#ue4-general

1 messages ยท Page 938 of 1

worldly turret
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Okay

wary wave
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if someone knows, they'll answer

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the better the description / information, the more likely you'll be to get a response

worldly turret
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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 ;-;

uneven mica
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So if done this can i like put it together to add a new layer

worldly turret
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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 ;-;

vagrant pagoda
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@worldly turret is it snapping to grid that is causing your issue?

worldly turret
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I don't think so... if there was snapping, I think my issue would be fixed

grim ore
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Your seeing float precision issues. And are you sure you can see the gap ?

worldly turret
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Yeah

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Lemme reopen my project and I'll take a screenshot

vagrant pagoda
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He's got very good eye lol .

worldly turret
grim ore
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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.

worldly turret
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Do you mean to make the house in Blender or something?

grim ore
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Yes or use the built in mesh tools.

vagrant pagoda
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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

grim ore
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Also if you scale it to 17.300001 itโ€™s too large?

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Also also. Your scaling geometry brushes? Geometry brushes have size settings they should not be scaled

worldly turret
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Apparently the light I placed isn't showing through, so... not sure what that means :/

worldly turret
grim ore
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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.

plush yew
grim ore
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In the end tho you should convert them or replace them with meshes.

worldly turret
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Not the answer I was looking for, but alright.

grim ore
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Well your answer to the problem is float precision

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You canโ€™t solve it the way you want

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The fix is to do it right.

worldly turret
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๐Ÿ˜ฆ

fierce tulip
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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...

โ–ถ Play video
worldly turret
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The entire house is made with geometry shapes as the walls, so...

plush yew
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it breaks idk why lol

grim ore
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Geometry brushes are not performant and get no optimization. You want static meshes in the end. Brushes are for blocking out a level.

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You can convert them to static meshes inside the editor if needed.

worldly turret
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Okay, well..... Alright.

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Really not in the mood to completely remesh my entire goddang house today, so.... sigh I'll leave that for tomorrow, I guess....

plush yew
grizzled axle
plush yew
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it works at first, then it just stops working

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i thought the clear array would just reset everything

dull juniper
vagrant pagoda
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Maybe create a corner padding if you don't like the single black line @worldly turret

wicked sparrow
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That MetaHumans stuff looks incredible. Anyone else unable to download the sample project though?

grizzled axle
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50% downloaded here

wicked sparrow
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Ahh, seems like 3-4 launcher restarts got it downloading ๐Ÿ™‚

plush yew
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i love it when you post a screenshot with more then 2 nodes no one wants to answer it...

wicked sparrow
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Here isn't really the best place @plush yew, use one of the more related areas in Content Creation category lower down

plush yew
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ive been asking for 3 days man lol

wicked sparrow
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Well, sometimes thats the way of it sadly

grim ore
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Dude people have been trying to help your just not helping

plush yew
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they misunderstood the question a bunch of times, probably my fault at that

grim ore
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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.

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Or if you think people are not understanding restate the actual problem your having clearly.

plush yew
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im just trying to get something out of an array that has 2 booleans set to true

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people said use an AND gate, didnt work

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So I tried to use 2 for each loops, one for each boolean, kinda works but breaks after awhile

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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

grim ore
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If people said to use the and and it didnโ€™t 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.

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Whatโ€™s the actual point of this task.

livid glen
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These two high-quality, fully rigged sample characters represent the current state of the art for real-time digital humans and theyโ€™re yours to explore, modify, and use in your Unreal Engine 4.26.1 or later projects. They serve as a showcase of whatโ€™s achievable with MetaHuman Creator: an innovative new tool that will soon be available for you t...

โ–ถ Play video
plush yew
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To find the closest tree that ive tagged to chop down

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I can find the closest tree, I can find the tagged tree. But I cant find the closest tagged tree lol

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it just breaks

small vault
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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

grim ore
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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 itโ€™s 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 itโ€™s not.

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@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.

stiff verge
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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?

small vault
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Thanks Mathew, I was wondering if I'd be able to delete those folders, good to know that should help out a bit

grim ore
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@plush yew itโ€™s also possible your other logic in your tree is messing with your variables and your not taking that into account.

severe tree
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๐Ÿฃ

grim ore
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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

plush yew
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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

clear warren
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On a similar note, what would be the right channel to ask about Unreal Insights? I'm trying to debug some performance issues.

grim ore
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@plush yew is it specific to your project or the editor? a new level is bad performance or just your project

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@clear warren probably in here I dont think many people use it yet ๐Ÿ˜ฆ

fierce tulip
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@plush yew in my case generally its either win10 secretly downloading crappy updates, or win10 pushed crap and need new ryzen/motherboard drivers

grim ore
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@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?

plush yew
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@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

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However Im not doing anything crazy

plush yew
grim ore
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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.

plush yew
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I'm Downloading megascan goddess temple

grim ore
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like do you have a project you opened that performs poorly

plush yew
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to check performance

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could that help you troubleshoot?

grim ore
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ok open it up and once its done compiling and in the example map see what your stat fps shows

plush yew
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will do, thanks for the help

stiff verge
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@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

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what are the red boxes in general? like inputs fetching data elsewhere?

grim flame
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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...

