#ue4-general

1 messages · Page 976 of 1

robust marten
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Then how would I run the loop to end without completing the rest of the loop? Right now in that pic I am running a loop check to see if the player already has that weapon equipped. If they do, I want it to refill their ammo(Which I will replace the print node with), if they don't, then I want them to pick it up (Which runs when the loop is completed)

glacial dawn
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Then you'll have to store that the weapon has been found and the position or whatever and, after the branch, you have to check if you found it

robust marten
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I figured I'd have to do that. I thought there would be a simpler way

glacial dawn
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@robust marten simpler?? I don't think that's complicated, that's how programming in general works

fast mica
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Hey - has anyone seen any issues with getting the GH org invite? I did some org cleanup a while back and left the epic games org - tried relinking my GH account but not getting any org invite. Epic Games support itself didn't really seem to understand the issue, but sounds like something in the automation failed. 😂

robust marten
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Well, for example, I could have 'completed' be empty and just have the true/false run and have them both break when they finish running, right?

fast mica
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cc @gleaming narwhal maybe?

glacial dawn
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@robust marten No, I'm programming about 20 years (not ue4, programming in general, for my job) and the way you're saying it's counter intuitive

robust marten
glacial dawn
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@robust marten don't worry, as long you're programming the basic things it'll be more and more easy.

short pasture
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how can i fix this

grim ore
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delete the engine? color your sky purple? make it rain lava?

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what is.... this?

cedar wave
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@robust marten Completed execution pin is to be used to do things AFTER the loop is ran. Break is used to exit out of a loop early, so you don't keep looping unnecessarily. Loop Body is what code you want to run on each iteration of the loop.

In your example, of course it still runs the completed pin - because there is code afterwards.

fallow hornet
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Anyone have any good links or guides on Raytracing? Settings/best practices with the Post Process Volume? Mainly focused around automotive.

sterile tulip
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Hello guys. What is the difference between the .h and the .cpp ?

grim ore
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3 letters?

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honest answer is technically sorta nothing, honester answerer is one is intended to be a header file and the other the code for organization purposes. more technicaly answer is... thats a general C++ question not an unreal one

maiden sundial
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Hey, i'm still having a very hard time to find a way to avoid any kind of force when two player collide.
This video here should show it pretty good as i think. Hope someone knows a way to avoid it

granite swift
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I have a question I'm not entirely sure where it fits in.

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In the unreal scalability menu you have a couple of options

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However when you change the settings via the 'Overall quality' buttons at the top.

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It also seems to affect the LOD on models.

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And I'm not sure where I manually adjust that like I would shading, texture, shadows etc.

scenic moon
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i recall there were a site (from unreal) where they had the live stream videos and details of the same video with written code, anyone knows what im talking about?

grim ore
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@granite swift click the scalability presets and look in the output log, you will see all the changes it makes. You can duplicate that by executing those console commands in your game if you want or adjusting the scalability settings in the .ini files for the project

granite swift
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Thanks! I freaking love all your tutorials btw.

random pagoda
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I dont see the 4.26.2 branch on git. when i went to update in command prompt it said my for was already up to date. Could someone point me to it if its available

glacial dawn
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@maiden sundial be sure the weapons attached have no collision

granite swift
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Discovered that it was the variable r.SkeletalMeshLODBias

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Thanks again.

maiden sundial
compact vessel
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hi, is there any 1 to 1 teachers in this discord? sorry if this is in the wrong chat

maiden sundial
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Usually you should just ask questions if you got any.
But if you really wanna have 1 to 1 teaching it should be a paid thing which could fit in the Job Board category in case that nobody goes for it without payment

compact vessel
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yeah thats the idea, thanks

maiden sundial
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@compact vessel Anything specific you wanna learn ?

compact vessel
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i have virtually 0 experience so not really, basics and essentials really

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i know it sounds silly i just learn much better with someone showing me the ropes

maiden sundial
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There are tons of videos which are covering the pure editor basics on youtube if that's helping you

compact vessel
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yeah been through a lot of that tbf

granite swift
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There's also this.

sterile tulip
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When I open a thirdperson c++ project, does everything become a c++ class or is the character a blueprint class

granite swift
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Nothing just 'becomes' C++ classes, if you create a c++ project the ThirdPersonCharacter controls for example will be in C++

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if you created it as a blueprint project the controls will be written using blueprint.

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You can always create a BP project and add C++ later.

sterile tulip
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When I have a c++ project but create the physics asset of the vehicle in blueprints, are the attributes of this physics asset accesable in the c++ or do I need to create the physics asset as a c++ class to make changes in c++ to it

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@granite swift

faint seal
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Hello, anyone using unreal for TV studio ?

granite swift
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I don't see why they shouldn't be @sterile tulip, but it's a little beyond my experience.

light wigeon
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Hi

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I need some help 🙂

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Im trying to create a c++ project

maiden sundial
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Have you started it via your IDE ?

light wigeon
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IDE ?

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What is IDE 🙂

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I dont know 😄

short pasture
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guys i can make a keyboard settings?

maiden sundial
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IDE is smth like VS19, Rider for UE and similar @light wigeon

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Like the place where you edit your C++ code

light wigeon
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Im using vs19 yeah

maiden sundial
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Is it a project you've downloaded from somewhere or have you created an template ?

light wigeon
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Yes i created it thirdperson

maiden sundial
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Can you post a pic of the button where you've tried to start it ?

light wigeon
shadow orchid
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Anyone here who can help me with steamworks in 4.25?

maiden sundial
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In this case you should open your IDE and press this button here once it's open

shadow orchid
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  • what should the steamv folder be called
  • how to show overlay in preview/standalone
light thunder
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I found this @grim ore https://youtu.be/eV8oL_vMMiA - could I use this to make a key go back to "listening" for an On Released Event? (i'm having a use case where clicking on a seperate window in Windows (spectator control plugin) switches the input stack quickly, (the plugin activates input again, but it triggers an unintentional ReleasedKey event, and thus, it won't hear the actual real release event because as far as the system is going, it doesn't recognize the button being held down -

What are the Was Input Key Just Pressed/Released Nodes in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

▶ Play video
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I'm wondering if there is way to work around

sterile tulip
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How do you make 1 actor follow another actor (position)

granite swift
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Sounds like AI

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Pretty sure you could learn how to do it from watching this tutorial series.

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Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this episode we add an NPC that can randomly roam around the level.

Support me on Patreon and get access to videos early, join our developer community on Di...

▶ Play video
sterile tulip
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No like just follow the position

granite swift
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Like literally just stay ontop of

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like as if it was attached

sterile tulip
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The same as having 2 components as 1 actor, but actually as separate actors

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if you know what I mean

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having it like as if it were 1 actor together, but as separate actors

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so they just move together without being 1 actor

granite swift
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Could work?

sterile tulip
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Do I put the other object in ,,parent actor,,? And how do I get the reference of the other actor

short pasture
cosmic matrix
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@short pasture ??????

mortal cedar
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does anyone know what actor clustering is?

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Under garbage collection

sterile tulip
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guys

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does anyone know how to fix the collision of the water plugin?

