick
@grim ore but resizing the map of the UV can attract problems with light?
The bottleneck is drawcalls and not the texture size
Fetching a texture of any size is a ridiculously tiny overhead. You can assume you can fetch 4 textures total in a pixel shader basically for free
Fetching 8x8 and 1024x1024 is virtually same cost
Your limit is that each model is a distinct draw call (if not instanced)
@plush yew it cant but again it depends on your texture. if its a plain color your probably fine its more about UV resolution
hmm I think I will stick with the face filling with the bucket in a default resolution in Blender (1024x1024); thanks @grim ore and @south ridge
Depending on how good (and not restricting) the new MetaHuman is, it would put Reallusion and character modellers out of buisness.
well this is the same stuff thats always been around, you will never replace proper work
it will end up helping people out but professional work and people will still be there
Yer, I agree, but the pipeline from something like Character Creator to Unreal Engine is an absolute pain. So I am all for MetaHuman!
ah yep for stuff like that hopefully it will help, there is a ton of issues with people using like mixamo still
I think there is some hidden magic in things made by humans, I mean, you can generate a map from noise but a human one will always lead to some insight over the long-term (or even short) that it will differ from what a machine do
plus different types of aesthetic (that should be explored more in my opinion, since art is about leaving reality) that one can make
You can always specify a LOD bias in texture to reduce its size for VRAM optimization
hehehe let me build my first level and set some happy and sad creatures to then think in this kind of optimisation ๐
why is the project i was working on now saying "the following modules are missing or built with a different engine" ? i literally just rebooted my pc
why is it so hard to make ue4 work
I was scary about performance in this high-poly models that will run as vehicles inside the game ๐
high poly would be a couple million
how do i install swarminterface?
it should be part of your engine unless you built source
how do i compile from source manually?
the engine or a project?
i cant launch the project
you would open the .sln file and then build it in the right, or it should try and build when you open the .uproject
right click the .uproject file (at the bottom) and try and generate the solution
the visual studio project files
does not work
it says i need .net framework 4.6.0 or higher
and i have installed .net 5.0
you might need to install that then
yeah it doesnt mean or higher, it means 4.6.0
well i cant install 4.6 for some reason
it should be part of the visual studio installer
even if i try to unistall 5.0 it keeps telling me i have a newer version installed
you probably want the SDK then not the direct framework
this is what I have for example
targetting pack works as well
I set the white squares position to 0,0, and set its Alignment to 1,0 with an Upper-Right corner anchor. But it seems that resizing the window past a certain length-height ratio still results in the upper-right square not going all the way to the corner of the window.
The Scale Box + Size Box is an attempt to get the canvas to stretch to the entire width of the Game Window, but at this point I am unsure what causes the Widget to not stretch to the entire screen.
since its in a scale and size it might be resizing part of that in the wrong axis is my only thought
anyone know why my visual studio doesn't show pogress bar or build module numbers?
set up visual studio in a new pc
did you install incredibuild?
how do i delete a c++ class? its not letting me
it should be done from inside of the ide as far as I know. close editor, open ide, delete class, close ide, rebuilt solution file, open project
wait a second. this course https://learn.unrealengine.com/course/3441566/module/6707858?moduletoken=UHxxnDLPW8SBxQDHOX8tftXD1JNNdjJ4r6zckD-Qd3if9hXibv8TJ9J-JccvB8hS&LPId=0 is saying that i need to close the editor to parent a blueprint to a c++ class
do i have to close the editor everytime i need to write a script in c++?
I'll try tackling the UI another day. Square just refuses to hug the Right Hand Corner with every combination I can think of. (UE4 is pain)
@rigid belfry well... you see.... uh..... its kinda like..... uh..... do you really want the bad news?
short answer no, long answer yes because its a module thats loaded into the game similar to other modules and parts of the engine. There is hot reload and live coding but those can lead to weird issues if not used correctly so having the editor closed when working in C++ and rebuilding your module then loading it up clean in the editor after is less problematic
yeah, C# has an advantage over C++ in that
well that makes learning bp even more appealing. just attaching some strings together and having it work right after seems pretty great
this is giving me an error while compiling. why is that?
