#ue4-general
1 messages · Page 959 of 1
@plush yew you could do that yes it just might be very very hard
ok well if thats possible than im A-ok with doing all online only
Hmmmmmmmmmmmmmmmmmmmm
does this mean i have to setup all of my current blueprints all over again based on multiplayer server stuff?
You have to make sure they work yep. Might have to redo them.
This is why designing for mp at the start is important.
hmmmm
i only built a cool widget systems so i dont think its all that bad
the rest is mesh and bone stuff off of unreal >:3
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?
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.
So I made a flashlight, and I want to give it a light beam, does anyone know how to do that?
so if it don't have beam, it's not flashlight lol
by flashlight you mean model or what?
I added a flashlight into a project, it's good so far, but it needs a visible beam to look more realistic.
but flashlight model, actor, you need to be more precise
but i assume you want to add directional lightning with some lightning profile
and parent it with flashlight model
I'll put up a screenshot of the flashlight right now
here is the flashlight, no visible flashlight model however.
You wouldn't use that for a flashlight. More likely you'd use something like this:
https://docs.unrealengine.com/en-US/Resources/Showcases/BlueprintExamples/FogSheet/index.html
An overview of the Fog Sheet Blueprint.
is this server for getting help and stuff
we consider it to be that kind of server yes
is there no official unreal engine server
Good evening everyone
true, though we are kinda endorsed by epic :)
Did you have a question?
Hey is there a way of universally compressing all materials in my game during packaging? Ideally with some options to adjust?
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
Expressions that perform various utility operations on one or more inputs.
Interesting. But is that just determining what asset to use rather than to pack? Will that not pack both large and small assets?
I’m thinking about limiting my file size basically
i think you might be confusing some terms
Probably, sorry if so
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
you can also use the material analyzer to find duplicates
Want to learn how to lower and optimize your Unreal Engine project file sizes?
During one of my Twitch streams we investigated this. Here's what we found!
Chapters:
00:00 Introduction
01:07 Establishing a baseline
03:18 Reference Viewer
05:47 Size Map
07:18 C...
but it all depends on your needs, desires, etc
Great, I’ll check the video. Thanks so much
good luck
I appreciate it, and to you
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)
That’s weird for sure. So the light changes it’s values when in the level?
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.
Is there a game like sim city or theme hospital or whatever but you run a school or classroom?
how do i switch walking animations in bp? can I just change wich animationbp is used?
Is there a small possibility of AMD making a big progress of ray tracing within this year close to NVIDIA?
Their GPUs went from none to some in the past few months.
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
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.
how do I group nodes?
mark them and press C
got it
whats the easiest cost efficient way to check if an certain actor is spawned in?
spheretracebyobjects is quite heavy right?
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
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...
@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
Easy to get confused with tutorials. Maybe you could try to break down the tutorial into small chunks and get a better understanding of each part so you can adapt it to your own needs?
wow i really conveyed that i dont understand things. 🙂
Yeah this is the part where i try to understand every detail of the guide
Too often in videos they assume you already have a certain body of knowledge
And if you don’t, it can make little sense. So start small
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
Did u create a custom collision channel for your trace? You could exclude the capsule that way and then use line trace by channel
I g2g through rly, maybe someone else can help pitch in?
na
I dont how to exclude the capsule, i assume its ignore but i dont know how to mention it specifically.
why is no one in game jams using unreal engine lol
because its not compatible with rapid prototyping 😄
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?
at the moment I'm using "play sound at area" but not sure if thats the best way
i am not sure how to stop it though
spawn sound at location will give you a ref to the sound, you can stop at a later time
wait so i wont be able to do game jams
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?
:triangular_flag_on_post: Eli Iannuzzo | Digital Lode#2378 received strike 1. As a result, they were muted for 10 minutes.
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
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
I'm really racking my brain to try and understand how I'm going to do what I'm trying to do
I think I found a way to do it, but it looks really janky
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?
hi, I am setting a spline transform, but the points are still in the same position in world space
do I need to loop over all points and calculate their transform to scale a spline?
Yes
I was wondering if someone could help me with a texturing problem
isn't there a "consume input" option for this cases?
You’ll only know if you ask
You can switch the input mode to game, or to ui or game and ui. Would that help?
@upbeat fern can you message me?
Im trying to re-texture this but when I place the material on the texture is White
Or just use a branch to filter out the ui action
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?
What triggers it to start playing?
a switch with anydamage event on it
which is hooked up to a play audio component in the level blueprint
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
so do I have to rebuild the model or is it an easy fix
fixed it the model was set to movable not static
Not sure what u mean, just click on the village and on the right of the screen you’ll see a list of the current materials used, just replace them with whatever u want
Ah ok
please help, why did I fail when I did the packaging?🙏🙏
@loud scarab it looks like it’s related to memory from what’s shown
How much RAM do you have?
