#ue4-general
1 messages Β· Page 941 of 1
the problem is that I can't move my camera around to see the world
you get it now? π
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
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
Try to validate them? have no idea for other solution
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
Yess
i need some general help if anyone has the time
@plush yew okay open up your character blueprint and take a screenshot of it
theres... nothing here? lol
I see
yep
I copied it from the third person project
okay
try to run the game and let me know if it works
should only turn, not look up or down
looks fine to me
yeah it is
but actually doesn't work
idk why
Maybe some of the code which is in the inventory controller breaks it or idk
could you take a picture of the gamemode override in the level youre running?
this thing
okay
yeah
I put here inventory game mode to can use the inventory system and his features
okay could you add a breakpoint to the "inputaxis turn" event?
okay

uhh when did it pause tho
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
when you opened the inventory?
okay so something does happen, it does add that input
@plush yew can something interrupt it? maybe the playercontroller?
I don't know man π¦ @jaunty zinc
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?
Alright so what did I do wrong here? I compile, save, then run it and my character T-Poses
Damn, getting some basic sound effects with the runtime reverb was a huge boost to immersion.
Now I want some ambient environment noise, and maybe minimal music? π
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?
pretty sure you just need to make the nav mesh bigger and move it a bit up
so that it could actually cover that space, since its taller than the ground
i did it but But nothing happens
collision of waht?
of the corners
ok
its seems like the collision is built like this, meaning its not complex
and you want it to be like this:
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
let me know if you want me to show you how to do so
sure, good luck
i removed static mesh collision from those corner objects and its good now , thank you
problem was collision as you said
does anyone know a good Fluid Simulation Tutorials ?
awesome, glad you fixed it
Can you hide outliner folders by default?
when i click on a asset, the outliner changes. very annoying
Note to self: don't use 8K textures
is there a way to force quixel megascans to be low-res
like 1K
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!
pretty sure I once got the bridge login page to run doom
uhh honestly im not sure
LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/DataCommInterface.DataCommInterface_C:SendScenarioInfoToWidget:ScenarioInfoHazmat'. Unknown structure - what's the right way to fix that?
Please i got stuck on that, thank you
u can choose 1k texture in bridge,
are free unreal assets in epic games royality free ?
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!
Hey, does anyone of you know where i can learn about HUD s from like 0?
it is
that's a good point, sorry xD
guys can we simulate the water on 4.26 inside pipes ?
Is anyone using static lights calculation with Lightmass? For me it crashes no matter what I do.
same for me. finally i did fully dinamic with no RT..
if I switch to dynamic it works, but I wanted to use static for performance reasons
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
@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]
yeah i couldnt make it work so as i am making cinematics performance is not an issue.. No idea whats your error
i am still newbie
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 !
where can I set the length of a shot in sequencer?
it's built into the tracker bar at the top
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
break it down into smaller concepts?
hello, every time I try to build light my mesh becomes totally black it is inside a post process volume
first i need a cannon
a cannon doesnt have to be a cannon during testing. its could also be a box
how do you wanna "put objects in"
is this a first person game?
yes
do you want to grab the objects?
yes
do you know how to do that?
i could figure it out
then start with that
ok
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
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?
always break down your ideas into manageable stuff
yeah because if i did the cannon first i might have to change it once i implement object grabbing
performance question.. very basic scene. I don't move or anything. fps ranges between 70 and 100.. why?
Have you checked the GPU profiler to see if something is having an unexpectedly big performance cost?
Anyone know why my mesh becomes black after building light?
Does the mesh have a UV layer @plush yew ?
Does it have a texture?
Okay, then it should have UVs as well as they're used to tell the engine how to map the texture.
It is inside a post process volume, that makes it completely dark. Does it have anything to do with that ?
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.
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.
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.
