#ue4-general
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@worldly cipher I had one of my kids do it, its a play on words for "Tutorial"
let me have a look at that
well rubber banding sounds like networking/server issues for sure since its using server authoritative for moving if you are using the character movement component
@worldly cipher nope nothing deeper
gorsh darnit. i already sarcificed 12 people to the holy tomato
it also doesnt recognize some events that should happen while colliding, so i guess there's something wrong with the server
but I can say just opening up the default template and hitting play in stand alone or PIE with multiple clients "seems" to be fine
yep that all sounds like low FPS on the server
tick , check for collision, wait a second and now the object has moved far away, tick, check for collision, oops it missed
excuse me for that question but where do i find that again
its not under project settings is it
Editor settings
yep you should be fine then ๐ฆ
so when you say standalone do you mean "play in standalone" from the editor or a cooked/packaged build?
if your going to test like that try the packaged build
how would i test a dedicated server locally then
dedicated? you cant without building a server from source. listen? launch it as listen server
outside of the editor that is
that is weird tho, it "should" work ๐ฆ it does here atleast but it definitely sounds like the "server" is running at a weird tick speed
a few weeks ago i had a hosting system with one player hosting as listen server and the others joining but i want people to join without someone hosting, does that still make it a listen server?
honestly tho, if you plan on making this using dedicated servers then that should be tested day 1
listen mean someone is hosting the server and playing as a client at the same time
i started it out as a fun project but... it kinda got very large all of a sudden XD
dedicated means someone/something is hosting it as the server and thats it
ah yes i dont want the server to be a player
i thought standalone would be doing that in the background
yep then you have to have running dedicated servers somewhere for people to connect to
standalone just launches the client in a new process
these are the settings for the server mode, standalone is single player. listen is listen, client launches a dedicated server and a separate client
okay so to test that i have to build a server from source
you can test dedicated from the editor if you choose play as client
yes i am doing that
then at the top if you just play in editor it runs fine?
but this fails?
when you do that do you get the command window to pop up with the server?
yes it opens up a terminal window
plus the client windows of course, i've been testing in that mode bfore
yep super weird, thats not even going over your network just local host
everything worked fine
but something must have went wrong since it doesnt work anymore
is there some kind of tick rate limiting or something else
the only one I know is the one I showed you
but that shouldnt effect this
i mean there is tick rate limiting but you would have to set it up by hand
does launching it in Play in New Editor Window work without issue? if so then its got to be the seperate server process causing the issue
yes that works fine too
I'm still stuck on getting my MorphTarget values into a Struct, I can only manage to get the last updated MorphTarget to go in and cant work out how to set up the Struct so that I have the Name and the Value of the MorphTarget. Which can be set and therefore saved for later. Current set up
can server traveling cause such an issue? like changing the map
welp maybe check some of these settings in the editor preferences then (under play)
it can if the server and client are not running the same map
but if launching from the editor you should be fine but dedicated server code is not the same as listen server code but if your launching in dedicated in editor and it works fine but just the play in standalone is not... thats just ... weird
what you describe tho "feels" like a server just simply running slow
not enough cpu resources dedicated to it for example.
can i affect that somehow? it's weird all clients and the server are on the same map the traveling works fine too
maybe try those "launch seperate server" option and the run under one process. I know run under one process can cause weird stuff but not this weird
oh yeah let me check that out maybe i broke something in there while practicing stuff
wait... run under one process is unticked by default?
it was ticked
It should be ticked by default
Everything above is default. But at this point trying out stuff to figure it out can't hurt I hope lol
i'm trying out if it's just because the game needs too much power or something else... I really don't know why it works in editor windows
yeah it shouldnt be a "needs more" issue, i think something is stopping something from running correctly
Ah. Wait a second I could test it on another computer
you should definitely not base this as an issue that needs to be fixed due to it being in the editor. you should be testing in a real setup and then see if its an issue. dedicated server build and packaged builds.
i can still run it locally then right? multiplayer stuff is still quite new to me, but this issue has been the biggest until now
bro it didnt work pls help
i was wondering whether someone could point me toward achieving a proper Procedural based directional Dungeon generator. basically i've taken the grid from the puzzle project and slightly expanded on it. red tiles are floors, black are walls. both are hierarchical instanced static meshes that way i save on performance. anyway, this is the code that runs on the construction script of an empty actor i have in the level : https://blueprintue.com/blueprint/1xgpu13-/ . ideally, i would like to tell the engine that each tile is either a wall or a floor tile. each tile should have an x and an y value. the map starts out completely filled out with walls and once this process is complete i then run more logic which defines the starting location(middle of grid, near bottom). after that i could move 1 up in the axis and repeat, making sure there is a floor tile below.
i previously tried using scene components and have the logic run by using collision, that also did not work for a couple of different reasons.
if anyone has any idea, maybe a pointer or even just a webpage that could help me in figuring this out, i'd greatly appreciate it
just for reference, this is what i achieve by using scene components that spawn room templates https://blueprintue.com/blueprint/zb1w6z-5/
I deleted them and tried to enter unreal engine and try to do it again but it didn't work.
right now i simply parse the TileType array and switch on int, instantiating either a floor or a wall. i feel like this is wrong, and i have to instead put more logic in this ForLoop
also i think this part right here is inherently flawed, because i am not able to store the transform data. the only option would be to add each transform into an array i guess
what's the checkbox called that basically changes how the player moves in the world? So that something like an endless runner could be made. I think what it does is it has the world move instead of the player? I don't remember.
there is no such checkbox?
There is, I am just explaining it poorly.
I think you are thinking of large world coordinate systems
there's a transition model iirc
I think games that have large planet maps use it.
for an endless runner you would probably want to move the world instead of the character
I don't see how it would be an option to freeze the player xform and update everything else
I'm definitely explaining it poorly, there's an option that does something to change how players move, i just forgot what it's called.
There's even mods that make it work in multiplayer
You can lock axis and rotation but that doesn't move the world
Maybe show what you mean
Found it, it's Enable Multiplayer World Origin Rebasing
I deeeefinitely explained it wrong, lol
:triangular_flag_on_post: Cezeri#8133 received strike 1. As a result, they were muted for 10 minutes.
Anyone able to help with a bug I'm experiencing? Anytime I click a dropdown or drag off a node it'll open or drag a line and then stop.
The nameplate is a UMG Widget. Is there anyway to get the BP_NPC_Parent reference from the nameplate object?
I have something similiar, didn't find a solution yet but in my case it's just a visual problem which is solved after restarting UE4
Yeah, restarting fixes it but I don't really wanna have to restart everytime to fix it.
So, when I play my game on Oculus Quest/Quest 2, my colors are off. I can see the issue when I use ES3.1 Preview. Is there some obvious setting that I should toggle (ex: linear vs gamma color grading) to help make them closer together?
I hope someone has a fix for that but ngl I thought I was the only one with that problem, hopefully there is a fix
ES3.1 preview
DX11
Ah okay. Eye adaptation (which I thought I disabled) and Tonemapping.
Auto Exposure is disabled...
And yet toggling Eye Adaptation in the Show button still affects the scene.
<_<
What is so important ๐ค
...