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
does anyone know how to fix the could not compile bug?
thanks for the suggestion, i will try it first
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
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
anyone has an idea how to make the mouse input less sluggy ?
It feels like it's skipping pixels even tho I am at 120fps
I disabled Mouse Smoothing and FOV scaling
but it didn't change much
does anyone know why my leaves turn into an inky black void after i build lighting??
moveable lights
static lights with built lighting
cheers!
.
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
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
i've just started to head home, i'll tell you how it goes once i get ue4 open there
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 😉
thank you!
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
I thought maybee the loop was firing too fast so I added delays but there is no difference
Here is the material showing its updating as it should..but the render targets dont change https://streamable.com/j09hj1
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
SOLVED IT
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?
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?
because ive been facing a lot of trouble in project builds, it completely eats up all the space in my c drive
Quick #UE4 Tip number 125.
Use Layers to quickly organize your actors in world.
https://t.co/f0fDNP0V0K
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
why is part of the object dark im using indirect lighting
I recently started getting "Pure virtual function being called while application was running" during hotreload, is that something I can fix?
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.
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.
that's a broad question
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
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
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.
wow pretty
what causes this? where I can't interact with the viewport anymore until I restart the editor
no idea, it's annoying as hell when it happens 😄
the editor thinks you're dragging some UI element into a new slot :\
take some random tab and pin it into one of the sections. it will disappear and you could just back tab where it was.
HIi, anyone know if is possible merge multiple landscape in unreal engine?
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?
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
Does this mean the editor is compiling stuff or what?
Not sure about these new landscape layers and how they behave
Maybe it should be in the GameMode "FindPlayerStart"?
So round 2. How do i exclude capsule collisions from my "linetraceforobjects"
Hi, getting the same problem as @loud scarab
Using UE 4.25.4
"LogWindows: Error: Ran out of memory allocating 18446744071578882959 bytes with alignment 0" when packaging :((
it says in the text, you ran out of memory
Tried doing what most of internet said, increasing the paging memory and also set it to automatically set paging file size for all drives
well I might give it a shot too but this is another issue with my builds x)
Failed to build with this error
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.
The bunker map, right? I'm using that too!
Well...not the actual demonstration_Bunker but the assets yeah
Did not have this problem before... :(( Last time i managed to package demonstration_bunker just fine
I did rename the level within the content browser so it is more clear on my persistant level
but then it could not find it when building
I have 28GB on my C Drive and 95GB on D Drive...for virtual memory stuff. 16GB physical RAM
it says its allocating an impossibly big amount of memory somehow
probably an engine bug
Line before it is LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 186]
Same as
what version are you using?
.25.4
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!
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
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
Have tried lowering my package size and all that, compressed cooked packages, share shaders, do not include editor content etc.
can you send a screenshot with the error?
sure
hold on
but a screenshot would be faster
packaging error
8gig mem?
:c
hmmmm but that's a fix for project crashing on launch?
And not sure what is contained in intermediate folder
but i guess he also has the ran out of memory allocating 18446744067144027908 bytes with alignment 0 thing
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?
you can try deleting the intermediate folder and see if the issue gets fixed though
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?
@rocky radish It seems to contain lots of important information like .ini files so just a bit wary of doing so 😂
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):
Create a new material set its mode to unlit plug in your emissive colour then assign your material to your mesh
ok i try this!
Just use a vector4 for colour
i created testdisplacementmaterial, but it does not change the appearance of the mesh
Are you using bridge?
what is bridge?
Trying assigning the material to all the elements
Can we see what test displaceentmaterial looks like
ah.. if i set it to the first element slot it changes something..
mhhh so what i try to do: i have 2000 meshes with diffuse and displacement map
i want to import them automatically and set e.g. one emissive color for all meshes
what would be the best approach to this?
you can make a copy of that folder if you dont want to lose it
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
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
@steel shell haha sorry for spam but one last thing the base color needs to have a color set to it
ok 🙂 thank you
so if i want to make a material with the diffuses of element0 and element1, how would i do this?
you need to do that in a different software cause the object you already have doesnt have 2 materials selected onto it
@steel shell the object doesnt have two materials in simple words
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.
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.
i feel like i should know why this is but it could be a duplacated object or your post process volume etc but im not totally sure
maybe its the material or the object itself
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
No duplicated objects and no z-fighting, disabling post-process doesn't change anything, replacing material to any other also with no result. Used directional light, skylight and couple of spotlights (all dynamic)
@manic eagle have you tried reimporting the object and seeing what happens?