โ–ถ Play video
grim ore
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@stiff verge and thats a normal input button in your project settings

stiff verge
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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

grim ore
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upgrade!

stiff verge
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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

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a seamless portal that works in vr.

grim ore
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the googles says set tracking origin is part of 4.17 so you should have it

stiff verge
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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

wary wave
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oof, portals in VR are not fun in Unreal

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Render Target based techniques are basically out

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simply too expensive

clear warren
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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?

stiff verge
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yeah luckily my scene is simple and this is meant to only run on a high end machine

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@wary wave you got solutions? unity? I'm not 100% sold on unreal

wary wave
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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

stiff verge
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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

wary wave
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I don't know Unity well enough to comment, but it does tend to be a lot more lightweight

stiff verge
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i found an older project that nails down the portal part.. I just need to tweak and integrate my stuff in it

plush yew
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@grim ore i will try that thanks

wary wave
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I suspect it probably also uses a render target style system, but it's rendering can be a lot cheaper

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but like, render targets in Unreal, in VR, will cripple most high end machines

stiff verge
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from what I saw, in unity you have cameras behind the portals too

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it seems easier to setup

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but I don't think I could do it without a tutorial

thorn spear
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Apologies stupid question time, using sequencer, and what Iโ€™m seeing in the viewer is not what is recorded ie the exponential height fog is not showing up in the recording?

wary wave
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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

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if it's something you absolutely need, then you may want to consider actually paying someone to implement it

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and you also probably do not want to take a low-bidder on that

stiff verge
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my needs are simple however.. and I'm not making a game that has to run on several machines

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it's for an art installation.. if it runs on my machine, I'm good to go

inner vine
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What machine is that?

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(specs)

stiff verge
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I don't even need two portals lol.. just one way to get started

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3090 + TR

inner vine
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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.

wary wave
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RTX would be overkill in VR - almost guaranteed to not run, hehe

serene birch
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yet!

wary wave
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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 ๐Ÿ˜„

stiff verge
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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

wary wave
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I would look at Unity and try to keep the scene very simple

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otherwise commission someone to build a non-RTT solution

plush yew
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I never understood the rtx hype

wary wave
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your scene should probably have absolutely no transparent objects in it, etc

plush yew
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Isnt it just reflections?

stiff verge
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I think you actually triple your overhead because you need one render per eye

wary wave
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no

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it's two renders per eye

stiff verge
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right

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damn there should be a smarter way of doing this

wary wave
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if it isn't, perspective will be wrong and the portal will look like you're cross-eyed, haha

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there are smarter ways, but you won't find tutorials for it

stiff verge
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yeah I had this when I followed a seamless portal tutorial not meant for VR

wary wave
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and they're a lot of work, hehe

robust marten
stiff verge
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well what I got running right now is almost it

grim ore
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@robust marten doesnt look very glowy but "glow" is generally referred to as emissive inside of your material

serene birch
# plush yew I never understood the rtx hype

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...

โ–ถ Play video
inner vine
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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.

wary wave
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if I were doing it, I would use a system that duplicates geometry and masks based on camera projection

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in VR this would eliminate the entire RTT layer and now you're back to rendering a 'normal' scene

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but you'd probably need to modify the way shadows work in the engine

stiff verge
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so the "portal" is just used as a matte to pick what is being rendered on that location?

wary wave
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kinda, yeah

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shadows will be a big problem though

stiff verge
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I found a cool alternative too.. the "worlds" you see through the portals are just equirectangular textures

serene birch
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that's basically how Portal did it right? stencil + redraw the geometry again for the part behind the portal?

robust marten
stiff verge
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it's a compromise

charred belfry
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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 โค

https://issues.unrealengine.com/issue/UE-108247

Unreal Engine

Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

grim ore
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@robust marten I dont now what the other version looks like so I cant really compare ๐Ÿ˜ฆ

wary wave
grim ore
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@robust marten i think you might mean the sorta purple glowy crawly effect on it?

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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

plush yew
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I think weapon enchants like that are just custom materials on an object covering the sword

robust marten
grim ore
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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

plush yew
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Guys

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What the flying campfire upstream

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Rest in pepperoni character creator 3

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And if they don't add in stylized textures for skin

stiff verge
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how can I display FPS?

plush yew
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I'm going to probably cry

runic narwhal
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Is MetaHuman for like cinematic stuff or could it be used for NPCs? With automatic LODs and random-seeded generation, etc?

