#ue4-general
1 messages · Page 950 of 1
its because its an official video for epic on their learning platform lol
thanks for the help 🙂
but thats a good point I dont think I covered property matrix lol, on the list!
This is perfect 🙂 Do one I'll happy throw a like your way. 🙂
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"
or even settings instead of properties
WTF, cause sounds worse than it is 🙂
yeah was thinking the WTF and adding in the other parts as the tags and description
just saved me redo 60 files with texture size opening and editing singularly lol
Is there a reason to export and downscale texture manually then reimport or is this as good.
Learn something new every day
UE jsut loves to give, biggest problem is know the question to ask before you can get the answer
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
Yes, it can be hard to describe your problems sometimes
Especially if you're trying to search for the answer on a search engine
can i ask a question here?
That's what it's for, Unreal Engine questions that don't quite fit into any other category
ah
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?
diggin the landscape not easy. comes with a lot of problems. (don''t have an answer)
could you fake it . But latest UE did mention a lot of changes with water
@wary roost dostum released kanalında çalışmanı gördüm, allah yolunu açık etsin kardeşim bayıldım.
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
its close to the effect i'm going for, where its like smoke coming at you
but it lurches like.. fast slow fast slow with each zoom
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
but what progressive rate, idk
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
nope
you have the persistent level and then you stream in additional levels if need be
Then why do they both say they're persistent?
but there is only one persistent one as far as I know
And the two that are claiming to be persistent.. aren't even the one that's supposed to be
Damn I'm good at confusing UE, apparently
if you open the levels view what does it list?
If you are only opening that one map , then they are the persistent level
one map = only map = persistent level
Yeah but when I open a different level it doesn't say persistent.
Hub_Map, no (Persistent)
so wait, you're opening a new map?
Title screen, (Persistent)
then you're opening a new map as the current persistent level
persistent level doesn't mean it stays that during the whole runtime of the editor or game
But whenever I'd see the (persistent) before, it'd only show on the parent level.
And based off what I found online, that should be the "2DSideScrollerExampleMap" level
Not TitleScreen or Empty or Hub_Map or Twilight_Forest
what does the levels panel show when you have the titlescreen open?
so it has sub levels, so it will show that tab
when you open the hub map, does it have sub levels?
No
so then it shouldnt show that label
persistent just means its the parent level that you have open basically
Is there a way to un-parent levels from the persistent?
delete them
From just the levels window, or?
Ah
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
Is there no harm in a level thinking it's the parent of two levels?
Because Hub_Map and Twilight_Forest are listed as the children of both "Empty" and "TitleScreen"
Ah
There's no harm in it, though?
nope, you could have a winter level and use it as a sub level more than one "parent" level
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?
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
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
I think you can do your own custom C++ code to get around this but never touched it
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
oh so just a sound wave playing at all times?
Yeah. Looping background track for just one level
but linked to that level, its ok if it stops during level loads?
Yeah, if I load into a different level it would have its own background track
I would asume just using a play sound 2D would be fine but I could be wrong. that causes a leak?
These cause a memory leak, probably because I'm using em wrong
Something with the object being persistent by default or something, that'd be my guess
Would it be better to just, in each level's level Blueprint, use the Play Sound node like you suggested?
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
Ah
Not sure where I heard about using ambient sound tbh, but good to know they make UE mad
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
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
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
I have a rock:
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)?
complex just costs more in terms of processing power to handle, thats the negative
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
you could make a more robust simple collision in your DCC software than the one the engine makes as a compromise?
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?
Example when i press ESC or M in my main menu, my main menu opening again
you need a check for it when you press the key, for that example check to see if its already open
can i stop player input in menu?
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
Do you have a sense of order of magnitude here? I would assume its not that bad?
you can disable input yes, there is a node called disable input
its disabling mouse?
@terse jewel there is no way to answer that, its project specific. Try it both ways with profiling
i want to disable just keyboard
@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
what i need connect to target?
target is nothing, it needs the player controller to disable
its saying target
Hmm ok thanks.
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
@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.
with that said a line trace every frame is not going to be an issue. line traces are cheap
line traces are very very very very common
VEEEEEEEERRY common
well the tick is going to run regardless, what the tick does is either nothing or the line trace
ok and technically I take that back
if you reaaaaaaaaaaaaaaaaaaally need it to be performance to the metal you can disable and enable tick
so your overlap could actuallly turn on and off the ticking itself
but ticks are not evil, ticking without control is evil. a player ticking and doing some stuff is fine. the entire engine is ticking.
yep search for tick
shadows are not showing in orthographic mode, any help?