XD
:triangular_flag_on_post: DeYuri#6501 received strike 1. As a result, they were muted for 10 minutes.
UE4.26 is lagging alot more than 4.25, Is this normal or...
Where is the help channel?
Which pattern unreal is using to dither DOF/Motion blur?
How do you connect a physics constraint to a vehicle inside a blueprint?
Means you don't have a GPU which supports DirectX 11 which is a requirement for UE4
i thought he was poking fun of the above post, sorry ๐ฆ
So say my model has a metallic map is there a way I can control the output and input of how much metallic is in unreal engine
I just started with unreal engine today
thats a question more for #graphics
if you are not sure where to post, read the channel's description
Can you have blueprint and c++ mixed in a project or do you have to go only with one or the other
Blueprints and C++ can be mixed. In fact, I consider it ideal.
One rule: Blueprints inherit from C++. You should not have any C++ depending on anything from Blueprints.
hey guys. I've got a question. My ACharacter class has a Health Actor Component on it (manages the health of the actor). This manages the Health and Shield etc of the AActor that it's attached to. My question is, I cannot get my UMG to read the value of the players health, to get the health percentage to display to screen
i dont think even think thats possible. iirc you cant have bp to cpp communication. i think?
@rigid belfry How do you mean?
I have everything in blueprints but I need a line in C++ that will set the angular rotation offset of my constraint in the physics asset on collision/runtime @bleak copper
@rigid belfry If you mean "a C++ class cannot inherit a blueprint class" then that's correct... but bp can call C++ functions, and C++ can sort-of call blueprint functions.
@sterile tulip That's going to be rough if you already have blueprints as your authoritative setup.
Yeah it's going to be hard.
why
yeah i was trying to say that cpp classes can't inherit from blueprint since blueprint classes always extend C++ classes
So first I'm not exactly sure if angular rotation offset is blueprint exposed. It might be... ... ... but, if not, then you PROBABLY need to inject a C++ class between the blueprint class and whatever your blueprint currently inherits from.
You MIGHT be able to just create a UFUNCTION() that accepts your... thing... (actor? pawn?) and uses its public api, though.
I keep recommending people start with a C++ project even if they barely use it... and people say "lol no blueprints is fine" and then times like these happen.
I dont have much blueprints, I only have it in the blueprint class, which inherits from the physics asset. And the constraints are handled in the physics asset so I can just do the constraints in c++ and let the bp nodes how they are?
but I have never done c++ and have only used blueprints in this project
So yeah your two options are:
- Convert your project to a C++ project... get it able to build... reparent your blueprint class to a new C++ class... add a UFUNCTION to the new C++ class... call that UFUNCTION from Blueprints
or - Convert your project to a C++ project... get it able to build... create a BlueprintFunctionLibrary... add a function that accepts the C++ thing you derive your blueprint from... and have that function do the C++ you need.
I just found the line which I need in the internet
Alright so if you say it is possible I can look at how cpp works
Yup.
First thing is save everything and commit it to your source control... like git.
If you don't have source control... then you could copy the folder but you really should have source control.
After that, I think file -> New C++ Class will force the editor to TRY to convert your project to C++.
But in my experience it'll fail and you'll need to figure out why.
what is source control/what does it do
Git... lets you incrementally change things. Makes it very easy to be like "oh crap a change I made screwed everything up... I want to go back to this other point in time where everything worked and try a different solution".
There's others like Perforce and SVN and so forth... but Git is popular for Unreal.
can I upload this somewhere? Or will it be locally saved on my computer
Your choice.
So its all stored on the github?
By default it won't have anything to do with GitHub.
You need to push your local Git to GitHub (or bitbucket, or gitlab, etc.)
Without pushing your local git, it will just stay on your PC.
Do they give users unlimited storage to save our source control there?
Git is a free tool. If you don't push it anywhere, and it just stays on your PC, then there's no-one to pay.
It's just stuff on your PC.
If you don't use Git, then you can just copy the folder too.
That works but yeah there's times where you can get yourself in a crappy situation and be like "I wish I had an exit"
You do. Just checkout the earlier commit. Easy peasy.
alright thank you very very much
:no_entry_sign: haksupeel#1740 was banned.
what happened
Still struggling to figure out how to get Windows and OpenGL ES 3.1 kind-of in sync. I know if I disable tonemapping and eye adaptation in the Show button they look similar, but I'm struggling to figure out what settings to actually apply. <#ue4-general message>
btw anyone has any experience with eight-direction sprites? i have this grid i use for up, down,left, right but i've had some hiccups and i was wondering whether having 8 directions could fix it
basically when i am moving up and down, the direction does not properly communicate that i am also moving either left or right
I managed to setup the "level camera" by modifying the level event graph. Is that the right way?
i also want to point out that this only happens if i try to go from either up/down to left/right. if i am walking on the Y axis and move on X, the direction gets updated properly, whereas the opposite does not work
i think its because of the way my logic is running but i have honestly no clue how to fix it
Question. Can you achieve your achievements in your game before its officially released on Steam?
does anyone know if there's a way to view shaded trigger volumes like this?
i'm finding myself wasting a ton of time trying to figure out where the actual bounds of my trigger volumes are when all i can see is the little edges. ๐ฆ
I don't get this. I created a new Third Person project, I can't figure out how the game starts at the camera with nothing done. Is it because of the "Camera Boon" object?
Are there any documentation on what baking navmesh actually does?
Are you asking what a navmesh is?
I did the same thing as they did in the third person template, with the same settings and when I press play it starting the view at playerstart and not the character. The thrid person template has no game mode set.
The third person tmeplate also has a playerstart with the "Spawn player at playerstart" option set but it loads the game at the camera pointing at the character and I can't figure out how they did it
because the camera is in the character
So is mine
show pic
attach the camera to the springarm
btw you should open your character inside the content browser
right click inside your content browser-> create blueprint class-> character
what do you mean?
ah
set the skeletal mesh, eventually use an animation blueprint. adjust transform
add spring arm component. add camera and attach it to spring arm
done
"but i cant look around!!" did you set the logic? no. "how do i do that" here you go
done
It's still viewing from playerstart instead of the character camera
if only i could understand what that means, i could help you
When I press play, the viewport views from playerstart
because you are spawning at the playerstart
So is the third person template
without a player start in the level, you'll spawn from where the flying camera currently is while not playing
follow the steps i posted to the letter. is the "problem" still happening?
the project is most likely fine
so again. what is the problem? the camera is at the player start location?
I have to know something before starting the Login module of my website, will i be able to connect the players with Epic Online Services using my website database?
I got it working
It goes back to the game mode
But I didn't do anything in the world settings
I just created a new gamemode from the blueprints pulldown
And set the default pawn to the blueprint I created
Now I have to figure out why is it too close to the character
correction: still pointing to playerstart
my Elbow XYZ Axis is rotated 90 degrees. is this going to make problems for animation anywhere? my manual key animations are working fine, what about for IK or UE4 Control rigging? which i will learn next. i dont understand what Axis is important for, other than manual rotations
PlayerStart in the Thirdperson template is nowhere near the camera
You don't want to use the player start? Delete it. Make the character in the world auto possess. Don't want to use character? Delete it and it will use the default pawn in the game mode.
