#ue4-general

1 messages · Page 950 of 1

vagrant pagoda
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supprised you not done a WTF 🙂

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cheers

grim ore
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its because its an official video for epic on their learning platform lol

vagrant pagoda
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thanks for the help 🙂

grim ore
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but thats a good point I dont think I covered property matrix lol, on the list!

vagrant pagoda
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This is perfect 🙂 Do one I'll happy throw a like your way. 🙂

grim ore
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yep its on the list, just trying to decide on if its "WTF is? Property Matrix" or "HTF? Change Properties on Multiple Items at once"

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or even settings instead of properties

vagrant pagoda
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WTF, cause sounds worse than it is 🙂

grim ore
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yeah was thinking the WTF and adding in the other parts as the tags and description

vagrant pagoda
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just saved me redo 60 files with texture size opening and editing singularly lol

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Is there a reason to export and downscale texture manually then reimport or is this as good.

gleaming creek
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Learn something new every day

vagrant pagoda
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UE jsut loves to give, biggest problem is know the question to ask before you can get the answer

grim ore
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I would assume disk size is one benefit, also you control how it looks when you resize it. You never know how ue4 will handle resizing it for you

gleaming creek
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Yes, it can be hard to describe your problems sometimes

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Especially if you're trying to search for the answer on a search engine

woeful crystal
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can i ask a question here?

gleaming creek
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That's what it's for, Unreal Engine questions that don't quite fit into any other category

woeful crystal
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ah

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well im making a survival game and want the peeps who play the game be able to dig a hole near a river and let the water flow into the hole , and i dont know how to do that so im asking if any of you know the way to achieve this or is this impossible?

vagrant pagoda
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diggin the landscape not easy. comes with a lot of problems. (don''t have an answer)

woeful crystal
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i can handle that

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just asking for the water

vagrant pagoda
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could you fake it . But latest UE did mention a lot of changes with water

dusky dawn
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@wary roost dostum released kanalında çalışmanı gördüm, allah yolunu açık etsin kardeşim bayıldım.

hidden folio
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hey so I'm using time, frac, sine to switch between 2 textures.

while frac also causes each texture to zoom in using scale from center uvs, as it fades to the other . They "snap back" to their initial zoom, only when the other is fully opaque. So you never see them snap back. Its like you're infinitely seeing textures zoom in towards you, as if you were flying through clouds.

problem is, the speed is inconsistent. Each zoom looks fast at first, and slow towards the end, which throws off the effect

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its close to the effect i'm going for, where its like smoke coming at you

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but it lurches like.. fast slow fast slow with each zoom

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i've noticed this issue with unrelated video editing too. if you zoom an image at a constant rate, it appears to zoom more quickly at first and slower towards the end. if I knew geometry better I feel like I'd know why. the zooming needs to be some kind of progressive thing and not a constant rate i believe

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but what progressive rate, idk

timber nymph
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hi all, I see the createdrag&dropoperation for making a UI, but where should I be looking to handle drag and drop events in the editor? I need to see when a particular actor is dragged over the world and manipulate it

pure cliff
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... Uhh
Is there a way for two levels to be "persistent" at the same time?

honest vale
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nope

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you have the persistent level and then you stream in additional levels if need be

pure cliff
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Then why do they both say they're persistent?

honest vale
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but there is only one persistent one as far as I know

pure cliff
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And the two that are claiming to be persistent.. aren't even the one that's supposed to be

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Damn I'm good at confusing UE, apparently

honest vale
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if you open the levels view what does it list?

pure cliff
grim ore
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If you are only opening that one map , then they are the persistent level

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one map = only map = persistent level

pure cliff
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Yeah but when I open a different level it doesn't say persistent.

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Hub_Map, no (Persistent)

honest vale
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so wait, you're opening a new map?

pure cliff
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Title screen, (Persistent)

honest vale
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then you're opening a new map as the current persistent level

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persistent level doesn't mean it stays that during the whole runtime of the editor or game

pure cliff
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But whenever I'd see the (persistent) before, it'd only show on the parent level.

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And based off what I found online, that should be the "2DSideScrollerExampleMap" level

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Not TitleScreen or Empty or Hub_Map or Twilight_Forest

grim ore
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what does the levels panel show when you have the titlescreen open?

pure cliff
grim ore
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so it has sub levels, so it will show that tab

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when you open the hub map, does it have sub levels?

pure cliff
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No

grim ore
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so then it shouldnt show that label

pure cliff
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(This is when I pull up the "Empty" level)

grim ore
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persistent just means its the parent level that you have open basically

pure cliff
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Is there a way to un-parent levels from the persistent?

grim ore
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delete them

pure cliff
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From just the levels window, or?

grim ore
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from the levels menu

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yes

pure cliff
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Ah

grim ore
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you can still have a map with sub levels and just open the sub levels themselves and be fine if that is something you want

pure cliff
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Is there no harm in a level thinking it's the parent of two levels?

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Because Hub_Map and Twilight_Forest are listed as the children of both "Empty" and "TitleScreen"

grim ore
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i guess parent is not really the right word

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its a reference?

pure cliff
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Ah
There's no harm in it, though?

grim ore
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nope, you could have a winter level and use it as a sub level more than one "parent" level

pure cliff
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Alright.
Follow up question, now that I've found out that ambient sound objects were why UE kept crashing.. is there a way to do background music for a level without using those?

grim ore
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I mean like you could be weird and make your settings menu an actual level and just load/unload it as needed as a sub level in all your main levels

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as far as I know if you want something to persist between level loads it should be in a persistent level and you should use sub levels

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I think you can do your own custom C++ code to get around this but never touched it

pure cliff
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I'm not wanting something to persist between level loads, I'm just wanting my levels to have background music (uni project, music is one of the requirements)
But apparently ambient sound objects piss UE off enough to make it crash and report memory leaks

grim ore
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oh so just a sound wave playing at all times?

pure cliff
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Yeah. Looping background track for just one level

grim ore
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but linked to that level, its ok if it stops during level loads?

pure cliff
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Yeah, if I load into a different level it would have its own background track

grim ore
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I would asume just using a play sound 2D would be fine but I could be wrong. that causes a leak?

pure cliff
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These cause a memory leak, probably because I'm using em wrong

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Something with the object being persistent by default or something, that'd be my guess

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Would it be better to just, in each level's level Blueprint, use the Play Sound node like you suggested?

grim ore
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ah I've never used that one. If I was doing music it would just be a play sound 2d node, in something like the game mode and with a saved reference if i need to stop/change it later

pure cliff
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Ah

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Not sure where I heard about using ambient sound tbh, but good to know they make UE mad

plush yew
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😄

grim ore
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ah yeah ambient sound it just the actor that is used when you drop a sound in the scene, so its a normal one I wouldnt expect it to be that unstable

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but if you want background music a 2d sound makes more sense since its not in a specific location in the map, perhaps thats the issue

pure cliff
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Also, side note.. it's kinda annoying when a persistent level suddenly has all the assets of its "children" showing in the World Outliner, it makes me think there's duplicate assets which made me think that was the cause of the memory leaks

terse jewel
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I have a rock:

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I'm going to be scaling it up maybe 10x to create boulders/cliffs. When I do this the simple collisions don't work properly and the player can clip through edges of the rock.

Is there any reason I should not just tell the rock to use complex collisions only? Should I create a separate version of this rock that uses complex for large instances, and a simple only version that is used for static small rocks (of which there may be hundreds)?

grim ore
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complex just costs more in terms of processing power to handle, thats the negative

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a simple collision that covers the entire rock should still block it even when scaled up you just get weird blockers if you are expecting a 1:1 blocking hull

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you could make a more robust simple collision in your DCC software than the one the engine makes as a compromise?

wanton bloom
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Hello i have a quest, when i press "ESC" or "M" my main menu opening, but i want to block this in some places how can i do that?

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Example when i press ESC or M in my main menu, my main menu opening again

grim ore
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you need a check for it when you press the key, for that example check to see if its already open

wanton bloom
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can i stop player input in menu?

grim ore
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create main menu, store reference to the created widget. next time you try and create it, check if the stored reference is valid? if so dont do it again

terse jewel
grim ore
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you can disable input yes, there is a node called disable input

wanton bloom
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its disabling mouse?

grim ore
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@terse jewel there is no way to answer that, its project specific. Try it both ways with profiling

wanton bloom
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i want to disable just keyboard

grim ore
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@wanton bloom no it disables the other input like keyboard. or if you set the input mode to UI only it will disable game input (like your esc key) and only let the ui take in input like mouse clicks

wanton bloom
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what i need connect to target?

grim ore
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target is nothing, it needs the player controller to disable

wanton bloom
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its saying target

terse jewel
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Hmm ok thanks.

grim ore
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ah yes if disabling input it needs to target the actor that is taking input (your character for example). If you just want the UI to take input and no keyboard then you probably want to set the input mode to ui only

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@ebon linden you can have the sphere tell the player its ok to start tracing when it overlaps, and tell it to stop tracing when they stop overlapping. That can be a boolean that is checked on tick before the trace is done.

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with that said a line trace every frame is not going to be an issue. line traces are cheap

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line traces are very very very very common

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VEEEEEEEERRY common

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well the tick is going to run regardless, what the tick does is either nothing or the line trace

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ok and technically I take that back

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if you reaaaaaaaaaaaaaaaaaaally need it to be performance to the metal you can disable and enable tick

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so your overlap could actuallly turn on and off the ticking itself

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but ticks are not evil, ticking without control is evil. a player ticking and doing some stuff is fine. the entire engine is ticking.

