#ue4-general
1 messages Β· Page 962 of 1
^downloaded right from here
sure, but the last commit 5df54b7 was tagged as 4.26.1
Yeah release should be ok. That seems like the physics stuff are miffed up.
You didnβt enable chaos or anything did you?
I'd have to do that in the source build itself correct
or is that something in the epic launcher
like enabling a plugin
using UnrealBuildTool;
using System.Collections.Generic;
public class UE4EditorTarget : TargetRules
{
public UE4EditorTarget( TargetInfo Target ) : base(Target)
{
Type = TargetType.Editor;
BuildEnvironment = TargetBuildEnvironment.Shared;
bBuildAllModules = true;
ExtraModuleNames.Add("UE4Game");
}
}```
i do not believe i have it enabled
Yeah that is weird.
well.. was converting from bitbucket to perforce.. thought it would be nice to have the engine in there.. LOL
Itβs weird because release shouldnt have chaos compilation issues.
I'm actually going to try to delete all that, re download and try again
Maybe try the tag then for a specific version to be safe.
i did the zip not the clone
hope that isn't an issue
thanks for trying to help man
is it possible to create a hovering socket (like above the a character's head) to use in AActor::AttachToActor?
I don't know if you can only have sockets on the skeletal mesh
found out how
Hello, I bought a river blueprint, but I when I'm changing physics parameters, they don't change anything. Do I need to enable something or am I doing something wrong entirely? Please help.
reality capture being part of unreal is a big deal for artists.. this is amazing
Hello everyone, im having problems blending 2 blend spaces ( idle/walk/run with a seperate crouch )
Any idea why i cannot seem to control the alpha? Crouching isnt working.
why isnt this doing anything
you don't have a particle/emitter selected
Please help my DM won't explode
it explode with the "vertical slash" sword attack but not with the other attacks
and not with the fireball
the fireball is collision destructible and the DM too
It's FIXED it works i dont jnow why
know
half of march over ... still no sign of ue5
only two weeks left for first quarter to end !!!
Unreal units continue to baffle me sometimes - what would water density be in kg/cm*3?
1?
ue5: Cyberpunk edition
Is there any efficient way to store important value's like "Gold" or "Health" when using a listen server? I'm worried listen servers are easily hacked by whoever is host
is streetmap plugin works with 4.26 ?
not much you can do about that
blockchain
well I was thinking of a consensus based approach actually
Hm. Is there an efficient consensus approach?
I have no idea
I have no idea if that would even work
I have no idea how to do one anyway π
I'd use the original multiplayer RTS approach: Everything must match or catastrophic sync errors.
i load + spawn meshes in the game. when i load meshes ue sometimes lags
is there something i can do?
i load the meshes via async load
Does anyone know what could be causing this pixilation?
One question, I replicated the the DrawDebugLine function in the DrawDebugHelpers.cpp in my own actor
How intensive will it be if I draw 16 lines each frame
Quick #UE4 Tip number 130.
Bind Lambda in C++
https://t.co/QNVGY0PlTG
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
How do I make an input keep working till I release the button instead of incrementally?
can a material turn shadow into opacity (to hide things when they don't have light, rather than make them dark)?
Why do I get this error when I click create project? "This project file already exists." and Unreal Engine isnt opening it unless I manually import it and open.
It comes when I create c++ project, blueprint project creates fine
Is there a favoured structure for games with melee weapons that can be changed. Like, should the attacks originate in the weapon or character?
Hey all,
Just wondering what the usual protocol would be for switching the base mannequin out for a smaller character ?
it shares the same skeleton but the character floats off the groud because its smaller.
When I moved the mesh down in the actual character BP to make its feet flush with the floor, that had the effect of making the crouch animation clip its feet through the floor.
Is this normal and I just have to adjust all the ainations or is there a better method ?
can we use apex destruction for mobiles
i want to make a destruction mesh for my mobile game so i thinking to use apex destruction plugin will it works for mobile platform
doubt it tbh
so what should i do to make a destruction mesh for my game any suggestion
can anyone give me a roadmap of learning ue4 ?
@wide swift does it need to be physics based ?
Because you could always animate it in blender and use that indtead.
just using another version of the mesh that's broken and then spawning broken mesh pieces as a particle system or something like that?
@whole trout check the pinned message in this channel :)
@whole trout There is a lot of content in the Learn tab of the epic launcher then navigate to Online learning.
Lots of courses. Start where ever you find interests you the most.
Make lots of little projects just to try things.
@frank oar @fierce tulip Thank you very much
No problemo π
did u learn ue4 from college/uni or online ?
Online and in this discord when I got stuck on things.
I've found quite a few good tutorials on youtube too
Youtube is not a great place for learning as most videos are scattered and not properly organised like udemy or some website imo
that's true but if I am looking for a tutorial for a specific thing I have found it very useful
@whole trout you can learn most of what you need to directly from Epics own learning portal.
I've used it for all sorts of things from making clouds to making pause menus
yes but what to start from and all is very confusing
the courses have quizes and everything to make sure you are taking it in.
there is a basic overview of unreal course of the unreal learning site I think?
Gamedev.tv is a good place to learn from right ?
@whole trout depends on what you want to do ?
Do you have something in mind or are you just trying to build a skill set for work in game dev ?
i am more into c++ programming but for the moment coz im just 14 i have to do indie
and everything except art on myself
there are programming specific courses on the learning site too I think for stuff like blueprints
not blueprints, c++
You might want to learn How BP works then because it simplifies things and is being developped further by epic all the time.
yea i will but i do not want to make games only on bp
yeah that's why I mentioned it, might be useful to know both
Epic are working on making it so that BP turns into C++ at run time.
so is there a roadmap for courses that u may suggest ?
this course talks about c++
not used it myself but looks interesting
some of them vary in length
@whole trout that is one of MANY courses they have.
Ah that makes sense
this one could be useful for you too maybe?
We're actually gonna work on indie games and a boomer shooter too...so..yeah..
Can't really find a channel for this in here and haven't been able to get an answer on google, but when I start the game through the editor with 2 players (2 processes) is it possible to get the output log for both?
@vagrant hornet try to find the right channel for your topic at hand, when in doubt you can ask here.
its about exporting
in this case, i think that texture does not have an alpha channel
if it does in your dcc, i bet it might be png
png and their alpha channel do not always play nice in ue4
but generally, trying to use the material from your dcc in ue4 wont work so you'd need to recreate em
ok thanks
are there any addons/plugins that allow you to export items from blender to ue4?
@vagrant hornet https://www.youtube.com/watch?v=sB6OpIAR_Us&t=328s
Playlist: Playlist: https://www.youtube.com/playlist?list=PLqcjDvhaF8_iroTlS5OC5CpYgg-Vx85va
Broekchen Website:
http://linktr.ee/broeckchen89
https://toyhou.se/bountifulchen
Image download: https://drive.google.com/file/d/176Da7c031LmzAA4uPGbI3flLeAh1y5dJ/view?usp=sharing
Discord Link: https://discord.gg/TauCXQu
Patreon: https://www.patreon....
