#ue4-general

1 messages · Page 959 of 1

tame patrol
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is it possible for me to create custom events that all actors share? In the end Im hoping for a modified version of the "Apply Damage" node that I can call in special circumstances.

grim ore
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@plush yew you could do that yes it just might be very very hard

plush yew
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ok well if thats possible than im A-ok with doing all online only

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Hmmmmmmmmmmmmmmmmmmmm

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does this mean i have to setup all of my current blueprints all over again based on multiplayer server stuff?

grim ore
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You have to make sure they work yep. Might have to redo them.

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This is why designing for mp at the start is important.

plush yew
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hmmmm

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i only built a cool widget systems so i dont think its all that bad

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the rest is mesh and bone stuff off of unreal >:3

frozen pond
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hi, im trying to make fall damage, and that isn't problem, expect i want to add some zones that slower the character in fall, and then velocity method don't work, any idea how could i do it?

plush yew
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I just cant understand why one extra player gets spawned in my game. It's so basic, one gamemode with no default pawn assigned to a player controller blueprint.

This playercontroller blueprint BeginPlay is spawning an actor at a specific location and posessing it.

When playing multiplayer as listen server with 2 players 3 actors are being spawned of the one mentioned above.

still oyster
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So I made a flashlight, and I want to give it a light beam, does anyone know how to do that?

frozen pond
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by flashlight you mean model or what?

still oyster
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I added a flashlight into a project, it's good so far, but it needs a visible beam to look more realistic.

frozen pond
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but flashlight model, actor, you need to be more precise

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but i assume you want to add directional lightning with some lightning profile

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and parent it with flashlight model

still oyster
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I'll put up a screenshot of the flashlight right now

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here is the flashlight, no visible flashlight model however.

frozen pond
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i think you looking for this

still oyster
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got it thanks

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how do I attach it and make it cone shaped?

floral heart
plush yew
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is this server for getting help and stuff

fierce tulip
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we consider it to be that kind of server yes

plush yew
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is there no official unreal engine server

primal oasis
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Good evening everyone

fierce tulip
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true, though we are kinda endorsed by epic :)

primal oasis
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Hey is there a way of universally compressing all materials in my game during packaging? Ideally with some options to adjust?

fierce tulip
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not really, though there are feature quality settings you can set up with nodes inside the material so if it needs to run on i.e. mobile it uses a cheaper setup than on ps5

primal oasis
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Interesting. But is that just determining what asset to use rather than to pack? Will that not pack both large and small assets?

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I’m thinking about limiting my file size basically

fierce tulip
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i think you might be confusing some terms

primal oasis
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Probably, sorry if so

fierce tulip
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that is alright.
im not one that "cooks" a lot, but you can (as far as I know) change settings during cook to change the max size/half the size of textures and such to reduce filesize

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you can also use the material analyzer to find duplicates

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but it all depends on your needs, desires, etc

primal oasis
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Great, I’ll check the video. Thanks so much

fierce tulip
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good luck

primal oasis
deep viper
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Thanks. I fiddled with the Light Component some more.
The light became visible after giving it a larger 'Attenuation Radius' and a stronger 'Intensity'
It seems that Intensity inside the game levels lists it as "cd" units e.g. 0.5 cd While it does not use cd inside the blueprint. So 0.5 intensity inside the level does not equal 0.5 intensity inside a blueprint (The blueprint's intensity is much weaker)

grim ore
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That’s weird for sure. So the light changes it’s values when in the level?

deep viper
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Lights seem to have different units listed depending on the type of light.
A Directional Light Actor (Actor) lists it's intensity with lux as a unit.
A Point Light Actor (Actor) lists it's intensity with cd as a unit.
A Point Light Component (Its an Actor Component) does not list any unit (only the scalar value).

The Point Light Actor and Point Light Component have different Lighting Strength when they have the same number in their intensity.

primal oasis
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Is there a game like sim city or theme hospital or whatever but you run a school or classroom?

plush yew
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how do i switch walking animations in bp? can I just change wich animationbp is used?

plush yew
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I did not know scaling a bone would do this

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someone pick me up

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oh okay nvm

upper oasis
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Is there a small possibility of AMD making a big progress of ray tracing within this year close to NVIDIA?

floral heart
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Their GPUs went from none to some in the past few months.

final moat
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hey i dont know if this fits here but does anyone know how to fix the compile file glitch im kinda panicking a bit rn xD

rotund elbow
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How do i confugre my collisions channel to ignore the pawn capsule.
I do a line trace on weapon with some collision boxes attached. I just want to register the hits on the enemy mesh.

still oyster
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how do I group nodes?

rotund elbow
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mark them and press C

still oyster
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got it

plush yew
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whats the easiest cost efficient way to check if an certain actor is spawned in?

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spheretracebyobjects is quite heavy right?

primal oasis
# rotund elbow How do i confugre my collisions channel to ignore the pawn capsule. I do a line ...

Have you tried setting the pawn capsule to ignore collisions on your trace channel? This is quite a nice overview that might help... https://www.unrealengine.com/en-US/blog/collision-filtering

Unreal Engine

Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...

rotund elbow
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@primal oasis Im reading that but i dont understand it. I might be confused about it because i followed a tutorial to do linetraceforobjects and dont quiet understand it

primal oasis
rotund elbow
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wow i really conveyed that i dont understand things. 🙂

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Yeah this is the part where i try to understand every detail of the guide

primal oasis
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Too often in videos they assume you already have a certain body of knowledge

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And if you don’t, it can make little sense. So start small

rotund elbow
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collision 0-4 are set to noCollision and "generate overllap events" set fo false. Yet this line trace works. Im starting to suspect that object types override the editor collision settings

primal oasis
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Did u create a custom collision channel for your trace? You could exclude the capsule that way and then use line trace by channel

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I g2g through rly, maybe someone else can help pitch in?

plush yew
rotund elbow
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I dont how to exclude the capsule, i assume its ignore but i dont know how to mention it specifically.

plush yew
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why is no one in game jams using unreal engine lol

rotund elbow
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because its not compatible with rapid prototyping 😄

lament shore
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I'm trying to create switches where when you shoot them they play different songs in a certain room.

How would I make it so that when you shoot different switches, it shuts off any other song that is playing in that area before it starts the new song?

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at the moment I'm using "play sound at area" but not sure if thats the best way

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i am not sure how to stop it though

whole prawn
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spawn sound at location will give you a ref to the sound, you can stop at a later time

lament shore
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ok ill see if i can figure that out lol thanks

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yep i think i got it, thanks 🙂

plush yew
rotund elbow
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ofcourse you will

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i was joking

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whichever tool you know is good for game jams

mellow turret
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If I have an action bound to the input component to for example the left mouse button, and I click a UI button with the left mouse button, will the action bound to the input component trigger too?

buoyant graniteBOT
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:triangular_flag_on_post: Eli Iannuzzo | Digital Lode#2378 received strike 1. As a result, they were muted for 10 minutes.

slender jolt
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Can you create "instances" of blueprints using parameters? Like, spawn an object with a blueprint attached to it, that takes in information from another blueprint when it is spawned

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I'll need a bunch of consistently looping blueprints, that sounds like a really unoptimal way of doing this but I'm not sure it is

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I'm really racking my brain to try and understand how I'm going to do what I'm trying to do

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I think I found a way to do it, but it looks really janky

deep viper
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Point lights turn off when not inside the Camera ~fulcrum~ frustum. When I turn to face opposite to a light, the light slowly turns off until it is pitch black.

I suspect this is because the point light is being culled due to not being present inside the camera's frustum*, is there a way to stop ue4 from culling point lights within a certain radius of the camra's position?

dim arch
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hi, I am setting a spline transform, but the points are still in the same position in world space

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do I need to loop over all points and calculate their transform to scale a spline?

dreamy prairie
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I was wondering if someone could help me with a texturing problem

mellow turret
primal oasis
primal oasis
novel summit
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@upbeat fern can you message me?

dreamy prairie
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Im trying to re-texture this but when I place the material on the texture is White

primal oasis
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Or just use a branch to filter out the ui action

lament shore
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I have ambient music playing in a room. Every time I leave and come back to the area, the music starts from the beginning. How can i make it just continuously play in real time even if I'm not near it?

primal oasis
lament shore
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a switch with anydamage event on it

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which is hooked up to a play audio component in the level blueprint

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there is also an area that simply has a sound file dragged to that area, and custom attenuation, and I would like it to just loop on its own instead of resetting each time I come near it too

dreamy prairie
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so do I have to rebuild the model or is it an easy fix

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fixed it the model was set to movable not static

primal oasis
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Ah ok

loud scarab
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please help, why did I fail when I did the packaging?🙏🙏

dawn gull
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@loud scarab it looks like it’s related to memory from what’s shown

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How much RAM do you have?

loud scarab
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8Gb🙏

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is there a solution to overcome?

dawn gull
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If you haven’t already try closing all the other programs if that doesn’t work run an antivirus scan (there may be something clogging up memory) and if both don’t work then you just need more RAM

final moat
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does anyone know how to fix the could not compile bug?

loud scarab
narrow mauve
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Anyone have experience in Render Targets? I am trying to create/draw to an array of render targets that I can then access later. I can always draw '1' just fine..but if I use a loop, or add delays it will never go through and continue drawing more and adding to an array. Not sure what I wuld be missing

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Okay so it DOES draw the array as many times as I specificy...BUT it doesn't update the material..I am changing a scalar in material, and then redrawing to a new render target and adding to array....but it no worky..bleh

dry latch
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anyone has an idea how to make the mouse input less sluggy ?

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It feels like it's skipping pixels even tho I am at 120fps

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I disabled Mouse Smoothing and FOV scaling

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but it didn't change much

pure barn
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does anyone know why my leaves turn into an inky black void after i build lighting??