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yep search for tick

gloomy ginkgo
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shadows are not showing in orthographic mode, any help?

grim ore
true falcon
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ugh, when you want to design a game but get stuck in two weeks doing "architecture-yak-shaving" in hopes of the utopia on the other side is going to be worth it. Feels like I'm spending whole days just renaming and moving files around 🙂

gloomy ginkgo
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but the shadows look weird

grim ore
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yep, shadows with an ortho camera are pretty much broken, thats what that post says

gloomy ginkgo
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yea but in perspective move as well

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lemme screenshot

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why is it like this?

grim ore
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when built?

gloomy ginkgo
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yea

grim ore
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thats a different issue. lighting quality and lightmap resolution

gloomy ginkgo
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ok thanks

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i will try to fix it

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also

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my lightning quality is set on high

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maybe it is lightmap issue?

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yea probably

grim ore
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both affect it so yep

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some world settings as well for lightmass. basically there are a ton of options to adjust it, some on the lights as well

wanton bloom
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Guys how can i convert int to IntPoint?

grim ore
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well you cant, an int is 1 int and int point is 2 ints

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you can make an int point and plug in the int

obsidian nimbus
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make int point?

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if highest res is 4096 you might be able to construct 2 int but that pretty convoluted

weary willow
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hey guys, simple question here. I imported this from houdini but its always laying on its side. Is there a way to correct this?

grim ore
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fix it in houdini, or part of the import options was rotating it. you can also edit the import settings in the editor there in the details panel then click reimport

gaunt orchid
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not sure if this is right section of channel, but I am using the thirdperson template c++, i create a static camera in a pawn BP and set it as active at begin play, removing the one in the character BP, this works fine using the mannequin. However when i change the mesh and animation to Paragon Twinblast in the character BP, he keeps facing down, depending on the pitch rotation i set on the spring arm, any ideas why this would be?

idle merlin
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Hey guys, using Chaos, how can I get the total mass of a GC, and the mass of each individual fracture, if mass is set to "Mass as Density". Is there a property I can access?

And secondly, can I access each fractured piece, and add component blueprints to them, with a reference to a BP on the main GC?

frank oar
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Hi guys!
Is there a way to turn off camera collision when I am using play mode ?
New editor window (PIE) ?
For the sake of showing my level to someone because my camera isnt moving very well in the smaller spaces I need to get around.

timber nymph
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I'm doing mouse picking in my playercontroller and I need to pass these hits to a particular actor every time. What's the best way to get/store a reference to that actor?

tender pecan
timber nymph
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my playercontroller is being instantiated at runtime by the game mode I guess, so I don't think I can just drag it into the scene and set a property on it--is that right?

frank oar
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@tender pecan tyvm I will have to make a camera for this and have is posses the player right ?
because I dont think this can be done for the default PIE camera ?
thanks for the knowledge!

winter gale
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Just came to know that Unreal Engine 5 supports 64-bit calculations (double-precision). I think that is why UE5 does not support World Composition 🤔

wary wave
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likely, but also possibly a mistake

tender pecan
wary wave
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wouldn't be the first time a feature was stripped out though because they'd "replaced it", when it's often used for different purposes mind...

grim ore
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@frank oar when you hit play it spawns a default pawn, which might have collision. I just tested and you can make a new bp and use the default pawn as the parent then open it up and change its collision to no collision. then you can use that as your default pawn n the game mode and it will fly like the default pawn but not collide

frank oar
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Thank you very much @grim ore and @tender pecan !

grim ore
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@timber nymph is this actor unique? is it the only instance of the class in the world for example? If so it could register itself with the player controller when it spawns in or you could just get actor of class when you need to talk to it.

timber nymph
grim ore
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you want your player controller to know about this actor that is in the world right?

timber nymph
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yea

grim ore
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so on the begin play of that actor, get the player controller -> set the variable and done

timber nymph
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gotcha thanks

grim ore
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your player controller should have access to get actor by class but you cant guarantee that actor will exist before the player controller so its better for that actor to tell the PC it exists once it does (I would be 99.9% sure the PC would be alive before the other actors in the world.)

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when you create the widget, save a reference/variable for it.

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when you do the line trace event, when you want to create it for example, just check to see if this reference/variable is valid. if its not, then you can run that code and create it. If its valid, you already have a widget

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when you remove the widget, you would just set that variable back to nothing (set node, plug nothing into it) and now its back to invalid when you check later

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this is the basic setup for keeping track of widgets whenever you use them to make sure they dont get duplicated

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yep you never remove it from the parent/viewport. it should be done before setting the variable to invalid

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should of course make sure its valid before removing it on the false because you could start with looking at nothing and it would be false and invalid

timber nymph
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lmao oh god, 10 minutes trying to figure out this problem

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throw std::logic_error("The method or operation is not implemented.");

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more coffee maybe

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or less I'm not sure

grim ore
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yeah the variable just holds "where it is in memory" basically, a reference to it so you can work with it later

stiff verge
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importing alembic mesh kind of breaks the mesh.. not sure why. Importing that mesh in blender gives me a clean mesh

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help?

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same alembic file

winter gale
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Really excited for this!

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Discover how to use GIS data to create high-quality geographic visualizations and interactive simulations in Unreal Engine.
You’ll learn how to:

  • Import GIS data using a terrain modeling tool such as Trian3DBuilder
  • Use Visual Dataprep recipes to optimize and import the data
  • Embellish your project with 3D trees, a water shader, and more

...

▶ Play video
onyx cedar
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This thing has been stuck like this for at least 20 minutes now, never going over 6% CPU usage. wat?

grim ore
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did you install visual studio?

onyx cedar
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yeah for sure

grim ore
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did you install incredibuild with it?

onyx cedar
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yeah

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is that whats doing it?

grim ore
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I bet you installed incredibuild with it

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did you pay for incredibuild? I bet you didn't

onyx cedar
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lmao

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you're psychic!

grim ore
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incredibuild when its the free version limits the # of compilers that can run at a time

onyx cedar
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goodbye incredibuild!

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ty mathew, you're the hero ue4 needs

pure sorrel
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anyone can give some tips for making a study plan to learn game dev/ c++ in unreal

kindred viper
terse belfry
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Hi, I made some textures with Substance Painter and inside Unreal they look a bit wrong:

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in Blender it looks good aswell. Only inside Unreal the rectangles are wrong

grim ore
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do you have the same exact lighting in Substance that you do in Unreal Engine? if not.... lighting

terse belfry
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I don't mean the color

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or brightness. And I don't know how to get the exact same lighting as in substance

onyx cedar
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Uninstalled incredibuild, rebooted, relaunched my ue4 project and VROOOOOM

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ty mathew

grim ore
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lighting affects it all, reflections and scattering and roughness and etc.

uncut bear
grim ore
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its possible your normal maps have an inverted channel also if you think they are looking weird, it happens. there is a checkbox on the texture.

timber nymph
pure sorrel
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I have quite some understanding of coidng

onyx cedar
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yeah but to really understand C++ you kind of should start at C, imho. And you're only going to understand why C is the way it is by understanding at least some assembly.

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just my $0.02

timber nymph
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nah I'd start with c++ not C

grim ore
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@terse belfry for honest answers as to quick fixes #graphics might be better, all the art people hang out there. Maybe give exact parts or problems you see other than "wrong"

terse belfry
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and it only looks wrong on a specific mesh. The texture and material preview look good

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I reimported the mesh, still no change

timber nymph
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the top down demo has a decal under the mouse and it's owned by the character; but if I wanted a playercontroller to possess multiple different characters and all share this decal function, would it be ok to put the decal in the playercontroller?

grim ore
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then perhaps the uv layout on the mesh is bad?

timber nymph
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I tried copying it from the character and it didn't do anything

terse belfry
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I could draw on it inside substance without any problems. And in blender it looks right too...

uncut bear
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a couple hours understanding what is machine code and how compilers transform high-level code(english) to low level (machine code) help a lot i guess

terse belfry
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that is so weird

uncut bear
pure sorrel
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How do you tackle down problems like building an tower defence, rpg, shooter etc..

prime willow
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@grim ore if I wanted to have 4 character races/species, with teen and adult options for a total of 8 playable race and age groups with each one having a unique set of animations and functions for each race and adult to teen option should i be importing 8 different models or 4 different models with differing setups for their age based teenager formed morphs o-o

plush yew
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Can anyone see where I've gone wrong with adding a double jump to my 3rd person character?

strong bay
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hey everyone im having an issue with a door like you need a key to open it but it opens when you don't have it but only when you leave the box collison cant figure out why it does

prime willow
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this excludes male and female animation and function sets as thats obviously a given extra 8 sets of meshes

grim ore
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@prime willow no right answer, #graphics might have better info but depending on how different the shapes are should determine that. Making a human into an elf is probably easy (ear morph for example) but making a 6' tall human male into a 4'5" tall human teenager might be an issue with just morphs

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@plush yew you didnt use the built in double jump feature is a start 😛

strong bay
frosty bloom
uncut bear
prime willow
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well my morphs are setup to turn them into teenagers no problem but im wondering if i wanted animations to react differently based on teenager morphed models compared to adults and the same for adult vs adult of differing races which would i do use 4 races of males for example and setup state machines or could i just import 8 sets and do it that way o-o

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i feel i could do it either or tbh

grim ore
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yes look on the character inside of the character @plush yew

terse belfry
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ok I figured it out...

