#ue4-general
1 messages · Page 945 of 1
Will it have the features of 4.26? The new water and landmass plugin?
doubt it
is there procedural destruction in ue4?
no
But I need the water plugin and the flex plugin in my project
and the landmass plugin
then you need to learn C++ and edigrate it yourself
is that hard to do
if you have to ask, it is
email them and ask?
should probably point out that the water isn't going to work with flex or anything either
wait whats chaos destruction then? https://docs.unrealengine.com/en-US/InteractiveExperiences/Physics/ChaosPhysics/ChaosDestruction/ChaosDestructionOverview/index.html
ah i see
I wish UE5 would have its own Softbody
whats the usecase
should be possible in ue4
a weeks worth of effort if you know what you doin
On a static mesh
I want softbody
And this softbody I want to attach to a vehicle
So I want the vehicle body to have softbody
Im trying to make vehicle collisions
would it be possible to make my own procedural destruction
or is unreal unfit for something similar to r6s
https://gameworksdocs.nvidia.com/Blast/1.1/authoring_docs/BlastUe4_QuickStart.html is this the same thing as chaos?
yeah vehicle collisions with soft body is a much more complex thing lol
How do other games use vehicle body damaging on collisions
Their vehicle body and doors get damaged and fly away on collisions
If its not softbody
maybe they do have soft body, plenty of games do
just a matter of implementing it
do you think this is Softbody implemented?
from a quick google, people are mentioning that its not
and is pre-baked deformation
also, do you really want to compare your game with GTA 4? whatever they do you specifically want to NOT do
Im trying to figure out how to implement softbody in UE.426
The Nvdia Flex 1.0 version has UE4.19 as prerequisite
But there is Nvidia Flex 1.2 version out
But they havent added below what version its running at
Only at Flex 1.0 its saying 4.19
oh nvm
It is for 1.2 I think
yea 4.19 is too old
wait
Hi, everybody.
The video shows the main part of how to make the deformation of the car by means of flex. + move a flex object within a physical object.
What you need:
- Source code Unreal Engine 4 + Flex or UE 4.20 Gameworks + Flex. Link below.
- Any 3D model.
- Like for trying.
Additional material:
Branch where there is a discussion and s...
He is using 4.20 + Flex
maybe it is running 4.19 and above
I dont have my github linked yet
Whats the highest version flex can go
can you see on the link?
he updated to 4.20, you can update it to any version, but requires programming
I only have blueprint, I havent used C++ before
i will be really honest just give up
there are many ways to make a car get destroyed, dont go with the hardest
guys, can someone please help me with this one? What happening with textures here? If I open mesh it looks just fine, but in the scene it looks like that. Rebaking lighting doesn't solve the problem.
i assume the problem is that they are dark?
try adding a cubemap and reflection captures if thats the case
I have one
anyone know when UE5 is coming out? Its this year right?
yep
well the Black Widow movie was supposed to come out this year as well and we will see how that goes lol
true lmao
i am sure Epic will announce when UE5 is coming
I think they said early 2021 is preview build and end of 2021 is official build
alright thanks
does anyone know anything about sky boxes and stuff like that, im trying to change mine to look more cartoon-ish and im not really sure how that would work
last i heard was Spring
oh thats coming up, nice
the learn tab on the launcher has a "Stylized Rendering" project you can look at
ok i will take a look, thank you
Question, some simple car ai. just a straight road. All the cars need to do is stay in one lane. drive different speeds & brake to avoid a collision or overtake in another lane.
just use overlap events en move to new transforms or is ai & pathfinding a good solution for this? (Haven't used any ai pathfinding sofar)
ai is probably not, there is a crown detour one but its not intended to keep in line but more funnel around places and such.
yea that's kind of what I thought. Better to ask than don't use some build-in feature XD
What is it called when you step out of shadows and into sunlight and the screen goes from dark to light? It takes like 8 seconds by default, I want to change that
eye adaptation?
Auto Exposure/eye adaptation
Where is that setting found?
iirc in your post process volume
did anyone try to upgrade the Chromium Embedded framework for the Web browser plugin?
^^ or default settings in the project settings
thank you!
I found the setting in project settings but it's just a tick box, I can't control how long it takes?
Oh, but am I right to assume that if I want other actors to move between the cars smoothly (changing environment.) Ai/pathfinding could be of use?
I found a 4.23 build with flex integrated @digital anchor https://github.com/normalvector/ue4_mesh_deformation_toolkit
@robust marten yes if you want to override settings other than on off and type its overriden in a post process volume under Exposure
i am new to ue4
how to i make an actor only expand on one side when making it bigger/smaller
instead of it expanding on both sides
@drowsy cape AI might be able to be used for that yes
Scaling is from the root point/pivot point. You would need to adjust that in an external program or use another way depending on if you want it permanent or temporary
hm ok
Sorry, me again, but which setting affects the speed auto exposure takes? I've tried allof them but none seem to really affect the speed. EDIT: I thought speed up was what affets the speed but speed down also needed to be changed, this solved it
where do I find my UE4 install folder
For the engine itself or your project
The engine
It'd be wherever you installed the launcher at, inside "games"
If you don't remember where you installed it then you can click the arrow next to launch and select "create shortcut", then right click the shortcut in Windows and select "open location"
While searching, I didn't see a lot of discussion on LiDAR in any particular channel. If there's a better channel for this please let me know. I'm looking for any recommendations on LiDAR solutions for high quality results, especially if they are significantly less costly than others I've found. Feel free to DM if you have particular knowledge or recommendations.
What do you need it for? Is high accuracy absolutely required (engineering context) or do you mainly want a realistic look but it doesn't matter if it's a few millimeters off (game development context)?
Accurate dimensions are essential.
Hi I get this ridiculous values (only widget project) what can I do?
Exploring a concept for commercial use aimed at customers making high dollar purchasing decisions.
In that case it's probably best to get a LIDAR system from a brand with a good reputation, even though they're quite expensive. There are affordable systems which have a good accuracy on paper, but their specs are generally determined in ideal situations and they usually don't even come close in a real-world scenario.
Profile it, or maybe share more about the issue. There's very little anyone can tell from your resource usage in task-manager alone.
How can I profile it?
I just have this black scene. And I only make widget
users cannot see this black scene too, they always see a widget
@dim osprey also make sure you have a framerate limit set. If you have only widgets you should have a very light graphics load, but without a framerate limit the engine will still use all resources trying to render as many frames per second as it can.