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 🙂
ok so I converted my driectional light from movable to static and it working
but the shadows look weird
yep, shadows with an ortho camera are pretty much broken, thats what that post says
when built?
yea
thats a different issue. lighting quality and lightmap resolution
ok thanks
i will try to fix it
also
my lightning quality is set on high
maybe it is lightmap issue?
yea probably
both affect it so yep
some world settings as well for lightmass. basically there are a ton of options to adjust it, some on the lights as well
Guys how can i convert int to IntPoint?
well you cant, an int is 1 int and int point is 2 ints
you can make an int point and plug in the int
make int point?
if highest res is 4096 you might be able to construct 2 int but that pretty convoluted
hey guys, simple question here. I imported this from houdini but its always laying on its side. Is there a way to correct this?
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
Thank you!
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?
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?
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.
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?
You can just disable it in the cameraboom
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?
@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!
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 🤔
likely, but also possibly a mistake
Depends, if you are using a template, like third or first person, thee should already be a cameraboom component on it, since its colliding, and doing collision response.
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...
@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
Thank you very much @grim ore and @tender pecan !
@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.
you got it, one instance ever. I'm not sure where in the workflow to put that assignment; I'm trying to put it in beginplay on the controller but APlayerController doesn't appear to have any function like GetActorByClass, neither does GetWorld()->
you want your player controller to know about this actor that is in the world right?
yea
so on the begin play of that actor, get the player controller -> set the variable and done
gotcha thanks
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.)
when you create the widget, save a reference/variable for it.
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
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
this is the basic setup for keeping track of widgets whenever you use them to make sure they dont get duplicated
yep you never remove it from the parent/viewport. it should be done before setting the variable to invalid
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
lmao oh god, 10 minutes trying to figure out this problem
throw std::logic_error("The method or operation is not implemented.");
more coffee maybe
or less I'm not sure
yeah the variable just holds "where it is in memory" basically, a reference to it so you can work with it later
importing alembic mesh kind of breaks the mesh.. not sure why. Importing that mesh in blender gives me a clean mesh
help?
same alembic file
Really excited for this!
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
...
This thing has been stuck like this for at least 20 minutes now, never going over 6% CPU usage. wat?
did you install visual studio?
yeah for sure
did you install incredibuild with it?
I bet you installed incredibuild with it
did you pay for incredibuild? I bet you didn't
incredibuild when its the free version limits the # of compilers that can run at a time
anyone can give some tips for making a study plan to learn game dev/ c++ in unreal
learn.unrealengine.com is where you should start I guess.
Hi, I made some textures with Substance Painter and inside Unreal they look a bit wrong:
in Blender it looks good aswell. Only inside Unreal the rectangles are wrong
do you have the same exact lighting in Substance that you do in Unreal Engine? if not.... lighting
I don't mean the color
or brightness. And I don't know how to get the exact same lighting as in substance
lighting affects it all, reflections and scattering and roughness and etc.
Learn c++ first the basics only. then learn Unreal dev. Also depends on your level in programming.
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.
3d game dev is not a good way to learn c++
I have quite some understanding of coidng
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.
just my $0.02
nah I'd start with c++ not C
@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"
I checked/unchecked the flip green channel box. Looks the same
and it only looks wrong on a specific mesh. The texture and material preview look good
I reimported the mesh, still no change
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?
then perhaps the uv layout on the mesh is bad?
I tried copying it from the character and it didn't do anything
I could draw on it inside substance without any problems. And in blender it looks right too...
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
that is so weird
then just breeze throug c++ coding first ( like using .h and . cpp files and multicompiling) should take only a day for you. Then learn how to use the Engine.
How do you tackle down problems like building an tower defence, rpg, shooter etc..
@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
Can anyone see where I've gone wrong with adding a double jump to my 3rd person character?
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
this excludes male and female animation and function sets as thats obviously a given extra 8 sets of meshes
@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
@plush yew you didnt use the built in double jump feature is a start 😛
Break down the concept into smaller pieces and starting programming
built in double jump???
You should start wit yt tutorial. Just search unreal engine for begginers.
