#ue4-general
1 messages ยท Page 974 of 1
congrats! What did you want to use this mechanic for specifically if you don't mind me asking
I don't mind, but sadly can't answer that question lol
Is it possible to convert a Color Curve Asset into an Image? or even better, use the Color Curve Asset as a background image in an Unreal Editor Widget asset?
i mean as a gradient image, not a specific color in the Color Curve Asset
Super random, but do any peeps here have photoshop installed and don't mind quickly making an alpha mask? Don't have it installed rn and really can't be assed downloading it for one texture!
hey guys! how can I turn on the setting where it shows in the viewport how much I moved/rotated/scaled an object? Like if I moved a cube 500cm, it would show 500 about where the transform gizmo is
https://www.google.com/search?q=online+photoshop+free
Surely u can find some online app that can help you there : )
hi guys I made the health variables expose on spawn, but my enemies health are still linked together, any idea why?
Anyone knows if there's a way to ensure i only have 1 instance of a game running?
How can I export the landscape material from kite demo to another project ?
launch the game only 1 time?
You need C++, and you have to check if a process with the same name is already running
Generic implementation for most platforms, these tend to be unused and unimplemented
for starting point
Copy the content folder over?
or use the migrate tool
No context, nor enough information about your problem can't help. Provide more details. What do you mean linked together?
@vocal plank thanks a bunch! Do you know if I can pass some parameters from the "new instance" to the old one? Using an OS pipe or something maybe? not sure how all this works
Like what kind of parameters?
a token
I think you're looking for IPC
can I dm you to tell you the entire usecase?
each actor stores its own variables. for the health to be linked together, it means your logic is telling it to. how are you setting up health?
I still don't understand what you mean by "linked together" ๐ค
@vocal plank
say you have a gamemode telling an actor what the health is, regardless of how many enemies there are, they would all have the same health as the gamemode
for exmaple
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing = OnRep_Health, Category = "Stats")
float Health;
AMyCharacter::AMyCharacter()
{
Health = 100.0f;
}
That's pretty much how i do
why don't you just use the damage system built into ue4?
if I hit one enemy all other enemies health will go down at the same time
you do get all actors of class when removing health? 1. why 2. WHY?
@ebon garnet well in your picture you get all the actors and substract 5 from each of them , that's why it's removing from all of them
Just starting with this engine, have programmed for a few years, should I take a course on unreal or c++ first or just start working on something?
Just watch the official unreal tutorials, there's a bunch
do you know how "GetAllActorsOfClass" works? it parses throught EACH actor in the level and then spits out an array of the class you're searching for
learn.unrealengine.com and search for the gamedev.tv c++ course. a bit beginner but helps you learn the way ue4 implements cpp
I try but I have a problem, I put the landscape material in the landscape but turn grey, I thinking is because I imported in a wrong way the files? Idk Ps: try with copying entire folder and migrate, same problem
you guys just redirected me, I'm going to do my home work, thanks guys!!
Hi
Okay I'll take a look at these. It should be relatively easy to make jrpg systems in this right?
there was a template free a couple of weeks ago i think
Is there a function to compare vector lenghts by individual axes? ๐ค
My personal view on the newly added free pack/template for jRPG style game.
Contains everything you need to get started on a project in jRPG genre.
Get it here: https://www.unrealengine.com/marketplace/en-US/slug/jrpg-template
#UE4 #UnrealMarketplace
TWITCH ...
split the vector and compare each one individually maybe
if(Primitive->Bounds.BoxExtent.X > BoxExtent.X)
{
BoxExtent.X = Primitive->Bounds.BoxExtent.X;
}
if(Primitive->Bounds.BoxExtent.Y > BoxExtent.Y)
{
BoxExtent.Y = Primitive->Bounds.BoxExtent.Y;
}
if(Primitive->Bounds.BoxExtent.Z > BoxExtent.Z)
{
BoxExtent.Z = Primitive->Bounds.BoxExtent.Z;
}
Yeah, was asking if there's a built in function for that
i dont think there's one. in blueprint you have function libraries that can then be used from anywhere. no idea whether that exists in cpp but i suppose so
Is this template better than the free asset?
guys if I understand correctly, after spawning my enemies like this, they all should have different health properties? and de problem is my way of getting all actor from class to remove health?
one man's garbage is another man's trash
Is it possible to use a Color Curve Asset as a background image?
Or to convert it to an image in anyway, or do i have to take a print of it or something
that actually sounded rude to the devs.. i meant it like it's gonna be subjective and both can probably help
@vocal plank ok, so I can use that class to check if the process is already running. Any clue how I can do IPC since I'm not starting the game the second time from the parent (therefore I can't pass in a pipe so they communicate) :-?
is there like a blueprint trade thing? i wish they were more portable
trade thing?
like a github for blueprints
Blueprints are binary assets.
But you can just copy the graph, and paste them into a text file
ahhhhh.. is there a website where people post those?
i mean the graph not the whole blueprint, i understand that the variable will be lost and somethings may not work if they reference another blueprint. ie, two graph exports would be dependent upon eachother
yea
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
ommmmgg ty
try ctrl+c ctrl+v a graph into a text file
and this is a searchable database?*
No idea, i don't use blueprints unless i reaaally have to
big boy flex
does the same thing exist for cpp snippets?
The thing breaks lol, and I've got tired of it
pastebin
Are there drawbacks to using blueprints, when would you have to use them?>
Never use blueprints always use C#
Only for UMG and when i'm lazy xD
Can you even use C# with unreal
no.
Whats umg
Yes
well you can but via a plugin ๐
Umg is high level super advanced technology used to create games
No drawbacks in particular, for me it's just a brain thing. Graphs can get quite big, very quick and then i have a hard time to understand what did i do lol
Blueprints are awesome when used correctly
@vocal plank thanks for the link! I think I understand how IPC works, however I know there are various methods to do the communication. From pipes, sockets, RPCs to even shared memory or files or things. My question is: Does UE have any built-in support for any of those methods? I've notice annonymous pipes which won't work for my usecase. I'm also seeing NewInterprocessSynchObject which might work but I'm not 100% sure (seems like it would be shared heap memory I think?).
the key to ue4 dev is the balance between C++ and Blueprint, Epic even made a video tutorial on it.
Blueprints are for lazy people just code your own game engine in assembly
Exactly
if you work in a team, you soon realize how crucial that balance is.
Solo dev? just hardcode everything in c++, do that in a team, you will get pestered everyday for minor changes which could be solved by just exposing it to BP.
Allar said it best. https://youtu.be/flEtQBPtBTc
How to determine whether or not you should be using Blueprints or C++.
that video is a gem xD
yes i do advise people to avoid BP tick if possible and do tick logic in C++ (if that actor/component has a lot of instances in the game)
for an actor that is spawned once per blue moon, it's a waste of time doing it in C++.
also @calm sedge https://learn.unrealengine.com take a look through there ๐
Okay sick.
I'm a bit intimidated lol. There seems to be a lot less youtube content for this engine.
guys every time this bp is spawned it will change de previous spawned bps names, how can a bp keep his name after spawn ?
