#ue4-general
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but also if i put 1000 1000 1000 it doesn't change
Question, can quixel megascan assets be used in games / is there a way to make those assets game-ready?
:triangular_flag_on_post: Xlyoid#8692 received strike 1. As a result, they were muted for 10 minutes.
of course they are
Wuts with strikes today
people not behaving/following the rules
anyone ever had a problem with PIE crashing the 2nd time you play it?
@graceful zephyr no, but if you have crash report maybe that can shed some light
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
followed by a bunch of UE4Editor_SlateCore
works fine outside the editor and the first time i play it with PIE
best bet is to download the debug symbols for the editor, and when it crashes you will have more information
ahh thanks i never knew about that
after so many years i still feel 32gb for editor symbols is a bleepload hehe
(then again, i just downloaded gtaV today after 5 years of not playing it, and after 5 minutes I was "right, thats why i didnt play anymore" and uninstalled it)
heh
damn 32gb
Hope someone can help me out here but. I saw there is a render target volume, so I wanted to try experimenting drawing volumes to it..however there is no such thing. So I don't understand how it could be utilized. You can create them but you can't draw to them..so how are they possibly useful?
Is there a way to draw to a render target from the material itself without using blueprints? then I could see it making sense
I also can't find a single piece of information on it that is in anyway useful to its utilization
hi, Do you know where in the engine source i can get the class/method how manage rendering.
i mean something like iterate over all actors looking for cull distance etc etc?
Hey, i have been struggling with a problem for about 2 days and really not sure what i have done wrong, im trying to create an rpg to help me understand how unreal engine works. Im still very new. But the problem is when my character turns around and runs, he faces a weird angle for a second then goes to normal, same applies when going left and right. Id really appreciate it if someone can help. Ill send screenshots if someone wants to try and help
@honest sand interesting
@honest sand I'm guessing u've started with a starter project, and maybe added some sort of component to ur Actor?
@honest sand I don't wanna give u any sort of solution, but guide u in that direction, u have mouse input, and keyboard input, if u want to control ur character right?
So i started with a starter project but have my own character that i imported, with some mixamo animations. I added a blendspace and also added some stuff in the animation blueprint to get the velocity and actor rotation and set the speed and direction. I created an healing ability with an animation as well dont know if thats what cause it. Cause when i first updated the anim blueprint it worked correctly so dont know where it went wrong
Id appreciate any help, thanks
Yes
i only started learning unreal engine like 5 days ago so sorry if i sound dumb lol
Hello, Im trying to make a level with floating islands, however I would want the islands to not be just grey cubes. So I would like to model them that texture them, does anyone know of a video, from modeling, to making the texture and applying that?
oh lol yeah
When i dont connect the return value of the calculate direction to set the direction. The running animation is fixed. But that will probably cause other issues along the way. So it has to be there where i did something wrong right?
Anyone know why when I now open my level, all of my foilage on the landscape is gone and the system wants to save the file, as if I've made changes? But I didn't get rid of the foilage.
Hello
I am only getting wireframe images on Unreal all of a sudden
I'd like to view my real image once again
Sorry, i might be dumb. But what do you mean check the execution pins and play the editor? Im really new at this so not to sure what you mean by check the execution pins
F1 to F4 should change the view
where it says "top" change that to perspective
Nope ๐ฆ
https://docs.unrealengine.com/en-US/BuildingWorlds/LevelEditor/Viewports/ViewModes/index.html This might help for future reference
Also apparently it is Alt+4?
Worked!
Thank you so much all!
Is anyone else on the current Dev Insider for Win10? Because I've tried to enable Raytracing and while it worked before, it doesn't do anything now.
The options are set and it is starting under DX12. Console also responds that r.Raytracing is set to 1
If you've never modeled and textured before you will find it quite complicated (at first) It's a whole other set of problems. Being able to model and texture yourself is a great skill to have. Use the program Blender. It's completely free. Learn how to Model basic shapes, then how to UV map (UV mapping will likely give you headaches for a while until you get the gist of it) There are free texturing programs like Armor paint. However if you want serious control try Substance Painters 30 day trial
My only guess is that it might be Insider Build related.
Anyone try the new ocean?
I imported, and rendered like 4k shaders, but no water haha
Does anyone know anything on Render Target Volumes
The new ocean requires landscape edit layers iirc but it is a bit hard to setup right (the new ocean that is)
Im working with World Comp, and enabled Layers checkbox,
though i noticed, i also have a new issue
Doesnt fornite use the ocean system
yes
Nonono. Sorry. I should have stated, I have used Blender multiple times and have seen videos on texturing, but just needed one that explained on making textures for the models, then properly getting them into UE
Try substance painter then. Plenty of tutorials on YouTube ..amazing program
also, might be a stupid question, and not sure where to post, but how can i align this? The Orange Box is not even centered,
Alrighty, thanks.