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Almost seems too good to be true

sinful mesa
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i guess this is minaly a target locked on tv/movies

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๐Ÿ˜‰

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and games that utilizes real human models

grim ore
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stat fps in the console shows fps

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@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

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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."

runic narwhal
grim ore
plush yew
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@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

next badger
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@grim ore ;_; no early 5.0 it seems

grim ore
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@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?

dawn lodge
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Is there any info on monetisation/pricing of the metahuman creator?

plush yew
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in both mine and goddess

grim ore
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so I noticed with RT it sometimes needs to do stuff before it settles into normal FPS, check your CPU usage

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like in that goddess demo I would get 7fps with the project focused then about 20 seconds later I would just up to 35fps

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during that time I had 1% cpu use then it went to 6%

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try disabling RT in project settings and restart and see what happens

plush yew
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yes me too, it lag a bit for a few second then it stabilize

grim ore
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does it stabilize at 7fps then is the issue? if so its your RTX settings yep. RTX is reaaaaaaaaaaaaaaaaaaaaaaaaaally easy to tank your FPS

clever trail
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gentlemen is there somewhere on the discord i can ask about ue4 crashing my pc on discord or should i email/any advice?

plush yew
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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

grim ore
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you can try and ask about crashing in this channel, its the general one

plush yew
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I Could share my screen capture with you if that helps you

grim ore
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@plush yew yep it sounds like your RT stuff is just too high

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does it do the same for you in the goddess demo?

plush yew
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in my project the low fps are constant

grim ore
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hmm.. for that scene for me once it stabilizes as long as I dont leave the project it stays stable

plush yew
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Noice

wary wave
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there is no way to debug that message

grim ore
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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

wary wave
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I presume debug symbols are not installed

clever trail
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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

grim ore
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open task manager before you do that and see what it shows

clever trail
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Should i hold open the performance tab and see what it says before the pc freezes?

grim ore
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process is better so you can see what the ue4editor process is doing

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also when compiling what are you compiling

clever trail
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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

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First freeze was a map i imported

grim ore
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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

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there is a very good chance its importing

clever trail
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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

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ill give it a go real quick

grim ore
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well "freeze" to you doesnt mean its not doing anything.

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all that means is the UI is not updating in UE4, the engine can still be working

plush yew
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give me a couple minutes @grim ore trying to do what you suggested

grim ore
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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

clever trail
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Ah i mean my entire os Freezes

plush yew
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does unreal engine have written documentation about all nodes on blueprint so i can learn how each one works and interacts with each other <_<

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or is it just videos

grim ore
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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 ๐Ÿ˜ฆ

plush yew
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i know its a dumb question probably

grim ore
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@plush yew there are docs, but the docs are fairly simple on actual node usage

plush yew
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o.o

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on the unreal site?

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ill go check

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yay!

inner vine
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@light lintel from the editor or from the packaged build?

clever trail
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Ue4 crash reporter appeared and everything froze again

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My task manager had everything on about 10-15 %

inner vine
grim ore
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@clever trail welp time to debug the crash log and go from there. Its possible your gpu is crashing

clever trail
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Thanks ill try see if there's a crash log :^D

grim ore
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the "easiest" might be to use a console command in the project when starting it up

clever trail
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i found an error in the log i think

grim ore
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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" ?

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it would be something like "r.setres 960x540w"

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its the easiest way without messing with the .ini files

plush yew
grim ore
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file -> package project

stiff verge
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2nd day diving in unreal and I gotta say I really like it

inner vine
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No, run it in an "execute console command" node.

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So that it runs automatically when the map loads

grim ore
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its one of the few times that the level blueprint is the right place to do this and yes

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your widget stuff tho... bad

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your code is fine

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for the execute console command

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im just saying putting any real code into the level bp is ๐Ÿ˜ฆ

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I gotcha and I understand why and it works

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in this case its fine

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I just dont like seeing people use the level blueprint because it can lead to problems in the future as its a dead end

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one of those "hey its ok this time, i swear I wont do this again" type gateway coding things lol

plush yew
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wait what

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i shouldnt use landscaping? o-o

grim ore
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level blueprint, its code inside the level itself

plush yew
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or is level blueprint different from that

grim ore
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different

inner vine
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What would be the recommended, "good practice" location to initialize main menu widgets then?

plush yew
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so using level blueprint is bad, like never do that? >_>

grim ore
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ok let me start over lol

grim ore
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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

plush yew
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oh

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time to google level blueprint ;D

forest tree
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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)

plush yew
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whats a good replacement for level blueprint x3

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incase i ever want to use something like it

forest tree
plush yew
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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

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think breathe of the wild if it was devil may cry

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lol

sonic quest
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That's only reason, I'm using it.

forest tree
plush yew
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im only asking because i never heard of level blueprint until today ;D

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oh so its a logic systems kind of like selectors and sequencers o.o

grim ore
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sorry in a meeting so got called to do real work lol

plush yew
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wait do you work for unreal engine?