Just tried. Same bug
there may be something wrong with the objects lighting or its uvs
This blinking appeared only far from camera, close parts always okay
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
What was the actual error you had before you made the GC fix?
It starting to blink when spotlight enabled, it is dynamic
That number was the only thing that popped.
It would open then crash instantly
hmm im not sure here to be honest all i can think of is the objects lighting might need to be tweaked or something a long those lines, i havent been in unreal in a while and just getting back into it after a long break so i may be wrong here
And you get this error when trying to build, or PIE?
This happens when I try to launch. It works perfect in every other place. Build, cook, packaging perfect
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?
Yes, but are you trying to launch in PIE or built?
built. Works in PIE
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.
Anyone knows why this can be?
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++
there is
can't do everything in blueprints
especially when it comes to few areas like networking
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! 🙂
I take it you're opening the log file in unreal?
@mossy nymph can you create c++ files but still have a blueprint project?
yes. but I can open the notepad log if it is needed
Any plugins?
just this
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?
No other ERROR: lines on the log?
nope. And for some reason I am back to this error even tho I didnt change anything. But nothing except this
Have you changed the unreal version of this project at all?
I dont think I did. But not sure. Should I copy my project into a new one?
could try that if it's not too big
what ver you using?
4.26 is the project ver
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?
Not too big. This is all
hey there, is there any way to import the mesh as a navmesh and bypass the recast completly
it just creates wrong mesh for my case
I dont think thats possible like out of the box
however u could try change settings for navmesh, or implement your own navigation
I tried, but it's a vr project where you need to be able to teleport to slopes around 80degree and change your orientation
so normal waterfall mesh navmesh detection fails with the concept
This is my transition rule to go from double jump anim to falling anim
why does he stay in the double jump end frame when falling?
how can I design a character from images?
who impelented levelUp hero in GAS? i have a Q
afaik the only time a UObject pointer will be invalid is if it gets garbage collected
Did you try moving it to a new project?
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?
I have so many problems with my source. I know I am supposed to copy config, source and content. But my source doesnt work and my whole cpp is dead on the new project
Also why are there patches of snow? Flowers n snow don't really go together in my brain 😂
Event begin play not firing never seen this happen before
How did you determine it's not firing?
With a prnt string
try placing a breakpoint on the print node
Is this an actor or what?
Are you sure you've actually put it into your level and it isn't being immediately destroyed by anything?
Not being destroyed no
so when you play you can see it in the world outliner?
also have you checked this https://answers.unrealengine.com/questions/583741/event-beginplay-suddenly-not-firing-anymore-any-an.html
Thanks ill look
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 ☺
Im the Biggest Resident Evil Fan but zombies again, meh
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.
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
Hmm, I suppose I'm just used to seeing it in Unreal
The solution I suppose would be to just put whatever you want to access in UE in the public folder.
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
Hello, how do I get all actors in a collision box? As I've tried 'Get Overlapping Actors' but that doesnt work correctly
Alright thank you! 😉 the reason for the snow is because i wanted to make a sort of early spring forest where the snow is just melting away and i added the flowers to get some more life in the image, my main concern was not to go for realism but instead focus on what looks good!
how do you stop previewing an item in the skeleton. it wont let me click on this gun https://i.imgur.com/7rphD8M.png
can anyone tell me why this size discrepancy happens.. is it the lights?
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?
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?
yes, baked lighting takes a crap ton of resources
@plush yew Thanks. Trying to package now with all lights set to stationary..
how can I create, in a material, a float ramping up from 0 to 1.. in a loop?
at a specific speed
ahh time sine clamp.. thx I'll try that
wasnt saturate or desat a free clamp?
sine goes back and forth with a pause in between I need a ramp
power?
it's hard to visualize the effect i'm not that good at math
size did not go down one bit.. switching all lights to dynamic now
sine absolute than
it counts up
I'd need a clamp that loops the value.. like a modulo
this is what I need
if only I could see what the time node outputs I would understand better
it outputs time in seconds
with ramp i thought go up exponential
oh wow with DebugScalarValue you get a texture with the data from your node.. amazing
np 🙂
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
it's frustrating for me to get stuck like this everywhere because I know how I'd do this stuff in TouchDesigner
or mayB it was the material map
well if you know what term too google thats like half the work
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
looks like its not the lights. changing to dynamic lights did not reduce the size a bit
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
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
hello I want to ask if someone dont know this game name or TYPE of this game please
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
overland, its a tactical adventure game
ok thank you
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.
is this checked every frame or at a specific time?
ignore this, I was in es3 mode... which doesnt support cloth
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
mp3 should not be suported, are you sure?