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the triangulation altered the UV layout

timber nymph
prime willow
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but i couldnt find anything concrete on which is proper or if either had any real issues when setting up such

grim ore
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@prime willow no real proper way just what works for your project and budget and timeframe and etc. etc.

prime willow
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okie so i could just import 8 different meshes for adult and teen and just setup up differently

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well thats good to know xD

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the games multiplayer of course so i was trying to figure which way wouldnt cause bugs or issues down the line

pure sorrel
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@uncut bear i have been doing this for years now

grim ore
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@strong bay your playing the animation no matter what when you leave the overlap, regardless of if you have a key or its been opened/closed

strong bay
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what should i do to change it?

grim ore
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dont play that animation if the door isnt open? Im assuming its to close it?

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make a boolean if they press the key and the door is being opened and set it to true, check if its true when you do the closing part and set it back to false and close the door?

strong bay
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haha it worked just me being thick

grim copper
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Hi everyone. What is the easiest way to move a SphereMask in X and Y on screenspace? I would appreciate any help! Thanks.

strong bay
uncut bear
woeful crystal
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so uh

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anyone know how to make the flowing water?

runic fern
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makes_you_thonk and some of hlsl codes

woeful crystal
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will look into that

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thank

runic fern
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and you can make it via Blueprint also i think

woven hound
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Hi! Anybody know where to find pre rigged bus models for free? Thank you!

woeful crystal
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wow that looks amazing

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exactly what i needed

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thanks

woeful crystal
woven hound
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Are you hungarian?

woeful crystal
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nop

woven hound
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Ok. I thinked because your name contains a hungarian word

trim silo
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Guys i have followed this tutorial for the material

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however after a second it turns into grey checkerboard

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any ideas what is going on?

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is there something i need to enable in engine or something?

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it's meant to look like this

midnight bolt
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how can i edit collision polygons? im using mesh complex as simple, when i export it to fbx with collision, i get two groups, the original mesh, and UGX or something with collision. i want to edit some collision polygons and import it back to UE. how do i do this properly?

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im using blender

trim silo
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@midnight bolt UCX is the collision you can just edit it in blender like you would the actual model

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you can even copy the model and rename it to UCX_ModelName and it will become collision as well

midnight bolt
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and what options should i use to import it? just drag and drop and it will be okay by default?

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thanks

trim silo
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it should be inside the model

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so just import the fbx

thin mantle
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Do HUDs support transparency? I'm new to them and trying to create a widget inside it and set the opacity of an image(inside that widget) using a timeline, but the image Is always opaque except when I set opacity to 0, then it's not visible

grim ore
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using a widget or using the HUD class?

midnight bolt
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i just thought that removing polygon collision wont really work for me, unless UE supports 2 collison layers? i want to remove polygons for Pawn only, so that bullets etc are blocked, but player can go through

grim ore
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@midnight bolt if you want that you want custom collision channels, not removing collision itself

thin mantle
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I use the HUD class Just to create the widget, then inside the created widget I have an image and I set its opacity from there

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I run the timeline from the HUD

grim ore
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you probably want to swap over to UMG, HUD is the older system

midnight bolt
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@grim ore i want to remove several polygons from pawn collision only, everything else can stay default

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if i remove the UCX polygons, everything will go through it

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what i did before is to separate those polygons into another mesh, but thats extra draw calls

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i'm using a mod engine, not default one, i dont think i can really extend this functionality like that

grim ore
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oh then you might need to ask in their support 😦

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@thin mantle you mention widget and HUD, are you using a UMG widget inside the HUD class?

midnight bolt
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if there are no multiple layers i guess i will have to just separate mesh and then set separate nopawn collision

pure sorrel
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where to find unreal engine include path?

grim ore
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yeah then you should be able to adjust the opacity, how are you doing it?

thin mantle
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Wait, does SetOpacity() want an integer from 0 to 255 or a float between 0 and 1?

grim ore
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0 to 1

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its an alpha so its 0 to 1

woeful crystal
thin mantle
grim ore
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@pure sorrel depends on what you need. #cpp might be easier to ask

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@thin mantle yep makes sense on what you described lol

buoyant compass
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Setting up some level transitions, want to make sure I'm not overcomplicating this.

Persistent level that handles data across the streamed levels.
As the player beats a level, it loads the next stream level, unloads the current stream level, then moves the player to the player start.

Im using the GameMode for the logic to check which level to load next and actually make the call to load the new level, and level blueprints for each levels individual logic.

This allows me to keep the players persistent, with all their data, without having to reconstruct the player each time we get to a new level.
Is there anything I'm missing here?

woeful crystal
woeful crystal
grim ore
#

@buoyant compass assuming the player is in the persistent level ,that seems ok.

hearty walrus
#

How do UI Grids work?

idle merlin
#

If someone could point me in the right direction, I'd REALLY appreciate it. How do I get a list of all geometries in a geometry collection?

woeful crystal
#

was their name i think

hearty walrus
#

I'm trying to set up a main menu system where all the buttons are in a grid

#

but there's little if any documentation on it..

runic fern
woeful crystal
runic fern
#

i dont have a knowledge in Niagara i've tried to learn some and hlsl but i'm too busy so i had to leave it for now

woeful crystal
#

aight

buoyant compass
runic fern
# woeful crystal aight

better to start with Basics and learn how to use 3D Grid and 2D Grid and try to add make some work between them you will figure how to make

grim ore
#

thats normally used for multiplayer when actually loading levels and killing the player between level loads @buoyant compass

buoyant compass
grim ore
#

if this is single player, your method is sound

#

one outer level that holds the persistent stuff, then load in the pieces as you go along

buoyant compass
#

Any complications with this for multiplayer that I should have in mind?

grim ore
#

possibly? your player could be in one level and the other players in another but you dont have it loaded on your machine

#

but if everyone is using the same data at the same time (dont know the type of game) then you might be fine

buoyant compass
#

Yea, everyone will be on the same level.
Thanks for the help, and thanks for the awesome YT vids, knew I recognized that profile pic!

graceful plover
#

Hey everyone,
I'm a bit confused of using Actor Components. My Weapon Blueprint code does work inside my Character Blueprint from Project A.
Created an Project B and tried to transfer my Weapon Blueprint code into an Actor Component like a WeaponSystem with: Picking up, Ammo/Reloading, Weapon Data, Firing, Active Weapon. The same code doesn't work the in an Actor Component.
For example: When I want it to set it to an E Active Weapon to Primary or Secondary it doesn't work (I tried to Multicast it, but not sure if that is the proper way to do it)

Where can I learn to use replication inside an ActorComponent? haven't really seen many videos tried doing it.

Also: Hey MatthewW. I recognize you from your channel, I didn't expect you to see here.
Your vids helps alot of people like me who are new to Unreal Engine.

winter rain
#

I have my mannequin dude spawning in the Persistent Level, with some landscape in Level01 which is under the persistent level, however the mannequin can't see or interact with any of the landscape, do we know why that is?

lament star
lucid grove
#

Heya. Is there a way to change grass shadows on\off on the fly? For graphic settings for example.

merry gazelle
#

Question: Can hackers access plain text passwords imported via datable in a packaged game?

Basically I want to make unlockable items that require a password. Im worried a hacker might expose all the passwords

grim ore
#

@merry gazelle sure, anything is possible

ember vortex
#

ohh youre the WTF guy right xD

grim ore
merry gazelle
#

He is Unreal noobs spirit animal lol

ember vortex
#

ouch

merry gazelle
#

That's a compliment lol, I'm a noob myself

ember vortex
#

xD

#

QUESTION:

HTF do i add infinte Widgets ?

#

like having a infinte inventory ?

#

is that even possible ?

grim ore
#

sure

#

its weird but sure, its just data

#

eventually you might have reasonable limits like memory or values or performance

ember vortex
#

ok, can you tell me the way to widgets ?

#

like live running

grim ore
#

you create the new widget, then add it to an existing panel

lucid grove
woven hound
ember vortex
#

i mean the commands for it

grim ore
#

those are the commands

woeful crystal
ember vortex
#

not really ... sry if my formulation wasn't good, I'd like to create a grid where i can add by clicking on a button (ingame) another widget(block)

#

and i dont know the Blueprint node names for it

#

and i cant find them aswell

grim ore
#

well creating a widget is create widget, and adding to a parent is add to parent

#

which is what I said

#

clicking on a button in the game you create the widget then add it to your grid

ember vortex
#

i cannot find those

#

do i need to add them in widget constuction script ?

grim ore
#

@lucid grove I was looking and you are right, but this code can shut off shadows

#

@ember vortex to do what, you asked how it would do it when clicking a button so it would happen when clicking a button

ember vortex
grim ore
#

you arent selecting anything to add to parent

#

you also dont have a parent to add

#

you dont have anything, you need to learn blueprints

lucid grove
grim ore
#

not that I can tell, maybe loop thru the meshes on that instanced component and shut off shadows on that only 😦

ember vortex
#

like that ?