Or enable vsync, that's probably better than a static framerate limit.
hold a sec I'm trying
Is there even an issue?
No, I just made one big dark rectangle.
Unless it becomes an issue with how the project runs I wouldn't waste any time on it at this point.
I enabled VSYNC, but on the right side. GPU is more high for a single widget app?
GPU is now %10
But is so high for a widget app. I don't making game btw. I'm just testing single widget application like .NET Forms etc.
your assuming its high
your not just making a .net forms app, your using a high end game engine to render stuff as fast as it can to your screen.
There's no reason to worry about it using available resources.
UE has quite a bit of rendering overhead. You can turn off some features to reduce it a bit, but if it's at 10% usage it might not be worth the effort to optimize. I'm wondering why you use the unreal engine just for something equivalent to a .NET form though, seems quite inefficient.
I'm just making tests. I have an idea for some projects.
Read the docs on profiling and watch the video linked above.
drop the fps max to 1fps and your problem probably goes away 😉
Hi Guys,
I want to get access to Nvidia RTXGI for UE4.
My application for the program NVIDIA RTXGI SDK was approved, but I don't understand where to download plugin on GitHub.
Did anyone come across this?
hello guys im kind of new to unreal engine and game dev in general, im trying to make a simple flag with cloth simulation, i followed along a youtube tutorial and manage to make everything ready, the only thing i dont know is how do i make a physics instance of the flag mesh, and do i need to rig the mesh with bones or not, thanks in advance
so you have a complete model of the flag right?
yes
you could make a waving animation by adding bones and animating it? or do you want it to be effected by wind and stuff like that
i kinda wanted it to be advanced
but for now anything helps
problem is i dont know how to add bones inside unreal engine
i wish i could help you from experience but i have none in implementing physics yet
watch this video tho it seems legit https://youtu.be/fIRIW00WgVI
I haven't tried it with the new system yet, but with the old system your mesh needed at least one bone to set up cloth simulation. You don't need to set up any animations for it though.
omg, i just had to enable skeletal mesh in the importing panel
thanks for the video migle, it solved my problem in the first 30 sec of video
good to hear lol 😁
Hi! please help i am getting mad with this issue. Left is in movie render queue, Right is in sequencer render. Why leaves are disappearing??? is happenning in all shots. Only in movie render queue.
please i really need help i am trying to solve it all day
some brilliant mind could help me please
in some shots are there and in other are not and they are almost same geometry, same parameter settings
Anyone else sometimes decide not to make/work on their game for a bit and "experiment" and see what mechanics they could make?
Here you can see what i am talking about, and this only happens in movie render queue!!! When i export from sequencer it looks good
it sems like a problem of the leaves
because trunks are there
and in the picture before are casting shadows despite they are not visible
is this 1 mesh with 2 materials or how is the foliage set up?
is a mesh with 1 material for trunks, 1 for fruits, and other 4 for leaves variation
so is this variation different from the other ones that are showing up?
and trees are 3 mats, 1 for trunk, 1 for branch, other for leaves
no they are the same settings
and happens like individually meshes not between leaves variation you can see the picture above
so in the first picture, side by side, the missing leaves on the bushes on the left those foliage instances are the same settings as the ones on the far right which look like they are there?
Left render at right side of the image you can see all array is visible
and here lot of them disappeared
it depends on the shot also
yes exactly same settings
yes so those are the same items, same foliage instances, same foliage instance actor, same level, same setting. You said its got variations so how is it using the variation?
no sorry i have 4 meshes variation for the bushes
but they have same materials applied
same settings
also is happening to the trees of environment set pack of marketplace
Here you can see the bushes are visible, some trees are visibles, but trees at distance on the mountain are not
so then for that missing first shot, the ones that are missing those meshes/foliage actors are the same as the ones that are showing up on the far right?
yes
thats weird. I would think LOD could be an issue here but its hard to tell #graphics might know more, have you tried a simple material on the mesh temporarily. just like say a white color on the leaves part instead of what it has now, and see if it has the issue (can verify if its the material this way)
There is also this mentioning it happening due to the opacity settings on the material (the clip value) https://forums.unrealengine.com/development-discussion/architectural-and-design-visualization/1349958-why-does-my-foliage-almost-disappear-when-i-move-further-away
will try changing to see if still happens but most probably it seems like some opacity mask problem but is weird cause the models are from unreal market pack and i didnt touch materials
yes i have read this topic but mine are not disappiring at distance.. first shot you can see the ones on the back but not at front
heyyy, does anyone know what these weird light artefacts are or what they're called? Not expecting solutions, just a general direction on what to look for would be nice!
and why is this happening in movie render queue but not in editor and in sequencer render? what is the technical explanation for this? really weird
Is it possible to have dynamic lighting on a tree's leaves? Like say you have a bunch of planes with a alpha texture to make the parts you don't want transparent. When I use blend mode translucent in material settings it works but like there's no real lighting from what i can see
oh wait nvm it does but the normals are fucked i guess
huh it's not blender's fault but unreal
😩
@maiden swift dont want it.
Then don't enter. 😄
Okay 👍
@digital anchor Oh, here is a man of culture
Ghost ping?
Nvm
my poem: compiling shaders 9324953492
I don't think ghosts can ping.
my unreal exploded and crashed after I made it repeat apply damage on a timer event
i def did something wrong LOL
lmao
what's JetBrains Resharper, anyway?
U code ur game x)
it sharpens your pencils
Nothing wrong x) xD XD
Can't save blueprints
Circular dependency
New version comes out
Nothing good, only some new toaster compatibility was added
yes hence me saying I did something wrong xd
here's my haiku, submit it if you want the license
xD XD
Regarding Exposure, how would I make it so that getting up close on a wall that's in the shade doesn't make the screen go completely black?
me: sees news
also me: laughs in student liscence
that moment you smash 4 bugs at once within 10 mins
Here's what I'm talking about https://www.youtube.com/watch?v=10Pa7zRsGEk&feature=youtu.be
📣 Help JetBrains improve their upcoming Rider for Unreal Engine tool
Are you involved in game development with Unreal Engine, but you've never tried JetBrains Rider? If so, JetBrains invites you to take part in their Rider for Unreal Engine UX study. Participants will receive their choice of a $100 Amazon gift card or a JetBrains All Products pack subscription.
is this limited to people who never used Rider before?
it is worded as such but when I opened the link I didn't find anything that says that
Is there some where that i can ask for help withing? I'm some what new to UE4 and have a lighting problem.
