#ue4-general

1 messages · Page 979 of 1

hearty walrus
crimson lake
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LMAO

hearty walrus
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apparently the atmosphere object LITERALLY CREATES PLANETS

hearty walrus
static arch
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Thanks Jad

hearty walrus
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this is so fucking cool to play with

hearty walrus
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wait so

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there's an atmosphere inside of another atmosphere

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nvm

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BP_SkySphere > Atmosphere

crimson lake
drowsy snow
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You typically don't want to use sky sphere if you want to use sky atmo

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Also no atmospheric fog allowed

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The sky atmo itself is the atmospheric fog but more physically based

hearty walrus
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because this is a night scene

compact river
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I've never heard of any of these things

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I'm new to game development, I got a decent amount of experience with java. Should I use unity or unreal engine

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and why

inner vine
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Megascans = highly detailed scans of real-world objects

crimson lake
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I mean I use megascans with unity all the time lel

drowsy snow
idle dragon
#

@compact river Unity is easier out of the box in terms of coding due to C#, but it's also hilariously limited compared to UE4

compact river
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how is it limited?

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Performance?

idle dragon
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For instance, open world games are much harder due to floating point limitations on Unity

crimson lake
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Unity is generally a lot more buggy and works like a being built project

drowsy snow
crimson lake
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rather than ue4 as a finished ish project

hearty walrus
crimson lake
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like the new input system that's ass and shat on the world

hearty walrus
#

also unity's watermarked

compact river
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watermarked?

hearty walrus
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so you just have "Made With Unity" on the game start

crimson lake
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unity they start charging you at 100k , ue4 starts at 1 mill

hearty walrus
#

and with the rep that unity has? Horrible idea

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I use unreal for 3D, and godot for 2D

idle dragon
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Unity - way more documentation, tutorials and generally easier from a coding standpoint. Unreal - more polished, more powerful, more futureproof @compact river

drowsy snow
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Which is why most Unity games suffer from poor performance. Even games like Oddworld Soulstorm that uses Unity had to bring in a whopping 7+ studios

compact river
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Is UE a lot more difficult to learn?

hearty walrus
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kinda

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it's a lot more demanding in a way

crimson lake
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ue likes you to do things it's own way

hearty walrus
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but there's blueperints

idle dragon
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UE is difficult to learn but the blueprints are a nice cushion

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helps a lot

drowsy snow
hearty walrus
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which are essentially, iirc, a visual layer on C++

compact river
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blueprints? What are those

drowsy snow
compact river
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Ahhh

hearty walrus
compact river
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So UE is better but more difficult to learn

hearty walrus
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oh and

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Dark mode

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so you won't be blinding yourself when working at 11pm

idle dragon
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UE will probably give you the most returns for the future

compact river
hearty walrus
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isn't it pro only

compact river
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nope

hearty walrus
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unity put an accessibility feature behind a paywal-

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oh

compact river
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Mine started with dark mode on

idle dragon
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I've tried making a flight sim in Unity is it's disgustingly limited compared to UE4

drowsy snow
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Unreal has dark mode by default since 2014 and not even light theme as an option

compact river
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I havn't really used Unity yet though

hearty walrus
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there is a plugin for customising ue4 on the marketplace

compact river
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I installed it and then started to wonder if I should use UE instead

idle dragon
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@compact river Use both

hearty walrus
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but I don't use it at all

drowsy snow
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Oh right

compact river
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why

hearty walrus
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I'd recommend godot and unreal

drowsy snow
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Unreal Engine is very customisable

idle dragon
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Use both Unity and UE4 initially and decide what you need

hearty walrus
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godot has limited visual scripting, but GDScript is really similar to python

idle dragon
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We're all obviously gonna say UE4 but Unity does have some strengths

compact river
crimson lake
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I personally use Unity for quick prototyping and ue for actual work

drowsy snow
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Thanks to its source code being available for all licencees

compact river
hearty walrus
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unity uses C# and a pro only visual scripting system

idle dragon
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stuff I've learned in Unity carried into UE4 in a vague sense

hearty walrus
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unreal uses C++ and Blueprints

drowsy snow
compact river
hearty walrus
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once again, use both

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and get a preference from that

crimson lake
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tbh, start with unity

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you'll hate it

idle dragon
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@compact river I started with both technically, some days I learned UE4, some days I learned Unity

crimson lake
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then come to ue

compact river
crimson lake
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one huge example is

idle dragon
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Unity is buggy as fuck

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and not powerful

compact river
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Bugs?

crimson lake
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renaming or changing the location or something

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will make your project fucky

hearty walrus
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unity's less complicated, but is a lot more limited

hearty walrus
hearty walrus
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speaking of: how do I rename a project

idle dragon
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@idle dragon UE4 is more powerful and I found I needed to put in way more work in Unity to get what I needed

drowsy snow
crimson lake
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I mean, if you change any folder, it creates the redirector asap

idle dragon
#

UE4 makes things easier in the long run

rigid belfry
compact river
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Why not just start with UE then?

idle dragon
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Go for it

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if you want

drowsy snow
compact river
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Hmmm, what's more difficult, to learn a first programming language or learning UE? Lol

idle dragon
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I'm just encouraging you to get a... larger view of the force. Good and evil are a point of view, anakin

compact river
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I've learned java which took me quite some time

rigid belfry
idle dragon
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Yeah, that's why I'm saying he should try starting with both

compact river
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They say the same things

rigid belfry
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and people recommended unity

echo phoenix
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Hellooo All I have a problem all little lign are flickering im using 4.26 with Rtx3090 if someone can help me to fix it will be really coool !! thanks

hearty walrus
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also I have a strong, undeserved hatred for java

rigid belfry
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color me surprised

prime lintel
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hi can anyone help me with a sequencer function?

idle dragon
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@compact river Just curious, do you have a game in mind you wanna make?

hearty walrus
compact river
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They say that Unity is easier to learn but UE is more efficient and has less limits basically

hearty walrus
#

also I just wanna say

compact river
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And then go from there

idle dragon
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Learn both then!

hearty walrus
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please don't use paper2d
please don't use paper2d
please don't use paper2d

idle dragon
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I did it and zero regrets

hearty walrus
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it's like using a chainsaw to cut a cake

compact river
hearty walrus
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you're better off using an engine like godot

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where it's designed for 2D mostly

hearty walrus
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where you start small and build up, and don't have settings that make games look realistic on by default

idle dragon
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@compact river I did UE first, found it too hard, went to Unity for a few months, found it easier but also more annoying, then went back to UE and now I'm sticking with it.

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But occasionally I'll jump back to Unity for the science

compact river
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Hmmm, I'll try out Unity, ig it also helps understanding the concepts of game development

idle dragon
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Not a bad idea.

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There is no right or wrong answers

compact river
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I have kinda worked with game development before but that was addons so not quite the same

idle dragon
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C# is more intuitive than C++

drowsy snow
compact river
#

ig you have to save and load first?

idle dragon
compact river
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oh what, that's weird

compact river
compact river
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Lmao

drowsy snow
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Because Unreal games are far more optimised than Unity alex

compact river
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kk, I've found an official unity guide so I'll just go from there

idle dragon
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If you want a good intro to Unity and are interested in animations, watch this https://www.youtube.com/watch?v=vApG8aYD5aI

Learn the fundamentals of animating characters with Unity's animation system, and understand how & why it all works!