#

i gonna watch a video before i go on asking questions ^^

#

@grim ore Thx for givin me the tipp about the add parent!

graceful plover
#

Is creating a Pickup and ActiveWeapon for a WeaponSystem code inside an Actor Component for replication an good idea?

weary willow
#

Hey all, is it possible to create a curve with Rotation as one axis and then another parameter as the other axis?

cerulean geyser
#

howdy, is there any way to make vector variable inside an actor be in worldspace? i am making it to create waypoints for my actor, but if i move the actor bp in the level the waypoints move with it...

sharp crest
#

is there a way to have multiple sky atmospheres rendered at once?
when I add another one the previous one turns invisible :/

rigid belfry
cerulean geyser
woven granite
#

@cerulean geyser would you be able to describe how you are setting the variable?

cerulean geyser
#

inside the actor blueprint

#

im just clicking +

#

and then set vector3 variable

woven granite
cerulean geyser
#

im not setting them

#

its just a variable

#

i just click to add points to the array

woven granite
#

hmmm...

#

what about when u create the waypoint?

lone pumice
#

will i still be able to stream after a week pased @fierce tulip

#

or am i not allowed to anymore because of the flag

stiff verge
#

how can I see if unreal supports / detects the multiple uv maps my model has?

fierce tulip
#

week resets due to it

#

@stiff verge there is a "view uv channel" option in the mesh viewer

lone pumice
#

so i gotta wait another full week?

#

it still says i gotta wait march 2nd

#

and i didnt have perms in the first place anyway

stiff verge
#

@fierce tulip thanks!

#

I'm liking unreal more and more.. i'm about to get results!

#

If a model uses different materials but has a overlapping uv.. will the light map overlap as well or is there a light map for each material?

fierce tulip
#

lightmap is just one uv for the entire mesh, not one per material
you can either make a uv-channel without overlap/mirrored uv, or see if ue4 can generate one.

wild goblet
#

i know how to create a UPROPERTY in C code, can you make it outside of C?

stiff verge
#

I have a single object that merged two meshes. It's a baked simulation in alembic. Each meshes have 3 materials each but they are identical.. in theory I'd have an issue with overlapping lightmap here no?

#

after baking I had no error message

#

I shouldn't overthink it but at the same time I'm trying to figure out the best workflow for what I do

cerulean geyser
deep viper
#

I have a black level, what is the quickest way to add a Sky so I can light my actors from all angles? I get confused with so many terms like Sky Box, Sky Lightk, Directional Light, etc.
Sky Light doesn't seem to light my level at all. (I can't even find Sky Box under All Classes).

grim ore
#

sky light will, directional light will. none of them give you a "sky" look in the background if that is what you want

deep viper
#

Indeed, I am looking for a "sky" to look at.

grim ore
#

the sky sphere

plush yew
grim ore
#

but it wont give any light to the actual scene itself

deep viper
#

I'll try enabling engine content and see if it shows the Sky Sphere blueprint.

grim ore
#

is this a new blank projectg or using a template?

deep viper
#

It is a Blank projuect.

plush yew
#

Oh hmm

grim ore
#

yeah that would be why, look in the engine content

plush yew
#

/Engine Content/EngineSky/BP_Sky_Sphere

deep viper
#

Thanks guys. I managed to get the BP and now I understand I should prob use 2 directional lights to light my meshes from both sides for now. (They are Pitch Black on one side XD)

woven granite
woeful canyon
#

Anyone have any idea why importing Lidar Point cloud data is causing a crash? It crashes specifically at 40%. The editor that is. Doesn't seem to be a memory or cpu/gpu problem.

grim ore
#

you will have to install the debugging symbols for that engine from the launcher and crash it again to get a real crash log

stiff verge
#

what's the BP node to split an event tick into two actions?

grim ore
#

there isnt, you cant split an event. but you could hook it up to a sequence node or just connect your nodes together

stiff verge
#

ah I think what I saw is different.. it sends one tick through the first out.. then the next one in the 2nd out

#

This is what I'm trying to do.. should I just use two envet beginplay?

grim ore
#

so the event isnt split but you send its output into alternating events? sounds like a flip flop

chilly geyser
#

Hey quick question about the Possession system: if my character possesses a car how can I receive damage on the character while I’m possessing the car?

grim ore
#

you cant use two event plays, its one event

#

and I cant really tell what the goal there is?

stiff verge
#

I have two level sequence with different durations that I'm trying to loop

#

the event launch them and the timer makes sure it loops

#

delay*

grim ore
#

so you are just trying to loop two sequences?

stiff verge
#

yep

grim ore
#

at the same time, or one after the other?

stiff verge
#

at the same time, they control different sets of objects

#

hence why I got two delay loops

grim ore
#

if you have to do something weird, you are probably doing it the wrong way

stiff verge
#

i just want to start them both as soon as the scene plays

#

it's not that weird but I'm curious to know how I can do that

grim ore
#

look at the details panel on the sequence player right there

stiff verge
#

oh wow

#

i don't even need the blueprint

#

i found that blueprint stuff in a tutorial

grim ore
#

no you dont. but if you did you could use a timer to do what you wanted.

stiff verge
#

thanks this works just as intended

#

i really like the sequencer.. it's clean how you add more layers as you go

winter rain
#

My character can't see/interact with anything I have in my sublevels when I press play, what am I missing?

#

Just started using ue4 today so it might be a simple fix I don't know about

grim ore
#

so what is not interact?

winter rain
#

I have a standard landscape, and my mannequin isn't landing on it, it just falls in empty space

grim ore
#

are you sure the mannequin is not being spawned under the landscape or before the landscape loads in?

#

the landscape is there right?

winter rain
#

I can see the landscape before I press play, but if I look everywhere I don't see it after I press play

grim ore
#

your not loading the landscape is why

#

default is blueprint, blueprints tell it when to load or unload.

#

if you want it always loading change it to always loaded

winter rain
#

Wonderful, that fixed it, thanks Mathew

stiff verge
#

I need fog that is only present in a certain area. I found a tutorial to create it as you can see here.. It's using a particle system. however.. it's very heavy. Anyone have an idea of how I could do that?

ebon marlin
#

I remember a marketplace addon that did foggy glass materials, maybe looking into that would give you a good start, but it might turn out heavy as well

glossy spade
#

anybody have the problem of a blurry viewport? I have checked about 20 different threads on this issue, and none of the solutions they give have worked for me.

grim ore
#

show a screenshot? and is this at runtime or design

glossy spade
#

Both and yes sir. Thank you

grim ore
#

doesnt look super blurry in the screenshot, so the question is what resolution is that monitor running at and what scaling?

glossy spade
#

It is 4k and its very jaggy when blow up around everything like that sphere and player flag/controller and hazy around actual assets

#

300% scaling

grim ore
#

that would be why

glossy spade
#

Okay it is recommended at 300

#

cuz everything is too small under it, but I can try and see if that works thanks.

grim ore
#

what size monitor is this?

#

if it needs 300% at 4k thats got to be a small monitor

glossy spade
#

It is 57 inch tv

#

I have it on 200 and it looks a lot better but everything is tiny lol. I have bad vision too.

grim ore
#

ugh.. so at 4k 100% scaling the stuff is too small on that tv?

#

yeah 4k is really hard to work in the editor

glossy spade
#

Yes 200 is too small for my eyes

grim ore
#

go to window -> dev tool -> widget reflector

glossy spade
#

oh yeah I can try that thanks

grim ore
#

at the top is the ui scale, change that and see if it helps changing the scale of the UI but keeping the viewport at the normal resolution

#

its a work around that might work, the issue is your windows scaling is going to make your pixels much larger which is why its blurry in the viewport

glossy spade
#

Oh that makes since. Thanks that worked perfectly. I just have to switch back to 300 when I am out of the editor

lost bear
#

Hi guys, should i use SpatialOS if i am going to make a room-based multiplayer PVP game like rocket league/splatoon (4-10 players)?
or built-in networking is enough?

glossy spade
#

I am new to unreal much appreciate the help. I came from Unity so I don't feel so new a lot of stuff or ideas are similar. It has been an easy switch so far that was the only thing throwing me in for a loop thanks a lot have a great night!! Back to learning lol.

glossy spade
#

@lost bear there are better people to answer this, but I would try to use the built-in one and see what it can do. If you get to a point where it isn't going to satisfy your needs then get SpatialOS and you will have learned the built-in one so either it works and you save money, or when you start a new project maybe it will suit it and you will already have a headstart in that knowledge. I wouldn't wait to get an answer cuz it may never come or be the straight answer you were looking for.

stiff verge
#

@ebon marlin thx

#

I tried the volumetric fog actor and you can even clip it so it stops at a certian height.. but basically I need the opposite.. I need it to start higher

late verge
#

i've seen this console command work for others, so i'm not sure why i'm not being allowed to use it

#

(if it matters, i'm working on UE4.23)

tranquil falcon
#

I'm getting some very odd reflections. This is a dual pane window set up. I've tried fidgeting with reflection volumes and screenspace reflections in the post process volume. Is a dual panel set up just not possible at the moment?

stiff verge
#

do you have a reflection box actor?

#

did you bake your lights?

tranquil falcon
#

I did bake lighting and tried both box and sphere reflection actors

stiff verge
#

are those transparent boxes or planes?

tranquil falcon
#

boxes

stiff verge
#

maybe that's why? did you try the two sided option?