Ah thanks though!
wow this engine has so many features
theres a component for grabbing things
coming from unity this is mindblowing
@opal kraken at some point this was also free https://www.unrealengine.com/marketplace/en-US/product/pick-up-physics-objects
i have it in my library
if i get better at unreal than in unity then this will be my go to engine for 3d games
@rigid belfry you should store the variables you don't want to destroy in another, persistent object/instance
i'll try in the gamemode
seems more fitting for the kinds of variables i am storing anyway
My project all of a sudden takes hours to do anything, even basic tasks like opening a blueprint
I'm using 4.26
I meet the minimum specs by far
It all of a sudden does this
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 (
You are trying to use a reference where there is no return result
how is that screenshot not higher res? I can't read
see that condition there you have nothing attached to for the bool input
thats why
ohh
your telling it that its always true
i couldnt get it to fit in frame
you need to confirm it hit something
@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
are you currently testing the project
if youre testing you cant edit anything
Could anyone help me with this?
It kind of stops me from doing anything
Repair your engine, clear the saved/intermediate, clear the DDC if you have to, check for HDD errors in the event log
will try, thank you!
@winged pier is it a way to turn testing mode off?
hey would anyone be able to possibly 1 on 1 step by step help me through this issue im having possibly?
where's the actual code
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?
its not code its animation issues
for unreal?
ya im just starting with it
oh sry
all good my bad
c++?
if you are just starting with unreal thats probably not the best idea
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?
i just want to turn this whole building one bsp and convert to static mesh
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
hey thanks i know this button i think
but convert button make a straight wall withou dor and windows
its too much work
ignore the subtractive bsp
You might want to try out the modeling tools in 4.26
is it different
Yeah
where are they?
you need to enable it from the plugins menu, Modeling Tools Editor Mode
after that it's under the Modes button
you can
^Sounds like that might be a solution for Onur then
just select all of the objects that you want to convert to static
i enabled and will try
thanks im trying both solutions
but restarting takes forever
is this graphics artifact an issue with metahuman or my gpu?
this is a scene from death stranding man lol
nice cyberpunk remake
head standing hideo kojima π
thanks delaying it a few times helped with the high-fidelity
can I have a recursive event inside a function?
i converted my bsp block out to static mesh but the lighting is a little strange, it has these weird glitches
its an all white material it shouldnt do that
@opal kraken you need to increase the lightmap resolution
look strange, still stuck at %39 cant try
btw @junior rock if you want baked lighting on the converted bsp
you need to edit the mesh and set lightmap coordinate to 1
otherwise it is all black
ok got it, is it normal to too long loading time after enable modeling plugin?
hmm, im try to find an optimal workflow for block out, modeling and texturing. Starting block out with blender looks more beneficial what do you think?
no, i prefer doing it in the editor
editors measuring tools and snapping dope
what i do is i make assets in blender
block out a basic room in unreal
and then place the assets from blender
then build lights
and an inner cube for subtracting?
np
bu this modeling tools addon kill my low end pc
compiling shaders 5000 wtf?
why i dont even open a different project
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
when you want it all to be in one static mesh select multiple
if you want it to be a different mesh select one
ok thanks so much!
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 π€π»
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?
No it won't
@winged pier thanks for helping ) I'm find out I was tried to change mats on Lod 0 )
No problem, glad you got it!
so the als system is hard to use
due to the lack of als content
but the unreal mannaquin is pretty easy to use due to infinite tutorials for everything
so
if you change the als v4 locomotion to use unreal skeleton
would you be cheating and stealing from both worlds lol >O>
Thanks
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.
@exotic marsh hi, we have similar goals
there is a spout plugin but I haven't tried it.
Hi,
Does anyone know why I cant seem to migrate the unreal mannequin female version from the third person project to my vr project ?
Itβs very much like NDI, you drop a camera into the scene...
Iβd kind of like to be able to grab the whole ndisplay canvas and use that...
there's a osc plugin too idk if you have tried that
so what version of unreal were you able to have the spout plugin work with? I noticed this can be tricky
do you have generate signed distance fields on or something?
you can run the project through VS and see the log while its opening the editor/map
I have a scene with some instanced foliage. It does not cast a shadow. Is there a solution for this?