It's been many years, since I've looked into this so i wonder if ue4 has any support by now for P2P networking?
@spare kernel yes I want to identify them after spawn so I can remove there health individually, I'm stuck here for weeks now
Dedicated servers can get quite expensive, i wonder if ue4 has just a simpler relay server or some other solution?
anyone know why importing this basic mesh from blender to unreal causes the wierd textures?
or store them in an array
UVs
@spare kernel interesting ..... can you say more about storing them in a array?
UV unwrapping right?
@plush yew yes
If you learn about UVs you'll have all the answers ๐
ok thanks
When updating the plugins in my project (unreal built from source) and packaging it again it does not reflect the updated plugins in the output. Is there some cache I have to delete to make it pickup the plugin changes?
Do I need to edit shapes/basic actors in another application or are the plugins reliable enough?
is there any ways to have an animation update in the sequencer? like the rendered result comes out with animation but moving around in the sequencer doesnt update anything
there is a mesh modelling plugin available, but its not that stable. its better practice to use a third party modelling software. you could also try BSP in unreal or simple shape meshes
I see. Thank.
generally speaking, you dont need any real asset up untill you have the game almost ready. especially as a solo developer, you cant spend time creating meshes for something that might not even exist at release
for example, you could have a cylinder player shooting triangles vs cube enemies for most of the programming phase and it wouldn't change a thing in terms of code you have to write
I see.
@ebon garnet stuff should do stuff when that stuff should happen. Ask yourself why this one individual spawn should have it's health removed individually? what caused it? why did it cause it? Answering those should get you the how it can remove that one individual health when you get the connection between all of that
@grim ore thanks!! I watch your videos every day !!
anyone knows why this happens
Hello, I'm working with a friend in UE4 at a project, and we were using github to sync files, but it seems we can't upload files bigger than 100mb, what alternatives do we have? How can we collab on the project?
@frail coral you need to install the debug symbols from the launcher for that engine version and crash it again for a real crash log
@boreal otter you can look at using git-lfs for larger files, or something designed for larger binaries such as perforce.
the launcher for that engine version
Thanks I'll try it
oh wait theres update for the engine
maybe ill update and it fixes?
@grim ore does git-lfs work the same way as normal git hub?
i want to make a blueprint that when i press a key it randomizes a parameter of another blueprint. i dont whant to use the level blueprint. how do i do that?
runtime or design time?
they would work basically the same. You just need to reference the other blueprint so you can access it. I dont know what these are or how they are related so I cant give a direct answer but if they are both in the scene at design time you can use a public variable to set the connection. Otherwise if they interact you can get the connection. Alternately you can find the other actor using various nodes.
oh mathew if you dont mind
Which is best way to take Daily Backup?
use source control and dont use daily backups
@grim ore oh ok so i use variables to refer to blueprints? yes both blueprints are present in the level
i will try with variables
then you can make a variable in the first blueprint that is the type of the 2nd, make it public/instance editable, then you can set it inside of the viewport
how do i detect whether different components are colliding with each other?
I have a pretty simple question,
if i have 4 races with 2 genders and 2 sets per teenage and adult model per gender
however i wonder if psyiques assets for the model have different settings per model their attached to or if i should give all 16 models their own personal psyiques assets since their roughly the same models excluding morphs
I'm watching the "Unreal Engine Begineer c++ Tutorial: Building Your First Game" video by devslopes and when they open a c++ project they say cisual studio is supposed to open automatically. It does not do this for me. What it does is opens the unreal editor and a command prompt "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools>". How do I fix this and get my visual studio to open automatically?
you would have to figure out which works better and if you are even using the physics assets or not but you want them to match your mesh if using them
Hi all, new here. Any ideas how to change a Material Instance Parameter for a landscape material? I have found no answer everywhere I have looked. Except from this one which still doesnt work.
@grave shadow what happens when you double click the .sln file in the project manually?
Where would I locate the .sin file?
Editor Preferences -> General -> Source Code -> Source Code Editor
try this mayber
@compact holly how can the top set of code every touch the bottom set of code?
Viewport seems locked, Can't move any actors. Did I press anything ?
the bottom set of code would never be able to talk to the top set of code when you set the parameter, that code is never ran when the bottom code is ran
maybe you're playing?
has the beef between apple and epic settled? can you publish ue4 projects to the apple store?
@polar fossil its never been disabled
@rigid belfry You're right :>
last i heard apple disabled epic's developer keys
When i went theree it had visual studio as the editor so I just changed it to visual studio 2019 ill try restarting it now to see
How do you get normal 2D widgets to render properly in VR?
yep but that doesnt stop your developer keys
3D widgets dont work well
@grim ore oh i see
the top code is on event begin play... which gets the material stuff. The second is triggered when the player overlaps the trigger box
@rigid belfry I restarted it but it still doesnt automatically open
@compact holly cool.. and at what point is the Target for the Set Scalar Parameter Value valid? the one from the Create Dynamic Material Instance. Its valid during the frame when the top code is ran.
If i put that code on the same line as the bottom, it will create a new material dynamic instance every time its activated
Noob question, so i know about snapping to grid, but how do I actually join the meshes together on the grid, instead they just overshoot or are cms to shy in being perfectly aligned
so promote the return value from the created dynamic material instance into a variable and use it.
or have code in your overlap to create the material once and re use it if it exists
code in execute nodes exist while that node is executed, once that event has finished and the frame has moved on that info is gone
the top is set on begin play the second it set when triggered by the player. everything works except the actual material doesnt change
so you are saying to promote the create mat dynam inst as a variable and use that for the scaler after?
when the bottom code runs, the top doesnt exist
so your input into the target doesnt exist, its nothing, so of course nothing is going to happen
you need a reference to the dynamic material
How do you get normal widgets to render properly in VR without using 3D widgets
Still looking for an anwser/solution
I can open the .sIn file manually
but how would I change it so that it opens when i start the project
my C++ ue4 projects dont auto open VS, it should only really do it the first time you create a new C++ class
Oh ok
maybe if you'd type what your problem is
open up third person template and see how they do it
@grim ore Tried doing the Variable and it still didnt work
that doesnt mean its not going to work
Tried this way, still no success
๐
does the dynamic material instance exists before you trigger the overlap event?
yes the top code is set on begin play. the bottom is when i walk into the trigger
the landscape is set up already with the correct material Instance
what part of this code does not work?
it all works with no errors but the landscape doesnt change
do you get the print strings in your screen?
the issue is you are working with a landscape. they are different. One being the node used to change the parameters
Two being the option to enabled DMI on landscapes
Are you referring to Darker Nodes? I still need to purchase it. Trying to make more money to do so.
Two questions, would something like a link to the past be infinitely easier than something like dark souls?
Because it's 2d and has less animations.
Secondly, do people even play old school adventure games like that anymore or is it better off making something 3d.
yes, no, maybe, sometimes, all the time, and probably not at the same time as probably
there is no answer to the question, it depends on your skill on "what is easier" as for what people play, thats what the internet and sales numbers are for
Hmm okay
ok thx
anyone has experience in creating character sprites for unreal? wanna create a couple of modular sprites that can be put together inside the character. say legs sprite and top sprite
Is there a way to create a Light Block volume ?