Usually look at the log first @rigid belfry The short answer is you need capital letters.
oh its capital LOG
yeah, i really need intellisense. i am not used to spelling stuff to the letter
why is it recommended not to use intellisense for unreal anyway?
any commands to clear the output log?
intellisense just chokes on larger code and the UE4 base since it is so macro heavy. If you give it enough time and adjust some stuff it can work. Stuff like rider as an alternate IDE or Visual Assist for VS can be used
Thereโs a progress bar?
Is that actually a language specific feature? Or are you referring to unity
How do I set a new mesh for a montage? My custom char uses UE4 skeleton and works fine, except when his getup montage plays after he falls down and it breaks it, someone said it was using the UE4 mannequin mesh instead of my custom mesh
if you mean an anim montage, it really doesnt work like that. montages have a skeleton asigned to it which determines which animations can play on it
if your montage skeleton and your mesh skeleton are the same you should be fine
It works fine with the UE4 mannequin selected as my players mesh, but when I put a custom mesh on the player character it doesn't work right, but my custom skeleton mesh works just fine with everything else
you would have to show the issue. Does the falling animation work on your custom mesh?
i swear there used to be a progress bar on build progress
yea, everything works fine on the custom mesh. I can even add my custom mesh to the montage preview and it works fine, but in game it doesn't work. one sec and I'll rec a short video of it
no progress bar but it should show XXX/XXX when compiling in the log
Here is a video of the problem. https://youtu.be/VcVDYptSrOo
use pxvis collision 1 in the console when you are playing to see the physics colliders
see what it looks like compared
see if you can figure out why its not getting back up, is the capsule collider not flipping for some reason. I dont know what code you are using to flop it and pick it back up for example
this doesnt feel like a montage issue but more an issue with your physics assets and how you are ragdolling and having your character get back up. You are not checking meshes anywhere right? #animation might have more help if no one else in here can
I am toggling Class Default "Use Controller Rotation Yaw" ON, and Character Movement "Orient Rotation to Movement" OFF while hold Right Mouse Button (I called this input action "Focus"). It works well, my character's direction gets locked to the way my camera is pointed during focus. I created a 1d blendspace for strafing animations did some speed and yaw calculations to drive the blendspace, which works awesomely, but now when I am not in "focus" mode, my character will rotate correctly when using A and D, but it still plays the 1d blendspace (and all wrong). When not in focus I am trying to get it to just play a running animation without strafe.
Please help!
pretty new to UE4 myself, but the asset has a ragdoll component on it and it uses the Get up montage depending on how the player is facing, either get up if he falls down and faces down, or get up if he falls down and faces upwards
In this video I am going to show to all of you guys how to make an optimized procedural spawn system, and how to spawn objects on the ground automatically.
PS: This spawn method is very useful for in particular for landscapes, but of course it can be used also for other situations.
Features of the system:
- Change Objects Container Dynamicall...
Time to try it out tommorow
is there any way I could animate geometric boolean operations?
like substracting a cube from another one.. but having those cubes move?
box brush?
Seems that my UI anchoring problem was not an issue with anchoring at all. It is caused by a function in my custom widget, so that's a relief. (I can sleep tonight)
EDIT: Mores specifically, setting you widget's desired size to the viewport size caused my widget to become smaller than the game screen when the game window approached fullscreen size.
hahahaha I understand that feeling
Big oof. This is not trivial, but there is a shortcut that might be suitable
So there are two paths to go here, real booleans and fake booleans
Real booleans are slow and maybe cube vs cube is doable, but the issue is that the algorithm is conceptually kinda slow
Fake booleans involve masking your objects in a correct way, e.g. using a silhouette mask
You have to visually select pixels which belong to either object using the other object as a stencil
@velvet magnet language specific/platform specific, unity on windows can use c# runtime code generation and JIT compilation
Hey guys, general question. I have just made my modular sword system, but didnt noticed i made it in lastest 4.26 version. So now when i migrate files to my main 4.25 version its showing empty folders.