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
i feel i could do it either or tbh
yes look on the character inside of the character @plush yew
https://www.youtube.com/channel/UCGxt9c_CREmnquHjPEknHYw he makes small complete games in like 2 hours
but i couldnt find anything concrete on which is proper or if either had any real issues when setting up such
The event graph?
@prime willow no real proper way just what works for your project and budget and timeframe and etc. etc.
okie so i could just import 8 different meshes for adult and teen and just setup up differently
well thats good to know xD
the games multiplayer of course so i was trying to figure which way wouldnt cause bugs or issues down the line
@uncut bear i have been doing this for years now
@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
I will try that
what should i do to change it?
dont play that animation if the door isnt open? Im assuming its to close it?
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?
haha it worked just me being thick
Hi everyone. What is the easiest way to move a SphereMask in X and Y on screenspace? I would appreciate any help! Thanks.
yeah it was to close it but was a duplicate of another type of door
when you face a specific problem google for the solution or ask here for example. after a while things start making more sense. the more hours you do it the better you will become. 🙂
Naigara Simulation Stages is one of the best ways to make fluid simulation
and some of hlsl codes
and you can make it via Blueprint also i think
Hi! Anybody know where to find pre rigged bus models for free? Thank you!
i would suggest searching on market place but idk sorry
Are you hungarian?
nop
Ok. I thinked because your name contains a hungarian word
Guys i have followed this tutorial for the material
A quick little trick to clean up transparent objects.
Patreon: https://www.patreon.com/deanashford
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Huge thanks to my Patrons:
Amilcar Marta
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Leonardo Roma
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however after a second it turns into grey checkerboard
]
any ideas what is going on?
is there something i need to enable in engine or something?
it's meant to look like this
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?
im using blender
@midnight bolt UCX is the collision you can just edit it in blender like you would the actual model
you can even copy the model and rename it to UCX_ModelName and it will become collision as well
and what options should i use to import it? just drag and drop and it will be okay by default?
thanks
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
using a widget or using the HUD class?
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
@midnight bolt if you want that you want custom collision channels, not removing collision itself
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
I run the timeline from the HUD
you probably want to swap over to UMG, HUD is the older system
@grim ore i want to remove several polygons from pawn collision only, everything else can stay default
if i remove the UCX polygons, everything will go through it
what i did before is to separate those polygons into another mesh, but thats extra draw calls
i'm using a mod engine, not default one, i dont think i can really extend this functionality like that
oh then you might need to ask in their support 😦
@thin mantle you mention widget and HUD, are you using a UMG widget inside the HUD class?
if there are no multiple layers i guess i will have to just separate mesh and then set separate nopawn collision
where to find unreal engine include path?
Yeah
yeah then you should be able to adjust the opacity, how are you doing it?
Wait, does SetOpacity() want an integer from 0 to 255 or a float between 0 and 1?
what part?
Oh then probably that was my problem, ty
@pure sorrel depends on what you need. #cpp might be easier to ask
@thin mantle yep makes sense on what you described lol
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?
found one and wanna test it out but dunno how to put it into my project so time to research lmao
its this intelsensi error
which one ?
ash
@buoyant compass assuming the player is in the persistent level ,that seems ok.
How do UI Grids work?
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?
was their name i think
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..
Asher
ye
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
aight
The player is persisting in my level loads, so I'd assume so, but I'm a little unclear on moving actors between levels.
I see the GetSeemlessTravelActorList, should i just call that and add to the TArray<AActor*>& thats returned by ref?
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
thats normally used for multiplayer when actually loading levels and killing the player between level loads @buoyant compass
Got it, so not applicable here?
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
Any complications with this for multiplayer that I should have in mind?
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
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!
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.
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?
where are you getting that from?
Heya. Is there a way to change grass shadows on\off on the fly? For graphic settings for example.
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
@merry gazelle sure, anything is possible
ohh youre the WTF guy right xD
@lucid grove https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/index.html , look at the bottom for the foliage cvars
He is Unreal noobs spirit animal lol
ouch
That's a compliment lol, I'm a noob myself
xD
QUESTION:
HTF do i add infinte Widgets ?
like having a infinte inventory ?
is that even possible ?
sure
its weird but sure, its just data
eventually you might have reasonable limits like memory or values or performance
you create the new widget, then add it to an existing panel
Thanks, but i did found only distance and quantity of foliage, but not shadows.