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moveable lights

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static lights with built lighting

dry latch
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cheers!

plush yew
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.

chilly sun
# pure barn moveable lights

oof the blackness of the post build lighting.. I had that a number of times, I think I forgot what fixed it BUT
-> uv channels, you should have 1 for the texture, and then 1 more (number2) for lighting

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if u have just 1 uv channel when u import, ue should just pop 2nd uv channel in and do things for u.. But I feel like Im forgetting a part of the solution still

pure barn
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i've just started to head home, i'll tell you how it goes once i get ue4 open there

chilly sun
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Im brainwashing myself with some tutorials atm, will try to do a mesh import and build lighting if it doesnt work for u - maybe if I go through the motions my brain will remember. Else gl for now 😉

pure barn
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thank you!

narrow mauve
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Does anyone know why this won't work? For some reason when redrawing to the new render target it doesn't draw the updated material. It draws how the material was set in the first loop. Makes not a lick of sense to me..I am changing the material..I can see the material visibly change, but the render target only gets the first version of that material applied to it

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I thought maybee the loop was firing too fast so I added delays but there is no difference

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I just tried using a dynamic material instance instead and plugging it in directly..but it is not the issue, as the result is identicaly

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SOLVED IT

plush yew
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If I check a bool on tick, which is almost always true and rarely false, what is the cost performance wise? Is there built in prediction for the bool value?

restive yarrow
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I have my UE4 engine source in my C drive which is a NVME M.2 , along with visual studio and Windows 10. And I have my ue4 project in a normal SSD. If I install and use my UE4 editor from a normal HDD, how badly will it affect the performance of my project? will it completely destroy the purpose of using a NVME?

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because ive been facing a lot of trouble in project builds, it completely eats up all the space in my c drive

winter gale
scenic fox
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why is part of the object dark im using indirect lighting

timber nymph
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I recently started getting "Pure virtual function being called while application was running" during hotreload, is that something I can fix?

untold hornet
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Hi Folks, I'm new to this forum and newish to UE4, I have a troubleshooting question about Aim Offsets. I have my characters AO all set up and it works well... until the attack animation (sword) is applied to it. I looks or seems to me (if we were talking in maya) as if the layered animation is rotating in the wrong coordinates (world vs local) and/ or its not being applied to the whole upper body of the skeleton. When applied with the idle the AO works and looks fine, as soon as I apply the attack the poses don't match. One of the arms rotates the opposite way, the other doesn't rotate but the wrist does, and the spine does not rotate the full area of rotation on the AO. Its like double transforms and the incorrect rotation order in one problem...... I have followed the UE4 documents to a T, even re-created it just incase. I'm just getting the same results. I wonder could the animation itself be an issue? I cant imagine, its matched to the skeleton, but I am really reaching for a solution here. Any help or insight into the mysteries of AO would be of great help. Thank you in advance.

near dirge
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How would one go about setting up an option to allow a player to choose which hand they favor? For example, they want to use their left hand for their sword rather than their right.

timber nymph
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that's a broad question

covert moss
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For some reason my water plane is always in focus, anyone know how to fix this? im also using planar reflection for the reflections but i dont think thats the issue

chilly sun
# near dirge How would one go about setting up an option to allow a player to choose which ha...

random ideas - "depends" but,
(attach it to a socket on one or the other hand eh, need animations for both L and R, may be some "copy and mirror" tricks I dnno)
..could base it off which key is pressed, then pickup the item with one hand or the other.
..could have it in a menu somewhere so you set which hand you wanna use
..could have a menu pop up on pickup asking which hand you wanna use
..could have some rightclick-menu or hover-mouse-on-item-in-inventory-menu where you can select/set it
Things .. dunno if that was the kinda stuff you looking for

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I think boil it to- A How do you want the user to select which hand to use? (a menu somewhere, or a keypress that flips which hand is used, or..) - and B then you gotta have the prep work for it, animation stuff, sockets.

timber nymph
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what causes this? where I can't interact with the viewport anymore until I restart the editor

honest vale
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no idea, it's annoying as hell when it happens 😄

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the editor thinks you're dragging some UI element into a new slot :\

gloomy seal
deft raven
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HIi, anyone know if is possible merge multiple landscape in unreal engine?

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i mean the landscape/scenes from marketplace, like a by a forest scene and a mountain scene, can i merge this 2 map to create a single map?

plush yew
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If I dont want any player starts on the map but spawn the player myself when they start the level, where should this code belong? Level blueprint, game mode? Is there any good guides on a normal workflow

chilly gale
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Does this mean the editor is compiling stuff or what?

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Not sure about these new landscape layers and how they behave

plush yew
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Maybe it should be in the GameMode "FindPlayerStart"?

rotund elbow
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So round 2. How do i exclude capsule collisions from my "linetraceforobjects"

naive dune
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Hi, getting the same problem as @loud scarab

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Using UE 4.25.4

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"LogWindows: Error: Ran out of memory allocating 18446744071578882959 bytes with alignment 0" when packaging :((

rocky radish
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it says in the text, you ran out of memory

naive dune
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Tried doing what most of internet said, increasing the paging memory and also set it to automatically set paging file size for all drives

dry latch
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well I might give it a shot too but this is another issue with my builds x)

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Failed to build with this error

naive dune
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oh?

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You using the bunker map...

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What a coincidence

dry latch
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UATHelper: Packaging (Windows (64-bit)): LogOutputDevice: Error: Attempting to save a map package '/Game/Bunker/Maps/demonstration_BUNKER' that does not contain a map object.

naive dune
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The bunker map, right? I'm using that too!

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Well...not the actual demonstration_Bunker but the assets yeah

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Did not have this problem before... :(( Last time i managed to package demonstration_bunker just fine

dry latch
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I did rename the level within the content browser so it is more clear on my persistant level

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but then it could not find it when building

naive dune
rocky radish
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probably an engine bug

naive dune
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Line before it is LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 186]

rocky radish
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what version are you using?

naive dune
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.25.4

frank oar
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Hi all,

I would like to learn how I can use box collisions within actor BP's to drive animations.

I have a box setup and on player overlap I would like to play the shiver animation I have, I have begun to set it up in the animation bp > state machine but I am not sure what I would do from the casting to third person character I have in the actor BP...

if theres a tutorial I could follow or just any advice would be welcome!

naive dune
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I feel that since someone else is getting the same issue, might actually be a real problem, or both of us just didn't put the settings right XD

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Also coincidence that I am using the same marketplace asset as @dry latch, but I don't think that has anything to do with it

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Have tried lowering my package size and all that, compressed cooked packages, share shaders, do not include editor content etc.

rocky radish
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can you send a screenshot with the error?

naive dune
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Its pretty identical to Masya's but sure

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would a log file be better?

rocky radish
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sure

naive dune
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hold on

rocky radish
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but a screenshot would be faster

naive dune
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packaging error

chilly sun
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8gig mem?

naive dune
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n yes, i had no other apps running etc.

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16

chilly sun
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:c

naive dune
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hmmmm but that's a fix for project crashing on launch?

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And not sure what is contained in intermediate folder

rocky radish
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oh sorry

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wrong post

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my bad

naive dune
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but i guess he also has the ran out of memory allocating 18446744067144027908 bytes with alignment 0 thing

static raft
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Hey, whats the deal with "time between purging pending kill objects" in the engine settings? Will it ease the load on the cpu if we lower the value from 60 to 1 second? Any dangers to doing so?

rocky radish
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you can try deleting the intermediate folder and see if the issue gets fixed though

steel shell
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how can i edit the material of an imported mesh? unreal engine automatically detects and assigns the diffuse-texture of the mesh, but how can i set material parameters like emissive colour manually?

naive dune
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@rocky radish It seems to contain lots of important information like .ini files so just a bit wary of doing so 😂

chilly sun
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rename it

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nameOld or something, unless engine sees the edit and uses it anywya

violet goblet
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i am following a material "tutorial", where it says:
"The light direction is just a directional light with the forward vector passed in through a material parameter."

So this directional light is placed in the scene, but how can i "add" this into the material?! -.-
(this is the screenshot from the material, the red square what i painted in is what i am looking for):

naive dune
naive dune
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Just use a vector4 for colour

steel shell
naive dune
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Are you using bridge?

steel shell
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what is bridge?

naive dune
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Trying assigning the material to all the elements

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Can we see what test displaceentmaterial looks like

steel shell
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ah.. if i set it to the first element slot it changes something..

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mhhh so what i try to do: i have 2000 meshes with diffuse and displacement map

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i want to import them automatically and set e.g. one emissive color for all meshes

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what would be the best approach to this?

rocky radish
plush yew
# steel shell what would be the best approach to this?

easy as just dragging and dropping the material to the other material if that is what your trying to do and if you want certain parts to have say an emissive and the other some sort of color or metalic look you need to do that in a seperate software and assign the material to the part you wish to change, thats just what im getting from what you said

plush yew
# steel shell

also roughness and the emmisive in there should be 1.0 and the emmisive should be 100 or whatever you want the brightness to be if your trying to make a glow

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@steel shell haha sorry for spam but one last thing the base color needs to have a color set to it

steel shell
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ok 🙂 thank you

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so if i want to make a material with the diffuses of element0 and element1, how would i do this?

plush yew
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you need to do that in a different software cause the object you already have doesnt have 2 materials selected onto it

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@steel shell the object doesnt have two materials in simple words

jolly anchor
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Hie, question. I have UE4 listening to a port but somehow it always gets stuck, and I have to change the listener and sender to a new port. It always happens randomly. Is there a way to refresh to listening port in UE4? Its definitely not the sender port because other programs still work listening to it.

manic eagle
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Hello to all. Guys, please help to fix some bugs that I'm stacked. There is a geometry blinking on the railroad. I've Googled tons of different solutions and explanations but nothing helped. Thanks.

plush yew
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maybe its the material or the object itself

frank oar
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Hi,
I am trying to get my character to play an animation once it begins to overlap a box.