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
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
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
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
If i need to create a simple photo viewer with touch (zoom/ pan) do i use 3d world or widget interface
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?
thanks
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
why is this happening plus how can i fix this???
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
@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.
Try to force quit Swarm Agent, alternatively try Cache > Clean in Swarm Agent. It's likely the cache is no longer valid.
Please see the Job Board down below. And specify whether or not it is a #freelance-jobs or #volunteer-projects etc. See Rule 8 of #rules.
Just saw you posted this, sorry for the double post! x)
:triangular_flag_on_post: RektbyKurdistan#3405 received strike 1. As a result, they were muted for 10 minutes.
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?
@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.)
Thank you, I already tried that. I may have to down grade my Nvidia drivers next.
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
Glad to hear it's not just me. It's been infuriating...
The outside of this character is normal but https://gyazo.com/d8c3bcf896083410055b616d7cc51315 the inside is see through and i don't want that https://gyazo.com/d8c3bcf896083410055b616d7cc51315 i don't know if this was the right place to ask.
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
One other thing we saw on r/unrealengine with Quixel Tools is issues with UI because of NVIDIA's new sharpening filter. Might be worth disabling.
do you mean this?
That would be it!
okay awesome, I know there is some weird filter stuff you can add using nvidia's anzel as well
I'm just wondering now that I think about it if there's anything in Geforce Experience too, though. Worth double checking.
Has anyone tried NVIDIA Studio Driver instead?
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.
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.
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.
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.
@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.
@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.
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
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.
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.
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 🙂
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.
My widget interaction keeps going through my 3d widget anyone know what I can do?
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.
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?
@flint dagger I understand, so for instance stick 2 or 3 assets into 1 uv space for 1 material over 3 assets etc
Yep! Any combination so that multiple assets are all using the same material, same texture atlases etc, is pretty much the best advice I can give for mobile. The second best advice after that, is always static lighting if you can :3
say is there really no colorramp in ue4?
This is best asked in #cpp, your module/plugin etc, is either not compiled for the engine version you're using, or is missing entirely from the project.
@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.
how the hell can you work without a colorramp tough lol
alrighty thanks xD first response ive gotten all week ive been trying to fix it lmao
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 😛
@flint dagger we are working on the Pico Neo 2 also and it's rather shite compared to the Quest 2
Sweetheart, I was dealing with the Gear VR for the Galaxy Note 4 before both devices were released. That shit was a nightmare :p
@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.
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
Woah, ouch. Thankfully I was freelance at the time, money was on my terms. But doing an entire house for mobile VR in 2 weeks, no amount of money is worth the sleep lost.
Especially considering I had to deploy, individually, to 12 different devices, everytime we had an update, manually.
@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
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 🙂
@flint dagger mind if I add you then or send a DM just to find you tomorrow?
Sure thing!
I am far more of an asset artist and less of a mobile dev.
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 ...
Looks hella cool for just duplicated geometry.
@flint dagger that's very cool. Though the way the Devs are tackling draw calls they might hate this.
Sounds like a lesson needs to be taught! 😛
That said though, you don't need to duplicate everything, walls floor and ceiling, tables should be enough :3
@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.
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!
Hmm... It's tricky, let me see if I can find some of the old Arch Viz tutorials I had.
@errant blade I presume your unit scaled are different in 3ds max and UE4.
doesn't 3DS max have a scaling option on export?
@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.
I have a sphere but it's only 1/4 of the sphere (top half) that I can do foliage on. Anyone know why?
I'll try all of that. thanks!
@flint dagger your think I would know after so many years doing it. But there were always windows!
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
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 […]
Architectural and product design visualization, pointers, tips and tricks.
i'm still curious which device renders 360°?!
@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...
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!
I've had the chance to experiment with GPU Lightmass. It's hella fucking cool, but right now the only benefit I can see it giving is just giving Artists a more 'realistic' view on how their lights are in the scene.
I would still use CPU Lightmass to actually calculate (along with the Ini file changes to make it extra clean!)
@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?
this did the trick, there was an option in import that said "convert to ue4 units" or something of the sort
So on the skylight you have two options, you can either pull from a specified HDRI or from the scene itself. In this case, my baked lighting is coming from the specified cubemap, not from the scene around it.
@errant blade glad I could help.
It's not neccesarily that it renders in 360, but if you can keep your player fixed to a stationary point - pretty much everything that needs to be loaded or done is coming from the existing frame before it.
@flint dagger player is teleporting around, but can this be used to light the interior of the room?
How do you mean?
Just curious if a skylight would do anything to help light a sealed room, theres only ceiling lights in the room, no external sources
thanks a lot! :D
Ah I see. So the example I had set up with the skylight and Specified Cubemap wasn't a sealed room.