I am making a secret place in my world and I don't want my UltraDynamic Sky going in there
@nimble steeple you have an idea brother ?
you could stream in a new level
guys
how do you disable the near clipping removal of the camera
so it doesnt start removing the things which are too near the camera
?
do not disable it
did it, thanks @grim ore
because when I go near the landscape with my camera it starts removing it and I can see under the map @grim ore
yep thats what is supposed to happen, dont let your player go that close or be fine with letting them see under it.
why do you not recommend it?
disable it, restart your editor, and see what happens
What GPU do you have?
You do need a 2080 or 3070 to utilize GPU lightmass without issues
And a GPU driver that has no bugs
Hi! I am trying to achieve a one material setup where a StaticSwitchParameter controls whether to use packed AORM maps or individual PBR maps. This doesn't seem to work. Any ideas?
what part of that doesnt work? when testing in the material editor what happens
have you tried testing it in the material editor itself, not in the instance
is there a way to resize a texture in editor?
Super RTX2080
I am on the lastest GPU driver
Shall I uninstall
you do know all you said was "problems" we have no idea what "problems" are.
[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Buffer.cpp
yep thats not a problem thats a source code file
thats an issue with your machine generally.
bad driver, bad video card, bad windows install, etc.
device hang or gpu lost is when the engine tries to do something and your video card gives up trying to do it
could be
could be your video card is overclocked
could be your windows is unstable
could be your power supply is not giving enough power to the GPU when its maxed
could be too much voltage to the GPU
could be adjusting the TDR timing delay
TDR fixed
I played game with 84 degree 144FPS max setting
for 5 hours without any problems or sluttering
I dont think I have problems with interval stuff on GPU
welp you asked and those are some answers.
I think it is GPU driver after what u just said
Can the it work without driver installed ?
I know for me I had my voltage to the GPU set one notch too low and certain projects in UE4 would cause it to crash. Nothing else did
i mean GPU
you need some form of driver installed for it so nope
Ahhh
I want to place a mesh in relation to the position of a bone of an animated skeletal mesh... anyone have any pointers on where to start looking into how to accomplish that?
do you want to change them all at once?
de health bars? no, I want o change them individually
why would there be a tick box for COMPLEX TRACE in a box collision trace node if it doesnt work????????
@ebon garnet what is the code you are using to set the health bar?
your nodes noodles look so unsettling
yes so
you dont see the issue with that code?
your not doing damage to all of them, that is not the issue
you might need to watch the epic youtube video on blueprint communication and do some research on the way stuff connects to stuff in the engine.
I watch video sleep watch video sleep lol can't seem to get the logic behind different health, there is no videos on it, I'm forced to learn everything around it before I can go on it will take weeks, well I will go grind it,
of course there are videos on it
but your trying to solve a problem and not learn how it works
say how that code works out loud, think about it
every time that health bar updates it looks for that actor, the decalbp, that is in the world and then gets the health from it and shows it
WHICH decalbp is it getting?
that same code is running in every health bar on your screen. Every health bar is getting the same decalbp in the world and using its values. Its not getting the decalbp that the health bar is on, its getting the same one in the world.
Create a variable in your widget, Then in your Actor On begin play, get the widget and set that variable to your actor (self).
Then you can access your actor easily from the widget and you don't have to use GetAllActorsOfClass
And also would highly recommend to learn how the various systems connect in the engine. It takes time, but won't it save you time on the long run?
Why do I keep having to refresh the skylight rotation every time I launch UE4 otherwise amvient light is black
Bake ur lighting?
It's a movable light scene
this widget?
That's a "widget component" that holds the "widget" WidgetComponent not the same as Widget
oh the main widget
Is there any sort of "rich text" format in the engine? Like an FText that can have bold, italic, underline, etc embedded in the text data?
https://docs.unrealengine.com/en-US/InteractiveExperiences/UMG/UserGuide/UMGRichTextBlock/index.html
UMG RichTextBlock provides a more flexible text block that supports markup for things like style changes, inline images, hyperlinks, and more. UMG RichTextBlock accepts decorator classes, which you can write to define the markup behavior you need for your project.
@vocal plank I've notice when watching videos to learn without needing them it's difficult for me to retain the info, but when I try every way possible to fix 1 issue, I find that I retain everything, in this case ive been watchin and reading on this subject for weeks, I learn about dispatchers, blueprint interface, and bunch of stuff here and there, but I can't find a single video that spawned multiple enemies from 1 blueprint and put health on them , the info you guys just give me should help me solve this in 2 days I think
Considering that it's a one minute thing that's not good.
Also maybe try improving your learning skills.
How come you've learned about interfaces, event dispatchers but don't know how to solve your issue?
Also if a problem seems too complex, try breaking it down to smaller problems.
maybe because I'm not English, I will go tackle it lol
I dunno I found quite a few videos on npc healthbars
what's npc?
Non Player Character/Enemy
any video dealing with healthbars on a character would work the same as well
I'm going to check some npc vids, I appreciate you guys taking time to help me!!
so umg health bar, the only code in it is this (binding is bad)
in the enemy blueprint, this is the only code in it dealing with damage (when hit do this)
the blueprint is just the basics
and thats it
each blueprint has its own instanced variables (unique copies) and when it is hit it adjusts it own health down then tells the health bar that is on it to update to the new number
nothing fancy just pure logic
how can I ignore skylight on a level ?
You just stop looking at it? lol
What do you mean by ignore?
@vocal plank lol
Just set the Actor in the widget instance, and use a binding to receive the health from the actor directly
binding...is...bad
set health to 100
set health to 100
set health to 100
set health to 100
.... why would you do that?
@grim ore hey man, binding is bad, targeting progress bar manually nice mannnnnnn
wow
binding updates on update.. on the tick basically. If your value does not change on the tick why update it on the tick? push data that is changed when it changes
just extrapolate that out to 100 enemies in the world all updating their health every tick for no valid reason.
its pretty simple to test as well, put a print string into your bindings and hit play. see what happens lol
Has anyone used the actionrpg starter project? For making a third person action adventure like zelda would it be a good choice or does anyone have a better starter template?
How do I extend this unit vector to the border of the unit square?
multiply
by what?
by the distance from the origin to the edge
or you can multiply by any larger number and clamp it to the size of your rectangle
how can I check if an object is garbage collected?
if its actually collected it would be invalid or pending destroy, if its just not referenced anymore and might get collected?
I want to make sure that I have no memory leaks, but this system makes it hard to make sure of that
then every time you create something make sure you keep track of it and remove it when done with it.
otherwise use the system UE4 has created and let it handle itself
I have a "RInterp To" moving the rotation of the characters controller, It works as intended in the editor, but when I build it and transferred it to a second PC the "RInterp To"is substantially slower, I have then tried a third PC and it works fine. Any Ideas what could cause this?
yep, what are you feeding into the RInterp To node for the values?
