#ue4-general
1 messages · Page 969 of 1
Yes
that is the same as coding actually
maybe the only work around it is use UE4.25 and migrate the context to 4.26
Ok thanks
its just a lot easier to visualize your code when you can la all the pieces out on a black board instead of wall of text
Ok thanks
is there another way to kill de sound? this one is working but I'm getting some pending kill error
is there anyway to hotkey shortcut into typing into the content browser????
is there a cvar or something to eject the player controller from a PIE window?
or is that editor only?
If you are just looking to free roam with the camera, you can just press ";" to enter debug mode, but that might be a bit different than ejecting the player controller. I couldn't comment in the twitch chat since I have to wait 10 minutes after following so just posting here : /
there's also an "eject" button you can press but I don't know exactly where it is
isn't it just F8 ?
in PIE
in launched build you can do ToggleDebugCamera
also useful is ghost (disables colliders on character)
@grim ore I've got a problem I think is relatively simple to fix, but I can't fix it because I have very little experience with texture nodes. Can you help me?
Edit: resolved
Hi i packaged a development build of my game to send to my friends. It works fine on my end. But when they open the .exe it says "failed to open descriptor file." what is the issue here and how can i fix it?
@dark stag PIE is Editor Only.
As mentioned, F8 will eject the Camera from the Possessed pawn.
I'm trying to make it so when a player hits a surface they bounce with the same velocity that they hit it with, does anyone know how to find the reflected velocity to launch the character?
In charactermovementcomponent grab velocity vector
And you can get HitNormal from FHitResult for that collision
In CharacterMovementComponent probably too
You will also probably have to create custom movement mode too
K
So I'm following this guys tutorial and he makes a time remaining (ratio) https://www.youtube.com/watch?v=hoJ8focIU2I
How to set up Jump Animation in Unreal Engine 4
jumping Animation UE4
adding Animation to state machine
adding nodes to event graph
removing animation frame
Finale jump Test
Is impact normal the same as hit normal?
I cant find where exactly that is, can someone help me?
Nvm just figured it out lol
I needed to use my own anim
Sorry about that guys haha
I've got eyes that aren't perfectly spherical, how do I make them track objects without rotating the mesh itself?
How do I cycle the tabs in the editor? CTRL+TAB only lets me go to open assets but I just want to cycle each window, (even things like edtior settings)
Does anyone know how to make a player bounce off a surface like in Smash Bros Ultimate?
You'd have to get their velocity and their forward vector and the moment the collide with the wall, multiply those by -1, but you'd have to play with the values to get it to look right
there's also a physics "launch" event you can do but I haven't messed with that much
by play with the values do you mean multiply them?
okay
if you do just by -1 and apply the same velocity to them, they will just bounce off like a pinball game
Also I've been trying to use Mirror Vector By Normal but it's not working correctly
Do I add the velocity and the forward vector?
I'd recommend you watch some physics videos/tutorials on youtube - it's not hard but it will be VERY HARD if you don't watch to see how the system works - it's not that I don't want to help but I have only done a few things using them and it's been quite a while for me
yep, good luck, you'll figure it out if you see those videos
Has anyone used the GOAP AI plugin?
This one. I'm wondering because I need some help using it
are low poly assets cheaper than regular ones?
Do you mean for rendering cost or marketplace cost?
y is this happening?
decals are getting printed over the player
when it walks on them
I have a question
So you know how you have to do create widget at start of project to have UI appear
Can I just drag out the UI into the level and call it from itself?
Nvm dumb question
I am having an issue with my character not rotating to match the strafing animation. And instead it rotates the animation to match the skeleton. So it looks like its running forward instead of strafing. Wondering if anyone can help
How to use dedicated server for android?
@still tangle I dont think the process is different than doing it for windows? I think you just need to purchase an AWS and list that as a possible server
Idk though im currently learning about multiplayer too
🆗
can anyone say y this is happening
could you possibly try wet wasteland soil? would be awesome!
I'll add it to the list!
awesome stuff
Hey did the infinity Blade weapon change to skeletal mesh?
Bumping cause I still need help lol
is it possible to add constant and even lighting over the entire level?
Yes, They're skeletal meshes now. But you can create static mesh from it in UE4
How
after you open the skeletal mesh you have make static mesh button at top
chose the location/name and save
and it's ready to place in sockets
Uh guys, I am using the explosion particle effect from starter content, how to I start the particle effect for example after 20seconds? I'm doing a cinematic
Thank you!
How well do you need to know C++ to make a game in UE4
Unity normal map looks weird in UE4. Flipped Green channel
Can someone help with new atmospheric system in 4.25-4.26?
I have two questions regarding old atmospheric fog and height fog
Old atmofog allowed me easy set up its distance from player
Couldn't found anything like that in new atmosphere system
And the another one about height fog which is might be lame but still
Is there a way to make height fog be more intensive but not cover sky? I know thats dumb, cause well its fog but maybe there is a way
what's a "unity normal map"?
@upper karma the goap npc thing is broken for me in 4.26.1 😔
Huh, it must be the case then. I actually don't know how to set it up and use it, because I want 2 npcs alongside the player. NPC1 to follow the player and NPC 2 to follow NPC 1
And I thought I could use GOAP to achieve that but the setup process is a nightmare and there are virtually no tutorials for it
Hey guys, does anybody know how I can disable the effect of foliage disappearing like this ?
It's from brushify. I've tried tweaking the culling settings in the project editor, the LOD settings in the material... nothing solves it :/
I'd like the foliage to stay fully detailed all the time no matter the camera distance (or at least not so drastic)
Cull settings in the landscape grass type should do that
How to delete teh StarterContent folder? I've moved all asset references from the StarterContent folder as teacher suggests in the course:
But I get a lot of memory references:
Teacher has no memory references whatsoever
When I try to force delete:
UE4 tells me:
SoundWave /Game/StarterContent/Audio/Collapse01.Collapse01 is in use.
---
Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.
---
External referencers of SoundWave /Game/StarterContent/Audio/Collapse01.Collapse01:
SoundNodeWavePlayer /Game/StarterContent/Audio/Collapse_Cue.Collapse_Cue:SoundNodeWavePlayer_0 (1)
0) ObjectProperty /Script/Engine.SoundNodeWavePlayer:SoundWave
could that be due to mip mapping of the alpha mask texture?
And then it crashes at the end of the force delete
I tried to run UE4 with the -NoLoadStartupPackages and open the project in it:
thanks but it's not that I'm afraid
Nothing changes, it tells me to force delete and still crashes
The end of the crash log looks like this:
Strange, that reliably changes it for me. Not sure what else could possibly be doing that. Or...are you not putting this on a landscape right now?
Did you just put them on a static mesh floor?
yes it's just on a static mesh floor
Okay, are you using a landscape later?