Here is a quick, but rather terrible example if the walls are one-sided, the cubemap still applies to the lightmaps.
@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.
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.
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?
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.
You're best asking in #graphics but TLDR, lower your particle count, or optimize your particle shader.
And then add your cool rect light, or whatever else to be the directionals from the ceiling. Just a note, rect lights are more expensive than spots. I'd recommend trying to achieve it with spots.
Why not just import a basic Sphere, Cube or Tube shape, and just spawn them when the player clicks a button?
^^ that, which also gets you around trouble with UV and lightmaps
Yep, doesn't need to be dynamic or crazy. Just spawn meshes :3
@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
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 😛
Sounds like I really need to get on this Material Optimization video tutorial soon... Second time this has come up in about 20 minutes :p
@flint dagger is it possible, to translate, scale, rotate ingame, too?
yes it is
@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?
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 ❤️
SetActorTransform
What is the Set Relative Transform Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@flint dagger haha yes!
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"
Not entirely, I've come up to a rather weird issue that allegedly static lights still have some minor cost. Not sure about the details, but if it's static, it should be fine more or less :3
@flint dagger it better be... haha
well they apparently do if you have dynamic objects
Looks like a GPU issue, what are your specs? Could just be taking a second to load the window. But I've never seen this in UE4.
I'll stick with spots anyway, getting the same results so why not.
For sure if you have dynamic objects,
@flint dagger Ryzen 9 3900x, 64GB Ram, Nvidia GPU 2080Ti (latest driver)
That is hella weird then, honestly I've no idea. Try Yoeri's suggestion to disable Window animations in UE4.
@flint dagger Hmm indeed, Thank you, ill give that a try 😄
@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?
@timber birch not a driver issue is it? I had mad instability and had to toll back to an older driver.
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...
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?
has anyone used this
https://github.com/adamrehn/ue4-docker
With aws Lightsail?
Tricky question, it depends on how those mods are implemented and whether or not if you have a verification before they are submitted to allowed to be used on a multiplayer server.
Might be worth asking in #multiplayer.
I'll ask there, thanks!
Well i have updated my drivers several times, I don't think that is the issue, and i think its only on UE4.26
ok nope, its also UE4.24, not specified to a version then
Can you confirm that it is only 4.26? What about 4.25? Because It could potentially be a bug report to Answerhub.
Ah okay.
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.
thx @flint dagger - looks interesting! 🙂
Latest blog says early this year, but no confirmed date afaik.
Woah, that's hella interesting. Honestly, if you can have a repro like that, I'd bug report to Answerhub. I don't have an LCD panel here that I can do HDR on,
But I feel like this is a Windows 10 issue for sure.
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.
Awh, Thank you! I'm glad I could help a little bit.
Yeah! At some point ill show you what i used it for.
@severe ibex Thank you as well tho, for taking the time to help. Much Appreciated 🙂
hey how could I make a "total speed" variable for a vehicle?
what?
nvm got it im dumb
"Modular" character assets on the store be like yeah it gots 2 weapons very modular, good price.
yikes dude
@rotund elbow man selling assets is a terrible thing anyway, the work to profit ratio is ass.
some
but most are pure trash you can make yourself if you just look up a blender guide or whatever rlol
pricing is weird. the good stuff is sometimes priced lower than the generic 3d student portfolio spam
lower price ends up making more profit cause you sell more
true
Really? Tell me more about it
What is considered low price?
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''
bit different perspective when buying assets instead of hiring a person to do it.
So if i work for 3 months with acceptable quality product , is 29$ pricing too much?
depends on the result
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?
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
bro for what? a tree? a detailed character with high res texture and normal maps?
10$ rigged to epic skeleton good price
Ok say a tree pack
still not enough detail lol
@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.
for $29 if it saves me 2 hours work doing it myself, it's often worth it.
will the tree pack forever satisfy the needs for trees in the project?
Nice
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.
Whos not popular sellers?
Everyone wants assets cheap but they dont value asset makers.
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
😄
You can make more money teaching people how to make assets then making and selling them yourself..
probably
Anyone here successful with market place?