Foszfor
i mean the commands for it
those are the commands
team foszor is for showing support to a coder of a game that had brain cancer...
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
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
@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
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
Great, at least something. But it disable shadows on all foliage - trees for example would also loose their shadows which is bad. Is there a way to get a dynamic foliage instance or maybe static mesh foliage?
not that I can tell, maybe loop thru the meshes on that instanced component and shut off shadows on that only 😦
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!
Is creating a Pickup and ActiveWeapon for a WeaponSystem code inside an Actor Component for replication an good idea?
Hey all, is it possible to create a curve with Rotation as one axis and then another parameter as the other axis?
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...
is there a way to have multiple sky atmospheres rendered at once?
when I add another one the previous one turns invisible :/
i am no expert, but what if you set world location instead of relative?
but how do i do that in the variable?
@cerulean geyser would you be able to describe how you are setting the variable?
what nodes kind of nodes are u using to set it?
im not setting them
its just a variable
i just click to add points to the array
will i still be able to stream after a week pased @fierce tulip
or am i not allowed to anymore because of the flag
how can I see if unreal supports / detects the multiple uv maps my model has?
week resets due to it
@stiff verge there is a "view uv channel" option in the mesh viewer
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
@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?
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.
i know how to create a UPROPERTY in C code, can you make it outside of C?
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
probably better to do it in the world, right
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).
sky light will, directional light will. none of them give you a "sky" look in the background if that is what you want
Indeed, I am looking for a "sky" to look at.
the sky sphere
Should be a built-in BP_SkySphere
but it wont give any light to the actual scene itself
I'll try enabling engine content and see if it shows the Sky Sphere blueprint.
is this a new blank projectg or using a template?
It is a Blank projuect.
Oh hmm
yeah that would be why, look in the engine content
/Engine Content/EngineSky/BP_Sky_Sphere
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)
yes. and make sure the waypoints aren't attatched to anything (maybe spawn them as separate actors) (and i hope im helping im not much of an expert either 🙃)
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.
you will have to install the debugging symbols for that engine from the launcher and crash it again to get a real crash log
what's the BP node to split an event tick into two actions?
there isnt, you cant split an event. but you could hook it up to a sequence node or just connect your nodes together
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?
so the event isnt split but you send its output into alternating events? sounds like a flip flop
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?
you cant use two event plays, its one event
and I cant really tell what the goal there is?
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*
so you are just trying to loop two sequences?
yep
at the same time, or one after the other?
at the same time, they control different sets of objects
hence why I got two delay loops
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
look at the details panel on the sequence player right there
no you dont. but if you did you could use a timer to do what you wanted.
thanks this works just as intended
i really like the sequencer.. it's clean how you add more layers as you go
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
so what is not interact?
I have a standard landscape, and my mannequin isn't landing on it, it just falls in empty space
are you sure the mannequin is not being spawned under the landscape or before the landscape loads in?
the landscape is there right?
I can see the landscape before I press play, but if I look everywhere I don't see it after I press play
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
Wonderful, that fixed it, thanks Mathew
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?
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
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.
show a screenshot? and is this at runtime or design
doesnt look super blurry in the screenshot, so the question is what resolution is that monitor running at and what scaling?
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
that would be why
Okay it is recommended at 300
cuz everything is too small under it, but I can try and see if that works thanks.
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.
ugh.. so at 4k 100% scaling the stuff is too small on that tv?
yeah 4k is really hard to work in the editor
Yes 200 is too small for my eyes
go to window -> dev tool -> widget reflector
oh yeah I can try that thanks
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
Oh that makes since. Thanks that worked perfectly. I just have to switch back to 300 when I am out of the editor
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?
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.
@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.
@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
Thanks!
running into a major issue here lads, hopefully someone here can help me out.
i'm trying to disable temporal AA upsampling via the console, but i'm met with this message here:
https://media.discordapp.net/attachments/131553429909798912/814331928223285248/unknown.png
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)
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?
I did bake lighting and tried both box and sphere reflection actors
are those transparent boxes or planes?
boxes
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
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
yeah I see what you mean.. it's so easy to get good results with some renderers
"faking" it is a lot more work
Do you know if there is a way to keep an object from showing up in reflections?
