#ue4-general
1 messages ยท Page 960 of 1
is "Cast To xxx" an open stream?
Is there an alternative to check something from the BP from an animBP?
any normal way would work to talk between blueprints
whats a normal way?
one blueprint telling another to do something. casting is not communication its just treating one thing like another
we dont know what you are doing
Im wondering what the different ways are to communicate between blueprints
specifically anim and animinstance
thats a generic question tho, its like asking about the different ways to program a hotbar
not really, my question is kinda feature agnostic
what is an anim and an animinstance specifically?
yep thats what I am trying to figure out. I guess the answer to the different ways to communicate depend on exactly what you are doing and want to do
it sounds like trying to get a value out of the linked pawn in an animation blueprint?
in this case, in the animBP, play a thing if a custom event happens.
ok so do something in the animbp. In that case it depends on what your using for the custom event.
anim sequence can use notifies
the linked pawn can just call a custom event on it and then the animation graph can alter
the anim bp could listen for an event and act accordingly using an event dispatcher
nice
the anim bp could poll something every frame but thats not efficient
i mean technically anything could tell the anim bp to do something as long as it can find it
This is why "cast to xxx" confused me.
I dont like it but its what i have learned so far from the intertubes
the cast is treating one thing like another, so if your trying to talk to the connected pawn you would only know its a pawn without casting to your specific class
so the cast is not doing the communicating, its just allowing you to be more specific when doing something with something
I am having an issue rendering out a pannaram its only using 8% of my cpu and 20% of GPU is there anyway to get it to be multi core I have alreay set all the multithreading i can find in settings
My game crashes after splash, Just black any ideas thanks
I guess i try to overthink it. I wanted an enemy to play a hit animation on a condition. But i see there are AI behavior classes i can dig into
Assertion failed: World [File:D:/Build/++Portal+Promotion/Sync/LocalBuilds/PluginTemp/HostProject/Plugins/SaveExtension/Source/SaveExtension/Private/SaveManager.cpp] [Line: 251]
UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450]
UE4Editor_SaveExtension!USaveManager::UpdateLevelStreamings() [D:\Build++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\SaveExtension\Source\SaveExtension\Private\SaveManager.cpp:251]
UE4Editor_SaveExtension!TBaseUObjectMethodDelegateInstance<0,USaveManager,void __cdecl(UWorld *)>::ExecuteIfSafe() [D:\RocketSync\4.25.0-13144385+++UE4+Release-4.25\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:716]
UE4Editor_Engine!TBaseMulticastDelegate<void,UWorld *>::Broadcast() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1013]
UE4Editor_Engine!UEngine::LoadMap() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:12673]
UE4Editor_Engine!UEngine::Browse() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:12101]
UE4Editor_Engine!UGameInstance::StartGameInstance() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:579]
UE4Editor!FEngineLoop::Init() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4031]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:155]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Any way to fix this
The plugin is used everywhere in my project
and for whatever reason replaces the engines default save system
so anything that is supposed to be the engines save system
gets replaced
when making a child character, dosnt it inherent its parent AI controller?
hey yall,where do you guys put global variables?
Reminder: Create backups regularly.
I tried using a game instance blueprint but it resets every new level
or do i just leave it where it is and do cast to?
actually nvm
Anyone here know how to get the Gameplay Ability System cooldown working? I have a Cooldown, it shares a cooldown tag with the Gameplay Effect, but I can still re-use my Ability within the cooldown window
Issue was me: I put my tag in the wrong section on the cooldown
Has anyone had killed ssd drive when building lighting in ue?
Having two pcs destroyed on build attempt, i sorta feel like something is up
Or completly botched windows update
But two pc, Both very new and old in span of 24h i find very strange
wats a creator system
Ok i got an UE5 question.
Heavy polys. Got that much but did they say only using specular and diffuse textures?
Sss im guessing too.
I'm expecting to be disappointed. E.g. Virtualized geometry is static and you can have X materials per virtualizedmeshactor.
how the heck do I attach a particle to every actor on a map when I press R
I've been trying everything ;.; I swear im gon give birth to a child if I dont figure this out
Can someone tell me how I can turn off the Auto exposure. I am working in Modeling Editing mode and as I orbit around my scene the geometry gets blown out. I tried droping in a Post ProcessVolume but I cant find the attributes to check to turn this off
project settings autoexposure wont turn it off?
Anyone know if there is a way to get all child classes (not actors in level)? I want to make an admin Widget that will allow me to give any item to a player but i dont want to have to make the item and keep a seperate list for the widget. I just want it to search the assets for all children
Does anyone know how to edit vertices in the model editing mode? I basically want to select the verts on the poly object I have just made, then snap them to my underlying static mesh.
Basically just want to be able to move verts on a static mesh?
Anyone else having this issue where drop downs stop working in 4.26.1?
is this a windows issue?
interesting... these videos aren't showing what it looks like on my monitor
it pops up and disappears immediately
@rustic panther Will a restart not fix the problem? I havent experenced that yet.
pinned messages @rustic panther
ohh, nice thanks
Might be that?
sounds right
started happening around the time I updated my drivers
gonna try 461.40
Hey, I'm not sure if this is the right place but I was watching the "first hour in unreal tutorial" and in it he specifically shows him going into the details of a directional light and checking the box "Atmospheric Fog..." but I cannot find any matching options even though I have followed him step by step. Does anyone have any ideas, maybe something has changed since the video was made?
Hi Friends i have added Compass in my Project
But it is only working for third-person-Charactor.
When i drive vehicle it is not working can anyone help me with this
because its using third person character to update your location/rotation, so when you posses vehicle the cast to the third person character will fail and wont update the compass
Hi, does static mesh collision extends when rotating fast? I have a handle that I can rotate to hit a ball. when I rotate it slowly it doesn't reach and hit the ball but when I rotate it fast, it does hit the ball. how can I solve this?
I hate git, but I need to do something.. I'd like to diff 2 tags in the same repository, remotely (if possible), make a patch and then apply the patch to a local checkout of another repo
how can I do this ?
this tag https://github.com/Oculus-VR/UnrealEngine/releases/tag/4.26.0-release
with this tag https://github.com/Oculus-VR/UnrealEngine/releases/tag/oculus-4.26.0-release-1.57.0-v25.0-patch-1
and the I'd check out current 4.26 branch from Epic's repo and apply patch to it
I am upgrading from ue 4.25 to .26, something has gone a little wrong with my character control during the process, I have build a basic character select where i was releasing the mouse and then recapturing the input, I can't find the code anymore which is a little strange did something major change in this part of the engine?
from 25 to 26, i doubt it
How does the default third person character change its rotation when a or d is pressed?
I don't want my character to strafe
How do I make the pivot point of one object match the pivot point of another object?
@plush yew click movement component and look for orient rotation to movement , set it to false. also under class defaults settings of your character set use controller rotation yaw to true
Thanks I got to work by changing controller rotation yaw to false
np, didnt quite understood what you meant by strafe because by default it runs in the direction you are pressing. still glad it led you to the correct answer ๐
BTW when I press forward and side buttons together the speed increases from 150 to 212
When Im moving forwards /backwards or left/right the speed is 150 but when I move diagonally it increases to 212
oh weird so after the upgrade a setting must have changed, the input isn't reaching my code, i bet something happened to registering input listeners
PlayerInputComponent->BindAxis("MoveForward", this, &AAresHeroCharacter::MoveForward); is called but input never reaches the moveforward
strange. Did you check with the axis mapping keys for MoveForward from Edit->Project Settings->Engine->Input?
yes they were there from before and they seem to be there now
Hey I have a question regarding VRPN / ndisplay. Im trying to add a blueprint called "Cast to Display Cluster Blueprint APIImpl" and can't find it? Anyone know how to trigger ? https://blueprintue.com/blueprint/8o9eoafi/
Any tips appreciated I just cant figure it out
if I use core redirects and then start up the editor and fix up redirectors in the whole project, shouldn't everything then work after that without the core redirect?
Hello I'm Trying to optimise my game.