Thank you awesome Community, for having an unpaid-gigs channel. That worked like a charm. Thank you to all those kind people who have invested there precious time and reached out. WE Have way more than enough for a Full team now. Thank you for the Opportunity. π₯³
Why are my projectiles not colliding with anything? π€
never mind, I just had to change the root π
So I'm trying to retarget some animations from the UE4 mannequin, but am getting some distortions. Attached are photos of the character and skeleton I am trying to use as well as the distortion I am seeing after retargeting. Does anyone know how to fix this? (Also yes I know the character is copyrighted, but I'm just using it for learning retargeting)
how to import textures from blender to unreal engine?
just import the source files and then make the material from scratch in editor
I suggest you read epic's material documention and quick starts
but anyway, you haven't plugged anything into opacity mask
and your material isn't set to masked blend mode
it's opaque now
@hollow cairn that would only destroy itself if it hits something else that simulates physics, is that the case?
@vagrant hornet you need to enable it in the project settings
where is it in there?
@grim ore oh right thanks
therte is literally a search bar
You'll want to use the two sided foliage shading model for that tree
enabled virtual texturing but i am missing the virtual texture material domain expression in 4.26.1 π₯Ί
Not sure if this question should be here, or in MP or Epic Online services, so forgive me if I'm in the wrong place. But if you have a MP game, with a ranked mode. And you want to give penalties for quitting but not for Disconnections. IS there a way for the game's servers or client side to run some kind of logic or a check to tell if the quitter manually quit (resulting in the penalty) or if connect was just lost (resulting in no penalty for the player who DCed)
is there a way to have a socket in a skeletal mesh that doesn't move with the movements of the bone, and keeps its position relative to the mesh?
Hi I'm a web dev for 10 years and switching to a gamedev career. I learn webdev by myself, as a self taught, alone. I don't want to make the same mistake with gamedev and I'm looking for a mentor, a senior dev who could teach me intermediate stuff.
I'm a hard worker, working everyday on the prototype I'm learning on. I mostly try to understand 3D movement and UE API to make fun gameplay.
is just me or is advanced steam sessions for 4.26 not working anymore
any chance for a rookie like me to learn how to make a character creation system like in skyrim in unreal?
always a chance based on your abilities
can u help me
no idea if I can
the chair is supposed to get destroyed when the player overlaps with it
yep. so where is that code at and is it being called
yep doesnt answer either questions
I dont know where that code is being called from (what blueprint)
and no idea if its being called (breakpoint, print string, etc.)
Hello when i use Disable Input node my character not moving but character still use flashlight/ open inventory exc.
How can i disable all keys?
or Set Cinematic Mode too, i can still open inventory or still use items
what blueprint has the input for that? the flashlight and inventory
Flashlight F, inventory TAB
yes but what blueprint has that input. the same as your movement?
my character's blueprint
it should kill it thats weird is it an input event or direct key?
heyo, do any of you know how I could control triggered music from max msp using OSC? yet to find anything useful to what I'm looking for! cheers 
Does anyone know if I can use the ue4 mannequin on a custom mesh? If so how would I do that?
Weird. Looks like a problem with interpolating its mask
Hello ! I would like to set my IK's before my offset in my anim BP! Could anyone help me set it up ? :p
How do you package using Vulkan? Without using Github
for what platform?
Windows
go into your projects settings and windows platform and adjust the settings.
that just hangs the game at 18% loading
the game or the project?
Project
check task manager, is it compiling the new shaders?
ok, so I think I found the problem for my insane bug... Unreal spawns a Player Controller by default. I guess it creates, by default [?], a Player 0 [?]... It didn't do this before 4.24.3. So I was trying to spawn a Player with ID 0 too. It was failing of course, saying Player 0 already exists. Despite me not creating it.
this is the stuff Unreal spawns by default I think
so.. dunno when, dunno how, but is it safe to simply NOT create a Player 0?
cuz if I rely on Unreal creating it, and it doesn't.... I have another major issue
that was the previous UE behavior
I wish I could check if there is a Player 0 already created
its definitely weird since it should have always spawned in a default player controller for player 0
but I would think if you do a get player controller with 0 as the id, it would tell you if one exists before you try and do it no?
If I have 1 object and 1 material and i have to place it in the scene 20 times, is there an advantage to creating an instance of this material and assign it to this object instead of the actual material itself? or is it the same in this scenario?
if its the same material on the same object 20 times the engine should auto instance the entire thing
instance material mainly lets you expose the parameters to the editor for adjusting settings
ok.. so no difference then.. i'm not using any instance parameters.. Thanks @grim ore
I know ideally... I should keep track of player ID, but I only want ID 0, no coop
as of I want to say .24 auto instancing for static meshes was enabled
Hello everyone, new here and before i ask for help i wanted to know if this is the right place to do so? It's UE4 related and i can't really see a "help" channel of some sorts. Thank you very much!
find the appropriate channel if there is one, if there isnt then this is the general channel
Alright, here i go then and thank you.
Does anyone spot where's my problem? I can't shoot anymore since i implemented this new system(for fire rate).
All the SRV are set up run on server reliable and all Multi are set up to to Multicast and reliable(when needed).
The logic should work, i have the interface the play between the baseitem/basegun and the character.
Before this method i used the SRV_Fire Weapon and it worked flawlessly but now with this one the only thing that shoots is the grenade launcher cuase it's still hooked to SRV_Fire Weapon becuase has a different way of shooting.
Please, any ideas or help with the matter...
Thank you very much in advance!
see that would be a multiplayer question and #multiplayer exists...
and I cant shoot anymore means what. the event never fires? the line trace never executes, camera shake never happens? etc
and now I have no errors, but still cannot build. unknown cook failures, no explanations.
it's unacceptable that unreal would make such changes to code, that break projects between .24.2 and .24.3 ... and they don't even become apparent until you reinstall the engine?
I was able to build yesterday btw, for no reason.. just cuz I switched from shipping to dev build and back
same project
same files, same code
and today is has unknown cook failures
@fickle coral your start fire event is not an interface event (message call), look at the icons and the target for them in your 2nd screenshot. Your Fire Weapon is a message call
but both of your events tied to your input event are both message calls targetting the interface
with asset check I get a bunch of UE default file errors.. like how do I find these? Default__BP_SceneRoot_C for example
I'll try to reinstall UE but this is nuts, I installed it yesterday
so you make a game, all works fine, u reinstall windows or unreal or something.. and the game is broken. or you can't even open your files
wth Unreal?
Wow... it took you seconds to solve something i've been burning my head with for more than 2 hours... i'm new to Unreal Engine and game developing and i'm trying to learn as much as i can from you guys, usually i tend to try and use breakpoints, strings and anything so i can solve my own problems but there's limits for that for a newbie...