This beginner-friendly tutorial is a thorough break down of the Animator component in Unity 3D and explains how to use the component's five properties: controller, avatar, root motion, update mode and culling mode. By the end o...

▶ Play video
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I started there and it was pretty fun

hearty walrus
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also quick question

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how the fuck would I do fur

compact river
hearty walrus
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and not literally nuke any pc playing the game

idle dragon
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@compact river Not really, you are introduced to coding in that tutorial

echo phoenix
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Hi all I have a big problem with the flickering in ue4 I try temporal AA issue but it doesn't fix it if someone can help me can be really coool

idle dragon
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series of tutorials

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He basically grabs your hand and walks you through every step

compact river
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ahhh so it's not just this one video

drowsy snow
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Small rant:
Genshin Impact is a Unity game, but the game struggles to render 5+ NPCs on screen, in base PS4. Compared to FF7 Remake, which is a UE4 game, able to render living 10+ NPCs no problem im the same hardware.

hearty walrus
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ShouldHaveUsedGodot™️

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/j

compact river
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But there's some very popular games made in Unity, how come they didnt use UE instead? ig they have the knowledge?

hearty walrus
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UE's designed for photorealistic games

idle dragon
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@compact river Oh sorry I linked the wrong video. Here's the whole playlist from start to end. https://www.youtube.com/watch?v=-FhvQDqmgmU&list=PLwyUzJb_FNeS8s7OQKeNIr3NMHBIbhFeC

Learn how to properly export characters and animations from Adobe's free Mixamo platform and import them to Unity 3D. You'll also learn some beginner-friendly animation knowledge!

CHECK OUT THE NEXT VIDEO HERE: https://youtu.be/vApG8aYD5aI

This is the first video in a series dedicated to learning Unity's animation system! We'll be exploring ke...

▶ Play video
drowsy snow
idle dragon
#

only watch if your interested, though

echo phoenix
#

@plush yew I totally disable it and it's still here 😦 Maybe i have to disable it in the Engine ini ?

idle dragon
#

there are other tutorials too

compact river
hearty walrus
#

updated

rigid belfry
hearty walrus
#

I meant to say "N-

compact river
hearty walrus
#

thanks

echo phoenix
#

@plush yew thanks for your help

hearty walrus
#

but it's not the main "Thing"

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once again, chainsaw + cake argument

compact river
#

Ahhh so like animated games?

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kinda

drowsy snow
hearty walrus
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I like it

drowsy snow
#

Actually UE4 is capable of NPR rendering

I mean, a lot of anime games use UE4 nowadays

drowsy snow
hearty walrus
#

well today I learned then

drowsy snow
#

I make machinimas of that game to battle test my materials and codes. Also researching stuff along the way

compact river
#

Anyways thanks everyone for the honesty and help!

static arch
crimson lake
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correct

static arch
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And it was never opened with another version?

drowsy snow
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Meanwhile me stuck with 4.26.0 and live with whatever bugs in Control Rig lol

crimson lake
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uh

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I think it originally was 4.25

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but that was a while

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back

drowsy snow
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Rebuilding the engine tooks way too long 🤣

static arch
#

Might be version locked for me because of that

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Or because of the Houdini plugin (not using Houdini rn)

crimson lake
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houdini plugin shouldn't force close it

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though

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huge kudos and thanks for trying to help man ❤️

slim idol
#

Am I the only one who suddenly started getting this error inside Unreal Engine? It was never an issue now it happens all the time =/ Anyone found a solution?

static arch
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Luckily doesn't, but when it's (version) locked, it won't show up

crimson lake
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oh

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dick move

static arch
#

Unreal playing checkers in that case, unfortunately

hearty walrus
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wait question

drowsy snow
hearty walrus
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Click to interact or [KEY] to interact

crimson lake
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welp

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happens

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just have to place a bunch of stuff in order again

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no biggie

hearty walrus
#

I might go with both, where you're given the option to user either E or Click an object to interact with it

crimson lake
#

shit timing

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but no biggie

static arch
#

I'm not sure how far you were but at this point it might be more efficient to rebuild it

crimson lake
#

yep, I'm rebuilding the stuff for tomorrow first

drowsy snow
static arch
#

Sounds good!

crimson lake
#

then going to make some maya plugins for tuesdays'

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thanks a bunch man I hecka appreciate it ❤️

static arch
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PLEASE use source control for those projects

crimson lake
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I set it right damn now

static arch
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No worries! Was time for me to give something back to the community after such a long time

slim idol
crimson lake
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if you ever need some quick 3d work, shaders, houdini or some sleezy tech shit, don't hesitate to hmu ❤️

drowsy snow
static arch
#

Watch out, I might fall back to that ;D

crimson lake
#

Highkey, I'd love to give back ❤️

static arch
#

Good luck for the interviews tho! You'll do it

hearty walrus
crimson lake
echo phoenix
#

@plush yew Im sorry i try to disable the TAA and it doesn't work 😦 do you know how i can totally disable it

slim idol
echo phoenix
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thanks

drowsy snow
hearty walrus
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github would probably have an aneurysm if I uploaded all this to them

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so I do plan on making a local git instance

drowsy snow
hearty walrus
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and syncing all my unreal projects to it

drowsy snow
#

You can switch to FXAA and see if it solves the problem

hearty walrus
#

also new question

drowsy snow
hearty walrus
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how would I go making a notification-esque system

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like if you go to open a door and it's locked

drowsy snow
hearty walrus
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(+and change the rectile when near)

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because there's this in the FirstPersonHUD

drowsy snow
#

Either use Event Dispatcher and assign the events, or use Blueprint Interface and call message on the event

echo phoenix
drowsy snow
#

I personally used the former for specific case scenarios, and use the latter for more "one for all" case scenarios

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Event Dispatcher requires you to specifically reference the object that have the ED, while Blueprint Interface just depends on which BP class has that Interface installed.

rigid belfry
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what i really like about interfaces is that you can just send messages to anything and if they implement the interface, good! otherwise nothing happens

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no need for fancy checks or anything

pastel ginkgo
prime lintel
#

is there a way to enable RotatingMovement function in the sequencer?

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it works in play mode, but it doesn't in the sequencer

drowsy snow
drowsy snow
echo phoenix
#

@drowsy snow Thanks for your help I try many methode and nothing work great thanks a lot !!

hearty walrus
#

ok wait so

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I was looking through the metahumans page

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why the fuck does that guy look similar to Morgan Yu

calm sedge
#

He doesn't?

drowsy snow
#

There is one hairstyle very close to that

viral fractal
#

what is it about this engine that causes random features to just stop working completely when absolutely nothing was changed ?

still schooner
#

do you guys think days gone developers using latest versions of ue4? :D

viral fractal
#

no

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very unlikely

still schooner
#

so it must be like 4.20?

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modified but 4.20

viral fractal
#

when was that game released originally ?

still schooner
#

april 26 2019

viral fractal
#

prob. even pre 4.20 but backported some features

hearty walrus
#

why does the door get locked in one position?