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When I walk/drive on it it just floats in the air instead of going into the water

frosty bloom
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Anyone know why changing in-game language to Arabic would make everything start lagging?

sterile tulip
dense knoll
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how fix

mortal cedar
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thanks

plush yew
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Hello! - Im kinda new here so please tell me if im wrong about anything or if i need to give more information

The case is

Im trying to build my project in order to test it and see if ingame stuff actually work, but everytime i say "Launch" this error comes up in the end of the building progress. Can anybody help me? 🙂

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someone can help me to make water?

grim ore
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@plush yew check to see if that file is there first

fierce tulip
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only thing that looks off is that Ø, that could mess up stuff

plush yew
fierce tulip
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never use weird letterthingies

grim ore
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you should not be trying to launch

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launch is not what you think it is, thats not playing the game

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if you want to test it you would package the project

plush yew
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it gives me the same error tho

grim ore
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then the next thing might be fixing the character in the project path that it might not like

plush yew
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Im going to try and tell y'all how it went 🙂

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So far so good

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Holy crap, it worked thank you so much @grim ore!

grim ore
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welp Luos had the same answer as well 🙂

sterile tulip
plush yew
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Thank you so much @fierce tulip Also! 🙂

plush yew
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Is there a help server or do you ask here?

grim ore
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find the closest #channel to fit your question, or in here if not.

plush yew
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I'll ask here

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I don't know how to create decent water, because I'm new

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Use the new water gersher

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._.

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i need this effect

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that white foam

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Yes im not an expert in water but the new water gersher plug in has all those options with foam and bubbles waves etc, watch a tutorial a lot of good ones out there

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can you pass me any of those good tutorials?

meager holly
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@grim ore Sorry for tagging you but I just wanted to ask something very specific.
There's a problem in UE4 where if you use saved cached pose, for a non-looping animation the Start Position option doesn't work. Meaning that there's no way to reset the animation unless you loop it which introduces even more problems.

I got this problem recently and when I searched for it, there was a 4 year old thread on the same topic. Would it not be fixed or is that intentional?

plush yew
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I exported some plant models from c4d as an fbx but when i import them into ue4 the leaf textures alpha doesn't work and its just flat leaves on plants

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It goes the same with other models like trees etc.

grim ore
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what does your material look like?

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@meager holly if this was reported on answerhub 4 years ago it would have had a reponse by now such as a bug they intend to fix or working as intended

rigid belfry
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whats the new update about? 4.26.1

plush yew
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😦

grim ore
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@plush yew why not ask the person who did that video what they did?

plush yew
grim ore
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yep so what does your material look like?

plush yew
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because there are almost no good tutorials, or do you know a page to learn how to make water?

grim ore
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paste it in here yep otherwise we cant even guess what is wrong? like is your texture bad or your material setup bad or is it in the wrong domain or..

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@plush yew what did that have to do with what I said? that video is from UE4 so why not ask them what they did

plush yew
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this is the ue4

grim ore
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the material, the actual material. the nodes

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the stuff that makes the stuff look like that

plush yew
sterile tulip
plush yew
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I just need this white foam effect, nothing more, no video teaches you how to do that

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It doe

grim ore
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I dont understand. I literally googled "ue4 water foam" and found 4 video hits.. how are there none?

plush yew
grim ore
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just because someone doesnt hold you hand while you do it does not mean they dont exist

plush yew
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11:12

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thanks for your help bros

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anytime

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so about the texture what did i do wrong?

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nothing

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not you mate

grim ore
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@plush yew what does the material look like? the nodes

plush yew
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one sec

grim ore
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ok so that is the issue

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you have it set to opaque and not transparent

plush yew
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ye i haven't changed it from importing

grim ore
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yep it doesnt magically know you want it to be transparent

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in the details panel on the left you have to change the domain to translucent

halcyon flame
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does anyone know if it's possible to manipulate spline handles (tangents) so that they have unequal magnitude?

grim ore
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sorry, blend mode lol.

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masked works as well, either one. then plug your alpha into the opacity or opacity mask

rancid bramble
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Hey, guys! Just thinking of this and can't figure out how to do it. If I wanted a collision check for a flattened sphere, how would I? Think a sphere scaled 0.5x on it's z axis. If you can help me figure out a way to get something like it for a trace

plush yew
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Do i do both or can i just change the blend mode?

grim ore
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then you might consider changing the shading model to two sided foliage

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and then enabling two sided checkbox

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its one or the other, masked is better on performance if your art is ok with it

plush yew
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One sec it didnt work ill send a screenshot

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wait a second

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I think it did

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ill check

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The textures are weirdly glitched its like its all transparent

grim ore
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what does the material look like now?

plush yew
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The front is transparent from the side you look at it so like in the screenshot earlier

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the facing side is gone and the back is seen and this changes as you move around

grim ore
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what does the material look like now

plush yew
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One second

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diffrent angles

grim ore
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ok so..

plush yew
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different*

grim ore
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the material is the material, its this part

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usually when someone wants to see the material its the actual stuff that creates it

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we dont know what you plugged in where so we dont know what is happening

plush yew
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I don't have the opacity connected

grim ore
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yours shouldnt look like mine, we want to know what yours looks like to get that result

plush yew
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Ok so i send the nodes?

grim ore
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you did it before, just take a pic and paste it...

plush yew
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my normal is turned off but idk if that changes anything

grim ore
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yep... soo thats not any different than before

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plug the output of the A on your texture into the opacity node

plush yew
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Its dim how do you make it visible

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like you cant connect it

grim ore
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its not dim, I see it white

plush yew
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nvm

grim ore
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opacity is for translucent, opacity mask is for masked. one will be usable depending on what you chose for the blend mode

plush yew
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Ok so it sort of worked ill send one sec

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Its outlined but the texture glitch stays

grim ore
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compile and save it then look at it on the mesh

plush yew
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Ok

grim ore
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if its still weird, uncheck two sided

plush yew
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Works thanks!

grim ore
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now you might want to try it on the masked mode (with it plugged into opacity mask as well) and see if it looks good enough. If it does keep that

plush yew
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Ok thanks

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another question

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how do you change randomization of a texture pattern

grim ore
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might need to show what you mean and want

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textures arent random, they are textures.

plush yew
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One second ill import the texture

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Something like this its too unnatural how do you make it so the patterns aren't the same?

grim ore
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look at using macro and micro texturing

plush yew
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Its like repeated i changed the U and V offset and tilling to fit the shape but the patter is bad

grim ore
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its not a one click solution

plush yew
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I see

grim ore
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and of course its repeated, its one texture at one size in one direction

plush yew
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how do you randomize that?

grim ore
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you dont use one texture at one size in one direction, you use macro and micro texturing

plush yew
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Im not sure what that

grim ore
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you can look up texture bombing or texture variable or macro textures or micro textures

plush yew
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Ok thanks, im just much better at blender with this stuff so im not very familiar.

plush yew
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Its quite advance im not that good at nodes even idk what 99% of it is

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ill try following the tutorial

south ridge
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There is no real solution for more than 3 repeats of tiling (more than 3x3 repeats visible) beyond what @grim ore suggested

plush yew
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well this is quixel bridge so idk how good it is compared to others

south ridge
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But for up to ~3 tilings, you can still mostly eliminate perception of tiling by crafting the texture well

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Eliminating the patterns that the eye catches on

south ridge
plush yew
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Ah ok i see

south ridge
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You need to eliminate patterns that the brain notices. By masking out these patterns, you can attain like 3x tiling without it seeming like there's much tiling. But obviously it requires authoring every texture carefully

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Then with micro-macro texturing you can multiply it into e.g. 9x tilings without perception of tiling or more

south ridge
plush yew
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i was planning also adding vertex painting

south ridge
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Vertex painting works together with detail textures and such

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Vertex painting provides only a very coarse variation - very global changes. You can mix detail texture based on vertex painting to get really good results

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Can have multiple detail textures/etc

plush yew
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If you have two made materials for vertex painting how can you join them together do you copy and pase the nodes and link it with a lerp?