I can't thank you enough... π
And i apologize, didn't spot the Multiplayer channel
hey guys i had a project made in ue4.26 and i made a source build of 4.26. How do I make it so that my project uses the source build?
open the source build of the editor, then open your project from inside the project browser when it starts up
What's the name of the machine or whatever that turns COAL into CARBON FIBER using centripetal force
make sure its in a location that you can write to (your source code), and its not too deep in your file structure
its in E:\4.26
also that you dont have the editor or the project open twice. also which project are you building
im just tryna open the new editor i made
i opened it once and it worked
and now it doesnt
make sure its still not open then, restart the pc if you have to
Hey guys. Hope someone can help, im really struggling with "layer paining" on a created terrain. Im fine with creating layer blends, Master Matt's, Angle blends and so on. But iv not found a decent tutorial on layer painting on landscape's. Can anyone recomend a good detailed tutorial on landscape layer paint.
I asked here before, trying again.. do you guys get black contextual windows after working 30 min or more in Unreal?
I have to keep restarting UE to fix this
I was thinking maybe there's something weird here on my machine, which is why I can't build
the most recent drivers for nvidia cards and the most recent versions of the engine seem to do that
but its a random thing for random people randomly...
I cant say I have the issue bit I have an older driver
I presume this is a completely unrelated issue tho. my main problem is Unreal caching stuff or.. dunno what it does.. and functions differently after: 1. restart. or 2. reinstall
UE4 has been stuck compiling shaders for about an hour now
is your task manager at 100%ish?
@copper flicker you could nuke all the caches and temp files and hope for the best
but its not UE4
if its near 100%, you just need to wait or buy more cpu
well the temps are in your project folder, like intermediate and binaries
and your DDC cache somewhere on your main drive
which folder in appdata?
wow, I had a 4.21 old folder there in locallow
lots of folders in local
In your Unreal Engine folder in AppData there is a folder called shaderdata, Clear that. Not matter where you install UE4 on your PC. A copy off all your shaders are stored in AppData and if you have big projects the folder can get very large and start crashing/conflicting hence black screen
make sure you save and close UE4
I haven't see that folder
but.. I'm destroying lots of others
I might need to reinstall win
the thing is, usually after a win reinstall, that's when the worst things happen
π
like.. impossible to access your project, at all, forever
Its good practice to do so. Can massively impact performance. on lower end machines. I always redirect my AppData folder after a fresh install.
BN, I don't think we are speaking the same language here...
Dont think reinstalling windows is needed. Just get PCDoc or summat. Clean your registry and other hiden files
your understanding of this whole process is surely very different from mine
no man, I wouldn't dare to do that, I don't mess with the reg
I mean a simple clean it's useful from time to time, but this is a more serious issue
@grim ore do you need to add new bones to a mesh for jiggle psyiques setup or can you just use existing chest or thigh bones and such for that sort of thing whilst they still work like moving limb bones o.o
and do you need to weight paint bones to apply jiggle psyiques to them lol
or does unreal let you bypass weight painting those bones for jiggle use
I am not an artist unfortunately and never messed with that stuff π¦ #animation would know theres alot of weird people in there
oh okie thanksies o/
Anyone know how to calculate the velocity of a root motion enabled animation ?
I'm stuck on the "time" part of the calculation
speed = d/t ... every tick?
mathwew I figured it out
first you need to heat iron ore in a forge
then you get iron
then you need coal or Coking coal
but we are gonna use Coking coal
Then put coal in a sealed furnace and have fire outside of it to produce heat - then you will have Coking Coal!
Then use Coking Coal with Iron in a Blast Furnace to make Steel!

unbelievable.. I amanged to package with .26.1
and then UE found another error and said NO, Ye Shall Not Package
and then I found invalid BPs that come with the editor, thanks to EPIC
one in fact.... and killed it
and then it packaged again...
I don't understand how this is possible.
the latest version of the engine comes packaged with garbage BPs that somehow harbor some invisible.. invalid data.
C++ code maybe
and Epic employees leave all sorts of junk in their files
Somebody else has all context menus just instantly closing after an hour or so in 4.26?
Can only restart the engine.
Even better :p
@languid flax are your video drivers recent? there is a pinned message about that
Hello. how to remove animation looping if you use animation mantage?
I'm on 461.09 still. Lower than the recommended ones.
i use a the 460 series, no issues here
Oh wait, only the first. But well. I'll try an update. Won't go back tho, it's just a minor annoyance.
are you using the montage sections to loop them or how are they set to loop? @plucky jetty
Thanks for the help mathew :)
How do i get debug info into compiler result
or anywhere related. I dont get errors but i cant see any results either
can you change the cook settings to gordon ramsaey
usually when it fails it tells you why above it in the log
what is this?
:9
you have 3 widgets on top of eachother, what are you expecting it to look like?
Hey,
Anyone know how I might be able to lock the third person characters direction so that when the player presses a button the character can run backwards and sideways NOT rotate ?
Is it possible I can hide other widgets when I open 1
yes, you can set its visibility to hidden. In the editor you can also hide it using the eyeball on the left in the hierarchy
I did when I open all 3 or 2 mix
why is not overlaping? i want to destroyu the coin when the player go to the esphere
can anyone helpe me?
Hi, how can I convert my pixel arts from krita to uasset files?
you didnt hook up the wires for the if node @ionic pecan
tks my friend
I'm hitting a serialization issue after upgrading to 4.26. It happens if I resave certain blueprints (even with no changes), then close the editor and start the editor back up.
UE_LOG(LogLinker, Fatal, TEXT("%s"), *FString::Printf( TEXT("%s: Serial size mismatch: Got %d, Expected %d"), *Object->GetFullName(), (int32)SizeSerialized, Export.SerialSize ) );Any idea where I should even start trying to figure out what's going on?
can i reduce mesh size while keeping the texture at the same size?
I meant I want to lock the camera from moving at certain angle?
Hello! for some reason the basic mesh for the cylinder is gone and I don't know where to get it back.
did you move it out of your engine folder into your project?
that could just be a redirector if you moved it
how can do I do this?
I was asking if you did. what is the file size of the Cylinder.uasset?
yep thats a redirector, at some point you moved it into your project then deleted it from your project
you can try a repair on the engine from the launcher
Hi All, I'm looking for 'unreal engine' experts who have an experience working on the software, whether in AEC, game development, Film production and VFx and/ or automotive sectors. If you know someone who fits the bill, please do connect, or if you can pass a word around in your networks, please do! Many thanks.
when I use this to move + rotate my player pawn, only the location works, any ideia on why rotation its no working ?
if you are using a pawn you are probably using pawn/control rotation on it, you would need to set the control rotation
no, it would be the set control rotation node. You would plug in the player controller.
found
this is assuming you are using control rotation
worked
do you know why changing with that other node didnt worked ?
to rotate pawns i need to use that other node instead of apply the rotation directly to the pawn actor ?
Hey,
How can I get the rotation of an object being hit by a line trace ?
the line trace returns a hit result. that hit result has the hit actor. that hit actor has a transform. that transform has a rotation.
@worn peak look at your pawn, are any of these checked?