clever axle
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Hey.. Is it possible to host a master server without any of the prebuilt online subsystems?

forest tree
grim ore
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so i am a bit harsh on the level blueprint and i admit it but its a gateway to making poor programming choices later

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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

plush yew
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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:<

grim ore
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so I try and not encourage the use of the level bp since it starts bad habits

plush yew
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whats a good replacement for level blueprints in case i ever want to do stuff that requires level blueprint

grim ore
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any logic that you want to do in the level BP could simply be done in a normal actor blueprint.

plush yew
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oh

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im saving that lol

grim ore
#

and the actor BP can be re used which the level BP cant

forest tree
#

Sounds disgusting though

grim ore
#

@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

sonic quest
plush yew
#

um

sonic quest
plush yew
#

the als locomotion systems v4 use the unreal engine bone setup + ik's right?

grim ore
#

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.

plush yew
#

ive seen people reskin the als system with all kinds of models so i wonder if i can do so with daz3d models

grim ore
#

@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

lunar depot
#

is it possible to spawn emitters from code in niagara ??

grim ore
#

say I put myself in a box. I am both Matt and a Human.

foggy valley
grim ore
#

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

foggy valley
#

is there a silly hat in the box too, because it does have Mathew in it

grim ore
#

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

foggy valley
#

ISillyHat

grim ore
#

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"

light thunder
#

damnit wrong link

plush yew
#

o.o

grim ore
#

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

light thunder
#

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

grim ore
#

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

plush yew
#

oh

#

i get it now

#

that makes alot of sense o.o

grim ore
#

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)

cosmic grove
#

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

grim ore
#

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)

plush yew
#

thats a really interesting hierarchy system o.o

wary wave
light thunder
#

@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

grim ore
#

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

plush yew
#

@grim ore I disabled ray tracing in project settinmg and now my project run at 120 fps stable

lunar depot
#

is it possible to spawn emitters from code in niagara ??

grim ore
#

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.

stiff verge
#

on what gpu and can you show a screenshot? @plush yew ?

plush yew
#

@grim ore where can i lookup correct ray tracing settings?

grim ore
#

@plush yew yep might need to open up the post process volume and start messing with the RT options then

#

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

plush yew
#

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

grim ore
#

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

plush yew
#

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

grim ore
#

@light lintel it might be because you dont understand the concept of the object

#

from the docs

plush yew
#

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

plush yew
grim ore
plush yew
#

thank you โค๏ธ

wary ferry
#

did anyone discuss the meta human creator already?

grim ore
#

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

robust marten
#

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!

plush yew
#

;D

grim ore
#

@robust marten nope that looks awesome ๐Ÿ™‚ what did you end up using to make it move

grim ore
#

@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.

robust marten
#

Combination of panner and fresnel

grim ore
#

ah, nice. fresnel is smart for that ๐Ÿ™‚

plush yew
#

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!

grim ore
#

@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.

plush yew
#

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 ;-;

grim ore
#

@plush yew i dont think so but chaos is technically the new physics system so maybe #legacy-physics

plush yew
#

ah

grim ore
#

and chaos is still in pre production so good luck

plush yew
#

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

plush yew
grim ore
#

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

clever axle
#

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

grim ore
#

not in a main branch, its in preview still

#

they tried to get it in .26 and pulled it a the last minute

plush yew
#

simple*

grim ore
#

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

plush yew
plush yew
grim ore
#

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

plush yew
#

OK! I am trying to follow the Quick Start on Landscape and I do not understand why just two Normals are connected to "Add"

grim ore
#

@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

plush yew
#

was chaos engine pulled because it was broken? o.o

#

or needed touch up or such

plush yew
grim ore
#

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

plush yew
#

I am using 2x2 pixel textures in my landscape...

grim ore
#

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

plush yew
#

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?

lunar depot
#

is it possible to spawn emitters from code in niagara ??

grim ore
#

@plush yew its possible it imported it incorrectly, or the green channel is flipped (which happens)

#

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

umbral patrol
#

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...

grim ore
#

@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?

grim ore
#

in that test level yes, your just testing to see if RT is working normally in that map

plush yew
#

ok

#

ill try

#

ops

#

still 120 fps

grim ore
#

and im pretty sure its your map or other settings ๐Ÿ˜ฆ I migrated over the roman map from the goddess temple into a new project and it still lags

plush yew
#

do i need to build light?

grim ore
#

no if you have RT on it should just work

plush yew
#

ok

#

Mathewwwwwwwwwww :>

#

120 fps then

#

that tutorial you posted earlier is amazing

#

105-120

grim ore
#

theres just something funky with these assets and RT ๐Ÿ˜ฆ

plush yew
#

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

plush yew
#

isn't the problem with ray tracing?

grim ore
#

I think its just the GPU getting overloaded due to ray tracing

#

ugh ๐Ÿ˜ฆ

umbral patrol
#

is the driver crashing?