Same lol but go ahead and ask anything you want
dang
i cant think of a poem lmao
welp i give up wasnt gonna win this give away anyways
Is it possible to somehow view in material editor what kind of parameter a node outputs? Like if its a float, etc.
A computable haiku is a novel idea but I have too immense of a backlog to add this to my 2021 book of work so catch y’all next year :l
Yeah just saw it.
@plush yew Was this a response for me ?
Is it normal that movie render queue takes 12 minutes to warm up? im rendering cinematics. How to optimize render times?
to warmp up 60 frames
Sometimes I talk to myself.
Rider includes the functions to work with ue4 specifically.
Errors run rampant
Stack Overflow assist me;
Marked as duplicate.
Yes, but that's a separate app and it's not out yet. We linked to a UX study survey they're conducting, so I recommend joining if you're interested in giving them feedback.
It's in early preview right now.
I don't write C++, but I've heard promising things about Rider.
How can I change the order of this
I want to move the light source down in the world outliner
@maiden swift I've tried it with ue4 source build and it didn't go well -_-
What happened? It's been good to me
Could I ask for some help with importing please?
So I have some light and reflection bleeding through some of my walls. I'm unsure how to fix it so it doesn't happen.
Light is on the other side of the wall.
wtfff
Have you ever tried pressing the Print Screen key?
I've been using visual studio with ue4 for years, switched to Rider a month ago and now can't go back, it's lightyears ahead of VS in some cases
I was in a hurry
What issues did you have, I'm using it just fine with a source build
Tried it with non-UE4 C++ apps and it works just fine for those as well
Considering I was in the process of leaving for work I can't exactly screen shot it and make the post here. Are you going to help with my problem.or talk shit?
guys im trying to open my proyect but it doesnt download more than 45% it just stays stucked, any tip or someone havinf this issue? i've been trying all day
which channel should I ask questions about post process volume settings in? visual FX? or graphics?
#visual-fx @mortal cedar
I think I will talk shit.
imagine coming to a discord where people take time out of their day to help others and answer their questions to the best of their ability and you get mad at them 😂
hey, can someone tell me how to make inverted cone particle?
Is there any way I can change my default code editor from VS to Atom?
can i expand the navigation mesh to a whole landscape of 8x8 km?
when i make a volume it will take ages to process
i just want to be able to navigate on the whole landscape in vr
someone knows how i can achieve it?
how do I loop/repeat damage?
yeah that would be cool also
basically my void orb has a capsule that is suppose to deal X damage per second if you overlap it, ending when you end the overlap
but I cant get it figured out
currently it just applies the damage once if you overlap and thats it
I know I have to do something with Timers but I've been messing around with them and cant get it figured out : (
hi guys, not sure how to find it: i want to highlight road from player to target using particles, but no idea how to google it
Anyone know a way to make Atom my default code editor instead of Visual Studio?
@sly wagon set a bool
then make a branch, if bool is true > delay > do damage
then on end overlap set bool to false
@gaunt abyss @forest tree It lagged like hell when i was writing the code (i'm talkign about coding in the custom build)
just make a boolean variable and set it to true
yea just once
but I want it to be take X damage per second
so what do I do O. O
@plush yew generally game ready models are stitched already, if it's not some modular stuff
damage on TICK?
add a delay node ofcourse
no I dont want damage on tick
i hope that code taking deltas in account
damage per second
on begin overlap set bool to true
then cast to your player, branch > if bool is true >delay 1 second > damage
a bOolEaN of what
on end overlap set bool to false
don;t use delays, use timers if you want to bruteforce it this way
if you dont know what a boolean is man idk read some guides or something
you want me to make one or search for a specific one?
timers work in async thread
figure out what a boolean is first
its a true or false
but you can make them
and you're telling me to add one, so make one? idk xd
yea so, on begin overlap set a boolean to true
if boolean is true do damage per second
ok
@plush yew Delay will Stall the thread, means all execution will be stopped there, but timed event will be spawned separately and wont affect currently executing thread
hm okay never had issues with delay yet tho
async nodes have clock icons on them
ah right I wondered what that was 😛
@plush yew my bad, timers may be sync too
Is there any way I can make other code editors like Atom be used as the default besides Visual Studio?
no worries
@plush yew yep, so it seems, if timer set to 1/180s, and you have fps 60, it will burst events every frame by 3 events
only async tasks can be run at independent frequency
no clue what youre talking about lmao
sorry, in short, use timers, they are better than delays
they still affected by FPS tho
Hello guys, new to unreal here. I'm coming from 5 years of unity background and finally decided to drop it and switch to unreal, been using it for 2 weeks now. The question i have is - i really love blueprints (and i really don't like writing code) so will i be able to develop game from start to finish using only blueprints/event graphs?! or there are some things that must be coded no matter what?
you can do everything by bllueprints.
i think you can even convert bp into cpp automatically.
always heard that you want a lil bit of both
code is generally speaking faster
but yea you can create a whole game with bp's
you can convert to cpp if its becoming a bottleneck, but generally dont worry about it until you have to worry about it
most of the games would work completely fine w/o c++ if those games don't rely on complex networking
@plush yew Yeah, that's what i heard aswell, that's why i'm asking. as for speed, i have no problem there, i enjoy sitting back, relaxing and editing graphs at slow tempo. I'm just deciding if i should continue learning blueprints or if it's very necessary, bite frog and learn C++. I know little bit of C# but i was never a good programmer and used buggy unity addon for visual scripting which was very limited.
@fierce tulip Glad to hear that. I really vibed with blueprints.
you need c++ if:
- you want to use some plugin that has no BP hooks
- you want some complex networking stuff
- you want native input handling
- you want Slate UI (instead of UMG)
- you want Custom Shading model/Rendering
- probably more things i never did
Thank you for detailed reply. I've decided to continue using blueprints - probably more things i never did <- for this reason. Probably i won't do any of the listed things or other things, i'm just working on simple FP swordfighter game and mostly i'm fine with unreals default game feel.
I'd say the main one is "you want to do a lot of work with lots of data"
Is there any way to get Atom to be the Code Source Editor?
can someone help me with unreal engine?
not sure why but the ball and axis lines are grey and untextured?
Is fortnite representative of how you can expect a unreal game to run, even if I spend time optimizing?
Not unless it's battle royale with 100 people. If low poly representative of the best unreal can offer is what you seek, "Ashen" is one of the most optimized games i've played for a while.