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I can't move the door by moving the root, only through selecting it directly

still schooner
#

so we'll see the weirdd ue4 anti aliasing again..

drowsy snow
idle dragon
#

So I just ran into a weird problem. The flaps on my aircraft used to be aligned perfectly with the aircraft, but now are not. In-game they dont apply the rotation I set in the Blueprint class.

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Any ideas?

hearty walrus
#

uhhh

spare kernel
#

@hearty walrus get the debug symbols and crash again, that error is useless to debug

pastel ginkgo
rigid belfry
#

are there any console commands to set the game as borderless?

upbeat tendon
#

Am I right in thinking the hud isn't initialised in spectator mode?

drowsy snow
rigid belfry
#

launching the game as standalone and the game doesnt feel like its borderless. the audio does not play in the background while alt tabbed for example

calm sedge
#

Is developing in blueprints just faster?

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I bought the C++ course on udemy, just wondering if I should have gotten the BP one.

drowsy snow
calm sedge
drowsy snow
#

Most UE4 devs I know prototyping stuff with Blueprints first, then translate it to C++ when they think the BP does what they want to achieve.

hearty walrus
#

How would I get the First Person HUD?

calm sedge
#

Oh okay that makes sense.

sage dove
#

guys, most of my materials turned to default gray checker, even though the materials are still applied, and textures all in place

rigid belfry
sage dove
#

also switching into another scene and coming back crashes the engine, what could this be?

rigid belfry
#

why would a character not move only on a standalone game?

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also, why would this return 0,0?

hearty walrus
#

@rigid belfry I ended up changing the method used

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so it's a Widget

rigid belfry
#

you dont need casting for stuff you spawn

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you already have the reference

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whats going on here?

hearty walrus
#

wait @rigid belfry

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I'm trying to change the image on the Widget

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by calling a custom function

rigid belfry
#

this is my movement logic. could the deltatime be causing this problem? but how?

#

what

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its working now? but why? i didnt change anything

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no wait, it seems to be a problem related to a float movespeed var

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speechless. anybody has an idea?

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i'll try not using deltatime

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god. even just typing that, i feel the cringe running in my veins

crimson lake
#

guys, apologies again, any clue what this error is ? : 0] It is only valid to set BatchElement.NumPrimitives == 0 when a IndirectArgsBuffer is used

rigid belfry
#

actually, i think i know where the problem is

crimson lake
#

O

#

MM

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I think It's because I had

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multiple skyspheres

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by mistake

warped wasp
#

fellas

simple meadow
#

Hover Car!

warped wasp
#

can soemone help me here

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like

crimson lake
warped wasp
#

i've been trying to

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idk how to rig this properly 😭

crimson lake
#

I think houdini has a

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Car rig

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module

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thing

warped wasp
#

uh i dont have houdini ;_;

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i was using blender to rig

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i'll show u how i rigged

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one sec

crimson lake
#

That's a straight Blender problem then I suggest going to blender discord

warped wasp
#

this should work, right?

crimson lake
#

(unless someone here is amagician pls help)

warped wasp
#

fr

crimson lake
#

uh

#

what are you trying to achieve

#

with this

warped wasp
#

a car that drives

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😭

crimson lake
#

from the look of this I think you haven't rigged before correct?

warped wasp
#

yes

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very much so

crimson lake
#

the joins are

warped wasp
#

i've only done modeling/texturing

crimson lake
#

everywhere~

simple meadow
#

Blender has some specific export requirements on the FBX, did you make sure to check those? It particularly effects armatures/skelatal mesh

crimson lake
#

I got u

#

this should work straight out of the box

warped wasp
#

alright im gonna watch

crimson lake
#

this later to make sure all the settings

shell zephyr
#

hello, how could i make a character lose health if an enemy reaches a specific point on the map? any ideas?

crimson lake
#

are the same

warped wasp
crimson lake
#

if the character hits the volume

#

you send a message

#

to harm the character

simple meadow
#

Blender to UE4 for armature and rigging has lots of bad info in tutorials, so don't take what you hear in even reputable ones as correct

shell zephyr
crimson lake
#

got u

#

if you don't know how to 'send messages' yet

simple meadow
#

wondering if anyone knows the best way to approach dampening collision between two physics objects, specifically when you are carrying two boxes - with a simple setup depending on how you pick up the bottom box in the stack it makes the rest of the boxes 'jump' and fall off (walking around does the same thing). Changing the mass has no effect, and I don't want to change the gravity (a gravity of ~3500 gives good carrying results but breaks everything else).

I'm thinking of having a box collider around the objects being carried so that they know if they are on top of one another or something but I'm not exactly sure how to approach it, any advice?

crimson lake
#

this will make you a wizard

shell zephyr
#

yeah im still learning thank you very much

crimson lake
#

watch every second trust me it's gold

calm sedge
#

My kb shortcuts in editor arne't working for some reason

#

When I hit f it doesn't focus

crimson lake
crimson lake
calm sedge
#

English united states

crimson lake
#

try uk?

#

and try another application

simple meadow
#

100%, I'm expecting it to be either a hacky solution but was wondering if their was a convention

crimson lake
#

this is gold

#

it saved my life a while back

#

then there's friction and lotta shet

calm sedge
#

I can type in other apps.

crimson lake
calm sedge
#

yup

crimson lake
#

try resetting

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all the bindings

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and setting custom binds

calm sedge
#

Okay good call, that workeed

crimson lake
#

got u ❤️

calm sedge
#

Should I finish the raywenderlich unreal tutorials, watch that two hour vid on bp or just start trying to build something.

crimson lake
#

what are you trying to achieve

#

(i have to go in a second so add me if you want me to answer something specific ❤️ )

worldly leaf
#

Can someone teach me how to make a certain UI?

hearty walrus
#

How do I change an image widget?

#

I'm trying to change the brush

#

here's the code

calm sedge
#

@crimson lake the simplest clone of the arcade game gauntlet that I can.

#

I want to make action rpgs but I know something like zelda is years away and too huge so I want to try to make gauntlet.

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But with one type of enemy and one class to start with.

warped wasp
#

is it possible to perhaps connect the wheels and tje body?

#

like

#

i got the hitboxses and stuff

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but it still falls

tawdry sable
#

Did you ever figure this out?

hearty walrus
#

okay new question

#

I don't know what on earth is going on and I'm so frustrated

#

This part of the code works

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but, only when I use a delayed On Construct event

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the custom event that the door is MEANT to fire doesn't work

misty creek
# tawdry sable Did you ever figure this out?

Unfortunately no, I never managed to get that working. I used a workaround with a static mesh and line traces. But I'm not sure if that would be helpful with what you are trying to do

tawdry sable
#

I just have a (very large) map, and I'm trying to scatter instanced on it in certain areas only

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I'm unsure if that feature is working at all. All it's ever done for me is output (0,0) or hang the editor

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I'm kind of amazed that they'd go to the trouble of adding this as a feature, then barely bothering to document it at all

misty creek
#

Well, it's not exactly procedural but I'd take a look at procedural foliage spawners

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Then you can use an invisible material layer to only have it spawn the instances in certain areas

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But that should be pretty performant and relatively simple

tawdry sable
#

This is all totally new to me, so thanks for the tip

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This has to be done at run time

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Or when the game starts. If that makes any difference

misty creek
#

Well, if the map changes at run time then I'm not sure if my idea will work

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Does your map change?

rigid belfry
#

what are you trying to do

rigid belfry
#

then thats the wrong way of doing it

tawdry sable
hearty walrus
#

what

tawdry sable
#

So the map is fixed

rigid belfry
#

you should be using linetraces and blueprint interfaces

hearty walrus
#

wait wait wait

#

linetraces

#

I'm only checking if the player is in the bounding box

misty creek
#

So the instances aren't always suppose to show?