@grim ore The 2 firsts are, pitch and yaw
I can't believe I haven't run into this issue until now, but, how do I move stuff OUT of a folder and into another folder? You can move things into folders but I cant find a way to move them out lol nvm figured it out
Here is my line trace and the circles is where I am trying to set the rotation of my characters capsul @grim ore
I think I can break the Out hit but I am not sure how I would pull the hit result through the return node if I did that
@worn peak yep and read the tooltip on those. that is why. every frame it updates the pitch and yaw of your pawn to match the control rotation, so you are setting it and this is setting it back. Using the control rotation for the controlling of the character means you now set the control rotation and then the pawn will set itself to that rotation
@frank oar well what do you want to do with that rotation? do you need it now before you return it?
if not when you return it you will have it when you break it
do you even need the entire hit result? if not just return what you need from it once you break it
Basically I am trying to have my player face the object the line trace is hitting
@frank oar that one is easy, there is a find look at rotation node.
Yeah, just trying to pass parameters
Shame
(Love your vids btw - you're a lifesaver)
I know you can in the latest versions, I thought you could in earlier with the custom endpoint
did you add a parameter for input?
i havent used .22 in .... forever lol
I created a function through the director and added parameters there. I'll check if it lets me do it through an explicitly endpoint function
We went with it for the DoF options
ugh
I watched your youtube video on this node but I am still unsure of how to get the rotation from the trace to the target in the 'find look at rotation' node.
sorry to be a pain
The reason I have these nodes here and not just after the trace is because I only want it to happen if the trace hits something ....
maybe I could have it in with the trace actually and just split the out hit pin.
there is a boolean on the line trace, you can use that to see if it hit something or not
can also return that boolean and that would let your thingy outside that know if it should do something
@frank oar you dont need anything special, you literally put in 2 locations in the world and it find the rotation from the first to the second
so what are the 2 items? one is the hit actor so that would be the target
The rotation of the hit actor is the part I have been having trouble with
How do I add a third party plugin to my game?
you dont need the rotation of the hit actor
like inside the player this gets you a rotation between the player and the item it hit
it would actually be the exact trace hit location, so if you want the actors actual location you would get the actor location from the hit actor and use that as the target (the bottom not connected part in that screenshot)
this gets you the rotation you should set on the player to make it look at what it hit
hi i just wanted to know if this is ok to have for my landscape material or im killing my pc for no reason
you never know till you test. there are visualization views in the editor to see how much performance it costs
So my line trace now looks like this.
Here is where my hit result is going. should I just give the return node of my line trace function those 3 pins ?
in order for everything to works as it should
what does this mean
just an update, I couldnt figure out how to fix my rotation problem without breaking my line trace XD
Yep just return what you want if you donβt need it all. You can have more than one return node as well so one goes from the false on the line trace and returns just like 0 for the data
But again you donβt need rotation for the find look at rotation. It literally just wants 2 points in the world.
tell me how to put a third party plugin in my game
Your giving the start location a rotation
@plush yew Follow the instructions for the plug-in itβs going to matter based on if itβs an engine or project
I seem to have stumbled across away to snap my rotation to the target bu the moment I begin to walk backwards, the character turns around, which exactly the oposite of what I was hoping to achieve π
Iβm here. Something is over there. Put those 2 things into the find look at rotation and now I know what I need to do to turn to look at there.
Doesnβt matter what rotation I am at now or the rotation the thing is at for over there.
it doesnt show instructions
sorry @grim ore I can be a simpleton at the best of times.
I believe I understand how that 'find look at rotation' node works now.
However, the act of splitting the pins (out hit) of the trace
messed up the other function I have which is meant to be recieving the hit result from that trace.
this is the most success I have had so far, it turns the player character to face the target when the trigger is pressed but the character still turns away from the object when you run in the oposite direction instead of 'locking on' when the trigger remains pressed
scrap that, it actually didnt work as intended XD
I think I have sussed it! π
@plush yew you canβt. You canβt get a level blueprint. This is why you donβt use a level blueprint. Maybe put that in another blueprint or in your game mode or game instance.
@frank oar I was going to mention you could disconnect the wires from splitting the hit result and put it back together so you can put that into the return. You can also then drag off that hit result from the line trace and break hit result so you have the original hit result and a separate broken one.
thank you @grim ore !
I have got few responds on how to achieve this thing but wondering if u have a different one @grim ore
What i need is floating static meshes panning seamlessly
How would u do it?
Hey all! I'm new to unreal and wanted to ask what course should i take to be able to understand the ALS system well? Or animation in Unreal just in general ?
Correct me if I'm wrong but it's easy to convert the third person example to first person.
All you gotta do is open up the player object, shove the camera into the back of the mannequin's head, and blam, first person
While it was done for an old version, 95% of the info about anims in that series from Epic Games is still relevant https://www.youtube.com/watch?v=7b9WM8TVdpA&list=PLhf5YCdusazmDTAEdV5jDhKWeGE1iqF2X&index=7
Check vid 7 to 11 for basics (state machines, blendspaces etc) and 16 to 20 if you're interested in anim montages. That should be enough to get you going, after that you'll have enough knowledge to learn more about specific parts by yourself
Thanks for pointing me in the right direction , i appreciate it !
i'm trying to open a really old project but i can't tell what version of ue4 it uses. how do i tell which version it was built on?
open the .uproject file in a text editor
hi
im a beginner in ue4
and my camera keeps going up without me touching anything
how can i disable that
tried new project, tried restarting, nothing works
in the editor or when playing?
in the editor
unplug your gamepad?
dont have any gamepads plugged
thats normally what causes it, you can navigate the editor with a controller
otherwise the editor is controlled by the keyboard and up/down is the Q and E key on the keyboard
yeah I knkokw
but when I press E (up) it actually goes faster
so I don't think that my keyboard is the problem
because I have no problems playing videogames and stuff
is there a setting or something that could cause it|?
try diabling this in the editor preferences ?
alt-middle mouse does it as well but thats not likely
when I click alt-middle mouse it stops
the movement up
disabling the joystick controls solved it
even tho I don't have any joysticks plugged in
thanks
Hey uhhhhh..... Epic games launcher is being an idiot so is there another way to install it?
what is the name of the function that cleans up the socket in the skeleton?
Hi. Im trying to use a third party plugin. Im using blueprints and it says its enabled. Can someone tell me how I get this in my game?
is this an editor plugin or a project plugin
Project
and in the plugins when the project is open its showing enabled?
Hei, I have this problem in Unreal where, when I build the light a part of a mesh becomes completely black, when I move the mesh and the light needs to be rebuilt for that mesh, the black part disappear and comes back if I rebuild the lights, any idea what the problem could be?
overlapping/bad UV layout for the light map
alternately not enough resolution on the light map for the mesh
π
π
There is no overlapping UVs, what do you mean with bad UV layout for light map? Sorry, newbie to ue
Unreal Engine uses a separate UV channel for baked lighting, if you have overlapping uv's in there or its not laid out well then your lighting will bake poorly.
I would try upping the light map resolution for the mesh first and see if it helps
Hi all. In my character blueprint, I have the Jump Max Count set to 2, so double jumping works fine, but I can't for the life of me work out how to reset/lower this value so that if you're on a "spring" (where I launch the character), you can then do the second jump again. I'll also need this for when I implement wall jumping.
Seems daft that you can get the current jump count, or the current jump count pre jump, but not set the values
Should mention I'm using the Character Movement component
Thanks a lot, increasing the light map resolution fixed the problem π
Yay
how can I get widget canvas to stretch to fit it's contents?