It will begin to shiver.

could anyone please help me make the connection from the actor BP with the overlap event to the state machine to let it know when to begin the transition between animations please

manic eagle
plush yew
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@manic eagle have you tried reimporting the object and seeing what happens?

plush yew
manic eagle
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This blinking appeared only far from camera, close parts always okay

placid lark
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Hi everyone
I am kinda new to UE. I am trying to make a small maze game as a school project and I had a lot of issues. Fixed most of them but now I am completely stuck.
I had an error with code -1073740791. Fixed it by adding "[/Script/Engine.GarbageCollectionSettings] gc.MergeGCClusters=0" in DefaultEngine.ini
now the error is 3 and I cant see any fixes on google about this
These are the only warning I get

sharp willow
manic eagle
placid lark
plush yew
sharp willow
placid lark
rotund elbow
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I want to have first person melee
No camera based tracing
Detailed collisions between weapon and other objects without capsule respones.

What would the goto methods be in terms of where to check for overlap and generate hit result and so on?

sharp willow
placid lark
plush yew
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When starting the game as listen server with 2 players it's not every time the second player spawns when I press play. Sometimes it works 5 times in a row then suddenly no 2nd player actor. It's a very very standard project with nothing weird in it.

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Anyone knows why this can be?

dense shadow
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Is there any point at learning c++? I have experience in c# with unity and I also know basic blueprints but have found it so hard to start with c++

mossy nymph
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there is

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can't do everything in blueprints

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especially when it comes to few areas like networking

covert moss
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Hey would anyone like to give me some feedback or tips for this forest scene i've worked on for the last 3 days, im always looking to improve so please feel free to say anything that u think could be improved! Thanks alot! 🙂

sharp willow
dense shadow
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@mossy nymph can you create c++ files but still have a blueprint project?

placid lark
sharp willow
placid lark
rain shoal
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just out of curiosity.....is there any way to mask wind intensity on foliage so that I could tweak the wind received in certain areas?

sharp willow
placid lark
sharp willow
placid lark
sharp willow
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what ver you using?

placid lark
exotic otter
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If I use Empty on a TMap<FName, UObject*> (this map is not an uproperty) does it delete the pointer of the UOBject too?
or do i handmatically iterate over the map and have to delete the value of the pair i iterate over?

placid lark
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Not too big. This is all

unborn hound
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hey there, is there any way to import the mesh as a navmesh and bypass the recast completly

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it just creates wrong mesh for my case

dim merlin
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however u could try change settings for navmesh, or implement your own navigation

unborn hound
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I tried, but it's a vr project where you need to be able to teleport to slopes around 80degree and change your orientation

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so normal waterfall mesh navmesh detection fails with the concept

plush yew
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This is my transition rule to go from double jump anim to falling anim

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why does he stay in the double jump end frame when falling?

tiny grove
#

how can I design a character from images?

lone talon
#

who impelented levelUp hero in GAS? i have a Q

sharp willow
sharp willow
naive dune
# covert moss

I'd say the trunks of the trees could be a bit better? In terms of texture that's applied. And give it more shape, maybe bend them a little?

placid lark
naive dune
# covert moss

Also why are there patches of snow? Flowers n snow don't really go together in my brain 😂

opal lark
#

Event begin play not firing never seen this happen before

exotic thicket
#

How did you determine it's not firing?

opal lark
#

With a prnt string

exotic thicket
#

try placing a breakpoint on the print node

opal lark
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game start no message

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ok

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Nope still not firing

exotic thicket
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Is this an actor or what?

opal lark
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BP_Actor yes

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Just This

exotic thicket
#

Are you sure you've actually put it into your level and it isn't being immediately destroyed by anything?

opal lark
#

Not being destroyed no

exotic thicket
#

so when you play you can see it in the world outliner?

opal lark
#

Thanks ill look

maiden ruin
#

So i already have a posting up and i mught get hit by the moderators. But im going to try to make contact with someone its getting baording working alone

Hello my name is Knight i am working on a mod for a game called Squad. The mod it self if a zombie survival game mode idea. It will also have a grid based inventory system and may other futures i have in mind.

Im looking for someone with alot of free time and energy to help for the most part ever day. Your role you would be right beside me at my level working as a team member and comimg up with good ideas ect.

It would be way better if i had soemone who had a little more experience than me so they can teach me a thing or 2 im a noob lol

You also must have a mic. DM me if interested ☺

opal lark
#

Im the Biggest Resident Evil Fan but zombies again, meh

next rover
#

This is the place to ask for help with UE issues right?

#

I made some C++ classes, some public and some private, but UE only has a public folder, not a private one, so I can't see my stuff in the engine. In Visual Studio and File Explorer my code is there.

misty wharf
#

What is in your private folder that you need to access from UE? Typically you put your cpp files in there, and shouldn't need to access it outside of VS

next rover
#

Hmm, I suppose I'm just used to seeing it in Unreal

misty wharf
#

The solution I suppose would be to just put whatever you want to access in UE in the public folder.

next rover
#

I mean, I could, but I won't. I'd rather have to access it through VS.

#

Is there not a way to toggle this folder? I have it visible (and its contents) in other projects

#

I also just noticed my C++ Classes structure doesn't match what I have in file explorer or VS, so I guess I'll have to fix that first

gilded lichen
#

Hello, how do I get all actors in a collision box? As I've tried 'Get Overlapping Actors' but that doesnt work correctly

covert moss
plush yew
vocal flume
#

can anyone tell me why this size discrepancy happens.. is it the lights?

stiff verge
#

i got a quick Q. I'm trying to animate a material instance parameter but as soon as I added that parameter to my sequence, it replaced the mat instance by a new one. This allows me to animate each object using that mat independently. Great but what if I want all of them to be in sync?

calm pollen
#

how could i make a system where once a widget shows up one time, it never shows up again, I have a boolean being set when the player clicks a button, then that boolean is being checked whenever the game starts, choosing whether or not to show the widget. It is not working for some reason. Anyone know how to fix this?

plush yew
vocal flume
#

@plush yew Thanks. Trying to package now with all lights set to stationary..

stiff verge
#

how can I create, in a material, a float ramping up from 0 to 1.. in a loop?

#

at a specific speed

obsidian nimbus
#

time and clamp

#

or sat

#

time sine clamp i mean

stiff verge
#

ahh time sine clamp.. thx I'll try that

obsidian nimbus
#

wasnt saturate or desat a free clamp?

stiff verge
#

sine goes back and forth with a pause in between I need a ramp

obsidian nimbus
#

power?

stiff verge
#

it's hard to visualize the effect i'm not that good at math

vocal flume
obsidian nimbus
#

sine absolute than

stiff verge
#

that still ping pongs

#

what's the output out of time?

obsidian nimbus
#

it counts up

stiff verge
#

I'd need a clamp that loops the value.. like a modulo

obsidian nimbus
#

time allways counts up

#

but sometimes its pauzed

stiff verge
#

if only I could see what the time node outputs I would understand better

obsidian nimbus
#

it outputs time in seconds

stiff verge
#

so I assume it's a float with fractions of seconds

#

a modulo would do it then

obsidian nimbus
#

with ramp i thought go up exponential

stiff verge
#

oh wow with DebugScalarValue you get a texture with the data from your node.. amazing

stiff verge
#

Fmod is modulo

#

so this works but now I gotta control the speed

obsidian nimbus
#

ye, i dont do much math in material, not lately anyways

#

time multiply

stiff verge
#

that would speed it up yeah

#

i divided it.. it works

#

well thanks for your help

obsidian nimbus
#

np 🙂

stiff verge
#

there is so much potential for out of the box stuff.. but it's not that useful for games so there isn't many tutorials on it

obsidian nimbus
#

the math hall in content has some of this stuff

#

graph plottin and stuff

stiff verge
#

it's frustrating for me to get stuck like this everywhere because I know how I'd do this stuff in TouchDesigner

obsidian nimbus
#

or mayB it was the material map

#

well if you know what term too google thats like half the work

sharp crest
#

without adding a point light actor*

#

is there a way to make emissive materials light up an area?

#

nevermind figured it out from the wiki docs

vocal flume
#

I figured it out.. It was the freaking HDRI backdrop plugin.. I enabled it sometime back to see if i can use a low res HDRI image as a backdrop.. removed it from the level but still it was driving up the project size by 120 mb

stiff verge
#

I'm looking for a way to slightly offset player position in VR.. basically I want to add WASD movement

#

but it's not part of the VR template so.. I'm lost

bitter meteor
#

hello I want to ask if someone dont know this game name or TYPE of this game please

golden ore
#

isometric? topdown? (not sure what you are asking)

#

anyone here able to troubleshoot a clothing issue?

#

added clothing, painted, applied, and the "physical mesh" visualization shows correctly, but its not moving the mesh section it was applied to

median hound
bitter meteor
#

ok thank you

plush yew
#

What is an efficient way of checking the distance to nearest enemy? Is a giant collision box okay? I dont actually want exact distance, just to know if I am within x units of any enemy, then when I attack I will do a slowmo effect.

grim ore
#

is this checked every frame or at a specific time?

golden ore
static raft
#

Any reason why the engine doesn't recognize mp3?

#

Opening a different project on the same engine version let's me import mp3s just fine

#

As filemediasource ofc

grim ore
#

mp3 should not be suported, are you sure?

static raft
#

Ofcourse- when I drag and drop on one project, a file media source is created automatically pointing to my file

#

however on my project when I do it I get an error

#

my file media sources also fail to read the files they are pointing to unless the files are outside the project's directory structure

grim ore
#

are you just trying to use them as sound waves? if so yes mp3 will not work. if you are trying to just play back a file, similar to a .mp4, then mp3 should work as a file media source

#

pretty much you dont want to use mp3 files, use ogg or wav

static raft
#

No I'm not trying to use them as sound waves

#

I only need the file media sources to hold the path of the mp3 file

#

I use fmod to play mp3s

#

I can manually create the media sources and fill in the path, but as long as the path is pointing outside of the project structure, ex. in downloads or something, otherwise the path will fail to be read. I can't help but think these two issues are related

grim ore
#

well your screenshot shows you trying to import an mp3, that just wont work. ue4 does not import mp3 files

#

since this is an fmod specific thing you might want to try #audio or their support forums

broken heath
#

If i need to create a simple photo viewer with touch (zoom/ pan) do i use 3d world or widget interface

neat ether
#

Hi, I'm trying to export a sequence that has an animated widget in it into a video, but when I do the widget's animation is a lot faster in the exported video than it was in-engine. Any idea on what could be the cause and how I could fix (or workaround) this?

frozen pond
#

question about saves: will save game object will hold data until saved? like i want to have it as part of player on runtime, and save/load when conditions are meet like zones changes, autosaves etc

slim badger
#

why is this happening plus how can i fix this???

plush yew
#

I'm having a big problem, any help appreciated, basically I am using 'sphere trace for objects', I have a setup for object type 'pawn' that checks fine, however I created a new object type called 'attack attempts' and created the EXACT same setup as before, the trace is never drawn even when I try to get it to draw debug persistent, and it always returns false.