#

You might be able to put a procedural spawner in a blueprint and control it through that

hearty walrus
#

wait @rigid belfry

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How do I make the UI react to the message

rigid belfry
hearty walrus
#

I've already done the first one

rigid belfry
hearty walrus
#

okay done

rigid belfry
plush yew
#

hi anyone know the game champions online? i link a video here: https://www.youtube.com/watch?v=U-ToUWwBtvk i was thinking if is possible create a character creator like this in unreal engine (not for implement in a game) i want to make this as a tool, to create your characters

Let's take a look at the Champions Online character creator. This is just to show you all the possibilites, I didn't try to make anything decent.
For more Champions Online videos, infos, documentations and tutorials about the game, just visit our channel!

▶ Play video
#

btw i was thinking if unreal engine have limitations for this things (?) maybe unity is a best option? idk

rigid belfry
# hearty walrus okay done

edit: actually, this was false. you dont need an "other actor" input. also, first image is wrong. off the "OtherActor" pin, simply tipe "beginInteract"(your function name) and send a message. note: you could still have other inputs, and send different data based on whats triggering the function

hearty walrus
fallow hornet
#

anyone know a way to only get the camera components from the audi configurator to work?

rigid belfry
# hearty walrus

inside your character, add the interface, implement the function(right click->implement) and do your logic

fallow hornet
#

I just want the camera no linking to the Camera level variant set

hearty walrus
rigid belfry
#

now we have a reliable way of talking between blueprints. all thats left is reliably sending data

#

i need to know how your crosshair logic is currently set up

fierce tulip
hearty walrus
hearty walrus
#

There's no logic

#

unless you're not talking about the widget

rigid belfry
#

what do you want to happen?

plush yew
hearty walrus
rigid belfry
hearty walrus
#

nothing

#

in an older version of the code, the debug message is said and nothing else

plush yew
rigid belfry
hearty walrus
#

and I'm standing here like

#

"Your games have budgets?"

plush yew
#

and how i say is only a stand alone tool, i not counting all the 3D models etc etc, only the "fuctions" the coding part

rigid belfry
hearty walrus
#

it's an image set

warped wasp
#

Y'all, is there a way to connect wheels to body in a car

#

because uh

hearty walrus
warped wasp
#

This is wack

hearty walrus
#

uhhhhh

fierce tulip
#

@warped wasp please read the #rules
You have been asking this multiple times, and without much time between it, and in many (unrelated) channels.

narrow mauve
#

I am using a scenecapture 2d component to capture the volumetric clouds to create a mask..its drawn a render target and the RT is read and spawns my rain effects at those locations..however it is very slow and hitches when it updates. Does anyone here know of an efficient method to produce this result

echo phoenix
#

Hi all I already post something about this but I still have the same problem about Antialiasing effect I try to disable temporall AA and nothing repair this artefact if someone can explain me it can really help me THANKS

calm sedge
#

Do you attach scripts to objects in unreal like unity?

crimson lake
#

Bones don't have to be connected in any specific way

#

but you usually use the bones

#

'skeletal bones'

#

the way you need them to work

warped wasp
crimson lake
#

so for instance

#

a car

#

can have one root bone

#

and a bunch of wheel bones

warped wasp
#

Ya, I think that's what I did

#

with the rig

#

basically I made one root bone as the body

#

Extruded the root bone

#

Seperate it and made the extruded bone a wheel bone

#

By moving it to the wheel

#

And doing the same thing for the 3 other wheels

#

no luck though

#

The bones show up though so that's alright, ig

crimson lake
#

so

#

show me your skeletal mesh

warped wasp
#

This would work in theory, right?

#

I also saw a tutorial of this guy doing the same thing

next badger
#

@warped wasp you need to properly export skeletal mesh from blender, and import one to ue4

crimson lake
#

not in blender

warped wasp
#

oh shoot I'm not on pc

#

Uh

#

One second

eternal rain
#

If I break a Rotator into 3 floats then check the Yaw for its value, will I need to do OR condition for it to work right? IE: If I want to do the action if Yaw is between 88 and 92, will I also need to check for Yaw between -268 and -272 for the action to work right?

potent bridge
#

Are packaged games any smaller than the development environment? My project file is currently 3.66GB.

crimson lake
#

and what you're using

#

if you have a bunch of megascan assets

#

you should easily expect 1 tb worth

#

make sure you delete all the assets not being used

fierce tulip
#

you can just make sure any unused asset is not part of the packaged build <_<

fierce tulip
#

(though yea, keep projects clean. a clean project is a clean mind)

potent bridge
#

Megascan, god no.

#

@fierce tulip Wait theres an option for that? Awesome.

crimson lake
#

there's also a plugin that deletes all unused assets if I remember correctly

drowsy violet
#

Guys i wanna ask about megagrant?

#

Who can help me?

#

Somebody here?

dark depot
#

might help to just ask what you want to ask about it then if someone knows they can help for the most part the megagrant site covers most stuff. But most the time if you just ask its easier to know you will get an answer here @drowsy violet

drowsy violet
#

Sorry for too many post.

dry latch
#

hey I have this particular error when building my wame. Any ideas ? I have no clue

#

UATHelper: Packaging (Windows (64-bit)): LogSavePackage: Error: Attempting to save a map package '/Game/Bunker/Maps/demonstration_BUNKER' that does not contain a map object.
PackagingResults: Error: Attempting to save a map package '/Game/Bunker/Maps/demonstration_BUNKER' that does not contain a map object.

prime willow
#

so my groom wont stick to where its suppose to settle

#

idk what i did wrong i followed the tutorial step for step lol

plush yew
#

is there a better way of getting the bigger of two floats?

narrow mauve
#

If one isnt greater than by default the other is greater

gleaming creek
#

Use the Max function?

plush yew
#

is that what the max function does

narrow mauve
#

I never did it comparing two floats but you can get the max of array

plush yew
#

damn max really does do the thing

narrow mauve
#

yeeeeeeup

echo phoenix
#

Hi all I turn Dlss on on UE4.26 and i have some issue with gjosting

#

ghosting

#

do you know how i can disable ghosting effect ?

#

Thanks

restive shadow
#

Anyone know what the units are for max chunk size?

plush yew
#

probably cm

restive shadow
#

It’s a file size. So I assume bytes or Mib

buoyant stratus
#

When compiling the engine from source, how would I add a custom define to build with?

#

I'm trying to define CAD_INTERFACE since it's needed to import CAD models w/ Datasmith

#

(before you do what one of my friends did and recommend I just download it from the Epic launcher, I'm doing this for a small work project and we can't install the launcher on work machines)

drowsy snow
#

I'm gonna bring it here from #cinematics

The problem with control rigs is that it doesn't treat rotators as actual rotator struct in sequencer and just 3 float, so the option that was available in static meshes aren't available here.