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
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
@sick patio are you using the source build
the what now?
that answers that. does it give you any other errors? does it start to build and then fail? does it fail instantly?
well i build lighting only, it starts then afterwards fails instantly
but if i build it takes times
ihave 4.26.1
you need to check the project log file and the lightmass log files to see why. this is the download from the launcher right?
Anyone know how to convert a static mesh into terrain without a $100 plugin
yes it's from the luancher yes
launcher
lightmass log file, is that inside the swarm agent thingy?
swarm agent log
when you first tried to build it should have popped up asking you to allow network access, did you allow it?
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
I want to learn unreal. I have one question. Does UE4 hard in learning?
i'm not sure i'm using planar reflections correctly? Anyone here have experience with them?
@inland sail what do you want to do, program, use it for rendering, or what
programming in C++
found the ue4 firewall permission, do i need to restart the whole computer?
@inland sail do you have any C++ experience or experience with any other language?
Yes. I already know C++ basics, Python and C# with Unity
@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
um i thought i opened all the connections for it, but i don't know where in the app to connect
Thanks!
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.
Check ur firewall. unreal needs to connect to servers to finish the build
disable windows defender or your fire wall
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)
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

niceglass
r u trying to do a reflection?
not that I could help but its not clear what u r asking lol
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
funz
seriously
ok i did that, do i need to restart the computer?
yea if it says so
It's all good. I think I need to take a break from unreal. Get's my blood pressure so high. lol
import that into blender and add some metallic and remove some roughness
are you suggesting that I do that? Can't that be done through my material (which has metallic and roughness already)?
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
wait are u asking for help or sharing?
a bit of both i guess
add a invisible Spotlight in front of glass
should I aim the light at the glass? it's not having any effect so far
ye
here,Check the docs:https://docs.unrealengine.com/en-US/ProductionPipelines/ScriptingAndAutomation/Python/index.html
Describes how to use Python in the Unreal Editor to script content production tasks.
lol
@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.
word i think thats what I should do
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.
@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.
What about Unreal's official courses ?
@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.
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.
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
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
Thanks
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!
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)
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 ^_^
How do you make visual vehicle damage based on collision in UE4?
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?
Are you retrieving the individual instance of that foliage or your foliage as a whole is what you should probably be checking.
since I created the foliage with the ue4 foliage tool I cannot select one individually and they do not appear in the world outliner
Manual placement is too slow but I think it’s the only way?
I thought you can select individual instances with the tool? 🤔
or was it some third party plugin?
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.
I'm sorry to bother you but I don't understand, could you explain it better if you have time?
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
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?
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?
Quick #UE4 Tip number 111.
View type in Content Browser.
https://t.co/drBY4V20wh
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
I just decided to move to Unreal recently. Can anyone suggest a good tutorial?
from unity? If yes, have you read this? https://docs.unrealengine.com/en-US/Basics/UnrealEngineForUnityDevs/index.html
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
is something like this possible in unreal? https://www.youtube.com/watch?v=kEB11PQ9Eo8
Here's a demo of a rendering engine I've been working on that allows for non-euclidean worlds.
Source Code and Executable:
https://github.com/HackerPoet/NonEuclidean
Music:
"Automatic Loving" - Dee Yan-Key
https://www.youtube.com/channel/UCbZ2uFzKyCMqAB9vTQ5C24w
https://open.spotify.com/artist/5wr9kU9ocI20HtO6TG4xJ0?si=qLCHQgcvR7uz4tFxx9nlDQ
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
@sharp crest I meant is it possible to use GPU stencil buffers for it?
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.
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
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.
sounds like you can easily do that with bps
just put 100 rooms below the world and tp to them
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.
why not just use a camera capture cube thing?
because if you do it in unreal without actually doing it, contrast difference makes it obvious.
Antichamber was made in UE3, which still supported portal and (presumably) portal-based rendering.
@floral heart oh really? i'll look into it. haven't played it. thnx.
UDK was based on UE3 and might them as well. UE name is 'warp zones'.
They also only supported 1:1 space.
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 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.
lol
@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.
I'm very glad you found a solution
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...
I think antichamber solved contrast problem by making game all white.
Have the postprocessing volumes on each side have the same settings.
k, will research that. i'm quite noob when it comes to postprocessing and shaders.
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.
why not just use unity?
why the fuck would i use unity?
u said u want to do like in the vid?