Thanks,
so in milliseconds how often is that event trying to fire?
basically what is the minimum frame rate needed to hit that firing off?
The timer is set to 0.002
I want to say 60fps is 0.016 or so
so.... does the machine not working right have a lower FPS? lower specs?
guys
thats really the only thing that would be non consistent. If your going to be doing this at that low of a rate why not just have it on the tick anyways?
with it on the tick and using the delta seconds from the tick it should make it consistent
How do I change from kinematic to simulated in runtime/on collision
Is there a node for that?
I don't it that low I just lowered it to test. it seems to make no difference on this other PC
@grim ore Thanks! I didnt have the tickbox for (use dynamic material) on ๐คฃ
@sterile tulip what type of item is that on?
Guys,
- does UE4 changes texture formats while baking a build?? i.e. if my original texture in project is TGA (60MB), does UE4 automaticly convert it to JPG (4MB) ? just asking to know if there is any sense to do it manually to save build size.
- if the compression is not a problem then, size of the texture would be better idea to change.
so its a physics body
and no it doesnt look like there is
what I am trying to achieve is that the door gets loose on collision
off the top of my head you can change the actual physics asset, so make 2 of them and then swap?
i wanted to make a modular paper character where i could swap different parts of the character but its very frustrating to do this in unreal. do i even bother trying to make 2.5d or 2d work? am i better off working on all the axies? i am very used to unity for these sorta projects
What is the support channel for?
@north snow What support channel? On this Discord server?
Indeed.
I don't see one.
That is a voice channel
Ah
I cant find anything online about this so ill ask here. Basically I have imported a gun mesh and animations from blender into unreal, I can view the mesh fine, but when I try to review the animation the mesh disappears. Anyone got any idea whats going on?
If. say I'm hypothetically here to beg for help would sitting in there be an acceptable thing to do?
@woven patrol Like when you open the animation from the asset browser?
let me record this on obs, gimmi a sec
@north snow You can ask questions here or one of the more specific channels. Less likely to find people in the voice channel
how would I do that?
@north snow i mean you can sit in there and hope someone joins, but you are better off asking in a channel ^ The channel is more for if someone wants to help someone and voice is easier, if that makes sense.
@woven patrol Yeah i believe guns are usually done with a skeletal mesh, i haven't made a shooter myself tho
but like
Thank you both.
@woven patrol How can the animation play if it doesn't know what skeleton to use?
It should have had you automatically generate a skeleton the first time you imported the animation. You are using an FBX file for the gun animation, i assume?
@woven patrol Maybe the weapon is way off to the side, look around in the animation viewport. Like if you didn't have your armature's location at zero
If you press F it should focus on the skeleton i think. But maybe not.
Ima need an opinion
What's a better mechanic
Rewind time or stop time?
@plush yew Game design is all about iteration, maybe try both?
Man you just gave me an idea
@idle stump ok I found the gun
but
its really really small
and not moving
like its simulating physics I think
ue N1
Hello my Unreal friends. I'd like to ask your opinions on Cloud Servers providers to host multiplayer game servers. Does anyone ever made a multiplayer game and upper to the cloud for multiplayer support? How's it been like? Is there any cool material that teaches more about multiplayer games architectures nowadays. I've came up with a good MVP for my idea, and would like to test how things are to set up all this online server part. PS: I don't use that "Multiplayer with Blueprints " from the asset store.
AWS seems to carry some weight so it must be ok
Go deep in your wallet if you pick AWS, also server performance is near garbage. Why don't you just rent baremetal servers? Cheaper and you will likely use them 24/7 anyways.
@woven patrol you have no mesh for it to preview the animation on, what should it do?
also yes check your scale your probably imported the animations in smaller than the mesh especially if it came from blender
If I wanted an actor from a blueprint to spawn every tick what node should I use? Event Tick ---> ?
the gun is only small when the animations are previewed
it is normal size otherwise
what scale did you export the animations at?
Hello
be careful about spawning on tick as that could lead to infite loops. its Spawn Actor from class btw
i recommend watching some tutorial/following courses if you're new
I tried running it and my eu4 crashed. It's working!
this is a bit frustrating
Whenever I press play the "camera" is set on playerstart. How do I set the default camera for the entire project?
You can do this in Unity. How do I do this in Unreal. I can't find anything on this!!
Not sure if I follow - you want the camera to start somewhere else than at the player start? If so, where?
behind the actor
I have a camera component in the actor pointing from behind
In unity I can define a global camera
have you assigned this pawn as the player pawn? it sounds like it's spawning the wrong pawn for you since it should go into the camera component
oh ok. I'll see how to do that
points at various ways of searching
yeah I'm searching. Not finding anything yet or maybe I'm wording the serach wrong
I'm wording it wrong
do you have a blank project perhaps?
the "camera" is actually the default player pawn. in unity normally you have absolutely nothing right? unreal instead offers you a character that can fly around in game by default
the player start simply defines where that player pawn will spawn on begin play
one "workaround" would be to create your own player pawn class, and override the default's
Is this documentation still valid for 4.26? https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/CharacterSetupOverview/index.html
A high-level overview of how to set up a basic character or Skeletal Mesh in Unreal Engine 4.
or at least, thats what i think you're trying to say
absolutely
ok I'll follow that then
this could also be helpful https://docs.unrealengine.com/en-US/Basics/UnrealEngineForUnityDevs/index.html
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
how do you make a new camera the one your game uses
no idea what you're trying to do but one way would be to do SetViewTargetWithBlend, plug in a Player Controller Target and a camera as the new View and thats it
And yes I did start with a blank project
That documentation doesn't say anything about the project global camera
well its not like 1 single page can reference the whole infrastructure of the engine
how do you expect a setting up character doc page to explain you what the default pawn does?
Got it working
I put the playerstart on top of the camera
And have the blue arrow thingy pointing the same direction as the camera
are you trying to create a first person camera?
also, what do you mean by "I put the playerstart on top of the camera"? you attached the playerstart to a camera in the level?
can you post a screenshot? ๐
Doing a third person view
also, much like learn.unity, you'll find learn.unrealengine.com, which a lot of great resources on all kinds of stuff
I know and I've been seeing the videos
i especially recommend the gamedev.tv courses as they start very easy and progressively ramp up
even if you want to only code in cpp, i'd still recommend following the bp course as you'll most likely need some blueprint at some point in unreal
is the camera inside your Character Class or is it in the level?
inside the character class
what is that capsule on top of the camera?
ok. i guess i'll help you real quick but please, do watch the courses as they will quite literally make your life 1000x easier
alright
first, make sure you have the world settings window open
after that. you'll see on the right a Setting called Game Mode. what is a game mode? in short, a game mode holds information about the current game. you could say a game mode is a list of rules that is has to respect.