Hello!, I just joined, Is this the room where i can ask for the solution to a small problem?
You can move each tile in the world compiste view
I'm working with hundreds of tiles in my game..and world composite is kind of a pain in the ass
I read somewhere the world composition is being replaced by something else for ue5
I can't f**king wait for whatever it may be
I find it odd that Rider came out with support for UE5 over a month ago ....and we still haven't gotten any word from epic. However the update leads me to believe it is right around the corner
Otherwise it would still just be kept for internal testing
meh, many games have been announced using ue5, and obviously software related to ue4 will be made ue5-ready. nothing spectacular there
I have high hopes...I think there is good reason. Otherwise why not just say its 4.27
UE5 has a new generation of tools that will push it ahead of UE4 in many ways.
if i were to export my mesh from unreal to blender and back
Why would you want to do tihs Snowie?
would i lose my morph targets and skeleton setup
oh I woudnt know about that.
because i fixed my meshes hair groom issue and such
Just make a backup and see what happens
but i forgot to setup a skincap on the head for hair ;-;
I always back anything up if I know trying something might break it
so if groom moves too much it doesnt seem noticable
;O;
idk if you can just add that in lol
Did you try yelling at it
slap it harder!
I am useless here. soarey
please keep this chat nice and on-topic. thanks
I'm about to get yelled at...yes that
Sorry forgives pls
pl0x f0rgiv m3 lord of unreal-engine topic
Well does anyone know if doing such would cause severe issue
i dont wanna break my bootiful boi
Okay, for some reason the Nvidia 4.26 UE4 works with raytracing, but not the other ones? I wonder what is different
Anyone know why my volumetric clouds are super grainy
Stupid question without showing material. Retracts
Hi there folks
Is UE 5 lost somewhere?
Cuz I thought "early 2021" means first 3 months of the year
it said preview, and it was never set in stone. You will know once everyone else knows.
Wasn't that time frame also announced before this pandemic started? So delays might have happened because of home office and such.
It was announced well into the pandemic, I'm sure they are still on track
Ah, then I was just misremembering. Everything kind of flows together, so it gets hard to tell apart.
i have a little question:
is it normal that lightmaps dont work in these?
it bakes the whole lightmap, doesnt matter if i have a project with or without RTX enabled
but after baking it just doesnt show
when i try this in regular ue4 (for games) it just bakes it correctly
but in this archvis template, it somehow doesnt show up
if my groom doesnt have a mateiral
how would one add a material to said grooms
if i do it in blender
will it be good to go in unreal or?
Hi, don't know if it belongs here but I just want to quickly ask:
Is it better (more performant) to use line or other shape traces, or is it better to use collision spheres for
detecting pickup items in the direction I am looking and certain distance? Or is there another more efficient way?
Can someone tell me how to remove those black lines?
Give the marketplace users some slack.
Hello everybody ! With an "AttachActorToComponent" i have a big offset which is .. a big problem ! Basically here is my setup :
I spawn an actor to a location and i want to parent an entity on it WITHOUT Modifying the location
Collision sphere is fine.
At least you don't need to hitscan every single frame just to check for specific item
hey guys, i have always problem to export animations from blender to unreal. any suggestions?
Specify the problem.
i cant export any animations
i mean i can't export correctly any animations. they dont run in unreal
I mean, (classic) Doom handles item pickups by checking distance between player and the item, effectively not a hitscan thing.
In fact, Doom should be studied for Gameplay Programming 101
Have you setup your NLA properly? Do you have the correct unit and scaling? (It has to be 0.01 metric)
wait i must set up NLA?
and where i should change scale?
Distance checking could easily end up being more expensive with enough items in the scene
Line tracing is not expensive
Yes
what else?
yup i did
and this? @drowsy snow
Hello
I'm downloading version 4.26.2 and sometimes i get the MD DL error, and today i was getting this error everytime i try to continue the download
Is there a fix for it?
Hm. How can I clamp a volume texture? I don't want it tiled.
I can't find an option for it anywhere
oh nevermind
I got it
nevermind again I don't got it lol.
I clamped the source texture but it still doesnt work..it tiles
how do i fix this
[SM5] Function Landscape_Layer : (Node PixelDepth) Invalid node used in hull/domain shader input !
this is a error cums up wen i enable GPU Tessellation it dos it when i use (PN Triangles) or (Flat)
and (Landscape_Layer) is a Material Function i made
Hey all, trying to find a way to replicate this move/snap-to-wall feature like in Dead Space 2, but in 1st person.
https://www.youtube.com/watch?v=c5QyrCBUh2U
Around 10:20 you can see it slide/snap into position and I'm trying to figure out how to do that. I was suspecting sockets are at work but can't find anything that says about using them in real time like this.
