#ue4-general

1 messages Β· Page 941 of 1

plush yew
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the problem of the project is not with the mouse cursor

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the problem is that I can't move my camera around to see the world

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you get it now? πŸ˜„

jaunty zinc
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ohh yeah I see

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one sec

plush yew
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yeah

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hope

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πŸ˜„

silver basin
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I dont know what happened but while I was playing another game while having unreal engine open, the entire folder containing all of my blueprints is all corrupt. i can't open any of it. i dont have a backup made. i'm so fucked

plush yew
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if I am with the third person game mode all of this works, but I want to make it with the inventory components but have no idea how I can fix it

plush yew
silver basin
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does anyone know of a way to fix corrupted files? i had to delete all the config in my unreal engine just to get the project to even open, now it opens on a new map. but anytime i try to open anything in that single folder, it crashes. i've tried validating but it crashes when i do on that specific folder

west cobalt
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Yess

visual hare
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i need some general help if anyone has the time

jaunty zinc
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@plush yew okay open up your character blueprint and take a screenshot of it

plush yew
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okay

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this is the inventory character

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it is with the inventory package

jaunty zinc
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theres... nothing here? lol

plush yew
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yep

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the code is in the controller

jaunty zinc
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I see

plush yew
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a lot function

jaunty zinc
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okay try to add an event called "inputaxis turn"

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in the characterbp

plush yew
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this?

jaunty zinc
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yep

plush yew
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I copied it from the third person project

plush yew
jaunty zinc
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try to run the game and let me know if it works

plush yew
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okay

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nope

jaunty zinc
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should only turn, not look up or down

plush yew
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I tried moving it up down

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left and right and not 😦

jaunty zinc
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hmmm

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okay go to input in the project settings

plush yew
jaunty zinc
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looks fine to me

plush yew
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yeah it is

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but actually doesn't work

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idk why

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Maybe some of the code which is in the inventory controller breaks it or idk

jaunty zinc
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could you take a picture of the gamemode override in the level youre running?

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this thing

plush yew
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okay

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yeah

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I put here inventory game mode to can use the inventory system and his features

jaunty zinc
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okay could you add a breakpoint to the "inputaxis turn" event?

plush yew
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okay

silver basin
plush yew
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hmmm

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sounds interesting πŸ˜„

jaunty zinc
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uhh when did it pause tho

silver basin
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literally have more than 150 hours into these blueprints.. its from a template but I've made so many changes it's ridiculous. i hate autosave

jaunty zinc
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when you opened the inventory?

plush yew
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I started the game

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lol

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I clicked the button start

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and it showed me this ^

jaunty zinc
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hmm

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okay try removing this breakpoint and adding it to the second node

plush yew
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okay

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I clicked play

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and then I have this

jaunty zinc
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okay so something does happen, it does add that input

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@plush yew can something interrupt it? maybe the playercontroller?

plush yew
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I don't know man 😦 @jaunty zinc

magic fern
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Hey guys. Hwo do I implement a store on my ue game connected to steam? Do I need a plugin or can I use just bps?

azure maple
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Alright so what did I do wrong here? I compile, save, then run it and my character T-Poses

plush yew
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Damn, getting some basic sound effects with the runtime reverb was a huge boost to immersion.

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Now I want some ambient environment noise, and maybe minimal music? πŸ˜‡

worldly lynx
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I want to Nav Mesh Bound cover the corners as well , because when i fight with Big Boss in this place , Boss can not move in this place and stick there!! how can i solve this problem?

jaunty zinc
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so that it could actually cover that space, since its taller than the ground

worldly lynx
jaunty zinc
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check if the collision is off

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like uhm, taller than the actual object

worldly lynx
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collision of waht?

jaunty zinc
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of the corners

worldly lynx
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ok

jaunty zinc
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its seems like the collision is built like this, meaning its not complex

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and you want it to be like this:

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what you could do is go to that static mesh, apply complex collision so itll be accurate, then replace the object with the new static mesh

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let me know if you want me to show you how to do so

worldly lynx
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ok , i will try and if i had problem i will write here

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thank you

jaunty zinc
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sure, good luck

worldly lynx
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problem was collision as you said

runic fern
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does anyone know a good Fluid Simulation Tutorials ?

plush yew
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Can you hide outliner folders by default?

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when i click on a asset, the outliner changes. very annoying

hearty walrus
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is there a way to force quixel megascans to be low-res

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like 1K

plush yew
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@hearty walrus ehm yeah

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when choosing the asset lol

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in bridge

hearty walrus
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I get-

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called it

sonic cliff
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Hi guys, somebody could help me explaining me how to control de activation of a rotating movement component in sequencer for cinematics? I have the Auto Activate parameter off by default and then in the sequence i want to activate it so i keyframe the Auto Activate to ON and i have a warning: Warning: SetAutoActivate called on component RotatingMovementComponent /Game/Ciagra.Ciagra:PersistentLevel.Helice_i17.RotatingMovement after construction!

hearty walrus
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pretty sure I once got the bridge login page to run doom

plush yew
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😦

jaunty zinc
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uhh honestly im not sure

light thunder
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LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/DataCommInterface.DataCommInterface_C:SendScenarioInfoToWidget:ScenarioInfoHazmat'. Unknown structure - what's the right way to fix that?

sonic cliff
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Please i got stuck on that, thank you

plush yew
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are free unreal assets in epic games royality free ?

sonic cliff
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Help i need to know about how to control de activation of a rotating movement component in sequencer for cinematics? I have the Auto Activate parameter off by default and then in the sequence i want to activate it so i keyframe the Auto Activate to ON and i have a warning: Warning: SetAutoActivate called on component RotatingMovementComponent /Game/Ciagra.Ciagra:PersistentLevel.Helice_i17.RotatingMovement after construction!

silk dagger
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Hey, does anyone of you know where i can learn about HUD s from like 0?

runic fern
wispy comet
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Howdy folks

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anyone used the DLSS plugin yet?

wispy comet
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that's a good point, sorry xD

runic fern
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guys can we simulate the water on 4.26 inside pipes ?

glass imp
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Is anyone using static lights calculation with Lightmass? For me it crashes no matter what I do.

sonic cliff
glass imp
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if I switch to dynamic it works, but I wanted to use static for performance reasons

oblique spindle
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Is it possible to run SQL-like queries on Datatables? Getting rows by row names is pretty limiting if you only want specific filtered results

glass imp
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@sonic cliff this is the error I get: LogWindows: Error: Error reentered: Assertion failed: FaceCoordinate.X >= 0 && FaceCoordinate.X < MipSize [File:C:\UnrealEngine\Engine\Source\Programs\UnrealLightmass\Private\ImportExport\LightmassScene.cpp] [Line: 1970]

sonic cliff
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yeah i couldnt make it work so as i am making cinematics performance is not an issue.. No idea whats your error

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i am still newbie

plush yew
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Hey guys I was wondering if you can help me out. I hit an invisible wall when orbiting with Right click+Alt in 4.26.1 !

clever axle
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where can I set the length of a shot in sequencer?

wary wave
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it's built into the tracker bar at the top

opal kraken
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i need some help with implementing this idea into my game. i have literally no idea how to do this.

essentially, it is a cannon that you can put objects in, and it fires them in its aimed direction and creates an object where it collided

rigid belfry
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break it down into smaller concepts?

plush yew
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hello, every time I try to build light my mesh becomes totally black it is inside a post process volume

opal kraken
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first i need a cannon

rigid belfry
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a cannon doesnt have to be a cannon during testing. its could also be a box

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how do you wanna "put objects in"

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is this a first person game?

opal kraken
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yes

rigid belfry
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do you want to grab the objects?

opal kraken
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yes

rigid belfry
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do you know how to do that?