- For that I'm reducing size of megascan texture from Texture Compression.
So I am using
512px for Texture
128px for displacement
512px for Normal DepthMap
128px for Roughness map
Is it right thing to use different resolution for same texture maps.?
Quick #UE4 Tip number 127.
Rectangular color picker.
https://t.co/l6mT8HEvt6
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
is there a way to force recompile of all blueprints?
Idk about recompile, but hitting play will compile all blueprints
well i've figured out my problem, the server is spawning a different character than the client, hmm ๐
Anyone know if theres some sort of "invisible to me" type node in ue4? I have a basic third person body to represent my character to other players but I dont want the third person mesh to be visible to my first person body cause the camera clips into the mesh
owner no see only owner see
heya
When im using POM on my landscape material
my foliage looks like its not on landscape
is there a way to work with it? right now the best i could think off move foliage a little down
is there any way to have decaly appear on transparent surfaces?
or another thing would be to have a dummy mesh but for that i would also have to have it be somewhat transparent
I wonder - are there any books or other material on sort of "game dev patterns", as in, just high level patterns and ideas on how different game mechanics are typically implemented?
As someone who's done programming for a long time, most stuff I can solve, but since I haven't really done a lot of gamedev specifically, I sometimes wonder if there are better more general purpose solutions to some of the things than what I come up with :D
I have some widgets inside a parent widget container. I need the children to have a reference to parent. Do i need to loop thru all of them on construct and set the parent variable? theres no way to do that from designer?
guys do you have any idea on how to make wind schytes?
Without weapon or anim just magic so i cant slap a collision to the hand
there's a Get Parent, have you tried that?
yeah not having any luck
stupid question: when dragging meshes in the scene, is there any way to force them on z=0 (like if there was an infinite surface on which to drop them)?
they end up at seemingly random z positions
are you using setactor location?
yep, dragging from the content browser to the editor
just break the transform pin
beside changing their location manually no
and set the z to 0
@ember star he means in editor not bp
really? it's a bit strange - how do you typically put floors in levels? just fix the z layer manually and clone?
yep
just felt weird that there's this neat grid, but it can't be used to position things on drag ๐
so u would like a snap to grid feature ?
not sure what u want
there might be a snap to grid im not a editor expert tbh, i do everything from bp's
(there is i just checked)
it does snap to the grid in x and y, but z is seemingly random (well not exactly random, I just don't understand the logic)
i see
if there's a surface behind the cursor during drop it's used to position the new object, otherwise it usually results in it floating in the air
Hey guys! idk where to ask this but is there any way to change these bindings?
I'm using actor on clicked/onreleased to do drag and drop, but there are situations where the release happens and the actor doesnt have the mouse over it to catch on released
is there another way i can universally catch/reset isdragging?
Maybe it belongs in the player controller?
UE4 gets stuck at 18% when running Vulkan
https://streamable.com/uilb19 helpme (BlenderAdoon)ใใใ(fix)
I clicked a key on my keyboard by accident, any way to get off this?
nvm it was alt+g
I'm building 'rooms' of tiles by setting tile data one by one in the details pane. Is there a smarter way of doing this?
When I'm trying to move Sun Position by Ctrl+L it only changing Light Source Direction. Sun is not changing Position...
Please Help
ironic how i cant even seem to be able to finish project i named "i cant finish projects"
i am actually tying up whatever i was able to achieve and packaging it. i am fed up with myself
Nothing wrong with that imo
I've done a lot of projects because it seemed like an interesting problem and once I solved that part of it I lost interest and never really "finished" it in that sense
If one were to start premptively creating high res assets for the marketplace in anticipation of the UE5 release. Does anyone know what limitations to consider for nanite? I'm thinking of trying to find the time to make a variety of hyper-realistic imaginative objects.
the only people who might know signed nda's so until that is lifted (or the veil around ue5) nobody can answer that.
but in theory, anything that is not animated should work
Does anyone else have problems when dragging blueprint nodes where the node falls significantly behind the cursor?
It's driving me nuts and I can't seem to figure out what is causing it
Is it with a BP_SkyS_phere? If so, it has a Refresh Material checkbox in its Details Panel. Click that and the sun will realign with the light source.
Yeah, my editor framerate tanks from ~100 to ~20 when I drag a blueprint node. Any ideas?
how do i package a project for html5?
am i right in thinking that an instance of a controller class exists on the server?
Does anyone know how to resolve this issue?
i was able to fix it by deleting and re-adding the starter content from the project. Not sure about the cause though
so In networked games, PlayerControllers exist on the server for every player-controlled pawn, and also on the controlling client's machine. if i had some character selection per player it would be best to keep it in the controller
than then replicate it to the client
how does one create a game worth downloading
make it not suck I guess? ๐ค I mean that question is pretty hard to answer because what makes it worth downloading depends entirely on the player
Damn, I was working adjusting the location and rotation from a couple of sockets and, after saving, the skeleton got corrupted. There's some way to recover the file??
Use a source control software
IG i made my first c++ "game"
going to add respawning and some sort of flag that will light up when you touch it
then no idea xd
moving platforms and falling platforms have been already done
@exotic thicket I'm already using it, I don't want to lose my last hours
Yeah not sure if there's much you can do if UE didn't offer to recover it when you restart and you can't undo it either
Save files more often and commit into your source control more often is pretty much the way to go with things like this
Hello guys this light bleeding through wall, but when i came to closer is dissaper how can i fix this?
Lesson learned, not to mess much with socket position and rotation. I lost completely the skeleton. Next time better to change position of SM in blueprint
from your description, it sounds like a mip mapping issue. When it displays the lower resolution, that part is blending with the pixels from the other side. A solution would be to split the wall UV there, so that the other side would be further in the texture.
I had to roll back the nvidia drivers to 4.60.89, as any more recent driver seems to cause huge performance issues in the UE4 editor (4.25/4.26 both launcher and from source). For anyone who was interested.
what's the policy on putting plugin stuff (100% own code) publicly on github? I guess that's fine?
Hey, I'm not sure if this is the right place but I was watching the "first hour in unreal tutorial" and in it he specifically shows him going into the details of a directional light and checking the box "Atmospheric Fog..." but I cannot find any matching options even though I have followed him step by step. Does anyone have any ideas, maybe something has changed since the video was made?
Atmospheric fog was deprecated https://docs.unrealengine.com/en-US/BuildingWorlds/FogEffects/AtmosphericFog/index.html
Atmospheric Fog Actors provide a realistic sense of atmosphere, air density, and light scattering through atmospheric media.
So you can either try to play with the new fog or ensure you are running the same engine version as the tutorial
@jade heart since the video is mainly referring to the sun spot and color you can still use it and follow along, they just removed the FOG part of that property its now just Atmosphere Sun Light
Thank you both! So @grim ore Will the spot of the sun update as I move the directional light if I checked the atmosphere sunlight box on?
it will... did you try it?
I have but I think I need to somehow update the atmospheric fog to match the directional light but Iโm not sure how to do that @grim ore
as long as there is an atmospheric fog actor, a directional light, and that checkbox on the directional light checked the color of the fog and the sun sphere will match the rotation of the directional light
Ok thanks, Iโm going to try this again. Iโm very new so your help is very much appreciated!
Long shot, but there are reports of some nvidia drivers causing performance issues
In pins
yep I use 460.79 personally
Hey Guys, I'm a beginner at Unreal Engine. Can anyone please provide me the City Megapack link. I missed the free monthly sale
if you missed it then you cant get it for free
I know. Can anyone please provide me with a Google drive or dropbox link
that would be pirating content
5. Don't share, promote, or ask for pirated goods. It's OK to discuss the broader topic of piracy and its implications. However, if you are found to be encouraging piracy in any form, you may be banned without warning and reported to Discord staff.