I'll have to try it. I've been trying games made in unreal and so far they all run worse than non unreal games. (For example warzone runs perfectly but fortnite runs pretty bad.) Although my hardware isn't the best.
@half sorrel Honestly, if warframe can't convince you, imo nothing will.
Warframe is unreal? I had no idea.
it's Evolution but it's very similar to unreal in terms of almost everything, unlike RE engine or CRYengine which are all different beasts.
Well then it doesn't make for a very good test lol.
well i'm trying hard to think of any good games on unreal but my head is all "ASHEN" "ASHEN" 😄
I'll try it.
Borderlands 3 is unreal but performance-wise, kinda meh
oh, i remember one, batman:arkham asylum was smoothest running best looking game for its time.
Soulcalibur 6 also very good example of well optimized game.
oh, also Code Vein, almost forgot about it.
I forgot boarderlands existed.
Thanks for the suggestions. I would have thought a game made by Epic would be the best optimized game lol.
well it's 100 player battle royale with shiny skins, it can't get worse than that. try Unreal Tournament if you want really good game made by epic.
where go 2 disable this nonsense error reporting which fills up your entire screen?
lmso
what a waste you are
just dont reply?
makes no sense for the engine to fill up your entire window for it
i'm not concerned with the error
the problem is that the engine fills up my entire screen with this shit when it detects one little thing i dont need to bother with right now
mods ban soopnano for vulgarity thanks
armstrongr ftw
actually i dont think that would disable these though
that's for like, "rebuild light" messages . . .
these are unreal-engine notifications
i highly doubt that works armstrongr
that's for unreal launcher notifications, not ue4 notifications
i wont praise you for thinking you're smart for googling the keywords and posting that screenshot
cmon man, cmon
ponkiss
it's literally nothing the error that's making all that shit pop up
it's ridiculous and you're just a negative nasty person @plush yew
my game is on steam already so
i package it all the time, no need to be rude
i dont like your attitude and dont need your money
youre belittling me with "cmon mans"
Can anyone link a good tutorial for cell shading like this ? I want the lighest weight version possible for VR games. is this a heavy effect? or pretty light for cpu ?
access errors r the easiest ur a bum for that
All 3 of you calm down!
First and last warning @plush yew @gloomy kindle @plush yew
how do i make unreal engine use my graphics card??
im trying to test my game and its lagging alot because it wont use my graphics card
If you into Nvidia Control Pane, go to 3d settings, then global settings , swtich your gpu from onboard to nvidia
amd should be similar
Oh my, after moving my assets and organazing it - my map completly lost references and show ma half empty level
I have backup content folder, but seems like it doesnt have references files upthere
99 percent white text, 1 percent video. i checked it. keepworking, it will be great eventually.
:triangular_flag_on_post: DAVE DA GOAT#2196 received strike 1. As a result, they were muted for 10 minutes.
your first goal may be showing "fun gameplay" , if you cant even show a 10 second example of "fun" well....
youtube music isnt gonna save ya
do you know hlsl programming?
I don't understand
dont you have an nvidia control panel?
i do
on your windows taskbar?
i was using ue move options and still this happen to me
is there a way to revert back?)
is there anything in that list about your onboard vs nvidia graphics priority ?
no.
check if you can find any info on that on your particular laptop
yeah that looks good
yet when i click this
turn vsync off probably
on starter content right nothing fancy
on starter content
ye hmm
Go to the UWP settings app, then Graphics, then Advanced Settings, then browse for the UE4Editor.exe then choose the "Performance" option.
i dont understand why its lagging so heavily
8400
i5
that has absolutely nothing to do with it
i can run half life alyx on full graphics with 0 lag on 144 hz
yeh
wtf is uwp
idk what UWP refers to but that setting did help someone
do you have the nvidia fancier control panel maybe it's in there
where you can select applications and give them specific settings
i can
see if u can set ue4.exe to performacne
oh its my steam vr lagging not unreal engine
2021 lmap
it uses so much on steam vr fsr
the game window its self doesnt lag but the hmd does
whatever ill just deal with it i guess
so ive got my locomotion script done. how do i make movement faster
not sure if this is the best place to post this but here it goes. I'd like to break up my input into different modal sets. For example, a different set of input actions for "flying" and "walking". I'm finding unreal's API to be a little clunky in this respect. Would appreciate advice from anyone who's attempted to do something like this. How did it go? what do you recommend/discourage?
How can I search a level for any actor with a particular component?
This is through the editor, rather than scripting.
I am placing components with some markup data in my scene and would like an easy way for team members to find it.
@mighty pagoda You mean you want for character to use for example "W" when on the ground to move forward but when in the air as nose tilt down?!
Hey guys i cant move my master material to other folder
When i move it - it still appear on old place and create new folder
but landscape still refereing to old one
same with textures from that landscape
when i move them to other place with ue - it makes a copy of it and keep old ones
ofc all material referes to old place
fix redirection not helpting
Have you tried closing the project, re opening it, and then see if anything happens?
Last time i did it - half of my meshes dissapear from map 😄
So in the end:
- I cant move materials and textures
- Now i have copy of them and original ones
- All BPs refering to old ones
Fix Up Redirections and restart not helping
4.25
and in addition to that
its telling that references is broken but i can access them by link its telling its broken
More or less. To be more specific, what I really want is for a whole class of input actions to not respond when the mode is incorrect. For instance, nothing in the "walk" set should fire if the "flying" set is active.
It's a cheap way of doing things, that doesn't involve complicated state machines for a player character.
And yes, you'd have multiple actions bound to the same keys, as you mentioned.
Does anyone know where i can find the chart that shows the order of objects spawning? Ex. (Controller, Pawn, Playerstate, etc)
tried looking online and couldn't find it
why is it every time i open my project half my shit just dissapears?
@mighty pagoda Well, wouldn't creating 2 set of action key mappings in the same event handler connected to a bool which is turned on or off by "fly" key solve the problem? Even though axises are horizontal and vertical when u set, they're just scale of floats from -1 to +1 and that float data could be used for tilting aswell.
its always asking me import stuff and then it wont work or whatever
or its just straight up missing and it breaks all my blueprints
look
its just fucking gone
ive had straight up actors disappear to
and my bp going, yo wtf its not working this thing doesnt exist anymore
@plush yew Make sure your project is created on healthy, non-protected drive. Also make sure to save on both fronts.