If you are, do a realworld test with landscape grass on a landscape
At that point, chances are the cull distance on the grass type will work
Not sure what is governing it right now.
ah ok, I'm pretty new to UE so is there a landscape object that's different from a static mesh ?
it's weird because it's only a specific grass shader that does this. if you look back at the video I sent, the grass on the left is less affected by this
Brushify also has lods on the grass, see the video
If you open the mesh itself, you can change the lod distances
I'm not sure if it's because of culling of the grass or just lods on the static mesh itself
Doing a realworld test on a landscape will give you a clue, as you have easy sure-proof control over the culling through the grasstype
Lemme give you a link
Learn how to add Grass textures to a landscape.
Go through this
thanks @forest tree I'm trying to figure it out. I picked a custom LOD0 for the grass but the issue is still there. I noticed also that the issue concerns the actual static mesh too
as you can see here, the floor has shadows and detail revealed as I zoom in. this seems to be the same issue.
Go for a landscape & landscape grass 😄
Then see what happens when you play with the culling distances on the grass type
ah, so I shouldn't use the foliage brush ? or is that different?
y is the decal being projected on the player and how can i stop it? ty
Change the foliage to just use a single LOD.
does anyone know where quixel bridge store's the library path?
and how to hard reset quixel bridge
Recently one of my team members added some **c++ **to the project
every since I have been getting this error
I have made sure that we have the same version of ue4 and yet this error persists.
I wonder if anyone here has had this issue in the past. I would be a great help if you could at least make an attempt at guessing what the cause of this issue could be and if you have fixed it in the past tell me what you did.
thanks.
( I have also tried pressing yes)
@floral knoll just means your project didnt compile the C++, if pressing yes didnt work, right click the uproject, generate project files, open the .sln and build from visual studio
only needs to be done once, every time c++ code changes
can anyone help help me at this?
Can somebody help me connecting DMX and dot2 on PC? I tried this guide https://www.youtube.com/watch?v=URo7cOgjPPI&t=1018s but my monitors show no traffic
Find out why RGB only fixtures are NOT recommended for virtual production here: https://youtu.be/uYbdx4I7STg
RGBW stage lights work around these flaws by including white LEDs however DMX film lighting is still preferred for virtual production.
MA dot2: https://www.malighting.com/dot2/
Official MA dot2 training playlist: https://www.youtube.co...
Hello. Can you suggest me any site through which I can learn the basics of Unreal engine pls pls pls
Im completely new to unreal engine. Are the tutorials in pinned messages up-to-date or should I try to find more recent ones?
does anyone have an idea of how to spawn and despawn a actor procedurally within a NavMesh or any other method ?
Hey, do you guys know how to have an emissive texture to not lose saturation when I increase the emissive intensity?
There are unfortunately no updates availlable for my driver.
Any other idea's?
There's a really weird bug that happens in UE4, after a while of using it i can't use dropdown menus anymore or the right click menu don't show up at all. It flickers a while but nothing happens. I though it was a mouse button or a keyboard button stuck but doesn't seem to be the case. Any ideeas?
As a workaround I have to save and restart ue4
is there a resource you guys can recommend to learn unreal ? just downloaded it and don't know where to start. I know there is a lot of resources but I am looking for a good resource one of you can recommend
I'm trying to make a ability system that works like the once in Overwatch or Valorant. Would i better of codeing my own, or reading up on the "Gameplay Ability System"?
That usually means there’s a bug in your c++ code, which means you need to either fix that bug or delete it
Also look at those messages in the picture, the’ll tell you what went wrong
Anyone have some experience or knowledge about OSC and UE4?
I'm struggling with something that should be simple. In an RPC (server, reliable) I update a struct members. I then want all clients to update their UIs with this new info
No matter what I do, the client always gets update signals before the replication of the variable
What's the proper way to wait for the rep (notify?) and signal clients
Does anyone know if the streaming texture pool is ALL textures in folders or just the ones currently being used in the project?
I'm a tad over...
I've already set the pool size to 3000 in the console,
Or should I just set it to zero and see if my system crashes! 👀
I don't seem to be seeing any effect of changing the pool size. Using "r.Streaming.FullyLoadUsedTextures" would make the most sense as it should only keep active textures in memory but I'm not sure why my console commands aren't changing anything,.
Hey guys, I'm having a bit of an issue setting up UCX collision meshes in Blender, mind giving me some pointers?
Umm, where do I ask about widgets?
does anyone know if you can hide this with a console command or something (the drop down button). Game mode doesnt hide it
trying to use the eject from pawn to record some gameplay and I can remove everything except for this lol
greetings
do you guys know where can I buy or get some nice particle sprites?
already made, I am looking for a mist/fog ones but can't find it
When importing a mesh, UE generating a lightmap UV even if its disabled. In 3D software mesh contain one UV only when exported to fbx. What could be wrong?
I'm using onPostLogin to collect the controllers of all the players but the server doesn't call it on itself. Where should i try to grab that info? branch authority on game mode being init, get plyer contoller 0?
Ok, thx
will get better help there than here regarding this 😄
Hello guys, So I getting an error message when I try to build my lighting "Light Build Failed" it says nothing about the swarm. I was wondering if I need to clear the swarm cache but I have no idea how to do that. Any help you guys can offer would be greatly appreciated. thanks
Does anyone know what this error means??
[2021.03.29-17.32.58:222][ 26]LogNet:Warning: PacketHander isn't fully initialized and also didn't fully consume a packet! This will cause the connection to try to send a packet before the initial packet sequence has been established. Ignoring. Connection: [UNetConnection] RemoteAddr: 127.0.0.1:7777, Name: IpConnection_1, Driver: PendingNetDriver IpNetDriver_1, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
Hi, the lit version is showing the black, where the unlit is showing the proper textures, can someone help me fixing this please
Here is the unlit
Does anyone know why my event hit only works some of the time for the player's weapon?
how to change properties of childs ? when i click on them they uncheck automaticly
I have a question are blueprints supposed to be an alternative to c++ and u choose one to use or do u make use of both in a game for gmae logic
c++ is good if you know it, and its better in scalability
ue4 is not allowing me to foliage paint, brush is completely gone, anyone else had this?
This is a new problem. I haven't added any foliage in weeks, but it was working fine back then.
The circle is just not showing
Wdym by scalability?
hmmm... so it seems like it's due to the landscape having a different collision type (I made it a custom channel for gameplay reasons), if so is there a way I can override it to paint foliage on this custom channel?
ブループリントとC++のパフォーマンスの比較をしてみました。ブループリントのネイティブ化をした結果も動画の後半に載せています。
I tried to compare the performance of blueprint and C++. Blueprint Nativization is posted in the latter half of the movie.
Oh I see so the c++ is less demanding
is it possible to add permanent and even lighting over the entire level ?
I can suggest a guy who might be able to make sense of the changes, if he wants to.
Your grammar is fine so far, as is the language. Better than half the people I know... That said, very narrow window to find others in the same boat I'd think.
well there is directional light in ue4 as well, but i cant figure out how to make it even over the entire level
z is up
but like, im working on an endless runner atm, and im trying to spawn light with every tile spawning
im like very new to ue4 tho so its hard
not going for anything with like realistic graphics or whatever tho, which is kind of the look of those images
sorry what? lol
as i said im pretty new to this lmao
alright will try :) ty
btw, may i ask why u're switching from unity to ue4? ive been kinda thinking about trying unity as it looks easier somehow
damn, that sucks
well, thanks for letting me know
and good luck to u my friend
alright
i think ill stick with unreal for now, but thanks for the help my guy
trying to do something with multiplayer, how i could make box to change color green for one player and red for second ?