This is insane....
I deleted the playerstart in the project generated with the thridperson template and it still starts the game viewing the character and I don't see any other playerstart objects and the auto possess is the same in both projects "disabled".
It's setting the camera inside the blueprint as the level camera
...how...
it's working...this time it's working
aparently....autoposses in the blueprint was disabled but can be set in the outliner
3 hours....
but you were right about that autoposses thing
Are datatables singletons?
If i was to make sure a data table was loaded (from my config api) before characters are spawned, including a reference to it in the game mode, would that work
datatables get loaded if something references them
@bleak copper Hey, about the mixing of blueprint and C++. I will restart this project from scratch anyway. So I can just start a C++ project, add the few lines I need and then do everything else in blueprints like I did right?
Hoooooly after a looot of testing it turns out that one of my actors doesn't work in standalone mode WHYEVER, even event tick doesn't get fired on that one... what the heck XD Recreating the actor fixed my problems... I am super confused
Hey i didnt know which channel to put this in so im just going to throw it in here. Essentially i am trying to make a night scene. I have rotated the sun, refreshed the skysphere material. There are just random lights everywhere even though the only lights in my world is the sun
When you are working in C++, you create the class you want in C++ and then use that as a base of your blueprint class. So, if your thing is a character, then you'd use Unreal Engine to add a new class... use ACharacter as your parent... which will create a new class (AMyCharacter or whatever you call it). After that, you create a Blueprint class that inherits from AMyCharacter (or whatever you called it).
Here's a good video that kind-of covers the concept... https://www.youtube.com/watch?v=VMZftEVDuCE&t=1863s
Also here's a Epic Games Live Training video https://www.youtube.com/watch?v=STZxs-NYl7w
thank you so much ๐
Just a quick note: GameMode is only available on the server if your game is multiplayer.
I figure that's okay... either you're single-player (or local multiplayer) or the server is the only thing that needs to know the data table... but yeah.
Just in case.
Probably better in that case... if there's anything important, then you could just RPC ask the server to tell the client.
Hey, guys! Just a simple question. How can I reset landscape back to flat?
anyone know about this ?. its happening with ue4 editor
Could someone direct me to the "water content" project? People in this thread are talking about it, but I can't find it anywhere: https://forums.unrealengine.com/t/unreal-4-26-ocean-foam/154699/16
Now, I managed to get the foam. But itโs all over the place. See below: [ATTACH=JSON]{โdata-alignโ:โnoneโ,โdata-sizeโ:โfullโ,โdata-tempidโ:โtemp_210456_1609347783239_756โ,โtitleโ:โScreenshot 2020-12-30 105257.pngโ}[/ATTACH][IMG2=JSON]{โdata-alignโ:โnoneโ,โdata-sizeโ:โfullโ,โsrcโ:โhttps://forums.unrealengine.com/core/image/gif;base64,R0lGODlhAQA...
Hello, I added a media player texture to simulate a movie screen based on the Unreal documentation, and the video seems to be playing (the colors on the "screen" move when I hit Play) but it's super blurry... I think it might be way out of scale, but texture scaling on the actor isn't fixing it. Any help is much appreciated! Here's what it looks like:
Quick question if anyone knows.. when modeling kits for scenes and or levels.. how do I set up the pivots in engine? I always seem to have my walls etc be a little bit off or skewed some way and it's driving me nuts. Not sure what to search to figure this out.
why is my CCDIK lagging severely behind?
im trying to bind the left arm to a weapon and all of a sudden after 2 weeks of working fine, it starts lagging behind
and it only happens when im looking around, not moving https://streamable.com/zp5mrk
can you record a video showing whatever your problem is? you say
i deleted the playerstart in the project generated with the thridperson template and it still starts the game viewing the character and I don't see any other playerstart objects and the auto possess is the same in both projects "disabled
but as i have already stated many times, the PLAYER START only functions as a starting location. it has no other functionality beside that. its only use is telling the GAME MODE in what LOCATION to spawn the Player controller. the camera inside your character is pointing at your character because thats how cameras work. thats how you set it up
pardon me but how to access 'learning' content on linux? there are several 'launchers' to access marketplace content but havent found this out with tedious googling
can i use special characters in the action mapping names?
probably, but i would not risk it
Good morning, how are you doing guys? Does anyone know any method to enable the LOD Dithering for all the material instances at the same time?
and not having to go 1 by 1?
no batch option?
It would be awesome if I have a batch tool or something like that to modify assets/materials at the same time
so if anyone knows any tool / plugin / scripts which would let me do that please specify it!
anyhow I need something to modify/do that
one sec
since you cant access the bulk editor for mat instances, try:
this paid back for itself in the first 10 minutes I used it, and that was a few years ago
edit: hmm, wait before purchasing
had to confirm if it still works (havent used 4.26 that much), it does.
i accidentally did something and this popped up and now i cant control my character or move the camera, HELP
if its the UI bug it looks like restarting the editor should fix it
or alternatively just dragging another sidebar tab around the white lines then back
happens if I move windows around occasionally
thanks it worked
4.27 in mid july is the idea apparently
nothing certain tho
someone mentioned ue5 news will appear in mid may
is there a way to make view distance cull everything the same? foliage, landscape etc
idk for me cull distance doesnt cut everything
i guess it doesnt cull landscape/some landscape related stuff
maybe related to actor/mesh settings or something ill look into that
Does anyone know what it takes to get on the upcoming, or popular upcoming games list on steam? My store page is set up and I've had 1000 wishlists in the first week. Perhaps you need like 1000 in a day or something, or you need a larger total before you can show up? Or does no one know?
actually I've noticed the list is ordered by release date, despite lots of the games being listed as "coming soon". Seems a bit unscrupulous but maybe I should just keep changing my release date to be next week haha
https://www.howtomakeasteampage.com/ this helps iirc
Does someone know if I'm legally allowed to use the sound effects in the engine content for my game (I'd like to use the VR sounds for the button click sound)?
It is a commercial project, if that changes anything..
I watched his interview with jonas, it was very informative
Hello, I adding a randomise mechanic to my game, which has two arrays, one for the target points (where I want the items) and the other for the items themselves. Works fine in engine, but when I package the game, it doesnt work. Why is this?
I'm using SetWorldLocation with teleport ticked to set the location to a random target point's
Did you create another map? If so then its supposed to be like this
It's happening because of graphic card.
Hi guys, I'm learning to do photoreal landscapes but I can't really nail it. It looks like a nice video game, but not real... Would you have any tips ?
Damnnn they look amazing
well the spruce needles look a bit too dark imo
as do does the grass
you gotta play around with the materials to get subsurface scattering to work well in all lighting conditions
and I think the AO around grass is too strong, it's causing dark shadow blobs around them
or it could be the directional shadows too ๐ค
I see, thank you. The scene is not ray traced, and doesn't have distance field shadows activated either. I would have like to have it, but I couldn't get the soft shadow from the directional light with distance fields...
so the shadows are quite strong and sharp
What do you think about the 2 houses ? I couldn't get the windows right on them, which is not helping I suppose
I like the plank walls, they look really nice
though it reminded me more of a some sort of tractor garage or so first and not a house, mainly because there's no yard or anything
ah yeah, I mean the garages haha. Not sure what to call them. A lodge maybe ?
well damn those look good to me!