Do u mean Courses
Udemy art classes make huge money
you can make more money from utube ad rev showing bp coding than selling a game
Even the low quality courses still make more then selling most asset packs
@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 $300 on one cut glass tumbler that took an hour or two and £10 on something that took all day.
i doubt that unless the game sucks 😄
a lot of games dont net at all
aye
Half tempted to stream on twitch during my day job.
but some dude just showing of coding on youtube can make tons
@severe ibex can i know u made 300$ over what period of time
well I'd know who to ask about that but im not gonna bother him now
Programmers make mad cash. I get a bit salty being the only 3d artist, earning 25k but the 5 other devs are on 40k
capitalism weird, almost as if the system doesnt apply on instantly instanced goods :p
@severe ibex learning programming isn't hard. Pick it up as a hobby. See where it leads
@rotund elbow i dont think tutorial ads can beat a creative game with ads or paid price
@severe ibex Funny part as an engineer, I think 3d artist job is so much harder
@broken heath like 2 years maybe? I had a lot of assets though, average about $4 a day in sales
Oh hi5 @severe ibex i am an architectural engineer but I don’t know much about selling I can do alot of art works but idk if its worth it
@vast plover it's very outsourced though, but then funny thing is even programming can be, but 3d artists just seem to be the ones getting ducked.
If "artist" is in your job title, you're not getting paid well haha!
I wont go as far as to say average engineers are overpaid because honestly the job is horrible, but I really do think other positions should be brought up
all jobs are horrible. Thats why I do game dev. It's a passion, not a job 🙂
was just about to say, arent all jobs horrible..
Not if you’re a ceo
When I was young and worked at the arcade I loved every minute of it, but I would be living in a cardboard box today if I still worked in an arcade so it's relative
living in an arcade cab would be better 😄
i've done arcade machines out of cardboard boxes
Quick question does anyone know a service to backup UE4 projects or just big projects in general ive tried GitHub and I’m pissed off at the push limit and it’s caused me to have to restart my project over 3 times
why not look into self hosted svn or perforce?
My job is sweet. I am so lucky to do it, but I just get upset that literally everyone else I work with doing the same thing makes hand over fist more than me. But sadly you do what you love and I dont feel I love C++ enough to be a real Dev, Tech Artist at best perhaps.
Never heard of it that’s why I’m asking
@delicate mesa perforce for sure man.
One of the things I found funny about art was when I learned that "classic" art is mostly ghost writer art that someone attaches their name to, and the more obscure or lets call it "in" the more it's worth although some rando got paid maybe a 100$ for the work, that's valued at millions.
I’ll have to look into it thanks for the suggestion
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.
i tried freelancing with my pixelart for a while
i couldnt compete with the netops salary i had then
has there been any news on the ue5 preview? They said Early 2021, and its almost spring now,
still snow here
still snow here as well, but was 9c today
As soon as we know, everyone in this Server will know 😛
i only ask as i dont follow many channels. not only am i way too busy, just too many servers to follow and keep up-to-date
spring is in 9 days (March 20th)
Quick sanity test. When you modify the rotation of an actor or component, the actual rotation is performed as a vertex shader, correct?
I'm seeing stuff like this https://www.tomlooman.com/rotate-mesh-vertex-shaders-ue4/ and getting very confused why you wouldn't just set the static mesh rotation.
Rotation component?
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?
Then use 2.0 and 2.0 - I still think you should clamp eye adaptation to what you need and not remove it entirely, but using higher values will increase the general exposure.
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.
Setting both to 2 made my scene even darker 😅 Reducing the values and making matching them is actually working as intended though.
Gotcha. What's the difference between "1" in exposure compensation and "1" in the min/max brightness settings?
Or do they mean the same thing, so to speak?
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.)
No worries, take your time.
Well the documentation is here: https://docs.unrealengine.com/en-US/RenderingAndGraphics/PostProcessEffects/AutomaticExposure/#autoexposurebasicsettings --- don't quite understand Exposure Compensation unfortunately.
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
Will take a look, thanks!
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
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?
I believe due to how things are serialized, you can run into a lot of trouble modifying the C++ classes that your Blueprints are derived from. Adding things is usually cool, but changes can corrupt things. Many people I've asked about that say they just remake the BP.
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 😦
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
i would recommend fbx 👍
Any particular reason or is just better?? Thanks for your answer 😄
max's game exporter is very good
from what I've seen, fbx is just a lot more consistent and can hold a lot more data than any other form. Whether that is actually true or not im not 100% sure, but that is what I have seen in my experience 😁
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"
Thanks, good to know!
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
how do i make this so that the camera does not roll with the ball, it just kinda hovers above it and follows the ball
What would you guys recommend for mapping a game with a lot of keyboard inputs to an xbox controller?
what exactly do you mean? like how to make it happen or tips on what to bind each thing to?
@calm pollen turn off inherit roll on the character
what kind of game is it? are all the inputs important?