@south ridge no no does it for a reason
@lucid grove assets are not backwards compatible. no going .26 -> .25
I'm just saying like, couldn't you design the c++ to be built independently from the engine and then just interface
like that's what a few other (non game) engines I know do
Even materials?
once it is in the engine yep, they are then assets and are versioned
you can try copy/pasting from one to the other
@velvet magnet you can...it wont be a ue4 in general sense ofc
Oh shit, so i just created something i cant use with 4.25
yeah
like literally open up the material, copy all the nodes, then paste it in .25
nodes are ASCII coded in copy buffer, but other things - not
Ok, is there a way to copy all variables and not just one by one?
if you paste in a variable node, say a "get bacon" variable and the bacon variable does not exist it will tell you and you can right click it and tell it to create that variable. other than that I dont even know if copy paste variables work lol (from one project to another)
How to create problems from nothing "101" by Jake The Dog. The movie.
@lucid grove be born?
@south ridge thanks.. I want fake booleans because collisions won't matter
Why does expanding my landscape make my splines disappear?
or change the height of the world as it appears
@light thunder maybe a bug...try saving a map, then extend, save as another map, reopen saved as
first save just for backup
I don't think that's it - it's expanding the world but not keeping them in the same relative location
I could move them over by hand but I thought there was a way to do it
without losing their location relative to the meshes in the world
oh...ok, i thought they just got nulled
they are relative to landscape afaik, not meshes
But they are centered ....
so I guess they remain in the upper corner of that world and it expands from that direction
lanscape coords starting at corner
is there anything to be done?
It also seems like the height of the landscape increased, and I don't understand that
ah yes, thank you! I tried that before but it wouldn't work but I must have been using it wrong
Is there an easy way to copy physics settings to another mesh? without having to manually set everything?
use a physics asset ?
fixed the issue with the player not getting up
@somber rover what was the fix?
Had to add a Ragdoll physic profile, then I had to set a bunch of linear limits and angular limits in the physics
Be careful if you ever reparent your skeletal mesh's skeleton - I had an issue where it didn't parent to the same physics asset of that new skeleton
i'm afraid only by blutility or python
So that means I'm going to have to go thru every one of my zombie meshes and manually configure their physics settings, just so they can stand up after they fall down
Is there a difference between thse two GetViewportSize nodes? The one without input seems to be returning zero all the time.
@somber rover if you mean scene - only blutility
thanks
@deep viper one is client only (screen with the bolt)
@somber rover Blutility is a super handy tool, I only discovered it a couple of months ago but it's super powerful
And don't forget about the bulk property matrix edit
it was only 7 zombies, I just set all their physic assets to the default mannequin and that worked, now they get up properly when they fall down
Hey guys, one more quick, noob question ๐
I have placed a point light as a porch light outside a small building. But When the camera is far away, its switched off. But when the camera comes near, it switches on. I want this to be switched on always. What to do?
what I mean is you could make a blutility that selects actors and you can make it do any parameter and then add that to a selection set
I had a bunch of actors in a region that I need collision on, JUST to setup some ragdoll physics, then I'd turn off the collision once I was done - so it was like 2 minutes to make a blutility script that selected actors in my editor that had the a certain tag ....so I only had to select them all once
@brisk tide
@next badger they are at zero. But I have changed the culling in settings and it seems to be working ๐ Thanks!
What's the limitation of merging actors from a blueprint? Or in general? this has maybe 50 or 60 static meshes but I removed everything that wasn't a static mesh and selected those ...
but when I try to merge, the merge actor screen is greyed out
Evening folks. I am missing something here.
This is not detecting me turning right and left.
its just a constant value of 1 even when i am standing still
so what would i be looking for here?