#

I checked 100000 times that my setup is the same as with checking for type pawn which is ok

grim ore
#

@frozen pond the save game object once created is in memory until you get rid of it. If you want to create one on start and save a reference to it, never change levels, keep adding/changing stuff in it, then save it out when you quit it would retain that data until you quit

#

@slim badger are you using a source build of the engine?> if so.... do what it says

#

@opal verge rule #8 8. No recruiting or self promotion outside the designated channels. Use the Job Board category for recruiting (see #instructions), and the Sharing category for self promotion. Recruiting and self promotion must be related to Unreal Engine unless otherwise specified.

flint dagger
flint dagger
buoyant graniteBOT
#

:triangular_flag_on_post: RektbyKurdistan#3405 received strike 1. As a result, they were muted for 10 minutes.

high dragon
#

Hello, I have been having an odd glitch with UE4 recently. Whenever I try to open a drop down menu it either flickers very rapidly or it just doesn't render at all. I have a dual monitor set up and the odd thing is if I move the UE4 editor window over to my second monitor it is fine. The difference between the two is my main one has freesync and is up to 144hz and the other doesn't have freesync and is up to 75hz. Any ideas?

fierce tulip
#

@high dragon read the pinned message, it might help

#

(but first check under "Edit > editor preferences > enable windows animations" and see if its off. if its enabled, disable it.)

high dragon
distant totem
#

wow never thought to move to a second monitor, will definitely try that if it happens to me. I was having luck for the longest time on the newest nvidia drivers but yeah I think thats the issue, I'll need to try a downgrade as well.
One strange thing is that when streaming in discord, or doing any kind of video capture/screenshots, all the menus are still visible to that, so it must be something with displaying the monitor

high dragon
#

Glad to hear it's not just me. It's been infuriating...

fluid bronze
distant totem
#

yeah I meant to say "when it happens to me again" yes is extremely frustrating, It's inspired me to want to add a button to the top tool bar to save all and restart the project, but what's stopped me is how do you restart a code project when you want to run it in debug.. oh well another day

flint dagger
flint dagger
#

That would be it!

distant totem
#

okay awesome, I know there is some weird filter stuff you can add using nvidia's anzel as well

flint dagger
#

I'm just wondering now that I think about it if there's anything in Geforce Experience too, though. Worth double checking.

high dragon
#

Has anyone tried NVIDIA Studio Driver instead?

flint dagger
#

But generally, I would just go to Program Settings on that same page in the screenshot, and just ensure that UE4Editor.exe for whichever engine your using is set to default settings.

#

I've tried the Studio Driver, there isn't too much improvements to Unreal specifically. It's more multi-app use that gets bump in performance in general. Having Substance, Quixel, and UE4 open together, etc.

#

But in general, the Studio Drivers just work to improve specific bugs faster for Autodesk, Adobe etc suites before they get released into the main driver branch.

high dragon
#

Ah I see

#

Where does one go to revert back to an old driver?

flint dagger
flint dagger
#

If you search here, you should get a list of older drivers 🙂

#

But to be more apt on the Studio Drivers thing. It's more just like, experimental of UE4 branches, but just more curated and not experimental. You get it if you want to get features faster, before they go out to the geforce ready game drivers.

severe ibex
#

Would anyone know where I can learn about material optimisation? I see loads of courses for making materials but I want to understand how materials work.

For instance there are incredible materials in the sun temple sample project that have roughness but are bright green in the shader complexity view. I'd love to know how to achieve results like this.

flint dagger
# severe ibex Would anyone know where I can learn about material optimisation? I see loads of ...

I can just give some quick tips. Stick to textures if you can help it, reuse the same textures if possible. Do not use Noise nodes, and be wary of things like SphereGradient3D etc (these are functions, double clicking them will show you all the extra nodes you're adding to your graph).
When in doubt, test. What I like to do, to see where my material is most expensive, is basically take a section of the material and plug it directly into Emissive - check the Instructions count in the Stats panel.
Then gauge this against your full materials instruction count. See where you can improve or simplify the material to optimize. The instruction count number is your friend here basically. 🙂

Translucent materials are always gonna be a chore to deal with. A quick work around here is to use a masked material instead, and right near your Opacity, you can multiply by DitherTemporalAA to achieve a pseudo transluent effect that is cheaper.
I'm planning to release a tutorial on this soon actually.

Lastly, Static Switch Parameters are your friend, you can add these in to basically turn on and off parts of your graph in Material Instances. Wall is too expensive because of some extra things you're doing with tiling? Turn it off in the instance :3

But yeah, I agree with @plush yew check out the master course in learning portal. And just keep testing! Experiment with what increases or decreases your shader instruction count.

severe ibex
#

@plush yew cheers

#

@flint dagger many thanks Alessa, generally I am using the UE4 textures from substance, base colour, AORM and Normal and materials are often only those texture maps with some UV edits if need be or a little roughness multiply, all tend to be Material Instance also.

flint dagger
#

@severe ibex Do you have an example of what your expensive material looks like? (screenshot)
Maybe I can give some more quick advice based on that.

severe ibex
#

I am targeting mobile, using fully rough is great for some but to get roughness and reflections things start to hit the "dark green" spectrum.

#

@flint dagger sadly I am in bed now after a day messing with lighting a level

flint dagger
#

Yeah, mobile targeting with materials is always going to be more on the expensive side. There are tricks you can do to 'circumvent' this, but they won't be PBR correct.
Using a cubemap with a MipBias to emulate a sort of roughness perhaps. But in general with mobile - it's gonna be a hell of a time trying to get it green.

Dark Green isn't so bad though.

#

The real thing to make sure here is keeping your draw calls low, your material can be a little more expensive, e.g: Dark Green, but making sure most of your objects utilize the same material,
using the Actor Merging Tool on assets that all use the same material can help to gain performance on mobile.

severe ibex
#

Yeah dark green is fabulous enough, but I cant understand how the materials in the sun temple sample project are bright green, there must be some other settings because if I migrate a material over to my project they are the the same bright green.

mystic holly
flint dagger
#

Compare and Contrast! Look at their materials, the size of their textures, if their texture samples are shared. See what is different there in the details panel of the material and try to gauge why they are better 🙂

severe ibex
#

Ah, so the shader complexity numbers are affected by more than just the material? I have some very simple materials with like 900 shader complexity.

mystic holly
#

My widget interaction keeps going through my 3d widget anyone know what I can do?

flint dagger
#

Shader complexity, specifically instruction count is for that one shader itself. But if you are using that shader everywhere, or using multiple shaders everywhere, you are basically stalling the CPU for a short second so it can get the new shader instructions ready for the GPU to draw them. This is a draw call 🙂

So utilizing the same material everywhere if you can, combining objects together means the CPU doesn't have to send so many instructions, improving the GPU speeds. ^^
(this is way over simplified, but gives a general idea. Looking up tutorials on Draw Calls is the first place I would go for mobile)

#

Sorry, that was a little poorly worded. Shader Complexity is the total cost to the scene - instruction count is the individual shader cost. But yes, there is more that can increase complexity, and lower performance of your scene.

final moat
#

sorry for barging into this conversation, but would anyone here know how to fix
LogInit: Warning: Incompatible or missing module: MultiplayerFPSEngine
im getting this error code whenever i try to launch my project, any ideas how to fix?

severe ibex
#

@flint dagger I understand, so for instance stick 2 or 3 assets into 1 uv space for 1 material over 3 assets etc

flint dagger
worldly cipher
#

say is there really no colorramp in ue4?

flint dagger
severe ibex
#

@flint dagger all over static lighting, I've been lighting labs that sadly only have 1 light source (the ceiling lights) and my bosses cant understand why it looks flat.

worldly cipher
#

how the hell can you work without a colorramp tough lol

final moat
#

alrighty thanks xD first response ive gotten all week ive been trying to fix it lmao

flint dagger
# severe ibex <@413541153741471748> all over static lighting, I've been lighting labs that sad...

Yeah, this is where you can start maybe looking into using old-school fakery techniques for mobile. Make the ceiling transparent and mirror the geometry above the ceiling to give it a sort of reflection feel,
or just adding a really subtle cubemap into the emissive channel to sort of fake these. But honestly, as someone who did Arch Viz for Mobile VR in UE4 for 5 years.

Just tell the client, no. Or wait for a better phone release 😛

severe ibex
#

@flint dagger we are working on the Pico Neo 2 also and it's rather shite compared to the Quest 2

flint dagger
severe ibex
#

@flint dagger oh man. I feel for you. I was in arch vis for almost 10 years with bosses who wanted Vray render quality on an ipad...

#

I literally left because I was making entire UE4 projects but being paid 24k.

flint dagger
#

Actually @severe ibex If it is some sort of Architectural demo you're doing, and not a game. One tip I have here is that framerate becomes less important because the device is rendering a 360 frame.
If you can keep the player stationary, and fade out, teleport to location and fade in, because the player isn't moving, a lower framerate under 90fps, even 60fps becomes less perceivable. :3

flint dagger
severe ibex
#

@flint dagger lucky I am working with very capable developers who do a great job of optimising and all sorts, I am merely trying to make things look as nice as I can for them.

#

@flint dagger yes fuck that! Haha

#

I think I just need to do my best and see what comes out. I know I can light scenes well but it just hurts a bit when you can see they're not impressed with a white clinical laboratory with few reflections.