opal kraken
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i could figure it out

rigid belfry
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then start with that

opal kraken
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ok

rigid belfry
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if you cant grab objects, how are you supposed to put them in the cannon. its like trying to run without being able to walk

marsh swallow
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So any particular reason that the collision box for the water goes UPWARD as well when setting the Z scale so the water is deeper?

rigid belfry
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always break down your ideas into manageable stuff

opal kraken
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yeah because if i did the cannon first i might have to change it once i implement object grabbing

stiff verge
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performance question.. very basic scene. I don't move or anything. fps ranges between 70 and 100.. why?

inner vine
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Have you checked the GPU profiler to see if something is having an unexpectedly big performance cost?

plush yew
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Anyone know why my mesh becomes black after building light?

inner vine
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Does the mesh have a UV layer @plush yew ?

plush yew
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Yes I think so

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I made it it reality capture

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how do I know if it has UV layer?

inner vine
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Does it have a texture?

plush yew
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yes

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UV channel 1

inner vine
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Okay, then it should have UVs as well as they're used to tell the engine how to map the texture.

plush yew
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It is inside a post process volume, that makes it completely dark. Does it have anything to do with that ?

main rock
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Hello! Not sure if I can post it here but Is there anyone that like to share a quick way to assign shaders to Alembics? Is there a script, plugin or tool to create or auto connect shaders to an object by name for example? Would be really useful! Thanks.

inner vine
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I'm not entirely sure, I mainly replied because I had the black mesh issue before but in my case it was because of a lack of UVs, but yours must be a different issue that just has the same effect.

rigid belfry
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is there a way to store variable values before i destroy an actor? if my character dies, i destroy the actor but when creating him anew all previous variable changes are lost.

opal kraken
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wow this engine has so many features

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theres a component for grabbing things

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coming from unity this is mindblowing

rigid belfry
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i have it in my library

opal kraken
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if i get better at unreal than in unity then this will be my go to engine for 3d games

inner vine
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@rigid belfry you should store the variables you don't want to destroy in another, persistent object/instance

rigid belfry
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i'll try in the gamemode

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seems more fitting for the kinds of variables i am storing anyway

winged pier
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My project all of a sudden takes hours to do anything, even basic tasks like opening a blueprint

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I'm using 4.26

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I meet the minimum specs by far

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It all of a sudden does this

cinder prairie
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Hey ) Does anyone know why I can't anymore change or apply new materials to my modular parts? . Sorry for newbee question, I don't found answer in google (

winged pier
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are you playtesting?

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@cinder prairie

opal kraken
marsh swallow
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You are trying to use a reference where there is no return result

stiff verge
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how is that screenshot not higher res? I can't read

marsh swallow
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see that condition there you have nothing attached to for the bool input

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thats why

opal kraken
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ohh

marsh swallow
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your telling it that its always true

opal kraken
marsh swallow
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you need to confirm it hit something

cinder prairie
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@winged pier not sure what you mean , Don't think I playtested it . Before problem is appear I was tried to copy part of shader from another project , its not worked so I delete it

marsh swallow
winged pier
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if youre testing you cant edit anything

opal kraken
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the error stopped

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thanks

winged pier
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It kind of stops me from doing anything

marsh swallow
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Repair your engine, clear the saved/intermediate, clear the DDC if you have to, check for HDD errors in the event log

winged pier
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will try, thank you!

cinder prairie
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@winged pier is it a way to turn testing mode off?

winged pier
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Yeah you stop playing

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Test mode is when you click the play icon

rigid belfry
lost otter
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hey would anyone be able to possibly 1 on 1 step by step help me through this issue im having possibly?

bright gull
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where's the actual code

lost otter
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this throwing animation i have when it try to parent the skeleton mesh of the staff to the hand socket it animation that has the staff throwing it wont show the character throwing the staff the staff is staying attached to the mesh? any ideas on how i can fix this?

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its not code its animation issues

bright gull
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im not talking about that

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i mean where is the actual code editor

lost otter
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for unreal?

bright gull
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ya im just starting with it

lost otter
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idk i thought you were talking to me about the issue im having?

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lol

bright gull
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oh sry

lost otter
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all good my bad

opal kraken
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if you are just starting with unreal thats probably not the best idea

junior rock
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hey guys,what do you think about blocking out with bsp brushes in unreal. It's not look so practical because the converting static mesh is another level of modeling,for instance is there an easy way converting this meshes to static with one click or something?

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i just want to turn this whole building one bsp and convert to static mesh

exotic thicket
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I don't know if you can merge multiple bsp brushes into one static mesh, but you can convert individual bsp brushes into static meshes, there's a button for it

junior rock
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hey thanks i know this button i think

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but convert button make a straight wall withou dor and windows

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its too much work

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ignore the subtractive bsp

exotic thicket
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You might want to try out the modeling tools in 4.26

junior rock
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is it different

exotic thicket
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Yeah

junior rock
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where are they?

exotic thicket
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you need to enable it from the plugins menu, Modeling Tools Editor Mode

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after that it's under the Modes button

exotic thicket
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^Sounds like that might be a solution for Onur then

opal kraken
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just select all of the objects that you want to convert to static

junior rock
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i enabled and will try

opal kraken
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and convert it

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that way you can keep negatives

junior rock
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but restarting takes forever

hoary silo
junior rock
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this is a scene from death stranding man lol

hoary silo
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lmao

opal kraken
junior rock
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head standing hideo kojima πŸ˜„

hoary silo
plush yew
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can I have a recursive event inside a function?

opal kraken
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i converted my bsp block out to static mesh but the lighting is a little strange, it has these weird glitches

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its an all white material it shouldnt do that

hoary silo
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@opal kraken you need to increase the lightmap resolution

junior rock
opal kraken
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btw @junior rock if you want baked lighting on the converted bsp

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you need to edit the mesh and set lightmap coordinate to 1

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otherwise it is all black

junior rock
opal kraken
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it was basically instant for me

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just pressed it and it asked where to save

junior rock
opal kraken
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no, i prefer doing it in the editor

junior rock
opal kraken
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what i do is i make assets in blender

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block out a basic room in unreal

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and then place the assets from blender

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then build lights

junior rock
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you merge all walls into one mesh?

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i mean whole building exterior

opal kraken
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its always one mesh

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you make a big block and make it hollow

junior rock
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ahh i got it its easier this way

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from one cube

opal kraken
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yeah that might be why it takes so long

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because its made of many cubes

junior rock
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and an inner cube for subtracting?

opal kraken
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no if you select it as hollow

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then it does it for you

junior rock
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ohh well its more easier

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thanks man i appretiate

opal kraken
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np

junior rock
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bu this modeling tools addon kill my low end pc

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compiling shaders 5000 wtf?