I'm having some troubles with collision on my building models. As you can see the navmesh isn't blocked inside of the mesh.
I've also tried adding an extra box collision and I have the same issue. The collisions are set to block all.
In the screenshot the black line is where the collision is but I want the right side (inside the building) to block
hmm I just added a editor cube and it seems this is normal navmesh behavior (navmesh appears inside by default). I guess it's a different reason that everything dynamic is clipping inside my buildings
Landscape spline tool,there's some good brushify assets on the marketplace
I can't seem to get ocean foam to work? Any ideas? There is some basic "foam" like looks on some of the larger waves, but not what I'm looking for.
Looking for foam like this
As far as I can see in the documentation and video tutorials I've watched, it should just work
so i want there to be a fade to black transition when i hit new game
and then a fade out of black here
how do i do that
does anyone has an idea of why Im getting this error when trying to index all my files to commit them on git ?
"fatal: Cannot handle files this big"
Is that a stockage problem or
git doesn't allow pushes larger than 100 mb, unless you use LFS, do you have a proper .gitignore file?
how would i go about making the character enter first person when entering a building then back to third once he leaves?
@indigo totem I would start with making a function on the player character that changes the camera, then make a BP that has 2 volumes that call the function when entered, one that sets first person and one that set third, then you can place the BP at an entrance to your building.
how would i go about making that function? @bronze vault
@indigo totem I forget what the node is called to swap the camera, maybe someone else here remembers, but you may be able to google something like first person, third person toggle or something.
I feel like I remember seeing some tutorials floating around.
@indigo totem Oh, I forgot what channel i was in, people in #blueprint may have a better answer for you. :)
okedoke
This should be fun... I created harvestable trees and to make things kind of neat, the tree can be one of any of an array of models on any given play through. BUUUUT i forgot to work it for multiplayer so it does things like spawn a fallen log on the client, but its a big tree on the server and glitches the crap out of you lol
Hello! I have a question. So I want to take a creature (dragon) with a little animation into blender. What's the best pipeline? Zbrush sculpt, retopology in blender, rig animation in blender and than I can import all of that into Unreal? Sorry if It sounds dumb but I've never used my own model or animation
Sorry I mean I'd like to pass all of that into Unreal to be used with a trigger box there
never used zbrush, but i model, rig and animate in blender
then export as fbx and import into unreal
Oh! So that's it? Thank you so much! I'm glad It sounds easier than I thought
its not... easy... lol. Its a lot of work to rig and animate something complex.
And if you want it to have collision, i model my ucx collision in blender for import too
Ah that part I know but that's an headache I will solve in Blender. I want to do something really SIMPLE like the eye opening and closing/the head shaking. He's gonna be in a resting position so I shall give at least the illusion It's breathing aswell but nothing more. It'll be more a secondary npc on a side of the environment you are exploring than a fully fighting or flying dragon.
this video goes through how to have a fade to black https://youtu.be/sJNDy--OJK0
Check out my Link Tree, with links to my game My Beautiful Paper Smile, my other socials, and Discord server!
https://linktr.ee/TwoStarGames
--------------------------------------------------------------------------------...
I used this video to help me with a uni project I am working on and it looks really good
id like to have an infinite plane around my level. how do i do that ideally?
Is there a way to possible enable console commands on a shipping build?
Guys, rly wired PROBLEM with printing logs/GPU stats etc.
Why wired - becouse the same project have prints on different computer, other project have prints in the same version on this computer...
I tried many solutions:
- reinstalled UE (v 4.25.4),
- removed local files and downloaded project from working correctly repo
- rebuilded source code
- rebuilded in Developer and DebugGame mode,
- tried ENABLEALLSCREENMESSAGES
- added do DefaultEngine.ini
[/Script/Engine.Engine]
bEnableOnScreenDebugMessages=true
Whats also wired - PRINTING LOGS WORKING ONLY IN VR HEADSET
EDIT:
New info, when head set is plugged - printing working - when headset is plug off - printing don't working - but only in this project...
Any ideas ? What can I do with this ?
How can I accelerate the speed of the third person character falling so its not as floaty ?
@frank oar I think there's a project wide setting for terminal velocity somewhere
how do I make a Hit Event execute only if the object that it hit is a certain game object? π€
like to print string, the object that hit it has to be of a certain class
thank you @honest vale I will look into it
I want the player to teleport to the hit location, only if the object that hit the wall was BP_Ball
this didn't work
it does work without the condition, I just need to know how to check if the thing that hit it was BP_Ball
never mind I fixed it π
i want to have a solid red on my plane
the problem is: the bigger i scale the plane, the more the red fades into white
with a scale of 1.5 it already looks like this:
this is the correct way if anyone was wondering
why is that and how can i prevent it?
wtf that's weird
@steel shell constant colours are in 0..1 range
not 0..255
full red would be 1,0,0
the desaturation probably comes from the tone mapper because the surface is so bright
@honest vale ok.. but this does not change the fading of the color
yes i have a directionallight and am using lit
do i need to do something with uv?
so that the red "repeats" itself instead of scale
?
Does anyone has a great versionning tool for a project that is up 150go ? It is a massive open world
is there a help channel here?
what is SharedPCH.Engine.ShadowErrors.h.pch for?
Someone knows if it exists a shortcut to travel directly to a component in the viewport of a blueprint? Unreal always put me really far from my components, I always have to change camera speed to get closer, it's really annoying
almost all of the channels are help channels for their specific topics
(including this one if you can't find a more suitable channel)
ah yes but mine is a small problem, i just have some holes when i import meshes thats all
will do, thanks!
so I was thinking of looking at some good, solid code architecture when working with BPs for future projects. can anyone think of some good learning examples? maybe a project I can look at?
How would you guys recommend creating a destructible skeletal mesh? I tried using destructible mesh, but it crashes unreal engine for me.
or any good material on code architecture in general. I'd like to understand programmer thinking a bit better, and see some best practices, and WHY people would rather do that
why is this a thing when alt tabbing
and how do I make it not a thing?
(main editor + a bp editor tries to alt tab from bp to main but focuses bp editor and tbh it's extremely useless and frustrating)
learning flow is 1x alt tab from info to unreal, and then 2x alttab from unreal back to info
it's adding 50% button pushes sadpanda
how do I get an actor's location inside the blueprint of another actor?
edit: you have to make a variable and use it to reference the other actor π
How can i set an action mapping to different buttons depending on the console/controller? (for example, to confirm, the A button in xbox is south but on nintendo is east)
@chilly sun afaik only way to fix that is to drag the BP editor tab back to the main editor so they're one window
they're tabs like a web browser
I want to teleport my player to an object, but they teleport inside the object and get stuck, how do I adjust the location so they teleport infront of it?