Also don't straight up close the app after you save, sometimes even though you pressed save and it doesn't show any status, it needs to be updated.
no it saved
cause my bp's are still there
like I had made a whole blueprint where it would find something and do walk to it and do something
and that actor dissapeared but the bp was still there
when u check the location of project, are base files still there?!
like meshes for actors.
99% of it is there
but lots of times when I open a project
itll ask me to restore like 40 things
and then like 5 things cant be restored
First i would reinstall unreal just to be sure it's not corrupted installation. Then i would run full HDD scan, it might be the bad sectors.
i reinstalled it maybe 2 days ago so that cant be it
could do a scan yea
altho its an ssd so i doubt its bad 😛
not really no
Well give it a try, it might be as simple as location naming being too long for unreal parser to reach into, or having weird symbol in folder naming or something else, sometimes happens to me with games. Some locations are just cursed lol
Guys I need some help. So me and my friends are using softether in an attempt to use multi user editing for our program on unreal. The problem is we are also at the same time trying to set up a source control with perforce with no luck. I was wondering if you guys have a guide or any tips to get that working. We have soft ether setup but we never even got to seeing each other's session when we tried to browse even if we all have the same project sent to each other on google drive. We at this point are really stuck.
Hi all,
I get a error message: BUILD ERROR: Missing precompiled manifest for 'EditorWidgets'.
Does anyone knows how to fix this problem?
I find a way but it does not work for me.
https://www.reddit.com/r/unrealengine/comments/d7grqb/build_error_missing_precompiled_manifest_for/
How would i go about programming an ai in ue
just watch some tutorials, experiment by yourself, and ask any questions you have in here and you'll eventually get it 😁
@urban escarp using the AI system built in, there are free courses on learn.unrealengine.com and their youtube. behaviour tree is the main system you want to explore
ok bet thanks
im programming a fnaf game so im not sure how to make the ai trigger a jumpscare animation
@vapid spoke out of the box you should have no issue so you need to figure out which plugin or module is causing this
@urban escarp your ai would do whatever based on whatever triggers it.
Can an animation montage be too short to be blended in correctly?
I would assume it could be based on your blending settings
I know I have had triggers miss on a montage if it was too far at the end on a blending looping montage
Yeah I think so but how would i change them
setting up a punching system
oh nevermind you can change them in the montage
yeah I was going to say in the montage itself but I cant remember how to adjust the time between 2 seperate ones lol
watch the tutorials online and read the docs
learn the behaviour tree or just hard code events on what you want them to do
Does anyone know how many resources Casts use? Like really low intensity or what? I need to potentially do hundreds of casts in one frame for determining which gun I have equipped, as I will eventually have hundreds of guns
Basically I'm asking if it's safe to do a ton of casts and expect an extremely low procroessing time
so...
first thing is if you have to do that, you might want to think about doing that
they are not very heavy, but your logic is flawed
How so
why are you having to cast that many times is the question
then you learn about how inheritence works and interfaces
then you say why the hell was i trying to cast so many times
and problem solved
I'm sure there is an easier way to do this, but basically I need to get a reference to the current equipped gun, and casting to my gun parent actor, which every gun is a child of, is yeilding an error
so it sounds like you have the inheritence part, the parent->child stuff
if they are all childs of a parent, then casting to the parent should be fine
That's what I thought would be the case as well, but even though the cast is considered successful, trying to do anything with it yields errors
welp sounds like you need to debug whats going on and what you are trying to do. so what are you trying to do
Someone here is using the FBX exporter of BLENDER?
It makes my animations 100 times smaller
yep change the scale on import, or adjust the output scale
I can't, because it says the bone is too small for creating physics asets
ty
I have a set of four guns, and I've successfully set it up so that scrolling the mouse wheel will move to the next gun. That works perfectly. However, the ammo values reset to defaults any time a return to a previously shot gun. For whatever reason, the stored ammo values are not being re added to the loaded ammo values, because the gun parent cast is not working
show the code and the failure
Can I DM you
and I am assuming the four guns are all childs of the parent gun class, and the ammo is a variable in the parent?
you can DM me but I dont have it on so it wont help
Correct
Don't have what on
private messages
well neither of those have to do with casting
essentially the error is from calling a varible to be changed with an invalid parent
because the cast returned an invalid value
well are you connected to the cast failed or success output on the cast?
the blue lines are coming from a cast to the gun parent, abd i know the cast is successful
because there is a huge amount of script after the success node
then the cast didnt return an invalid value if its success
thats what I thought would be the case
I have many guns, but 4 can be equipped at onces
based on their type
the blue node here going into the idValid is from the successful cast
isValid says its not valid
Its not working i'm becoming mad 🤯
ok you need to start debugging probably
worming
as a basic overview, you have a child actor existing in the world for each "weapon" the player has?
just one child actor exists in the world at any time'
but one should be enough for a successful parent cast, no?
not trying to deduce that, your errors above show more than 1 child actor
is there a way to make a console command persist until I turn it off? I have to turn it on every time I PIE
@mellow turret add an execute console command to your level blueprint on begin play to run that command for you
idk why thats the case, the player character has a gun with a child actor class and swapping just changes which child actor its set to
gun component*
well thats what you need to figure out, thats probably part of the problem
so the player has just 1 child actor that you have on it at design time, and you never add any more?
how are you switching which gun actor is being used if you only have one?
wdym
i have many
heres the script
the set child actor class nodes
this works fine
ok so your just changing the class, gotcha
well your cast is before your changing your class in the actor right?
I would guess its invalidating your previous reference since its not valid anymore
this is where debugging can come in handy. you can breakpoint after the cast so you can see what is in GUN then breakpoint after your set child actor class so you can see what is in there afterwards
so you can see what is going into your set ammo nodes (the input target) and trace it back to when it goes bad
and it makes sense on why its going back to defaults since you never get to the "set to what it should be" part after you swap to the stored class (which uses its defaults)
I'll be back later, thanks for the help I believe it's going to work
I have a widget that opens a door. The door opening works over the network normally, but the widget can't make it happen. Which naturally makes sense because widgets don't replicate, so I changed it so that it calls an event on a replicated actor, that then checks for auth and calls an event in the server that multicasts. However this isn't working at all and that call isn't being made. Any way to get this working?
I just need the door to fling open for all players when the user does something on the widget.
im trying to move only a specific bone here
and the tutorials im looking at dont tell me how to freeze the rest of the bones into place
@jaunty cedar widget on local player. local player does call to run on server, run on server runs on server and runs multicast event so everyone else gets it.
how are you doing the run on server and run multicast parts?