It would be helpful too. I'm a student and I don't have the money to pay for that stuff
too bad
there are other free content you can try and use
Unfortunately such is the licensing of assets on the UE marketplace... There are other free assets, or you can make simple assets yourself
Okay
It was available on May 2020. I started learning this engine from July 2020. My bad
question, im making a first person shooter out of the tutorial and made the camera a parent of the mesh character. However I'm noticing that the camera shakes too much, is there a way to fix this?
don't attach the camera to the character mesh
mesh animates, camera animates with it
or do some sort of stabilization system for the head
gotcha
Hello, what can I do in steam sessions so that players can't enter while the game is playing and not on the lobby?
Hi, does collision for static mesh extend when rotating fast? I have a handle that I can rotate to hit a ball. when I rotate it slowly it doesn't reach and hit the ball but when I rotate it fast, it does hit the ball. how can I solve this?
How do you make a material render over everything?
You mean like a post process effect?
How would I do to create this type of gradient background without a sun and still light everything inside up evenly?
anyone use the Send to Unreal addon in blender?
So I checked that box on the directional light but as I rotate it the sun does not move, do you have any ideas on what could be the issue?
I dont. I tested it in 4.26.1 and it worked for me. New blank scene, dropped in atmosphere fog and directional light. checked the box and it immediately changed color and sun position. then rotated the directional light.
do you have anything else that might override it, like a skysphere
[2021.03.13-19.05.53:164][138]LogModuleManager: Shutting down and abandoning module D3D11RHI (22)
help
please
So... sanity check. If I set a rotation value on a component... the transform is brought to the GPU and the vertex movements are performed there, correct? I keep seeing things like this https://www.tomlooman.com/rotate-mesh-vertex-shaders-ue4/ and thinking "Nah... that has to be in the default vertex shader, right?"
Jeeze. Okay good to know.
because physics etc run on cpu
Yup... but that should just be the collision meshes.
In my case my object has zero collision.
if an object has no collision setting the transform shouldnt be costy anyway
Yeah it's not costly, but the draw meshes are kind-of high polygon for the Oculus Quest.
Not really having any performance issues at the moment, but I want to know what to look for if I actually need to profile stuff.
Thanks @digital anchor btw
Rotating meshes in shaders is way more cost effective, but physics is not getting any updates, so it's fine as soon as you use another collided for this mesh or not using any collision at all. That also includes tracing unfortunately.
It seems... odd to me.
You'd think, when collision is disabled, they'd just bake a transform matrix and send it up to the GPU but <shrugs>.
Then again they ARE doing GPU culling so that might be part of it, too.
I'd be curious to hear an Epic graphics dev discuss the trade-offs that went into the decision.
Also... I rarely use mesh colliders. Almost everything is primitives.
Some exceptions exist, though... like if I have a complex, modeled level. I might have the base mesh (before decorations) be a mesh collider. Depends.
https://www.youtube.com/watch?v=GIfzbrVK4nk
solo game design & high scopes in a nutshell :3
don't be stupid like me you guys be better than me
I did once make something similar in C++ regarding gradient textures creation at runtime.
Perhaps a simpler solution would be to take a 4x4 image, color the pixels to the color you'd like and then (not sure anymore, can't remember correctly) just choose some compression thingy and stretch it out, i think i used default or something, creates a similar effect.
Hey I'm trying to follow this tutorial using Quixel assets my the master material looks like this instead.
Heres the video https://www.youtube.com/watch?v=2ATM3VMxckQ
I need the pixel depth offset.
This is a quick way to do the blending between assets and terrain in UE4. This is great for anyone who is not extremely familiar with shader nodes in Unreal.
Please Like and Subscribe it really helps my videos get out there
New to Megascans? Start here: https://youtu.be/F6HrM6OTNMQ
#Quixel #Megascans #UnrealEngine
@outer solar that material is using material attributes is why, click on the empty space then near the top in the details panel for the material is the use material attributes checkbox
Weird general question but I am curious about personal methods. The setup is you have a BP_Door class with a OpenDoor custom event on it. You have 6 of these in the level, with one specific one being the last door in the level. Your game mode need to call OpenDoor on this one specific door at the end of the level, how do you do the communication between the two
@outer solar I have no idea, I just know what the problem was lol
Ah alright. Well thank you
the output of the displacement node, since its a material attributes try dragging off of it and break material attributes @outer solar
then you can wire them in 1:1 with the normal output
pretty cool tho
Would anyone know why my animation wont play?
Montage is UpperBody btw
stupid mistake, fixed.
and what was the mistake
Simply got the wrong bone name
I thought it was spine_01, not the actual name assigned in that slot
"J_Bip_C_Spine"
the animation retarget looks horrible though ๐ฆ
facial capture with iphone yes
What about body animation , is it there yet?
most people use mocap suits, i dont know about pure camera out of the box
I will check about facial capture iphone
Did you figure this out?
not really a figure it out question, trying to see what options different people use
I am a noob, but I had two ideas. Put a tag on the final door and search for classes with tag. Or add a TSubclassOf<Door> member to the game mode and drag in the instance.
No idea if those would work but itโs what Iโd try.
the first would work for sure, but game mode doesnt exist at design time so the 2nd would be an issue
As in thereโs no BP_GameMode?
there is but how do you link an instance in the level with the game mode?
if you use the search sure
theres a few ways, trying to accumulate all of the different ways people do it for reference
maybe delegates ๐
Mathew, you know about BPIs right? Why isn't this working?
Assuming BP instances have their own event graphs, I guess event delegate is something else Iโd try.
yep event dispatchers technically work but no real need for one since you can do a direct talk to the item anyways
Hehe this is like UE scrabble.
@potent bridge that should work assuming that item has the interface and that event, debug it see what happens
Anyone know why my cheat manager command would show up in the console bit it isnt recognized?
fjkiabai, Darky you stupid sonofa... yeah, pro tip, use the hitbox and NOT the cube.
@spare kernel Unfortunately I'm still getting that menu disappearing issue with 461.40 driver :(
What is the question about?
you cant create events inside a function
only in the event graph
Construction Script is a function
oh thanks you very much im new to this
np
you can call functions in the Construction Script fyi, so you can make an event in the Event Graph and call it in the Const Script
@grim ore I searched "blueprint talking to blueprint" and the top result was https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Blueprints/UserGuide/BlueprintComms/index.html
How to use one Blueprint's functions, events, and variables from another Blueprint.
Something like this is what I had in mind ignorantly saying "drag it in," lol.
my queries are getting lazy
Hey all, curious if anyone could give me some insight on what CPU they would say is best for unreal engine development, specifically rendering and rebuilding lighting? I was thinking the Ryzen 3900x 12-Core or the Ryzen 5900x 12-Core, but do you really think the price difference is worth the performance difference as far as Unreal Engine goes?
https://www.cpubenchmark.net/compare/AMD-Ryzen-9-5900X-vs-AMD-Ryzen-9-3900X/3870vs3493
5900X looks better,but both are very good
Yeah, its just like a $400 price difference so lol
Did not know if anyone might recommend an Intel processor over Ryzen but I assume that more cores in this case would be better.
Wait whhat, its way cheaper on new egg (and out of stock)
I wouldnt buy more than a 5800x
I have a 5600x i upgraded from a 6700k and the diference was huge but 5800x to 5900x is a huge price jump for not a lot of return really unless your building lighting and shaders all day every day
meaybe threadripper?
for a small indie team i would think threadripper or 5900x is overkill
Thanks for the recommendation Kilrath. Do you think the Ryzen 7 5800X is better than the 12-Core 3900x tho?
5800x should trounce all over the 3900x. the IPC gain is huge and makes up for a few less cores
I mean the last gen 3900x 12core
don't forget about fast rams
my opinion is, as a small developer most wouldnt benefit much from more than 8 cores. For the amount of times you compile a ton of shaders or build your lighting, its not worth it
ryzen need atleast 3200 mhz rams
Yeah that much I knew about the ram. Just trying to figure out if its worth the money to go with a 12-core over an 8-core Ryzen really.
For Unreal's usecase.
If you were a big studio with massive high quality lighting builds happening constantly i think you would see more swarm farms than computers with massice core counts anyways
But seems like Kilrath answered my question haha.
if you have spare $ yes, as you won't upgrade to anything in near future
He has a point... if your rich, go big lol
Haha I have the money, but saving money is still nice lol
if that affect other components and your budget, i would go cheaper way
what gpu your will run on it?