Are you stepping through and watching the value?
Glad I could help lol
I'm trying to paint some cars down as foliage (they are mainly in background but there's a large amount) - Is there a trick to making it align the way I want? I tried rotating the screen and getting rid of the random yaw - apparantely I can't set the yaw I can just turn off the random aspect of it
The answer, apparently, is to uncheck align to normal
My friends, I'm facing a challenge here to put pants on a character, this is having an overlap of the skin on top of the mesh, I saw in some places that a mask can be used on the texture but I didn't understand how to do it, you can give a direction to resolve this? Problem legs (body) overlapping on mesh
@grim ore So, PerRandomInstance is funny - I setup a custom node that I left the ELSE after all variables used between 0 and .99, and that returned green, so I should have seen something green one percent of the time, but I swear it's 30
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I know its probably not it but due to the way it works I wouldnt do the > and < checks but just < , its always going to be greater than the last number you checked else it would never get there
also I doubt it but you didnt accidently hook up green to more than one of the inputs right?
I have a question relationated with TileMap 2d is possible detect which tilemap is pressed by the mouse? I mean get the coordinates of the tile was pressed??
hello I am new here and I was wondering if anyone could help me with something
Everyone here is asking questions, no one to help tho
might as well ask away, who knows what might happen
I would like to make a turn based system in unreal such as a jrpg
i know there is a template for that but it isn't working for me
is there a way to see if an input action is currently pressed
I know normally you would test for Key, but rebinds and all
so 4.26 does not have any destruction?
I beleive the normal mesh fracturing system still works
apex? i cant seem to get it to work and unreal docs says its "deprecated"
why not use 4.26 chaos version from the launcher?
objects named with a underscore like "eye_junction" can lead to some problem inside the engine?
@modest trench i thought chaos still requires a source build?
@plush yew underscores should be fine
there is a preview version of .26 with chaos on the launcher at the bottom
and deprecated does not mean removed, just no longer supported and will be removed, probably replaced
whatโs a good place to find testers for my mobile gameโs beta? anyone know a good way to advertise without sounding annoying lol
make it free, ask for donations?
well i cant get apex destruction to work with 4.26. after i add the plug in i get the menu and stuff but no destruction/fracturing works on the mesh
it is free, just how do i get it out to the public to see if that makes sense
there is a place to post releases here; friends should help too
where?
oh i didnโt know that thanks, and i got my friends doing that too lol
wow thats sneaky
@plush yew appreciate you bro ๐
@modest trench @grim ore have you used the 4.26 chaos? if so is it relatively stable?
i have used it in a source build a few versions ago.
i have not touched it
apex does have issues but it does still work https://i.gyazo.com/e5c1f5563e50a4bec9019de493e77296.gif this is in .26.1
is it hard to release a game on both IOS and Android or is it just exporting the same game on both platforms?
idk if you have to make 2 different versions or something like that
you can use the same UE4 project, it is different versions it builds yes
you dont use the same executable for android and ios once built but you dont have to make 2 complete games
@grim ore hmm. i wonder why it dosent work for me
its a pain in the ass to get working right
im going to try the chaos build. if it dosent work i guess ill roll back to 4.25
oh ok, so im just exporting the game twice in different ways?
@grim ore thx for the response
@calm pollen basically yes
ok thanks
Oh nice to meet you Mathew I watched yout tutorials on the learn website for u34
@manic oak oh nice, I also use OpenCV + tensorflow (though mainly tflite and micro with c/c++), Iโd love to see if you have any cool projects
Can I help you on this channel?
Cool, I've been wanting to try out the tensorflow stuff, I wanted to do some polygonization of a 2d textures, but maybe it's just easier to trace against it ๐
Evening all. I'm using Save Game slots to store some variables and I want to include that in my shipping package. I am able to copy the save game file to a development package (same file path as project) and it works, but in a shipping package, it doesn't work
any ideas?