#

I'm new to UE.. so I can't help much but I'm trying haha

tranquil falcon
#

Hah. No worries.

#

I think it could be something as simple as the box vs plane

#

but i just hate doing not physically correct work

#

not sure if this is just too much to ask of Unreal

stiff verge
#

yeah I see what you mean.. it's so easy to get good results with some renderers

#

"faking" it is a lot more work

tranquil falcon
#

Do you know if there is a way to keep an object from showing up in reflections?

ancient lotus
#

sorry to repost, but i went ahead and made an image to try and explain my question more clearly

i have my arms and my firearm. i have the vector (lets call it VectorAim (Blue circle)) where i need my rear sight to be and i am currently setting my right hand at this vector position. this works fine, its setting it right infront of my camera where i want the rear sight to be. the part where im confused is im not sure how to find the position where my right hand is suppose to be so that the rear sight takes the position of VectorAim instead of my right hand. i already have the vector of the rear sight, im just stuck trying to figure out how to calculate where to move the right hand so that the rear sight sits where VectorAim is

sick patio
#

ok i've tried everything, install .net installed visual studio upgraded my video drivers, but i still can't build the lighting and this is all it says

ancient lotus
#

@sick patio are you using the source build

sick patio
#

the what now?

ancient lotus
#

that answers that. does it give you any other errors? does it start to build and then fail? does it fail instantly?

sick patio
#

well i build lighting only, it starts then afterwards fails instantly

#

but if i build it takes times

#

ihave 4.26.1

grim ore
#

you need to check the project log file and the lightmass log files to see why. this is the download from the launcher right?

cedar bolt
#

Anyone know how to convert a static mesh into terrain without a $100 plugin

sick patio
#

yes it's from the luancher yes

#

launcher

#

lightmass log file, is that inside the swarm agent thingy?

#

swarm agent log

grim ore
#

when you first tried to build it should have popped up asking you to allow network access, did you allow it?

sick patio
#

i did not see that

#

it just fails out

grim ore
#

do you have unreallightmass.exe in your binaries folder in your engine folder?

sick patio
#

ok i saw that and double clicked it and it made that text file?

grim ore
#

my honest only guess is something is blocking it on accident, a firewall or windows

#

it needs to connect to your local machine to run the lightmass stuff, if it gets blocked it never can connect and it will fail

inland sail
#

I want to learn unreal. I have one question. Does UE4 hard in learning?

tranquil falcon
#

i'm not sure i'm using planar reflections correctly? Anyone here have experience with them?

ancient lotus
#

@inland sail what do you want to do, program, use it for rendering, or what

sick patio
ancient lotus
#

@inland sail do you have any C++ experience or experience with any other language?

inland sail
spare kernel
ancient lotus
#

@inland sail this should give you a rough idea, skim through videos 12+ and you should have a rough idea as its pretty much the simplest examples of stuff to do in ue4. if you already know the basics then imo its not that difficult. if its still overwhelming then consider using blueprints first and then make another attempt at c++ such as making something in blueprint and then remaking it in c++
https://www.youtube.com/playlist?list=PLnHeglBaPYu9FFgnYww2UC1g3F7fYWkaT

sick patio
sick patio
#

does source control have anthing to do with it?

#

should i just not use 4.26?

jolly oak
#

Anyone know a way to detect if a mesh is inside another mesh? I'm trying to make a clip on camera, where a cube mesh needs to overlap with various static meshes in the level. Here is a screenshot of what I have so far.

daring flare
daring flare
cerulean geyser
#

silly question. how can i check an event overlap agaisnt 2 different actors of different classes?

#

at the same time i mean

#

(actor A needs to be overlapping actor B and Actor C)

sharp crest
#

once upon a time my editor kept crashing when I opened a file,
so I just commented the crash line from the source, and that let me open the file and fix the error

tranquil falcon
sharp crest
#

niceglass

tranquil falcon
#

Yeah I'm stoked

#

Been trying just about anything and can't get this to work....

sharp crest
#

r u trying to do a reflection?

#

not that I could help but its not clear what u r asking lol

tranquil falcon
#

Yeah, i'm trying to figure out why teh reflection is all crazy....

#

It's reflecting the window frames in a way that makes no sense

sharp crest
#

funz

tranquil falcon
#

seriously

sick patio
daring flare
#

yea if it says so

sharp crest
#

I mean I did say I cant help lol

#

never done reflection stuff

tranquil falcon
#

It's all good. I think I need to take a break from unreal. Get's my blood pressure so high. lol

daring flare
#

import that into blender and add some metallic and remove some roughness

sharp crest
#

Im addicted its 7 am and I need to sleep

#

but ue4 is funz

tranquil falcon
daring flare
#

yes

#

increase metallic and decrease roughness

tranquil falcon
#

on it. one second.

#

so it has something to do with metallic but increasing the settings only shifts the "glitch"

#

i'm using fresnel for the glass maybe realism is not UEs thing

daring flare
#

wait are u asking for help or sharing?

tranquil falcon
#

a bit of both i guess

daring flare
#

add a invisible Spotlight in front of glass

timber steeple
#

Does unreal use only c++ or It can do with python

#

?

daring flare
#

you can

#

wait one sec

tranquil falcon
#

should I aim the light at the glass? it's not having any effect so far

daring flare
tranquil falcon
#

lol

glossy spade
#

@tranquil falcon If you are feeling frustrated take a break sleep on it and come back to it. I done that many times struggling for hours and hours give up for the night next day figure it out in like 15 mins.

tranquil falcon
tranquil falcon
#

It's just painful coming from doing hyper realistic renderings in Maxwell to having to fidget for hours becuase a single pane of glass

#

But you're right better to walk away right now. appreciate the wisdom.

glossy spade
#

@inland sail Yes and No. You seem to have some experience so maybe not so bad for you. Honestly it depends on you how good you are at learning and watching tutorials rewinding them constantly and figuring it out by trial and error. give it a go it is free find a good tutorial and stick with it. watch it over and over again if you miss stuff. I often play it at a slower speed like .75 and rewind every step atleast once or until I get what they are doing and it works in my scene. Compile all the time and save. Plus play test none stop and you will have it no worries. Udemy has some good paid courses by the way.

#

@tranquil falcon yeah welcome to gamedev lol its hard, but rewarding. Once you get it you will feel amazing.

inland sail
glossy spade
#

@inland sail any time I have listened to those guys talk on youtube they put me to sleep, and they don't go over it as deep in detail from my experience.

#

I have tried the ones they have in unreals learn section, maybe someone else has had a different experience than I have.

daring flare
# tranquil falcon word i think thats what I should do

click on the light, search lux and reduce it.change the color of the light to match the glass if needed.and increase the distance between spotlight and the glass if it's still too bright. if not change the spot to point.

tired gazelle
#

Hello, this started with 4.26, any way to disable the same pop-up flooding up all the time, again and again. It happens every time I simulate or play in PIE

sharp crest
#

this is so annoying

#

why did they do this

#

it used to be annoying enough

#

and now it just spams it

#

I wish there was a way to make it not spam it like it did before. maybe there is

tired gazelle
# sharp crest it used to be annoying enough

Thankfully, I'm not the only one, it makes working in PIE so annoying. It's not that I don't want to fix that error, I can and I will but sometimes you just have to unplug eventbeginplay to test different things, for example just to test soundfx or music, and this keeps popping up!

cerulean geyser
#

how can i check an event overlap agaisnt 2 different actors of different classes? at the same time i mean
(actor A needs to be overlapping actor B and Actor C)

ebon geode
#

there is GetClass or you use an collision interface on those classes.

#

and GetOverlappingActors or something like that exists, don't remember the name correctly

#

or get all overlapping actors... something like that ^_^

sterile tulip
#

How do you make visual vehicle damage based on collision in UE4?

plush yew
#

Hello guys, I am trying to create some interactive foliage with the megascans plants. The plants already have an integrated wind system so I thought to add a trigger box around my character and when it overlaps with a foliage the wind speed gets higher for 1/2 seconds. The problem is that when I click on the foliage that I want to create a reference the engine selects all the foliage in my level... any ideas?

thin tendon
#

Are you retrieving the individual instance of that foliage or your foliage as a whole is what you should probably be checking.

plush yew
#

Manual placement is too slow but I think it’s the only way?

honest vale
#

I thought you can select individual instances with the tool? 🤔

#

or was it some third party plugin?

thin tendon
#

You can do it. But you have to get the foliage actor (all of your foliage at once) then loop over each individual foliage instanced actor it contains (individual tree). Then find the matching one to the one you want. The rebuild the array minus the tree you want. Unreal is built in a way where every example of this I have seen. You have to remove all your foliage and then put it back minus the one you want.

plush yew
narrow plaza
#

Anyone know why on big maps the "Go Here" functionality doesn't work? The editor tries to move you near it but I always end up very short. Seems to always fail if I have an object on top of a hill - can never move to it

gritty cypress
#

Hi! I have a project on UE4.25, built from source and when I try to load the project by say double clicking the uproject files I get a "modules missing or built for a different engine version" error. I do this immediately after having built from within Visual Studio (Development Editor config). I can launch from within VS and once I do that I can also open the project file directly but only until I compile again. Anyone has any hints as to how I can troubleshoot this?

chilly geyser
#

Hey quick question about the Possession system: if my character possesses a car how can I receive damage on the character while I’m possessing the car?

winter gale
daring badge
#

I just decided to move to Unreal recently. Can anyone suggest a good tutorial?

honest vale
gloomy kindle
sharp crest
#

lol every few days some unity guy comes posting this here

#

Anti Chamber has similar effects and is made in UE4 I'm pretty sure.
Looks like just camera tricks to me, would just be annoying math, not really anything technical

gloomy kindle
#

@sharp crest I meant is it possible to use GPU stencil buffers for it?

sharp crest
#

Ah Idk. Try googling it

gloomy kindle
#

looks like it's not really possible without deep C++ brainfuck from what i could find on google, was hoping some blueprint guru would tell me otherwise.

sharp crest
#

Sounds like a waste of time for Epic to implement tbh

#

very rare puzzle games use this, they better focus on more commonly used features

#

and I would just do it with camera location tricks Ig, not sure why u would need anything else for it. but maybe Im understandign it wrong

gloomy kindle
#

Well depending on how rarely we get non-euclidean games i get why it could be not be something they would implement.