@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.
why are my materials not loading?
I already reinstalled unreal
its literally just.. a vector 3 material
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
Ray tracing is off and I have a 2070s
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.
So I just uninstall the driver and go back to an older version
Or adjust the timeout value in your registry.
https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/153074/increasing-gpu-timeout-for-scientific-applications/
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
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
So I set it to 32
consider that it might still happen if it's the driver. So really, changing that value is kind of moot except in edge cases
How would I go about getting the previous driver
if it's still on your computer, you can rollback with the driver installer. Otherwise just browse nvidia driver page
OK, it does this everytime tho with this project, ever since I built it the entire editor is slow in that particular project
I got banned for sending a rickroll in the unity discord so now Iβm stuck here π
@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.
I will try! It's based on the example map currently, I'll try and duplicate the map into a different folder
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.
does anyone here use the als system
and if so would you make custom animations via blender or some system im unaware of
like if i wanted just the arm to pull out a knife for example whilst the rest of the overlay stays the same
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
@golden magnet json plugin with a scripting language like PHP on the web server
is there a plugin like that or are you saying to create one?
super basic. Just create the struct of json data, send it, then do what you like with it on the webserver
there is one already
ohh gotcha
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
@exotic marsh yeah I wish we had a bunch of TOP nodes in unreal
what do you think about metahumans?
does this remove the need of character creators at all?
idk.. i guess but it's not out yet, right?
hey would anyone be able to possibly 1 on 1 step by step help me through this issue im having possibly?
possibly
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?
hm
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).
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
the launcher or the editor crashes? or both
Editor
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
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
is there a way to check if a player is in a trigger and if so, check for a keypress
of course there is
seperate what you want to do into its steps and try and implement the steps.
do you have a keypress event set up?
well there we go then
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
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
verify keeps also keeps trying to install then verify something too
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!
βΊ Resources: https://www.devsquadacademy.com/resources
Unreal Engine 4 Beginner Tutorial Series:
https://www.youtube.com/playlist?list...
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?
yes
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
@plush yew i was thinking the same thing xD
like it dont say it fails but the editor goes thorugh all the %'s then just hangs NOT responding
you can try uninstalling it if you want, perhaps its trying to verify a plugin?
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
Matthew, where do I find the crash or report logs?
ya i might look for that above logs area too
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
the unreal website had a good tut on events
does it work like in unity
where its a function
because if so that would be invalid
wait is unreal written in c++?
yes
its epic's own variant of c++ for unreal
like kinda EC++
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
"character creators" ? apps?
@cobalt pelican every modern engine is written with c++
@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
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
show the screen with options you import with
sure
sometimes i get weird issues too might have to fiddle with a few things
could I ask what it means by tricount?
i dont know
does it mean by the triangles that cover a mesh/model?
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
Thanks:)
hrm do i install 426.1 or try n have fun wiht 426 chaos hrmmmm muhaha
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
Hello, Have Help Group? About problem cant find HAPI File from Houdini?
hehe having fun eh velox π
@autumn talon #work-in-progress
well idea is to learn in future ways to automate some stuff more or make suggestions that everyone can benefit from π
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
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
that's horrible.. that can't be right
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)
where is that setting? I can't find it
hold on
i'm mostly using default settings
and by default that should be checked
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
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
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
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
Any way to get the location of a component in an actor?
actually when you click on render goto "cinematics"
cinematics engine scalability and cinematic mode need to both be checked
i miss blender!
so cinematic is a mode to do non realtime renders that look better? is that it?
also if you use compression make sure quality is 100% the default is less and will lesson quality of the video
@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
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
blender updates to often to get useful tutorials baron thats why i love they made control rig
@brittle jay i disagree. there has been a lot of useful resources in the past year for blender
Or infront of a workbench etc
ive got so many assets free im doing some fan fiction stuffs so its learning all time
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
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
Oh yeah I updated UE and it broke the tutorials I had completed. Wound up deleting them and starting over.