Well looking to get a 3080
I was worried about my 5600x only being 6 cores but honestly it doubled my performance over the 6700k and i havent had a core count issues in 2 months
i'm runing on r5 3600 + rtx 2060 but many times i got 100% usage
ah that sucks, i was working on that
Yeah so its about time for an upgrade
I do a lot of map design and work with lighting a lot so the build times are killing me
i5 mobile... shader compile from a asset pack import must be a load and go watch a movie, go to the gym and eat supper then come back kind opf deal lol
one time i was opening paragon character on mobile i5 for about 45 minutes untill all shaders compiled lol
if i reinstalled the engine when i had my 6700k i had more than 100k shaders to compile. It took hours
and it was water cooled and overclocked to 4.8ghz on a m.2
Oh my lord
its what ahppens when your dumb and just hit import from the launcher way too many times and then never clean it out lol
i find it tough to manage what stays and what goes. To grab all the assets and organize them and delete the rest. I think i read somewhere you should have 2 projects. One with all the shit in it and the other with the stuff you use exported to cut down the load.
Oh thats smart if you have a large project
Yea, you export the core stuff and it only takes the referenced assets
That way you can still load all teh asset packs and look at them, mess around with them without over complicating your main project and having shaders compile for no good reason
There is a bunch you can do to get a lot done on a little, if you do it the right way. Wont need 20 cores if you cut the fat and only use 10
Its something i see a lot of game studios doing now, less optimization and hope people just throw hardware at it.
Now if only i could figure out why my CheatManager shows my commands in the console but then says they arent recognized when i try to use them, id be a happy man.
Thereโs some real results for your question so figure out if that time savings is worth it for you.
looking at those numbers, imagine being rich and buying the best ryzen 5000 series thread rippers when they come out? crazy.
lol... ooof intel
Imagine buying a dozen. "What shader compilation?"
next time i get a ton of money im thinking i might get the 5950x and give the 5600x to the wife just to flex... but its a lot of money to save a few minutes every so often
anyone knows why is this happening ?
the fingers doesn't grip the gun
only on idle
it does grab when I move
and in my anim, he is indeed grabing
It makes a lot more sense to buy the expensive stuff when you have employees waiting for something to finish.
lol wtff
that looks like a custom display message. So i would check what conditions that message gets shown and see why
You using a different animation when moving or idle? It might be maybe a blend issue?
Running he makes a fist, standing he opens his fingers and the blend is changing the fingers
mmm imma check
So your anim might move the arms up and all that but the moving animation might be overriding the gun animations fingers
This, however, is making me angry...
I know its initializing
Hmm... I want to make an interface that has a function I can call and receive a value from (a boolean). Completely blanking how to do that.
In pure C++ no problem of course.
Not sure how to setup the UFUNCTION() to implement it in blueprints though
So I implement this function in either C++ or a blueprint... and I can call it in either C++ or a blueprint to find out if "thing that can possibly have a menu" has the menu active.
By-ref event maybe?????
What would be a 'better' way to handle an inventory system? (On mobile)
- Storing an array of actor classes (each storing item data struct) and each has unique 'use' functionality executing when spawned and triggered.
- Storing an array of Item data struct. in the struct is an actor class that is spawned in to execute unique 'use' functionality
Or is there a better way to handle the unique use functionality?
any way to fix this?
If you do actor clases i think things get a bit complicated. If you dont have them actually spawned in the level all you can access is the class i think which as far as i can tell makes item customization tough. Im trying it with an array of structs that is taken from the actor with a reference to the actor in the struct so that i can pass pure data around altered as i wish and when i go to use it or spawn it in the world i can use the class reference and then match the actors values to the struct in the inventory array
what the best way is, of course depends what you are doing. If there is no customization whatsoever its much easier to use actor class. My items will be able to have different stats when crafted at different levels and the ability to imbue stats to them which will even change the name of the item so class references i dont think will work well for me.
some extra reference for the project is text based type game.
I normally go for storing and array of structures but I want the be as small of a memory usage as possible (being its for mobile) whilst still being able to have unique 'use' functionality of items
and I didnt know what method would use more memory.
As for the actor classes its not that hard to simply "get class defaults" really.
I'm mainly worried about memory usage in all honesty.
perhaps storing a soft object reference to spawn for the unique functionality
@dense knoll if your icons are flat and you havenโt figured this out yet itโs your near clip plane being too low
Quick #UE4 Tip number 128.
Content Browser other filters.
https://t.co/d2l0RkF2Gj
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
Just spun up a brand new empty C++ project
And I'm noticing these linker warnings...
I'm wondering if I should reinstall 4.26 ๐ค
anyone else having Crashing issues trying to use the 4.26 water tools?
I am just trying to get started with multiplayer
Why does the emitter only spawn on the listen server?
The damage and the destroy actor seems to work fine
this is in a bomb blueprint btw
its just a sphere with projectile movement
https://gyazo.com/2fbc641262f4e4fcdf59b1d16370e569
https://gyazo.com/beab8dea93232903af0cd303d700d1e6
Anybody knows why my material looks different ingame as opposed to in the shader editor/preview/Viewport?
the lines are intended to be distorted but ingame they are completely straight
this is non instanced: https://gyazo.com/e58b8877fb63969ef127392142cfed0f
maybe because part of it is being multiplied by 0.00001 and ue4 maybe wants to round up?
it works when multiplying the instance by 100
Heya, anyone have experience with landscape perfomance?
Right now i have 110 fps, its a huge impact since there is no other objects a view
moving up block wall and its 120 fps again
So its definitely landscape or something about it
@lucid grove maybe its not auto LODing the distance good
It seems its not autolod it at all hmm
I know landscape can be really bad if you dont spend extra care to make it good proframnce wise, there is just so many triangles
weird then,
what about the fog effects in the distance?
its not heavy, no fps impact with it and without it
check your component size, each landscape component ticks the CPU, when setting the initial resolution size try and start as low as you can, like 4 components, and go up as you need more detail in your scene, also if you are using any assets/textures from quixel, make sure the LODS for those are coming in, IIRC there is some texture LOD toggle in the details of a landscape
https://docs.unrealengine.com/en-US/BuildingWorlds/Landscape/TechnicalGuide/index.html
Technical Settings for Landscape.
^ prob the best responce ive seen to a question asked here
Since there is an option to stream the world, i have a question about it: what happens with actors and characters within not streamed level?
Thank you, i will take a look
from my experiance with it, it all resets whenever you load/unload it
just like you opened the level. I use a steamed level to teleport trhe player into a box and show the inventoy for my game
but i still have to load the varables in the streamed level each time its loaded or it wont stay
Is that true for both level composition and streaming? i thought that streaming keep vars in memory, but remove visual
i might be thinking of the wrong thing, its in like a menu thing to load in a level as well as the level you currently have open
it dosnt allow you to click on anything in the ediotor at least in 4.15
on the streammed or what ever i was using level thing
Probably it is. Correct me if im wrong:
- All my main actors should be in persistent level that always loaded (like grayscale platform)
- When im moving to new level it starts the tick of everything that happens there
- When im not there - nothing happens there
Since i have my small openworld with day\night work routine and everything was placed there already i need to:
- Spawn NPC's everytime i move there with their vars
- For D\N cycle i had to teleport them force them use objects (like beds and etc) depending on their day night routune
Anyone know how you fix "failed to load" errors?
Is it possible to change rotation of character (smoothly, not instant), using gameplay ability system? It has "apply root motion" functions that allow you to move character with events when action is finished, but i cant find similar for just rotation, i need to rotate character to mouse cursor when he use ability
will UE5 have a scripting language?