Thank you!
reminds me of a grain drying building actually
probably due to the metal container thingy there ๐
a real small one at least
yes I was going for a semi-abandonned farm house kind of thing
so it's mostly due to the strong shadows/AO that it has that "video game feel" would you say
ok well photo real, i don't know how to explain but the building and the truck look out of place
ugh, I see what you mean :/
but the nature looks great
I'd expect the trees to be brighter in the evening sun a bit more
the building is too flat or something
In this scene I managed to get a more photo real look thanks to the dramatic lighting, and no external asset (house/truck) to give it away
This is the unlit view
and the grass and tree needles/branches are using the two sided foliage shading model?
...or whatever that was called ๐
yes
if i put my UDataTable* CharacterConfig; in my gamemode and refresh it from an remote API per-round, is that even sensible?
maybe play around with opacity, albedo and subsurface colours and intensities. Opacity controls the shadowing intensity somehow https://forums.unrealengine.com/t/two-sided-foliage-shader-effect-brightness-intensity/32007/2
The amount of light going through the leaf can be controlled by SubSurfaceColor, while BaseColor is the light reflecting off the front of the leaf. Opacity just controls shadowing density. For example if there are some leaf veins which darken the light passing through the leaf, you would put that darkening in SubsurfaceColor.
excuse my small amount of complaining about the world, but damn I want to buy some new hardware! this 2016 laptop takes forever to compile anything
thank you @honest vale i'll look into it
i am sure i spend 60% of my time waiting for code to compile
I've been following a tutorial series https://youtube.com/playlist?list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg and Ive been trying to get the arms to follow the camera, I got it to somewhat work but it's offset of the camera everytime
use it instead of the mannequin? @plush yew if so you would put it into the world, go into its details panel, look for auto possess and set it to 0. Or you can change the default game mode to use that character/pawn.
your going to need to give more information then, I dont know what "use it" is
@plush yew I think it's viewport and then select the mesh
i told you what to do and you said no
I... said...what...to...do.... lol
Hey there, I'm having a bit of an issue with AmbientSound actors around my level. I have 6 or 7 AmbientSound actors, but only 3 of them are working. They all have the exact same setup (I created one and copied the rest). Here's an overview of my level. Can anyone help me figure out why the sound actors in the dark red rings don't work as I move through the level?
Have you tried re-using the code from the working ones?
There is no code involved. I just set them up in the details panel.
Like I mentioned, they're identical copies of each other.
Hi there @grim ore, I knew I recognised you. Love your WTF series.
subtracting the characters and vehicles
please help
well technically what is different between the 2 pictures?
yes that's the question, I personally think the one he made is too simple and not so realistic but what should I instruct him, because he promised to deliver this kind
the bottom 2 pictures are for reference
hey guys, how should I downgrade my project ?
the frirst one is made by him
well again technically what is missing. you said 2 things should not be there, so once you subtract that what else?
lighting? you cant ask him for that. decals?
I figured it out - tldr; I had to loop the cues.
@harsh sparrow you cant downgrade
I try to change engine version but when I open the project it says failed to load map and there is nothing in content browser either
ue4 can go forward, not backwards.
so you think this is pretty good?
I just thought like it looks like the map of an usual 200mb open world game that isn't good
im not an artist and its not my project, you asked how to technically tell him what is wrong. so break it apart comparison wise and what should be in his model that your example has that he should have done
the bottom pictures have a ton of detail work added to the base model
hmm, so detail work should be added, good lighting, and other props, that'd make the project look way better?
btw, @grim ore thank you so much for taking out the time to answer, really appreciate it ^-^
I swear merging maps is impossible for me
:triangular_flag_on_post: ARNAV#7713 received strike 1. As a result, they were muted for 10 minutes.
i should add another strike for wasting my time deleting all the spam <_<
I wondering if there is a better way to have my widgets spawn randomly within a given area. I'm trying to have my widgets pop up in front of the wall of static.
When I opened visual studio yesterday something plopped up that I need to install something, but I then shut down my computer. But now when I open visual studio up the window doesnt plop up anymore. What do I need to install, where do I see whats missing
Whoops thought I was in the BP section, gonna delete and post there, my bad.
can I put it in #graphics ?
I wasn't spamming btw -_-
Hey guys. Is there a way to change the Character Mesh to Ragdoll upon player killed?
it was on 3 different channels, thats spamming.
but yea, you can repost it in the right channel that is fine :)
although I shouldn't have put it in #level-design sorry, I realised it was inactive so
thank you so much and sorry, that won't happen again :))
np, and no hard feelings from my side :)
if you spawn it in your going to have an "issue" since that data wont be persistent. You could save out that data, then when you spawn reassign it with the guid
if it exists in the world you can create a guid in construct and just keep it persistent if it already exists
does the inventory item need to be an actual unique thing? if not it could just be data
so are these items in the world, or something virtual?
so if you spawn in 3 bananas, you want 3 bananas in the world you could then load in later?
yes but does that banana exist in the world?
and does it have to be unique, or just some data on it?
for example if I have 10 bananas in the world, 2 are at 50%.
when I save I save out 10 banana thingies, with their transform, then important info like the % eaten
later on load I spawn in 10 banana thingies, at their transform, then set the ones that have the % eaten to that new percent eaten
none of that needs a unique id
you would need a unique ID if you need to match something to something, say you have a banana already in the world that you need to reference and make sure its exact stuff is set on save load but in the case of your bananas that are spawned in they dont exist at design time so you dont need to link them to anything. you spawn them in, so you can spawn them in again later
in terms of your inventory you can keep track of the item ID (this is a water bottle), and its unique properties but there is no reason to keep it unique as it never really exists in the world
if they do exist, say you spawn in and hide these actors, they stil shouldnt need to be unique ID as something somewhere keeps track of them (inventory array, list, map) as unique items (spawned in actors)
generally you just need a GUID or some unique ID to 1:1 map something to something for some reason if it has to be the same thing but all these are spawned/created items so there is no actual link needed
Hey, im working on some AI and i want them to follow the player when i spawn them, but when im using the ''PawnSensing'' i only get 90 in ''Peripheral Vision Angle'' so when the player goes behind the AI, the AI stop following the player. but i want so the AI see the player where ever he is, so can some1 help with that? ๐
?
So its not possible to make the AI look everwhere? O.o or am i doing something wrong? xD
did you try changing that?
@plush yew yeah you might be. try and figure out what you actually need to be saving or referencing. Do you need to keep track of real items or is this all just data?
yeah it can only go to 90 so its only to the sides and not behind the AI
I deleted an object but it keeps casting shadows, how do i fix it?
oh weird I got it to go over, does it just not work over 90?