grim ore
#

nah its just getting hit hard

umbral patrol
#

godspeed...

grim ore
#

100% gpu usage locked pretty much

plush yew
#

i dunno im dettign desperate haahaha

grim ore
#

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

stiff verge
#

when is unreal 5 coming?

slate heron
#

Quick question

median hound
slate heron
#

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?

timid spade
#

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.

grim ore
#

@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."

slate heron
#

@grim ore ur the best

plush yew
#

My texture assets of 2x2 pixel just look bad at the terrain

#

too repeated patterns

grim ore
#

solid color would be a vector 3, so create a vector/constant 3. the shortcut is hold 3 and left click

clever trail
#

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

grim ore
#

if it crashed the pc, check windows event log. if it crashed ue4, check its crash logs or the crash reporter.

plush yew
grim ore
#

Lerp is short for Linear Interpolate

plush yew
wary wave
#

that's a scalar

#

it's just a number

plush yew
#

thanks!

deep viper
#

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).

grim ore
#

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

deep viper
#

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

grim ore
#

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

deep viper
#

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).

grim ore
#

might need to show it, scale boxes have alignment so you should be able to align it to center

plush yew
#

Unreal Engine is such a good business model, free and incredible resources, but they take a commission. How do I invest in it?!

stiff verge
#

I like how software can succeed with different business models.. I mean adobe is toxic at this point

plush yew
#

Yer, $19 a month... good joke.

stiff verge
#

anyone uses the blender 2 unreal addon? is it good?

velvet magnet
#

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

plush yew
#

@velvet magnet I thought it was 100k

velvet magnet
#

oh yeah, idk the numbers

#

maybe it is

plush yew
#

no, my bad, ur right

#

it is 1mil

#

holy ****, I love Epic

velvet magnet
#

Unreal Engine doesn't really make money from being unreal engine

#

though

#

It's as good as it is mainly because of fortnite

grim ore
#

maybe not from us

plush yew
#

Do they take service fees for the marketplace?

grim ore
#

epic has maaaany other partners they make money from

velvet magnet
#

that too, the marketplace gets them a lot of income

grim ore
#

I dont think they did the superbowl stuff for free for example

plush yew
#

Games will also pay them, to advertise their stuff on the Epic Store

fluid viper
#

I think I broke something with the navigational settings.. how do you make unreal orbit around the point clicked on a mesh again?

grim ore
#

hold alt and left mouse drag

velvet magnet
#

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

grim ore
fluid viper
#

@grim ore yeah.. if only that would work ๐Ÿ™‚ it flies of in to the distance

#

did that too

velvet magnet
#

or they don't care about graphics and build with lesser quality graphical platforms like Simulink and webots

fluid viper
#

(the checkbox)

grim ore
#

try a new project, see if it happens. restart pc, see if it happens. might be temporary

fluid viper
#

ohh wait.. it sort of working on scene object, but not on characters

grim ore
#

is the pivot point on those objects somewhere wacky?

fluid viper
#

it's the metahuman demo scene

#

insane btw..

#

see the orbit behaviour.. work fine on the plane.. not on the human

grim ore
#

weird

plush yew
grim ore
#

you can output the same node into multiple inputs yep

plush yew
#

there is a value for the normal colour that is a standard?

grim ore
#

if you just leave normal alone it will be the standard

deep viper
#

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.

grim ore
#

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

plush yew
#

there is any advantage of using one?

#

I will use solid colors only

fluid viper
#

it works fine if I select it there..

grim ore
#

"In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents"

deep viper
#

The ScaleBox is set to [Scale to Fit] on [Both] stretch directions. The contents of my custom canvas do not appear centered.

grim ore
#

so if you dont have texture detail there is no reason to use one, or if you dont need one for lighting purposes

plush yew
grim ore
#

so you can see what this will actually look like

plush yew
#

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

drowsy oriole
#

how do you deal with the "no compiler was found" message under Linux?

granite pasture
deep viper
#

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.

stiff verge
#

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?

grim ore
#

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

rigid belfry
sick plank
grim ore
rigid belfry
#

if i click on add/import it doesnt show. clicking on the File dropdown shows it

grim ore
#

what module or video does it show them doing it the wrong way?

grim ore
#

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

rigid belfry
#

yes

grim ore
#

but you mentioned it cant find your IDE so double curious

rigid belfry
#

what version of visual studio does ue4 support?

#

i have 2017 installed

grim ore
#

2015-19 depending on your editor version

rigid belfry
#

if that matters

grim ore
#

when you do new C++ class what happens?

rigid belfry
#

it simply wont let me

#

i'll see if something's up with vs

grim ore
#

so its greyed out in the file menu?

#

it should auto detect what you are using based on environment variables

rigid belfry
#

sorry whats that

#

is it in the settings?