@hollow cairn Simplest way would probably be adding a Vector + Vector node between GetActorLocation and SetActorLocation
I think perhaps if you get the targets forward thing and targets location
You can multiply target.forward vector by fx 300 and add it to target.location
and then thats in front of target, based off where target is facing
that works, thank you π«
Is there a way to create dynamically sized destructible meshes? I'm trying to make panes of glass for various sized windows for my game (There's a lot of different sizes), but I need a way to change the size (scaling them will just ruin the destructible meshes), any solutions?
why does my launchpad not work? π€
You are probably comparing the ThirdPersonCharacter class with an instance of the class
You coud try using "Cast to ThirdPersonCharacter" instead
I tried this and it works π
Ah true - you could also use the equals node, and connect the wire from get player character into it
GetPlayerCharacter and GetPlayerController that take a number should be opt in, otherwise hidden from the default set of functions you can use
I dunno, it seems okay as long as it's singleplayer?
they only do what you want in a single player game
but does every single person who uses these KNOW that?
I think there's quite a lot of stuff in the engine that every single person using those parts don't know :)
they think they're getting the character that is relevant to the actor they're writing code for
it's a noob trap
At least the get player X have some indication that they might behave differently if you have more players since they take player number as a parameter
and, it encourages solutions that won't work long term
Yeah, it's true which is why I suggested using Cast to initially
yeah they're perfectly fine if you actually set things up to use player numbers, and I can definitely understand it for split screen where you want a particular hud layout
which is why I'm not suggesting they be removed as BP callable
Guys how can i display a Widget Blueprint on a Object
Thanks
no problem
hi guys
do you have an advice for overriding the jump looping anim with another animation?
i think i figured out a way
How would I switch from a ThirdPersonCharacter to something like a car
so i can drive that
Hey there.
Got a curve here:
- (0,0)
- (4,1)
Setting this to post extrapolation (cycle with offset) gives me (8,2) etc.
Is there any way I can force the gradient to be 3 instead of 4, while retaining the (0:4 , 0) property?
does this mean i have too many textures in my material?
@remote bramble look into setting your sampler settings on the textures to shared to get over that limit
where is that
I'm having to set two different game modes for my game. One for menu and one 4 map. My problemis that when I enter the map from the map I can't control the character player. What Am I doing wrong plz? is there a renable controls node or something I should be setting?? thx 4 any support u give. It's appreciated as this has had me upset for the last 4 hours=/
@remote bramble click on the texture sampler node https://dawnarc.com/img/20190126-[UE4]Material Editor Related/[UE4]Material Editor Related-06.gif
thanks i'll try it
@earnest violet how are you setting the input mode in your main map? and in your menu map
Do u mean on the maps level blueprint m8?
are you setting input mode anywhere in your menu game mode or map?
soo... if you are setting it in the menu and doing that is breaking the other map maybe you should set it in the main map as well to the correct mode?
should i do that for all textures and normal maps?
@remote bramble you should probably do it in all of your textures yes
thanks
@grim ore This is the blueprint for the menu level which has to be set different to the main map otherwise you get the player and crosshair on the menu screen and the main map is set to the gamemode for the third person hooter kit. Any ideas m8?
yes you are setting your input mode to ui only there right?
Why is the Possess method missing in the bp of Sedan?
yeah
so in your game mode for the main map, set the input mode back to game only
How I do that m8? sorry i'm dumb you're gonna have to spell it out sorry thx
SetInputModeGameOnly
@sharp willow Thx dude!
@sharp willow @grim ore Thx for all your help u two. It works now. Cheers once more!!! π
Hello, im chaging the material of a character during run time but the material isn't compiling (it goes to the grey default material) but it doesn't start compiling shaders and stays like that.
anyone know how to fix this?
the material only shows up on the character after i restart the editor
@quick kelp how are you changing it? also is the new material set to work on your item?
skeletal mesh > set material, and i get a material from an array and plug it into the material input
in the material
make sure the material is set to auto or works with XXX where XXX is your item you want this to be on. It might not be set right
yay
My post got buried
Hey there.
Got a curve here:
- (0,0)
- (4,1)
Setting this to post extrapolation (cycle with offset) gives me (8,2) etc.
Is there any way I can force the gradient to be 3 instead of 4, while retaining the (0:4 , 0) property?
i made the layer info, but then added the roughness in the material, and i cant change it
do i have to delete the layer info?
hey im trying to make a video in my start menu and when i try to play it in my media texture my pc crashes what should i do??
does ur pc crash or does ue4 crash
well my ue4 crashes but my pc wont let me like close out of it
repost this in #visual-fx and make sure to point out ue4 and ur pc lock up.<3
thx
if it crashed do you have a log from the crash?
how do i find it
well when it crashes it should open the crash reporter. If not check your saved folder in your project
can you help me mathew?
i think his pc just locks up on threads no?
yea i got to restart it everytime to open ue4
i did
Hey all,
I have a button for swapping camera in a third person template.
It pans the camera out to see the whole level.
but if the player character is faceing the screen when the camera is swapped then the players controllers are inverted and it makes it really hard to control the character.
its loading shaders
Here is how I have set the camera in my level BP.
But if the player character is looking towards the screen when the camera changes and pans out, the controllers are inverted .
Can I do this while resetting the controllers or something ?
all depends on how your stuff is set up
you can change the controller rotation, you can set it to not use the controller rotation,
standard third person template essentially
how would I set it to NOT use controller rotation @grim ore ?
I cant seem to find nodes for that action.
the default controls are character relative
so if you are looking at the other camera, what should forward on the keyboard do
forward on the controller should make the character move towards the back of the level, away from the camera
if you can imagine the super smash bros perspective but also allow the character to move in 3D
the camera used in the game 'Little Nightmares' is probably a better example
might need to show more info like what it looks like. But stuff like orient rotation to movement on the character movement component and use controller rotation XXX on the pawn are items to look at
you are probably going to have to adjust your input to be camera relative at some point instead of controller relative when you switch
what is a good unreal engine beginner tutorials series to understand the engine? (preferably blueprints, not c++)
@crisp siren look at the pinned messages in this channel
that last bit sounds like it makes a lot of sense!
Would I be barking up the wrong tree if I asked if there is a simple way to change to camera relative from controller ?
Has anyone seen this kind of bug in the scene? Light is affecting the normal map through the wall
im sure there is, you would have to be very clear on what you want
does every texture need a normal map for the material to work correctly?
here is a screen grab of each perspective @grim ore
The close up is the regular ThirdPerson camera
Ill try this...
Set a boolean when the camera is changed,
create and additional input which only works when the boolean is true ...
The camera swap lives in my level BP currently
Hey I need a help
Not sure if this is the right channel, is there a way to set a box brush's position to one of it's corners? I can set the pivot point to a corner, which works for rotations, but I'd like to set it's (0, 0, 0) position to one of the corners as well.
the pivot should be its location in the world, its 0,0,0
I packaged game and level not opening
did you set the game default map to the one you want?
I put main menu on default map
default editor or game map?
But my other maps are not opening
oh so the main menu is loading but not the game map?
Both are main menu
It's position seems to still be at it's center
Everything work fine main menu comes
But when I click on start playing. Hud show and sky
Do I have to list map in package section ?
so when you hit play what happens?
so the map loads?
I don't know. Sky show and I can't move
I guess game is not possing player and game. Or something
Maybe problem in packing
does every texture need a normal map for the material to work correctly?