Is there any way to somehow use quaternion interpolation for control rig controls? Manually adjusting the axis beyond (-)180° in sequencer can be tedious and inaccurate.

sly coyote
#

quick question, is there a way to refresh all the placed actors in a level, Ive noticed if i make changes to child actor classes sometimes the actors that are already placed act as though theyre the older version of themselves...this is most easily recreated by over riding a parent function after placing an actor....so am im forced to have to manually replace all the actors or is there a hidden little "refresh all" hotkey somewhere i dont know about?

drowsy snow
buoyant stratus
neat current
#

Hi all! I'm trying to export the groom and it's LOD from Unreal. What's the way of doing it? I'd really appreciate help

plush yew
# neat current Hi all! I'm trying to export the groom and it's LOD from Unreal. What's the way ...

Marvel Master's Video: https://www.youtube.com/watch?v=o5mrMIXhxSQ
This export method only works with Blender 2.9+

Twitter: https://twitter.com/ryanscottdev
Get my game assets: https://gumroad.com/ryanscottdev

0:00 - Start
0:07 - New Project
0:13 - Enable Groom Plugins
0:21 - Export Mannequin (UE4)
0:31 - Import Mannequin ...

▶ Play video
#

That should solve all of your issues

#

Google parts you dont understand

neat current
#

I just checked it. Great tutorial, but it didn't cover how to export it from Unreal. I already finished the hair in Unreal, but the client wants all the LODs in the project, and I exported all, the groom is just left.

plush yew
#

I made the hair in blender seems easier and take 10 minutes I cant help you with making hairs in unreal as I didn't even know you could do that..

#

Id say search forums github

#

Or the unreal forums someone always has an answer in those areas

#

I apologize for wasting your time x,.,x

neat current
#

I did the hair in XGen, imported in UE4. I guess the easiest way now is doing the LOD manually in the XGen project and export as another alembic file to the LOD folder

#

You're totally good man. Thank you!🙏

plush yew
#

Aww thx good luck on your journey! I hope that method works 😚

plush yew
#

Do you know how I can lower the specular of many objects at the same time?

hearty idol
#

I see the master branch of ue4 shows the engine version of 4.28? What is this? That sounds exciting. Is that ue5 alpha?

regal temple
#

Anyone know a good youtube tutorial on creating skill trees?

plush yew
#

i dont know

toxic owl
#

My editor appears to be stuck on load (more than 20 minutes). From the look of the process manager it is spinning a single thread and gradually allocating more and memory. Beyond doing a clean build and tossing out the derived data cache (both of which I already tried), is there anything else I could possibly do to get it out of this state?

past nebula
#

how can I reset the map view of I get out of it and screen now is black

#

kinda my first hour learning unreal so sry for noob question

atomic forge
#

I love ue4 n' all, but why does blueprint viewport controls have to be different than regular blueprint view controls....

drowsy snow
toxic owl
# drowsy snow I presume it's good ol' shader compiling

Usually when it does that I see multiple processes running. I tried attaching the debugger to see what it was doing and superficially it seemed like it was stuck loading a uasset file in the Paper2D plugin. I could detach, wait a while, and re-attach and it would still be loading that file. I'm not very familiar with the process of discovering and loading the asset files, so maybe this is normal. I'm just going to try uninstall/reinstall. 🤷

drowsy snow
#

Like, I get it that upcoming UE5 features are exciting and all, but most of the features listed are already available in UE4 as we speak. As much as exciting Nanite and Lumen sounds like, I think traditional LOD thing is still more practical, and LPV (and the new realtime sky light algo) still do the job well for dynamic GI due to the similarities with SVOGI (despite what Godot leds you to believe, SDFGI is still brittle)

Again, it's not like the situation where UE3 stuff is incompatible right away with UE4 (which is the reason Mass Effect remaster still uses UE3), so there's no reason to wait for UE5 instead of just jump in to UE4.

karmic radish
#

Hey guys! I have a question. Currently I'm trying to work with Lenovo Thinkpad T440p and it's horrible. https://deals.dell.com/de-de/productdetail/8aow Do you know if that configuration would allow me to work comfortably with the UE4 3D projects (without RTX of course)?

astral ravine
#

Would anyone want to test steam multiplayer on a test build with me?
Small packed project around 300mb. It's just the starter map with a basic server browser.

#

DM me for link

pastel ginkgo
#

How to I get my lighting to not look like garbage? I'm trying to bounce some light into this room but it looks grainy. How do I get it to look clean? I'm using a basic white material with a roughness of 0.5. Is there anything else I can try? Maybe adjust the material? I already have ray tracing on.

sage dove
#

Half of my materials display the default gray texture, even though when you open up the material, it looks fine in its own window, how is this possible?

feral sierra
sage dove
#

Can you force a shader recompile?

sage dove
uneven mica
#

Hello, how can i make that when i place trees in foliage that they arent like that

#

They should be straight

cobalt shadow
#

untick align to normal @uneven mica

#

on your folliage settings

royal stirrup
#

hey, guys! can you give me a hand here please? I started to use sublevels and encounter some problem with lighting. I have two sublevels - City and Hangar. If turn city visibility off the lighting becomes a lot brighter by a some reason. I through maybe it's post process in city sublevel, but look like it's not the case. If I turn visibility of all object of City sublevel from outliner lighting doesn't changes. Only if I turn off the sublevel. Where should I look for issue source? https://www.youtube.com/watch?v=YXYnFvc_dCo - here's video to illustrate the problem.

cobalt shadow
#

I guess it's your post process, make sure all of your post process exposure are set to infinite bound and Metering Mode to Manual

#

or if you have multiple post process, make sure the one with the correct exposure has the highest priority

royal stirrup
#

@cobalt shadow yea.. it was it. I just moved global post process to persistent level and now it's fine. Thanks.

cobalt shadow
#

happy to help ! 🙂

wide swift
#

do anyone know how to do a stun effect like this , what shld i do for that effect

shell zephyr
#

how can i make my character walk through another character?

restive yarrow
shell zephyr
#

the collision of the capsule or the actual character?

serene fog
#

hey guys, i'm a beginner and need help

honest vale
#

@shell zephyr it's the capsule that collides

#

set the collision response for pawn type to ignore

shell zephyr
#

does both character have to be setted to pawn? or do i just need to set to pawn the one i want to walk through?

serene fog
#

So i'm following a tutorial as a complete beginner and i'm left confused. Why do you have to keep linking everything to Array Element? I don't understand the importance? Why is linking everything with the white lines not enough?

glacial dawn
#

@serene fog if your tutorial doesn't explain that you should follow another tutorial. The white lines are the process flow, and the blue lines, in your picture, are the actual array element you're working with in your loop. Try to start with the unreal courses, the first hour of code it's great for that.

serene fog
#

what would happen if i were to only connect the white lines and no blue ones?

drowsy snow
#

Think of it this way:

Having the target as empty is like your boss giving you orders, but ambiguous as to which things you have to work on.

serene fog
#

i see

#

but the box after the Branch is connected to a white line so it should already do the thing right?

drowsy snow
#

Well, no.
Again, going to the boss' orders analogy, you still have no idea for what to do with that one other order. For all you know, his order can be applied to any other stuff.