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past*

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paste*

south ridge
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Pretty much. Or put them into a material function for convenience

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Then you don't need to copy and paste and you can still have them as individual materials

plush yew
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How is that done wait that can save a lot of time?

grim ore
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@thick nebula the code is confusing. your talking to the game instance to call some code, but that code is not in the game instance but in the level?

thick nebula
# grim ore <@!232641180247130112> the code is confusing. your talking to the game instance...

i am trying to follow along with the multiplayer tutorial. they have all the menu options in the "steamserverinstance" game instance. the camera is referenced from the level, and i created a blueprint interface to call both the menu and the camera separately. preferably i want to load the whole level at the beginning of the game and work from there, so it kind of makes sense.

grim ore
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I see you calling the interface event "Show Main Menu" while targeting the game instance yes?

thick nebula
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this would be the instance of the main menu.

grim ore
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ok so.... thats calling Show Main Menu while targeting the game instance right?

thick nebula
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yes it's current instance, i believe

grim ore
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ok so then in the game instance, in the Show Main Menu event, you are calling the Get Camera Main Menu event while targeting the game instance right?

thick nebula
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i have "get game instance" again linked up, but i guess i could technically pass it through the interface

grim ore
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this is you calling Get Camera Main Menu targetting the game instance right?

thick nebula
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this is the level blueprint

grim ore
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yep that was the next step in this process, but your jumping ahead

thick nebula
grim ore
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so then jumping ahead your last code is in the level blueprint, not in the game instance, so how are you calling that code?

thick nebula
grim ore
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for this issue it doesnt matter what its called

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the issue is your code for the "Get Camera Main Menu" is in your level blueprint, so how are you calling it? all the code you posted is targetting the Game Instance and not the Level Blueprint where this code is

thick nebula
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i am sort of following you

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im not sure if you are asking me a question or that is dramatic pause

grim ore
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not really a question, pointing out the issue

thick nebula
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ok, then the answer is i do not know

grim ore
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your asking your game instance to run code it doesnt know about

thick nebula
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but yes i see now

grim ore
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unless I am confused there is no code for "Get Camera Main Menu" in your game instance to run

thick nebula
grim ore
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the interface doesnt have code, its a conduit between two things basically

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in this case between the thing calling the event and the thing holding the event, your widget and your game instance

thick nebula
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so i was trying to put that in between

prime willow
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@grim ore I've decided ill deal with cheaters and all of that mess when it comes i want to make my game offline with the ability to play online i know save editting is garenteed due to it being offline but ill figure something out

i guess so my question is if my game will be offline but have online lobbies of the same playable maps or area which would be considered like a base or main town hub that players can play on would i still follow the same tutorials about basic multiplayer replications or would i need to make some type differences in the settings for when connecting online to play or offline

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im not asking for a tutorials or how but the terms i might want to search

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so i can go figure it out and burden you less than need be x3

grim ore
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@prime willow maybe look for a lobby system? but honestly its going to matter how you want stuff set up, what stuff is "online" and shared, and what is not, and then what the online stuff is actually doing

prime willow
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ah

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so lobby system is important

grim ore
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so like if you wanted the exact same game but drop in online and offline, would be it be dedicated servers or is a player a host

prime willow
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and than picking whats replicated and whats not

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i would prefer deticated servers for lobbies

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as i want the town to fill up with a ton of players

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i know hosting might be a terrible idea for that

grim ore
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if its just community for example and nothing that interacts with the offline component then it should be pretty easy, you just make a virtual space for them to play in and duplicate their "looks" when they go online

prime willow
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well i want something like monster hunter world

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forr example

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where your completely offline

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but can go online and everything is the same

grim ore
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I want to say monster hunter is a listen server setup for example

prime willow
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but your now with players

thick nebula
grim ore
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and monster hunter you cant interact with other players directly

prime willow
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yeah my game has pvp

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so definitely going to need direct interactions lol

grim ore
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your basically going to just have to have the same game running local and multiplayer in the end then

prime willow
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but i mean the idea behind how mh world works where its just play offline or connect to a opened lobby or private one and play online

thick nebula
prime willow
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so id have to setup the game entirely locally

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and than run a backend version for multiplayer when they connect online right?

grim ore
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its gonna be a big challenge

prime willow
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definitely will be

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i know so with my stupid scope but im willing to put in the work if its possible

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i just gotta figure out what im doing lol

grim ore
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honestly try and find something online where a similar game explains their server setup, or just harass #multiplayer lol

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theres like no way to just figure it out 😦

thick nebula
grim ore
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well there is... if you have a decade or two

prime willow
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woah we have a multiplayer tab

winged notch
prime willow
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i know dragon ball xenoverse 2 does exactly what im looking for

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but that game uses a hub world and loaded in and out missions its not an open world per say

grim ore
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that last part is the important distinction

prime willow
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yup thats exactly what i thought too

grim ore
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and do they allow player trading

prime willow
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that the hub aspect makes it easy

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no trading ingame

cedar wave
prime willow
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you have to earn everything yourself

grim ore
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most games like this with hub stuff doesnt allow player trading

prime willow
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due to duplications?

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oh wait

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you can trade in xenoverse iirc but its nothing of real value

grim ore
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makes it easier to manage stuff on the development side

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and less cheating

prime willow
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i see

thick nebula
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less scams

grim ore
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save game locally with awesome item, go online and give item to friend, delete old save game and reload the one with the awesome item, repeat

prime willow
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so doing something like monster hunter world and or xenoverse is more feasiable due to its offline structure

cedar wave
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  1. Read docs/blogs/pdfs
  2. Attempt to implement
  3. Try multiple approaches
  4. Question existence
  5. Ask #multiplayer

☝️ my personal workflow

prime willow
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i know sword art online games do it too

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i will steal that work flow as soon as this conversation is done lol

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my real issue is trying to find the right terms for what i want to implement in my game o.e

sterile tulip
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Hello guys. What is new in 4.26.2?

prime willow
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somehow im too stupid to figure it out soon enough

grim ore
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you sound like you have it right and comparing it to other games is a good start

cedar wave
winged notch
prime willow
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yesh i like to reference older games to just have an idea of what im doing or what its called

grim ore
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I think a hub tends to be what is used for alot of this, guildwars 1 is similar to this

prime willow
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some things are a bit harder to figure out though o.e

grim ore
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hub based MMO tends to be a term thrown around if its all online

thick nebula
prime willow
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yup yup

grim ore
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@thick nebula you can never call the level blueprint, even with an interface

prime willow
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but i want my game to be pretty opened up like botw or new genesis phantasy star online 2

thick nebula
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lol i keep replying to the wrong messages

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sorry guys

prime willow
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ok

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so

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lobby systems

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and figuring out whats replicated and whats not

thick nebula
prime willow
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and deticated servers more than likely due to pvp

grim ore
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pretty much. some games like that basically just start up a server locally and connect to it at all times

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it just makes it easier

prime willow
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ah

grim ore
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so then multiplayer is just redirecting your connection to another connection instead of local

prime willow
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so i can run them back to back incase ya wanna connect online

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interesting

grim ore
#

@thick nebula you need to get a reference to it somehow using normal blueprint communication. if its the only one in the world, get actor of class works. If its not, you can try and find it using a tag. You could always put the camera in another blueprint and have that blueprint handle the workload. You could have that camera as part of a blueprint tell the game instance or whatever is handling this stuff about itself.

prime willow
#

alright thanksies ill get back to work

#

appreciated dearly mathew ❤️

thick nebula
#

the latter was what i was trying to avoid, maintain a single topdowncontroller

grim ore
#

the game instance doesnt exist at design time so no you cannot

#

what are you trying to do here?

thick nebula
#

just make a menu with a background of the level.. kind of like overwatch. i assume they have separate levels for menus.. but i would like to just load one level

grim ore
#

if your just trying to make the camera in the level be the active camera, set it up to do that

thick nebula
#

as i said, i'm just following along with the tutorial, which uses the instance blueprint for the menus, but also experimenting. i learn a lot like that but its sloppy

#

ah ok i will try that...

grim ore
#

there is probably a reason it does things a certain way, the level blueprint is a hole that eats code alive and should be avoided if possible

willow wyvern
#

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?

grim ore
#

any construction scripts running that might get triggered? have the project open more than once?

willow wyvern
#

I closed the project completely, and opened just that map. I will double check the level blueprint. I did have some code there that referenced an object that I beleive my partner nuked when he changed up the map.

thick nebula
#

once again, that reply has nothing to do with original statement, my bad

stiff sail
#

so i have 2 questions atm.