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why i dont even open a different project

plush yew
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why do my materials sometimes not compile/show?

junior rock
# opal kraken np

hey benboy thanks i converted multple bsps like you said,but i wonder im following a course named world of level design channel and this guy make converting one by one manually? is it old or someting

opal kraken
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when you want it all to be in one static mesh select multiple

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if you want it to be a different mesh select one

junior rock
quartz pike
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Hey all, I have a quick question regarding materials inside unreal engine. Is it possible to corner pin your materials like you would do in say Photoshop or After effects? Might not be possible but I thought I'd ask to see if anyone knew 🀘🏻

stiff verge
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Workflow question: suppose I import an asset in the project but end up not using it.. when I package, it won't be included right?

winged pier
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No it won't

cinder prairie
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@winged pier thanks for helping ) I'm find out I was tried to change mats on Lod 0 )

winged pier
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No problem, glad you got it!

plush yew
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so the als system is hard to use

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due to the lack of als content

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but the unreal mannaquin is pretty easy to use due to infinite tutorials for everything

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so

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if you change the als v4 locomotion to use unreal skeleton

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would you be cheating and stealing from both worlds lol >O>

stiff verge
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Thanks

exotic marsh
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Hi gang! I am getting to grips with UE, having come from other tools [Touchdesigner primarily] - I am really keen to manipulate the final output of nDisplay, and possibly share the texture via NDI or Spout, either on the same machine, or over LAN if required. I was wondering if anyone could point me in the right direction as to where this texture would be rendered and if it is easily accessible in the pipeline. Apologies if this is naive, the tools I have used in the past expose this readily, and unreal seems to mostly expose individual cameras but not the final raster. Any pointers would be gratefully received, thank you.

stiff verge
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@exotic marsh hi, we have similar goals

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there is a spout plugin but I haven't tried it.

frank oar
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Hi,
Does anyone know why I cant seem to migrate the unreal mannequin female version from the third person project to my vr project ?

exotic marsh
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I’d kind of like to be able to grab the whole ndisplay canvas and use that...

stiff verge
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there's a osc plugin too idk if you have tried that

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so what version of unreal were you able to have the spout plugin work with? I noticed this can be tricky

winged pier
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loading my level is now completely stuck on 78%

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does anyone know why?

dim arch
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do you have generate signed distance fields on or something?

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you can run the project through VS and see the log while its opening the editor/map

vague scaffold
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I have a scene with some instanced foliage. It does not cast a shadow. Is there a solution for this?

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@winged pier I see that if I happen to have cleared out the DerivedDataCache. My guess is the UnrealEditor is rebuilding things that it needs in order to display the project.

plush yew
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why are my materials not loading?

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I already reinstalled unreal

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its literally just.. a vector 3 material

untold cipher
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My editor keeps crashing randomly and it says "GPU crashed or D3D device removed" it's not like I'm doing anything graphically intensive, I am just using bp

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Ray tracing is off and I have a 2070s

kindred viper
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driver issue that relates to the tdrDelay of the gpu I guess. It can happen with bad resources from time to time, but usually it's a driver. Nvidia are hit and miss every update for me these days.

untold cipher
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So I just uninstall the driver and go back to an older version

vague scaffold
kindred viper
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if you can yeah. Or update if not on the latest. Or you can use a registry "fix" that isnt a fix, more a hack

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it should run on default. It's not really a good idea to mess with it overall but I've had no issues with it when I used it

untold cipher
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So I set it to 32

kindred viper
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consider that it might still happen if it's the driver. So really, changing that value is kind of moot except in edge cases

untold cipher
#

How would I go about getting the previous driver

kindred viper
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if it's still on your computer, you can rollback with the driver installer. Otherwise just browse nvidia driver page

winged pier
shell cove
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I got banned for sending a rickroll in the unity discord so now I’m stuck here πŸ˜‚

vague scaffold
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@winged pier I have experienced that as well using 4.25.3. If your project is based upon a Marketplace scene, try making a new version in another folder. That has worked for me in the past. Sometimes its those little things you tweak in project settings that can have an impact later on.

winged pier
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I will try! It's based on the example map currently, I'll try and duplicate the map into a different folder

deep viper
#

What a pleasant surprise, I couldn't get trigger buttons to work yesterday, and they started working today. If only I had learned the cause of the issue, can't be helped.
I finally got zooming in and out to work.

plush yew
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does anyone here use the als system

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and if so would you make custom animations via blender or some system im unaware of

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like if i wanted just the arm to pull out a knife for example whilst the rest of the overlay stays the same

golden magnet
#

does anyone know how I could go about exporting some basic data like variables onto some sort of website? mainly looking for pointers on what to look into

kindred viper
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@golden magnet json plugin with a scripting language like PHP on the web server

golden magnet
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is there a plugin like that or are you saying to create one?

kindred viper
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super basic. Just create the struct of json data, send it, then do what you like with it on the webserver

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there is one already

golden magnet
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ohh gotcha

elfin sierra
#

Hey Peepz, i faced a problem i cant fix. did some one become this Error " Application has been blocked from accessing Graphics hardware. Application has been blocked from accesing Graphics hardware" I made fresh install of my grafix card, also update every thing, nothing changed ! i never had his problem before...why now ? whats going oin here, cant use any software, all is denied. i allowed them in settings but its still crashing...c'mon man

trim silo
#

Any idea why my point lights are like this?

stiff verge
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@exotic marsh yeah I wish we had a bunch of TOP nodes in unreal

modest agate
#

what do you think about metahumans?

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does this remove the need of character creators at all?

stiff verge
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idk.. i guess but it's not out yet, right?

lost otter
#

hey would anyone be able to possibly 1 on 1 step by step help me through this issue im having possibly?

stiff verge
#

possibly

lost otter
#

this throwing animation i have when it try to parent the skeleton mesh of the staff to the hand socket it animation that has the staff throwing it wont show the character throwing the staff the staff is staying attached to the mesh? any ideas on how i can fix this?

plush yew
#

hm

deep viper
#

Interesting. It seems that UserWidgets always have a Desired Size of 0 by 0, even when their immediate child is a [Size Box] of fixed size (e.g. 256x256).

ionic frigate
#

Newbie here!! Running Win 10 pro, 32gb ram, C drive is main internal Ssd, have 1tb nvm sad, and Nvidia Quadro P400 with latest studio driver from Nvidia. I installed Launcher on C drive and Engine on nvm sad. My issues are Launcher very slow loading and after project is open, getting random crashes. Can do "save all", walk away, come back & Engine has crashed. Just doing simple tutorial, with max 10 in my world, including the usual sky widgets. Is this a Nvidia driver problem or should launcher and engine be installed on same drive? Any advice appreciated!!

Olodum

grim ore
#

the launcher or the editor crashes? or both

ionic frigate
#

Editor

grim ore
#

its possible its your hardware then. Your video card isnt very powerful. You will have to debug the crashes with the crash log or reporter to see exactly what is the issue

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and no the launcher and engine do not need to be on the same drive, mine are all over the place. The engines are self contained

opal kraken
#

is there a way to check if a player is in a trigger and if so, check for a keypress

grim ore
#

of course there is

opal kraken
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ive tried using and node

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i just dont know which node to use

grim ore
#

seperate what you want to do into its steps and try and implement the steps.

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do you have a keypress event set up?

opal kraken
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yes

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wait nevermind you can connect 2 nodes to one connection

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i forgot

grim ore
#

well there we go then

brittle jay
#

hi, so before last update i mucked with and fixed that control rig chair to be move able then a hotfix came i was using 425.4 for other stuff and now after trying to install bridge to 426 it wont load at all , does unreal 426.1 REQUIRE dx12 AND windows ten , cause while i have win ten it will be abit before i get a dx 12 card...and i see i cant revert to 426.0 all i see in that list is 426-CHAOS and this version

grim ore
#

4.26.0 has been updated to 4.26.1, you cant go back to .0 on the launcher. No the engine does not require DX12

brittle jay
#

verify keeps also keeps trying to install then verify something too

bronze mango
#

https://youtu.be/AAd7g8tvheI can some1 pls explain me the math behind this i dont get it (min 7:28)

Today we take a look at how we can use the player's control rotation to affect the position of the characters weapon. Doing this will make the player's weapon/gun follow the player's camera at all times. Enjoy!

β–Ί Resources: https://www.devsquadacademy.com/resources

Unreal Engine 4 Beginner Tutorial Series:
https://www.youtube.com/playlist?list...

β–Ά Play video
brittle jay
#

another question is what is 426-CHAOS is this a binary blob of a chaos destruction install?