@fluid turret you probably have static lighting on, this bakes the shadows. Rebuilt the lighting,
ok thx
no mine stops at 90 even tho i go over
you might want to look at the AI Perception system then and use an AI Sight. it looks like it can go to all around
any ideas?
i have this simple menu that i want to scale so that the buttons and text scale, if i scale down the window, what should i do to achieve this?
scale box
and by scale the window do you mean the UE4 window, when its playing?
if so its set to auto scale based on the DPI settings in the project settings
Whats the problem here .. it is correct at one side but error at the opposite side
any sollution
Sometimes when I'm on UE4 my internet browser screen and ue4 screen becomes black. Is there something wrong with my pc?
Is there a way in UE4 to reset actor subcomponent positions in the blueprint editor? I would like to either reset, or have a play to specify "0,0,0". I don't see either.
congrats
I've got animated scrolling text on a widget but the text dissappears halfway through its transition. Anyone care to tell me what I am doing wrong plz? thx!
@grim ore I've got animated scrolling text on a widget but the text dissappears halfway through its transition. Anyone care to tell me what I am doing wrong plz? thx! Sorry to bother u with such an easy question but your a man of excellent knowledge on UE4. I am a subscriber to your Youtube channel and I have learnt a lot from you Matthew. THX! ๐
Can someone help me plz?
In a material, how would I set up a roughness fade out based on distance? I want the terrain to be wet looking close to the player but fade out at a distance away to save on performance
search for LOD setup in unreal engine .. lod 1 , lod 2 and lod 3 are used to set up the graphics to reduce use of gpu
Lods are already set on the Landscape but it still renders all of it as wet when the parameter is set. I only want that roughness to show around the player not all of it
any ideas?
send the animation screen shot .. something must be wrong with the animation given to the text or you are destroying the widget before its over
no bro .. dont know that
Basically my animated scrolling text dissappears half way through the animation process. Does anyone know what's causing this plz? ๐
Aww c'mon you guys. Plz help me I'm dumb
if you check size to content for that text box, what happens
hang on
@grim ore Thx man! That works in the editor. I will try ingame and let you know
if it works my guess is the item is clipping due to it being out of bounds/off the screen. The green box is your actual bounds for the widget
So basically
im spawning a actor of class cart
and i am setting a variable on the actor
and then I call another function which sets its transform
and I get a error
pls help
@compact holly you want to use something like a sphere mask around the player.
@grim ore It works with size to content but now the text is in one long line rather than in a paragraph. Any ideas how to solve this mate?
ok to what?
to whatever works for what you want, probably change the wrap text at setting
Cheers mate, I did it!
Thx matty
@uneven hemlock are you sure it's spawning in?
yes
they spawn as of now
those vehicles are of type cart
so basically i made a actor
of class cart
then made children of it
and thats one if its children
press F9 on set actor transform with location along spline node so it gets a red dot then run it again, it should pause when it gets there
when it pauses, mouse over the return value from the spawn actor node and see what it says
hit resume at the top and see if it stops again
and the return value?
thats the issue
at some point your trying to spawn in nothing, maybe your passing in a bad class at one point
yep length is not correct
arrays are 0 to length - 1, or 0 to last index
length of 10 in an array is 0 - 9 for the index
so swap your length for a last index node
ok
wow thx sm i was struglling to find the problem for a while
im new so im not very good
ok lemme put the node in
IT WORKS
no error anymore
WOW tysm
please help me. when i import animation from blender to ue4 animation starts with A pose.how can i fix that
are you using the official BlenderTools? I don't think I saw that problem when I tried
To hop onto this comment, what are the default transforms for the arms on the default mannequin t-pose? All the assets that T-pose I have have the arms perfectly straight out but the default mannequin arms T-pose seems to have the arms and hands slightly rotated
In blender animation is okay.but when i import it to ue4 it has A pose in 1 frame at the begining.that wouldnot be a problem because i would cut first frame but sometimes that A pose happends in the middle of animation
oops thanks, did not see that channel
I am using Mr Mannequins addon for arms
o dude I have another problem
sry to ping u
my problem is
like this was another one that I always had
so basically
I have my own spline blueprint
that spawns carts
but if I dupicate the blueprint
the carts spawn on 1 of them
not all 3 indicudually
i have 3 paths
we dont know your code, how are you getting the spline to spawn stuff on
what is the path main spline?
hello there ! My Android game is crashing because we "exceeded the maximum limit of UObject (196608)". I don't have much things on my level, I don't know where this problem come from (Someone had this issue it was due to something from the marketplace that was leaking). How can I track the number of UObject/find the origin of the issue ? thanks in advance
its just a spline
in a blueprint actor
what is the vehicles in game array?
so your getting ALL of the carts in the game and setting it to the array
yes
and then you are wondering why ALL of the carts are being controlled by one thing
you just have to walk thru code outloud, its called rubber ducking
chances are when you spawn the cart in the blueprint, you want to add it to the array that is in that blueprint
I think I've misunderstood something basic...
- I create an actor, put a skeletalmesh in it
- then create a new actor from that class
- when I then edit that new actor, I can't easily see how to assign a new skeletal mesh
it says it's a "data blueprint only"... why would I need to open the full editor to assign a skeletal mesh?
ya thats wut im gonna do
@glacial pecan if you are making a child of a parent, then the parent variables are probably not being shown which is why you cant see it in the data only editor
and it would show data only because you have no code
it's showing variables just fine... it not showing the skeletalmesh component... which may be natural, I just had to ask
@grim ore Hi, me again. Thx for your last advice. It worked. So thank you 4 that. Just one more thing Matthew, I am casting to a widget and don't know what the generic object is that I need in object pin on cast to widget blueprint. Do you knwo what it is that I need. Is there some sort of default object ref I can use for casting to widget BPO? THX mat
also components are not variables is why, you are only seeing variables
if you set a variable to set the skeletal mesh, you could edit that in the data editor in the child
yup, that's what I am doing... it just felt weird, so I had to ask. Thanks! ๐
you could always just open the full editor to edit it
I made the "second" skeletalmesh a soft object reference so it would feel less weird...
@earnest violet your not casting to a generic widget are you? some random widget some random place at some random time?
I'm casting to my loading screen widget that is triggered after completeing the last mission
and what created the loading screen widget?
A user interface sorry im dumb
create widget and add to viewport
but it wants an object in the cast to node
why are you casting?
I don't know what that would be for a widget
is like something somewhere creating the widget then something somewhere else trying to talk to it?
Basically the loading screen widget is display at the end of level while it loads up the next level and when the level is load I use remove from parent at event begin play
I need an object in cast to node so I can remove it fro new level load
@grim ore see above
yep.. so something somewhere is creating the widget, the something somewhere else is trying to talk to it
yeah
the something somewhere when it creates it needs to store a reference to it/save it to a variable
that way the something else can be aware of it
or you need another way to remove it, such as finding it again to get the reference (like if its part of another ui which it doesnt sound like it is)
so whatever is creating it should remove it if possible later or be available to share that refererence later
the object for the cast is the thing you are looking for, there is no "generic" because it wants to know exactly who you want to talk to
@grim ore Isn't there an object ref node for widgets or won't that work mate?
lets say you made 10 loading screens and want to remove just one. how would you find just the one?