#

But it has way larger use than just puzzle games.

#

for example you can place 10 rooms in the same place/space.

sharp crest
#

sounds like you can easily do that with bps

#

just put 100 rooms below the world and tp to them

gloomy kindle
#

yah but you need stencil renders which create the illusion of there being actual space behind a frame before you walk trough it - once you walk trough it, then yeah, you just teleport to them.

sharp crest
#

why not just use a camera capture cube thing?

gloomy kindle
#

because if you do it in unreal without actually doing it, contrast difference makes it obvious.

floral heart
#

Antichamber was made in UE3, which still supported portal and (presumably) portal-based rendering.

gloomy kindle
#

@floral heart oh really? i'll look into it. haven't played it. thnx.

floral heart
#

UDK was based on UE3 and might them as well. UE name is 'warp zones'.

#

They also only supported 1:1 space.

gloomy kindle
#

Oh what a smart assholes 😄 i checked it, they just copy part of the B room into A rooms frame and once you walk trough it you get teleported into B room at the same spot.

#

very smart solution.

sharp crest
#

I just said exactly that

#

d

gloomy kindle
#

@sharp crest you failed to mention copying B room's part into A room's door frame, which was crucial though.

#

so not exactly what you said, not rlly.

gloomy kindle
#

@sharp crest oh, i searched Anti Chamber when you mentioned it but it was just gameplay , then i searched Anti Chamber Warp Zones and got the video which explained how it was working. So you missed the warp zones part.

sharp crest
#

I'm very glad you found a solution

gloomy kindle
#

https://www.youtube.com/watch?v=F28NKqG7ce8 Found this tutorial for it if anyone's interested, although he has contrast problems aswell.

Finally! We got around to do doing a UE4 tutorial on a topic people have been dying for, a seamless portal door effect! This one was inspired by a post we saw on Twitter (https://twitter.com/mxweas/status/745765338629865474) and has also been asked a few times in suggestions (http://fusedvr.com/forums/topic/htc-oculus-portal-like-game/). We will...

▶ Play video
#

I think antichamber solved contrast problem by making game all white.

floral heart
#

Have the postprocessing volumes on each side have the same settings.

gloomy kindle
#

k, will research that. i'm quite noob when it comes to postprocessing and shaders.

floral heart
#

Problem is I've never seen a tutorial that covers when you have an object that's straddling the barrier. This isn't solved perfectly even in Portal.

sharp crest
#

why not just use unity?

gloomy kindle
#

why the fuck would i use unity?

sharp crest
#

u said u want to do like in the vid?

floral heart
#

That video isn't Unity.

gloomy kindle
#

yah but i also want my game to not look like shit?! 😄

fierce tulip
#

wording!

gloomy kindle
#

and yah, it looks like some homebrew renderer, not unity.

sharp crest
#

omg I missed it

#

what did u say I wanted to hear

#

I was just asking for the reaction

#

lmfao

#

also unity can look good too

gloomy kindle
#

yah sure, if you're very good, AAA studio level good

sharp crest
#

pretty sure u can just buy some post process from the marketplace and have a ue4 looking game

#

but Idk

gloomy kindle
#

in unreal i literally turn the engine on and it looks good so

#

afterall i used unity for 3 years, i know what i'm talking about when i say that everything in it looks bad, with assets or without them.

sharp crest
#

what would take more work then, to make unity look good or to make ue4 work with the magic deal

gloomy kindle
#

ofcourse to make UE4 work with magic

floral heart
#

Guy makes a custom renderer in Unity, he can make one in UE4.

sharp crest
#

Unity can be beautiful. Last game I played.

#

ok it doesnt show the actual world but the world was beautiful too

gloomy kindle
#

Yah idk about it being beautiful, all i see is disgusting yellowish bloom everywhere.

sharp crest
#

bruhhhhhhhhhhhhhhhhhhhhhhhhhh

#

here

#

o its uploading sec

gloomy kindle
#

It can look acceptable tho - we can agree on that.

sharp crest
#

I wonna download unity now and try to get ue4 graphics

#

I dont think its as big of a deal as u r making it out to be

#

but ahh not gonna bother lol

orchid glade
#

i don't think unity can be really beautiful because the engine itself is lacking of some graphical features to make the game looks good

gloomy kindle
#

no man, i dare you to try getting UE4 looks in that wonky-ass renderer. 😄 i dare you. 😄

sharp crest
#

obviously would take more work to get it to be like ue4 but its possible

orchid glade
gloomy kindle
orchid glade
#

As long as your really good working with an engine and use all the power it has one can be seen as better as the other one.

sharp crest
#

best it can offer? u cant really compare

#

unity can look as good as ue4

gloomy kindle
#

if only saying things again and again could make them true 😄 facts or didn't happen

sharp crest
#

just gogogle it

#

Im not google

fierce tulip
#

no need to bash unity.
its just another canvas you can paint on, and depending on how well you can paint the canvas doesnt matter much.

sharp crest
#

they r just saying wrong things

#

I never used unity and Ik better than them

orchid glade
#

find something like this in unity:
https://www.youtube.com/watch?v=9fC20NWhx4s

Introducing Rebirth, a real-time cinematic produced by Quixel, harnessing the power of Unreal Engine and real-world scans from the Megascans Icelandic collection. With photorealistic results rivaling traditional offline renderers, Rebirth represents a new way of crafting computer graphics.

Set in the beautiful, other-worldly landscapes of Icela...

▶ Play video
gloomy kindle
#

^this - btw that's not even the top 10 best graphics that UE4 can do 😄

sharp crest
#

the moment I open google and start typing some unity bullcrap is the moment u won

gloomy kindle
#

Best comparison would be same genre, same platformer bestseller games that came around same time - compare "little nightmares" to "inside".

sharp crest
orchid glade
#

and to be fair, even if unity can sometimes have graphics like ue, the performance for what it renders in terms of quality is poor 😦

gloomy kindle
orchid glade
#

i never saw a game as beautiful as an unreal engine one (greatly done) which gives you good performance

gloomy kindle
#

Little nightmares 2 is last UE4 game i played and it's breathtaking. Somehow UE4 games feel more (for the lack of better words) "Real" and "Based". From movements to graphics, they just drag you into them.

dusky inlet
#

https://twitter.com/Sakura_Rabbiter/status/1316408774425374721?s=19 how about anything from this woman?

Personally I'm finding many unity clips to seem sharper than unreal, unreal is quite blurry by default and I appreciate sharpness. But at the same time I have no clue what I'm doing: and so do the unity people that claim unity can't look good.

If you know what you are doing both can look great.
For me the difference in strength comes at the tools level. Unity is just a pain to work with.

Unity real-time rendering test 2

#unity3d #shader #VFX #madewithunity https://t.co/6GsfggdChC

Retweets

1963

Likes

13368

▶ Play video
gloomy kindle
#

@dusky inlet It looked great into small gif, but as soon as i searched it on youtube and looked at it on fullscreen - blah. Unless ofcourse she's wearing something made of cardboard box - but that's unity for ya, try doing 1 more level of subdivision and it starts coughing smoke 😄

dusky inlet
#

That screenshot of yours looks heavily compressed

gloomy kindle
#

i'm not talking about screenshot quality, look at the cloth folds.

dusky inlet
#

Wow ok no point discussing then lmao

fierce tulip
#

k, stop with the anti-unity blabla

gloomy kindle
#

@fierce tulip I'm not talking blabla, be more respectful please.

#

"blabla" is how you talk to your friend whos okay with it, not to a person you don't know.

buoyant graniteBOT
#

:triangular_flag_on_post: armstrongr#1190 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

I already said "no need to bash unity" once, that was a second warning.
I do not tolerate backtalk like that.

granite pasture
#

fundamentally there are many similarities between unreal and unity and how they work... the both use the same concepts and stuff just the execution is different ^_^

#

ofc each engine has some good and some bad things, because else they would be the same thing ^_^

vocal herald
#

How can I import a Map from CSV file

wary wave
#

define 'Map'?

vocal herald
#

it has key and values

granite pasture
#

Ah, you can import it as a data table probably 😉

vocal herald
#

like an array but keys instead of index

granite pasture
mossy nymph
#

yes, datatable can import csv

vocal herald
#

I don't know how to correctly write it in excel

#

"((Key1, Value1),(Key2,Value2))"

granite pasture
#

I remember having to use google docs to export a .csv in the right format for unreal to import 🙂

vocal herald
#

doest work

#

im using googledocs yes

granite pasture
#

if you follow the tutorial I posted above it should work 🙂

vocal herald
#

i watched this video already it doesnt say how to import maps

obsidian nimbus
#

Amazon is spending a billion a year on making games and they havent made any yet

#

those amounts of fuckyou money are scary 😛

granite pasture
wary wave
#

they want it as a TMap data structure

#

I'm not sure how one would do that

granite pasture
#

well a map is just a mapping of two values, key and value. Keys need to be unique.
If you for example import a CSV table containing keys and values, you can easily create a map from the whole data table.