#

so i dont have to go to github and ms for visual studio?

grim ore
#

yes

brittle jay
#

nvm used google

#

ya still real early nice to see it however

#

should i uninstall 426.1 and retry it if this verify fails again

bronze mango
#

@plush yew i was thinking the same thing xD

brittle jay
#

like it dont say it fails but the editor goes thorugh all the %'s then just hangs NOT responding

grim ore
#

you can try uninstalling it if you want, perhaps its trying to verify a plugin?

brittle jay
#

ya i tried that quixel bridge and one thing they dont tell you i always do is get the offline lsicnese installed

#

never had the issue before this and when i tried it the engine wouldnot even go as far as it did removing it

#

and prolly win ten some file with permissions is ya not letting go to get altered or modded

ionic frigate
#

Matthew, where do I find the crash or report logs?

brittle jay
#

ya i might look for that above logs area too

opal kraken
#

i dont think this is how events work, but i am new to blueprints . i want to make it so it only executes print if both events are being triggered

#

is there a way to connect the events or a better way overall

brittle jay
#

the unreal website had a good tut on events

opal kraken
#

does it work like in unity

#

where its a function

#

because if so that would be invalid

cobalt pelican
#

wait is unreal written in c++?

opal kraken
#

yes

cobalt pelican
#

holy shit what

#

i didnt know that

brittle jay
#

hehe

#

remind sme of the MUD days of 90's

opal kraken
brittle jay
#

like kinda EC++

opal kraken
#

unless you are very good at programming you shouldnt use it because 1. c++ is hard and 2. the documentation for it is very bad

next badger
#

@cobalt pelican every modern engine is written with c++

brittle jay
#

@lost otter goto yotube look up a tuber named "Sparckman" and title "Unreal Engine 4: add weapon to your character" just used that and works fine on blueprint of non mannequin ya the controls to postion are a lil hard and tweaking is ya but that works and is best easy tut going

#

so uninstalling its still in state of "non responding" again

hasty osprey
#

So when I import my static Hilt mesh into unreal it looks fine

#

But when i rig it and import it as a skeletal mesh the lighting completely goes wack or at leat that is what i think occurs

#

Do anyone know what the issue might be this only happens when i import it as a skeletal mesh

brittle jay
#

show the screen with options you import with

hasty osprey
#

sure

brittle jay
#

sometimes i get weird issues too might have to fiddle with a few things

hasty osprey
#

dont know if they tell you anything

cobalt pelican
#

could I ask what it means by tricount?

hasty osprey
#

i dont know

cobalt pelican
#

does it mean by the triangles that cover a mesh/model?

brittle jay
#

its something to do with your compute normals and the mikk t generation method they changed or added some options there try a few see what happens

hasty osprey
#

Thanks:)

brittle jay
#

hrm do i install 426.1 or try n have fun wiht 426 chaos hrmmmm muhaha

hasty osprey
#

it did the trick just changed to import normals

#

thx again

brittle jay
#

ya thats the one ya i did same started mucking till one worked lol

#

for the chaos version do i still need go get visual studio 19 etc or is this an all contained binary

austere berry
#

Hello, Have Help Group? About problem cant find HAPI File from Houdini?

brittle jay
#

hehe having fun eh velox πŸ˜›

autumn talon
#

nah dude it was tortue

#

not as fun as it seems

#

torture

#

to make a video game

spare kernel
#

@autumn talon #work-in-progress

brittle jay
#

well idea is to learn in future ways to automate some stuff more or make suggestions that everyone can benefit from πŸ™‚

#

ya just did my 1st weapon socket and it was hair pulling to move it to his hand right lol , that area could use some work for refining movement of objects

#

as an exmaple

#

ive been on cinematics learning and making scenes playing with the demos to get head into it all

#

and i love what they doing with control rig

#

was a war to get blender people to even show a rigging tutorial

stiff verge
#

i'm trying to follow a glass material tutorial and I did exactly all the steps but my material looks like crap.. maybe I missed something in the render parameters?

#

also how come I can't get the reflection from my HDRI by default? in the template scene I mean

brittle jay
#

OH did you have the render in cinematic quality setting cause if thats unchecked it goes by lesser quality

#

so it overrides and puts to top notch quality for rendering

#

thats how ancient pcs can still be useful to do cinematics ( ya its gonna take a bit but)

stiff verge
#

where is that setting? I can't find it

brittle jay
#

hold on

stiff verge
#

i'm mostly using default settings

brittle jay
#

and by default that should be checked

stiff verge
#

and in this tutorial he's not even baking anything and it just works https://www.youtube.com/watch?v=JFHVz5R0UKA

GAMA: https://www.gameartistsmastersacademy.com/

In this video I will show you how to make a realistic glass material in Unreal Engine. An image breakdown can be found on my Artstation Here:
https://www.artstation.com/artwork/5XZRy8

Artstation:
https://www.artstation.com/dustomatic

β–Ά Play video
brittle jay
#

he might also have ray tracing on lol ya they do that

#

ther eis a lil hack i did for those that say NEED WIN ten and dx 12 to drop ya to win7 and dx 11 but it aint perfect

#

and lighting is a huge issue

stiff verge
#

hmm

#

in terms of requiring win10 and other stuff I really don't mind that as I'll only be running this on my pc

#

it's just frustrating that I'm following the exact steps and can't reach the same results

#

the refraction seems to behave completely differently

brittle jay
#

ya i know and i had also made a stargate like worhole via free assets that the unreal tutorial was 90% write i had to muck with the stuff till i got something that loaded the movie sequence right

#

i did however post that out give me a sec loading one and do a screenshot of what you need ot make sure is checked

plush yew
#

Any way to get the location of a component in an actor?

brittle jay
#

actually when you click on render goto "cinematics"

#

cinematics engine scalability and cinematic mode need to both be checked

stiff verge
#

i miss blender!

#

so cinematic is a mode to do non realtime renders that look better? is that it?

brittle jay
#

also if you use compression make sure quality is 100% the default is less and will lesson quality of the video

stiff verge
#

@plush yew in a blueprint you should be able to get the location of something else that is in your map you can drag the actor from your map outliner to the blueprint

steady stream
#

I'm just getting back into game dev..played around with projects in unity and UE. Need to find a good resource that doesn't break my head on UE. When I worked commercially, there were no engines like these

brittle jay
#

blender updates to often to get useful tutorials baron thats why i love they made control rig

plush yew
#

I wanna set a custom location on an actor

#

For example

#

Infront of the chair

stiff verge
#

@brittle jay i disagree. there has been a lot of useful resources in the past year for blender

plush yew
#

Or infront of a workbench etc

brittle jay
#

ive got so many assets free im doing some fan fiction stuffs so its learning all time

stiff verge
#

I got started with blender in late 2019 and I was looking around for any kind of "2.8 tutorials" .. but things have changed so fast.. there is a lot of stuff now

brittle jay
#

ya me too i came back to blender right when they started 2.8 and terrible time cause the first bit they did was alter the user interface each version for months

#

thus tut makers were constantly redoing and starting form beginnner crap

steady stream
#

Oh yeah I updated UE and it broke the tutorials I had completed. Wound up deleting them and starting over.

brittle jay
#

blender even gave out a so called free rig tut and paywalled half of it ffs

buoyant graniteBOT
#

:triangular_flag_on_post: Π–ΠΎΡ€ΠΆΠΈΠΊ#2367 received strike 1. As a result, they were muted for 10 minutes.