blender even gave out a so called free rig tut and paywalled half of it ffs
:triangular_flag_on_post: ΠΠΎΡΠΆΠΈΠΊ#2367 received strike 1. As a result, they were muted for 10 minutes.
i should do a few but tc mabe is doing 426 ones hes great for it
there is like 1000x more tutorials for blender than there is for unreal it's crazy
ya and 99.9% are useless now cause 2.8 changed user interface
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
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
yeah but most tutorials are for 2.8 and up
thats last version i bothered with now only use for it is to convert old objs to fbx for unreal
blender simply exploded
and they are all done months after 2.80 came out and i had moved on
no there are thousands of new tutorials every month it's insane
control does what i need in the engine
i know what you mean, that's how it was back in 2019.. but things have changed
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
What do you use? 3DS Max/Maya?
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
cool
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
I saw commercial titles like Endless Space 2 lagging like hell due to Unity memory management. Plus UE is just cooler by default.
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
Do you use a repository like github or store everything local?
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
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)
and during all this im doing upgrades ot hardware LOL
blakestr like chaos destruction stuff?
cool
gettign a copy of that to muck with today
I need to do some actual coding..i get dragged into games all the time lol time management
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
Hey me too! remember when Duke Nukem was a 2D platformer?
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
so you turned ROM Mud into a graphical game?
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
we are deffo on the same page heh
Yes. All that content was free too
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
any advice on fixing the texture?
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
indeed
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
yes
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
Cool man. Let me know how it's going. Will probably help w my motivation too!
bbiab. Nice chatting. Love the enthusiasm
drop over ill show ya some base packs im using
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? π
and open world
;w;
I think i might make this
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.
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
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..
Okay thank you! I'll have a look π
this might allow for higher performance but holy fuck it's a lot of work
you could import hdri before?
yes
I'm trying to follow this https://docs.unrealengine.com/en-US/RenderingAndGraphics/Textures/Cubemaps/CreatingCubemaps/index.html
The process for assembling Cubemaps in Photoshop.
thats for like lighting and such
i need it for a perspective screen effect
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
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
ya really hold on this was free , "16 space skyboxes" and it will do until i need to get at it if need be
@plush yew why do you need to cast to the player character in this anim bp. What is this anim bp on?
im trying to get the variables from it
so I can use them in the state machine
booleans mostly
and what is this anim bp on?
so its not on the player, just a generic something else?
what do you need from the player?
how do I set my own hdri?
nothing, I need stuff from the actor
shouldn't this be the most basic thing?
so you need stuff from the actor this anim bp is on?
so i can have the behaviourtree and animbp talk to eachother
do i still make sense? π
well you AI character has access to both of those, it can just set the variables as needed (which is better for performance)
how would I go about doing that?
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
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
@grim ore youre the best man
i saw his cubemap stuff at github looks neat
the hell do I put into the obj for the animbp cast tho? π
@grim ore I can't even create a working .dds file
the barrier of entry in this software is insane
baron google cubemap and toast generator
i'm using nvidia's tool which is supposedly what should work with unreal
ill look at that too in sec
my issue is not related to manipulating the image into a cubemap.. it's that nothing loads properly in unreal
there is tut for that right baron your following
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
says the nvidia one wil give you errors and to try to use the unsupported amd one
one was specifically for 4.23 but it seems unreal is different now
it is better unity trust me
no dont its even worse for tutorials and htey shut down a whole section of tuts
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
what do you mean? where did you read this?