I read on the internet it will have some sort of godot like script?
why are blender exports so massive in unreal? an object the size of a pebble in unreal comes out as a giant boulder in game ahah
I am trying to load data in from the server and then replicate it down to the client's player controller, I've setup UPROPERTY(EditAnywhere, BlueprintReadWrite, ReplicatedUsing = OnRep_SetTeamData, Category = Ares)
FTeamData TeamData; // and DOREPLIFETIME_CONDITION(AAresPlayerController, TeamData, COND_OwnerOnly);
i don't see the OnRep_SetTeamData ever being called
anyone knows why in the gamemode blueprint I dont see any widget blueprints?
https://gyazo.com/5db4ca3fa306e73ec3da39e1c84a31b8 I have these 3
@robust oar what are you trying to do?
hey everyone, i'm using sequencer but when i'm animating the object, it only follows the world axis and not the local axis of the object. Would anyone know how to rectify this? any help is greatly appreciated ๐
was reading throught the documentation about behaviour trees and i found this
Currently, by default, Players do not get assigned an affiliation and can only be assigned one through C++ code.
i wanted to know whether this has changed
@rigid belfry #multiplayer
@next badger pretty sure #gameplay-ai would be more fitting
why would you need affiliation for player if there's only one?
well, ok...then #gameplay-ai
I have a set of tiles and I want to indicate certain ones visually as starting zones. I was thinking emissive material was the way to go, but can't seem to find a way to make the lighting conditional, unless I have two separate materials, and set the material based on condition?
How do i remove the background from a image box in widget desginer? its white and I cant change the color since that will override whatever image i put it in it
@ember star do you want the emissive be different and both of those different materials be in the level at the same time?
if not - you may use material parameter collection
if yes - you can use either dynamic material instances, or custom primitive data
Does anyone have any tips to make Unreal lag less often?
My PC specs:
Processor - AMD Ryzen 4600H
GPU - GTX 1650 4gb
Ram - 8gb
get moar ram
How can I get mouse speed without casting
mouse speed but in DPI or what?
this is what ive managed by using 2 separate materials.
can you elab on the dynamic material instances, plz?
When I get mouse speed as float it want a referance
ฤฐn animation blueprint
But in char. Bp. Too
@ember star https://www.youtube.com/watch?v=IVKVXjaT6QM
What are Dynamic Material Instances in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
In this video i go over the use of Custom primitive data with your materials and inside of Blueprints using unreal engine 4.25
Unreal CPD Docs:
https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/CustomPrimitiveData/index.html
Support my gamedev as well as more videos/projects:
https://www.patreon.com/volkiller
Keep up with my gam...
Looking for a pros and cons list for swapping out the default capsule component on my main character. I've always found it weird that people use the capsule.
The tutorials I've done in the past, for things like crouching, just have you cut the cap size in half, and that causes weird camera issues and even more issues with characters made in the construction script.
I was thinking at the bare minimum, I'd want to add 2 capsule components for each leg, and just one for the upper body.
I've just never altered the capsule component on my main character before. The only alternative I know, is to leave it as a capsule component, because apparently everyone does.
don't forget to modify the navigation system in you plan to use one
What do you mean by that?
The more I think about it. I may only need the capsule component on the chest and then one capsule on each foot?
Does this all sound stupid? Am I able to attach and animate that main player collision capsule?
Sorry to ask so many questions, I kinda just need direction moving forward. Any input is really appreciated
that is not the answer tho
is the default web browser plugin not supported in HTML5 builds ?
@unreal rapids the navigation that is used to build a space that can be reached is built using capsule movement
Does anyone know what controlls the UV's direction ?
I have tried messing with it in Blender but the orientation I make doesnt seem to effect how the material sits on the mesh in UE
@near stump you're asking "why can't I embed a browser inside ue4 that runs in the browser?"
exactly , but whats the use if its not for HTML5 projects ?
@near stump it's a browser...it's for embedding web in the ue4
@frank oar it comes down to how you unwrap the UV. If you look at it in the uv editor, you could literally rotate a face. Think of your UV like a stencil.
@unreal rapids I have tried rotating those faces in blender on the UV grid but it doesnt change for me in unreal
@frank oar in ue4, UV controls the direction, as in any other 3d application
Even intentionally making it bad
you mean not for production ?
@near stump how is that related?
@frank oar I'm assuming you didn't make the material then? The material is probably being applied through some triplanar projection or something very similar
The above SS is with the UV being like this in blender, (I wanted to see if I could make the bricks go diagonal, in order to undersstand my level of control over it).
Its in the material blueprint
@next badger i dont get it tbh .
ah ok then, I did not make the material, guessing there is something within the material which decides its orientation then. cool
@near stump yep, seems you're not...
Ue4 uses chromium engine to embed web INTO the UE4
Yes, you can just remove the node, and plugin texture coordinate or whatever you want
you can ofc publish ue4 project for web, but not the chromium project
well, cause it makes no sense
ah so there is no way i can inject a web browser inside a web browser project
can you embed chrome in the firefox?
well no
here's your answer
ue4 is transformed to a webgl, to render 3d graphics by the browser
exactly
i wanted to make something that you can access webbrowser inside the webgl app without leaving the game. thats the idea
small problem with widget: i got animation that change scale, from 1 to 0 but even if i don't play it widget going to 0 at start
nvm
thank you for your help @unreal rapids !
I'm struggling to spawn replicating actors from the client (rpc call). i think i remember something like... i can't do this from an actor, it needs to be from controller. How do i make it work from actor?
'If the RPC is being called from client to be executed on the server, the client must own the Actor that the RPC is being called on.'
dual quats are not a thing in unreal, right? Like Ive been searching for a tickbox or something
Hi Guys If i want to Use the Motion controller To open water Valve how can i simulate the Physics but keep the object at same location and moves just one direction ?
like if the player moves his hand like open animation its will Move same
FBX File Loading: Found name clash, node 'Bow' was renamed to 'Bow1'
i have problem with adding parts to my base mesh
someone knows how to get this to work
my nav mesh stops here but continues on the other side help
This is a world aligned material, the UVs are determined in a material function I think.
Maybe show it compared to "the other side" so everyone knows what you are expecting it to do. I'm guessing you want it to also have a nav mesh behind those characters? Maybe even where they stand?
yes exactly
I believe you need to change the nav mesh bake settings in either the World or Project settings. There's some properties in there that control the max angle it will traverse when building (which is here 90 degrees) and also some other important stuff. I'd recommend you look those over, experiment with the angle thing
How would I render multiple components only in a scene capture?
I've loaded in a players character list from my web services, i've done this on the server and i want to replicate the USTRUCT down to the client's player controller, i've set up a ReplicatedUsing = OnRep_SetTeamData on the var, but the function never triggers since i upgrade to 4.26
guys, there was some kind of pointer that you can drag in actor but i can't find it
is ReplicatedUsing = now legacy and i should be doing something else?
looks like this:
@frozen pond that is exposing a vector and checking the show 3d widget option. Make a vector variable in your bp, make it instance editable/public, then you can check the 3D widget option in its details panel.
thanks
is there a way to hide default scene root in editor?
i got some billboards and its clipping with it ๐ฆ
nvm - just dragged bilboard to roto
In the content browser everything has a nice little icon for the view. Where are all of these icons stored?
Is there a way to re-order things in World Outliner? I am trying to use new Modeling tools and bake high-res mode, and that literally hangs on the fact that low-poly model needs to be at the bottom of that list, and yet I don't see an option anywhere to reorder things in World Outliner
Such a simple feature is missing, I can't believe it
How to render actors only in a scene capture component?
@frozen pond to remove default scene root, drag new scene component and make one as root, it wont have the ball
Hmm, to my understanding the world outliner order is the placement order. So might not be possible to reorder. Any other way to affect the order that your baking handles them?
Also, no idea what you're doing, actually. Sorry.
@rancid bramble I think maybe selection order is what actually takes into account
You could make a folder then add them in one by one which might put them in the right order
attachment looks like this
Alt+A will let you attach one mesh to another (mind the mobility)
static cant be attached to movable
does begin play on a player controller only get executed on the server?
Not sure if this is the right place to ask this. I have been playing with actor component widgets as a form of floating UI above the character.