#

I will try the emissive cube map cheat however

flint dagger
#

For sure, keep me posted on what you make! I'm curious to know if I can be of anymore help, but I would need some examples to know what you're dealing with more 🙂

severe ibex
#

@flint dagger mind if I add you then or send a DM just to find you tomorrow?

flint dagger
#

Sure thing!

severe ibex
#

I am far more of an asset artist and less of a mobile dev.

flint dagger
#

One of my favorite cheats that UDK Citadel back in the iPhone days used, and has been used since Silent Hill 2 on the PS2 is to straight up duplicate, scale negatively on Z and put it under a transparent floor.
See 1 min 13 seconds in:
https://www.youtube.com/watch?v=gV0VDvtL5sk

Enter Epic Citadel, the dynamic fantasy setting of the award-winning Infinity Blade.From the circus bazaar to the sweeping cathedral in the center of town, Epic Citadel dazzles with a visual parade of special effects, as only imagined by Epic Games and powered by the critically acclaimed Unreal Engine 3.

Epic Citadel is a benchmark testing app ...

▶ Play video
#

Looks hella cool for just duplicated geometry.

neon bough
#

which device renders 360°?

#

i did the mirrorcheat in minecraft 😄

severe ibex
#

@flint dagger that's very cool. Though the way the Devs are tackling draw calls they might hate this.

flint dagger
#

That said though, you don't need to duplicate everything, walls floor and ceiling, tables should be enough :3

severe ibex
#

@flint dagger I guess the next question I have is if you have any tips on lighting literally a square room with ceiling lights and no other light source? I keep getting told it looks flat.

errant blade
#

IDK where to ask it so i'll ask it here

how can I resize a skeletal mesh with 3Ds Max OR with UE4? i exported a skeletal mesh from UE4, changed a couple things (but not its size) and when i re-import it it's tiny??? but i can't figure out how to scale it back up either in-game or in max!

flint dagger
severe ibex
#

@errant blade I presume your unit scaled are different in 3ds max and UE4.

neon bough
severe ibex
#

@errant blade you can change the.import scale in UE4 when you import. I have to.set mine to 0.1 as I model in mm but UE4 is cm I believe.

plush yew
#

I have a sphere but it's only 1/4 of the sphere (top half) that I can do foliage on. Anyone know why?

errant blade
#

I'll try all of that. thanks!

severe ibex
#

@flint dagger your think I would know after so many years doing it. But there were always windows!

flint dagger
# severe ibex <@413541153741471748> your think I would know after so many years doing it. But ...

I feel like most of this still applies, even though it says it's outdated, it's hella useful for showing how lighting works in UE4 with examples but also modifying the INI files for smoother lightmaps, but longer build times:
https://ue4arch.com/tutorials/ue4archs-unreal-engine-4-lighting-workflow-part-1/

And someone has also kindly curated a whole list of things on lighting in general.
https://forums.unrealengine.com/development-discussion/architectural-and-design-visualization/62129-baselightmass-ini-a-summary-from-various-posts

UE4Arch

We have received many questions about our lighting workflow for archviz in UE4, so we decided to write this article and detail some of our process. OBS: This tutorial is outdated since in version 4.18 of the engine it was released multi-bounce sky lightning. We should write a new tutorial soon. Lightmass is the system […]

neon bough
#

i'm still curious which device renders 360°?!

severe ibex
#

@flint dagger magical. I would be using GPULightmass but we are on 4.25.3 and they havent supported that version yet, but it's in 4.26...

flint dagger
# severe ibex <@413541153741471748> your think I would know after so many years doing it. But ...

But realistically, the best advice I can give here. Is filling out as much lighting as you can 'ambiently' and then dealing with direct light sources after. You can actually use a skylight and supply a cubemap to create a general ambient lighting to the baked GI, it's not exactly accurate but can make a really good base pass before adding in your ceiling lights and dealing with their reflectivity.

All lightsources have an Indirect Lighting Intensity too. If your light looks good, but you want it to travel in the room more, consider playing with this!

flint dagger
severe ibex
#

@flint dagger yes I've got my indirect lighting intensity set to 2 on most lights. But how would using a skylight work in a completely sealed room?

errant blade
flint dagger
severe ibex
#

@errant blade glad I could help.

flint dagger
severe ibex
#

@flint dagger player is teleporting around, but can this be used to light the interior of the room?

flint dagger
#

How do you mean?

severe ibex
#

Just curious if a skylight would do anything to help light a sealed room, theres only ceiling lights in the room, no external sources

errant blade
flint dagger
severe ibex
#

@flint dagger hmmm we will see. I'll share some screenshots tomorrow when I am at my PC and we can marvel at the terrible quality from the Pico headset.

flint dagger
#

One other method is a combination of using Environment Color in world settings, which gives you this, but also I fear, won't work in your scenario.

#

The last thing I can however suggest, which for ambient lighting could definitely work is to fake it!
Here is a point light source you can duplicate around to create the 'ambient' fill, but all shadow settings are turned off.
Inverse Squared Falloff is disabled here, and source radius increased, to give the point sources less of a spherical effect.

In this case, I have two on either side of the corridor.

stiff verge
#

I got some fog that is only visible in a specific area. It's created using particles. Problem is.. it's very heavy.. got ideas?

merry canopy
#

hey. I have no idea in what channel to ask that: But I would like to create simple geometry/shapes ingame. blocks, spheres, tubes and placeing them in the world. Is there maybe a plugin for that? Like Garys mod for HL2.

flint dagger
flint dagger
flint dagger
neon bough
#

^^ that, which also gets you around trouble with UV and lightmaps

flint dagger
stiff verge
#

@flint dagger Thanks. the particle count is super low.. not sure how I can optimize it.. I don't even care about how it looks I just want some fog up there

neon bough
#

sure you can do it at runtime, but that could answer an quick google search in a minute, so i guess you don't want to put much work into it 😛

flint dagger
merry canopy
#

@flint dagger is it possible, to translate, scale, rotate ingame, too?

neon bough
#

yes it is

severe ibex
#

@flint dagger this is all good. I was going to use a fill light to prevent the hot spots from the ceiling lights. Would rectangular lights be fine it's all static anyway?

flint dagger
# merry canopy <@!413541153741471748> is it possible, to translate, scale, rotate ingame, too?

Sure. enable physics on the object. But you're going to have to work out a 'Tool Gun' to pickup and change the transform at runtime.
Check out SetActorTransform/SetRelativeTransform :3

https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Transformation/SetActorTransform/index.html
https://www.youtube.com/watch?v=aUK48CdXiYs

@grim ore Has a whole lot of tutorials on transformation nodes on his channel, highly recommended :3 ❤️

stiff verge
#

@flint dagger haha yes!

timber birch
#

Does anyone know why this happens? UE4's screen goes black aswell as all the dropdowns, but it only happens on the second LCD, some weeks ago it only happened on the first LCD, and after rebooting UE4 the issue is fixed for "X amount of time"

flint dagger
severe ibex
#

@flint dagger it better be... haha

neon bough
#

well they apparently do if you have dynamic objects

flint dagger
severe ibex
#

I'll stick with spots anyway, getting the same results so why not.

flint dagger
timber birch
#

@flint dagger Ryzen 9 3900x, 64GB Ram, Nvidia GPU 2080Ti (latest driver)

flint dagger
timber birch
#

@flint dagger Hmm indeed, Thank you, ill give that a try 😄

merry canopy
#

@flint dagger yea, thats actually what I need... tool gun and basic shapes to place in the level.
But would it be possible, to move the points on the geometry and modify a cube or so?

severe ibex
#

@timber birch not a driver issue is it? I had mad instability and had to toll back to an older driver.

flint dagger
# merry canopy <@!413541153741471748> yea, thats actually what I need... tool gun and basic sha...

That's a lot more sophisticated, you're looking at two things if you really wanna delve down that rabbit hole, but I suggest you don't if you're just looking for a Garry's Mod style thing.
ProceduralMeshComponent and generating basic shapes with it (it's something I'd say is advanced) and then having your gun being able to deal with that data.

I'd also say, don't do this in blueprint, this would be a C++ implementation for sure, for performance.
Here is a brief start to that. But I warn you, you're getting into heavy territory there.
https://www.youtube.com/watch?v=1ksgB6hYGrE

On this episode of Inside Unreal, our Technical Artist and UK Evangelist Arran Langmead will explore the procedural mesh component and how it can be used to build art tools in the engine. He'll demonstrate an example of this with a stylized tree generator that uses a mixture of splines and random mesh generation to create foliage elements. These...

▶ Play video
boreal crown
#

If I allow my game to get modded, how safe would it be for players to download those mods? Like is there a way to sandbox the mods so they don't have internet access or have the ability to install nefarious things?

nova kernel
flint dagger
boreal crown
#

I'll ask there, thanks!

timber birch
#

ok nope, its also UE4.24, not specified to a version then

flint dagger
#

Ah okay.

timber birch
#

Disabling window animations doesn't solve it either

#

Ok most likely a windows 10 issue or something.

If i enable HDR on that specific LCD, the problem is solved.

merry canopy
#

thx @flint dagger - looks interesting! 🙂

dusk portal
#

Any ETA for 5?