That video isn't Unity.
yah but i also want my game to not look like shit?! 😄
wording!
and yah, it looks like some homebrew renderer, not unity.
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

yah sure, if you're very good, AAA studio level good
at the end it says unity?
pretty sure u can just buy some post process from the marketplace and have a ue4 looking game
but Idk
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.
what would take more work then, to make unity look good or to make ue4 work with the magic deal
ofcourse to make UE4 work with magic
Guy makes a custom renderer in Unity, he can make one in UE4.
Unity can be beautiful. Last game I played.
ok it doesnt show the actual world but the world was beautiful too

Yah idk about it being beautiful, all i see is disgusting yellowish bloom everywhere.
It can look acceptable tho - we can agree on that.
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
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
no man, i dare you to try getting UE4 looks in that wonky-ass renderer. 😄 i dare you. 😄
bro, I can tell you thats just wrong. I saw games made in unity that look better than ue4
obviously would take more work to get it to be like ue4 but its possible
of course if the peoples that made the game are really bad at graphics
that's not the issue though. good unity game can look better than bad UE4 game. I'm saying to compare best unity can offer to the best UE4 can offer. it's not even a competetion at that point, UE4 just slaughters unity in everything in looks department.
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.
if only saying things again and again could make them true 😄 facts or didn't happen
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.
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...
^this - btw that's not even the top 10 best graphics that UE4 can do 😄
the moment I open google and start typing some unity bullcrap is the moment u won
Best comparison would be same genre, same platformer bestseller games that came around same time - compare "little nightmares" to "inside".

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 😦
It's horrible. I'd rather compile lights every 10 minutes, than have a big scene in unity and try to playtest it. lag there is "unreal" 😦
i never saw a game as beautiful as an unreal engine one (greatly done) which gives you good performance
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.
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
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@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 😄
That screenshot of yours looks heavily compressed
i'm not talking about screenshot quality, look at the cloth folds.
https://www.youtube.com/watch?v=t-Or8NIuhpY here you can watch video aswell.
Unity real-time rendering video made by myself
Wow ok no point discussing then lmao
k, stop with the anti-unity blabla
@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.
:triangular_flag_on_post: armstrongr#1190 received strike 1. As a result, they were muted for 10 minutes.
I already said "no need to bash unity" once, that was a second warning.
I do not tolerate backtalk like that.
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 ^_^
How can I import a Map from CSV file
define 'Map'?
it has key and values
Ah, you can import it as a data table probably 😉
like an array but keys instead of index
An example of how we would take a CSV file form an external program like Google Sheets or Microsoft Excel and bring it into Unreal Engine as a Data Table.
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
yes, datatable can import csv
I remember having to use google docs to export a .csv in the right format for unreal to import 🙂
if you follow the tutorial I posted above it should work 🙂
i watched this video already it doesnt say how to import maps
Amazon is spending a billion a year on making games and they havent made any yet
those amounts of fuckyou money are scary 😛
well, it's called a map in unreal. You can just import the CSV file and then create a map with all the keys and associated values from the data table ô.O (sorry, confused maps with lists <_<)
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.
hmm i just open up the launcher, i get a popup new game ion store,
i click it and not available in my region
is it possible to select a mesh individually even if it has been placed with the foliage tool?
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
click on the arrows?
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 🙂
@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
Hello :3
hug
cuddles missed you :3
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
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 🙂
yo so when trying to load any marketplace content my pc has a stroke and then it crashes my version is 4.26.1
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?
it depends ( universal answer) 😄
I'd like to make third-person rpg based in most on dialogs and travelling
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...
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
Good advice!
Anyone know any video for my problem?
I finished some tutorials from https://www.unrealengine.com
have you tested it in the build version? I remember there are some bugs with that if you play in editor 😉
But i don't know specifications of creating a bigger things
im gona try it, its building
And i don't know how to move from map to map(level to level)
@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. 🙂
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 😉
I will. Because of that i wouldn't make too big area 🙂 On the beginning i'd like to learn world creating.
Okay... then you should learn about world composition and level streaming.
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?
@granite pasture Thanks
and I would recommend not building any world bigger than 14km, because of physic bugs that occur if the world is to big ^_^
It should be 4km^2 for 2017x2017, am I wrong?