When I change language/culture in a game to Arabic, are integers suppose to behave differently?
I mark texts that handle numbers to not get localized but somehow they still produces the boxes with unicodes on them
Hello Guys, ive got a simple question
i made a weapon with skeleton in blender and i import it to unreal engine; the physiscal and skeletal mesh are imported but there is no static mesh imported
how can i import the static mesh?
why do you need the static mesh>
the skeletal mesh looks the same as a static mesh except it can be manipulated
If you make a skeletal mesh in blender and export it as that, it will import as a skeletal mesh
a static mesh is a mesh without any bones
it is not modifiable as a skeletal mesh is
by physical do you mean your mesh physics or the actual mesh?
asking again: how to replicate stuff to diffrent player but with diffrent output ?
anyone know what's the default path to the Engine used by Epic when they build the engine? I was reading it's supposed to by D:/++Build/UE4/Sync/Engine
according to this article that's the path and moving my engine to that folder is supposed to fix an issue where double clicking a BP function does not open it's corresponding cpp file:
https://answers.unrealengine.com/questions/827658/goto-defintion-option-for-bp-nodes-does-nothing.html
Hello guys , I m new at unrealengine. I want an interface that can be used on my computer in the game. I cant find any video about that or i m searching wrong keywords. how can i make usable interface ?
something like this ?
https://www.youtube.com/watch?v=1rfHC3Xz6OM
In this video we will learn how to create a 3D widget to place it inside our scene and discover how to achieve a rotatable image for the sofa by using the 2d texture render target ,
link for the Minotti
link for the widget switcher tutorial
https://www.youtube.com/watch?v=Qs1hGYHEZnc
hello everyone, is there any way to make the corners of the window (the actual window of the game running in windowed mode)
rounded... forgot that part 😆
Hey guys, I'd really like some help with my lightmaps if possible.
I'm getting a lot of really bad artifacting, my lightmap density is green, 64x64, lightmap compression is off
Really can't figure out why it looks so bad
How do you guys handle coming back after a long time? I’m going to spend the next month moving for work, I’m terrified of forgetting everything
just take it one step at a time, in a few days you are up to speed.
i took almost a year of, took me a few days
^ Same, took a year off Unreal too for various reasons, got back recently and just needed a few days to remember pretty much everything. You'll be alright
Hey all! I have super broad UE4 question. When porting to console like PS4/xbox, could this conceivably be done in blueprint only? (eg. blueprint only games) or do you 100% definitely need to do a bunch of c++ work? Trying to get an overview on porting but resources seem relatively scarce untillyou get licenses.
@robust marten I also find it comes back really quick, once you spend consistent time with it again, wouldn't worry.
so best way to work around 4.26 crashing while importing tiled terrain is to use 4.25
how do i make the line traces horizontally aligned with a middle trace always despite rotation?
like this | | |
got it, set rotation of the component to world
delete landscape gizmo in world outliner fixes the crashing for me
I’m stumbling upon a dedicated server issue where I want clients to host there own session and join together in lobby via peer to peer and then the host tells everyone to join the dedicated server that’s hosting the actual in game gamemode my issue is I’m currently not using a online subsystem and I cant pay for steam for a little bit how would I go about this?
I don’t even know if that’s possible but hosting the dedicated server in the lobby will provide me no way to actually tell who is host or not
Hello friends! How are you ... I wanted to see if you can help me with a problem with the lighting that already has me angry, what happens is that the lighting looks very dark, only the areas where the sun shines directly, what I want to do It is a dynamic indoor and outdoor lighting for an open world game, I hope you can help me thanks!
This is a picture
I'm trying to make a check point but there seems to be a problem and I can't figure it out. Can anyone help?
Is there any setbacks preventing you from using these?:
- Light Propagation Volume
- Screen Space GI
- 4.26's real-time Sky Light capturing
- Distance Field GI
Performance of those combined only cost about 2 ms on lower end hardware
one of my object moves when I press Play.. my solution is to duplicate it and delete the old one but.. why??
ah it was key'd in a sequence.. weird
I tried using print strings to see where the problems start and they seem to begin after I cast to checkpoint saved game.
Let's say you have your own online service, and no intention of deploying to Steam or cross-platform — would you still implement the online subsystem to work with your own service?
@drowsy snow there's nothing stopping me, I just don't know how to set that up, I want very realistic dynamic lighting.
i just reinstalled unreal engine on my new drive and this happens how do i fix it
Same happened to me, but I just restarted my pc
Unfortunately fully dynamic lighting without a skylight isn’t possible and Ik the skylight makes the Indoors too light. I’ve switched my directional light to stationary and my skylight to stationary and increased the dynamic light cascade, you’ll want to switch most of your objects to either static or moveable and it will make skeletal meshes and stuff movable and it will also give you baked global illumination
how can i remove the red line, it makes my character moves weird
@coarse shale You mean the spring arm?
Go to the character's blueprint and you will see spring arm component top left, you can remove it
Btw next time you can just import 1st person template and use the player's character there
you can remove it \ reanimate the hands
and such
but yeah just remove the spring arm if you wish to remove that red line
Sure
In the top left you have a green button says add component
over there you can grab components that will be a child of different components
you can see the "follow camera" is a child
you can drag the follow to be part of any different component and remove the follow's camera parent
that's what draws the line
sorry i didnt quite get it
thanks alot
wow, that's nice
Glad to help, feel free to ask anything else
hello people
hey
i'm trying to learn how to use ue4 still so if i ask dumb questions please dont roast me too bad 😅
me too, i just read the docs but it is still hard
hey does anyone know how to restore the unreal water materials to defaults?
I accidentally edited them while making a river and now they are kind of messed up
I could re-install the entire engine, but would preffer not to, even if perhaps someone could upload a vanilla version of the water materials?
@coarse shale can you control Z untill it returns to normal and just explain how does it effect your player's movement? it doesn't effect mine
@half turret that's the place to ask, don't worry about dumb questions
👍
my first possibly stupid question, anyway to change the level editor visual settings because i dont have the best pc and sometimes i get stuttering when trying to move objects
umm yeah
click on lit and it will open you bunch of options to choose from, it will change the way you will see through the viewport i think it can help your fps
stuttering will depend a lot on the lighting and models / textures you're using in your level
switching to unlit mode ALT+3 can help a lot with FPS
as it's usually lights + shadow casting that destroys performance
ooh, i think it was my dumbass forgetting to close minecraft in the background 
now i got 80fps
yeah best to run UNREAL solo if you can, too many background apps will cause it to grind, also you can set a controlled framerate in the project settings menu to stop unreal maxxing out your graphics card in previews
i have the advanced locomotion system loaded up, i'm surprised that this is free tbh
Yeah, great system to check out
i've been looking through it it is very complicated
but i really wanna use it so i gotta figure it out
take it slowly there are many things to go through don't stress about it
ik i'm gonna take my time and learn as much as possible
good luck
by the end of 2021 i wanna be able to make a game possibly
we will be here to assist at anytime
Hey does anyone have any knowledge of the GOAP NPC plugin and can help me out with something rq?
hey guys quick question im using blackboard for ai behaviour but for attack im using a collision box on the enemy npc (on event begin overlap) to smack my player(set bool isattacking ON and then delay 2 secs off , but if i dont move my player away the enemy wont attack again. is there a way to retrigger the event begin overlap without my player exiting?