#

the editor settings'

grim ore
#

project settings

#

ooof... the video is .23, I wonder if thats the issue

rigid belfry
#

i am installing 2019

#

wanted to see whats new anyway

grim ore
#

im trying to figure it out as well, which course file did you use from the .zip?

rigid belfry
#

its just a couple of gbs

#

"02 Starter Kit Overview"

grim ore
#

soooo many files lol

stiff verge
#

is there a max number of materials per object or what? My object in blender has 5.. and I get 4 in unreal

grim ore
#

should not be a limit you will hit, 5 is fine

stiff verge
#

weird

#

maybe a limit with alembic.. but then again.. a limit of 4 would be surprisingly low

grim ore
#

@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

rigid belfry
#

so i am not able to complete the course on 4.26?

grim ore
#

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)

rigid belfry
#

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

grim ore
#

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

timid spade
#

how would i add camera pitch gradually over a short period of time

grim ore
#

timeline and add rotation

timid spade
#

im making recoil but if i just add it normally it jolts up to the next spot, which looks ugly.

sick plank
timid spade
#

thanks matthew

#

always a good helper

grim ore
#

@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?

grim ore
#

I dont know if you can do this for the 2d stuff

timid spade
#

matthew for the timeline new time, should i connect it to something (ie getworlddeltaseconds) or can i just leave it?

deep viper
#

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.

rigid belfry
safe rose
#

So, Character Creator in trouble with MetaHuman ?

grim ore
#

@timid spade new time is setting the time on the timeline, all you should have to plug in on the left is the start

plush yew
#

i wonder how deep meta human customization

grim ore
#

@rigid belfry short answer, intellisense sucks with the ue4 codebase. long answer, intellisense sucks with the ue4 codebase

plush yew
#

is

#

or if i can import from blender to MetaHuman

timid spade
#

ah i see ok

#

i got to work thanks

rigid belfry
#

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

grim ore
#

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

eternal osprey
#

Hi!
Do UE4 have a tri-planar mapping node?

wary wave
#

yes

plush yew
#

@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

grim ore
#

its out of experimental in .26 so hopefully yes its past buggy

autumn stratus
#

is the mega human going to be for games or just film making

grim ore
#

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

stiff verge
#

what made you pick unreal over unity?

autumn stratus
#

cuz epic made unreal and fortnite

haughty bear
#

XD

#

that's tuff

eternal osprey
#

I can't find it

fierce tulip
#

^ world aligned material function

eternal osprey
fierce tulip
#

yup, there is also one for normal maps

timid spade
#

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?

eternal osprey
deep viper
#

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.

grim ore
#

@deep viper what are the settings on that right hand top square?

deep viper
plush yew
grim ore
#

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

plush yew
grim ore
#

what did you use to paint it? a layer?

plush yew
grim ore
#

"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."

plush yew
#

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?

plush yew
plush yew
#

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...

#

sorry for not using my models but I yet need to upload them in my computer

grim ore
#

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.

plush yew
#

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?

grim ore
#

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

plush yew
#

ohGirl! all my tree and vehicules models are set like this: UV maps face one above each other

#

hahahaha

#

dumbass noob

grim ore
#

well if you dont use static lighting it wont be an issue

plush yew
#

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?

grim ore
#

#graphics might be a better answer to that, it depends is the answer

plush yew
#

ok I will try this one there

#

I got shocked discovering that smooth terrain performs better than low-poly ones o.O

plush yew
#

@grim ore but resizing the map of the UV can attract problems with light?

south ridge
#

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

plush yew
#

hi

#

how can make dirt effect to a 3d model

south ridge
#

Fetching 8x8 and 1024x1024 is virtually same cost

#

Your limit is that each model is a distinct draw call (if not instanced)

grim ore
#

@plush yew it cant but again it depends on your texture. if its a plain color your probably fine its more about UV resolution

plush yew
#

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.

grim ore
#

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

plush yew
#

Yer, I agree, but the pipeline from something like Character Creator to Unreal Engine is an absolute pain. So I am all for MetaHuman!

grim ore
#

ah yep for stuff like that hopefully it will help, there is a ton of issues with people using like mixamo still

plush yew
#

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

south ridge
plush yew
rigid belfry
#

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

plush yew
#

metahumans is the last step before ue5 EARLY ACCESS

#

i tell you that

#

99%

plush yew
grim ore
#

high poly would be a couple million

rigid belfry
#

how do i install swarminterface?

grim ore
#

it should be part of your engine unless you built source

rigid belfry
#

how do i compile from source manually?

grim ore
#

the engine or a project?