brittle jay
#

i should do a few but tc mabe is doing 426 ones hes great for it

stiff verge
#

there is like 1000x more tutorials for blender than there is for unreal it's crazy

brittle jay
#

ya and 99.9% are useless now cause 2.8 changed user interface

stiff verge
#

nope

#

most of them came out in 2020

#

there is so much out there for blender

#

meanwhile, most of the unreal stuff I see is from 3+ years ago

brittle jay
#

well if you go back to 2.79 and hten goto 280 and then see up to like version 2.82 they constantly made changes on builds in between it was i give up

stiff verge
#

yeah but most tutorials are for 2.8 and up

brittle jay
#

thats last version i bothered with now only use for it is to convert old objs to fbx for unreal

stiff verge
#

blender simply exploded

brittle jay
#

and they are all done months after 2.80 came out and i had moved on

stiff verge
#

no there are thousands of new tutorials every month it's insane

brittle jay
#

control does what i need in the engine

stiff verge
#

i know what you mean, that's how it was back in 2019.. but things have changed

brittle jay
#

dont need blender

#

i dont anyways

#

i dont have time to sit here again and hten have them pull that again

#

what unreal needs to make easier is this bridge stuff for quixel ugh it just nuked 426 for me some reason

steady stream
#

What do you use? 3DS Max/Maya?

brittle jay
#

my aim was to take all the free stuff i have from epic and make a animated movie or lil series and one hting while i waited 4 months for a tut from blender or its minions was to get into making the lands and places from assets ihave

steady stream
#

cool

brittle jay
#

and then once i have scenes done and the lil sequences and movie bits to get voices into it all

#

i mean literally epic has given out freely in 2 years 50-60 environment packs

#

mix match add in some stuff from turbo or free3d and ya got a lil sci fi or fantasy im doing a stargate like thing atm

steady stream
#

I saw commercial titles like Endless Space 2 lagging like hell due to Unity memory management. Plus UE is just cooler by default.

brittle jay
#

and what does epic do give sout that free teleport ring like so i get star gate ring mod it into print use level map load a free bie warps pack that looks like wormhole and eachlevle ya goto is a lil effect

#

now to learn how to animate the ring and do drop down boxes for locations and ill build 20 worlds for people to visit

steady stream
#

Do you use a repository like github or store everything local?

brittle jay
#

and if ya look at paragon skins some are differant enough you could use them as entirely new people and characters

#

everything is local

#

even had some contact with one of writers of stargate back in march gave me some stuff like how season 6 of atlantis titles of each ep and a return a dr weir they never got to do

light thunder
#

Is it possible to target during runtime certain instances of foliage? Could you "destroy" them during gameplay for certain levels, but not run that destroy on others? (aside from baking lights and other issues like that)

brittle jay
#

and during all this im doing upgrades ot hardware LOL

#

blakestr like chaos destruction stuff?

steady stream
#

cool

brittle jay
#

gettign a copy of that to muck with today

steady stream
#

I need to do some actual coding..i get dragged into games all the time lol time management

brittle jay
#

i was programming in c++ back in 90s on muds but ive yet to even drop one bit a code yet to the engine lol this blue print system is kinds rad

#

we recoded the godwars mud almost 75% of it to fix it all up a small team of us

steady stream
#

Hey me too! remember when Duke Nukem was a 2D platformer?

brittle jay
#

neat thing unreal gave out a pack you can read form files one idea you could look at mud files and procedurally make up the rooms and contents ....just saying ya never know what these freebies come in handy

steady stream
#

so you turned ROM Mud into a graphical game?

brittle jay
#

you could i theory do that thats what my brain said when i saw that one pack

#

that would be a time i might goto the code

steady stream
#

we are deffo on the same page heh

brittle jay
#

imagine a 10000 room mud thats now a 3d game lol

#

woo upgrades

steady stream
#

Yes. All that content was free too

brittle jay
#

there used ot be nearly 1000 commands in those games lot to migrate

#

well the prob is liscening might not be doable cause of the type a liscnese

hearty walrus
brittle jay
#

they down stream require source and not sure how that works cause i cant release unreal engine source but could leave adirectory of the files that were used say ..that might be doable in all the paths

steady stream
#

Hmm

#

Mudconnector is still up btw

brittle jay
#

i saw that other day lol

#

amazing thats sites ancient

steady stream
#

indeed

brittle jay
#

another aspect to doit is that most muds are based on bascially telnet servers and use encryption thats well not secure so migrating into more secure is always better

#

imean you could even just make widgets for a app that goes over top

steady stream
#

yes

brittle jay
#

ya and been leanring how to use one guys spline pack to do tricky fancy pants camera stuff for space ships and all kinds a fun hehe ....

#

i had this 8 year old stargate ship i forgot to resize it for unreal the thing was MASSIVE imean spectaculary massive

#

i used a dnd websites free greyscale webpage to generate entire worlds terriains and huge scales to make custom maps

steady stream
#

Cool man. Let me know how it's going. Will probably help w my motivation too!

brittle jay
#

i pay as little as i need too LOL

#

<--cheap bastar...

steady stream
#

bbiab. Nice chatting. Love the enthusiasm

brittle jay
#

drop over ill show ya some base packs im using

tired escarp
#

hello

#

I just thought of what if Doom Eternal

#

was dark fantasy

dark bough
#

hey lovely people, I have a problem I was looking to ask for some help for. Is this the correct channel to ask it in? πŸ˜…

tired escarp
#

and open world

austere berry
#

;w;

tired escarp
#

I think i might make this

spare kernel
#

@dark bough sure ask away, don't need to ask.

dark bough
#

Thank you! So it's a half UE4 half Maya question so I hope someone can help haha!

#

We have a model that's rigged to unreal's mannequin and when imported we just chose the mannequin skeleton for it

#

Now it looks like this with transform retargets set to animation or skeleton

#

But once I choose animation scaled or something else the IKs get really messed up

#

So I was wondering what we're doing wrong. Probably the problem stems from Maya's Unreal Rigging.

brittle jay
#

look up tc mabes tuts on what you need to do for non standard character imports hes got some good ones and is updating to 426 stuffs

#

that was for @dark bough

stiff verge
#

so it's been a week.. is it me or is unreal extremely hard to get into for various reasons? for instance.. to load a cubemap.. I can't just import any hdri or equirectangular environment.. I have to create a .dds and atm.. it seems my dds won't import at all..

dark bough
stiff verge
#

this might allow for higher performance but holy fuck it's a lot of work

brittle jay
#

yes baron after hotfix 426 wont work for me lol

#

and trying a reinstall now

stiff verge
#

you could import hdri before?

brittle jay
#

yes

stiff verge
brittle jay
#

thats for like lighting and such

stiff verge
#

i need it for a perspective screen effect

brittle jay
#

i was trying to see if i could get ya to a good tut but im not positive on it cause each has differant things they are making the cubemap for

#

is matheowis still here see he had a github project on stuff with cubemaps

plush yew
#

any idea how to cast to player character here?

#

its AI

stiff verge
#

so how do you people create your .dds cube maps?

#

that's why I miss blender lol.. you can just import any hdri in either jpg or exr lol

brittle jay
#

ya really hold on this was free , "16 space skyboxes" and it will do until i need to get at it if need be

grim ore
#

@plush yew why do you need to cast to the player character in this anim bp. What is this anim bp on?

plush yew
#

im trying to get the variables from it

#

so I can use them in the state machine

#

booleans mostly

grim ore
#

and what is this anim bp on?

plush yew
#

eh

#

on an actor?

grim ore
#

so its not on the player, just a generic something else?

plush yew
#

character actor yes

#

with AI controller

grim ore
#

what do you need from the player?

stiff verge
#

how do I set my own hdri?

plush yew
#

nothing, I need stuff from the actor

stiff verge
#

shouldn't this be the most basic thing?

grim ore
#

so you need stuff from the actor this anim bp is on?

plush yew
#

so i can have the behaviourtree and animbp talk to eachother

#

do i still make sense? πŸ˜›

grim ore
#

well you AI character has access to both of those, it can just set the variables as needed (which is better for performance)

plush yew
#

how would I go about doing that?

grim ore
#

the skeletal blueprint has an animation instance, the anim bp in this case. You would get the animation instance on the skeletal mesh in that character, -> cast it to your anim bp class -> set the variable in the anim bp.