@urban escarp where are you trying to move that bone at? what part of the editor. and why are you trying to move it
Is data structures and algorithms needed or useful for getting into ue ?
depends on what you want to do in UE
then yes you should learn them
Before ue?
create widget from trigger, local player as owning player -> widget calls DoorResult on trigger when needed -> DoorResult checks auth, if auth calls DoorResult_Multicast, if not calls DoorResult_Server which then calls DoorResult_Multicast
probably, depends on what you mean and such. its like learning math, you can learn it before or during as you need it. its helpful to know
@jaunty cedar so then when you press it, does it call the multicast from the client or the run on server version?
it calls the run on server, but then it never actually executes
the run on server event or the door opening?
the run on server event
and how do you verify that?
the door trigger indeed does, and so does the door
nevermind im giving up
i spent an hour trying to make an animation from scratch and cant fucking edit it per frame
idk what im doing and tutorials show how to edit animations
not make them from scratch
well thats not part of unreal engine is why
ohhh wait, okay, so now the door is basically non physical after it does it on server, so it looks like it is running since I can walk through it, but it just isn't making it to the clients as that change isn't showing up for the players. still weird that i'm not getting a Server: Opened in the corner with that print string
@jaunty cedar that is super weird, I know its an odd test but have you tried just triggering it manually to see if it works? the same code basically in the player just to make sure the logic is right and its getting called on the server. this could eliminate the code as the issue
how the fuck am i supposed to make a new animation then
you use the proper software for it, maya or blender or max or etc...
the same way anyone would normally make an animation
@jaunty cedar yeah that is super weird. do other print strings show up for the server?
yeah
great..
I would have tried that as well with print strings lol
@urban escarp what did you expect to do? add something to the engine and be able to rig it? if so do the same thing in blender
nvm it was a fluke, i can no longer walk through the door on success
it's just not running on the server
can you get that item to print anything on the server? even just like a begin play or a simple player tells it to
yeah
if i call something from begin play on the server then it works
and if i call the event for the door from beginplay
it works too
so it isn't the code on that end
so are you sure this item exists at that point on the server?
yeah, if it exists at the start there's no reason it would be removed, there's nothing that destroys it etc
well you say that but... ya know...
hold on
can you get it to like print out when you enter the trigger area since thats what it is right?
the door opening replicated stuff works perfectly fine at that point
is chaos destruction in ue4 similar to r6s?
it is just calling from widget that is giving me grief, but it's not like i'm directly calling the rpc from the widget or something
i'm calling the non replicated event which then calls the replicated ones, which works everywhere else
nah it gives you the tools to make that yourself more easily though
How hard would it be
hey my touch screen just.. stopped working, i didnt change any code at all, it just doesnt read me mouse as an input and takes the cursor away, does anyone know whats going on?
I would assume so yes, to expose anything to the editor atleast
the mouse still works for menus though wtf
so the widget button press is calling what?
well this is always called on the client so I wouldnt think you need the switch has at all
but the widget tells the trigger, which should be on the server, to run the command and its just not doing that part?
but if you directly run that same command, the simonresult_s it works
yeah
also the trigger var is just passed from the trigger as self when the widget is created
like this, if it matters
and SimonResult does get called on the client?
yep
which print string comes after that? the MC or the SRV
i get "gonna srv", but never "simon server"
my output basically looks like
Client 3: Simon Client
Client 3: Gonna SRV
and then nothing else
but if i run it directly from the trigger itself I get the full list as expected through the server then through all clients in multicast
how do you run it from the trigger?
just by calling simonresult
like i just throw a call to simonresult after adding it to the screen to test
yeah but how. like on being play or a delay or your player calling it?
the player overlaps the trigger, the trigger creates the widget and then calls simonresult
in that order
so the trigger is calling it in that case, gotcha... so weird
but if the trigger calls the exact same function but with the widget starting it, it fails
yeah
even stranger
i tried setting a variable called succeeded in my widget, then retrieving that after a few seconds on the trigger, then calling the simonresult if true
it recognizes it is true and does the other related action (plays audio cue)
but simonresult does not work
even if not passing in that value
so the trigger -> widget, then the widget calling back to the trigger?
that's the normal way it is done, right
but if i flip it around
trigger creates widget -> trigger waits 12 seconds -> if widget has success value set true, run simonresult it still fails regardless
it always retrieves false, even if i set it to true regardless and let it sit
it cannot access the widget regardless
so on your create widget code, you are restricting it to overlapping client only to create the widget right?
i get the controller of the pawn that touched the trigger, and use it as theowning player when i create the widget
yes but thats being run on the server so it creates a widget for each client unless you run that code only on client
i know the widget doesn't show up for anyone else & that doesn't change whether the trigger is replicated or not
no but you said your having an issue with that trigger the code is being called on finding the widget later?
so as a trial, dont hook up the owning player on the create widget part and see what happens
no change
god damn i am getting very good at simon says from testing this repeatedly
okay
so i can get those functions to run now but that value is still always false
yepo I can replicate it, and I understand why its not working but I dont understand why
i got the server to get to "gonna mc" but then it doesn't actually get to multicast anything
lmfao wtf is going on
well the run on server only gets called if its the owning client calling it and I think thats the issue (but I dont know why its the issue)
debugging it is alls showing on the 2nd client as expected when testing, and breakpoints all work as expected it just fails on that part and i didnt want to break out visual studio to find out why lol
yeah like
i got it all working but that value is perma false regardless of what client is the owner etc
like
i have checked my code that value starts true and there is never any condition in which it can be false
actually I see whats going on now but i dont now why and i dont know how to fix it
what is it?
alright i'm just gonna scrap this at this point and replace it with a static progress bar that the player has to wait for
this is a game jam and its over in 2 days and i don't even have menus or a connection screen or a finished level so imma just cut my losses and go
"No owning connection for actor" is the issue in the output log
and after reading up on it, it makes sense
your trigger exists in the scene at design time right?
yep so your trigger cant call the code since it has no owner on the network
cant i just
call a run on server event when it overlaps
that sets the owner
to the player controller that touched it
that was what I was going to be trying next lol
apparently most of this code should be running thru the player controller is the issue which i dunno its weird
yep
that pretty much what I did on the overlap
and that lets client 2 overlap, only create the widget on his side, and then the button calls back to the trigger, and does the server call
without the set owner I get
which is what you ran into, the server call never gets called. so yeah setting an owner "works" but i dunno if thats the right answer lol
now with that said, 2 clients could both trigger the button seperately so... maybe
no... so only one of them can be the owner, after setting it the other client loses access to calling the event since its not the owner as expected
"Any network traffic must go through an owning connection which is usually attached to a player controller.