#

Preview

flint dagger
flint dagger
timber birch
#

Yeah i should report this, to both i think... enabling HDR and disabling HDR fixes it. (at least that is good to know) I just don't like HDR haha.
Anyways thank you for your help 😄

#

I just noticed, i watched a tutorial from you last night ha! keep it up.

flint dagger
#

Awh, Thank you! I'm glad I could help a little bit.

timber birch
#

Yeah! At some point ill show you what i used it for.

timber birch
#

@severe ibex Thank you as well tho, for taking the time to help. Much Appreciated 🙂

calm pollen
#

hey how could I make a "total speed" variable for a vehicle?

plush yew
#

what?

calm pollen
#

nvm got it im dumb

rotund elbow
#

"Modular" character assets on the store be like yeah it gots 2 weapons very modular, good price.

plush yew
#

yikes dude

severe ibex
#

@rotund elbow man selling assets is a terrible thing anyway, the work to profit ratio is ass.

rotund elbow
#

Some of these asset packs are months of work

#

and really good

plush yew
#

some

#

but most are pure trash you can make yourself if you just look up a blender guide or whatever rlol

rotund elbow
#

pricing is weird. the good stuff is sometimes priced lower than the generic 3d student portfolio spam

plush yew
#

lower price ends up making more profit cause you sell more

rotund elbow
#

true

broken heath
#

What is considered low price?

plush yew
#

theres a couple of things to consider here

#

work hours, expertise and demand

#

this is why games are triple A games are 60 even tho they cost thousands of dollars and man hours to make

#

they sell a whole bunch more then just an ''asset''

rotund elbow
#

bit different perspective when buying assets instead of hiring a person to do it.

broken heath
#

So if i work for 3 months with acceptable quality product , is 29$ pricing too much?

rotund elbow
#

depends on the result

jagged halo
#

speaking of assets, I found a nice pack with incorrect mesh scaling (something very small, like 20x smaller than it should); is it fixable in ue4 without having to fix the transform of every single mesh instance?

plush yew
#

depends, if youre a beginner it might take 3 months but that doesnt mean its worth 3 months

#

@jagged halo yea just set the import scale to like 20 or something

broken heath
#

But , is 29$ generally

#

Much

#

Or normal

plush yew
#

bro for what? a tree? a detailed character with high res texture and normal maps?

rotund elbow
#

10$ rigged to epic skeleton good price

plush yew
#

still not enough detail lol

severe ibex
#

@broken heath it varies. I've made good money long term when I made assets for Adobe but I remember putting in a whole weekend on assets only to find they were not popular sellers, I could have worked that weekend and made £300 but instead saw some assets sell for 50p over the next few days.

kindred viper
#

for $29 if it saves me 2 hours work doing it myself, it's often worth it.

rotund elbow
#

will the tree pack forever satisfy the needs for trees in the project?

severe ibex
#

I've also made very high quality models that can be 3d printed as kits, literally months of work in those and you have to sell for super low prices for people to be interested.

severe ibex
#

Everyone wants assets cheap but they dont value asset makers.

kindred viper
#

asset selling it all about trickle income. Making things that sell for a long time, making a lot of them, making them in quicktime so you don't waste time. If you can manage all that and put in a couple of years grind, you can pay the rent

rotund elbow
#

😄

vast plover
#

You can make more money teaching people how to make assets then making and selling them yourself..

kindred viper
#

probably

broken heath
#

Anyone here successful with market place?

vast plover
#

Udemy art classes make huge money

rotund elbow
#

you can make more money from utube ad rev showing bp coding than selling a game

vast plover
#

Even the low quality courses still make more then selling most asset packs

severe ibex
#

@broken heath just some assets l, simple things like cutlery just did not sell but a cut glass tumbler sold incredibly well. I made like $300 on one cut glass tumbler that took an hour or two and £10 on something that took all day.

kindred viper
#

i doubt that unless the game sucks 😄

rotund elbow
#

a lot of games dont net at all

kindred viper
#

aye

severe ibex
#

Half tempted to stream on twitch during my day job.

rotund elbow
#

but some dude just showing of coding on youtube can make tons

broken heath
#

@severe ibex can i know u made 300$ over what period of time

kindred viper
#

well I'd know who to ask about that but im not gonna bother him now

severe ibex
#

Programmers make mad cash. I get a bit salty being the only 3d artist, earning 25k but the 5 other devs are on 40k

rotund elbow
#

capitalism weird, almost as if the system doesnt apply on instantly instanced goods :p

kindred viper
#

@severe ibex learning programming isn't hard. Pick it up as a hobby. See where it leads

broken heath
#

@rotund elbow i dont think tutorial ads can beat a creative game with ads or paid price

vast plover
#

@severe ibex Funny part as an engineer, I think 3d artist job is so much harder

severe ibex
#

@broken heath like 2 years maybe? I had a lot of assets though, average about $4 a day in sales

rotund elbow
#

i think so

#

anything can beat anything

broken heath
#

Oh hi5 @severe ibex i am an architectural engineer but I don’t know much about selling I can do alot of art works but idk if its worth it

severe ibex
#

@vast plover it's very outsourced though, but then funny thing is even programming can be, but 3d artists just seem to be the ones getting ducked.

#

If "artist" is in your job title, you're not getting paid well haha!

vast plover
#

I wont go as far as to say average engineers are overpaid because honestly the job is horrible, but I really do think other positions should be brought up

kindred viper
#

all jobs are horrible. Thats why I do game dev. It's a passion, not a job 🙂

rotund elbow
#

was just about to say, arent all jobs horrible..

broken heath
#

Not if you’re a ceo

rotund elbow
#

ceo's can cry like everyone else.

#

they just wipe with bigger bills

vast plover
#

When I was young and worked at the arcade I loved every minute of it, but I would be living in a cardboard box today if I still worked in an arcade so it's relative

kindred viper
#

living in an arcade cab would be better 😄

rotund elbow
#

i've done arcade machines out of cardboard boxes

delicate mesa
#

Quick question does anyone know a service to backup UE4 projects or just big projects in general ive tried GitHub and I’m pissed off at the push limit and it’s caused me to have to restart my project over 3 times

rotund elbow
#

why not look into self hosted svn or perforce?

severe ibex
#

My job is sweet. I am so lucky to do it, but I just get upset that literally everyone else I work with doing the same thing makes hand over fist more than me. But sadly you do what you love and I dont feel I love C++ enough to be a real Dev, Tech Artist at best perhaps.

delicate mesa
#

Never heard of it that’s why I’m asking

severe ibex
#

@delicate mesa perforce for sure man.

vast plover
#

One of the things I found funny about art was when I learned that "classic" art is mostly ghost writer art that someone attaches their name to, and the more obscure or lets call it "in" the more it's worth although some rando got paid maybe a 100$ for the work, that's valued at millions.

delicate mesa
#

I’ll have to look into it thanks for the suggestion

kindred viper
#

I do a bit of everything. Keep me from getting stale. Coding is cool but it's a grind when you know what you are doing and planned it out. I guess it is with art but you see a lot more coming together

#

should probably go do some work in fact so have fun folks.

rotund elbow
#

i tried freelancing with my pixelart for a while

#

i couldnt compete with the netops salary i had then

nova kernel
#

has there been any news on the ue5 preview? They said Early 2021, and its almost spring now,

rotund elbow
#

still snow here

nova kernel
#

still snow here as well, but was 9c today

weary basalt
nova kernel
nova kernel
rotund elbow
#

ok ok then i go to bed. a short hibernation until my snow melts.

#

nn

bleak copper
#

Quick sanity test. When you modify the rotation of an actor or component, the actual rotation is performed as a vertex shader, correct?

floral heart
#

Rotation component?

bleak copper
#

Fixed the question.

#

I just mean the transform.

late verge
#

Hey everyone, bit of a novice question here regarding exposure.

I currently have my camera's min/max brightness set to 1, therefore "clamping" the eye adaptation. However, doing this made my scene darker. Should I crank up the exposure compensation on my camera, or brighten up the lights in my scene?

flint dagger
bleak copper
#

My opinion is both methods are valid. It might be hard to collaborate, but, if you have control over both lighting and camera, then either way that gets your desired effect is good.

#

I generally set the exposure to 1 and adjust the lights and materials to make it easier to guess what the expected color will be.

late verge
late verge
#

Or do they mean the same thing, so to speak?

bleak copper
#

Uhm... it's been a little while since I've done post-processing stuff in Unreal. One second. (Currently on a mobile VR title that turns it off.)

late verge
#

No worries, take your time.

bleak copper
prime willow
#

ok weird question but i have bone driven shapekeys in my blender mesh setup

#

does it mean i cant use those shapekeys/morph targets in unreal engine because their bone driven and purple shaded on the setup in blender

calm pollen
#

hey does anyone know how to make a camera follow a rolling ball, when I add it to the actual actor, the camera rolls around with the ball and makes people dizzy lol

#

I also cant stop the rotation since the ball is meant to roll down a hill if that makes sense

floral parcel
#

When I create a BP based on a C++ class then add to that C++ class and compile, the updates i make are not updated to that BP (i.e. setting MasterPoseComponents in the C++ class wont add it in the BP class). Is there any way to fix this so it synchronizes?

plush yew
#

For example, I changed the name of a decal component in one of my classes, and the BP was no longer able to display its transform. I had to remake it 😦

mystic silo
#

Hi guys, I’m looking for an advice. I’ve a 3dsmax model and I want to export it to unreal engine, should I use fbx or data smith? Thanks for your help

mystic silo
timber nymph
#

max's game exporter is very good

calm pollen
timber nymph
#

it's the universal recommendation I saw when I looked

#

lots of "you can use" with other formats but that's the only format that was usually "you should do"

tribal holly
#

I'm getting an issue where unreal is importing my mesh like a tiny little bit higher than it's supposed to be set. I'm exporting FBX via 3ds. It's creating a gap between seams that wasn't there previously. Everything just seems to be shifted up like 1 cm or something

calm pollen
grave radish
#

What would you guys recommend for mapping a game with a lot of keyboard inputs to an xbox controller?

calm pollen
autumn elbow
#

@calm pollen turn off inherit roll on the character

pure barn
grave radish
#

I think they all are important imo

pure barn
#

can you give a list of some? :v

#

most things like jump, shoot, reload are easy to bind to the face buttons and triggers

grave radish
#

I don't know if I can with NDA

timber nymph
#

if there's really a lot of stuff to map

grave radish
#

I thought about that, that would reduce weapons by a lot. Or the d pad like in gears

timber nymph
#

yea dpad

grave radish
#

I can look into a wheel, good advice

timber nymph
#

you have your old MGS style with a fan out list

grave radish
#

Fan out?