  1. how do i overwrite the "esc" key force quiting the game?
  2. why does my right click menus stop working after 30ish minutes?
thick nebula
stiff sail
#

aye yeah nividia. is it a driver update or unreal update?

thick nebula
#

unreal update

#

prob both to be honest

nova kernel
#

anyone recommend good AAA Quality or items that can be amped up Vehicles? Ones that can be used as props as well as setup to be driveable?

#

Also, anyone have any good recommendations for good Characters? or a program/software to create good ones?

twilit hill
#

does anyone know if theres a limit or common problems with migrating a huge amount of assets from one project to another?
i basically plan to ready up my project so that i can export it to an ue5 project in the future, which i of course need to prepare with all the plugins i currently use etc.

#

other than that, its a bit of a stalemate rn cause big topics such as migration, plugin compatibility, render differences etc. are unknown

grim ore
#

nothing ever indicated that UE5 projects would be "different" than UE4, they said you should be able to open ue4 in ue5. I would just make a copy of the project and open it in 5 when the time comes

twilit hill
#

they said that? thats good news

#

i wasnt keeping track in detail, thanks for the info!

grim ore
#

"We’re designing for forward compatibility, so you can get started with next-gen development now in UE4 and move your projects to UE5 when ready. "

twilit hill
#

so basically just continue and then eventually open this project in ue5, confirm all possible migration prompts and hope that it wont burst half the stuff

#

oh yeah, plugins may still be a problem tho

grim ore
#

I guess move is open for debate, i assumed just opening them in 5

#

yeah engine plugins might be an issue

#

I would think project ones not as much

#

but yeah we really dont know for sure, we have no idea how much of the base code will change

twilit hill
#

i was away for a couple months now, ue5 have that new mesh culling thingy right off the bat?

grim ore
#

nanite? the infinite detail? I beleive so. it was presented as such atleast lol

twilit hill
#

i can imagine there might be an answer to that in one of countless videos

#

ah ok

#

cause thats kinda the biggest deal

grim ore
#

i mean a presentation and reality.... are never the same heh

#

plus its just preview coming soon, maybe in a year on final release it might be all neato

twilit hill
#

oh yeah my stuff is all hyper optimized anyway, but i could expand on some territories if mesh detail wouldnt matter that much anymore

#

kinda to keep it in mind if i continue atm

grim ore
#

well I assume it will matter somewhat, somehow they still have the handle the data and there has to be some limit

#

or atleast a bottleneck

twilit hill
#

mh a year?

#

wasnt it supposed to be first half of 2021

grim ore
#

for preview

#

release supposed to be end of the year

twilit hill
#

ah ok, i remember that wrong then

#

anyway thanks for the info, would have taken me way longer to find those

#

if even

grim ore
#

yep preview soon, update to fornite afterwords, then release later this year

twilit hill
#

ah i got another super question, pardon me, im a bit out of touch with the latest news, but is the DX12 RHI currently implemented production ready or wouldnt you use that one for ongoing development?

#

i noticed massive differences in renders by comparing d11/12

grim ore
#

i would assume it is, nothing seems to indicate otherwise

#

fortnite has Raytracing now which is DX12 so thats a good enough indication to me

twilit hill
#

ah good to know

#

i did some performance tests as well, they are basically the same

#

so why not rolling with the more recent one, even if its just a wrapper mostly

plush yew
#

Hi, would anyone happen to know why my HighResScreenshot contains way less reflections in the water than in my viewport ? And the overall look of the water is worse

#

It's strange isn't it ? All the settings are on "Cinematic", Ray tracing is on... But the high res screenshot looks really bad compared to the editor :/

nova kernel
#

I keep seeing this truck in UE4 games and other games, anyone know where it comes from?

chrome crest
#

Does anyone know if UE4 supports sixaxis/accelerometer input from a ps4 or ps5 controller?

fierce tulip
#

it should

left terrace
#

shit my bad

fierce tulip
#

np

willow wyvern
#

The asterisks that appears indicating an asset needs to be saved, appears on a map immediately upon loading, 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?

stone bay
#

Is it possible to use the chaos destruction system on a character?

rustic panther
#

how do you convert delta time to frame rate?

scenic moon
#

1/dt

kind dew
#

Someone zipped up their project for me and I am getting this crash when I try to launch it:

"Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/ShaderParameterStruct.cpp] [Line: 285] Shader FHairCardAtlasTextureRectVS, permutation 0 has unbound parameters not represented in the parameter struct: Tile_Coord Tile_Resolution"

stiff sail
#

damn bug where my right click disappears is back. ue4.26.2 and GeForce drive 465.86
this is getting really annoying.

jaunty haven
#

Hey guys I am having a wierd issue with lighting,
all of my roof is black and spoty, this issue came 1 month back, previously thought my lighting is not built or something.
but now i cant even fix this.
I am using 4.25.4 oculus source Engine

light thunder
#

How do I execute console commands via launch shortcuts? like on a packaged build exe

light thunder
jaunty haven
#

@light thunder actually it worked with 4.25.3 but not with 4.25.4

idle stump
#

Is there a better way to disable character movement other than just not adding input? I tried CharacterMovementComponent->DisableMovement() however this freezes you in midair. I don't want to stop the character from falling/being moved. I just want it to ignore any movement from AddMovementInput(). I can just add a boolean which I check before adding the move input but I figured there was probably already a built in way - I just can't find it.

grim ore
#

try using the disable input node

idle stump
#

I'm using C++. But i did see that which put me on the right track. I think that functionality actually comes from Pawn, not Movement Component.

grim ore
#

the player controller actually

#

it removes the actor from the input stack on that controller

idle stump
#

Right

spare kernel
#

what i do is when a GameplayTag is added that prohibits movement, i just disable the movement inside the controller

#

if the tag also stops movement, i call CMC->StopMovementImmediately

#
     * Locks or unlocks movement input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using ResetIgnoreMoveInput.
     * @param bNewMoveInput    If true, move input is ignored. If false, input is not ignored.
     */
    UFUNCTION(BlueprintCallable, Category=Input)
    virtual void SetIgnoreMoveInput(bool bNewMoveInput);``` is a good function
#

@idle stump

#

this gets blocked in void APawn::Internal_AddMovementInput(FVector WorldAccel, bool bForce /*=false*/) { if (bForce || !IsMoveInputIgnored()) { ControlInputVector += WorldAccel; } }

cedar wave
#

@grim ore Man - I hate you. I was watching one of your videos and then saw another one that I was curious about, then another one, etc... for about an hour and a half. I was supposed to be working on my project 😛

#

Just too good of videos

grim ore
#

lol 🙂 well the good thing is eventually you will run out of them and have to get back to work

idle stump
#

@spare kernel Thank you. Currently I have my AbilitySystemComponent on my Character but I'm realizing it should probably be somewhere else. Do you keep yours on the Controller or the PlayerState? My game is not multiplayer - although I would like to do a different multiplayer game in the future.

spare kernel
#

Playerstate

#

But character is fine

#

Setpaw in your controller can bind the tag to disable or enable move input.