Actors that aren't owned by any player just cannot send/receive network data."
is the key here
thats the blueprint trigger
I wonder what the proper way to do this would be lol
I guess for most of these it wont be an issue since the server would be running most of the code anyways on whatever happened
yep that makes sense, your just tryin to give life to something on the client side only is the issue that the server owns
I guess maybe if you released ownership after handling this event it would be fine
i mean this is an event which literally can only happen once
man this was a good problem, I dont know the proper way of handling this (maybe we did it?)
yep then in your case your good
i'm trying to optimize my textures by channel packing and need to know for surface materials can you pack the X Y to RG and add Roughness to B and Metallic to A and still get proper normal mapping
any action that I have done before has always come from the server handling it or the client handling it with something they did so this never came up
@winged notch better off asking in #graphics if you dont get a hit in here
ok thanks
I would assume you could? what would you be plugging into your base color for that material
your not plugging in RGB so you have to do something to get the B channel into the base color
for color just a albedo map with RGB
oh your saying can you use that as the normal map, the RG only?
i tried to just add the RG with the add node and add blue with a 3 vector but normal mapping shows up weird
ah ok so the issue is you dont add, you append
ok giving it a try whey is that
append is just the right now to add channels together
you can see the original on the left, then appending the R and G gets a result, then appending a 1 to the B gets me the same result as the original normal
also there is apparently a node built in to do it for you as well (find the B/Z of the Normal with just RG) that I would assume works better than appeninding a flat value
man today has been nothing but learning new stuff
it still cums out weird
when i put this actor in the world, no cubes spawn, am i doing something wrong? the construction script shows one cube in the preview window, but not 100.
sending screenshot
maybe its your source channels then. you can see above that a normal with just the RG and a fake B worked
well what is the X of your actor in the world? if its 0 then your going to get something weird
Im guessing you want to get that X and Add your value from above (offset?)
yeah add not multiply then
was gonna suggest they were just far off as the 2nd guess but the multiply by 0 would be an issue as well
well, the actor isnt placed at zero zero zero, , for a moment i thought maybe it was, because the viewport showed the first block at zerozerozero
inside the blueprint
1 x 75 and 2x75 should be ok with multiplication i think right ?
i see one in the blueprint vluewport, but zero in the game world,
well your taking that first number (say 75) then multiplying it by 100 or 200 or 173746565
thats HUGE
you want the first number, your offset (75 150 225 etc) added to your X
i want the 5th block to be 5x75 off, this is just a performance tester
yep your top is fine, the bottom from the objects X should be a simple add
ok ty.
i never see a second block in the preview window. only 1 block
oh THAT X. now i understand.
thanks
too many X's on my screen. i missed that one
ahhh
I got it working thanks
yay!
me also . two quick fixes for Mat !
ok, the 100 blocks show up in the blueprint viewport, but not during gameplay? why would that be ?
"get location on self" should take in the location for where ever the actor is placed i guess
yep it should
so is the add instance input in world or local space
if its in local that would make sense on why its wrong, you might just not need the left part
0 for y and z and just your offset (1x75, 2x75, etc) for the X
correct. blueprint was adding worldspace to the local.
what the hell is that ? when the game loads, all 2000 blocks show correctly. after flying up the walls, blocks toggle invis and never return from any angle
sorry nevermind, its probably the floiage swap blueprint.
@grim ore The code works! thanks for the input
is there a console command to disable/hide all debug nodes (linetraces etc)
I don’t understand blueprints I really don’t understand the logic of when to use what rip I will delete unreal unfortunately
Does anyone know how to fix the following issue ?
OMG .. found it
Grrr that file is locked
Has anyone run into an issue when trying to package a game of, ERROR: Unable to find target 'UE4Game' ?
running into it after I upgraded from 4.25 to 4.26
You have a copy of your 4.25 version ?
Unfortunately I don't, I had kept a copy of it and tested it for everything but packaging then thought oh this works and tossed it
Everything works if I migrate all the data to a new project, but that's a suboptimal solution with having to also move around version control
I'm not sure what you could do unfortunately, sorry
That's okay, thanks anyway! I posted this to the answerhub in hopes that a dev will see it there
Does anybody know if there is a way to put the real world in unreal engine?
I mean the complete planet not only a pear of brackets
@leaden dust pretty sure it would just fire off once if it's empty, why do you need empty timelines though?
Looks like i lost 3 days work because of a lock file or something like that
....or you could just use tick
Anyone had Problems With the automotive material pack and skeletal mesh ?
Have any of you guys here done procedural level generation via blueprints? how possible it is to do it without C++?
a) Yes.
b) I think it really depends on what you're trying to achieve because there's a bajillion-and-five different ways to handle 'procedural level generation'
Hi all. I just did this on the concole command as I was having problem with floating rocks with ProcuduralFoliage on 4.26.1 these cmd
removelandscapexyoffsets" and "grass.flushcache BUT NOW MY whole scene is slow as can be!! can reset this!!?
@wary wave Nothing complex as in minecraft - but more like room-based procedural generation, where rooms are handmade but content in them (enemy spawns, loot) are procedurally generated, then map is procedurally generated by these rooms attached to eachother, pretty much like ziggurat. I don't want to start working on it just to find out i have to learn C++ to finish it. Currently just making a To-Do list for my game and deciding on features and which would be possible by the blueprints alone.
Hello, whats the best way to search for a key when making an input?
I cant remember if I did it before?
why not click that keyboard thingy to the left and press the key?
You want to search for the key u want to assign for equip/unequio right?!
if so I do this, but I thought there was a way to do it easier
click on this and press the key
wat
If you type ,,R Key,, it should show up I think @gilded lichen
@fresh plover bluelight filter
Im kidding ,yes theres couple of ways , one of which is setting the skylight intensity to lower values
Was there any major API changes to UE4.26 that would break a4.25 project if not able to be converted?
Yes. And you right, the wording is pretty poor. We need people who have never tried Rider before.