Like just tips. The game I'm working on is an FPS, so just lots of actions to bind. Idk if enough buttona exist
I think they all are important imo
can you give a list of some? :v
most things like jump, shoot, reload are easy to bind to the face buttons and triggers
I don't know if I can with NDA
games usually use like a wheel
if there's really a lot of stuff to map
I thought about that, that would reduce weapons by a lot. Or the d pad like in gears
yea dpad
I can look into a wheel, good advice
you have your old MGS style with a fan out list
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
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
MGS5 has categorized slots and each slot holds a list
so pressing dpad once activates the slot and pressing multiple times iterates the list
contrast with DCS where each slice in the pizza drills into another pizza
nvm it just took a while to load
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?
@humble stratus even when it auto saves?
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
Yep, autosaving too, must be something on my end
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"
by project cache you mean %user%\AppData\Local\UnrealEngine?
blueprints be like "oh he typed For Loop, I know I've got a For Loop but he must want a For Each Loop. I'll put For Loop at the bottom of the list he probably didn't mean that"
Quick #UE4 Tip number 126.
Filtering results in context menus.
https://t.co/ZvTDTcZuJg
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
but honestly does anyone know any good tutorials for realtime shading fx? like doing a hologram effect or something like that
hi, did they remove z order from the widget editor?
no, it just isnt an option for every widget
overlays for example should have an z-order
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.
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.
is there a way to attach more materials top a landscape ?
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 🙂
can someone explain to me why my amd ryzen 7 3800x goes to 95% when changing the basecolor of any material lol
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?
yeah but while im doing the material ill still have that problem
100% 😄
It opened 😮
6.954 compiling shaders! Probably the planar for reflections causes me to slow down my pc. It is probable?
sadly not working
i click build lighiting only and this happens kickoff swarm and fails build lighting it happened when my unreal crashed while building light
wait it may work I'll try a new thing
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
when will we get ue5?
when its ready
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?
You have to invert Plane in Blender
should i install editor symbols for debugging too?
Also check Material in Ue
thanks will try it out
Or set mutiside plane
Yes.
But they make error messages actually helpful.
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...
its using too much space
noob question ,but how do you move this closer to the object, annoying having to zoom out each time
Reset Transform.
May be you can do this with right click
This thing you have to do in Blender befor importing
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.
Does anyone here have any experience with unreals texture streaming systems
set pivot with the right click
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?
With the recent launch of MetaHumans, Epic released one of their first cloud powered tool. In the future though it's looking like the cloud is going to play a much bigger part in the future of Unreal Engine.
Link:
https://gamefromscratch.com/unreal-engine-coming-to-a-cloud-near-you/
-----------------------------------------------------------...
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.
yeah i found out how to do it!
Your virtual hands will work wonders soon!
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Huge thanks to my Patreon supporters:
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Can anyone suggest some beginenr friendly Unreal Engine tutorial that includes c++ coding? Because I know some c++, but I dont know ue4 specifics.
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.
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?
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
lol are ur textures 16k or what
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
"click"? so not in the actual game?
nono in game
i click on a button and it should appear on something
im limited in what i cn say xD
send a screenshot or video @exotic otter
I cant 😛
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.
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
does anyone know a way to make a ball speed up by a set speed whenever a UI button is pressed?
This definitely sounds like memory streaming to me. It's allocating the texture then walking up the MIPs to find the highest one it can render...
It seems you might be bound by some NDA's or other such things. But are you able to say whether this is for an in-world asset, user interface, etc.?
Anyone know why a swarm agent on my network shows as available, unassigned but doesnt pick up any jobs?
im trying to find the unreal classes that handle memory / texture streaming. cause i want it to load in the high mip instantly and use it.
its for an in game texture
You could look into a couple of things then:
- you can set your compression method in the texture to more closely match what you're trying to do.
- you can set the texture sampler in the material to use a fixed MIP.
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
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.
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
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?
hmm that idk outn of my head
i hope nothing strange or bad happens if i use biasmode
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?
The construction script is static, pick it up with the blueprint or copy it in the blueprint and make the manipulations.
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.
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.
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
where do you see spiral stairs?
Geometry
ok, those are geometry brushes. they are not the same as static meshes.
can i make it?
you can make the geometry brush if you want and use it
sorry
if you need it to be a static mesh there is an option after you made it to turn it into one
you dont have permission to write to program files is why
run the launcher as administrator, or install to a non protected folder
run the epic games laundher in administrator right?
@grim ore Worked ,thnks!!!
yes, or you can try to install it in another location
ok thanks im installing it at my documents folder and it works now
question
any way to display the amount of bones on a skeletal mesh?
or showing them?
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) ?
@spare sun mouse over it in the content browser and it has a bones property in the tooltip
ah yeah, i always forget there is an actual skeletal asset lol
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.