#

Setpawn

#

What I did :p

idle stump
#

@spare kernel So, override SetPawn in your controller and do what in there?

spare kernel
#

It the asc and bind the tag that should disable movement

#

Get

#

Then if tag is added or removed call setignitemoveinput as required sorry on mobile

idle stump
#

Like this, right: AbilitySystemComponent->RegisterGameplayTagEvent(FGameplayTag::RequestGameplayTag(FName("State.Debuff.Stun")), EGameplayTagEventType::NewOrRemoved).AddUObject(this, &AGDPlayerState::StunTagChanged);

(taken from tranek/GASDocumentation)

So are you saying you bind a GameplayTagEvent directly to SetIgnoreMoveInput somehow? Or you have some handler in your controller that does the logic in between?

#

@spare kernel

spare kernel
#

I have a function that calls it

#

I don't bind to specific tag I listen for all as I do other stuff

grim beacon
#

Can someone send me an engine material screenshot? I've played with it in the past and I want to see how it originally was

#

It's the default sprite material

tawdry valve
#

Can anyone share me a tutorial for sword collisions or impact, so on impact I can create sparks

jaunty haven
#

is there something wrong with Unreal engine Lighting with 4.25.4 ?

spare kernel
#

Not that I have noticed what's the issue

granite creek
grim beacon
#

@granite creek Thank you!

plush yew
#

I'm a little rusty sicne its been a few months but I'm having a problem. Make a character. change NOTHING from default. disable gravity on the capsule. thing still falls. google is not helping. I've done this multiple times before what am I missing

#

had to set gravity scale to 0

#

but gravity wasn't enabled to begin with?

sterile tulip
#

I am trying to attach an actor to the possessed vehicle. How do I get the reference of the vehicle which gets possessed at start play? This is in the actors blueprint (self is the actor and in the parent the vehicle reference needs to go to attach it to the vehicle)

granite creek
# sterile tulip

is your game offline ? if its override event posses from panel in the left

sterile tulip
#

Its multiplayer project

#

also Im a beginner

granite creek
#

event posses is only called in server

#

what is actor that you are trying to attach?

sterile tulip
#

is just a door

#

which will get attached to the vehicle

granite creek
#

so why attach it in begin play?

sterile tulip
#

Why not ?

granite creek
#

I'm sorry why attach it in on posses ?

sterile tulip
#

I need it to be attached to the vehicle from the moment it begins to play

granite creek
#

I suggest that vehicle spawns door actor in beginplay then attaches it to mesh

sterile tulip
#

I dont know about posses or anything, I just have created the vehicle project template in the templates and it automatically possseses the vehicle at start

sterile tulip
#

on begin play attach the actor to the mesh

granite creek
sleek solar
#

why not just add door as component?

sterile tulip
#

I need it to be a separate actor for functionality reasons

sleek solar
#

it can be a component...

#

there is no point in making door as another actor

jaunty haven
#

@spare kernel using Oculus 4.24.4 branch, HLOD output texture is pink. Lighting has no indirect lighting from skylight

restive eagle
#

not sure if thats allowed, curious to see 😄

dire parcel
#

this error message, how can i fix this?

restive eagle
#

you cant downgrade a project to an older version

#

only upgrade to a newer one

#

someone already told you that in another discord....

dire parcel
#

no they told me to download the newer version to make it work

#

i got in vc and asked him

restive eagle
#

he says that its not backwards compatible with older versions

dire parcel
#

and he said thats how i fix it and then he said he doesn't know than so i came here for help

restive eagle
#

thats why he told you to get a newer version

#

he's right though

dire parcel
#

alright thank you

restive eagle
#

use the same version that the project was built on

#

or a newer one

#

and you'll be fine

dire parcel
#

alright i appreciate it thank you bro

restive eagle
#

no worries

#

even the error says the same thing

dire parcel
#

i could have sworn the guy i was wroking with was on 4.26

#

thats the thing but i will double check with him

restive eagle
#

you are getting this error using 4.26?

dire parcel
#

yes i just downloaded it and it gave me that message

#

let me fully close it and reset it and try again

restive eagle
#

would be really weird if you are getting this with 26

#

other than that you could try rebuilding it from source, but still same rule applies that you can't use older versions than the projects version

#

to change project version, right click on .uproject file and switch engine version

drowsy snow
#

PROTIP: If you want to package/cook your UE4 game without active connection all the time, disabling Usage Data collection before building can help.

For some reason, having usage data logging on prevents the build process from going further in offline mode.

restive eagle
#

yeah its a bit weird to look for unity devs in a ue discord

wintry ravine
#

Hey, does anyone know how I can get particle system beam with a fresnel effect almost

#

something like this

drowsy snow
timid spade
#

im using ccdik to bind an arm to my weapon

#

and all of a sudden it started lagging behind severely

wintry ravine
plush yew
#

Good Morning, I am in search of a Maya Curve to UE Spline Script, is there any chance anybody could help me with a hint? I am researching since last week and not really found what I was looking for. Thanks in advance!

rose sun
#

Hello everyone, is there a channel where I can ask for help regarding a project in working with In Unreal? I'm struggling to find a solution so I thought I'd ask, thanks in advance!

earnest violet
#

Anyone know how I get the UE movie logo at the start of my game, where I set set it. Is it in the project settings? Thx! 🙂

harsh pebble
#

Can anyone send me server invite where i can find help with UE4 🙂 Thank You

#

other than this xD

rigid belfry
#

i traced some boxes inside the construction script which were set to persistent draw time, now they are not disappearing no matter what i try. is there a way to remove them which doesnt involve closing down the engine?

rigid belfry
#

neat, it worked

#

wonder if theres a console command for that too 🤔

modest trench
#

if there is I can't find it

#

would be simple to set up a console thingy I suppose

#

can you make custom cvars/console commands in BP? I wonder

#

that would be neat

#

oh... it's literally FlushPersistentDebugLines

#

in World.cpp

rigid belfry
#

is the box extent the same as the unit's scale?

#

i need to see which instances are colliding and removing them. anybody has a clue?

vagrant hornet
#

will ue5 be out before summer?

restive eagle
#

Unreal Engine 5 was revealed on May 13, 2020 with expected full launch in late-2021

#

thats all we know

#

i wouldnt be surprised if they decide to delay it a bit more

short pasture
#

guys how can i to back to my map

restive eagle
#

click on object and "F"

grim juniper
#

either set the camera to move fast in the top right, or select an object in the outliner and hit f

short pasture
restive eagle
#

in world outliner like fox said

short pasture
#

i click on it i try click f it not work

restive eagle
#

anything else but that......

short pasture
restive eagle
#

thats how you got here in the first place

#

by selecting sky sphere and clicking F, thats why nothing happens

grim juniper
#

Hitting F will focus the camera on the object that's selected. Doing it with the skysphere selected moves the camera really far out to get the whole skysphere into view.

livid timber
#

guys, may i ask if i can acess meta human creator tool? or is still a wip?

vagrant hornet
#

i dont think so no

mild phoenix
#

I think not yet

restive eagle
#

only few demo characters but without the creation tool

#

@livid timber hi btw 🙂

livid timber
#

oh!

#

frutis!

#

long time no see bud, hope you doing well 😄

restive eagle
#

yeah its been a while, doing pretty good. doing some work on the project if you saw my server but lets cut it short since its not the place to discuss it further 😄

mild phoenix
#

Hey @everyone Who can help I have an error when I packaging my project
ERROR: Failed to create directory 'E:\Unreal Engine Source\Android_Multi
I reinstall engine but it didnt help
Although rebuild my project

deft raven
#

Guys I was thinking, how Red dead redemption 2 has this insane draw distance?