Hello there, I have been having a major issue when opening an unreal engine project where it tells me that 'the following modules are missing. Would you like to rebuild them?' and if I press yes, it says 'compile failed. Please try to recompile from source'. However when I rebuild or compile the code from vs, it shows the same dialog bar. None of the help on online forums have been helping me and it is quite an important project. Thanks in advance
UE4 Deletes your assets?
Thankfully not
But the content browser is just bugged and empty like this
Does not even show folders
does anybody know how to do knockback? eg when a character is hit or shot they move backwards slightly? I've tried using add force but that doesn't work.
AddImpulseAtLocation?
I'll give this a go
how do you disable ue4 notifications 4.26.0
I cant port my project over to UE4.26 for some reason
Hello there, I have been having a major issue when opening an unreal engine project where it tells me that 'the following modules are missing. Would you like to rebuild them?' and if I press yes, it says 'compile failed. Please try to recompile from source'. However when I rebuild or compile the code from vs, it shows the same dialog bar. None of the help on online forums have been helping me and it is quite an important project. Thanks in advance
What module does it say is missing?
It just says the name of my project
Maybe its a module you aree trying to use but are not including in the build?
If you added something recently, google it and see if you had to add that module
It was working perfectly fine for some reason this morning, but now it's not
Could it be a plugin I need to uninstall and reinstall?
that's usually why i would see that type of error is from plugins
I have just removed the plugins from the launcher but it still hasn't worked :c
Any other ideas?
Awh 😢
@zealous magnet you probably have an active filter, or that folder is actually empty
Hi i would like to know how in this video of quixel he render a 240 frames shot in seconds... https://www.youtube.com/watch?v=0iQJkSpOoOQ&ab_channel=Quixel
This in-depth tutorial goes through the entire production process for ‘Rebirth’, a cinematic produced by Quixel using Unreal Engine 4. Beyond its visual process, Rebirth serves as a benchmark and kickstarter for virtual production workflows.
Read more about the project on Medium: http://bit.ly/rebirthmedium
Watch Rebirth: https://youtu.be/9fC20...
here's the same alembic model.. in blender and in ue.. why is the ue version all broken?
I cannot get more than 2 frames per minute at 4k
and he do 240 frames at 5k in seconds..
nope and nope
Notice how it's not displaying anything, not even folders in the sidebar. They would show when I have a filter on
@sonic cliff your assuming that was real time, he probably just cut the video to not waste the viewers time
check at 40:35 it seems like real time
I have. what makes that seem like real time?
when finish and restore the viewport dont seem like cut. But you probably right
oh its very much a cut at 41:01
Remember this topic? Left is in movie render queue, Right is in sequencer render. Why leaves are disappearing??? is happenning in all shots. Only in movie render queue.
Hi everyone
So i solved it deactivating Use LODZero in the games override setting in movie render queue
how it is possible?
I am tryong to gather informations about using unreal engine for game cinematic studio
does anyone have expiriance in this?
i am doin cinematics
we talk to many time about that game engine based studios in future will win over Arnold render based studios
especialy after many saw ue5 cinematic
but as i am only one that work in movie and game in past 10 year, and all other in studio are from movie industry, thay are not that wiling to make that change or to thing more than just idea about i
yeah I feel good about game engines being used for archviz, animations.. vfx.. but we're still early
@sonic cliff so unchecking use LOD Zero caused the issue? that is super weird
yea, render time, production time in global, cost of making as well (Arnold render farm cost about 50k-100k per month)
Unchecking it SOLVED the issue
sorry thats what I meant, early here.
so is weird telling that use the highest quality LOD cause this issue
@sonic cliff You work in studio specify for cinematics or you work in game production studio in cinematic department?
Im, betting its not the lod0 that caused it but one of the other commands. CVarCommandLineArgs += TEXT("r.ForceLOD=0,r.SkeletalMeshLODBias=-10,r.ParticleLODBias=-10,foliage.DitheredLOD=0,foliage.ForceLOD=0");
I am freelance right now
are what it does under the hood when you check that
and two of those are foliage related
so if you get bored you could try just running those individual commands one at a time and see which caused it
Thank you so much Mathew. i dont really understand any of this commands..
yep I am trying to see if I can figure it out but I dont have the exact meshes you are using
i can send you one of them
if you got them from the marketplace you can tell me which ones
yea, not only it was expensive to get, but it need lot of expensive software to run. And it is not 1 software, you need licence for many of tham. I dont know exacly what prices are, but i think you get 10 arnold licence per 1 maya, and maya is 120 here, we need about 200 licence, that is 2.4k euro, than simulation cost about 10k in software, i think about 5k for other softwares... But eletricity... It is huge issue. it go so high if you dont use industrial eletric discount, it can go up to 60k...
so, few questions about cinematics. Does thay render only on one machine, or do you need some GPU render farm for final renders?
the trees are from the marketplace from the environment set
and also, how does epic charge for UE4 renders. If i remember corectly, UE is free, but thay take percent of selling games that are made in Unreal
does thay have price model for people that do cinematics?
its in the eula and license agreement
@woven urchin i'm curious too
what you mean? (than simulation cost about 10k in software)
i am doin in one machine and it takes 2-3 frames per minute at 4K with 8 samples antialiasing. And my PC is a bit old
i think its also free
if creating its free license, if publishing its 5% over a certain amount if making a game or interactive experience https://www.unrealengine.com/en-US/faq
Hey guys, how you all doing? ,Actually, in my small level, i am getting some white flickering, it maybe because of the sky sphere, i noticed, let me send you a video, so that you can understand the problem and thank you
https://drive.google.com/file/d/1FZp3BPdV_6NoIANRkS4-Prlt3ThoSVx1/view?usp=sharing
in this video you can see when i go through the door, there are some white flickering going on, and you can also notice that flickering in the side walls
and at first when i tries removing all the point lights, it still flickers. but then i removed the sky sphere, sky light and everything related to the sky and it got fixed but when i added that sky light and sky again, it starts to flicker again.
Please help me out.
@civic mauve that would be one of the cullings doing that. basically nothing is there due to nothing being drawn due to it beind not visible. once you move quickly the renderer has to catch up. its a thing in almost all games unless you change some settings or prep your scene against it.
@sonic cliff so after testing its the dithered lod setting that is breaking it and I found a "fix" for it. IF you break dithered lod by setting it to -1 in your project before rendering you should be able to use that option (it just forces all of your models to be the highest quality at all times)
alternately you could use those as custom commands in the render queue and just not put in the dithered lod call