Computer programs are like that but "dumber"

serene fog
#

man, it's hard to think like a computer when you already know the plan

drowsy snow
#

Which is why good planning based on game design basics understanding is required.

serene fog
#

i see

#

i'm still in high school and i'm going to go to college next year to learn programming

drowsy snow
#

Godspeed on your college ✋

serene fog
#

thank you

distant acorn
#

is there a help channel?

fierce tulip
#

almost every channel is a help channel. just pick the one most adjacent to your topic

distant acorn
#

any1 good with blender?

drowsy snow
#

(and some people mock me for it lmao)

serene fog
#

so i'm still trying to understand (this is the same blueprint as the last picture), with Get All Actors Of Class, you basically put all Actor of a class (elevators) in an Array, and then un the next box you tell it to use everything you've put into that Array (so Items/Elements?)?

distant acorn
rocky epoch
serene fog
#

an item and an element is the same thing no?

robust owl
#

ue3 - is there a way to set the default resolution for when you go to build > play level so that instead of 800x600, it's 1920x1080 for example?

modest trench
#

I have to say this is the first time I have seen a UE3 question on here

plush yew
#

Hi, I am new to unreal engine. Can I check if I want to learn to use the engine well, should I focus on learning C++ coding first or blueprints?

pastel ginkgo
#

Is it possible to add triangles to smooth out these edges?

plush yew
#

hello guys I folow tutorial for inventory esries

#

but i have problem with this node

#

idk what is and how I can get access to it

#

aha

#

thank you

distant acorn
#

@drowsy snow HELP EMEMEMEMEME REEEEEE XD

plush yew
#

lmao

distant acorn
#

heheh

drowsy snow
buoyant graniteBOT
#

:triangular_flag_on_post: Jellybeer__#9417 received strike 1. As a result, they were muted for 10 minutes.

serene fog
#

rip

willow trellis
#

How can I see the actual command line of compiler invocation, that UnrealBuildTool is doing eventually? How can I add extra flags to the end compiler? I am developing on Windows for Android and compiling with clang

rocky epoch
serene fog
#

i see

sharp willow
#

Hey there!

Concerning the StartTime parameter on all PlaySound nodes/functions:

  • Is the value normalized/percentage, or is it raw time?
distant acorn
#

eyo im back

#

Manny was not nice to me 😦

serene fog
#

thank you Hoodie and Tzupi, i think i understand Arrays now :)

unique kraken
#

hey anyone can tell me how to properly import marketplace aniamtions without having to retarget?

#

to th default 3. person template?

glacial dawn
#

@unique kraken You can assign your mesh the skeleton of the animations but sooner or later you'll have to learn how properly to retarget animations. The assign skeleton it's problematic with many marketplace meshes.

unique kraken
#

oh, i know how to retarget

#

but its annoing to do when stuff is LITERALLY the same

#

what i do now is delete one skeleton and replace it with the other one

#

seems to work nicely

glacial dawn
#

It's the same that assign it but it'll give you problems with no standard skeleton meshes.

unique kraken
#

yea well aware of that

#

i know my ways around skeletons, just didnt find right away how to merge exactly the same stuff.

#

but deleting one skeleton is just fine for that, not much work

mild phoenix
#

Hello for everyone Who know why when I exit from vehicle my mesh,camera and spring arm going to default?

#

And who know how can I change weight of vehicle

#

?

light bone
#

What keyboard keys do you guys think are useful to work with a WASD movement setup?

#

For example, the left shift key

fierce tulip
#

@neat vigil unpacking a game that is not yours is rather illegal, so we do not allow mention of such things here.

neat vigil
#

i have an allow from developer

fierce tulip
#

if that was true, you wouldnt need to unpack

neat vigil
#

they can't share the original files, but they let me repack it myself

light bone
#

I think and I could be wrong here, that could just be alt - tabbing the game

serene fog
#

i have a new problem

light bone
#

Could be wrong 🙂

serene fog
#

i have changed the Player Control Class and the Default Pawn Class to my own, not the default ones, but when i play, i still spawn with the default Control Class and the default Pawn

light bone
#

but the engine defiantly does that, sleep on purpose when your tabbed out,

serene fog
#

alr

light bone
#

but I would make sure your game mode is selected

#

as that defines what you spawn

green snow
#

Hello, please my UE cannot play webm files? I tried even mkv and m4v, I use Linux.

serene fog
#

yeah that's what i edited

drowsy snow
#

I still don't know why it's necessary to have Magic Leap plugins on by default

astral seal
#

Okay, so, I recently switched from VS to VS Code for a course, now I need to build a new project from source. However, it's generating VS Code project files (aka the workspace), and I would much prefer to build using Visual Studio instead. Does anybody know how to switch it back? I tried to do it from another project, but that did not work. Another thing that might have caused it is an extension I added to VS Code to fix the issues with it not linking properly and it causing header inclusion to appear as errors within the VS Code Editor.

flint trench
#

What do you do when you get a crash like this really deep in the engine code and the callstack doesn't really have anything to point you in the right direction?```

[Inline Frame] UE4Editor-Core.dll!TBaseDelegate<bool,float>::operator=(TBaseDelegate<bool,float> &&) Line 379 C++
[Inline Frame] UE4Editor-Core.dll!TBaseDelegate<bool,float>::{ctor}(TBaseDelegate<bool,float> && Other) Line 352 C++
[Inline Frame] UE4Editor-Core.dll!TArray<FTicker::FElement,TInlineAllocator<1,TSizedDefaultAllocator<32>>>::Pop(bool) Line 744 C++
UE4Editor-Core.dll!FTicker::Tick(float DeltaTime) Line 88 C++
UE4Editor.exe!FEngineLoop::Tick() Line 5051 C++
[Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 169 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257 C++

drowsy snow
astral seal
#

VS Code allows you to develop and compile for any language supported by its packages, and it's technically less heavy than VS itself.

drowsy snow
astral seal
#

This is my first time using something other than VS for development other than shader programming.

drowsy snow
flint trench
#

yeah but my codebase is huge and it could litterally be anything, that crash is super vague

#

other than it looks to be something to do with a delegate

#

where do I even start

drowsy snow
#

What was the last edit you made before the crash happen?

primal tendon
#

how to hide the random box lines of components which I have not selected

modest rock
#

Guys are there any other advanced locomotion solutions for UE4, except of ALSv4 ?

flint trench
cobalt shadow
#

or you can show > volumes

#

in the viewport

primal tendon
#

That I do know.... g = game view, but what I meant was, was those box lines always there or was it in the recent updates, Bcoz I remember the box lines appear only when I have selected that component

#

well whatever, thank you...

astral seal
#

Is there any channel I could use to talk and ask about Pixel Streaming?

nova kernel
#

anyone here work with Exporting Tiled maps for world Comp? And able to do a small task for me?

shy aspen
#

having a problem with Master Materials. only one input is being read...