#

I think if someone make this in unreal engine you need the nasa to run the scene

short pasture
fierce tulip
#

@deft raven just proper lod-ing, culling, and some other tricks

hexed eagle
#

If I have an inventory, that has a TArray for a list of weapons the player has, should I use

TArray<class AWeaponBase*>
or
TArray<TSubclassOf<AWeaponBase>>
i'm guessing... the first
then when I run over a pickup which has TSubclassOf property, I cast that to AWeaponBase, and add it to the array if it's not already in there
right?

astral phoenix
#

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? 🙂

deft raven
#

Rockstar engine is crazy powerful

fierce tulip
#

lol, okay

deft raven
#

“Lol” if you reply with such a basic answer, at least gave a example for your reply

#

I say you can’t reach rdr2 quality, if you say “not true” make me a example

#

I can’t find any

deft raven
fierce tulip
#

its not worth my time to argue such things.

deft raven
fierce tulip
#

lol, okay

deft raven
next badger
#

Irony...

buoyant graniteBOT
#

:no_entry_sign: CR#4930 was banned.

deft raven
#

Any news about metahuman release date?

kindred viper
#

@deft raven early access opens tomorrow from what I hear on the rumour mill.

next badger
fierce tulip
#

i dont get it, user has been active on slackers for a while and then proceeds to do this. why would a moron do that?

dense knoll
#

Someone else got into there ac?

deft raven
kindred viper
#

bear in mind, it might be the case that not everyone gets early access. It would be better for Epic to cherry pick I guess. Get some real feedback instead of people doing things wrong and complaining they are bugs.

dense knoll
#

Why does the Asset pack "Medival Docks" Like breaking/corupting when upgrading engines?

kindred viper
#

depends on how much the versions change I guess.

dense knoll
#

its a good thing that only that and some unused actor got courupted when i upgraded

deft raven
#

Yeah probably, happy to see reallusion panic hahaha

short pasture
#

why it not working i trying to put my car 3d model to my unreal engine game

astral phoenix
#

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? 🙂

short pasture
kindred viper
#

dont know yet

astral phoenix
#

@short pasture i allready have made so i can get 3 blue balls, but my problem is when im trying to get a Yellow ball the 3 blue balls dont go away :/

buoyant graniteBOT
#

:triangular_flag_on_post: mrprogames#0602 received strike 1. As a result, they were muted for 10 minutes.

astral phoenix
#

damn thats not good, fell bad for u @short pasture

timid pilot
kindred viper
#

we are all Epic's customers. But I guess those with a different license might get some favourable attention. However that reels back to what I said earlier about useful feedback. If someone is a partner via license, it makes more sense for them to get it first as they are more likely to be using it rather than the average joe who just wants an autocharacter with no fuss. Metahumans require a LOT of fuss.

spare kernel
#

@elder escarp you asked in #animation already, i would just wait and give it some more time. Try to keep the discussion to a single channel. If you do decide to change it to a more suitable channel then remove your original message if there is no ongoing discussion. #rules 7.

scarlet birch
#

Everything I've seen says access is being given to a selected group of users on 4/15. I filled out the form I found to try and get in but didn't get a response and TBH I wouldn't be my own first choice if I was the one deciding who to give access to.

scarlet birch
spare kernel
#

UE4 is super powerful, and just like any game engine, its how things are optimized and done.

elder escarp
#

@spare kernel Sure, I deleted both, I can ask later. Sorry about that.

spare kernel
#

i mean you could have just left the question in #animation someone may answer when they come online

elder escarp
#

I rarely get answered about plugins in #animation so I thought this channel could be better

#

I'm using Blender and UE4 with the Send To Unreal plugin. How can I have a root bone to create root motion using this plugin? Here is what I have tried:

  • Created an Armature (named Armature) with no bone named root. Checked "object name as root bone" in the plugin settings.
  • Created an Armature (named Armature) with a root bone (named root). Checked "object name as root bone" in the plugin settings. But now even if I animate the root bone, unreal doesn't recognise it as root.
scarlet birch
#

The Armature root itself tends to get treated as a root bone in some setups. It's a common problem and any web search should find you a solution quickly.

deft raven
next badger
short pasture
#

wow my car 3d model have so much things

deft raven
# next badger "not doable" statement is incorrect

Understood thanks, btw what the sense to correct every grammar error on discord, I mean a lot of people like me is not native English, really need to point out every error? Meh grammar nazi 🤷‍♂️😂

scarlet birch
#

No one is talking about grammar. The assertion you made is wrong.

deft raven
spare kernel
#

@deft raven no one pointed out about "your grammar" or your "English".

#

it was your assumption that UE4 is not as powerful as Rockstar Engine and can not do what it can do.

deft raven
#

I misunderstood, I don’t understand what is wrong

#

Ahhhhhh ok

#

Well look like a fAct for me, in this field at least

scarlet birch
#

Ok, then on what basis is that supported?

deft raven
kindred viper
#

naah my open world is the best. Its infinite

#

😄

#

well infinite upto 64bit. But dont hold it against me

deft raven
#

Pretty god, but rdr2 is“stupid” , the draw distance is amazing, and I don’t find nothing like this on UE4

scarlet birch
#

I suggest that maybe it's that you don't have sufficient knowledge of how things are done in UE to make the conclusion you're trying to assert.

deft raven
#

UE4 look easy photorealistic especially with megascan, but very heavy performance

deft raven
#

How I say even from the demo of this guys who has pro, I don’t think UE reach rdr2

#

Especially for draw distance

#

If you can make me a example, I’m very happy to see some work

kindred viper
#

its compering apples and oranges sir. One engine is dedicated to open world. One is a general engine that covers more.

scarlet birch
#

The assertion is yours, so to the burden of proof.

deft raven
kindred viper
#

There is nothing in RDR2 that I have seen that cannot be done in Unreal.

deft raven
#

If you can link me a video of UE with a big map with the density of rdr2

#

I talk about draw distance

#

Not that you can’t make a landscape

scarlet birch
#

Best of luck to you. I don't see the benefit of continuing this.

deft raven
scarlet birch
kindred viper
#

draw distance doesn't mean anything. Unreal can draw to it's world bounds if it wants. But you don't want that. You want optimisation and imposters setup to LOD the distance out. RDR2 isn't special in that department. It just had 500million worth of art and dev cost on it.

deft raven
#

Meh every project on unreal is very hard on performance, even with 1000 people I don’t think you can achieve the same on UE at the same performance

#

With UE5 maybe change

elder escarp
kindred viper
#

@deft raven I don't disagree that Unreal performance can be bad, but its not the engine at fault, its the people developing with it. I bet you 90% of projects on this earth don't have a trimmed down engine build. Nor do they optimise properly.

deft raven
fierce tulip
#

if only there was a list of open world ue4 games

kindred viper
#

they also use Scaleform for UI though.... so they do have some performance suckers. Because scaleform sucks compered to UMG

deft raven
digital anchor
#

didnt someone at epic make a real size planet? im pretty sure thats bigger than rdr2 distance lol

fierce tulip
#

lol, okay

kindred viper
#

thats certainly possible Takain, especially now with Cesium plugin

deft raven
deft raven
digital anchor
scarlet birch
#

@elder escarp The plugin is just a script that handles the export and import. The root problem and issue is the same. Are you using rigify?

deft raven
# digital anchor lol, okay

Rdr2 map is full of meshes of vegetation, trees, animals, the planet look awesome but was very basic, obviously

buoyant graniteBOT
#

:triangular_flag_on_post: Denny#2812 received strike 1. As a result, they were muted for 10 minutes.

spare kernel
#

The thing is @deft raven you are just making assumptions without hard proof or facts. You also have the full engine source code, so you can improve the rendering pipeline yourself if needed. UE4 is super powerful, that is why it powers a LOT of games, like Fortnite, Hell blade, Borderlands 3, etc.