I only have one loading screen for the whole game mate
how does the engine know that?
how does it know you want to remove the loading screen and not the player ui?
true
Heya, i remember i had this problem but totally forgot how i fixed it. Retargeted animations little but floating above ground
if this can all be done in the same place, even better
ok m8 will try hang on buddy#
@grim ore tried that but didn't work. I guess I'm going the wrong way about it. Can u plz explain to mew inlaymans terms how I go about creating that object like what type of variable so on ands so forth thx buddy!
create widget -> promote the return value to a variable
I dont know where any of this code is at in your project
ok
when you need to remove the screen, get that variable and remove it from the parent
at some point you should also reset that variable back to nothing so the widget is removed from memory as well
Ok sounds straight forward enough I will try thx dude!
https://youtube.com/playlist?list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg
Might be interesting for beginners
@grim ore It now needs something plugged in to the target pin.
I am doing the code in two diffeent level blueprints mate
yep and this is why we dont use the level blueprint
ok so where should I be doing this buddy?
are you using level streaming?
no m8
the ui should be cleared out when you load a new level but if not the game instance will stay between level loads if you need to keep track of something
So you reckon I should do this code in game instance for code among the different levels mate?
@grim ore Thx ever so much for your time and expertise mate. It's always appreciated!
if you need to keep a reference to something between level loads, the game instance will stick around
@grim ore It seems that I don't need to run this code if the Ui cklears out for new level load??? THX
@grim ore Ok nice one bro
its weird tho as far as I know loading a new level should clear out the ui from the old one
Hey, im wondering if some1 can help me? im trying to do so when i have 3 blue balls i can get a Yellow ball, but the yellow ball destroy the 3 blue balls i allready have, so im left with 1 Yellow ball, but the only way i can get a new Yellow ball is to get 3 new Blue balls, how do i do that? ๐
๐ค
Hey I have a big problem. My game freezes when I launch it but it works fine in editor. It occurs only in that project so I dont think it is a graphic drivers fault (I updated them anyway). How can I see what causes the freeze?
I copied the project but the copy cant even launch
Can I add an object to an imported fbx animation in the animation editor?
Like if I imported a shooting animation...
Is there a way to see the tris generated by a material using tessellation? The actual tris count, not just the wireframe view?
@hidden sparrow you can check the logs to see what they say, beyond that attach a debugger
whats a cheap-ish laptop that can run ue4 well?
anything with a dedicated GPU and decent GPU. look at the specs required to run in on a desktop and put that in a laptop
cheapish is relative to your location and availability
can be a bit more than 1k dollars
yep then find one you can order/buy local that hits the requirements for unreal engine.
we dont know what "well" means to you or your project or how long you are willing to wait for stuff to process so your going to have to determine those for your min specs
someting with 4 cores and a 1060 or higher GPU should get the basics done
I am thinking how I might setup character select on joining a game. I was wondering if some state can be held between a player controller in game or spectator
Player state seems the wrong place
I want more threads
already on a 3950x, will probably move up to the 5000 series later
i do remember there being some engine settings you can change to increase the number of threads that can be used for shader compiling. I have no idea where that is though
this is the main thing I was wondering about
even weird is with steam vr enabled in the project, shader compile time takes longer
Can anyone help me figure out what's going on with my UE4 not compiling shaders at all? The pop-up says there are ~3k to compile and never moves. I've tried turning off/on "r.XGEShaderCompile in the engine config after finding a forum post about this issue. Also deleted Derived Shader Cache folders in User\AppData\Local and project folders. No go... Not sure what else to try now and it's affecting all my projects.
do you have visual studio installed?
One additional note, not sure it's relevant... I recently had to re-build my machine, but he projects were all on a different drive so not removed. I re-installed UE4 after the OS and opened the projects again from that drive.
yes, I do @grim ore
I love you!!
did you install incredibuild when installing VS?
yes
did you pay for incredibuild?
no
and answer found
I'm seeing where this might go ๐
just uninstall incredibuild? Don't even think it's running
just uninstall it and reboot
sweet, thank you
if you check the logs you will probably find it mentioned in there
ok, was just going to say it's frustrating that there wasn't anything warning about that
I'll give that a shot, thanks again
Would anyone recommend building a full multiplayer system using strictly blueprints ?
Itโs a melee slasher with 16 v 16 players max count
sure, why not!
Thanks
@grim ore Yup, that did it. Only had to reload VS, not the whole machine. Thanks again
also, when spawning new instances of an instantiated mesh, does each instance hold its own variables? say i have an int which i use to render on a TextRender, could i show the instance Index that way?
damn settle down everyone
Hi there,
Does anyone has a good introduction video or other resource to get into the ability system?
can instantiated meshes have physics enabled?
Does anyone know of a mocap app like live link but for body? Man that would change everything.
Yeh i've seen some stuff done with the new kinect but i dont remember the name
You have the Z axis set to 100
yes?
i am telling the mesh to instantiate at 0,0,100
Okay, and thatโs what itโs doing. Whatโs the problem youโre having?
the instantiated mesh should spawn where the actor is
since both have the same coords
to reply to my own question, trigger boxes do trigger other trigger boxes
the instantiated mesh was out of place because inst. meshes use local coords instead of world's
also, when spawning new instances of an instantiated mesh, does each instance hold its own variables? say i have an int which i use to render on a TextRender, could i show the instance Index that way?
doesnt seem like it
if i wanted to show the index count of each instance, i could add the instances ref inside a array, parse the array, getting the local location of each instance and...yeah this is not gonna work
how would i set it up so that instance has some trigger boxes to it?
essentially on begin play i instantiate a mesh with its own collision box, if the collision box doesnt collide with other meshes, i instantiate another one.
my only other solution would be to have different actors, each with their own components, but that would tank the performance massively with just a couple of them
since 1 instantiated static mesh and 1 static mesh are essentially the same.
What am I missing? my Leg doesnt follow the leg IK
Or don't
Hi, is there a way to keep a boolean shape active. For example, I am cutting a skylight (hole) through a ceiling and roof. I would like to be able to reposition and scale it later without having to bake the hole into the surfaces,. How can I keep this boolean active. Can this be done?
:triangular_flag_on_post: Ultra#4872 received strike 1. As a result, they were muted for 10 minutes.
No, that'd be some fancy ass stuff. Also BSP's are mostly only recommended for prototyping
what would the recommended texture file format be for high quality cinematics in ue4? Not sure if I should use exr or stick to pngs
I have a Texture2DArray with 3 textures in it, but using it only ever gives the first texture in the array, and inspecting the texture2darray, it says its dimensions are 16x16x1, where I think it should be 16x16x3 since there are 3 textures in there.
The textures are being added automically via code, but the asset itself seems glitchy. Adding textures to it manually doesn't seem to work some of the time- sometimes that texture immediately gets removed.
Is there a way to get a reference to an anim notify state?
Can anyone help me out I donโt know why my character looks like this itโs supposed to be in a standing idle aim
bad animation? wrong skeleton? wrong setup in animbp?
bad retargeting (if you did that)
I've come across an odd issue - the asterisks that appears indicating an assets needs to be saves, appears immediately upon loading the map, and will not go away regardless of saving method. It appears to save everything when I close the project and save via that dialogue box, but still a bit unnerving. Any thoughts, or anyone else who has encountered this before?