@granite pasture Can you let me where i can find correct folder structure? I'd like to avoid chaos in files 🙂
what do you mean?
there is a small thing you can clock on to expand the content browser to folder view ^_^
I think he is asking for a style guide. Have a reference here @pure dagger
https://github.com/Allar/ue4-style-guide
The goal of this document is to share our internal naming conventions with the community to give everyone something to start out with. Using and getting comfortable with a strict naming convention is essential before your projects grow beyond a few dozen files. Last Revision: May 7, 2020 First of, consider how you are accessing your content. The...
This article contains ideas for assets naming convention and content folders structure.
oh gosh, there was a good site once, and now there are like 10 sites that all look non-official 😄
@granite pasture man GameUserSettings just changed one time
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... 😄
yeah... strange... is there a difference if you activate the command line checkbox? :S
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?
there are multiple ways and multiple folder naming conventions ans stuff like that. The links posted above list some of those for example.
I found many guides but everybody makes that different
It's from ContentExample from UE4 guide
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.. 😄
🙂
@tiny imp #rules and such things are better posted on answerhub and/or the forums/reddit
You are right 👍
What is "Art"on this?
probably the stuff I would consider environment 😄
😄
And where you have blueprints?
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
Yhym. It will be helpful. Thanks
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
but BPI_Interface instead of I_Interface seems to complicated 😛
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
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
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 😛
Guys my save system not working in standalone, if i package the game it will work or not?
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?
stuff like that should be handled via RepNotify property
when the late player joins, the rep notify will apply that skin
The rep notify will work if the player enters later?
Why when i export meshes from game 1 to game 2, texture doesn't work?
are you exporting a mesh and importing it, or migrating?
migrate
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
same version
is anyone know my problem solution? :/
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
ok thank you luos
fixed it, instead of migrate it on "content" folder i migrated it on another folder
great
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
Just curious can UE4 work on a 1900X Threadripper with 32gb of RAM?
@paper hemlock yes it can
Great ty
can my lamborghini do 20 miles per hour?
Hello everyone
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
if you want it to be in real time, probably particles using niagara?
Ah the niagara thing helped me find a bubble one : O
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
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?
yep thats normal like if you see a waterfall in a game its probably that
a mesh with animated material
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
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...
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...
yay art 🙂
ooo that stylised one looks good, thank you kindly!
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
err, in Unreal?
yes
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?
what IDE are you using? have you tried compiling it.
@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?
It's error with intellisense stuff
sounds about right, its an issue in visual studio as well 😦
#cpp might have some support for getting it to work better
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?
look at using the game user settings system, that lets you do that
you can get and set the settings, including resolution
its just data files so symlinks might work
Junctions should work fine, I use them to improve build performance (project on HDD, build files on SSD)
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
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
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.
I'm not sure how to fix a mismatch between WinRT versions
@onyx cedar C++ or BP project?
c++
It looks like a conflict in the header inclusion
So this happens when I try to build w/ MS's OpenXR plugin
well, when I try to PACKAGE w/ MS's OpenXR plugin
building the project works fine
Going to try something really quick
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.
I had the same question and just gave up lol. I think maybe the earlier video gives more info 😦
that video starts with "here is all you can do with the rig" but never tells you how to get to it
Yeah, I've been trying for days
I can move the controls. but they dont reacty in real time
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
oh wait I got it
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
so I think if you use the built in sequencer for that scene its causing the issue
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.
this is the Rama plugin right?
Yes
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?
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
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
Understood, I will note it for now, it's not a silent type of failure at least, you will know if you didn't teleport to the right spot
Sweet dude, it actually works
I guess something is up with that default level like you said
@light thunder #animation might know that answer if no one does in here. Control rigs are voodoo right now
Thanks a lot, finally some progress.
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 🙂
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
Also, completely off topic - anyone know a good site to do this - https://www.pinterest.com/pin/431571576783229161/ I'd love to put these on my keyboard actually
@light thunder you can already use live link to control the facial rigs
but yeah no generic video tracking
atleast...
wait. from my webcamera already? (I assumed livelink was just some new mocap stuff (which I guess it is, but I thought it was additional mocab equipment) I haven't delved into the system whatsoever
so this looks like a generic webcam version
and live link is just the protocol used to get it from outside to inside ue4
but what I meant earlier was the live link app on iphones can do full facial tracking and put it into ue4
Ah
Wow, it's crazy how the flesh conforms to the eyeballs as you rotate them. How tf is that working?