#

anyone free for two seconds

hearty idol
#

@drowsy snow im not delaying anything. I am still working on my game in ue4, but ue5 does sound exciting

robust marten
#

I am trying to import a single FBX file but when I try to import it it imports like 800 times. I think it's trying to individually import every face of the mesh. Anyone know why?

drowsy snow
flint trench
#

Urgh lol

#

Figured it out

shy aspen
drowsy snow
#

ALSv4 itself used to be paid in v3, before the creator went on to make v4 free, and then he went noticed by Epic and worked for UE5.

shy aspen
#

what isa wrong with my auto mat? only one texture appears.

drowsy snow
shy aspen
#

could i get a hand by anyone for my automaterial/master material???

plush yew
#

I've linked my github and epic account, and even have access to the branch.

#

but I just saw this

shy aspen
#

@modest rock could i get a hand with an auto mat?>

modest rock
buoyant graniteBOT
#

:triangular_flag_on_post: JustWallaceMate#3303 received strike 1. As a result, they were muted for 10 minutes.

drowsy snow
modest trench
#

I swore there was another locomotion plugin

static arch
modest trench
#

Yeah, "MoveIt"

modest rock
drowsy snow
modest trench
modest rock
#

This is for multiplayer but i need just locomotion system

static arch
drowsy snow
knotty heron
#

My timeline doesnt work when called from a custom event?

#

it works on begin play

#

also if i turn on autoplay

drowsy snow
#

It doesn't hurt to have "multiplayer" replication stuff in a single player game anyway. If anything, it's bullet proofing your project shall the need arises, even as mundane as replay system rely on replication.

static arch
#

Genuinely curious by the way, in case I need one in the future as well - what's wrong with ALS4?

robust marten
drowsy snow
modest rock
modest rock
static arch
#

OK ;(

drowsy snow
#

Not to mention it's kinda difficult to retarget, and didn't put quadrupeds into account, so I had to hack my way in

knotty heron
#

Its only getting called once at a time

mild phoenix
#

Hello for everyone Who know why when I exit from vehicle my mesh,camera and spring arm going to default?

#

And who know how can I change weight of vehicle

#

It's too low

drowsy snow
#

I assume it's for RPG like health system?

I never do Timeline to drive health value to begin with. Usually I just straight up subtract the health, and do the "climbing down" number effect in widget.

Is there a specific reason to use Timeline to drive health value?

knotty heron
#

I'm trying to get the health to climb down from 100 to 0 while being stunned, but also want the value to be saved where it is as soon as he recovers

drowsy snow
knotty heron
#

Just wondering why it works on beginplay but i could also try that

drowsy snow
#

Also you may consider doing a hack with "break"-able loops, and subtract the value with World Delta Seconds inside the loop.

If the character is dead, break the loop by using Branch (or even making use of While loop), checking either its status (KO or not) or HP.

knotty heron
#

Yeah that also sounds promising, I guess Ill be using that instead

astral seal
#

Okay, so, I need to (in the future) integrate a Video Chat feature (via plugin) with Pixel Streaming. My thoughts on this are that if I do it lazily by first doing Video Chat integration and then implementing Pixel Streaming, the signal will be have the twice the roundabout time (once to the Pixel Streaming server, and then once more to the Agora servers, and back twice). My idea is to create some native app that is the host for the Pixel Streaming itself and the host for the Video Call where the Call itself is not implemented in the Unreal Engine application to avoid the double bounce problem. Is this feasible or a good idea? Any general concerns?

I'd ask in #web and/or #plugin-dev but they don't seem active, plus I didn't ask a real question there, just wanted to check for experts, so I'm asking properly here now, and hoping for a response.

thick herald
plush yew
#

I have a line of roof tiles that are all instances, but importing them into unreal makes them all individual meshes. I cant see any import options to preserve instances

fierce tulip
#

unless weird explaining, you'd want your rooftiles merged and not instances

thick herald
#

Naa.. individual tiles for added realism 😄

twin geyser
#

i cant seem to drag a 3d model into my content browser. is this because i am using 3d veiwer

shell zephyr
#

how can i make that if the healthbar reaches 0 the character does something (like deleting it self or whatever)

spare kernel
#

healthbar has no correlation to a character doing something when it reaches 0

#

if your health is all done inside a widget, you have a bad design flaw

buoyant graniteBOT
#

:triangular_flag_on_post: breadloafandcool#5235 received strike 1. As a result, they were muted for 10 minutes.

earnest wigeon
#

very new to ue4 and game making in general. i notice a lot of people make things work like guns, cars, that type of thing before making a world

#

is it a bad thing if i start on the world before anything else

verbal plaza
#

I need help on how to import this file, so I can open it in unreal editor

rose tiger
#

hi, i'm new here and in ue4 but does someone know how to import a map from sketchfab to ue4?

short pasture
#

guys how can i fix this

mossy nymph
#

click Show Output Log

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then go through errors 1 by 1 until there are none left

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then try packaging again

short pasture
short pasture
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the community one?

short pasture
twin geyser
#

i cant seem to drag a 3d model into my content browser. is this because i am using 3d veiwer

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i need help

grim ore
#

@twin geyser you would have to drag in the source files from your file explorer if that is what you are trying to do?

short pasture
#

now what?

twin geyser
#

i m trying to drag this

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but it wont let me drag it into the content browser

rigid belfry
#

try clicking the import button

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inside unreal

plush yew
#

Hi, I am wondering if the code in UE4 would be simple or complex to write in C#

#

Things like AI and stuff

rigid belfry
#

depends what ai we're talking about

#

the ai in my 2d spaceshooter doesnt even have an ai controller(well technically any pawn not currently possessed does) for example

short pasture
#

is it to get so long?

hollow star
#

depends on a lot of factors, like hardware for example

grim ore
#

@twin geyser what happens when you try and drag it in? also what file format is that file in (we cant see the extension)

twin geyser
#

it shows the circle sign thing

short pasture
grim ore
#

yep we need to know what type of file it is then, open the properties to get the extension or turn extensions on. If its showing the red circle its not compatible

twin geyser
#

oof

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i think it is a fbx

grim ore
#

fbx is compatible, so that should work

rigid belfry
granite holly
#

hey guys, can someone help me figure-out a bit on material "opacity mask" ? I'm below for vocal or text here 🙂

granite holly
#

The last thing that needs to be done is to simply open your desired material and apply this material function for the “opacity mask” node. You will need to set the shader type to “masked” if you haven’t already for this to take effect.

#

here is what I'm trying to understand

grim ore
#

which part of that are you trying to understand?

granite holly
#

apply this material function for the “opacity mask” node

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this

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dunno how

earnest wigeon
#

anybody know why unreal might not load for me. i was running 1.24 when suddenly it crashed and wouldnt open up again. installed 1.26 and it wouldnt even load up the first time

grim ore
#

which part? the material function or the masking part? we dont know what you have done. Is this a text tutorial, image, video?