Overview of the Game Mode and Game State
yeah
if you expand this option, you'll have some options which can be ovverrided. some of these options include the Player Controller and the Player Pawn
now, simply put, the player controller is you. it is the brain. the player pawn on the order hand acts merely as the body. it receives orders send from the brain, and reacts to them
The PlayerController implements functionality for taking the input data from the player and translating that into actions, such as movement, using items, firing weapons, etc.
why does this camera still fall after i unenabled gravity and locked the location?
the pawn instead could be either of type Pawn or Character. whats the difference? the difference is that a Character comes with a CharacterMovementComponent, a CapsuleComponent, and a SkeletalMeshComponent by default. iirc thats the only real difference between the two.
now, when the game starts(when you click play in editor), the game mode will spawn, it then will spawn the default classes that you've told it to spawn
those classes will then run appropriate logic
thats the main gist
and this is all by default, you dont have to code anything
ok thanks
to return to your project, you technically dont need a player start, because when your game mode starts, the player controller and the player pawn are spawned, and you auto possess it
the player starts acts simply as a empty GameObject that stores transform information, to put it in unity terms
how do i make my controller not fall
omg
when you mouse over the check marks
it isnt telling you what it is
its telling you what youre changing it to
no?
i have the checks marked on enable gravity and now thay dont fall
i dont know what youre doing, but maybe set the walking mode to flying?
if youre new to the engine, creating any game can be quite hard, since you still have to learn the ins and outs of the engine. a good way to learn is to follow some great resources first and then slowly stepping out of your comfort zone
maybe try following the gamedev.tv blueprint based course on learn.unrealengine.com
you'll have 3 finished games in no time
cool
after that, maybe you can apply what you've learned and try to make pong on your own
that way you have more chances of succeeding ๐
yeah
i mostly just need to learn the syntax
all the words to turn my ideas to stuff
Instead of having a camera inside the character, I created a CameraActor at level. But the docs points to an option in the camera details called "Auto Player Activation" that doesn't exist.
I heard a rumor that UE5 will phase out Blueprints rather sooner. Any truth to that?
afaik BPs turned out to be a lot more successful compare to UnrealScript in UDK. Why would Epic ditch BPs?!
I am very unexperienced with loops, can someone tell me how could I set up one in this very basic BP ? :p
I got infinite loops
when doing so
where did #blueprint go?
ah sry didn't knew
Blueprints are not going anywhere in UE5, it's one of unreal biggest strengths. Where did you hear this?
forums
anyone can share any news about metahuman creator?
Epic is working on a new text scripting language called Verse. This may even come before UE5. However, as far as I know it is not meant to be a replacement for Blueprint, just an alternative.
so an alternative of the alternative of coding
a scripting alternative of the node graph alternative of coding
hey,
currently i am using the default third person character, however i want to allow my character to attach to walls, climb them, go upside down etc.
in this case would it be a better idea to write my own custom Actor?
and if i was to make my own custom Actor would this mean i would loose a bunch of out of the box third person features, including movement?
@zinc mist It will probably take a lot of custom code. The Character class itself is actually pretty complicated and does a lot of convenient things for you that you might not even know about if you've never looked at the code or tried to do a character controller from scratch. I would say to start with a Character and see if you can just override things and make it work. If you end up fighting against the Character class too much then you can consider starting from a plain Pawn.
hmmm ok cheers.
would starting from a Character class still provide most of the third person features?
The biggest stuff that the Character class does is take care of movement. And it's designed to be ready for multiplayer from the start. If you just take an actor and try to write custom movement code from scratch, for example: just move the player forward - you will find lots of little bugs. The player will get stuck on the tiniest little bump or ramp and if you try to walk along a wall you will get stuck on it instead of gliding by it, etc. Plus consider keeping the player on a moving platform. These are all things you might assume are really easy but doing them right is a bit tricky and Character does all this for you. Whether it's first or third person is mostly/entirely unrelated.
anyone knows how i can accsess the current lod in bpยดs?
Hmm good point.
Can relate to the difficulties of this from unity
Cheers
Anyone know what would cause this on my object?
uv?
That was what I was thinking but just laid out the uv's and re-imported
Here's the raw mesh before applying the Automotive material pack
UV's are relatively clean too
Could it be locked normals from maya?
i had a couple of meshes that were coming into the engine with flipped normals
first time i see a maya user know what normals are
Hey guys can you push to remote from inside unreal? I found the button that does a commit but i dont see actual push to remote.
Hello!
Can somebody help me with the issue message:"NO cuda device supported" when I press build lighting?
RTX 2080 super
Does your processor have integrated graphics?
Nope
hmm
Actually
Yesterday, I had problem with crashing which is unable to open the project whenever I press Enable Lightmass GPU plugin
So I looked for help around community facebook
Then I saw this one
Somehow, I installed it
and boom, right now I am able to enable the plugin Lightmass GPU without crashing the project
But when I started pressing build lighting
It said no CUDA supported
Hmm still with the CUDA supported issue
Try setting your 2080S to High-performance NVIDIA processor in the manage 3d settings
yah I did
for directx12 go into project settings and search rhi
And then it crash
yah
But it crashes if I turn it to DX12 RHI
Instantly crashes or does it at least give you the prompt to restart the engine
I'm at a loss
T_T
Hello Slackers. Does anybody know if a Standard License from DAZ 3D is enough for using DAZ Original assets {in my case the creation of Native American characters for a minigame about them} or an Interactive License is necessary?
In their website they say that case of contents made out of DAZ Original there is an exception "if you are using the content for a game engine that will not be distributed, in which case the EULA is sufficient".
I find all that so unclear and very confusing indeed. Does anybody know anything about that?
and id still like to know how to accsess lods from bps
@chrome beacon why not just simply use blender
or metahuman
Because I have still learn how to use Metahuman and if I haven't learned how to use Blender in over a decade then I'm quite sure I won't never ever learn that. Blender and I are in a war since 2010... we hate each other badly!
I'm perfectly aware of what I'm going through...
Help meee
๐ฆ
How am I able to build lighting? I already turn on
Ray tracing
@quiet goblet that isnt an issue for ur game lol.
wont really affect anything,
to re build the lighting press the build button next to compile.......
when u move something around it will say that
hi im tryingto code for a specific consoles but ue doesnt support so im trying to find the gui (c++) that is used by ue, but i understand the ue3 uses wxwidget but is it also used in ue4?
can anyone help me with one thing?
I have 2 projects which both have different gamemodes and i want to merge them into one project and want to have only one game mode....can anyone help me with that?
Have you actually used Ray Tracing before? Is Windows 10 up to date? Are your Nvidia drivers up to date?
Already
anyone see this before #ue4-general message
uv's have been layed out both in engine and in maya and it doesn't fix the issue
Tried unlocking normals in maya too
Is there such thing as โCollision Cullingโ in UE4 like at distances, you keep rendering the mesh but not the collisions for the mesh until you enter the specified range?
If I scale the mesh the artifact goes away????/
Your questions will be better answered in #engine-source or #cpp, but this specific question's answer is #slate.
I'm having a problem building lighting
I fixed this before but I forgot what I did to fix it
I think it's in world settings
but anyways when I try to build lighting nothing happens
no errors
no build
I can press "build lighting only" over and over but It doesn't start building
I've been working on a card game for about a week the project is almost entirely widgets and when I just opened my card widget after saving and logging off earlier today I've found that all of my widgets are being automatically removed
is there a channel that I could find someone to commission possibly for a tutorial on how to get a custom character model in Kingdom hearts 3? sorry if this is the wrong channel to ask this question.