Could it be in the crouching animation? Or what could it be
no idea, you said its supposed to be idle, but i can not see your animbp or anything
that picture shows no relevant information. Try seeing what it looks like in the AnimBP, what nodes are being called, etc
still no relevant information there
Will it be in my third person character
i assume you never made this stuff, you need to open up the Animation BP
and see what it is doing
Have you tried looking at the skeleton and checking how the re-targeting options are set?
I was using its Tick event to do a sphere trace to handle when to do melee attack collision. I've changed it to a regular notify event and then when the event happens in the animBP - I handle it that way.
i mean ideally you want to just send that off to some other class to handle, via some event. I assume that is what you are doing now. You really can't just easily go in and grab an AnimNotify, one they are not instanced, and two you would need to access it the same frame the animation instance creates it.
@cedar wave
well say creates it, they don't create it, its CDO, but i digress
Well - getting the anim notify is easy peasy. It's the anim notify state that I was using. When the anim notify is created, you can easily hook up to that event in the animBP.
there are 2 types of animnotify
skeleton notifies
and bp/c++ notifies
skeleton notifies get an event created in the anim bp
animnotifystate falls under the latter
Yeah - that's the one I'm using now. I was using the "anim notify state"
what anim notify? skeleton or the bp/c++ one?
Skeleton
So I'm hooked up to that event now and doing my attack logic through that.
Is AnimNotifyState the BP/C++ one you're talking about?
yes
you have to have your own class outside of the animbp for them
you can easily call events to the character etc
Ah - yeah, that's what I was using because I wanted the tick function. I wanted to do a nice little sweep, but wasn't working. So I'm just doing the basic notify.
Are you talking about the animgraph weโre it shows all my animations?
Yeah - I'm sure at the begin notify function, I could've casted to the character, but I didn't think that'd be a good idea honestly.
Nah - I'm not worried about that part.
+1 for casting
I'll worry about it if it becomes a problem.
@upper crag do you not have a screenshot tool? those pictures are over exposed
Sorry let me download discord on my laptop
Well even so - you mentioned that you don't use them anyway (anim notify state that is)
i do
but C++ versions
i have lots of animnotifies and anim notify states. I do not have any BP versions of them and skeleton notifies are handled in C++ also, to avoid the extra overhead to the BP VM, but this is optimization rather than requirement
when you have 200 AI on screen, you need to optimize a lot of stuff ๐
Itโs supposed to do this and look like this
but it dose this instead and look like that
its not even in a crouching animation its basicaly the charecter was pulled down
hello everyone i am trying to work out why my setup is not working correct. https://storyxpress.co/video/knfbx3fmqjn3ey5bn
welp ima try something else
what does this mean
Didn't like the URL of a level you gave it to load
you can use the actual level reference instead of a string to load a level
What would cause the asterisk to appear as soon as a map loads, and not go away when trying to save?
there's something i cant seem to find or figure out
i get setting up hair and groom is a whole thing
but what if i wanted to have a hair changing system
what the heck am i suppose to look up to make an option where you just change haircuts
kind of like most games let you do
that have character customizations
you can change the reference to the groom and it's associated bind in the component
@prime willow
wait what?
yeah
yeah you can if you switch grooms
so the hair would be the groom right?
yes its assigned to the component so you have a selector in the detail panel where you can select the groom. Underneath it is the bind. Same deal.
you can change these with blueprints/c++ at runtime too
so could i setup something like this
with each haircut being a groom based system
Here are all the hairstyles and beards in Assassin's Creed Valhalla.
im just trying to make sure i dont invest into a bunch of burnt time x-x
is there a way to add comments in uproject files? finding nothing on google.
The foliage brush suddenly stopped showing. Has anyone experienced this before? It was working fine before on the same project. I tried restarting Unreal Engine and it is still not appearing. I'm able to paint foliage and everything else seems to be working fine, it's just the brush became invisible. Is there maybe a shortcut or a switch that turns it on/off?
I was reading not long ago about someone creating a notepad inside Unreal by using and Editor Utility Widget. You can add a text field there, then save the contents in a game save and load them when you open the project.
I need it specifically in the uproject file unfortunately (juggling a project between 4.26 and a custom engine build), thanks though.
thoughts on volumetric cum?
volumetric fluid simulation? Maybe Nvidia Flex?
car go brrrrr
is that the car from fortnite?
yeah
wow
I'm currently developing a modular vehicle system for ue4
like that but more modular
more like crossout
im having this weird problem when importing from blender. anybody help plz :/
https://gyazo.com/7df44c234e20c27586fb1de8e62ed41b hi guys. can someone help me? my character is kinda grinding with the air and not able to move smoothly in 90 percent of the room. does anyone have a solution please? im using the fps character movement nodes for this. all i did was remove the gun and arms. it still did the same thing before i removed btw.
did you add any other components for your character?
if so, disable their collision
no not really. i removed this and the crosshair then just removed the meshes thats all
there is initially no meshes
let me try
cause my other guess would be that your floor collision is "bumpy"
hmm dont really know, did the same as you in a test project and everything is fine for me
ugh idk. thanks for trying
try to think if you changed any other settings, or open up a clean project and do the same there until it breaks
maybe it will give you some ideas
or in some cases even something simple like restarting an editor helps ๐คทโโ๏ธ
if you cant figure out, try posting that again in a while. maybe someone experienced this as well and might tell you whats wrong
anybody ? ๐ช๐
do you think this might be messing with it? i mean it was already there with the normal fps bp
is there a good way of doing Tri-Planar Mapping ?
if its inside canvas it should be: get image - as canvas slot - get position
if i remember correctly
works fine
i said if the image is in canvas
yours probably isnt
you dont have a canvas
yeah just tested that too
but it should be possible to get the childs location relative to the parent
just having it originally inside canvas makes it much easier
@plush yew dis
how can i to make a fullscreen mode in my game settings
i am jest asking guys
is anyone here using incredibuild for unreal and if so, how much faster does it get?
So I'm trying to use the FOnActorSpawned delegate to trigger an overlap check, however it seems that none of the components are set on the actor yet at this point even though FOnActorSpawned is called after PostInitializeComponents (not even the RootComponent is set yet on the actor). I can fix this by doing a single frame delay, but I'd like to avoid using a delay if possible. Does anyone know how I can figure out the soonest point where all components are initialized in an actor after spawn?
how good does your understanding of C++ have to be to make a game
guys in my fullscreen it show me with that i don't want that in my fullscreen
Hey I don't know where to ask this but
how exactly can I get this in the editor?
this
oh then i think if a download my game in the desktop it will be work?
Anyone with access to the NvPhysX engine branch that's developing for Raytracing should check out the latest 4.26 commits. They've added support for RTXDI/ReSTIRS. Essentially a new method for calculating shadowed lights of any kind that eliminate performance-impact per light.
Hundreds to thousands of individual lights with no additional performance impact!