#

I haven't played mgs

timber nymph
#

oh it's just like, hold a trigger and a list unfolds and let go and it retracts

#

basically a wheel but less usable

#

but arbitrary number of items

pure barn
#

look at something like tf2's xbox port from the orange box

#

i think that game uses just about every button on the main keyboard keys, even if some of them are just shortcuts

timber nymph
thorny coral
#

help, my build lighting is stuck at 0 and the level is literally just this

timber nymph
#

contrast with DCS where each slice in the pizza drills into another pizza

thorny coral
#

nvm it just took a while to load

humble stratus
#

Hey all. My PC crashed a lot. SO I save a lot. However, UE4 does not seem to save all my progress, especially regarding materials. I keep losing ~30 mins of work in my materials. Even though I am CONSTANTLY applying & saving them. Shouldn't they just save regardless of my PC crashing?

thorny coral
#

@humble stratus even when it auto saves?

pure barn
#

i had something similar happen earlier today

#

UE4 crashed and stopped applying my materials to ~80% of what i had in the scene

#

it also stripped the actual materials of the source images

humble stratus
#

Yep, autosaving too, must be something on my end

thorny coral
#

damm

#

thats really weird

worldly cipher
#

ue4 be like: "this node is called lerp, we call it that you call it"
"Allright lemme just search for "Lerp""
"fuck you its linear interpolation"

timber nymph
#

by project cache you mean %user%\AppData\Local\UnrealEngine?

timber nymph
winter gale
worldly cipher
#

but honestly does anyone know any good tutorials for realtime shading fx? like doing a hologram effect or something like that

toxic zealot
dim arch
#

hi, did they remove z order from the widget editor?

neon bough
#

no, it just isnt an option for every widget

#

overlays for example should have an z-order

plush yew
#

I want to create a debug line from my Actor and some amount forward but this seems not to be the way forward. What am I doing wrong?

#

I guess it has something to do with adding the amount on top since this will throw off the World location? Or something. Very new to this.

bitter meteor
#

Hello, I want to ask, if any of you know, what is the official name of game TYPE where you click on ground and the character goes there.

plush yew
#

is there a way to attach more materials top a landscape ?

crimson blaze
#

Morning all, hope we good?

anyone use FMOD at all?

and if so have they ever used in a collab project across github?

thanks alot
Yoz 🙂

worldly cipher
#

can someone explain to me why my amd ryzen 7 3800x goes to 95% when changing the basecolor of any material lol

viscid saffron
#

Hello everybody. I have a problem with unreal engine. I have an architecture project underway. I have activated planar reflections for capture. When I restart unreal the scene gets stuck at 39% loading. How can I solve? is there a way to disable it from closed scene?

#

it has been stopped at 39% for half an hour, my computer probably can't load them.

#

the problem is that I had a lot of work thrown away like that. Isn't there a way via folders to turn it off?

worldly cipher
#

yeah but while im doing the material ill still have that problem

viscid saffron
#

100% 😄

#

It opened 😮

#

6.954 compiling shaders! Probably the planar for reflections causes me to slow down my pc. It is probable?

slim badger
slim badger
worn copper
#

Hello I just done my vehicle Audio Setup using advanced Vehicle Template

but Now Problem is When my Vehicle Goes Above 100km/s it is going completely silent...
Can Anyone Help me with this...sob

plush yew
#

when will we get ue5?

fierce tulip
#

when its ready

plush yew
#

can u tell me the timestamp of that?

#

Why does this particular objecet that I exported from Blender is transparent when I add a texture to it? Yet another object from the same file, when I apply the exact same texture it doesnt have this effect?

worn copper
plush yew
#

should i install editor symbols for debugging too?

worn copper
#

Also check Material in Ue

plush yew
worn copper
plush yew
#

can i install the debugging symbols later?

#

it worked, thank you @worn copper

plush yew
#

But they make error messages actually helpful.

worn copper
#

Hello I just done my vehicle Audio Setup using advanced Vehicle Template

but Now Problem is When my Vehicle Goes Above 100km/s it is going completely silent...
Can Anyone Help me with this...

plush yew
#

noob question ,but how do you move this closer to the object, annoying having to zoom out each time

worn copper
#

This thing you have to do in Blender befor importing

thorny snow
#

I was wondering if their is any information/documentation on how exactly to setup your project to be able to be built to multiple platforms and automatically have a different u.i. for each platform like the action rpg template.

exotic otter
#

Does anyone here have any experience with unreals texture streaming systems

plush yew
feral moon
#

Ehi, I imported a camera from maya to unreal, everything is fine except for the Width of the sensor.Is there a way to perfectly match it to the one from Maya other than fix it by eye?

lunar depot
exotic lion
#

So we had an internet blackout yesterday, and now when I try to log into Epic Launcher, it says sending the verification code to my email, but it's been hours and several retries and nothing.

plush yew
mystic holly
#

My 3d widget interaction keeps passing threw my 3d widget

#

Anyone know why?

plush yew
past stag
#

Can anyone suggest some beginenr friendly Unreal Engine tutorial that includes c++ coding? Because I know some c++, but I dont know ue4 specifics.

tacit onyx
#

Wondering if UMG Animations are not single instances? I seem to be having a problem where one instance of the widget playing this animation causes it to play on all instances.

vivid ermine
#

Hi guys. I hope everyone is having a good friday. I have a question regarding GPU lightmass. I'm trying to use it but whenever I build the lighting I still have preview on some of my materials? It's also taking forever to build the lighting any idea why? I'm using a rtx 2080 super

#

It's a scene that I am trying to do that has both interior and exterior shots so not sure if that's why it's taking a long time because of all the trees and grass outside?

exotic otter
#

Hi guys, maybe one of you knows
can I reduce the time it takes for some of my textures to stream in?
some times a texture takes like 5-10 seconds to fully pop in(it shows low res version before)
can I make this go way faster

exotic otter
#

no but it has like 10 mips

#

and it loads them all in and only then shows the highest res

#

the moment i click the texture i want it to pop in

plush yew
#

"click"? so not in the actual game?

exotic otter
#

nono in game

#

i click on a button and it should appear on something

#

im limited in what i cn say xD

calm pollen
#

send a screenshot or video @exotic otter

exotic otter
#

I cant 😛

acoustic pollen
#

How many other things are also trying to stream in textures?

#

How much of your vram is used?

#

Could be that it's unable to allocate because everything is trying too hard. Though usually what i would expect to happen there, is that everything gets allocated a lower MIP.

exotic otter
#

hmm i dont think its streaming in anything else anymore atm

#

its just that the first time it should appear its just low res for like 5 seconds

#

and then shows in full res

calm pollen
#

does anyone know a way to make a ball speed up by a set speed whenever a UI button is pressed?

acoustic pollen
severe ibex
#

Anyone know why a swarm agent on my network shows as available, unassigned but doesnt pick up any jobs?

exotic otter
#

its for an in game texture

acoustic pollen
#

You could look into a couple of things then:

  1. you can set your compression method in the texture to more closely match what you're trying to do.
  2. you can set the texture sampler in the material to use a fixed MIP.
exotic otter
#

and I want to see the implementation

#

yah, but maybe there is a setting in the texture streamer, that causes it to be always around 5 seconds for all the textures.

#

and its only the first time it has to load them

#

but i dont want fixd mips, cause we still want to be able to use the other mips

acoustic pollen
#

In this material "wot i made earlier", you can see that i'm currently biasing the mip, so it always loads 1 higher than the one it calculates. Which increases sharpness at the cost of memory usage, but will still scale well at distance.

But you can set the MipValueMode setting on the sampler to "MipLevel", and give it a value of 0, which should mean it always uses the highest MIP.

#

But, that won't always look good... as you get further away, you'll find really detailed or noisy textures will start to "swim", visually.

exotic otter
#

if i do that, can it still swap tom lower mips depending on distance

#

i only want the high mip when i first see it in my case

acoustic pollen
#

If you have MipBias on, yes. If you have MipLevel on, no.

#

one is relative, the other is absolute (though i suppose you could do your own mip calculations...)

#

How much vram do you actually have?

exotic otter
#

hmm that idk outn of my head

#

i hope nothing strange or bad happens if i use biasmode

ember star
#

I'm trying to create a board game type board, where in game the tiles themselves will be modified and have elements, so I figured the tiles would be actors. I was trying to create a 'blank' board in the viewport using construction scripts, but i cant spawn actors there, and only solution seems to be static mesh components. Anyone have any suggestions?

plush yew
#

The construction script is static, pick it up with the blueprint or copy it in the blueprint and make the manipulations.

acoustic pollen
# exotic otter i hope nothing strange or bad happens if i use biasmode

Nothing bad will happen, it's definitely something you should manage carefully though. You don't want to set to -8 and leave it there...

Is this something you're only seeing in editor/play in editor, or is it something you're also seeing in the cooked game? If it's something you're only seeing in editor, you could maybe do something like... in your level blueprint, check if you're in editor or PIE, and if so, bias the MIP, otherwise don't bias in the cooked game.

exotic otter
#

also cooked

#

what does the bias value change

#

what if its left to -1

acoustic pollen
#

if the underlying render code calculates the mip needed is 3, and you have a bias of -1, it will load mip2.

#
  • is sharper/higher res, + is less sharp/lower res.
#

But remember, it's not just about resolution, it's also about memory... If you're having issues where every texture is loading in a low res mip and eventually loading the high res ones. That suggests to me that your hardware is struggling.

compact patio
#

hey,Noob question:
im creating blueprints for a parkour kind of like game, now i wanted to make a spinning spiral stairs.
but somehow when i add a staticmesh and want change that to the spiral stair,it does not show...
it only show linear stair and cube and cylinder etc..
Do i have to assign them from elsewhere,or what do i need to do ,to make it show up in the list?
many thnks in advance

grim ore
#

where do you see spiral stairs?

compact patio
#

Geometry

grim ore
#

ok, those are geometry brushes. they are not the same as static meshes.

compact patio
#

can i make it?

grim ore
#

you can make the geometry brush if you want and use it

compact patio
#

sorry

grim ore
#

if you need it to be a static mesh there is an option after you made it to turn it into one

compact patio
#

can i make it spin?