#

I mean if you just want to know where the opacity mask node is, its here

granite holly
#

I've made the material, but I don't get how to add-it in an other random material (in opacity mask entry) to make his effect works

grim ore
#

well it says to apply this material function to the mask input, i would assume before this was creating the function

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or it tells you which function to use

twin geyser
grim ore
#

what does it show for the Type of File (this is the extension)

granite holly
#

ah ok nvm, I found how to make it ... xD

twin geyser
#

this is how it look like for me

granite holly
#

god bless this discord x)

twin geyser
#

i mean the type of file is a 3d object?

grim ore
#

oh your in a zip file arent you?

twin geyser
#

yes

grim ore
#

yes so those files dont exist then

twin geyser
#

oof

grim ore
#

you have to unzip/extract the file first then you can add it

twin geyser
#

ok

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it works thank u

grim ore
#

can sketchfab export the file in .fbx or .obj?

twin geyser
#

there is actually a plugin i think

rose tiger
grim ore
#

I would assume Blender could import it, then you could pop it out to fbx

indigo escarp
#

how to i disable context sensivity

steel leaf
#

Hello, I was wondering, if I only use the "paper 2d content" for 2 files, should I copy those 2 in my content and then delete the paper 2d content?
I think when I export my game unused files are packaged

steel leaf
grim ore
#

@steel leaf if you just want to use those 2 materials, you can copy them into your project then disable that plugin

steel leaf
#

Okay thanks you, I'll try that

steel leaf
grim ore
#

yes. The content wont get packaged if you dont use it, if you are worried just copy the ones you want so you arent touching that folder or assets at all

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if you delete that folder its deleting it from the engine, not your project

steel leaf
#

Okay thanks!

rose tiger
grim ore
#

are you sure its the same crosshair?

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I dunno, maybe? I dont know how you are hiding the older hud

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removing it doesnt destroy it so thats one issue

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if you plan on re using it, remove it then just add it back

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or dont even remove it, just set the visibility of the widget to hidden

broken heath
#

Why some people say if you dont have lods , dont use hism

knotty heron
grim ore
#

sorry I should have clarified, if you remove it and nothing refers to it, it will get cleaned up

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I always store reference so I can re use them later so if you do that you have to clear out the reference as well

knotty heron
#

Oh alright good to know

broken heath
#

Sorry its not about unreal , Can i increase the text and icon size on mac os without downscaling the resolution @grim ore

late stag
#

Guys im creating a super realsitc big MMO game like escape from tarvok and rust

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but idk what game engine to use

#

im pretty familar with unity and unreal

grim ore
#

@late stag use both, double your chances of success

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@ebon linden it shouldnt matter, put it where it make sense to keep track of it? both seems valid

twin geyser
#

i cannot find the calculate direction node that they say in this tutorial

#

In today's video we check out how we can finish up our animation blueprint, setting up the conditioning and logic to determine the player's speed and direction and then feed it into our animation blendspace.

By the end of this video we'll have a completely custom character set up for our FPS game inside Unreal Engine 4.

► Resources: https://ww...

▶ Play video
#

4:42

spare kernel
#

Calculate Direction is part of the AnimInstance

grim ore
#

@twin geyser from the video... the first 2 comments... on the video you were just watching... in the comments....

twin geyser
#

nvm

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i found it

grim ore
#

yes... in the comments... of the video you were watching....

spare kernel
buoyant graniteBOT
#

:triangular_flag_on_post: mrprogames#0602 received strike 3. As a result, they were banned.

rose tiger
grim ore
#

well its going to come in as a static mesh, what do you mean by a map?

rose tiger
#

a level

grim ore
#

you put in into a level in UE4 and use it

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a level in UE4 is just stuff in a container

rigid belfry
#

is there a way to not make a sound wave auto play on start up?

grim ore
#

uncheck auto play?

rigid belfry
#

cant find the bool

grim ore
#

how is this sound existing in your world?

rigid belfry
#

theres only auto activate

rigid belfry
grim ore
#

yes yes disable auto activate

solemn siren
#

UE4 not recognizing python modules(using natsort), setting up env variables doesn't help. How to fix it?

rigid belfry
rigid belfry
#

you've made a "map" which you exported as a 3d object. the static mesh is that

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also it seems like the settings were not properly set up for unreal and the scale is way off

#

how?

#

full sentences please

grim ore
#

@rigid belfry the first time seems like it yes, its set to auto play. alternately you could just have no sound loaded and load the sound the first time its played

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@rose tiger your scale might be wrong and this "map" is very small

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open up the "map" by double clicking it and see what it shows for the size in the top left

rigid belfry
wispy knoll
#

really weird issue here, running in VR on an Oculus Quest, getting horrendous performance when tabbed into the game (like 3 fps) but when I tab out it goes back to normal.

Also just getting unexpectedly shitty performance (20-30 fps) in a basic scene with a few trees and some grass

grim ore
#

@rigid belfry @rigid belfry maybe more like this if going that route, so it doesnt have to load the sound every time it needs it only the first time

ocean grove
#

@wispy knoll check if steam vr home is running

grim ore
#

@rose tiger yes that is tiny, very very very small

rose tiger
#

29/0,5/8

grim ore
#

you probably want to import and scale it up on import, or export it out at a larger scale.

ocean grove
#

Hmmm that would have been an easy fix.

grim ore
#

this is in cm so yours is very small

ocean grove
#

@wispy knoll when your tabbed in, what do you mean by that? Also do all your processes look normal, like GPU usage, CPU usage, RAM ect?

wispy knoll
#

GPU usage goes to shit when i click on the window

#

i hit windows key, goes up to 80%

#

but if i focus the window it doesn't work

#

works the same in preview and standalone

ocean grove
#

Is the tree really complex?

#

I know best practice suggests LODing and baking everything you can to keep fps high.

wispy knoll
#

i get the same issue in an empty scene

#

separate problems

ocean grove
#

That's super weird.

#

What's your GPU?

wispy knoll
#

2060S

grim ore
#

do you have anything overlaying stuff. like msi afterburner or nvidia shadowwhatever will overlay on a 3D viewport FPS and other crap and that can totally cause issues in the editor

wispy knoll
#

i disabled discord and nvidia overlays, no luck

#

afterburner isn't an overlay?

upbeat tendon
#

am i right in thinking that i need to write code to handle transitioning from spectator mode to playing? maybe from the player controller i would call RestartPlayer ?

ocean grove
#

There might be something that doesn't seem like it's an overlay but is, I would pop open task manager and see what's eating up performance

wispy knoll
#

nothing is, it's just not performing when it's tabbed in

ocean grove
#

Maybe try closing everything down and restarting.

wispy knoll
#

been doing this since yesterday

plush yew
#

i need this effect, how can i make it?

rigid belfry
cobalt shadow
plush yew
#

any tutorial to teach it?

dusky cypress
#

where can I ask for help?

wraith moss
#

can somebody help? i started making a 2d platform game but the animations are somewhat broken

#

sometimes its getting smaller the animations dont change when i move

dusky cypress
#

sorry i do 3d

candid falcon
#

what is the quickest easiest way to get the ground location under a point?

mossy nymph
#

lintrace

candid falcon
mossy nymph
#

that one is fine, as long as your ground blocks visibility

#

you might hit something else along the way, then you might need to experiment a little

candid falcon
#

ok I got the wrong one I was using normal
I'm early in development of this project and I'm trying to think about future proofing it so it doesn't detect invisible objects

#

ty :D

prime willow
#

so my groom doesnt have hair colo

#

i can change it in groom settings and in third person

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but it just a black blob in actual play or editor