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
it says you can use nvidia's tool or nvidia's plugin for photoshop
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
so no one using unreal can create their own environment?
well cubemaps themselves arent anything really ue4 specific so getting one made to use cant be on the engine
how does that even make sense?
obviously not
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
someone was saying about blender has it a way to make em then export?
might find a 2nd use fer it lol
does it have to be specifically .dds?
apparently yes
did you make your dds file the specifications that epic needs for a cubemap?
here I got a cubemap.. and an equi proj.. I used the cubemap and nvidia tool to create the .dds but it just won't load
also the supplied ones in the engine are .hdr files EpicQuadPanorama_Calibrated_v2.hdr
make it a .hdr file
@grim ore epic's specs read as follow: save using photoshop plugin
rename it .hdr
i just dragged a random one in and it worked perfectly
whats the default input state? after doing this, what node do i use to return to the default input mode?
and those are equi proj?
is the dds file output in the format epic asks for? (32bits/Channel, 8.8.8.8 ARGB 32 bpp, unsigned)
make sure source type is set to sls specified cubemap
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.
it did not work for me without that
@opal kraken where are those parameters?
@grim ore my file is 8bit.. I do have a 32bit version however
in the sky light object
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??
@opal kraken ah nice. but is the imported asset a texture or texture cube? I also need a texture cube for something else
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
texture i think
this is the file
@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
yep thats a texture cube
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
oh wait i think you need to build lighting
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
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
I figured it out! I have the free save game addon and it was saving the cat. I started a new load and wa la! Thanks!
@harsh ivy thats funny but yay
how do i make the editor focus a widget?
that way i dont have to left click on it before having my actions work
in the epic sample scene it uses bp_lightstage to render the skybox
i cant find this anywhere except that scene
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?
unity is very good
they both look amazing
but you do have to make a lot more yourself
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
no i mean code wise
ah
theres no real templates in unity
yeah I like node based programming.. unreal nodes are really well made
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
and my other pc for last 2 years was a gt 620 lol
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
i have memories of building my game and then waiting like 2 hours for it to compile tree shaders
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
omg
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
i had to build many times because i was working on a multiplayer game
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
it doesnt force you to recompile shaders if you dont make any major changes
oof
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
huh
half of the time it only says that because it knows your pc wont run the game well
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
wow
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.
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
because ive used autodesk and maya years ago i had a bit easier time get going
also used things like dazzed and bryce etc
thinking of getting ben tristems blueprints course, his unity and c# one was amazing
@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
youtube vids, trying to recreate unity stuff i've made into unreal too
Anybody knows what causes this Niagara crash?
ya i use youtube like a referance library
watch all the videos on learn.unrealengine.com , its free and its free and its free
! thanks for the reply. I actually opened it 3/4 times, every time it crashes
that and the livestreams they make
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
ya i shold od that too @grim ore the ones on sequencer were fantastic
@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
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
@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
that mght be a reason that 426 had a issue earlier too
might be unreal didnt get a permission to run something
@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
What is your system specs? any recommendations for higher tier builds for ue4
@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
BTW its not gravity thats your collision of the mesh hes landing on
like with unity, mindlessly watching a tutorial and copypasting it is only a waste of time in terms of actually learning stuff
@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
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
ya i like tuts telling me why i do this or that not just do this do that
how can i stop my dude from falling? i disabled physics and gravity
he just falling tho
(i sit the location higher on purpose)
is he falling, are you sure its falling
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
how are you playing back the sit animation. From the look of it the sit animation is weird
i see what you mean
it does seem like perhaps you are moving them ontop of the object then the sit animation plays
and cause the box has no collision he goes right into it
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
is there a tutorial for gun line trace applying blood and causing hit animations on pawns
so why are you setting the location that high up?
well uh... was your sit animation designed for the height of that cube?
@autumn talon thats called decals I think
its not going to magically sit on top of the box
yea thats why i set the location to the heigh of the box, but the box has no collision so it falls trough π
i just want to set the location, and keep him there
ok so where did you disable gravity?
on the capsule component and mesh
and static meshes and skeletal meshes
basicly everything
Howdo you fix UE4 not spawning the player sometimes
except for charactermovement component
ok so the character is special you need to keep that in mind
set gravity scale to 0, or change its movement mode
that worked π
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
i dont plan on making them jump so its fine I guess
I guess it takes control of everything right
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)
how do you make a material detect collisons and based on that change color without opacity
and mathew i tried reinstal and it gets to where i can choose a template then hangs , not repsonding ugh
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
@autumn talon please be patient. people will help if they can.