So is unreal engine 4.27 the alpha of ue5?
I read that somewhere but not sure if it's true
I've been heavily involved with data design and 'representing gameplay data' on multiple @UnrealEngine based game dev teams.
If you haven't heard of the Asset Manager, consider my hour-long rant about the subject and how it can work for you.
#gamedev #ue4
https://t.co/Xj5wh5exTc
I guess it's still processing 
All mighty Allar ๐ ๐
1080p60 option is out now 
@polar hawk if I told you, that I would give you a billion dollars, but in the form of pennies, spread throughout a Walmart parking lot, very much like the gringots vault in Harry Potter, would you pick it up by hand? You wouldn't be allowed to use any help of any kind; no tools allowed
do i have to use my hands or can i use my body
Body is fine, so long as you didn't use any machinery or tools of any kind
picking up that many pennies implies i have some sort of way to store them
can i use a bag
or some sort of storage device
or do i have to spend that money without storing it
Yep, you can use a truck to transfer it to the bank. You just have to use manual labor to pick them up and deposit them to the truck to ship it to the bank
oh then definitely
a billion pennies over that size would probably stack up to a meaningful height
that kicking them into a bag would be worth the time
I know, hence the gringots reference :)
But really it would probably take you more than your life time to pick them all up I would think.
prepares popcorn to watch the allaraction ๐
i would buy a house next to the parking lot
And the amount of strain it would put on your back
and do it whenever im not doing anything else
Lol fair enough
All right, let me google maps the closest Walmart to you. I'll buy it out and then close it down- I'll give you the deets once the pennies have been dumped onto the concrete
sweet
Though I only make six figures a year, so chances are it will take me quite some time to amass that kind of money. Maybe 70 years or so, depending on how I do with the stock market :)
ayyyyy
Lol this went way further than I thought it would. Thanks for the entertainment!
How do I like a patreon
ยฏ_(ใ)_/ยฏ
how do i make a child actor not connect with the player, despite being in the players viewport,and bound to a bone
I've had quite a lot to drink. Why am I not asleep? That is the real question
@surreal eagle maybe hide the bone better, such as selecting the "hide in game" option
NVM i figured it out
Then maybe neither will see the blind bone and run astray.
thanks anywy
you to?
@surreal eagle yes. I also need to say ,"momma called the doctor and the doctor said, no more monkies jumpin' on the bed
Is there such thing as โCollision Cullingโ in UE4 like at distances, you keep rendering the mesh but not the collisions for the mesh until you enter the specified range?
Is there a way to set unity to nearest filter pixel art?
Can Unreal do this? This is 5 year old tech btw.
https://www.youtube.com/watch?v=tuZMMZ8vbNk
(Best Viewed at 1080p resolution)
We present a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a highresolution displacement map to match normal distribution changes in measured skin samples. We use a 10-micron resolution scanning technique to measure several in vivo skin samples as they a...
I haven't seen this done in UE4 however.
Actually I've been putting off watching the meta-human video, is this possible with it?
Plugins work on my source build but those same plugins don't work on my friends cloned version of my build and I'm not sure why
Where content should be for the plugin it just says none
Apparently Blender had wrinkle maps, but then took it out for some reason...
hey guys,
i tried retargetting the mannequin animations from mannequin to another skeleton.
the skeletons actually matched really well and only it was just the naming convention that didnt quite match.
however when retargetting the animation BP it now looks like
why do you have a model of my sleep paralysis demon
what does not in scope mean? also when working on grid, whats a reliable way of finding the middle point of a grid?
you could set it up using materials
ah wait wtf
my thirdperson animations are fucked
is their a way to redownload these
maybe try deleting them and reimporting the thid person character content?
save all because ue4 might crash when deleting files that are in the memory
Im posting what i posted on reddit and ect, but i need some help im new to Unreal
Im trying to make a game where the main character is 2d pixel art. I imagine the movement and camera to be connected for example if I moved the camera to the right the angle the charcter appears would change but if i tapped forward the angle of the charcter would change to the correct animation. Im new to Unreal and blueprints, so if it could be explained to a dummy much appreciated.
A high-level overview of how to set up a basic character or Skeletal Mesh in Unreal Engine 4.
why are u using unreal for a 2d pixel art game
thnx
No it would be 3rd person but the charcter would be pixel art
its called 2.5d btw
Yessir
something like this?
Did you just do that
no lol
i guess my question should really me.
how can i setup animation BPS
But yeah thats pretty close
i was also wanted to make a 2.5d game for a game jam but i am having lots of difficulties that i normally wouldn't have in other game engines
also how can i get the start content back
i am very close to the idea of just moving to a low poly style instead
Is the 2d with camera stuff just really complex?
well its not really complex, quite the opposite really. its just that unreal is built with much larger projects in mind
its like cutting a steak with a light saber
@rigid belfry tjmx
I see
Im a composer so i normally am making music and Im trying to learn Wwise simultaneously so Using unreal just seemed natural
hmm wait adding the start content again didnt work
mannequin animations folder is still empty
The idea of my game is semi open world would that still be small scoped for unreal?
starter content has only the starter content in it. you need the third person template
its not small scoped for unreal, but it might be too big for you :). you need to valuate your skills and consider what projects are you capable of finishing
uh oh
if you are new programming/unreal, i recommend going on learn.unrealengine.com and watching a few courses in there
ah shit
most notably the gamedev.tv bp beginner course
which will have you coding 3! different games in no time
ngl their course is pretty shit.
well uhhh accidentally adding thirdpersonCPP starter content and its fucked my project whoops
as in bad?
yea
I was just starting small with the animation camera stuff
i could go as far as saying that the BP course is one of, if not the best, beginner course to unreal i've ever seen
never really enjoyed their courses
a few years back i bought their unity and unreal courses.
(the unreal one was cpp)
they were alright but found them too slow as i wasnt coming from a zero programming background
i found the cpp course was more like "do XYZ" and look it works.
Not trying to flex but i did program tic tac toe with python once
are we talking about these courses?
while i have not started it yet(following a bought cpp course on udemy), i went through the BP one and found it extremely detailed. are you sure you did this exact course or was is some time ago?
i get Lighting build failed. Swarm failed to kick off. Compile Lightmass, how do i fix this? i'll screenshot some errors real quick
the first 2 are not errors
ah alright. then how about the light mass, swarm etc?
rootmotion work in the air .. any fix ?
because the capsule component is not changing perhaps
build lighting only, copy and paste the error you get
from that tab? or
from the message log
any key words .. so i can search in youtube that can help me
thanks
Map check complete: 1 Error(s), 0 Warning(s), took 15.1ms to complete.