#

just get data table rows, get each row struct and add a entry to an emply map. return the map.

#

I don't see the problem tbh. If it should be done at runtime ofc this is no valid approach.

obsidian nimbus
#

hmm i just open up the launcher, i get a popup new game ion store,

#

i click it and not available in my region

plush yew
#

is it possible to select a mesh individually even if it has been placed with the foliage tool?

granite pasture
#

yes, the selection tool allows you to select a single foliage instance

#

so you can manually click on a bush, edit it's properties or delete it.

#

this is 4.25 previous versions had the selection tool in the foliage tab on the left

leaden garnet
#

click on the arrows?

clever bone
#

Im trying to figure out how to do this in construction script

#

basically setting distance and angle then creating an instanced mesh

#

any help would be amazing 🙂

plush yew
#

@leaden garnet yes but i have almost 100 assets that is open and i want the program to remeber those who was open or closed to the next time i start the project

flint dagger
#

Hello :3

fierce tulip
#

hug

flint dagger
#

cuddles missed you :3

wanton bloom
#

Guys i saving like this, but when i close and reopen game resulation is reseting, i looked GameUserSettings.ini when i changed resoulation in game, GameUserSettings.ini not changed

#

How can i save/load my resolution

limber vapor
#

Hey guys, I'm trying to implement a way to rotate objects that the character is grabbing (physics handle). The desired functionality is that I grab the object with RMB (it works), and when I hold CTRL, I want to disable camera/character rotation, and use the mouse input to rotate the object. I've tried this, but what happens is that mouse movement is disabled, and neither my character or object is rotating/looking around. Some input on ideas on how to achieve this is appreciated 🙂

blissful trail
#

yo so when trying to load any marketplace content my pc has a stroke and then it crashes my version is 4.26.1

pure dagger
#

Hello, i'm beginner. Can somebody let me know how big map/landscape should be? Is it better to make one big map for all the game or few smaller levels?

granite pasture
#

it depends ( universal answer) 😄

pure dagger
#

I'd like to make third-person rpg based in most on dialogs and travelling

granite pasture
#

if you want to create a huge map, there is nothing from stopping you, but it's more difficult (especially as a beginner) to do everything right, because it requires level streaming.

#

there are some Limits. I don't remember excactly, but after 9km the physics can get a little crazy and at some point 10-20km you will have render issues...

fierce tulip
#

start by following getting started stuff (check the pinned message in this channel)
do not start creating your dream-game until you have made a few tiny games to get the hang of the engine/gamedev in general

#

i mean you can, but it might not be as much fun as it could be when you have more experience

granite pasture
#

Good advice!

wanton bloom
#

Anyone know any video for my problem?

pure dagger
granite pasture
pure dagger
#

But i don't know specifications of creating a bigger things

wanton bloom
#

im gona try it, its building

pure dagger
granite pasture
#

@pure dagger "OpenLevel" opens a new level. However if you have something like an inventory or points you don't want to loose during that transition you must store them not in the character or gamemode or whatever, but inside the GameInstance class or a savegame 😉

#

the GameInstance is the only class that is persistent during your game. If you load a level, all things will respawn with default values and stuff 🙂

#

@pure dagger maybe you should build some small games first until you know all the tricks to start a big project. Like saving and loading games is always necassary and transitioning between levels... and setting up a working inventory or interaction system ^_^
Because if you do it the first time, you probably do it wrong and learn a lot while doing it. 🙂

pure dagger
#

🙂

#

@granite pasture So, you suggest to work on smaller areas?

#

31x31?

granite pasture
#

I would say... before you start working on your dream project, maybe first start working on a small project that includes one of the things you want to use for your dream project and see if you can build it and what problems you will encounter 😉

pure dagger
#

I will. Because of that i wouldn't make too big area 🙂 On the beginning i'd like to learn world creating.

granite pasture
#

Okay... then you should learn about world composition and level streaming.

tiny imp
#

I have a technical problem and I don't see a more fitting channel for now.

What I Get
When I start building lighting, Windows 10 crashes with blue screen and different errors like ATTEMPTED_EXECUTE_OF_NOEXECUTE_MEMORY or SYSTEM_SERVICE_EXCEPTION

What I Use

  • Source build of 4.26.1
  • Have terrain of size 2017x2017 (From Recommended Landscape Sizes)
  • Streaming Levels

System Specs

  • i9 9900KF 3.6-5 Ghz, 8 Cores
  • 32 GB Ram
  • Asus RTX 2080 Strix 8GB

What I Did

  • Updated Windows
  • Checked drivers (All up to date)
  • Set affinity of swarmagent.exe to 2 CPUs (Previous was all 16)

Problem persists!
Any suggestions on what should I do next?

pure dagger
#

@granite pasture Thanks

granite pasture
#

and I would recommend not building any world bigger than 14km, because of physic bugs that occur if the world is to big ^_^

tiny imp
#

It should be 4km^2 for 2017x2017, am I wrong?

pure dagger
#

@granite pasture Can you let me where i can find correct folder structure? I'd like to avoid chaos in files 🙂

granite pasture
#

what do you mean?

#

there is a small thing you can clock on to expand the content browser to folder view ^_^

tiny imp
granite pasture
#

oh gosh, there was a good site once, and now there are like 10 sites that all look non-official 😄

wanton bloom
#

@granite pasture man GameUserSettings just changed one time

granite pasture
#

I think a little personal flavour is pretty good. I always have a subfolder in Blueprints called "Framework" where all the game instances and gamestate and playercontrollers are... 😄

wanton bloom
#

its not saving again

#

i want to save and load screen resolution but

#

not saving

granite pasture
#

yeah... strange... is there a difference if you activate the command line checkbox? :S

pure dagger
#

Hmm... I mean about folders like Blueprints, textures, elements (like furniture, doors etc), enviroment. Is it any "best" option to sort that?

#

elements, actors

#

And if i have elements of environment or buildings should i make separated folders for all parts of them?

granite pasture
#

there are multiple ways and multiple folder naming conventions ans stuff like that. The links posted above list some of those for example.

pure dagger
#

I found many guides but everybody makes that different

#

It's from ContentExample from UE4 guide

granite pasture
#

yeah. I think it comes down a little how you personally like it, but it should make sense.
My base folders are usually:
Audio
Blueprints
Characters
Environment
FX
Maps
UI

But that is not anything on how you should do it. 😄

#

I also keep my code very modular with interfaces and have a seperate module folder and sometimes those modules can contain assets like static meshes because I'm lazy.. 😄

pure dagger
#

🙂

granite pasture
fierce tulip
#

@tiny imp #rules and such things are better posted on answerhub and/or the forums/reddit

pure dagger
granite pasture
#

probably the stuff I would consider environment 😄

pure dagger
#

😄

granite pasture
#

like 3D art... trees and beautiful rocks

pure dagger
#

And where you have blueprints?

granite pasture
#

the image I posted is not my structure.
I personally have them in

Blueprints/MapGeneric/A_Spikes.uasset
Blueprints/Dungeon1/A_Firethingy.uasset
Blueprints/Framework/Controllers/PC_ThirdPersonController.uasset
Blueprints/Modules/CombatSystem/AC_CombatSystem

Character/Enemy/BigEvilCat/C_Cat.uasset
Character/Player/Female/C_TestChar.uasset

#

or something like that.. it depends from project to project

#

and I have worked on a lot of projects with a lot of different folder structures 😄

#

I just use what I like the most ^_^

#

as you can see, i tend to name my BPs like
C_Dog to indicate it's a character blueprint

#

for spikes and other things I vary between using "BP" or "A_" which means Actor

#

like T_BaseColor and T_Normalmap for textures and M_something for materials

pure dagger
#

Yhym. It will be helpful. Thanks

granite pasture
#

M_ for materials
and
MI_ for material instances and
T_ for textures are probably the only ones everybody agrees on using.. maybe
SM_ for static meshes, too 😄

#

screw discord formatting my texts :3

fierce tulip
granite pasture
#

but BPI_Interface instead of I_Interface seems to complicated 😛

wanton bloom
#

Guys when i start game in viewport i can adjust screen size and other video settings i can save it

#

but when i

#

start with standalone its not working

#

what can i do

exotic thicket
#

3.3.3 No Function Should Have More Than 50 Nodes
Oh boy this is in the "max function length should be 10 lines" territory

#

...otherwise that is an excellent guide

#

Breaking functions down into smaller functions just because "the function is long" ends up with having a bunch of random single-use functions which only exist to be called from the original big function

#

which just makes it harder to follow the flow of the original function because now it's all split into these separate small functions for no actual reason

serene birch
#

in BP it would be so easy to have it kinda "fractal" 😄

#

where you zoom on a node and now start to see the function behind it 😛

wanton bloom
#

Guys my save system not working in standalone, if i package the game it will work or not?

magic fern
#

Hey guys. One question. I a multipayer game how can I tell the other clients the skins of the clients that are already on the lobby if they enter late?

spare kernel
#

stuff like that should be handled via RepNotify property

#

when the late player joins, the rep notify will apply that skin

magic fern
#

The rep notify will work if the player enters later?

worthy plaza
#

Why when i export meshes from game 1 to game 2, texture doesn't work?

fierce tulip
#

are you exporting a mesh and importing it, or migrating?

worthy plaza
#

migrate

fierce tulip
#

then redirectors might need to be fixed in game 1

#

also, game 1 needs to be same engine version or older than game 2.