rigid belfry
#

i cant launch the project

grim ore
#

you would open the .sln file and then build it in the right, or it should try and build when you open the .uproject

rigid belfry
#

for some reason

grim ore
#

right click the .uproject file (at the bottom) and try and generate the solution

rigid belfry
grim ore
#

the visual studio project files

rigid belfry
#

does not work

#

it says i need .net framework 4.6.0 or higher

#

and i have installed .net 5.0

grim ore
#

you might need to install that then

flint cipher
#

Umm unreal engine has a problem when updating

#

Now

grim ore
#

yeah it doesnt mean or higher, it means 4.6.0

rigid belfry
#

well i cant install 4.6 for some reason

grim ore
#

it should be part of the visual studio installer

rigid belfry
#

even if i try to unistall 5.0 it keeps telling me i have a newer version installed

grim ore
#

you probably want the SDK then not the direct framework

#

targetting pack works as well

deep viper
#

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.

grim ore
#

since its in a scale and size it might be resizing part of that in the wrong axis is my only thought

rigid belfry
#

matthew you mad lad, to say thank you is not enough

#

actual life saver

stray tundra
#

anyone know why my visual studio doesn't show pogress bar or build module numbers?

#

set up visual studio in a new pc

grim ore
#

did you install incredibuild?

rigid belfry
#

how do i delete a c++ class? its not letting me

grim ore
#

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

stray tundra
#

@grim ore yes! I guess accidently

#

i will uninstall it

rigid belfry
#

do i have to close the editor everytime i need to write a script in c++?

deep viper
#

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)

grim ore
#

@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

next badger
#

yeah, C# has an advantage over C++ in that

rigid belfry
#

well that makes learning bp even more appealing. just attaching some strings together and having it work right after seems pretty great

frosty bloom
#

Usually look at the log first @rigid belfry The short answer is you need capital letters.

rigid belfry
#

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?

grim ore
#

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

velvet magnet
velvet magnet
somber rover
#

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

grim ore
#

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

somber rover
#

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

grim ore
#

you would have to show the issue. Does the falling animation work on your custom mesh?

stray tundra
somber rover
#

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

grim ore
#

no progress bar but it should show XXX/XXX when compiling in the log

stray tundra
#

yea it does now

#

thanks!

somber rover
grim ore
#

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

tired escarp
grim ore
#

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

blazing iris
#

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!

somber rover
#

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

plush yew
weak cypress
#

Time to try it out tommorow

stiff verge
#

is there any way I could animate geometric boolean operations?

#

like substracting a cube from another one.. but having those cubes move?

#

box brush?

deep viper
#

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.

stiff verge
#

hahahaha I understand that feeling

south ridge
#

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

next badger
#

@velvet magnet language specific/platform specific, unity on windows can use c# runtime code generation and JIT compilation

south ridge
#

Brushes don't animate and cannot be animated conceptually

lucid grove
#

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.

next badger
#

@south ridge no no does it for a reason

grim ore
#

@lucid grove assets are not backwards compatible. no going .26 -> .25

velvet magnet
#

like that's what a few other (non game) engines I know do

lucid grove
#

Even materials?

grim ore
#

once it is in the engine yep, they are then assets and are versioned

#

you can try copy/pasting from one to the other

next badger
#

@velvet magnet you can...it wont be a ue4 in general sense ofc

lucid grove
#

Oh shit, so i just created something i cant use with 4.25

velvet magnet
#

yeah

grim ore
#

like literally open up the material, copy all the nodes, then paste it in .25

lucid grove
#

I have a feeling that didnt work with widget

#

bloody hell

next badger
#

nodes are ASCII coded in copy buffer, but other things - not

lucid grove
#

Ok, is there a way to copy all variables and not just one by one?

grim ore
#

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)

lucid grove
#

How to create problems from nothing "101" by Jake The Dog. The movie.

next badger
#

@lucid grove be born?

stiff verge
#

@south ridge thanks.. I want fake booleans because collisions won't matter

light thunder
#

or change the height of the world as it appears

next badger
#

@light thunder maybe a bug...try saving a map, then extend, save as another map, reopen saved as

#

first save just for backup

light thunder
#

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

next badger
#

oh...ok, i thought they just got nulled

#

they are relative to landscape afaik, not meshes

light thunder
#

so I guess they remain in the upper corner of that world and it expands from that direction

next badger
#

lanscape coords starting at corner

light thunder
#

is there anything to be done?

#

It also seems like the height of the landscape increased, and I don't understand that

next badger
#

@light thunder just add tiles manually?