For some reason it seems like the widget looks like it's a lower resolution than what it's supposed to be.
i was sure that beginplay would be called on both the server and the client
is there a way to check if a videogame name isnt used
i have a name but dont know if there is another game with that name when i google it nothing comes up
https://steamdb.info/ you can try here probably, but thats for steam only ofc
but still you probably couldnt name your game like "world of warcraft", just keep that in mind ๐
im getting weird "failed to load errors when i open my project. fixing redirects and saving does not fix it.
nothing seems to be broken but they are scaring me
Heya anyone had problems with splines become invisible after engine restart?
this how it looks
when i change any settings it becomes visible again
but open every spline and fix it that way kinda sick
moreover they become invisible again
Any experienced devs around I ask a few general questions about basic best practices?
Hey I'm pretty new with Unreal.
I was looking to make a manager class to coordinate the different characters in the game to do their animations, with camera cuts, spawning vfx etc.
Something like a cutscene, but dynamic.
But not I'm not sure what type of parent class would be appropriate for this?
I'd rather not put this logic inside gamemode which would be my first guess.
is there any easy way to make text box text be strikethrough ? like this some text
Why does UE4 love randomly eating it and then just causing massive lag spikes
textures with alpha: yay or nay?
To anyone having RTX black screen flickering problem in unreal engine 4:
Open your Nvidia control panel by right-clicking on your desktop. in the 3d-settings - adjust settings with preview - for some reason, the newest driver automatically sets: "use the advanced 3d settings" while the proper settings are: "let the 3d application decide"
the Nvidia drivers and GeForce experience tries to force some graphic settings that end up fighting with the ue4 settings ending up in shut-down of the driver :/
This solved my issue.
Mesh->CreateDefaultSubobject<USkeletalMesh>(TEXT("Mesh"));
Mesh->SetupAttachment(Root); ```
C:\Users\Iulian\Desktop\SimpleShooter\Source\ShooterAssetPack\Gun.cpp(17) : error C2039: 'SetupAttachment': is not a member of 'USkeletalMesh'
your sun is pointing up?
how do i make the character move in the direction im looking when pressing w?
this is what ive got so far
this is the issue
please help
anyone have any idea of why an unreal project keeps defaulting to DX11 ? even when set to RHI directX12 (100% sure drivers / hardware are not issue... works in other projects)
then why is there light on the ground/mountain?
i did already
backface culling
wut
landscapes only stop the light from one side
does it change when u rotate the sun?
Is there some way to adjust the field size so the float input box isnt so squished? (FScalableFloat)
Can somebody explain me why the rendering of my virtual texture from the landscape create those weird distortions?
my ik is working perfect
are you aware of a technique in ue4 to hide objects when they are out of sight of a character (or perhaps when the light level is under a threshold)?
hiding objects out of sight is called "frustum culling", and UE handles that automatically.
If you want to hide objects below a certain light level you'd have to implement something manually.
not quite - in my case the character is top-down; out-of-sight meshes may still be in reach of the camera
oh like that
I'm looking for a kind of fog of war effect
I don't think UE has anything built-in for that.
Have anyone worked with DMX plugin in UE? If yes, please dm, need to ask a bunch of doubts, thanks!
Is there a tcp json game analytics plugin?
Does anyone have any feedback or tips for this small scene im working on?
where can i get models/animations
Quick question: This is the execution order diagram for Unity's game engine. Is there anything like this for Unreal? The best I've found is the GameFlow (which is just launching the engine and starting a game) and the Actor lifecycle (which is only the lifecycle of an actor), but I'm looking for more of an overview of the Unreal game loop
Would anyone know what is causing the black artefacts on this mesh material?
ouch ๐
It's hard to tell what is an artifact and what is intended, but your geometry looks a little weird like non Euclidean lol
Hi all,
Very curious about software like Substance painter...
Everywhere I look seems to say you should make your materials in the Unreal engine itself...
and unreal is an industry standard.
What does that mean for software like substance painter ?
Most of the materials I have made in blender do not work in unreal very well and vice versa.
Is this the case for Substance painter too ?
I would just love to know...
You should make the materials (shaders) in Unreal, but you can't create the textures in there. The substance tools are quite good for painting or generating textures which you can then base the materials on.
thank you @inner vine that makes a bit more sense now.
(is or was free)
https://www.unrealengine.com/marketplace/en-US/product/vafogofwar
so the issue is that the character isn't turning toward the movement?
did epic scrap the "press Z" to make the actor selected automatically go down to the landscape so it's flush with it
@somber rover i believe its the "end" button (or one of those buttons atleast)
im pretty sure you can rebind it back to Z if you wish so
what? what can cause this?
it could be your source control, or maybe you have two projects open. it could be something else ofc
i just rebooted.. nothing else is open kind of
hmm weird it seems there's a backup version of that map.. loading it gave me the default map.. but with one of my asset
then reopening the original map makes it so I can save again..
that's weird I think I,ll back up the whole project
Hello, what can I do in steam sessions so that players can't enter while the game is playing and not on the lobby?
@magic fern SteamMatchmaking()->SetLobbyJoinable(Id, bJoinable);
I can just do it with c++ then?
ah by steam sessions you mean the plugin?
I am using the advanced sessions, yes
i havent used much in BPs but try seearching for lobby joinable or something
hey, im trying to make an object with physics on and with Collision but im keep getting this error:
Invalid Simulate Options: Body (ball_2.StaticMesh swingingball) is set to simulate physics but Collision Enabled is incompatible
anybody knows a solution?
@compact patio you need to set CollisionEnabled: Query and Physics https://docs.unrealengine.com/en-US/BlueprintAPI/Collision/SetCollisionEnabled/index.html
Set Collision Enabled
is there something similar to player state just replicated from the server to a single player
thanks @digital anchor !
Thanks!
is copying content folders with meshes/textures/materials in uasset format over different from importing them via the epic launcher with the vault cache?
like does the epic launcher do any extra import operations or is it the same as just copying the files manually?
like e.g. if i download a bunch of assets into a placeholder project and then just copy them over into my other project if i need them, does that cause any problems?
What would be the include here?
i think its from the api itself so
#include "OnlineSubsystem.h"
#include "steam/steam_api.h"
how to export empty animation from blender to unreal?
ok.. how do you figure out if you are the player? I put in a is locally controlled and its false for everyone. My char, other network chars... doesnt matter.
im trying to hide the head bone for local player and it either hides every pawns head or no pawns head.
how would one make a fully dark scene, except for a few point lights?
right - how do I make it dark?
I tried making a double-sided rect and putting the camera inside - there shouldn't be any light inside, but I still see things mostly fine
removing the intensity and rebuilding the lights seems to do the trick
Hi guys I am trying to recreate this spear effect, I thought I could go try to make it in photoshop (never used Ps before) and it didn't turn out great... I am looking for a good way to tackle this effect. Ideally it also has the fire animation with it!
This is what the photoshop blunder looks like
Anyone understands what's going on in this crash report?
it happens when i try to run project in standalone
it works in editor
Would it be possible to recreate Overwatch in UE4?
I don't see why not
Would it be possible for Unreal to use Pen Pressure inputs for tablets with pen?
Hey everyone, just joined in. Total noobie here. I'm following along with some tutorials but I'm getting problems with collision. Can anyone help me for just a few minutes?
when someone joins my dedicated server game mid round it takes a real long time to load. Is there a good debug command to show me what is going on in this period?
@broken heath yes, but not through blueprints unless there is a plugin somewhere or your tablet has api you could talk to via varest or something like that
Profile application performance with Unreal Insights
is it the player's pawn? if so then check if Controller is set
is there a general guide to gamedev/ unreal software suite? im having a hard time mapping all the software i need to learn to their respective role
i have used unreal at my uni but we were using default everything
like what software do you mean exactly?
you just want a list of 3d modelers, audio editors, photoshop alternatives, etc?
just the graphics/ animation stuff i think
if you're indie then probably blender and if you're commercial 3ds max or maya
that pretty much sums up 99% of it
what about the quixel suite?
blender is for modelling right? you draw your characters/ object there and import into unreal to use like the default mannequin?