Hi,
for my game i'm using a SaveGame Blueprint which contains two boolean variables. Both of them are set to false in their default value.
But when i pack the
any way to change that default file path for shipping? C:\Users\Name\AppData\Local\UEProject\Saved\SaveGames?
Hello devs! I desperately need your help.
I'm the developer of The Final Overs (VR Cricket for Oculus Quest), and I'm having trouble in showing the impact spot on bat where the ball hits. If I keep the bat steady or move it too slow, it works fine, but generally you're supposed to move the bat fast, and then it gets messed up.
The problem is, I'm not getting the accurate bat location at the time of hit, and I think that's because the collision is mostly happening between frames. If the bat moves fast, it kind of teleports from one location to another between frames, but strangely collision (as in pushing the ball) works perfectly fine. Its just, I can't show the impact spot on the bat
Here's the bat's hit event where I set the position of "HitSpotBall"
hey how do i change the sky in unreal? this really doesnt fit the graphics of my game lol
im trying to make a more cartoon lighter blue look^^^^
would i have to make something in photoshop to replace it with?
I was wondering when we would hear something about UE 5
I hope this new version solves some of the hassles that UE 4 has
Have you turned on CCD
Activate the Sun Position Plugin and drop in a Sun Sky Actor together with Volumetrics Cloud (activate volumetrics). The atmosphere component in the Sun Sky component can be adjusted for color
Gonna solve some problems... Gonna create some New ๐ I dont think we'll hear anything until late march at the very earliest
Yes
Hey, is Pixel Streaming open source? If so where can I find the source code?
Run your Unreal Engine application on a server in the cloud, and stream its rendered frames and audio to browsers and mobile devices over WebRTC.
Hey guys, I have this bizarre problem where the editor is returning an error and it says the faulty node is within the isValid definition
Has anyone had this before?
the node it says is bad is selected
its completely unchanged from default and yet there is somehow an error
Editor output is "Blueprint Runtime Error: Attempted to access ActorName0 via Dynamic_Cast_ActorName1, but ActorName0 is pending kill."
I don't believe the node itself is faulty. Is your actor perhaps falling off the map?
I have three identical actors who have each been spawned by a spawner and they are target dummies essentially
Each time I kill one I get this error
I have isValid nodes EVERYWHERE up until the last node to the point where it might pose a noticable performance change on worse devices
guys
well
this is my zombie's blueprint
the yellow circle is the zombie trigger
Any ideas Voye?
but if i put the ActorBegin to the zombie move to player the Player hit the zombie will not work
and now i have the actorbegin in the hit the zombie but the zombie move to player won't work
Voyevoda what are you writing lol
@tardy basin he will answer you chill
My immediate thought is that you may be trying to run code on an actor that has already been destroyed. I would suggest using break points which will allow you to check the the validity of actors at runtime.
I am chill I just noticed it said he was typing for a while
Alright I'll check that, thanks
Ok
This is kind of a lot to look through
Can anyone teach me Unreal and C++ please
I'll see if I notice your problem
Bruh wtf
It's not that simple
But I can reccomended Ryan Laley on YouTube for some starter project tutorials
i dont know how i can combine the move to player and hit the zombie
cuz it both needs the ActorBegin
Call an event immediately after starting ActorBegin and have that event run one of the two lines of code
Then after the event is called in the ActorBegin line run the other line
@tardy basin but what kind of event should i call
customEvent
I don't quite understand. Are you trying to call the event "Chase the Player"?
look
i have a sphere so when my player goes in the sphere collision the zombie triggers and chase the player and if he catch him he makes the attack animation
so
in my blueprint the chase the player to work needs the ActorBeginOverlap
Why not just put it at the end of the BeginOverlap code?
wdym
You only need to use BeginOverlap once. So just connect the chase player event at the end of your current BeginOverlap code
yeah but i need two BeginOverlaps
the thing is that its impossible
i need one for the Hit the zombie and one for the Chase the player