#

you would do the same for the BT since you set it up to use it at some point in that character

#

based on your screenshot above tho that would work for what you want as well but... Try get pawn owner should get the pawn that the anim bp is running on. then you cast it to your class. then you do whatever. the BUT is this does not work in the editor at design time since there is no pawn attached to the anim bp at design time.

#

so if you are wondering why its failing during editing above, that is why

plush yew
#

I SEE

#

wow thanks haha

grim ore
#

also that runs EVERY FRAME

#

so unless you need to get that value EVERY FRAME your wasting performance which is why I suggested the other way

#

@stiff verge are you trying to set your HDRI cubemap in the level? it goes on the skylight like this

brittle jay
#

would that work to see playing standalone to test?

#

vs realtime i mean

plush yew
#

@grim ore youre the best man

brittle jay
#

i saw his cubemap stuff at github looks neat

plush yew
#

the hell do I put into the obj for the animbp cast tho? πŸ˜›

stiff verge
#

@grim ore I can't even create a working .dds file

#

the barrier of entry in this software is insane

plush yew
#

hate casting haha

brittle jay
#

baron google cubemap and toast generator

stiff verge
#

i'm using nvidia's tool which is supposedly what should work with unreal

brittle jay
#

ill look at that too in sec

stiff verge
#

my issue is not related to manipulating the image into a cubemap.. it's that nothing loads properly in unreal

brittle jay
#

there is tut for that right baron your following

stiff verge
#

i found different tutorials for different techniques on youtube but nothing works

#

maybe it's because most of the stuff is 3-6 years old idk

brittle jay
#

says the nvidia one wil give you errors and to try to use the unsupported amd one

stiff verge
#

one was specifically for 4.23 but it seems unreal is different now

brittle jay
#

this sounds like a pain

#

oh boy

stiff verge
#

to be fair, this whole engine sounds like a pain lol

#

I might give unity a try

brittle jay
#

it is better unity trust me

#

no dont its even worse for tutorials and htey shut down a whole section of tuts

stiff verge
#

how can it be worse?

#

well in terms of hdri support it seems much simpler

brittle jay
#

from what i am reading there is literally no supported way to create cubemaps yad have to have made htem before and had the right software and hardware i bet

stiff verge
#

what do you mean? where did you read this?

brittle jay
#

this is older amd box let me see if i can make one

#

im on unreals page about creating cubemaps with nvidia

#

it has tool links to do it

stiff verge
#

it says you can use nvidia's tool or nvidia's plugin for photoshop

brittle jay
#

says the nvidia one is borked and amd is now end of life and not supported

#

read further down says ya get errors

#

they suggests you to use the amd one

stiff verge
#

so no one using unreal can create their own environment?

grim ore
#

well cubemaps themselves arent anything really ue4 specific so getting one made to use cant be on the engine

stiff verge
#

how does that even make sense?

opal kraken
stiff verge
#

yeah my issue here is not cubemaps.. is that to get a texture cube in unreal it has to be a .dds and the one I created won't load in unreal

brittle jay
#

someone was saying about blender has it a way to make em then export?

#

might find a 2nd use fer it lol

opal kraken
#

does it have to be specifically .dds?

stiff verge
#

apparently yes

opal kraken
#

why can you not just import a .hdr file

#

ill try now

grim ore
#

did you make your dds file the specifications that epic needs for a cubemap?

stiff verge
grim ore
#

also the supplied ones in the engine are .hdr files EpicQuadPanorama_Calibrated_v2.hdr

opal kraken
#

make it a .hdr file

stiff verge
#

@grim ore epic's specs read as follow: save using photoshop plugin

brittle jay
#

rename it .hdr

opal kraken
#

i just dragged a random one in and it worked perfectly

rigid belfry
#

whats the default input state? after doing this, what node do i use to return to the default input mode?

stiff verge
#

and those are equi proj?

grim ore
#

is the dds file output in the format epic asks for? (32bits/Channel, 8.8.8.8 ARGB 32 bpp, unsigned)

opal kraken
past dust
#

heyo, I need some help. Anyone want to hop into a screenshare chat with me so I can explain my issue. I'm trying to animated a character and made it all work but the animation looks broken.

opal kraken
stiff verge
#

@opal kraken where are those parameters?

#

@grim ore my file is 8bit.. I do have a 32bit version however

opal kraken
#

in the sky light object

harsh ivy
#

Guys I have like 6 cats spawning when I play in editor but have no idea where they are coming from. Not in World Outliner and Im not spawning them in a BP that I can find. How do I track this down??

stiff verge
#

@opal kraken ah nice. but is the imported asset a texture or texture cube? I also need a texture cube for something else

rigid belfry
#

ty. UI only wasnt working as i intended so i opted for game and UI. i am creating a debugging widget to help me test stuff quicker

grim ore
#

@harsh ivy right click the "cat" in the content browser and do the reference viewer to try and find what is keeping track of or using that item

stiff verge
#

ahh so a 32bit hdr can load a texture cube

#

very good to know

#

thanks a lot

opal kraken
#

thats confusing

stiff verge
#

yeah I'm at that step as well

#

apparently you can use BP studio

#

bp light studio

#

the visible env. in the default scene is the SkySphereBlueprint

opal kraken
#

oh wait i think you need to build lighting

brittle jay
#

ya in that space skyboxes they have 16 blueprints and ya just drag into scene and remove base ones

#

also note the atmopshere needs to go too for those

grim ore
#

easiest way to see if its working right is new material, go to the preview scene settings, then open the environment and set your cube map

#

it wil show up around any preview scene window

harsh ivy
grim ore
#

@harsh ivy thats funny but yay

rigid belfry
#

how do i make the editor focus a widget?

#

that way i dont have to left click on it before having my actions work

opal kraken
#

in the epic sample scene it uses bp_lightstage to render the skybox

#

i cant find this anywhere except that scene

stiff verge
#

so this is my first week in Unreal and there are a bunch of stuff that I like but overall there is too much problem solving required for me.. I wonder how unity compares like what made you pick unreal over unity?

opal kraken
#

unity is very good

stiff verge
#

they both look amazing

opal kraken
#

but you do have to make a lot more yourself

stiff verge
#

atm I create most of my stuff in blender, I'm just looking for ways to import it in VR

#

megascans in unreal do look awesome however

opal kraken
#

no i mean code wise

stiff verge
#

ah

opal kraken
#

theres no real templates in unity

stiff verge
#

yeah I like node based programming.. unreal nodes are really well made

opal kraken
#

unity uses c#

#

which i really like because it is similar to java

#

yeah graphics in unity are so much worse out the box

#

unless you are using the universal or high def render pipeline it will not look good

#

without good knowledge on how lighting works

#

and the patience to wait for baking lights

#

i cant run hdrp so it is basically useless for me

#

it loads the sample scene and it works until i hit play

#

then it crashes unity

#

thats what i get for using game engines on intel hd 5500

brittle jay
#

and my other pc for last 2 years was a gt 620 lol

opal kraken
#

for ages i couldnt run opengl 3 programs

#

or dx11

#

that was not good

brittle jay
#

damn

#

i can still do stuff on th ewin 7 gt620 box but osme packs now require windows ten and these shaders take FORever

#

this box has the amd issue of beng 6 logical cores but only 3 real ones

#

it wont see the extra 3 logical cores for shaders

#

fx 6300

opal kraken
#

i have memories of building my game and then waiting like 2 hours for it to compile tree shaders

brittle jay
#

funny on 2 shader workers its as fast as the intel /nvidia using 3

#

one time they gave out landscape packs and it had 38000 shaders i left it going half a day

opal kraken
#

omg

brittle jay
#

yaaaa there should be a way to save those shaders to like a external so i never have to do that again