GOAP NPC was left unmaintained for months and don't even support 4.26, so yeah
I have a problem with the lighting, the exteriors with all the lights in motion, dynamic occlusion ig and all that kind of things already configured look good outdoors although with some shadow flaws but indoors it looks super illuminated and without shadows. looks awful any solution? or some tutorial that I can dedicate to make my dynamic day and night lighting for open world for both indoor and outdoor ...
Yes, I suggest you using a distance data instead of the collision
That way if the player is under 1 meter away for example it will trigger the attack
Huh, really? I was able to install it at least but I'm sure that probably doesn't mean anything. Thanks for telling me!
unless he is too far away so the enemy wont attack, with the collision you can try and do such as "get overlapping actors" set it to the player but put it on event tick so it will constantly check or on while loop the enemy is alive or something like that
distance data u mean doing a check on the tick about distance from the two actors?
I'll just ask the question as a standalone then.
I have a game where I want party members to follow the player around in a line rather than a group.
I thought about following this tutorial (https://youtu.be/Z3mWSpKb3Kw) for the first party member NPC to follow the player, but would I be able to use it as a way to make a second NPC follow the first NPC, and if so, how?
In this Unreal Engine Tutorial I show how to add an enemy with an AI Controller that follows the player.
It is a very simple AI but I introduce some basic AI components: The Blackboard, a Behavior Tree and the AI Controller blueprint.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
Fac...
can someone help me please
hitscan or projectile?
thanks im gonna try - one more thing - whats a good way to make the enemy stop while he is attacking? im doing a "wait" on the attack sequence on the Behaviour tree but i dunno lol mixed results
umm play montage is the play
im using state machines
this worked...but feels so dirty lol
yeah i have read and watched videos about slots, except i still dont know how to configure them on which bone they start(like blend llayeredper bone in the state machines)
just try to get distance make it a blackboard variable and the AI should work by it
for example
distance wont work because id need to get also the forward vector
it is
i mean i could, but this is less work
they way it works is the enemy is calculating the distance then makes it a blackboard variable
i see
if you need to see the blueprint for the distance calculation and the blackboard variable change just say
if u can show it would be great
sure thing
also not sure if relevant, but i forgot to say this is for melee
doesn't matter
cool
once the tick is active is gonna check if the player is valid (exists) if true it will calculate the distance then make it the variable that the AI's behavior tree condition is using
I hope you can understand it, its quite simple and if you are struggling I can send you a tutorial about melee AI if you would like
i get it 🙂
glad to hear
thanks!
np
i just started learning bt's today so there's so much i dunno yet xD
Blackboard will hold data such as vectors floats and such, i am using mostly them because they are much simple to work with
but what kind of decorator are u using? is there one for float <= ?
i see it
compare bb entries
You mean like this?
yes
oh ok
once you will select the decorator which contains the float variable it will open you these options which you can set
yeah, im looking at it
pretty awesome ..i feel dumb now i did a task to compare two variables cuz i didnt knw this lol
its ok mate
practice as much as possible, things are complicated at the beginning
if you have anymore questions i am here
thanks i appreciate it 🙂
Boosting this cause it's been wracking my brain all day
btw, my character is still not stopping when he reaches the distance tho, what command should i use to make the ai character stop?
we want to make a crossplay game on consoles, mobile and pc. it's our first game and we are unsure of where to start. is there a comprehensive tutorial?
i made an attack of a zombie for instance that will stop and attack the way i did it is with montage, "play montage" does the job for me
if you don't wanna use montage then is to do like if distance is lower than bluh bluh a task will run and it will make the AI move to a random location in a radius of a player then attack while aiming at him but i think its just more complex
AI move to location / AI simple move should make a AI NPC move to a place and stop
doesn't make sense that your AI would keep moving unless there is more code?
Hello, So got a question Am i able to use arm animations for a true first person? is there away I can?
when i try to create a static mesh this error shows up Name may not contain the following characters: ' '
Hi, does anyone come with this "Problemo" that UE4 stucks on initializing 39 when i use ray tracing? (doesnt happen always but pretty usually)
are you adding a space to the name? unreal doesnt support that
@neon bough nope just when i just type anything this errors comes up i dono why
low poly assets seem to be slightly cheaper
not a huge price difference IMO
IDK about true first person animations, things get pretty sticky around the camera seeing inside meshes etc
getting illegal text characters usually means you have some kind of bad character in your filenames, try only using everything uppercase, no symbols and only underscores _ not spaces
the 39% raytracing load delay is standard, UE4 can take a very long timet o build raytracing shaders, the better your computer the faster the 39% will move on
i put it 1h last time and i haev an 3060ti with ryzen 7
how can i prevent custom characters like %, $, *, etc... to be added to a player name ?
Thanks !
how big is the project you're trying to open?
Hey guys, I'm making character selector menu with a help of 3D widget. I need to have focus on the button, to chose character with controller. So far I'm stuck on this and google doesn't provide any valuable response. Maybe one of you can help me? Thank you!
@limber oyster I guess some regex based validation scheme would work there
regex ?
regular expression
Can anyone help me with this?
at a guess you would need to program AI into the other party members so that they're always checking thier distance to player / each other
like if NPC 1 is programmed to be 500 units behind players and NPC 2 is programmed fro 1000 units behind, etc
Im looking for a teacher who does unreal and they live in the eu
A normal map imported from unity (OpenGL)
Hi, anyone could explain why actors with a USkeletalMeshComponent take so much hit on performance, even they are culled out?
How does fortnite manages so large amount of actors?
Oh that actually answers a different question I was gonna ask! But I meant more just following in general. In the tut the guy make sit so NPC 1 has a variable for the player. Would it be possible to do the same kind of method, just instead of NPCs variable having the player to follow, itd be NPC 1?
i guess so ive just never tried doing what you're doing exactly
and I'm not a coder so I cant offer up a quick solution
Ah that's okay! Thanks for the input though! I'll keep what you said in mind!
Hi all I tried opening a project after some time and got an error message saying "out of video memory" what can cause it before the editor itself opens?
does it only happen with that project?
Yes only with that project
what would be the absolute fastest android device to run unreal on? I'm talking dedicated android boxes, I don't need the touch screen
hi guys!
it looks like 200 empty blueprints are killing almost 50 fps in my scene
this bp that is duplicated 200 times in the scene only contains a mesh
do you know how I could optimize it?
Hey Guys!