#

ooh nice!

grave shadow
#

Does anyone know why I keep getting this error when I try to download unreal

grim ore
#

you dont have permission to write to program files is why

#

run the launcher as administrator, or install to a non protected folder

grave shadow
#

run the epic games laundher in administrator right?

compact patio
#

@grim ore Worked ,thnks!!!

calm pollen
grave shadow
#

ok thanks im installing it at my documents folder and it works now

spare sun
#

question
any way to display the amount of bones on a skeletal mesh?

grim ore
#

or showing them?

spare sun
frank oar
#

Hi guys!

If I have my third person character (base mannequin) and another mannequin in the scene playing an animation (like dancing or anything from the starter anim pack)

How might I set it up so that the ThirdPersonCharacter would begin to imitate the mannequin's animation with a button press (while standing closeby) ?

grim ore
#

@spare sun mouse over it in the content browser and it has a bones property in the tooltip

spare sun
#

oh

#

thanks, apparently you have to mouseover the mesh and not the skeleton

grim ore
#

ah yeah, i always forget there is an actual skeletal asset lol

calm pollen
#

ok so I have a .ipa file that has been packaged from my mobile game for iOS, but for some reason when I try to put it on my phone, it says IPP ERROR: Failed to connect to an IPC Port: The system cannot find the file specified.

wet lance
#

Is there any way to merge actors in runtime? I’m looking at mergeactor and casttomergeactor rn.

compact patio
#

I cant find my collision drop down menu,tried to find solution on google and yt but no solutions,any tips?

plush yew
#

hello i have a low resolution whenever i make a project in 4.26, do you know how to make it higher?

grim ore
#

@compact patio where did you look?

#

@plush yew what is your resolution scale set to under settings -> scalability settings

compact patio
#

this is what i found on google

plush yew
#

how it was just low nvm its good now thank you @grim ore

grim ore
#

@compact patio ok.... where are you looking for this menu at?

compact patio
#

in blueprint

grim ore
#

it wont be in a blueprint, its part of the static meshes

compact patio
#

how would i get there?

grim ore
#

open up a static mesh

compact patio
#

oh wow i found it thnks!!

ashen tundra
#

Hello community, what's up 😊 . I wanted to know please if you have had any editor glitches with the latest nvidia drivers (from 461.x) whether in Game Ready or Studio. The update seems to deactivate the vsync of the UE4 editor and randomly causes black screens when opening certain assets such as AnimBP for example. As a bonus, I occasionally come across a D3D12 crash when working in raytracing 🧐

grim ore
#

yes the latest drivers are randomly unstable

ashen tundra
misty wharf
#

Does anyone know if it's possible to make billboard components visible on preview cameras?

grim ore
#

yes, uncheck hidden in game (the preview acts as a game camera)

lucid grove
#

Heya

#

When im using procedural foliage i have noticed that almost always i have this blind spot in the middle

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How can i fix that?

misty wharf
grim ore
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you could always set it back to hidden in game on begin play

mystic barn
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Does Unreal Engine allow procedural map creation at runtime yet?

worn granite
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you could use procedural meshes to let players push verts around. spawn actors and move em around. save it all to disk.

mystic barn
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Thank you. I will start reading up on that then.

worn granite
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Also I missed you mention procedural

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check out the voxel plugin

plush yew
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8k megascans are the bomb

worn granite
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or stuff like dungeon architect

mystic barn
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specifically looking for outdoor world building, so I'll check out the voxel plugins. Thanks.

calm pollen
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how would i make a ball with physics sort of charge up speed, then get released with one large burst when it touches the ground?

plush yew
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Hi. I've put a giant sphere as the dome and inside I have created a smaller sphere. The giant sphere is having the right material assigned to it as a attempt to light my inner sphere up but it's always black. Can someone guide me on how to get that effect?

frank oar
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Hi guys, I followed a tutorial to make a pushable block but it only works for like 5ft before the ThirdPersonCharacter can no longer move it.

Any idea what might be causeing it to stop being 'Pushable' ?

grim ore
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open the console while playing (~ key on US keyboards) and type pxvis collision 1

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this lets you see collision while playing, maybe you can notice something

frank oar
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ah! I see, the collision boxes are not moving with the static mesh!

grim ore
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super weird, did you add in like a seperate collision box instead of using the meshes collision?

rocky epoch
frank oar
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In the actor I just dragged the collision box's onto the mesh in the left hand menu and it works fine now.
thank you @grim ore once again!

grim ore
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ah yeah. you might want to not use a seperate collision and just use the one for the static mesh (this would be the correct way)

frank oar
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ok I will give that a go, the tutorial used 2 box collisions but it doesnt seem too efficient.

grim ore
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if your just using physics to move an item yeah that sounds weird, the static meshes have collision on them if its set up

frank oar
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They are set up for overlap events. is that possible to replicate using the collision box of the static mesh ?

covert moss
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Hey guys! Would anyone like to give me some feedback or tips for this early spring forest scene i've worked on for the last 5 days, im always looking to improve so please feel free to say absolutely anything that u think could be improved! Thanks alot! 🙂

calm pollen
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@covert moss that looks really good damn

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nothing I can really say that is wrong with it lol

covert moss
calm pollen
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I have a sort of involved question

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You know those mobile party game sort of things where the game basically looks like it is only widgets (an example would be a charades app). How would that work?

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do you actually only use widgets or is something in the actual world

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if that makes any sense

ember star
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How can I conveniently develop/test multiple phases of a game? For example a prep phase and a game phase. Is the idea that those would all be different levels?

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I'm trying to let the player setup the map, but want to be able to skip that phase with a preset map to develop past that

exotic thicket
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in my game I've implemented custom console commands to allow me to do something like that

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basically they just run some code to do things I need to do to test things, like spawning certain things or skipping ahead

grim ore
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if the app looks like it is only ui, no reason it couldnt be only ui

ember star
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i was considering something like that. setting up some state macros to automate and skip

calm pollen
grim ore
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I made a slot machine game using only UI elements

calm pollen
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it would still work with multiplayer right? there shouldnt be anything horribly different

grim ore
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if your just exchanging data over the server sure, just got to keep in mind UI is client only

calm pollen
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ok will do, thanks!

vapid fox
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Hi there,

I'm trying to import a sbar file I made in Substance Designer into UE4 but it seems to completely ignore the roughness map once imported. I tried importing this sbar file into Painter and it recognises the roughness map. It just seems that UE4 is being funny about it. Any help is appreciated 🙂

Thank you

calm pollen
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something has to be the server

grim ore
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the ui is just ui, its just user interface

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if your running the project in listen mode, one of the clients is the server if not your running in dedicated, if not your just using a third party server somewhere to hold and transfer data

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im just saying in terms of replication and normal network behaviour its important to remember UI is client only so you dont just make something on the server and everyone else has it

calm pollen
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im new to multiplayer so im not really sure how everything works. If i was trying to make something such as a simple player list, where people can see live who has joined there "lobby" how exactly could I make sure that all players are seeing the same screen?

prime willow
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o.o

plush yew
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what happens if you dont finish execute in a sequence on a bht?

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does it skip to the next sequence in the selector?

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someone using houdini with unreal license ?

next badger
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@plush yew houdini engine?

plush yew
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yeah

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how to run the damn app ?

next badger
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engine is not the app

plush yew
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what ?

next badger
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its the engine...as ue4 has engine and editor parts

plush yew
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okay to run the editor ?

next badger
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you can get one from sidefx...it's not free tho

plush yew
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so i just downloaded plugin for unreal that is 3 GB ??

next badger
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nope, installer has alll the versions of houdini...even the FX one

plush yew
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i knew it something was fishy

next badger
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you can learn houdinit by using apprentice license

plush yew
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okay so what is the editor the FX ?

next badger
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FX is most expensive "version"...then goes indie

plush yew
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why this app is so complicated ???? which one is the editor ?

next badger
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plugin for ue4 includes the houdini engine, so you can load houdini logic in ue4

grim ore
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@calm pollen something like that isnt hard, the server can keep track of people joining and leaving and the clients can ask the server for that info and the server could send that info to each client

next badger
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@plush yew if you instelled it you may find this in start

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they all installed at once

ember star
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I was trying to build a 'board' actor, with an array of visible tiles, which i started as actors of their own, hoping to make children of the board and define different tile sets. I see i can't use actors in actors. Should the tiles be components? I'm reading components are more for abstract functionality?

rotund elbow
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IS it possible to set Maximum Axis Value to the same as an input variable?

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Or am i overthinking it

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in a blend space

winged crypt
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I'm new to Niagara and just got a pack from the marketplace, but the files don't show up in the project (I have the plugin enabled) after import, any ideas?

grim ore
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@ember star there are child actors, if you need actors in actors. depending on what you are trying to do it also sounds like some of this is just data and you wouldnt need different blueprints to represent tile sets

granite gate
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how do i make directx 12 default

grim ore
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project settings -> windows -> default rhi

granite gate
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it always resets

grim ore
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the same project keeps resetting?

granite gate
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it wants me to restart then i restart and its dx11 again

grim ore
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perhaps you dont have a supported gpu or operating system

granite gate
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i have a gtx 1080

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windows 10 20h2

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it supports upto 12.1

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all my drivrs are updated

grim ore
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it shouldnt ask you to restart if just changing the rhi

granite gate
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it is asking

grim ore
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then its something else causing that

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which might be causing the other issue. perhaps it cant write to the .ini files

granite gate
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maybe its due to gpe settings

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idk

grim ore
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welp I can say in 4.26 that just changing the default RHI from 11 to 12 doesnt ask for a restart

granite gate
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im using 4.26.1

grim ore
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yep

granite gate
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my menus are flickering and invisible

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wtf

grim ore
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right click menus or the ones at the top of the screen

surreal gyro
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So I looked in the Shooter Example tutorial and my FIRST question is...

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WHY ARE THE HUD OBJECTS IN C++????

grim ore
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its an old example?

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and its pretty much all in C++ where it can be