@grim ore thanks, isnt lerp supposed to smooth two values btw?
is it just me or did they remove call in editor functions from being shown in the blueprint details panel in 4.26?
cant use timelines in behaviourtree tasks damnit π
i only need 426 for the control rig ugh
How do i fix the clouds getting hidden/ rendered over by translucent materials
this isnt using the new clouds in 4.26
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
For loop then remove
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?
you can't clear whilst iterating
that is a violation
in C++ that would crash, BP just gracefully does not tell you.
How do i make the material draw foam near the shores?
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
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
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?
can get emscripten pretty easily to check
how
I mean I'm not a programmer lol so I'm not sure how to get emscripten easily to check
well I don't have a copy in my pocket. So I'd have a look on the internet for how to install it π
its pretty simple tho dont worry. Just needs to be installed
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
aye. it's always been separate anyway even before it was abandoned
wait even in old versions of unreal this problem showed?
its not a problem, its a requirement. Without emscripten it can't do all the magic stuff that translates to javascript stuff
oh
any video on how to do it so i can send it to the guy?
i found this from the github
I would presume someone you paid to do this would know already but hey... not judging. Let me whip up a link for you
tbf they probably do
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
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
not aware of that one
but anyways they might've not installed it or the setup failed without them realizing
(emscripten)
Mmmmm web assembly
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
oh so @kindred viper I just talked to the dude he's been doing that all day
at least everyone's good
I mean steam's awesome sometimes but why use blender from steam?
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
I have blender from steam just because im lazy but I keep one of my old versions from 2.8.x π
then was about to try this experimental 2.92 downlaod and saw this 2.83 long term support and tried it and it worked
gonna try get used to opening LTS more tbh.
perhaps. They are improving things across the board
Is it possible to attach an actor's component to another actor?
well that 2.83 on my older pc using win 7 ihave 2.83 thats when i quit using blender 8 months back
hi guys i havent worked on ue4 for a bit, i come back to this error
control rig came and i assumed id get at that later
its expecting that class but its odd its throwing with the cpp
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
why on earth would you be using windows 7?
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
pretty sure its still free to upgrade to win10 from win7 presuming you have a legit key for 7
@grim ore So I installed the symbols for debugging. Now the log doesn't show the previous errors.
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
fair enough. Something to remember instead of paying again for another win10 key when you upgrade tho.
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
no body is forcing anyone
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?
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
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
Hello I need Help?
how can i have all the unreal windows docked to the main window
Editor Preferences β General β Appearance β User Interface, and set Asset Editor Open Location to "Main Window".
Any idea what causes this? I know it involves third party asset but tryng to solve it by myself.
how do i get rid of the km/h and gear:n but make it come up when you press play
whatever displays km/h dont have it display until play is hit
ok
i cant find where that would be in blueprints this is the car from unreal template
Hello, Can someone help me with this problem? how do i get a smooth transition so there is no pulsating?
I have a 20series card also abou 4-5 years old and it works without any problem
@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
how the droplets are all fading in/out at once
Guys is there any shortcut or plugin to switch between tabs?
Cant help unfortunately, but can you direct me to some tutorial for effect like that?
@rocky epoch ill dm u
Thanks!
it feels inefficient switching everytime with mouse
@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
@leaden dust ok thanks
Try ctrl+tab?
ctrl tab opens a new menu, i want to switch between tabs
Oh my bad
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
In ue4.8 there's supposed to be support for it
Tell us how to improve Unreal Engine 4!
hmm, i wish that option,working with only shortcut extremely satisfaying and efficient
@leaden dust Found a solution to sort of fix the situation. Changed the texture to Masks no sRGB
@obsidian onyx can you show me the result?
my character keeps doing that
even tho i have a playerstart
would anyone know why?
my gamemode and character are set correct
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
oh ok
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
@winged pier what happens if you move the player start wayy over the ground?