#

cant be newer

worthy plaza
#

same version

fierce tulip
#

and always migrate to the content folder of game 2

#

no other folder

wanton bloom
#

is anyone know my problem solution? :/

pure cliff
#

Hmm. So while changing this to "Perspective" did make the background scroll in a parallax manner.. now the foreground does too, which I don't want.
Is there a way to make the foreground objects scroll in a non-parallax manner?
(I tried looking up other ways of doing parallax background scrolling, but they kinda confused the hell outta me)

Disregard, figured it out

worthy plaza
#

ok thank you luos

#

fixed it, instead of migrate it on "content" folder i migrated it on another folder

fierce tulip
#

great

vagrant cave
#

hello guys, I was wondering if you know about some tutorial that teaches multiplayer and Vr well ?
I am more or less new to unreal, I used the vr template, and added player spawn points, removed the default pawn from the scene , and configured that pawn to be the default pawn to spawned player actors.
I have built the game and I am using the executables.
the servers works most of the time, but when the client connects, the client crashes

Sometimes it even crashes in the editor, surely I'm missing something but for the life of me I couldn't find a tutorial with both multiplayer and vr in them

they are usually one or the other

I believe that it may be something to do with replication and input, but again, nothing I have found explains what I need to know

Any help will be appreciated

paper hemlock
#

Just curious can UE4 work on a 1900X Threadripper with 32gb of RAM?

fierce tulip
grim ore
#

@paper hemlock yes it can

paper hemlock
#

Great ty

rigid belfry
#

can my lamborghini do 20 miles per hour?

plush yew
#

Hello everyone

pale token
#

I'm not sure where I can ask this, I'm looking for a tutorial to create a running stream down some stairs like... Kinda stylised, anyone got any idea on how to go about starting this or what to look for firstly to begin that sorta thing?

#

Oooorrr bubbles in a tube kinda thing ;P

grim ore
#

if you want it to be in real time, probably particles using niagara?

pale token
#

Ah the niagara thing helped me find a bubble one : O

grim ore
#

otherwise if you want it to be the same you could create a custom mesh that moves and simulates it. but if you want it to look realistic and react then niagara. look up ryan brucks and his content

pale token
#

Ah so if I created a custom mesh and then just created a moving material on it that kinda...emulated it I guess would be a very simple way?

grim ore
#

yep thats normal like if you see a waterfall in a game its probably that

#

a mesh with animated material

pale token
#

Aaaah yes I got you now lmao

#

I'm doing a uni project where we have to create a room and the brief requires at least one... ue4 created thing whether it be an animation or interactivity piece and of course we gotta teach ourselves lmfao

fierce tulip
#

it depends on how advanced you want it to be...
you can check out:
https://www.youtube.com/watch?v=Uwy_6wQdmZ8 for realistic but really indepth info
https://www.youtube.com/watch?v=4FIDBeF_4SI for stylized waterfall

Today I reveal a collaboration with excellent Unreal youtuber Ben Cloward
https://www.youtube.com/user/bcloward - we'll be doing a full breakdown of the waterfall effects I've made for his scene next year!

If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
Or you can find more tutorials on my w...

▶ Play video

More Game Art Tricks: http://simonschreibt.de/game-art-tricks
Article to this Video: https://simonschreibt.de/gen/stylized-vfx-in-rime-water-edition

00:02:50 Fire
00:07:00 Smoke
00:13:05 Water

This talk was given at the UnrealFest 2018 in Berlin/Germany. It's about the stylized effects from the game RIME.

Tequila Works: http://www.tequilawor...

▶ Play video
grim ore
#

yay art 🙂

pale token
#

ooo that stylised one looks good, thank you kindly!

crisp quiver
#

anyone know of a convenient way to have users record videos on mobile hardware camera? i.e. snapchat front camera video? Have yet to find a decent answer for how to start this

wary wave
#

err, in Unreal?

crisp quiver
#

yes

plush yew
#

i have black skin

#

jk im white

wanton bloom
#

Guys can i do that via blueprints?

#

İf game is fullscreen do something

distant solar
#

Hello, guys

#

Can someone help me?

#

I'm getting this errors in every IDE, I'm trying to use

#

Like It can't find the dependency files

#

Is there a way to fix it?

grim ore
#

what IDE are you using? have you tried compiling it.

distant solar
#

I'm using XCode currently

#

But the same is happening in JetBrains clion

grim ore
#

@wanton bloom if you are using the game user settings setup, you can see if its set to fullscreen or not

#

so is it an error in the IDE, with intellisense stuff, or actually an issue when compiling?

distant solar
#

It's error with intellisense stuff

grim ore
#

sounds about right, its an issue in visual studio as well 😦

#

#cpp might have some support for getting it to work better

wanton bloom
#

This is a default combobox but i want to if app is running in fullscreen mode, i want to be set it to fullscreen any tutorial about this?

grim ore
#

look at using the game user settings system, that lets you do that

#

you can get and set the settings, including resolution

grim ore
#

its just data files so symlinks might work

gleaming creek
#

Junctions should work fine, I use them to improve build performance (project on HDD, build files on SSD)

dawn gull
#

How would I programmatically take a bunch of objects in an array, combine them into one model, and place it in the world?

#

Like, actor merging but I can do it in game

onyx cedar
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Packaging my project dies because of this error, which I have never seen before. Any help is appreciated. MixedRealityInteropHoloLens.lib(MixedRealityInterop.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj

hidden tendon
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Can someone tell me how to select the controls for the mouth or any of the features in the viewport so I can control them like in the Metahumans control rig tutorial? When I try to select the individual controls, it just selects the entire rig.

onyx cedar
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I'm not sure how to fix a mismatch between WinRT versions

worn mirage
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@onyx cedar C++ or BP project?

onyx cedar
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c++

worn mirage
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It looks like a conflict in the header inclusion

onyx cedar
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So this happens when I try to build w/ MS's OpenXR plugin

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well, when I try to PACKAGE w/ MS's OpenXR plugin

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building the project works fine

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Going to try something really quick

hidden tendon
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It seems like every tutorial going over the Metahumans Control Rig is about motion capture or live link... but I just want to be able to move the eyes, for instance. I just can't select any of the controls, it selects the entire control rig in the outliner.

grim ore
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I had the same question and just gave up lol. I think maybe the earlier video gives more info 😦

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that video starts with "here is all you can do with the rig" but never tells you how to get to it

hidden tendon
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Yeah, I've been trying for days

grim ore
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I can move the controls. but they dont reacty in real time

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if you load up sequencer and click on the control rig it lets me select the controls but they dont do anything to the face itself

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oh wait I got it

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new level, drop in the meta human BP (i used the 004), make a new level sequence, add the metahuman bp to the sequence, go down to the controlboard control rig so it loads up. then you can select and move

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so I think if you use the built in sequencer for that scene its causing the issue

light thunder
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While some functions not being native might be an issue further down the line, am I wrong in assuming this Victory "teleport actor to other actor" is a probably safe bet? All they did was combine a few get rotation/location nodes into a single one.

grim ore
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this is the Rama plugin right?

light thunder
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Yes

grim ore
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it should be ok, and yeah if its just doing math behinds the scene it should be safe. Alternately just make a macro yourself to do it?

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its just down to how comfortable are you with fixing the plugin in the future if you need to update the project and the plugin is not updated

light thunder
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Also, in regards to moving the eyes at runtime - I know it's a completely new system but is there some relation to the way Poseable actors work? I wanted to change an eye rotation in a skeletal mesh, without messing with the animation BP or making a new sequence - when I created a posable asset and reference the skeletal mesh, I was able to rotate the bone by name @hidden tendon

light thunder
hidden tendon
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I guess something is up with that default level like you said

grim ore
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@light thunder #animation might know that answer if no one does in here. Control rigs are voodoo right now

hidden tendon
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Thanks a lot, finally some progress.

grim ore
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I still have no good idea of how control rig works start to end, hopefully we get some training stuff on that in a full project setting in the future 🙂

light thunder
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If anyone wants a free megagrant, find a way to convert web cam facial tracking, like Facebook messenger and the way it puts avatars on people's faces, and implement that into the new control rig - I'm wonder how far away they are from that

grim ore
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@light thunder you can already use live link to control the facial rigs

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but yeah no generic video tracking

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atleast...

light thunder
grim ore
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so this looks like a generic webcam version

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and live link is just the protocol used to get it from outside to inside ue4

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but what I meant earlier was the live link app on iphones can do full facial tracking and put it into ue4

light thunder
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Ah

hidden tendon
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Wow, it's crazy how the flesh conforms to the eyeballs as you rotate them. How tf is that working?