WorldSettings_1 Maps need lighting rebuilt
is swarm working properly? maybe its crashing? what do you have in the level?
swarm keeps failing, and I have quite a lot of meshes and stuff in the level
greens and red only
new level built normally
then something in the other level is making swarm crash
pretty sure you have some substantial keywords that can help you find the problem now
alright, i'll get back if i still cant do it. thank you
so i am using an animation BP now so i am not walking around with my T-posed character. however all of a sudden he is huge
its like his scale has increased
@zinc mist all of a sudden I guess it'll be playing some animation. Locate the animation it's wrong and change it
ye i just changed he's scale
how can i reliably get the center of a grid?
when using displacement map in maya for render you have to set the subdivisions for the mesh so the render looks good with the displ. map.
When using displacementmap in UNREAL however it does not subdivide but it does tesselate (triangulation) the mesh, which does not always looks good (on a face of a character for example) is there a way of using subdivision over tesselation? (or am i using it wrong?)
so i was watching a tutorial on how to turn on a light with a box trigger collision when i enter a room and to turn off when i leave. next he said lets add a delay so i paused the video to try and do it by myself to see what i learned and it works but can someone explain why he did it differently than me and if mine is less efficient
is mine
is there a way to change the material parameter for only one instance of the hierarchical instanced static mesh?
and thats his. is there a reason why i wouldnt want to feed both events through the same delay ? besides the obvious point of wanting diff delays for each
both graphs are doing the same thing. yours has 1 extra delay for no particular reason
mine is the first one the 2nd one with 2 is from the unreal youtube page
once he said what he wanted to do i paused it and did it myslef to practice and just fed both through 1 delay and i saw he did 2 and didnt know if there was a reason for it i just started unreal yesterday so super new lol
in that case they have one for no particular reason. well there could be a few but for this exact scenario, no
ah ok thanks man
btw check out learn.unrealengine.com
oh cool i will. ive been on youtube and when they say to do something i pause and try to do it myself first then watch them do it if i cant figure it out. prob not the best way to learn lol
the only real problem that could arise with your setup is if say your player tiggers the event very fast
as you see in the video i posted if i leave the trigger while the delay is running, the trigger on the End Overlap will be ignored
that is because if you try to call a delay node that is already counting down, the second call will be ignored
while in the example provided by epic, both events will always fire, no matter what
hope this clears up a bit
ohhh is that why when i made a door opening up and down if i moved in and out of the box collision it would stutter and reappear at the top ?
maybe ๐คทโโ๏ธ
was really pissing me off had trouble finding a fix so i just made the box trigger really big lol
normally it wouldn't stutter, it simply wouldn't go past the delay, if i remember correctly
are you familiar with timelines?
the bare minimum i used it 1 time on that door
i just started yesterday so i dont really know anything
maybe my timeline wasnt long enough ? so it retriggered super fast ?
timeline basically is a node used to animate stuff based on a curve
which give you greater control when animating actors compared to setting up their actual transform manually
instead of going from open to closed instantly, you smoothly go in and out
yea the video had me set it to 1 second
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Timelines/Examples/OpeningDoors/index.html this shows you an actual door being animated through code
An example use of a timeline in which we set up a classic proximity-based opening door using Blueprints and C++.
oh mine were set up to play from start and reverse from end
thats why when i turned around it was closed and started to open again
is the gif above making discord crash for anyone else?
no worries ๐
Is it possible to create a dynamic DOF (Depth of Field) effect using Player Camera Manager?
Hi, my third person blueprint make my project crash, if a try to open the blueprint the project crash, if I try โplayโ crash, if I try to delete the folder of third person project crash
Anyone know what can be?
@deft raven the animBP or the skeleton? My skeleton got corrupted twice for Ctrl Z in the skeleton. I hard learned the lesson. Just try to open the skeleton before the animBP. No fix by the way. Hope you had control source or an easy way to overwrite the skeleton file if that's the case.
If you have a look at the screenshot below you can see the game hud is displayed during a cutscene. How do I get rid of the hud temporarily during a cutscene and come back on when the player takes control of the character please? Thx! ๐
There should be a remove all widgets node somewhere
Set it to run before you start the cutscene, then create the widget+add to viewport when it's finished
@eternal anvil Ok bro! Will try now
@eternal anvil That didn't work friend. The hud is still on screen. Here's the code.
@eternal anvil The bottom screenshot is what comes first in the code
Hey, I'm new to unreal, how to I import assets from another project into a new one. I'm trying to make a game using Horror Engine from Unreal but don't know how to take the assets from it
@oak robin U migrate it
I migrated the files from the horror engine, but how do I import them after that?
@oak robin Load up the project and right click on the root folder of the asset pack choose migrate and then click ok to all the files it will export and the choose a save loction which should be the location of your game directory for unreal and choose to save it in content folder. ๐
Sorry if I misunstood the question
Oooh so I have to migrate it directly to the new project?
Yeah ๐
nah don't do that that.
remember to save it to the content folder in your game folder directory
Anyone can explain why timeline functions are running faster in a packaged build? I understand why tick functions do... But why timeline? Are they also dependant on tick?
Hi someone know why my block is so darker ?
I suspect that is what is commonly known as a shadow
try changing your directional light direction to see if the black portion changes
if it does, then yes, it's shadow, if it doesn't, then it's something else
hey i might think so i am having some problem with key bind when i change key bind to left mouse button i dont work but when i change it to other key bind it works
The problem is that in mobile game we can only put one directional light :/
That is not the problem
It's only intended for there to be a single directional light.
if its mobile then you shouldn't have lights anyway
since they slow down performances way too muc
The Unreal documentation does a good job of covering the lighting basics
I will see the doc so
what does that even mean?
it means you render materials as unlit
Without lights its too darker, isn't it ?
depends what you want to do
all i was saying is, your dark spot on your giant letter T was shadow
or unlit surface rather
if it's not, and it's from a material, then you'll need to address that in your material
lights are fine on mobile, as mike is saying
mmmmh okay thank you
Read the docs on lighting. There's a great blog post on Tom Looman's site if you search for "unreal lighting masterclass" that can also give you some good tips.
it all just comes down to your specific game's needs
the few projects i've done on mobile have all been without any real light and its been just fine
neat
That's not the same as saying "you shouldn't be using lighting"
yeah, that is true
^_^
i worded myself wrong
all good
just be more careful with giving advice in the future as people look at this discord as a way to get confident answers they can rely on
โค๏ธ
Thanks guys ๐
Hey guys, what is the preferred way of creating destructible meshes in 4.26?
I have a character creator system, I need to save the values of the sliders so that it can be loaded and replicated. How would I go about saving the values? I am at my wits end, I currently am only able to save the last value changed, I of course need all values saved - can anyone please help?
Hi, can anyone explain to me why FVector::DistXY is giving this values?
LogTemp: Warning: Pawn Location: X:-69.000183 - Y:-538.339783 - Z:110.212494
LogTemp: Warning: Target Location: X:-69.000183 - Y:-538.339783 - Z:110.212494
LogTemp: Warning: PawnDist: 43.999996 - TargetDist: 44.000000 - Diff: 0.000004
I'm moving the pawn to the target location until their distance difference is nearly zero
Like i said before either do it in a structure, or each individual float/integer variable
Hello, im working on some coin pick up, and i want so when i pick up the coin it spawns again after some few seconds, but idk how to do that. can some1 help me? ๐
set visibility to hidden and disable collision
create advance session and find advance session node is not showing.