Might be cool to see the wings and one engine destroyed in the BG to create some layering. ย Also the the two major shaders of fuselage and ground look very similar in this lighting. You could push the spec on the aircraft higher with some top down dust breakup
In this Unreal Dev Day Montreal presentation, Technical Artist Harrison Moore goes through the texturing pipeline used on Paragon from start to finish, breaking down the steps and techniques the team uses to texture hyper-realistic characters in UE4.
(00:09) - Intro & Paragon Workflow
(04:55) - Material Functions
(10:13) - Inside the Material F...
what you're asking about is called an asset pipeline
it's a broad question so a broad answer is you'll have 2d assets edited in 2d software, 3d assets modeled, texture mapped, rigged,
and animated in 3d software, materials made in e.g. unreal or houdini or quixel mixer
hmmm it's a long video. this is for 3D pipeline right?
this is an example of texturing characters for a real game in unreal
making materials and working with assets of different kinds
okay i should watch it. btw im aiming for BotW aesthetics, is there a keyword for this style?
gotcha, though cartoon is a bit too broad
it's called stylized, so is windwaker, skyward sword, ect. half life alyx is stylized realistic, but zelda twilight princess isn't stylized (to my understanding)
Can you help me out with this particle effect please
anyone to help me fix a little HUD issue ? :p
Best way to get the amount of seconds passed since I pressed a key?
lol I feel like stylized is as vague as cartoon
but yeah it's not cartoon
@weak tree I think I've got exactly what you need
https://kidswithsticks.com/creating-stylized-art-inspired-by-ghibli-using-unreal-engine-4/
because @distant totem hit the nail on the head lol
how can i cast to Btservice
These are all valid references, so why is this 3D Widget not changing? What am I forgetting here?
hey im fairly new to ue4. I've made a project in a way that if a player walks over a box collision, he will take a 5% damage (function). He can Fire weapon through custom event. but when i the fire function is triggered, the begin overlap is stopped and it gives me an 'Accessed None' error. any solve?
@plush yew You can (try to) cast anything to anything else
:O How does one undo the double click selection in Unreal Insights?
It basically focuses out the double clicked stat and all others of that type.
I tried RMB, LMB, MMB, combinations with CTRL, SHIFT, ALT and also ESC, Backspace.
wtf :D
@vagrant coral XD
Hi, anyone can help me with something?
yes but i dont want the character to turn when i move the camera, but to turn when i move
Only if you actually post what "something" is.
I dont know in what channel my question goes but, i wanna make a fps game with multiplayer so other players can see your character but you cant see yourself only your hands and gun
#multiplayer maybe :P
Thank you, i will post it there
Hi, I was thinking about making a dice rolling app in UE. Like the dice rolls when we shake the mobile. But I don't know how to do this. If anyone can point me to any tutorials or website that has information's about this, That would be great!
Quick #UE4 Tip number 129.
Delete node without losing connection.
https://t.co/L38E2q3Eiz
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
did you use this?
is crossplay like ridiculously hard to have in a game? or is there certain assets, plugins, etc that you can buy that makes it a bit easier
i'll try it right now
@dry latch just a friendly tip, when you start questioning peoples competence/knowledge (for example can a pro help me?) most likely you will be ignored. it's better if you state your problem from the beginning and even the "incompetent" people might be able to help you
thank you it worked
ah it wasn't this way, I just wanted to ask so I don't waste peoples time :p
awesome!
^ I've been using UE for like 2 weeks
so if you ask if I can help I'm probably gonna say no
but I've helped a few people lol
oh no it's allright, you are not wasting anyones times. whos able to help you, they will. just sometimes it can get redundant when you have to squeeze the question out ๐
you will save us some time too if you started with your issue from the beginning
@timber nymph yeah true, questioning someones knowledge usually pushes them away
even though they might know the answer
there was a good thread on stockoverflow i believe on how to ask a good question, but cant find it anymore ๐ฆ
probably got removed as "not a good question"
things like, hey you here, whats up, or even the same can i ask? should be avoided in general
that one?
@dry latch please don't get discouraged about asking for help, just want to help you to get your issue fixed, because i've seen plenty of people with these questions being ignored
lol yeah @dry latch I'm just gabbing nothing personal
I just see it as poking your head in to ask your coworker a question at their desk vs sending them an email asking them to come see you and answer questions
idk anything about UI though so bedtime for me ๐
Quick Q:
If I right-click the Content Browser and make a new C++ class, should an icon for that appear in the Content Browser?
Is DMX plugin in UE just used for previs(with sequencer)or can we use the sequencer to power a real setup of dmx fixtures?
@hidden dew should be under here https://prnt.sc/10m3d0q
but keep in mind that empty classes might not show up
Hmm
I don't have that folder initially. I was thinking the icon would appear wherever I right-clicked to create it
The classes aren't empty, and I can actually use them to put new actors in the scene
i've added an empty character class and it appeared afterwards, though was asked to rebuild the modules using visual studio
oh i wanted to say a "none" class
Module.. as in the project in VS?
this one probably wont show up
try to add a character class and see if that folder pops up afterwards
ok
No luck, tried both None and Character
But I have to afk right now
Thanks for the thoughts though
https://prnt.sc/10m3o8b you clicked this right?
to show source panel
kk, sorry i couldnt help ๐ฆ
Spooky, totally randomly the scale of a Decal was changed from 1.0 to 8.0, I know I didn't do that.. UE "virus" anyone? :S
@restive eagle Yup
Though now I remember there's an option to show/hide some folders, like Engine Content and such
Maybe it's involved with that (and I have to find that option)
ufff
View Options in the bottom right
That's what I was missing. Eyes didn't wander that way
oh lol yeah, for me its on by default
Thanks for the tipoff
good catch though ๐
Can somebody explain me the weird deformation in the virtual texture of the landscape?
if I have a discrete mesh, can I make it lighten up what's beneath it, and only that? kinda like a down-facing directional light using the mesh as mask
Is it the hight texture? Is Lerp a solution?
I wonder if perhaps I can render the scene with everything lit to a render target, then render it a second time with everything dark - except that my mesh material would use the first render as input
is it even possible to change settings (like light) between renders?
hey guys i just realized something very stoopid lol.
im doing a lot of rigging and im useing ctrl rig 1.0
while ppl already talk about 3.0 .... how do i update my plugins lol
or am i wrong here? i might have mixed some stuff up
I have seen this on the marketplace a few years ago, shooting and rendertargets
Greetings.
Is 4.26-chaos - build gone from the launcher?
how would i from time hour (and minute) like 0-23 map it to a point light
i want its intensity to be 0 at day time basically and automatically go to like 50 when its night
i thought sinus but idk
it's back
@plush yew (cos(Hours * pi / 12) * PeakIntensity + PeakIntensity) / 2
or you can make a curve asset and just make your curve by hand
math off the top of my head before morning coffee = bad
@mossy nymph Thank you. I'm new to UE so I'm not sure whats the best approach
rn i just wanna play around
curve gives you more control, and its a little bit more work
with cos, you'll have 20% max intensity at 10am or 2pm already
Hello
How do I discard changes in UE4, like some change to an asset or level, when there's an asterix on an asset,
thx the cos thing seems to work altho seems staggered i'll add minutes to it ig
hours is a float
so you put in (hours + minutes/60) into the cos
gotta convert it
ok thx
it still looks choppy
sec i forgot to actually input minutes
nice
what can I do to remove this shadow, that appears at the edge between two joint meshes?
how do i snap to that corner (corner to corner)
so how do i get instance editable variables from my player from a player start/
Would anyone know why my characters just floating a little bit? I'm fairly certain theres no polys beneath the feet.
is it the collisions on the model maybe?
I don't know, how do I check?
I used a VRM import
but I still have the skeletal mesh and everything
Its in the blueprint, the collission box
You mean this? this is just the hit generator.
Yes
Character is smaller than the Capsule
Or move Mesh down or reduce Capsule height
Right mousebutton move pivot, snap to grid again?
does anyone know of a good asset pack to help with scale?
Something like this but actually with materials.