That's actually awesome
The new NVIDIA-curated RTXDI technology for sampling shadowed lights in the NvRTX branch offers a solution that drastically reduces the cost of additional shadowed lights. RTXDI works by selecting, on a per-pixel basis, which lights need to be evaluated, then sending the signal of all lighting through a single denoiser pass. By having only a single lighting pass and a single denoising pass, the cost difference between 1 light and 1000 lights is virtually non-existent. The RTXDI technology integrated into this branch is a derivative of the RTXDI SDK. It has just been tuned and adapted to UE4.
there is the sound car in my main menu how can i mute that sound car in my main menu?
prees key L
guys i jest asking
you should be a bit more patient than waiting a whole minute ๐ฆ
it doesn't work
i need to do that?
if you want to stop/mute then yeah
or make a new concurrency setting just for main menu and you can change volume for that
my bad, not concurrency but sound class
@restive eagle sorry to bother but do you know what I have to do to get that editor mode?
this one
what is those
someone said to press L but it doesn't do anything
are you talking about in level or when you open a mesh
in editor, just to change a direction light's position like they did in the volumetric clouds demo
you click on the object and it will give you "three" arrows
i jest asking guys
simple left click
if you don't see anything then try pressing "G"
should look smth like this
guys!
@proven kayak https://prnt.sc/11bygg0
or where you talking about rotation? when you click on an object and you want to rotate, then the shortcut is "E"
"W" - location, "E" - rotation, "R" - scale
In the first part of this tutorial series, Quixel's Jakob Keudel describes the core idea for this project, touches upon landscape creation using tools within Unreal Engine, and maps out the scale and flow of the level using basic structures.
Get the full scene for free on the Unreal Engine Marketplace: https://bit.ly/2Z5NjZF
Full Medieval Gam...
this tutorial
3:10
he does what I'm trying to do
that's what I mean
thank you a lot for the help either way, though
guys who can help me
went through my keyboard its "ctrl+l" @proven kayak
thank you a lot! that works
who can help me
if you're trying to make a setting on your menu to mute the volume, make a sound class
.
ok
i'm not helping anymore cause of his attitude
and im pretty sure theres a rule for spamming
and where is sound class
ok
download the megascan bridge at quixel
^
control + L + lmb
I'm quite new to all this but practising alot! I was just wondering I'm learning to 3d model, rig and animate on blender to hopefully import to unreal to make my daughter a endless runner game, is that the best option or can it all be done with unreal? Such as character creation, rigging etc..?
like that?
@short pasture please be patient, "Can you help me" every 2 minutes is classed as spamming.
@short pasture can i also suggest https://learn.unrealengine.com and check the Beginner Blueprint tutorials.
Hi
Is there any tutorial available online to make a arcade car racing game
Pls D.M me
Thanks.
Bruh
I changed one thing
and now my AI is acting agressive
Also why does "Apply damage" Run on server and not all?
whats the deal with unreal engine failing to register mouse clicks properly? if u click semi fast it eats one of the inputs and if ur holding the button expecting results you just end up sadpanda
ie nothings happening cuz it ignored the input
-> why does it fail to see the input?
im making a game like my summer car, but i dont know how to make a system where you would build the car, any tutorials?
I know the bp but not much
Then continue learning
I can make a health system or ai
On bp
I can make too many things
But im not sure do i need to learn c++
I watch a video and bp is really bad
Bp is have much ms
That video is really bad
No no
BP is meant to be used
Bp is have much ms
Then write your game in assembly
I will buy a ue4 c++ course tomorrow
If you're not going to like the answer you get, why even ask the question if you just want to hear "learn c++". Your mind is already made up
I didnt say i dont like your answer
You're literally fighting against trying to use BP. After asking if you should learn C++ or BP, then claiming that you already know enough about BP.
Is there any way to have two level maps open at the same time?
Not that I'm aware of. Pretty sure it is by design as well.
You can use CTRL + P to browse every asset though, so you can quickly hop between both.
I cant learn bp
Because
Im from Turkey
And there is no bp course in the Turkey
BPs are also c++ ๐
There is 5-6 course but they are really bad
I did not know that was a thing, I knew CTRL + Tab but not CTRL + P
You could also open another instance of UE and open the level that way ๐
anyone
Never heard of the game, but you'll most likely not find such a specific tutorial. You need to analyze the game and break down the steps. Like, "how to pick up actor" or "how to place actor"
Lol I usually have 3-4 projects open at the same time.
umm you havent heard of my summer car
No. How is that so strange?
It gets confusing but snatching code from one to another works.
I've never heard of Summer Car
i think that everybody have at least seen that game
My Summer Car is an open world survival game in development by Finnish developer Johannes Rojola of Amistech. It was released on Steam's Early Access program on October 24, 2016 and is expected to be out of Early Access in 2021.
im Finnish too : D
lol, I assumed that based on the username + Donald Duck avatar
lol
hello guys, can somebody help me to develop myself in the program?
i mean to develop my knowledge
Hey all, quick question if anyone knows off the top of their head. Looking into the UE4 cooker a bit. Anyone know if it's possible to cook individual selected assets / how much of a task it would be to try to modify it in some way to do just that?
@plush yew https://learn.unrealengine.com
@wary ferry thanks for the info, my computer didn't explode after updating, so ok by now
<@&213101288538374145> I have a university project that requires some testers, can I drop the link to the stuff in #work-in-progress or could I ask you to put it in #volunteer-projects ?? Thanks!
You should look for testers via #volunteer-projects or the job board who will test for you. This is not appropriate for #work-in-progress.
You can by all means share your WIP in #work-in-progress but not ask or recruit people for testing
My Summer Car mentioned!
I have a sound cue alternating between 25 different sound waves. Basically the 25 sound waves are all kill taunts the player character says when he's killed an enemy but sometimes they overlap. How do I make it so that it will only play one of the random soundwaves even if another one is triggered? THX! ๐
where are the patch notes for 4.26.2? tried googling them but cant find it
How do you get the player with authority on server?
Anyone have any idea how to fix this? Blend mode is set to translucent
Needs to be for the glass
fake it with masked + dithering
How would I go about that?
Is there anyway to trick the input system to think that a Key IS pressed down (basically, can you manually force the system to be "listening for OnReleased")
hi guys i just joined here like few minutes ago ^^
i've also left an #introductions ๐
i'm trying to figure out how to do proper dynamic lighting on a landscape map , any chance where i can find this information to learn it?
80.lvl has articles on this stuff in general, otherwise specific questions might go in #graphics or maybe #level-design
i think this would fit level design indeed , thank you
hi guys, I'm new to Unreal and trying to interactively orbit a cam around the target using OSC. Is there any way to see the camera icon's location in the top view is updated when I hit play?
Do anyone know a quick and dirty way to take a impact normal creating a rotation but adding a z axis rotation to it? NormalRotator = FRotationMatrix::MakeFromZ(hitResults.ImpactNormal).Rotator(); This works but I would to add a rotation around the z action of direction. I tried adding to the ImpactNormal before the Rotator() creation
When 'breaking' a For Each Loop With Break, shouldn't that end the loop?
I don't know why this isn't breaking the loop when the player 'already has weapon'.
It still runs 'loop complete'
@robust marten of course, break means that you'll execute the code completed and won't do any iteration. That's where you have to put the code that goes after the loop.
The difference between loop and loop with break it's that break saves unnecessary loops once you found whatever you're looking for