Anyone knows how to use u're microphone input in Ue4?
Hey guys, how to I spawn multiples of this actor in the blueprint ?
Currently it is only spawning 1
@dry latch
Tutorial/Code along on how to implement an advanced spawn system which works on uneven terrain or levels.
The AI will also patrol within the bounding box of the spawn point and it is made highly re-usable with the design we use for the implementation.
ty!
Disable tick on the actor for starters.
Disable overlap events also. Empty bps really doesnt explain what could be causing it...theyre just completely empty bps with no code in them, no meshs, nothing?
when you click the drop down on a Print String node, it should already have a second data input appended to it, instead of needing to pull one out time after time after time
problem is that I'm having huge performance loss in viewport
in game too
but I mean, I don't need to press play to notice the 50 fps loss
Can someone explain to me why my interiors look like no lighting and what solution is there? Thank you!
look how my interiors look without shadows, it looks horrible, my exteriors look a little good but the interiors don't
I have dynamic lighting the sky light and the directional light is in dynamic.
Do you have small holes like windows and such for interior lighting? If so you need the lightmass portal on it to force light to pass through
I have a portal of lightmass all over the map and there is a large window, but just inside there is a lot of lighting to the point that there are no shadows 😦
go with full dynamic lighting and make sure shadows are enabled on lights and meshes
If the cast shadows is activated in the objects and in the directional light and skylight in all the problem is that in the exteriors it looks super good but in the interiors it does not
i want to delete the parent and keep the child here..
@stiff verge you cannot, the parent is inherited which means it comes from it's class. You would have to change the class or make a new blueprint
ah ok. thanks
it's not a big deal.. I'm just trying to get a better grasp of what's possible and what's not.. I shouldn't have tied them in this order in the first place.. title should have been at the top lol
any solution for my problem?
my final goal is to make a mmo game because i have SO many ideas for it
are you using megascan assets? just wondering, i cant solve ur problem caz im new and just switched from unity : )
@runic hawk you need to debug the issue. Is this baked lighting or realtime lighting? Which light is causing this issue? is this an actual lighting issue or an exposure issue?
The lighting is dynamic and I don't know from which part the problem is if exposure or lighting
How can I set and edit components from a class?
easiest way to tell is to leave the room, see if the lighting changes. Then after 10 seconds go back into the room and see if it lightens up. less easy way is to disable auto exposure in the editor preview temporarily here
uncheck game mode and play with the EV100, maybe down to 0, and see if its dark in the room
why in the texture sampler is the texture its sampling from made so much drastically lighter
double click the texture in the content browser and look for the sRGB option
is it possible to even to edit all same bps variables ?
you need to give more info or an example of what you want or something more?
back to my children thing from earlier. I'm using a blueprint to change the text, is there a way I can target the text parameter of one of the children. I can't drag the children in the blueprint
do I need something like "target (childrenName)" and then target "text"
children of what?
3d text children of a Text3dActor
that solved the problem in that the texture showed the true color but it also made the texture lighter for some reason. how it looks in the left preview is the correct way to look i also edited lightness and saturation values and its now looking closer but this seems like a paint to do every time i input to correct it?
so its a component? if so then the component has a variable already set for it in the blueprint you can use thatr
basically this. except I'm looking for the text param of the children
oh I'm in the level blueprint however. I know that might not be ideal
@random summit if its brigher or darker in the world thats your lighting causing that. The viewport you see in the material editor is not the same as your world. you would need to adjust the world
@stiff verge if you have the actor in the world, you can drag off and get the variable that is for the component in it the same way
the Text3DActor doesn't have a blueprint so I need to create it using the blue button Blueprint/Add script ?
@grim ore yes I have 2 actors coming from a spawner. Both are the same BP. My projectile hits them and only one gets pushed away by impulse
k thanks
yeah but it doesn't let me drag the children.. I assume I need to access it somehow
I would like to access the bp classes component that on that impulse thing it will affect all bps spawned in map and make the impulse
yes pretty much like that
but yeah... dont do this
dont do it in the level bp, dont add components right to an actor. use a blueprint and make this better
yes!
thanks
yeah I should just build within the component.. this way it's not tied to the level
@plush yew you would have to get a refernce to all of those items that are in the world then apply the impulse. I dont know if you currently track them all but if not the "get all actors of class" node can get all instances of that class that are in the world
yes im using that
then you should be fine?
well how are you going thru all of them?
get all actors of class -> foreachloop -> set
did you verify the loop has both actors?
debug. breakpoint on the for each loop, or the node right after it, and make sure the array that is coming in has all of the items you expect
ok i added breakpoint on the node right after it for print string
it did not even print anything
but without the breakpoint the printstring shows both bp
the breakpoint pauses the game, it should not print anything.
first the my bp and then increment of 1 to the name
you would then mouse over the return from the get all actors of class and look at the results
how do i do that?
im on my bp when pause
i mouse over get all actors and what to look?
the return value from the get all actors
yes it gives the same
that lets you see what is inside that variable
so you have both. applying code to them in the loop should work the same so what does that look like
what does the code look like? screenshot what you are doing to the items in the loop
im just setting a reference
so then how are you applying force to the objects?
so your projectile talks to the item it hits and applies force?
ok so..
none of this connects anything to anything
if you want your 1 projectile to tell all items they need to have impulse, it is the one that needs to do the loop and tell all items to "HitterBoid"
the first screenshot that is looping thru is not doing anything at all
first screenshot is from the projectile
yep that isnt doing anything tho
your not going "hey I hit something, let me find ALL of the objects and then tell them all to be hit"
so before that hitter i need to do a loop?
your just going 'hey I want to find all of the items then do nothing with it"
if the code above was "I hit something" -> Get all actors of class whatever -> Loop thru all actors -> tell the actor I hit that I hit it during the loop
then your code would do exactly that
yes i made loop before hitter and now it works
right now your "get all actors" and not doing anything with it and "I hit something" -> tell it i hit it
my projectiles are pretty fast between the shootings
is it ok to use that get actors of all class and use loop and shoot
like 0.1sec delay
are your items you are getting going to be fixed and never change? or will there be more or less?
while playing
then you should keep track of them once and store that array somewhere once yes, so it doesnt need to do it every shot
your game mode for example could get them and save them, then your projectile could get it.
but is your projectile spawned over and over?
so after loop make array?
its spawned when i press shoot
released it will not spawn
and they die in 4sec
then your not going to be saving too much, you would have to have the projectile get the game mode, cast to the game mode, then get this stored array
or you are going to get the actors when the projecile hits, and affect all actors
in the end its probably the same
hmm ok, thanks for the pointers and SOLVING my problem!
optimially you would want it in one place but I dunno its a weird problem with no "best" answer lol
ok
you need to change the default game mode (in the world settings in the level, or in the project settings) to use a game mode that has that character as the default pawn. Alternately if that pawn is in the world, you can edit the instance of it in the world to auto possess controller 0
Thanks! Works perfectly
Hi, I would like some advice, in your opinion which version of native bp should I use? Exclusive or Inclusive?
hello everyone, is there any way to make the runtime window have rounded corners? (running in windowed mode)
Uhm, i tink it's not possible. But I'm not an expert.