elder escarp
next badger
#

Should we discuss all engines here? Decima is really nice one. Horizon had huge open spaces, and seamless world navigation.

restive eagle
#

since hes so obsessed with examples, i would ask for a similar game like rdr2(despite the engine) and nothing comes to my mind

next badger
#

already mentioned one above

restive eagle
#

horizon doesnt have mp

#

which definitely contributes towards performance

#

i can only think of gta5 but thats not a fair comparison

scarlet birch
#

@elder escarp You can try using the Armature as the root bone. I'm not sure the plugin was written with what you're doing in mind. There are other plugins and scripts out there that are more widely used for moving rigged models from Blender to UE.

next badger
#

Horizon Zero had multiplayer. It was not released however.

scarlet birch
#

You can also just do a standard export to FBX and then import the model to UE.

restive eagle
#

i'm with you guys btw, just was reading this and laughing a bit 😄

misty vessel
#

Snowrunner has a nice dense open world with a lot of terrain deformation as well. UE4 game

fierce tulip
#

days gone, ethan carter, fortnite, stalker, everwild, absolver, infinitisimals, vampyr, obduction, arkham city, Bro's in arms, we happy vew, dragon quest, tales of arise, and i could go on and on and on and on

spare kernel
#

@plush yew Discussion is healthy sometimes tho, but there is a limit.

restive eagle
#

he would still argue that all these games are nothing like rdr2

fierce tulip
#

¯_(ツ)_/¯

#

"lol, okay"

restive eagle
#

its mkay

spare kernel
#

One thing people fail to realize is proprietary engines are built for the type of game that is being created. UE4 is an engine that can support different types of games.

#

look at call of duty using IW engine (based on ID Tech), its great for FPS, but will suck for other games.

misty vessel
#

Not meant as a negative point for Unreal, just meant as a point to keep in mind when developing.

deft raven
elder escarp
scarlet birch
#

I use auto rig pro mostly

elder escarp
deft raven
#

Rockstar produce open world for years, the engine obviously is perfect for open world

scarlet birch
#

It has an option to export a model rigged with UE Mannequin bones and rotations.

#

@deft raven Unless you can provide an argument supported by facts on how the engines work and their rendering works perhaps you should move on. "I feel ...., " " It seems like..., " these things are not useful.

deft raven
restive eagle
#

just because there isnt a clone of rdr2 doesnt mean it cant be done

deft raven
#

The only proof I can provide

deft raven
#

Btw i love unreal, is a godsend

#

I don’t know why you act like angry fanboy, only because I think that something “better” can exist

restive eagle
#

because you kept on demanding proof

deft raven
#

Sorry to be curious

scarlet birch
spare kernel
#

@deft raven if unreal engine is not suitable for your game, find an alternative, or modify the engine to suit your needs.

deft raven
#

Only curious about his limits

spare kernel
#

so what is this discussion about then?

#

there is no limits.

deft raven
#

How I say I was curious if some project exist

#

But only start hating on me

restive eagle
#

when your hardware catches fire, thats the limit

deft raven
#

Unreal is the best sorry guys

#

Peace

scarlet birch
#

@elder escarp Sorry, my knowledge is a bit limited. I tend to use Auto-rig pro for rigs in Blender. I would recommend just exporting the model and importing to UE without the script for now, unless you want to look at other plugins.

elder escarp
grim ore
deft raven
#

WHATTTT

#

Best toy is here 🤯

#

Wher come from your profile pic?

drowsy snow
drowsy snow
deft raven
#

i can't

dense knoll
#

SIgnup forum broken

fierce tulip
#

they are on it

deft raven
dense knoll
#

Most likely

drowsy snow
#

Dang, I thought it was my VPN screwing the form up

dense knoll
#

Im guessing theres like 50+ people per seccond signing it

deft raven
#

probably lmao ahahahha

next badger
#

DDOS!

wary ferry
#

am i the only one having issues with the metahuman creator access application form?

deft raven
#

@plush yew wow you are like 8 years old right? what a kid hahahaahha

drowsy snow
deft raven
#

and the blocked me hahahaha

#

very mature

wary ferry
#

doesnt matter now tell me

wary ferry
#

if you also have issues applying for metahuman xD

deft raven
wary ferry
#

denny you should stop 🙂

fierce tulip
#

im rather done with all this

wary ferry
#

just continue dont delve into it

deft raven
scarlet birch
#

With the Metahuman form even though it says failed several people have told me they received an email afterward confirming it submitted.

buoyant graniteBOT
#

:no_entry_sign: Denny#2812 was banned.

scarlet birch
#

and there's that inevitable conclusion.

fierce tulip
#

no use waiting for two more strikes

wary ferry
#

WHAT

#

WAAAAAT

#

character artists its OVER now

#

haha

#

ffs NOO 😄

drowsy snow
#

Third time's the charm

next badger
#

tried 15...nope...i'm feeling like a DDOSer

wary ferry
#

honestly didnt think they would have that stuff rdy to so fast

#

check your email acc

grizzled axle
#

I got 3 confirmation emails even when my form didn't want to submit 😬

wary ferry
#

it goes through but sends an error on the website

next badger
#

@wary ferry HOLY...thank you for that info

spare kernel
#

it's like the two generals problem

wary ferry
spare kernel
#

i remember when a food delivery app did that 😄

wary ferry
#

yummi

drowsy snow
#

Ah yes, Tom Scott reference

next badger
#

I feel even worse now

spare kernel
fierce tulip
#

oh god, me too

#

long list is long

drowsy snow
#

Okay, lads and lasses
What kind character would you going to create the first time in MetaHuman Creator?

fierce tulip
#

i'd try to remake a character from another character builder

scarlet birch
#

Spongebob

plush yew
#

can u access marketplace website thru firefox anyone? I can not and not the first time ...

next badger
#

@fierce tulip yep, i'm interested if it's possible to bring custom character there and make all the face morphs

rocky epoch
#

female Tim Sweeny

#

and sell it for good money

#

I am sure that is a fetish for someone

drowsy snow
#

I would make a photorealistic rendition of my waifu, Makoto Kikuchi (as seen in my current PFP)

wary ferry
rocky radish
#

can't even request access

drowsy snow
wary ferry
kindred frigate
#

I still cannot log into my Epic account on my PC. Works on the Mac but I use my PC. Has been going on for a few weeks. So frustrating.

next badger
#

@wary ferry
MetaHuman source assets can be downloaded for animating in Autodesk Maya. However, you cannot publish MetaHumans as final content unless rendered with Unreal Engine.

wary ferry
#

we are also working on anime characters but we are looking at metahuman nontheless

next badger
#

Characters generated in MetaHuman Creator, including those in the sample project, are licensed for use in Unreal Engine projects. This means that you must render MetaHumans with Unreal Engine; you cannot render them outside of Unreal Engine.

wary ferry
#

to see if its a replacement for cc3 for starting new characters for other product lines

rocky epoch
#

but jokes aside, will do what Ephraim will. I am sure for our project that fidelity is overkill. So I am curious about if I can use somehow a lower quality version

plush yew
#

so anyone succed?

rocky epoch
#

I got error messages but got the confirmation mail

rocky radish
next badger
#
No. MetaHuman Creator and the MetaHuman assets may not be used for the purpose of building or enhancing any database; training or testing any artificial intelligence; machine learning; deep learning; neural networks; or similar technologies. 

NOOOOOOOOOO

scarlet birch
#

I could see using it in some creative ways to get to more stylized end results. You can always use LODs and edit the materials. We've already seen some creative things like what Luos was doing with the hair and skin.

wary ferry
#

maybe someone should make an announcment about the error message but mail still comes? @spare kernel

wary ferry
#

since it removes the "style" of stylization

rocky radish
#

i didn't receive the mail

drowsy snow
wary ferry
#

noice 😄

scarlet birch
#

Depends on what you're going for. I'm sure there's a lot that can be done with it.