#

it was like it tried to load all 11 maps worth a stuff

#

doesnt do that no more

opal kraken
#

i had to build many times because i was working on a multiplayer game

wispy lotus
#

I just downloaded the sample pack from Metahumans and machine crashed at threat count 27mb error... anyone have experience with machine specs to run Metahumans

used Lenovo a940 i7 32gb and AMD Radeon RX 560 4GB and opened Metahumans but froze and crash computer. Had to hard rest it

opal kraken
#

it doesnt force you to recompile shaders if you dont make any major changes

brittle jay
#

something weird about my intel and 610 setup cause i once on steam had a game tell me my gf card was not supported then clicked ok and it worked fine , a few games like that

opal kraken
#

huh

#

half of the time it only says that because it knows your pc wont run the game well

brittle jay
#

i wish i could fix this so this fx 6300 could use a few more shader workers i tried editing ini it wont take

#

it actually ran it fine was weird

#

looked fantastic too

opal kraken
#

wow

brittle jay
#

sherlock holmes game ya

#

and some games no matter what i tried cant work

rigid belfry
#

is there a way to make the last bit of the animation play after a certain point, instead of instantly animating? like using a custom curve or something
edit: simply added another keyframe with the same cords where i wanted it to hold and that worked.

opal kraken
#

how did you guys start to learn unreal

#

i got it about a week ago and just tried learning with a few tutorials and experience from unity

brittle jay
#

because ive used autodesk and maya years ago i had a bit easier time get going

#

also used things like dazzed and bryce etc

opal kraken
#

thinking of getting ben tristems blueprints course, his unity and c# one was amazing

grim ore
#

@wispy lotus try opening it again and see if it crashes in the same spot or not. And even if it looks like it crashed it might be compiling and building the project

rigid belfry
coarse turtle
brittle jay
#

ya i use youtube like a referance library

grim ore
wispy lotus
rigid belfry
wispy lotus
#

does my system just suck: used Lenovo a940 i7 32gb and AMD Radeon RX 560 4GB and opened Metahumans but froze and crash computer. Had to hard rest it

brittle jay
#

ya i shold od that too @grim ore the ones on sequencer were fantastic

grim ore
#

@wispy lotus might need to check out the log then and see if it shows anything. Your specs are quite low for something like that

#

but it should still open

wispy lotus
#

it does open

#

but when I move the mouse it crashes

brittle jay
#

one guys blue print tutorial was like 15 minutes long , i had to constant pause it took me 3 hrs to replicate it LOL

#

i was like OHH if i get this wrong and not knowing how ot move aorund in those areas its was scarey at first

grim ore
#

@wispy lotus find the logs in the saved folder and see if it says anything or if your windows is crashing check the windows event log

plush yew
#

how do i stop my dude from falling?

#

i disabled gravity

brittle jay
#

that mght be a reason that 426 had a issue earlier too

#

might be unreal didnt get a permission to run something

grim ore
#

@coarse turtle your crash log is useless without the debugging symbols. You will have to install them and crash it again to even try and get some help

wispy lotus
grim ore
#

@wispy lotus hardware talk should go in #lounge if needed, but my specs are way beyond normal for ue4

#

but again your specs should open the project, and it does, so the fact its crashing might be something else and not your specs

brittle jay
#

BTW its not gravity thats your collision of the mesh hes landing on

rigid belfry
#

like with unity, mindlessly watching a tutorial and copypasting it is only a waste of time in terms of actually learning stuff

brittle jay
#

@rigid belfry you need open the ground and make sure its got the right collision setup you dnt need that if cinematics but for games ya do

#

right click and see collsion make it what is it complex as simple or simple as complex i ferget

rigid belfry
#

you should watch them, see what they are doing and why. knowing how nodes work and how the engine itself works is a great step towards learning how to code in unreal

brittle jay
#

ya i like tuts telling me why i do this or that not just do this do that

plush yew
#

how can i stop my dude from falling? i disabled physics and gravity

#

he just falling tho

#

(i sit the location higher on purpose)

grim ore
#

is he falling, are you sure its falling

brittle jay
#

wooo windows ten freak out after installing the 426 chaos everything vanished a sec lol

#

right click the box set it to complex as simple or simple as complex collision

grim ore
#

how are you playing back the sit animation. From the look of it the sit animation is weird

brittle jay
#

i see what you mean

grim ore
#

it does seem like perhaps you are moving them ontop of the object then the sit animation plays

brittle jay
#

and cause the box has no collision he goes right into it

grim ore
#

so I would turn on collision visualization while in the editor for playback so you can see what the colliders (capsule probably) is doing. pxvis collision 1 in the console or its in the drop down menu

plush yew
#

he falling

#

i just set location and rotation

autumn talon
#

is there a tutorial for gun line trace applying blood and causing hit animations on pawns

grim ore
#

so why are you setting the location that high up?

plush yew
#

just to show you hes falling trough the chair

#

i need to clamp the location

grim ore
#

well uh... was your sit animation designed for the height of that cube?

plush yew
#

@autumn talon thats called decals I think

grim ore
#

its not going to magically sit on top of the box

plush yew
#

yea thats why i set the location to the heigh of the box, but the box has no collision so it falls trough πŸ˜›

#

i just want to set the location, and keep him there

grim ore
#

ok so where did you disable gravity?

plush yew
#

on the capsule component and mesh

#

and static meshes and skeletal meshes

#

basicly everything

dense knoll
#

Howdo you fix UE4 not spawning the player sometimes

plush yew
#

except for charactermovement component

grim ore
#

ok so the character is special you need to keep that in mind

#

set gravity scale to 0, or change its movement mode

plush yew
#

that worked πŸ˜„

grim ore
#

I would change the movement mode personally, changing scale still plays animations (it might think its falling)

#

The Character class is super customized for doing what it does, it doesnt work like normal actors for most of it. its annoying but it is what it is

plush yew
#

i dont plan on making them jump so its fine I guess

#

I guess it takes control of everything right

grim ore
#

I would say move it, set mode to none, change animation to sit. when you need it to move again, change animation to whatever, change mode back to walking.

#

stuff like that if you need fine control and are not controlling it by the animation blueprint or input (which you arent since its ai)

dense knoll
#

how do you make a material detect collisons and based on that change color without opacity

brittle jay
#

and mathew i tried reinstal and it gets to where i can choose a template then hangs , not repsonding ugh

autumn talon
#

i already have a decal on my gun for the bullet shot

#

I want a way for the enemies limbs to fall off and spray blood

#

yet

#

all those assets cost money

spare kernel
#

@autumn talon please be patient. people will help if they can.

plush yew
#

@grim ore thanks, isnt lerp supposed to smooth two values btw?

zenith narwhal
#

is it just me or did they remove call in editor functions from being shown in the blueprint details panel in 4.26?

brittle jay
#

i cant run 426.1 no more

#

worked till they updated it

#

broken now

plush yew
#

cant use timelines in behaviourtree tasks damnit 😭

brittle jay
#

i only need 426 for the control rig ugh

dense knoll
#

this isnt using the new clouds in 4.26

rigid belfry
#

^ had to set to auto play

silver mulch
#

is it possible to completely empty an array during runtime? this array im working on doesnt seem to want to remove the last item of the index

#

the actor is spawning, and it should get removed from the index upon spawning, but it stays there. so when i go to re-add the spawned actors back into the array later, it is doubling up on that last item since its not being removed

autumn talon
#

For loop then remove

silver mulch
#

yeah thats what im doing. everything else is spawning and removing from index, except the last item even though it is spawning and the remove is triggered

#

so ill need to do a clear node during Finished?

spare kernel
#

you can't clear whilst iterating

#

that is a violation

#

in C++ that would crash, BP just gracefully does not tell you.

dense knoll
plush yew
#

the box has 0 collision

#

why does my character get pushed into the box? lol

dense knoll
#

How do you fix Translucent materials bugging out other translucent materials?