Does anyone know any tutorials on how to create lasers being shot in a straigh direction of the local of the spaceship?
couldnt find any
TY! ๐
do you have the plugin installed?
@whole quarry I have no idea how to do the structure
i need plugin for that ?
i mean, the simplified question would be "how to shot a projectile" since all the details you mentioned are aesthetics only
yeah but from a non player controlled object
AI that shots projectiles?
when i use plugin in my game. i cant package game for mobile.
which plugin i need ?
i mean, i wouldn't even code something like that. if its just for a small segment, you know, you just create a particle effect of whatever and play at at X point in time
since its not a game you dont need actual, real, functionalities. you could do it through smoke and mirrors
i mean i kinda wanted to learn ue4 by for this instance to a spaceship battle with multiple ships so id do manual activations for each of them
pretty sure its this one https://forums.unrealengine.com/t/advanced-sessions-plugin/30020
Advanced Sessions Plugin Updated 12/03/2020 Plugin now has two modules, one is AdvancedSessions and one is AdvancedSteamSessions, this will allow me to tie more Steam specific functions in without forcing the steam subsystem to be packaged out with projects that donโt want it. New Parvan/Metahusk has made a menu example project that also sho...
you want each variable to be in the structure
My input settings has been reseted (why?? No idea) the weirdest thing it's that the defaultinput.ini have all the right inputs but if I press import it does nothing... There's some way to recover my inputs??
what inputs are we talking about? the default ones?
@whole quarry I'm not sure how that would look
one sec i need to fill in all my details for some reason
@whole quarry Yes, but how would 165 morph targets and their independent values look in a structure.
doesnt seem like what i am looking for but still might be worth a shot
you gotta login the the epic games webpage, then you'll have access to the learn.unrealengine.com page, where you'll find tons of courses
@faint juniper like so
In this course, youโll learn how to use Unreal Engine for virtual production and post-production, bringing together all the pieces of your workflow into a unified environment to create a short film
thought you were looking how to produce films in ue4?
not that for that instance but it would still be nice to know
tho I would follow the existing naming convention to make it easy to read back
Yes, all gone. Now I have the default inputs. The Defaultinput.ini have the right inputs but just doesn't show it
just kinda wanted to know how to move a projectile from the local loc and rot of the spaceship
@worldly cipher Same as a normal player character shooting a projectile from a gun
add them back? its not too complicated
as in, manually
hmm maybe
not maybe, the player mesh would be a ship and the gun would be a turret
but since im way too inexperienced in blueprint i was hoping id find a tutorial for that
its only different for you, not for the game engine
engine does pew pew in both scenarios ๐
@whole quarry I would need the "Morph Target Name" too for each value, how would I be able access it this way?
I guess I can add them again but there must be some way the engine just read the defaultinput.ini again, it has no sense
as shown in the screen i sent, the 'var0' is the variable name, the float is its value
i downloaded and extracted in my project but it not showing in project
@faint juniper updating the structure values can be done like this, either set a new value, or re-set a existing one, you cant leave any empty as it would be set to 0 then
@whole quarry I can't see how I would control the value only for the relevant variable this way. What am I missing?
Hello Guys for landscape deformation would you do Render Targets or RVTs?
check the details panel
Is it possible to host a party with Epic Online Services enabled locally on a machine that is connected to the internet, and then take that party and add them to a dedicated server instance, one that is not hosted by the game owner/non-authenticated dedicated server instance owned by a user
I know this uses sessions of some sort, i'm just not sure if it is possible to connect a party to a dedicated server that is non-authenticated.
@neon bough do you mean to have the Pin Option enabled? Yeah I have that on those 4 examples. My problem is that my morph targets are controlled by their Name, to apply the morph again I would need the "Name" again as in Variable type
:triangular_flag_on_post: Raphael Hassell#8364 received strike 1. As a result, they were muted for 10 minutes.
guys
set simulate physics is not working
my physics asset object is not falling down
it sticks
I dont know
Hi! I am developing an online game and I have a question. I got peer to peer working, and was think about simply running the game on a AWS server and hosting it from there. This would require the server to have at least the computational strength the target user would have when playing. Can I run the game in a reduced graphical mode or completely without graphics?
the engine needs to be compiled from source for a dedicated server. it does not render any visuals, and there is nobody playing on it locally.
That variable doesn't exist in the blueprint...what is causing this?
is it possible to create a 2dimensional array in blueprint?
create an struct ,inside that struct put a single array variable then make an array of that struct
better to learn how to take a row column and generate an index into a single dimension array. (aka array flattening)
A bit difficult if you want to dynamically resize though, as the coordinates of the same position would change.
row * stride + column is pretty easy to work with besides resizing the stride
So is unreal engine 4.27 the alpha of ue5?
I need help importing stuff, can you dm me or something
not to sound ungrateful for tutorials but this is perhabs the most annoying thing i could think of https://gyazo.com/9ea60cac2e556873b3d25c427aee9c64?token=84181fdf8a6b914e526b5b9c6541987f
it comes every 30 seconds lol
Well HAVE YOU SUBSCRIBED?!!! Don't forget to leave a like
DID YOU HIT THE NOTIFICATIO BELL?!?!
Let me know in the comments section what you think
Hello guys ฤฑ need your help. I have been dealing with a project for 2 months and I am about to come to an end, but unfortunately I did not get the lights to build. I'm getting a swarm agent lightmass error. I watched a lot of videos and tried the method but it didn't work, Please help me I will install it on Steam after I finished this game.
its annoying if you watch something for 18 minutes and get reminded to subscribe 36 times
ironically enough this is the reason im not subscribed to that person
hahaha
like, nice tutorials but i just cant find myself to finish one of their videos because it infuriates me too much
maybe I'll post it here, since it may be a general UE4 thing:
Testing a multiplayer game in standalone mode results in a lot of lag - testing in editor windows is fine, can I do something about that? At the end clients connect to a dedicated server via matchmaking and I want to test that locally. Is the performance of the server limited in standalone mode or something?
Thanks in advance!
@cinder bloom try going into that folder where it creates the temp files and delete them all (with the project closed) then try building again.
@limpid arch lag? video lag, networking lag, input lag, etc.?
the position of the characters get corrected a lot, so i would go with network
when testing in the editor are you testing using a dedicated server or a listen server?
same with the standalone I guess
i run all windows as client if that answers the question
but you should see similar performance between Play in editor and standalone
i'm still learning so i may have missed something
well if its client, then its listen, so perhaps your "server" for that play mode is in the background which means it gets less resources assigned to it
wait are you that youtube dude? because if yes you helped me a lot
Mathew, can you tell us the answer to tomato? everytime we are being asked the question "Tomato?" But to this date i could not find an answer to this question. Is it, perhaps a deeper reflection at life?
it doesnt run a new terminal window if i play it in editor mode
is there any way to give more "power" to that server in the background?
my computer should be capable of doing more so i'm quite confused why this is happening
stuff that is fired with each event tick also behaves weird