#

"Stylized" is an overly broad term.

wary ferry
plush yew
#

now we need metahuman but stylized

#

moths ago i wast trying to make a character creator but not succed

wary ferry
# plush yew now we need metahuman but stylized

we have been looking into that and decided its overkill because the facial animation system for metahuman is BONE shape based and that means every face you do needs pretty much the same topo and polycount or your matching will f up real hard

#

so you have hundreds of bones that have to be placed by code

plush yew
drowsy snow
plush yew
#

sims4 charcter cretor is a freaking dream

plush yew
wary ferry
#

tested his approach which is quite nice ont he surface level

#

but still needs a shit ton of work to be production ready

plush yew
scarlet birch
#

I'm pretty excited about what it means for making movies and shorts with Unreal.

wary ferry
#

especially with lights from the back

#

not from me but the VRM4U guy

plush yew
scarlet birch
#

I could see using it for an entire animated cast too.

dry sigil
next badger
#

@dry sigil check the mail

plush yew
drowsy snow
dry sigil
plush yew
#

senpaiii

lunar sundial
#

Does anyone know how to fix this error? I've included the error message and the nodes that are causing it

wary ferry
#

GOGOGO 😄

plush yew
wary ferry
#

what

#

this is BRIDGE

#

anyone can have this already

wary ferry
plush yew
#

what they load character on bridge? cool

wary ferry
#

yesss 😄

#

its in the mail man 😄

next badger
#

50 of premade are there

wary ferry
#

because they KNEW we would rip their release day server apart xD

next badger
#

@lunar sundial you're referencing something that is NULL...maybe some actor that is not spawned at the time of the call etc

drowsy snow
#

I also battle tested the materials in my Million Live machinima project. This way I could spot what needs more work.
Both projects uses the same engine mods, materials, and some codes.

lunar sundial
dense knoll
#

when i package my game it wont launch

drowsy snow
plush yew
#

LINK IS WORKING

#

Only me???

dense knoll
plush yew
restive eagle
#

quixel servers are struggling a bit as well

#

unless they were always so slow

fierce tulip
#

note: submission form will go trough (generally) but will give a false negative. so after submission please be patient hehe

sterile tulip
#

Guys

plush yew
#

i think the servers are full of weirdoos, epic need a break ahahahh

drowsy snow
sterile tulip
drowsy snow
vagrant hornet
#

yeee

sterile tulip
#

Which one do I cast to, what is the difference between casting to blueprint vs casting to blueprint class

vagrant hornet
#

early acces

next badger
#

@sterile tulip casting to * will return an instance of *...for class it will return class reference (used for spawning from class or comparisons)

sterile tulip
#

I want to get the vehicle mesh as a reference from this blueprint

#

So I use the one without the class?

plush yew
# drowsy snow Source? I can't get that specific topic on google so far...

see months ago idk, pretty sure was on the official channel https://www.youtube.com/channel/UCQitQB5ISPu10a-DW5usIfg

next badger
#

yep, generally you use it w/o class

wary ferry
boreal gull
#

Having trouble getting this float to subtract a percentage off the fuel bar. It decreases by the correct amount the first time, then the entire bar disappears on the second deduction.

#

Having trouble getting this float to subtract a percentage off the fuel bar. It decreases by the correct amount the first time, then the entire bar disappears on the second deduction.

#

is there a more reliable/simple method?

plush yew
#

i receive this email, all done? i need to wait now right?

vagrant hornet
#

oof

next badger
#

@vagrant hornet it's bugged on site, check the mail

plush yew
drowsy snow
#

I'm getting confused with both @plush yew and @vagrant hornet due to both sporting kermit PFP 😵

plush yew
fierce tulip
#

note: submission form will go trough (generally) but will give a false negative. so after submission please be patient hehe

restive eagle
#

lol okay

next badger
#

@boreal gull check the math

plush yew
#

It says form submitted

restive eagle
#

in the meantime people can check this

next badger
#

@boreal gull
(100-4)/100 = 0.96
(0.96-4)/0.96 = -3.167

#

@boreal gull

#

@boreal gull oh...my version may be incorrect too...swap the ui and setter

restive eagle
#

mine was a fresh install so dont know

plush yew
#

low conession?

restive eagle
#

and it will take 1hour to download 1 character

next badger
#

i think now Epic servers are at heavy load

restive eagle
#

maybe they dont have servers in eu or just overloaded

plush yew
#

be patience

boreal gull
#

swapping set and UI fixed a bug where it deducted twice the specified amount on the first instance, and correct after. with your help, it deducts the specified amount every time correctly now.

next badger
#

@boreal gull you need to remember that those green nodes ONLY and ALWAYS executed at the time they are plugged to the BLUE ones (or setters)

heavy sail
#

I compiled UE on Linux and the project browser loads but it complains about a missing .vscode directory even tho i my distro has no packages for VS Code

next badger
#

@boreal gull i.e. whole graph result is not stored anywhere

boreal gull
heavy sail
#

I use arch btw if you ask

next badger
heavy sail
next badger
#

most people here are not using linux

#

this discord is for ue4 talk

vagrant hornet
#

is ue on linux?

next badger
#

so the channel hter is about linux build of ue4

#

@vagrant hornet no...officially - no

drowsy snow
#

But I think you can cross-compile for Linux from the comfort of Windows
Or set up a Windows KVM and run UE4 inside if you're super nerd about it

scarlet birch
#

You can build for Linux from Windows using Clang

#

There are people who do it.

#

I mean, there's a page on the docs covering how to get started with it.

#

Personally, I have way too many tools that are tied to windows to want to do it. It is nice to be able to compile a headless server for Linux from windows though.

short pasture
boreal gull
sterile tulip
#

guys

#

what does come in here to the object

#

I want to change the physics constraint attributes in the blueprint of an actor

glacial dawn
#

@sterile tulip cast to it's to convert one class in another class, isn't an invoke method. What do you need?

fallow hornet
#

Is there a way to activate World Displacement and Tessellation Multiplier on a Deffered Decal that is set to Translucent?

plush meadow
#

hey guys new to unreal and i am currently making a game for my course and im currently stuck on putting pain volumes in my level, when the character resets from falling off the map, they respawn sideways and i cant seem to figure out why, could anyone help please??

feral nexus
#

i've checked high and low all over the internet and haven't found any documentation that covers this anywhere. it's incredibly frustrating. any tips or pointers would be greatly appreciated. 😄

dense knoll
#

hOW do you get all widgets

#

and have them all render on a stereo layer instead of

restive eagle
#

so everyone got access to meta humans or i just got lucky?

mellow turret
#

is there a channel to talk about blender?

sterile tulip
#

no but there is a server to talk about blender

#

I send you a link @mellow turret

knotty slate
#

how do i prevent this render crash from happening, it occurs at any minute, it dosent matter what the situation im doing. Please, if someone has an idea or solution feel free to ping or dm me.

knotty slate
#

i cant get access

vagrant hornet
#

will ue5 have a UI overhaul?

feral nexus
#

most definitely

vast raptor
#

I don't know what I pressed but for some reason whenever I press play now, it won't react to my player input

vast raptor
#

ah my bad, I just looked in the extra play options, I was doing "Simulate" and it kept doing that whenever I pressed play

dense knoll
#

How do you capture what the player sees onto a render texture? Like widgets the players view

winged notch
#

what do i do i restarted UE4 and my landscape is trashed on

#

what why is my layer info gone ?

sterile tulip
#

did you use landmass

winged notch
#

no

raven escarp
#

Hey! i tried to blend animations earlier today but it did not work