Every map is normal I guess
π
Do you know how I can fix
thats not what i mean
I don't have any texture in map or material
I am just testing so nothing in the map
you do not need a normal map
thank you
but this happens
do i need to delete the layer info and do it again?
because i added roughness for everything after i made the layer infos
@grim ore
Does anyone know if there is a function I can call from within an editor utility widget to set the mode of the level editor viewport gizmo? as in set it to translate, rotate, or scale? or another way to approach it? If I can do this it would greatly reduce a number of repetitive actions in using the tool I'm working on.
Hi guys how can i make this Nail Spin 240* in Positive because when the rotation reach 179 its start to spin in negative
i would have made that nail along with the bar-lines inside a shader, not a mesh.
and use the custom rotator to rotate from 0 - whatever.
hmm in material and using Parameter you mean ?
yea
ok i will try this thanks
Does anyone know how to force the editor to open all tabs from the previous session on the main window?
I'm kinda annoyed to always pull those tabs from the secondary window into the main window
Doing this seems to give me good control no matter which camera I use
Hey all, does anyone know if Metahuman uses the UE4 skeleton pose and hierarchy (minus facial bones). I plan to use Metahumans for my project, but cannot export a fbx character to rig in Blender, it doesnt seem its supported right now?
This really puts my project on hold, anyone have input on this? Thanks!
curious, since ive been out of the loop for a long while, any updates on ue5?
No, but the first preview is expected to drop in the next few months.
I'm not gonna touch UE5 for at least a year or two after it drops in all honesty. Excited for it, but the projects im working on already probably gonna stay in UE4
I have a long-term project that will move to UE5 if it's practical. Would be fantastic to be in the first wave of UE5 games.
But the game I'm announcing soon, a smaller side project, will likely be done before the first preview even drops.
Yeah we are gonna move as well, there are some things coming we really need for the project
We have a lot of custom engine changes so no idea how difficult it is going to be
@grim ore What am I doing wrong here? I'm trying to create a wall (static mesh) that duplicates itself 13 times and moves 92 units. My result from this is a single wall at the number 13 final location. Any suggestions?
Is there any way change the script execution order in Unreal? I have a component that adds itself to a list and an actor that gets that component from the list but I have to make sure that the component always adds itself before other actors try getting it?
Teriander, looks like you're adding the same wall partition each time.
@floral heart I thought if I use "Add" it makes an instance of itself in the next slot?
So it should be 13 of a duplicated version of itself...
Make a new object, then add the reference to the object to the array. Remember you're dealing with references, not the items themselves.
Hmm, so I would have to create 13 components of the same object?
Either ahead of time, or create them via node in the loop body.
@floral heart Still confused on how that would work...
I have a very very weird IK animation problem.. Is there any professional animators on UE online ? :p
I posted my issues days ago, but couldn't find the way
If I have a blueprint with multiple static meshes. The parent have simulate physics and it has many child meshes. Right now it seems like they are all colliding and everything just goes all crazy. How should I think about this or change it?
I want it to collide with other things but not within itself
Nevermind I googled some stuff
π
hooray!
Was messing with rendering settings. Apparently paused game + motion blur + moving the camera = trippy experience
Heyo! anyone know how to set up a xbox controler (its actually a ps4 knock off, but am using a xbox emulator) to navigate in the viewport? (and also control cameras in a similar way by piloting them and auto keyframe)
Any idea when Metahuman will be released so we can get a fbx file to work with? The preview doesnt provide this.
i've got it all set up to drive cars and stuff fine, no worries - just no idea where to head from there!
AHA literally being an idiot - hadn't clicked inside the viewport window ahahah
@floral heart I've got it figured out. I used an InstancedStaticMesh. Works well.
How do you prevent UE4 from laggin a ton when creating Splines using BP
im using Splines for 3D navigation
WRong actor, this one doesent Intorpalate but it still worksd
Hey,
Does anyone here have experience with UE to Rigify ?
I was just wondering how to se up the fingers so that you can curl them (as in to make a fast) using the long finger bones ?
Because I have the IK working with the mannequin I sent over but not the hands...
anyone have a fix for nvidia drivers crashing with unreal? happens within 5-10 minutes... I see @serene birch and @fierce tulip mentioned it happening in february, did any of the fixes work for you? I've downgraded all the way back to drivers from october (456.71) but it's still happening :\
mostly I blamed a maybe faulty USB disk
argh π I did add a drive to my computer, but they persisted even after I took it out
Maybe someone will tell you how to spawn an actor from the traces' bombs, on the surface of the tarain?
Hey guys, I'm going through a course and teacher disables complex collision with this Enable Collision checkbox:
But I don't have anything like that in 4.26 version of the engine:
On first 2 screenshots it's 4.12 version of the engine.
Does anyone know how I can disable this complex collision? I tried to search for words enable and collision but there is no checkbox like that
see on yours where it says sections at the top, the one thing you dont have expanded
Thanks, this worked
nada, just working
Hey, since I got your eyeballs, I got a question, if you don't mind.
Hello, got some problems with windows update today so I had to do a reinstall of my entire Windows
@sick escarp Ohh, that's rough.
Backed up a bunch of stuff on my other drive including the epic launcher and the engine, the launcher still promts me to install the engine, is there any way to bypass this?
@grim ore Nvm, you're working.
I have a very slow connection and the entire engine would probably take me 2h to download
you can "cheat" and start the download, let it start. pause it, close the launcher. copy your files into that directory. go back into the launcher and tell it to verify and hope it works.
it doesnt really support what you want (pointing it to a directory)
Good idea.
I'll give it a try, thanks
Depends on if I can choose to download an older version
Thought I had 4.24 as my latest but it says UE_4.21 and UE_4.22 so I guess I should try to install 4.22
Also, I warn all of you to not install Windows 10 20H2 if you aren't forced to, from what I found a lot of other people also had problems with having no internet access after the update
Ohhh, good to note, Lill.
Tried going back to my previous version but that didn't fix it either
Good thing I haven't updated my windows for like over a year.
Had a conflict with some other software I was attempting to use and said "Nah, don't need that drama!" Lol!
How do I turn off so I don't have to update? A long time ago it was doable by making the windows updater not start on startup
I've never liked windows update
Hold on. I will look to see if I can find the....thing that showed me how to disable.
π
I can't find it in my bookmarks. Lemme see what my good ol' buddy bing can help me find.
Windows 10, right?
Nice.
Ok, well I'm gonna be lazy (just being honest) and give you the first link I came up with and you can try it out and see if that helps you.
I got another one that gets into the Windows Services.
If that's more your speed.
Lemme know how that works for ya', Lill.
Chrome doesn't show up in default browsers π‘
Ok, so do you need the other one then?
Just griping about Chrome, eh?
Not in the mood for Edge π
Might have done it from the registry editor before as well
I recall changing something in there before but I can't remember what
Yeah, it's been over a year for me so I'm not sure how I did it either. Lol!
There's so many small things one do over the years that accumulate to a nice experience
Yeah, I know. Then when you gotta' start all over again, unless you got screenshots or something, you forget it all. Lol!