I know we can set a border-less window, now I have been searching all over to see if there is a way to make the corners rounded.. so far nothing...
@granite spindle thank you 🙂
Do not mention it
you would probably need to see if it's possible to adjust the window rendering on the windows api level, and if so, you'd then probably need to modify how the engine creates the window in order to set the correct flags / settings for it to get that effect
I believe it is possible to do custom window shapes, but I don't know the winapi things for it
@exotic thicket so, definitely a quite complex task, I see, I will check though, thank you for your insight
hey guys, what the most efficient communication protocols for UE? to communicate external world with UE, like MQTT for example
got a quick question im using level streaming, but when i place down new buildings its not going with the map?
so the buildings are floating?
@grim ore if you have self-exposure
i know i can replicate event, but can i replicate function ? nvm
@pulsar badge is the map with the landscape the active level when you are placing the buildings so they are in that level when streaming?
@grim ore wdym? kinda new to level streaming
the map is active only one i see but when i hide it the buildings i place dont go with it
your levels panel, what does it show?
any graphics cards capable of UE4 dev out there at remotely reasonable prices? 👀
yes, the blue one is the level that you are editing in/placing items
the top one?
so if you are hiding a sub level (the ones under the top one) but putting item in the master persistent level that would be why
what do i do to have the new buildings come with it
ok i clicked level
if you double click the level you want to build in, in the level panel, that will swap it to that sub level.
so if you want to move from one level to another, select the items, cut them, make the level you want as the active level, then paste them in
ok so in my screenshot it is showing that all of those items are in my ThirdPersonExampleMap
when you look at yours, are the buildings in the correct maps?
or do they all show your main map name
if i open the main map nothing loads
until i load them all
here can i share my screen?
I cant join in so that wont help for me
oh
if you hide all of the maps in the levels they all go away right?
are you hiding them all? even persistent
it is, but stuff can be in it as well
you need to figure out what map has these items in it. the ones that are in the wrong place
ohh
you can do this it might be easier
double click the top level, the persistent one
right click on it and do select actors
this will grab all the actors in that level
ok
then right click on the map it should be in and move selected actors to level
that should move all the actors from the persistent level to the sub level
when working with levels just make sure the current level is active (double click it, it will be blue) when you are adding items
double click the persitent level?
do you want the persistent level to be the active one?
active mainly applies when you add stuff
did you manage to move them?
not yet
here is my map, with persistent level being named Master Level and my sub level named thirdpersonexamplemap
you can see I have 3 cubes in the master level (persistent)
right click the persistent level and select actors to grab those 3 items
oh let me try
then I right click on the ThirdPersonExampleMap (the sub level I want them in and move them)
and now those 3 items are in the sub level
the basics should look the same
i bought an asset on the markplace
which has level streaming so really new
pc is running super slow
for some reason
Haha I totally thought this would be a Slack workspace going off the name
it was when it first started
Ok
oooohhh makes sense then
So not sure if this is the place to ask, but does anyone have recommendations on asset packs with magical effects? Making stuff like ice spells, earthquakes, lightning bolts, etc
someone might, if no one answers in a bit #visual-fx or #fab might
did you try those steps I did above?
some what
it says updating asset perferences
maybe i figured it out?
idk
lol
taking its time
omg
Thank you soooo much
@grim ore
so its blue now the level on the level streaming thing
do i need to keep doing that or when i place something it should go on that map on its own?
if its blue, when you do stuff it does it to that map/level
stuff like moving things around a level, keeps it on that level since its already there
but if you add stuff its going to add it to that level (the blue one). so cut/paste or just dragging an item in or placing an actor add its to the active level
what happens if i bring in new assets
okkk
which is the blue one
ok thank you so very much
guys, is it usefull to use MQTT with UE?
hi, im trying to get this type of movement
Karlson Speedrun 3:38 former World Record Full Game
Heres a link to the game:
https://danidev.itch.io/karlson
do you know how i would start
how do i open a texture in a project in photoshop? it always opens with paint
So, the movements of the player in karlson are not that complex to create, I think you just need to edit one of the first person presets that directly provide you with ue4
im using the first person template
should i use blueprint or cpp for this
i use bp, and i tink you can create the karlson controls with bp, it's not hard
Uhm
It show the ideal movements for a parkour game
Just adapt those in the preset to these
I cannot explain to you how to adapt the controls, because I have never played a parkour game in first person, I hope that the information I sent you is enough or helps a little
There is an wall jump tutorial: https://www.youtube.com/watch?v=9b1whxg-C3w&t=34s&ab_channel=Mono-UE4
Hello devs! In this video I shared my method of making a wall jump. Hope you find it helpful!
Target: 150 subs!
Help me by subscribing!
Hey guys quick question, do you know in several games in boss fights before the boss attacks there is a red area indicates where the attack will hit like sort of danger area, what are they and how can you make these? is it decals, particle effect?
Hi im new here
is anyone there ?
i just started with UE and and create a 2D game, to that i have a question
my Blocksprites have no collision - how do i add collision to them ?
Does RootMotion only work with Animation Montages?
Blueprint Creating a 2D Side-Scroller | 01 | Live Training | Unreal Engine
it's called a telegraph usually, and decals would probably work yeah, or a plane that you overlay on top
I think so, yes
no, they work with the other ones as well
I put "Root Motion from Everything" in the AnimBP settings but that way my animation just stays inside the capsule
instead of moving the capsule with it
hmmm root motion is tricky
i only did basic stuff with it
i cant really help with that im sorry
No worries thanks man
Anyone know if it's possible to compress a run time generated texture2d?
Currently in my game, I have a scoreboard that displays when you hit tab. If I am moving (with W) and hit tab, i stop moving and have to hit W again. How can I get around this?
@exotic thicket Thank you mate, you a live saver
Hi everyone. I have a problem when I place a translucent material on my character. Any movements of the camera will be jittery. However if I use a non-translucent material I don't have this issue. Any idea why?
i swear if it fails again lol
you guys ever experience weird texture tearing at the seams of landscape splines? got this one turning a shader darker and revealing the landscape beneath, not sure why
Why the Body collision of the 4.26 water Ocean is in the continent
how to exclude it?
What's a good way to add some dev cheats while prototyping? My naive approach is to add an input so that if I press a button, I can attach to the event and something happens. Is there a built in GUI panel I can click on cheats or something, or maybe something in the backtick console I can use?