#

Particles render over Translucent materails making a really wierd effect

#

Truesky Clouds get hidden by anything transparent

brittle jay
#

so there is nohting wrong with my windows ten its that the graphic card i have a r230 2 gb isnt supported by 426 , i also seem to have issue with blender 2.91 not being supported so had to got long term support 2.83 to get that to work for rigging

frail portal
#

html5 packaging day 5, the guy i hired sent me this and telling me he's having this as an error

#

apparently it's lack of emscripten?

kindred viper
#

can get emscripten pretty easily to check

frail portal
#

how

#

I mean I'm not a programmer lol so I'm not sure how to get emscripten easily to check

kindred viper
#

well I don't have a copy in my pocket. So I'd have a look on the internet for how to install it πŸ™‚

#

its pretty simple tho dont worry. Just needs to be installed

frail portal
#

this is from the ue4 html5 github btw

#

it isn't the ue4 directly from epic games launcher

#

basically a ue4 that's homebrew lol

kindred viper
#

aye. it's always been separate anyway even before it was abandoned

frail portal
#

wait even in old versions of unreal this problem showed?

kindred viper
#

its not a problem, its a requirement. Without emscripten it can't do all the magic stuff that translates to javascript stuff

frail portal
#

oh

#

any video on how to do it so i can send it to the guy?

kindred viper
#

I would presume someone you paid to do this would know already but hey... not judging. Let me whip up a link for you

frail portal
#

tbf they probably do

kindred viper
#

hmm perhaps that process you posted from github might handle it too. It's been so long since I touched the html5 part I can barely remember

frail portal
#

it apparently does

#

and when i originally did it the only error i got was something else

#

something about lowlevel_o3 was my only error other than that it should've been fine

kindred viper
#

not aware of that one

frail portal
#

but anyways they might've not installed it or the setup failed without them realizing

#

(emscripten)

plush yew
#

Mmmmm web assembly

brittle jay
#

btw if you get the blender issue just get th elong term support 2.83 version

#

steam version also wont install and everyone else is crying too

#

and guess what 8 months back i installed 2.83 on windows 7 lol

frail portal
#

oh so @kindred viper I just talked to the dude he's been doing that all day

#

at least everyone's good

frail portal
brittle jay
#

because the issue of not installing on windows ten some users used steam to get blender to work

#

ive just tried the downlaod both zip and msi the zip almost worked

#

then tried a earlier 2.9 version nope

kindred viper
#

I have blender from steam just because im lazy but I keep one of my old versions from 2.8.x πŸ˜„

brittle jay
#

then was about to try this experimental 2.92 downlaod and saw this 2.83 long term support and tried it and it worked

kindred viper
#

gonna try get used to opening LTS more tbh.

brittle jay
#

ya

#

im htinking these newer ones arent supporting this 5 year old graphic card maybe

kindred viper
#

perhaps. They are improving things across the board

lament star
#

Is it possible to attach an actor's component to another actor?

brittle jay
#

well that 2.83 on my older pc using win 7 ihave 2.83 thats when i quit using blender 8 months back

bitter iris
#

hi guys i havent worked on ue4 for a bit, i come back to this error

brittle jay
#

control rig came and i assumed id get at that later

bitter iris
#

"Assertion failed: FileManagerGeneric.cpp"

#

any ideas?

kindred viper
#

its expecting that class but its odd its throwing with the cpp

brittle jay
#

is that ccp file female ? LOL

#

lil wife joke

#

my big question is when is it not just a grpahic card but say the cpu itself

#

im gonna try this latest install on windows 7 lol the rub is if i get win 7 to work with 426 im strapped to use win ten features ROFL this is just ....painful

kindred viper
#

why on earth would you be using windows 7?

brittle jay
#

i just got htis win ten one a week ago its called were not all rich

#

and under lockdown since march its kinda not easy to get parts

kindred viper
#

pretty sure its still free to upgrade to win10 from win7 presuming you have a legit key for 7

coarse turtle
#

@grim ore So I installed the symbols for debugging. Now the log doesn't show the previous errors.

brittle jay
#

yes i do but im not doing that as i have some softwares i know wont run on win ten and its running perfectly fine its got a 11 yea rold gf card and its out of date and will be used to do other stuff i dont toss perfectly running stuff

kindred viper
#

fair enough. Something to remember instead of paying again for another win10 key when you upgrade tho.

brittle jay
#

and the ironic part is only reason i want win ten at all is to get access to feature son unreal that i cant with win ten and tried 426 and 426 chaos and they both install start the lil percent thing then hang on "not repsonding"

#

like i said no reason then to worry bought windows ten

#

and if its this 5 years old card ill get one a lil newer next month

#

move up to a 560 or 570 amd on htis box or a 1050

#

during a pandemic neither ms epic or blender should be limiting pc users by forcing upgrades of hardware

stiff verge
#

no body is forcing anyone

solemn gale
#

hello guys all good I'm having a problem in the water system i've already activate the enable edit layers but it's like this

#

has any way I can solve?

brittle jay
#

ms could have kept supporting 7 a bit longer epscially while everyone was broke or was not wanting to spend during apandemic ...and then why cant i run 426 ....haha they not support r 200 series cards they only 5 years old

hasty meadow
#

hi

#

unreal engine or unity?

brittle jay
#

and ya seen prices on new cards like ya know they are pullin scams on ya when you see a 3090 for 3300 and same site has one a full pc for 3600

#

they trying to stop everyone building

#

one in a full pc *

#

and one day before cyber punk 2077 comes out a gt 710 card is 49 bucks next day after they announced special setup for the game to use that low a card it went to 500 not kidding

austere berry
#

Hello I need Help?

clever vault
#

how can i have all the unreal windows docked to the main window

maiden swift
coarse turtle
#

Any idea what causes this? I know it involves third party asset but tryng to solve it by myself.

dreamy sleet
median hound
#

whatever displays km/h dont have it display until play is hit

dreamy sleet
#

ok

#

i cant find where that would be in blueprints this is the car from unreal template

calm pollen
#

how do i trim animations?

#

like make it start at frame 5 instead of 1 for example

obsidian onyx
#

Hello, Can someone help me with this problem? how do i get a smooth transition so there is no pulsating?

loud pilot
leaden dust
#

@obsidian onyx do you mean the droplet fading in?

#

or the fact that all the droplets appear to come and go at the same time

obsidian onyx
junior rock
rocky epoch
obsidian onyx
#

@rocky epoch ill dm u

rocky epoch
#

Thanks!

junior rock
#

it feels inefficient switching everytime with mouse

leaden dust
#

@obsidian onyx I'll be at my pc in 15 mins. I dont have much experience with material nodes but I'll try to help

obsidian onyx
#

@leaden dust ok thanks

maiden socket
junior rock
maiden socket
#

Oh my bad

junior rock
#

without go to and clicking with mouse

#

a lot of 3d softwares have this option

#

i googled it but found only ctrl tab thing as you said

maiden socket
#

In ue4.8 there's supposed to be support for it

junior rock
obsidian onyx
#

@leaden dust Found a solution to sort of fix the situation. Changed the texture to Masks no sRGB

leaden dust
#

@obsidian onyx can you show me the result?

winged pier
#

my character keeps doing that

#

even tho i have a playerstart

#

would anyone know why?

#

my gamemode and character are set correct

leaden dust
#

@winged pier what does he keep doing?

#

glitching into the ground?

winged pier
#

yeah the player starts in the ground, not being able to move or look around at all

#

oh now its all of a sudden fixed

#

nevermind

leaden dust
#

oh ok

winged pier
#

when i set it to start at current camera location it seems to work fine

#

but it does not want to start at the playerstart

#

it also does not fall

leaden dust
#

@winged pier what happens if you move the player start wayy over the ground?