#

theres a mode that adds tiles

light thunder
#

ah yes, thank you! I tried that before but it wouldn't work but I must have been using it wrong

somber rover
#

Is there an easy way to copy physics settings to another mesh? without having to manually set everything?

light thunder
#

use a physics asset ?

somber rover
light thunder
grim ore
#

@somber rover what was the fix?

somber rover
light thunder
next badger
somber rover
#

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

next badger
#

@somber rover if you mean the content browser - use property matrix

deep viper
#

Is there a difference between thse two GetViewportSize nodes? The one without input seems to be returning zero all the time.

next badger
#

@somber rover if you mean scene - only blutility

next badger
#

@deep viper one is client only (screen with the bolt)

light thunder
#

@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

somber rover
brisk tide
#

Hey guys, one more quick, noob question ๐Ÿ™‚

#

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?

light thunder
#

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

next badger
brisk tide
#

@next badger they are at zero. But I have changed the culling in settings and it seems to be working ๐Ÿ™‚ Thanks!

light thunder
#

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 ...

marsh swallow
#

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?

worldly stump
#

heil metahumans

#

gg

light thunder
marsh swallow
#

yeah

#

i also see thats wrong

light thunder
#

Glad I could help lol

marsh swallow
#

i should be using get actor rotation and find direction

#

๐Ÿ˜„

light thunder
#

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

plucky cosmos
#

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

light thunder
#

@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

grim ore
#

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?

bright patio
#

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??

plush yew
#

hello I am new here and I was wondering if anyone could help me with something

grim ore
#

Everyone here is asking questions, no one to help tho

#

might as well ask away, who knows what might happen

plush yew
#

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

marsh swallow
#

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

lyric timber
#

so 4.26 does not have any destruction?

grim ore
#

I beleive the normal mesh fracturing system still works

lyric timber
#

apex? i cant seem to get it to work and unreal docs says its "deprecated"

modest trench
#

why not use 4.26 chaos version from the launcher?

plush yew
#

objects named with a underscore like "eye_junction" can lead to some problem inside the engine?

lyric timber
#

@modest trench i thought chaos still requires a source build?

grim ore
#

@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

forest jungle
#

whatโ€™s a good place to find testers for my mobile gameโ€™s beta? anyone know a good way to advertise without sounding annoying lol

lyric timber
#

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

forest jungle
plush yew
plush yew
#

oh my capitalist mind read that money is inside the phrase ๐Ÿ˜

#

i am sorry

forest jungle
grim ore
lyric timber
#

wow thats sneaky

forest jungle
#

@plush yew appreciate you bro ๐Ÿ˜„

lyric timber
#

@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.

grim ore
#

i have not touched it

lyric timber
#

lol

#

ive been waiting for it to hit the launcher

grim ore
calm pollen
#

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

grim ore
#

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

lyric timber
#

@grim ore hmm. i wonder why it dosent work for me

grim ore
#

its a pain in the ass to get working right

lyric timber
#

im going to try the chaos build. if it dosent work i guess ill roll back to 4.25

calm pollen
lyric timber
#

@grim ore thx for the response

grim ore
#

@calm pollen basically yes

calm pollen
plush yew
#

Oh nice to meet you Mathew I watched yout tutorials on the learn website for u34

velvet magnet
#

@manic oak oh nice, I also use OpenCV + tensorflow (though mainly tflite and micro with c/c++), Iโ€™d love to see if you have any cool projects

split ice
#

Can I help you on this channel?

true falcon
#

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 ๐Ÿ™‚

gilded plinth
#

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?

#

any way to change that default file path for shipping? C:\Users\Name\AppData\Local\UEProject\Saved\SaveGames?

dim seal
#

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

calm pollen
#

im trying to make a more cartoon lighter blue look^^^^

#

would i have to make something in photoshop to replace it with?

golden niche
#

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

true falcon
#

Gonna solve some problems... Gonna create some New ๐Ÿ™‚ I dont think we'll hear anything until late march at the very earliest

dim seal
frail gulch
#

Hey, is Pixel Streaming open source? If so where can I find the source code?

tardy basin
#

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."

honest lily
#

hi

#

guys

#

i have a problem

sudden dragon
# tardy basin

I don't believe the node itself is faulty. Is your actor perhaps falling off the map?

tardy basin
#

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

honest lily
#

guys

#

well

#

this is my zombie's blueprint

#

the yellow circle is the zombie trigger

tardy basin
#

Any ideas Voye?

honest lily
#

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

tardy basin
#

Voyevoda what are you writing lol

honest lily
#

@tardy basin he will answer you chill

sudden dragon
tardy basin
tardy basin
velvet fog
#

Hi

#

I am new

tardy basin
#

Ok

tardy basin
velvet fog
#

Can anyone teach me Unreal and C++ please

tardy basin
#

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

velvet fog
#

Oo

#

Ok

honest lily
#

i dont know how i can combine the move to player and hit the zombie

#

cuz it both needs the ActorBegin

tardy basin
#

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

honest lily
#

@tardy basin but what kind of event should i call

tardy basin
#

customEvent

honest lily
#

how can the custom event connect both of the lines

sudden dragon
honest lily
#

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

sudden dragon
# honest lily

Why not just put it at the end of the BeginOverlap code?

honest lily
#

wdym

sudden dragon
#

You only need to use BeginOverlap once. So just connect the chase player event at the end of your current BeginOverlap code

honest lily
#

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

sudden dragon
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No you don't need two. Again, just plug the chase player event at the very end of your code.

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If you're really insistent against that you could just use a sequence.

honest lily
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wait

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so