Has anyone used levelstreaming with advanced sessions? Do I still use open level blueprint?
been doing this for 5 hours lol
can someone help me
its been verifying for 3 times
No more space?
first installing and then verify, cleaning up, initialize
after that: installing and verify again, cleaning up, initialize
this is the last time: installing and verify
i got so much space
Love that hdd name lol
already doing that, run epic games on administrator , restart pc , check disk for 2 hours
Intresting
i did everything
I've never had that issue myself, maybe someone else can assist more than me. Sorry
uninstall it
and install it again
It happened to me once i think
tbh epic should give unreal its own launcher
lol i already did that So many times, first unreal broken cant even open, i tried to reinstalled. this happened
crazy question - inside animBP -Animgraph, is it possible to get the current rotation/location of the headbone so i can find the look at rotation to the player character and feed that as an input in my layered blend per bone? (right now im having a hard time getting the rotations of the head bone and to even being abbleo casto to the player character inside the anim graph)
lol i did it
super weird tho
now this happens
you could try building from source if your internet is too slow/something werid is happening
I was making a level just now. I pressed Build All, and all the sudden all my Surface Materials vanish and look like generic 'WorldGridMaterial'. The brushes that I assigned materials to still show those materials in the details, but they don't appear in editing or in test playing
Update: I can make some of the selectable materials appear, but not the ones I made, even though one of the ones I made was showing earlier. That one vanished after I duplicated it and changed / renamed the duplicates
I'm trying to make a simple Key press do something, but UE4 isn't even detecting my input. What am I missing?
Neither doing it typically through just event > key I want or Project settings - create input action works
hello guys,.. umm..how to fix this...i hv tried many ...none of em works
update: ITS FINALLY WORKING OH MY GOD
i hope no crashes this time lol
@eternal rain same happened to me with a character. I just moved the character files from folder, I did this for two characters, and one got all materials unassigned. Just moved the files. There must be some bug regarding move assigned materials. My only solution was to import the skeletal mesh again.
Move or delete files in Unreal Engine it's a very risky action. It's a mess.
why am i getting this message The application was unable to start correctly -xc-----7b click ok to close the application ue4 server
when i start a server
on ue4
um quick question-
If i have selected a node, and moved the viewport somewhere - how do i focus on that node again? 😅
i can't find my nodes
why is it when i bring my game in full screen after i click play all my textures become blurry and lagggy
@pulsar badge That tends to happen if you're out of texture memory for your project. You can use an editor command to allocate more to your texture pool. I'm not sure what the permanent fix would be though.
Looks like the Home key will also take you to the selected node if you still have one selected.
You're struggling to package for Android? You can't package an Unreal project anywhere other than in Unreal Engine, unfortunately. I mean, as far as I'm aware. And even if you could, I'm guessing whatever errors you're coming across will also show up when packaging anywhere else.
Hello, im prototyping an augmented reality game and im trying to figure out how to make an enemy/ai spawn on a traced geometry by itself instead of input control most of video tutorials have only been either by input or image tracking so im kinda stumped
I'm honestly not familiar at all with AR, but when you say "on a traced geometry by itself" what do you mean, exactly?
uhm once it checks for geometry from the camera, eg a plane , it will just spawn the ai there
I'm assuming you have a way of triggering some sort of action when the camera detects the geometry? Like can you get a print to work?
uhm ill try that and get back to you
Are you using BP?
yes
Are you using a trace to get the plane?
yes
Like a line trace, yeah?
yep
So after a trace, if there's an overlap, just spawn AI. Let me whip up an example.
ooh thanks!
ok that would be great
Would something like this work?
Oh i think it would let me try it out
: )
is there a setting to allow me to see the wireframe when I scale in on an object?
Does anybody know how to convert rotation into steering input for a vehicle(Wheeled Vehicle Movement Componenet)?
steering input is a float
Is steering input just -1 to 1?
its a float but i want to convert a rotation
I'm not sure off the top of my head how you'd handle that. What are you getting the rotation from to convert it?
FindLookAtRotation()
Hmm
I think the problem is going to be that steering input is probably just -1 if turning left and 1 if turning right. Just guessing. Not sure how it's set up for the vehicle component.
so is it dependent on the z. axis rotation?
I'm guessing if you're holding A for the steering input it's going to start rotating the vehicle to the left on the Z axis.
Because that input is -1.
yes. u r right
that means i take it from the z. axis right?
So your best bet would be to lerp the vehicle's current rotation to the look at rotation
But yeah.
Z
i think if i use the z axis rotation and divide it by 360 ill get it
is anyone sure
Lol
.
Hey Pro, what's the result you're looking for here anyway? Do you want the vehicle to turn toward the direction your camera is looking or something?
Btw. this for an ai, and i a have couple of target points. Since the vehicle component does not have a MoveTo function u have to set it up manually. I want the vehicle. to follow the path points. Using the FIndLookAtRotation() I can get a rotation with respect to my vehicle. Using that my vehicle can turn.
Hmm. I see.
so i need to convert rotation to steering input
i am gonna try using the z axis rotation
Has light build times increased? Im getting way too long build times even in preview mode.
Ayo, can someone link me to any GTA SA project for unreal.
i normally prefer tutor or lecturer to teach, apart from reading documentation or videos
Do you know any good websites where to find tutors?
Using a normal map that's imported from Unity in UE4 results in weird shading. Normal map settings seem fine, and it's not about the flipped Green channel .
Always getting this weird line around
Any ideas?
I'm trying to troubleshoot my performance issues, I don't think shader complexity is enough to identify the culprit.. i'm trying to "hide actor in game" Does that parameter truely disables them, is that enough for my testing purposes?
my previous version was running at 90fps and now it seems to be capped at 45fps.. i must have done something weird
actually.. it drops to 22 in some cases.. and that's on a 3080.. it's more about me not knowing what I'm doing than about the scene being heavy
or is this what I should use isntead of hide actor in game?
Why do make gotta make me build the game on mac
I literally delete my map and I don't even get 90fps.. something's fishy
Vsync maybe?
Or an FPS limit somewhere?
With a 3080 you should definitely be able to hit 90fps on an empty map 😅
Unless you have a lot of heavy post processing and / or code running. But even then.
Quick Question. I have perforce setup with 2 streams.. one is editor only and one is engineering with full source build. Works great on the first run of everything, but.. as I change things in the engineering stream.. i need to copy 'binaries' over to the editor stream so people pulling from that stream don't need to build the engine, etc ever. Is there a list of what files I need to copy somewhere? If there is a better channel for this, please let me know. Thanks.
I'm trying to use OnPostLogin to collect player controllers, but I noticed this isnt called on the server so the first player is always missing ref to controller. whats the fix?
I added a new variable to the interface me and i get a error i don't understand how can i solve (I encountered this error while trying to compile the actor with the interface attached.
)
this error
Cannot override 'MyInterfaces_C::AttachItem' at Attach Item which was declared in a parent with a different signature
@kind mulch thanks for your input.. I found different issues.. I understand a bit better now.. part of it is related to lights.. but also having the blueprint network open (even though all the nodes in there are disabled).. but that part is tied to some "Vsync" issue of some kind.. it's the actual unreal editor window that locks my fps to 45
Question... I have had a couple of players get errors regarding needing to install the prereq C++ runtime. Is there any way around that? They've tried re-installing C++ runtime and the error still displays.
now... i had them testing on a development build. Maybe that would go away with a shipping build?
I have one building currently to see. But figured i'd ask
Does anyone know how to delete a level without click it?