Now we pray π
i've tested this before, as long as the engine initializes and is in the process of downloading you can then put the files into that folder and tell the launcher to verify and most of the time it finds most of what it needs and finishes
Can you use Megascans with a source build of ue4?
I hope, thank you so much for the tip
So glad I bought another drive, might have saved me hours today
@finite chasm you can, its versioned against the main version number so as long as you install a compatible one you should be fine
Thank you
you can if you have the original mesh
HI, Im noticing that when I zoom out my textures automatically become significantly more blurry, how can I disable that?
well if you imported it, you have the original mesh. If you didnt, the you dont. You could try exporting it out and importing it back in then adjust it. If you have the source item you would adjust it in the mesh settings
Ok thanks! I cant find where ue saves the marketplace assets
it would be in your cache folder, but its not likely you have the source assets
the quick thing i wanted to test gets so many extra steps π
@plush yew chances are that are the mip maps (lower resolution as the texture gets smaller) You can adjust some settings in the texture https://answers.unrealengine.com/questions/951202/disable-mipmap-or-whatever-this-is.html
just keep in mind that uses more memory
@grim ore Moved everything, it still says install
what was your process?
you started the install then paused it?
Yes
then shut down, copy, and when you come back its not paused?
Wont let me verify, I'll try to move the launcher to the same drive as well
When I came back it says install and it wont let me verify
yeah launcher shouldnt matter, its more the launcher has to know where its at by doing it π¦
when you try install again what happens?
It says the directory has to be empty
its possible the restart causes the issue. rename the folder, install where you want it, pause it but dont shut down, go in there and rename the folders so the full one is the good name now, and try resuming. see if you can do it when its running
I know it can work using magic and weird timing but its not supposed to lol
Seems to have worked, it went directly to installing
Well, I'm glad you got it working, Lill.
hey I hope it works
Seems to π
Well, there's always tomorrow. Or a late night. π
Already 12:42AM here, will probably work till like 3 then get a quick meal and go to bed
Sounds like a plan. π
I'm still trying to figure out where I can get good topo data for an Island I saw in Bing today.
π
I wanna' make a landscape with it cuz it looks pretty sweet.
Btw your voice sounds nothing like what I imagined from your profile picture
Ok, so it was Inishear, now it's Inishmore. Oh well.
Doesn't very few look like you imagine them based on their voice though?
Yeah, I know the feeling, Lill. I've been taken aback by more than one YouTuber face reveal.
Well, I got about 3 inches on ya. π
Le sigh.
its probably getting just what it thinks it needs
and installing could mean installing those files as well not just downloading
Sounds like a good deal, Mathew.
The speed indicates download though
Just kinda' getting the missing files then, eh?
yeah. Id watch the little thingy in the bottom left it will tell you what its doing as well
the Downloads monitor shows install stuff as well
I'ts nowhere near 35gb so I'm happy
its also possible you left some of the other install options still enabled?
No idea
Thanks Mathew for helping me earlier :) Do you maybe also know why changing the ambient occlusion value in my post process volume does not change anything?
oh lol if you never changed the options it downloads a ton of useless crap
I'll probably have to download the debug stuff as well later on, forgot what they are called now
That makes you actually get good information when you run into exceptions
Was a good 5-10gb IIRC
@plush yew there is no real way to know without seeing your setup. your not in the volume? its not set to unbound? its not active? another one is overriding it? the items your looking at are not very good example sof using AO? you have your lights set up too bright?
google lied to me, seems I'm about 5'7-8 Pog
@grim ore So, since you're answering questions, I have one. Do you have any experience with getting some even decent Topographical Data outside of the USA to download and use in Unreal to create a Landscape?
nope. I have very little experience with landscapes π¦
Ahh, alright. Figured it was worth asking. Thanks anyway.
I know twinmotion is part of epic stuff and is designed to get geodata
I really don't want to get into learning another tool just to make a landscape.
π So says you, Lill. π
I'm still trying to get my head around at least 2 more things just to make a decent Landscape Mat so I can have a good looking, Quixel-based Landscape going on.
I'm currently just trying to troubleshoot why it doesn't work, so I am in the default level, having some cubes and spheres stacked to make them cast some AO, with a skylight, directional light and atmospheric fog. My Post Process Volume is unbound and all lights are moveable, including the sky light. When I go to the buffer visualisation, I noticed that even if I set my AO intensity to 0 in the Post Process Volume, nothing changes, even though I tested in other projects I have, and setting the intensity to 0 usually resulted in no AO at all, leading me to believe that the PPV just does not affect my AO at all, but I don't know which setting could have caused that.
I hope you'll get amazing results
sighs heavily Yeah, not so much.
Yeah, well I appreciate the enthusiasm. Thanks.
I've been working on UI for the last few days and I'm almost done so I'm full of enthusiasm, except for the fact that I'll have to work on another boring part directly after
@plush yew so does your map look just pure white when you have the buffer visualization on or ?
even ignoring the post process volume, is AO just broke for you if you disable the PP volume? there is some by default after all
Kinda thrilled for the UI stuff I have left though, gonna get to try an idea I think will work and make most of the widget runtime generated
@grim ore https://streamable.com/hpeezb As you can see here, I do have AO but changing the settings in the PPV doesn't result in any change.
π₯
I just want my AO to be more intense, but since I can't change the strength, it's not possible for me.
yep that looks like its just the PP volume. For your settings on it, its set to say 100 for priority, 100 for radius, and 1 for weight? with both checkmarks?
@plush yew maybe just to see if its AO or the PP volume, go to color grading, white balance, and drag the tint down to -1 and see if the entire world goes green when you are back in lit mode
could atleast help eliminate if its the AO stuff on it or the entire volume
Do you mean if the PPV works at all? When I'm changing the color grading and bloom, it woks perfectly fine, it is just the AO.
" its set to say 100 for priority, 100 for radius, and 1 for weight? with both checkmarks?" I'm not sure exactly what that means, the default intensity on AO in the PPV is 0.5, the radius 200.
Changing the AO in the cinematic camera also doesn't change anything... :c
the settings on the volume, to make sure its the main one and working 100%
but the fact that the other settings work sounds like it should be fine
unless you have another one but I doubt it π¦
and its weird since other settings for AO pretty much disable it, the PPV overrides it so it should be working
especially if its a new scene where you just dropped in stuff
ok so if this was me I would make a new project, use the third person template, the map opens, go to the PP volume in the starter map, go to AO and check both boxes, go to 1.0 for the intensity and it should just work. If it does then we know its the other project
I changed the priority to 100% but sadly, no change. I'll make a new project and check. But I think it probably is just this one project that has the issue, sadly, I already did a lot of work in there so I hope I can figure out where I went wrong. Are there any world settings or project settings, that could be the culprid?
I could see those sliders not working if you are using Ray Traced AO as well, but even then setting it to 0 disables it completely and RT is off
there could be settings but they are generally on or off, not one that say ignore PPV
where can I check if I have ray traced AO on?
its under AO in the post process volume, ray tracing AO
can check Enabled, then uncheck the checkbox and it should disable it if it was on
Enabling it and changing the intensity also does nothing π₯²