Is there any way to merge actors in runtime? I’m looking at mergeactor and casttomergeactor rn.
I cant find my collision drop down menu,tried to find solution on google and yt but no solutions,any tips?
hello i have a low resolution whenever i make a project in 4.26, do you know how to make it higher?
@compact patio where did you look?
@plush yew what is your resolution scale set to under settings -> scalability settings
I'm not sure what I'm doing wrong but in my project, I don't have a collision drop-down menu. All I have is File, Edit, Window, and Help. Any idea how to enable it?
Thank you.
this is what i found on google
how it was just low nvm its good now thank you @grim ore
@compact patio ok.... where are you looking for this menu at?
in blueprint
it wont be in a blueprint, its part of the static meshes
how would i get there?
open up a static mesh
oh wow i found it thnks!!
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 🧐
yes the latest drivers are randomly unstable
ha thank you, I'm relieved not to be the only one to notice this 😊
Does anyone know if it's possible to make billboard components visible on preview cameras?
yes, uncheck hidden in game (the preview acts as a game camera)
Heya
When im using procedural foliage i have noticed that almost always i have this blind spot in the middle
How can i fix that?
Was hoping for a way to do it just for the preview, but I only need this to work for testing anyway. Thanks.
you could always set it back to hidden in game on begin play
Does Unreal Engine allow procedural map creation at runtime yet?
only if you make it yourself without using the editor tools
you could use procedural meshes to let players push verts around. spawn actors and move em around. save it all to disk.
Thank you. I will start reading up on that then.
8k megascans are the bomb
or stuff like dungeon architect
specifically looking for outdoor world building, so I'll check out the voxel plugins. Thanks.
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?
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?
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' ?
open the console while playing (~ key on US keyboards) and type pxvis collision 1
this lets you see collision while playing, maybe you can notice something
ah! I see, the collision boxes are not moving with the static mesh!
super weird, did you add in like a seperate collision box instead of using the meshes collision?
There is a settings for that in the volume I believe and you can offset these gaps. If you do not find it I can check it what it is exactly.
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!
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)
ok I will give that a go, the tutorial used 2 box collisions but it doesnt seem too efficient.
if your just using physics to move an item yeah that sounds weird, the static meshes have collision on them if its set up
They are set up for overlap events. is that possible to replicate using the collision box of the static mesh ?
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! 🙂
@covert moss that looks really good damn
nothing I can really say that is wrong with it lol
Thanks! 😉
I have a sort of involved question
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?
do you actually only use widgets or is something in the actual world
if that makes any sense
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?
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
in my game I've implemented custom console commands to allow me to do something like that
basically they just run some code to do things I need to do to test things, like spawning certain things or skipping ahead
if the app looks like it is only ui, no reason it couldnt be only ui
i was considering something like that. setting up some state macros to automate and skip
ok so it is possible to make only UI thanks
I made a slot machine game using only UI elements
it would still work with multiplayer right? there shouldnt be anything horribly different
if your just exchanging data over the server sure, just got to keep in mind UI is client only
ok will do, thanks!
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
so if the ui is client only, how would i get multiple users to connect?
something has to be the server
the ui is just ui, its just user interface
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
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
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?
o.o
what happens if you dont finish execute in a sequence on a bht?
does it skip to the next sequence in the selector?
someone using houdini with unreal license ?
@plush yew houdini engine?
engine is not the app
what ?
its the engine...as ue4 has engine and editor parts
okay to run the editor ?
you can get one from sidefx...it's not free tho
so i just downloaded plugin for unreal that is 3 GB ??
nope, installer has alll the versions of houdini...even the FX one
i knew it something was fishy
you can learn houdinit by using apprentice license
okay so what is the editor the FX ?
FX is most expensive "version"...then goes indie
why this app is so complicated ???? which one is the editor ?
plugin for ue4 includes the houdini engine, so you can load houdini logic in ue4
@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
@plush yew if you instelled it you may find this in start
they all installed at once
oh ok got it
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?
IS it possible to set Maximum Axis Value to the same as an input variable?
Or am i overthinking it
in a blend space
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?
@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
how do i make directx 12 default
project settings -> windows -> default rhi
it always resets
the same project keeps resetting?
it wants me to restart then i restart and its dx11 again
perhaps you dont have a supported gpu or operating system
i have a gtx 1080
windows 10 20h2
it supports upto 12.1
all my drivrs are updated
it shouldnt ask you to restart if just changing the rhi
it is asking
then its something else causing that
which might be causing the other issue. perhaps it cant write to the .ini files
welp I can say in 4.26 that just changing the default RHI from 11 to 12 doesnt ask for a restart
im using 4.26.1
yep
right click menus or the ones at the top of the screen