🥲
nvm I just moved every other level and deleted the folder
anyone knows somebody that has knowledge about netplay/networking/unreal engine?? please dm or ping me if so
Hey there.
I know there's an animation channel, but it's slightly dead.
How do I setup a gun's firing animations so that it interrupts itself properly when auto firing?
So I'm testing crosshairs out and I noticed that going with the engines default crosshair it sets it off center, even after you take away the section that adjusts it. The dot crosshair is a widget I made that is just the dot directly in center of screen and that's way more accurate than the t crosshair. Any idea why the t crosshair isn't being drawn directly in center?
What is UMG?
Unreal Motion Graphics
The main thing to use for UI
A guide to using Unreal Motion Graphics to create UI elements.
UMG is just widgets?
Then why would they include it as default? I mean yeah, my dot is just a widget and its more accurate than the HUD crosshair so yeah i guess so
Idk, HUD exists for a while and is used for some debugging internally
SizeX and SizeY is the viewport size or?
You probably also need to subtract half of the texture itself
is this how you would create an if, elif, elif conditions
this works but it feels so clunky
you might want to use switch on string
thanks, I,ll go watch matthew's video about that node haha
theres not much to tell about, you define the strings in the details panel of the node
then you get an execute pin for each string
oh yes that's exactly what I want
an alternative would be an custom enum for your action event
which also provides the switch functionality, but is cheaper to execute
as its only a bitmask which has to be compared, instead of a whole string
so much cleaner now..
Hello, I want my player to automatically detect if there's an actor behind him is this the right code?
i don't think so.. I think distance is absolute but I could be wrong
you'd probably want to use distance but also use a vector orientation
In my game the player can buy properties, can I treat each building as its own unique game save. So for example if they sell a property they lose inventory in that property
I'm not sure if this even makes sense Vs saving the entire game in one. However I like the idea of replacing the new/load game system and using properties seems like an interesting way
I tried to use trace but that doesn't seem to work any tips?
I think I'll use a box collision behind the player...
@stray tangle a line trace behind or a dot product would be more efficient, but a collision box works 🙂
Thx
in blueprints
are you talking about in a material?
thanks
if you open the palette it shows them
Guys, why when I switch to Path Tracing, the screen gets black?? Anybody knows how to fix it?
open the console and type stat fps
Ah, Thanks
I smoke a lot of dope
The more i learn and use unreal engine the more i hate it
Can some one help me
everytime i restart the engine, (i have to every 15 mins becasuse the context menu starts immideatly disapearing when i right click)
It resets my Variable
the variable is a Struct
i have 3 Structs
but unreal engine is keen on reseting this specific one no matter how much times i save
it resets its in all chilrdren classes
here is the struct
Is there a way for me to have two colliders on an actor, one for handling collisions with other pawns, and one for collisions with the environment? I would like the collider for other pawns to be thinner.
Im trying to set the Framerate Limit yet I have to restart pie before it actually works - any ideas ?
Hello, I imported this low poly model from Blender however the materials seems to have this weird white shading effect going on. I added emissive color to the eyes but everything else still looks off.
Heres what he looks like in Blender
Hello, whats the best way to move the player through AI. As I want to take control of the player and force them to walk down a hallway
@bitter valve what does your material look like? that might be specular which defaults to 0.5
Oh. I didn't set a value to specular so let me see if that helps.
yep some of them have default values, you can see it when you mouse over the pin
That seems to have help, the rest must just be the lighting. Now in blender, there is a way to add cavity which add this nice white outline to the edges of the model, how could I add that to the material/texture, as its mainly a visual thing?
how do you go about adding modding support to a project like in godot i can load an external pak file to patch the game
question but is power IK usable to set hand ik for guns ?
Like easily set ADS ik's and everything ?
Hello guys, I work on strategy game which is actually recreation of the web strategy game called ikariam
I have question that I want to make the world generation but I have not idea how I can do it, this is how it looks like
these are the islands, as you can see each osland has specific resource
like wine, stone and this
how I can make this world generation
yeah I saw this now
but which exactly?
okay
eh
Is there a place to keep up with UE5 status?
probably the unrealengine twitter and blog page
Thanks.
Anyone know why the water system River causes this with the landscape?
so the game is this: you create account and your first city is created in some of the hundreds of islands, and you start developing it, grow, and then make second, and etc, you fight with other players and that's it, but I need to make world generation-right? to have world where the players will be spawned, their cities, how I can do it, and of coursem every insland will be on different resource which you can gain
yep I understand the basics of the concept of the game, but you need to design how your game is going to work
like each island is stored how, what data is on it, does it need to store that data in the visual represenation on this map or just somewhere else. Is this island going to be 2d art with 3d modesl on it or fully 3d. Is each island the same 3d model with different "stuff" on it or all completely random. can they change the island or stuff on it. etc..
yeah okay
so the game will be 3d, each island but with different reource, they can't change it
I think to be 3d cus the player to be able to zoom in and see the details
like the screenshot you showed is just all 2d without any random generation
the screenshot is 2d
its all pre rendered art that is randomly chosen at creation
I want to make it 3d
actually yeah, it won't be random generation, okay, I want certain generated inslands but different resources, the insland will be same but different mine for the second resource-wine, stone, etc
Honestly map out your game before you start messing with unreal imo it is much better than making things at random since a decent map out of your game means following the order in which you create said game
Mine is over 560 pages of words documents long and organized so every day I go tinker with the next piece
You can go about it differently but a decent map out means you don't have to think about your game you just follow your written instructions/roadmap
Obviously don't have a scope as retardedly long as mine but even a single short page with key points and pillars will help drastically
yah ofc
and this project is big which is more ineteresting
You can even get a few pictures to reference the Art style and such you're going for
yeah
the art style will be normal
3d
i change one geometry and now my baked lights are all broken like this??
not izometric or pixalized
can you create said art
if its 3d its modeled in 3d via blender, zbrush etc
youll also have to weight paint anything that moves or has bones which means rigging as well
o yeah
you are right
3d games are a lot more difficult to make as there are more moving pieces to it than tradtional 8/32bit games
uf
yeah I understand
so maybe will be 2d
are you new to game design by any chance? ^^;
no
I work on 3 games
as gameplay programmer
I mean I make one game with one more collaborator
hmm
the second too
this strategy game will be with him too
like he works on design, me as technical
Well than youre probably well versed in the matter x3
wdym?
if you have actually worked on a game before you understand enough where my advise wont be of any use to you
i wish you the best of luck~
yeah I know
bruh
How to FiX this Collision Problem. After SPline Road.
bottom half of my room gets dark after baking lights.... and it was fine before. anyone got an idea?
like why would it suddenly change even though all I changed was add one geo.. deleting it doesn't fix the issue either
okay, I have one litle question, so actually the isnaldnds will be abosulte the same, 16 places for cities, the diferences will be 1 mine which is for resource and one miracle, the rest is same, so with this info that I wrote-it won't be so complex to do or?
i personally believe in fully mapping out all mechanics functions interactions systems etc
imagine if someone wrote the game detail for detail and than provided instructions for you to follow in case youre somehow really unfortunately dumb