Quixel textures covers this, or something like this. https://twitter.com/DLineDigital/status/1265214605233709056/photo/1
I'm using the a heigh lerp function to blend between the two mat
So I came back to Unreal after a short break, reinstalled Unreal, same version, opened my project where I left it, it was building fine.. Now a bunch of Errors. Like RequestAsyncLoad called with empty or only null assets! And more. I have no idea what changed, none of this makes any sense, and my game was building fine. Nothing is supposed to be any different now from 1 month ago, same project, same save.
I had odd issues in the past, in a similar way, it's pretty crazy that Unreal compiles a game just fine, until you reinstall it?
Or if you move to another PC, or reinstall Win.
I also had issues trying to move from 24 to 25. But this is just 24, same build, same project..
I also got a: Failed to Create Player: A local player already exists for controller ID 0,
And the normal map? Looks like a overlapping.
And a few invalid nodes like... Default__BP_AnimatedNode_C is not valid. No idea where all these nodes area, they are Unreal stuff, not mine.
Anyway, any idea, any advice?
Atm I'm looking at a project that's dead for no reason and I have no clue what and where to fix.
๐ธ
this one makes little sense
its multiplying uv's on 4 different parts, without offsetting (even though its called offset)
Hey! I am struggeling setting an animation in widget for my pause menu! Anyone has an idea how to do it ? I checked lots of tutorial but it just doesn't work on mine
some other part works perfectly well, I don't know why some material don't work as well.
Is was working , the green one was the Quixel standard at that time.
it might be working, but that does not mean its good practice
if you'd put everything from the green stuff into the rotator you would have been done.
Yes is a divide/divide, But dont want to touch the Quixel code.
its a multiply/multiply/multiply/multiply
Yes thats right
its a multiply+multiplymultiplymultiply
to be exact
Does anybody know is that possible to turn off ue4 auto welding verts?
remove degenerates on import settings
What if its skin weight profile? Can i change it there too?
how can i spawn an actor in another level
like spawn an actor when i open a new level
is there any performance advantage of animating a character with ControlRig and it is tools rather than external software?
Probably a performance hit tbh compared to baked animations, as the control rig would need evaluating each tick.
But maybe you can simplify your blend space / anim graph.
sorry but by typing performance hit you mean a better or worse?
and this options here are for the viewport or for the packed project?
and one more question about performance, does the Sections and Components of the Landscape Editor is a kind of Level Streaming or I need to set up manually?
Hi! Is there anyone who used VaFogOfWar plugin ? There couple of question about setting it up...
this only for the viewport
show the issue, it might help more. If your making a material with a proper texture on it and that material is going on a mesh but its not showing as you expect perhaps your UV is messed up on the mesh
Does anyone know if I can somehow (easily or via some code support) track the full memory usage of an actor including the assets it loads?
Hey guys, I'd appreciate some help as a newbie to Unreal. Basic tower defence game. For some reason my projectiles are just missing and 'pushing' the enemies. I can't figure out how to disable that push
are you checking for on hit or overlap
Using the event hit on the projectile
perhaps switch it to overlap with overlap for the collision type, then you wont have any collision
Hello, what can I do in steam sessions so that players can't enter while the game is playing and not on the lobby? I am using advanced sessions.
Hello, I recently unpak a .pak file of a game to make a mod but the problem is once I extracted the UE4 project when I open it in the content browser I only see the folders and subfolders but no assets, while on Windows Explorer I see all the assets.
Thank you in advance
Sounds like you figured it out, but also it could be because you need to tell Actors to enable OnHit or whatever it's called. On Hit is not called by default. I think it's in the Collision section of the details pane
in my player controller i am trying to force some code to execute on the client, so i wrote UFUNCTION(reliable, client)
void UpdateClientTeam(); but it doesn't seem to work
Hi guys
is it possible to create something as big the earth (to scale) in unreal engine, and be able to render it smoothly?
i have thoughts of creating planet models according to scale, and place a human standing infront of it so i can kind of look at that planet as if i am standing infront of it for real to experience how big they really are
UE uses a game unit scale of 1 unit = 1 cm by default. You should be able to see what happens pretty easily by making a sphere primitive as big as the earth and then a box as big as a person. Then just set your cameras position to be as far away as the moon or some such and you're on business.
Those numbers may be too big to actually fit into the fields for these things in which case you'd want to switch to using 1 unit = 1m and seeing how that goes. I say switching, but there's really nothing to be done in the editor afaik; the scale is ultimately arbitrary and decided by you the creator
wow thanks for the reply
thats good to hear
i tried to ask in blender but they say blender struggles with super big and super small objects
when i create those things, can i play around it like how i would when i am playing a game?
or do i need to render those out and be like for example gif?
hi there, i want to build an apk for android due i have something to do for my boss, im using 4.25 unreal engine and its like i cant install ndk for some reason i dont really know, the bat file just close and there is no message to me, i have restart pc after install android studio so i actually dont know what to think at this height so i come here, i installed android studio 3.5.3 how it says on docs and then went to the bat after restart pc following a tutorial in youtube... didnt work for me the .bat file what i should do for get installed correctly the ... NDK ?
should install it via android studio the NDK thing? im so confussed now. ๐ฆ thanks for the help
the docs should be correct. you install android studio so all the "installer" files are on the machine, then the bat file in the android extras folder updates and installs the correct files
its a bat file which means it has output, run it in a command prompt so you can see the error
is not the same doing double click ? :S
and what this soppouse to be? jesus
NVIDIA was unexpected at this time?????? what? lol
thanks at least i have a message to see now ...
check out the .bat file itself and see what commands are running
looking for this error message lead me to a no end ...
this should be out of box stuff ๐ฆ
what i would search for?
did you install the older NDK setup at some point or as part of trying to fix this?
nope
anyone know of some good tutorials for the new water system, trying to set up a beach with appropriate waves/foam etc and ive never touched water before
might be your environment path not being correct then
hi, does someone know if there are any compatibility problemas with UE4 and RTX 2060? Cause i keep getting a problem that my right click goes crazy and does not show the popup menu when i press it.
hm I still have shadow glitches on the edge of my floor meshes :/ anyone seen that before?
hi
how can i check which anim my character is using as default mode ?
im on firstpersonbllueprint
so whats the solution any ones here knows? coz im stuck and i need to get this fixed asap, this is really frustrating me alot i can even say that im actually SAD due all this...
@ocean pumice animation or anim blueprint or what?
cant be that complex to make an apk...
its an issue on your side with the install, something is not installed where it should be
Like?
have to step thru the .bat file and find out
well you could type all of that into your command prompt instead of using the .bat
now i must learn BAT programming due thats cant be a way...
i dont know bat programming
@echo off
setlocal ENABLEEXTENSIONS
set KEY_NAME=HKLM\SOFTWARE\Android Studio
set VALUE_NAME=Path
set STUDIO_PATH=
but no anim(right panel down) is working
@ocean pumice are you playing that animation and do you have the anim notify set up in the anim bp?
should i set the path here? give me a official guide please can you? coz im really need urgently im running out of time then this come up and i cant believe it
yes but i don't know what animation my character is playing sadly
none of that is an issue in the .bat file, your output shows you below that @unreal venture
I think it might be related to how scaling the floor mesh doesn't increase the shadow map resolution ... unless I missed a setting to do so?
but one is specified for the gun for exeample
@ocean pumice your anim bp tells your mesh which animation to play. Your notifies in that animation trigger in the anim bp. You shouldnt need to know what is playing
do you know how animation blueprints work?
@unreal venture my first suggestion would be to remove android studio completely in windows, restart the pc, then run the .bat file again to make sure it gives you an error. then reinstall the correct android studio using defaults following the docs then restart and run the .bat again
i need to know because i want sounds to play when the player is walking on a certain surface
@ocean pumice yes, and you want them to play during that notify time right?
yes ๐
yes so did you set up the notify event in your anim bp to fire when that happens?
it sounds like you need to learn how animation blueprints work
it runs on the mesh and determines which animation to play based on your input into it
i guess yeah ๐