Leave a like on the video, it really helps me out :D
www.videogames.fyi
www.twitch.tv/GleasonRyan
@warm stirrup Yea, one easy way would be having a sphere collision on your "plug", when overlapping, just snap to the socket (with attach to component)
How would one approach storing substantial volumes of text assets for ue4 for say a story centric game? (and being able to easily reference the correct text)
It doesn't seem like ue4 has many tools for handling large quantities of one-time text and runtime generated text. Would it all just be hard coded?
okie so sincerely how would i make my groom material become visible
the color and material shows in third person blueprint as well las groom asset
just not in editor
Hi Everyone! Is there anyway to get rid of un used asset in UE4 project? For example i download a big asset pack but i only use half of the asset then i want to clean my project to make it not as heavy as it is?
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 ...
that should set you up pretty well
leave the physics on default and itll turn out like this
Did a speed test with UE4.25-3 in 2 hours , Groom is getting better & better.
Only mirror doesn't work.
i messed with physics and it got jank fast
however you might want to tweak it if it doesnt turn out proper
this tech is new so using proper will be nice as youll be the very smart few with it in their game :3
if you figure out how to fix the materials send help okkk
it should, it even worked with a 1660 if the scene wasn't too complex
also depends on amount of characters with hair in the scene and the overall complexity
For some reason after my AI loses me, if i walk near it, it randomly sees me again without even looking at me, anyone know how to fix?
show me your material
im trying a new method by master marvel if it doesnt work ill take your help, i wouldnt want to waste your time ^^;
don't worry i'm having my morning coffee haha, I'd be happy to help
tag me if needed
yay will do, thank you so much โค๏ธ
Hey guys! Iam having this issue with UE4. It's saying Insufficent video memory everytime I hit render in ue4's sequencer.
My Rig :-
ASUS GTX 1050TI OC EDITION
8GB RAM
I3-9100F
Iv'e made more complex renders that the project Iam currently doing now
use virtual textures to go out of core
your vram seems to be full
and stop rendering in ue4 sequencer, you should use the Movie render queue
I'll try it out. Iam new to UE4. Thanks for the help!
sure, no pb !
I wanted to do some research on adaptive meshing for skeletal meshes. I'd like to find out what's actually possible or theoretically possible in 2021, if anyone could refer any reading or video on the subject that they know of? Really appreciate any help. ๐
You should check out the Niagara doc, I believe I've some possibilities for adaptive meshing using niagara
thanks, I'll start there!
@potent cypress well you don't have much of memory
Not 100% sure about what i'm saying tho. Maybe you should ask in the Niagara channel down there
Does somebody know how can i automate migrate assets (dataprep, bluetilites, python) anything? Thanks
Do you want to remove the unused ones at building?
I paid someone on Fiverr to list the most reviewed products on the Unreal Engine marketplace. Enjoy! https://drive.google.com/file/d/1NIfhSH6pCwHejLcGEs7WZFhfLGsQtUok/view?usp=sharing
@uncut zodiac there is a plugin for it on the marketplace.
@cobalt shadow i'm really sorry but if youre still willing i kind of need your assistance..
Is there any way to MoCap for android metahuman
the method i tried did not work at all x-x
what node is this in unreal?
Constant3vector in material
thank you
come in vocal chat Feedback and support
so you can show me your screen
um is it ok if we start in 10 minutes or less
thanksies โค๏ธ โค๏ธ โค๏ธ
im streaming avatar for my friends x,.,x
the episode is near ending
thx thx ill be free in a tiny itty bitty bit โค๏ธ
sorry but... where are my bones in the fisiks asset?
haha, can't argue with that
its guud show im glad their enjoying it after it got its second run C:
show your skeleton
the blue asset
seems like you just got your groups, not your bones, you must have messed up your import
Try to export / reimport properly
I have bones... is this good?
ooh
I thought it was your groups due to your naming
yeah
seems good
The problem might be your skeletal mesh doesn't have the proper skeleton binded
isn't it x-forward for wheels?
thats not x-forward tho
look at the gizmo. its got y-forward
it might not have it's transform reset in blender. Also, wheels are meant to link to the root bone of the vehicle
perhaps the automatic bone orientation messed it up or something then.
I only have the body phisics asset. not the wheels
maybe
Ive not exported a vehicle from blender before, only 3dsmax so Im just guessing really. I must do one sometime.
oh
says i cant stream in this channel @cobalt shadow
@prime willow you need to head down to the voice chat channel and msg Manny from there
yeah no worries, we got to a private call, thanks bud
Please help me ๐
Like in my project i have 1000 mesh and when i have done build my environment i actually only use 500 mesh :)) i want to get rid of the unuse other 500 one so my project size could be smaller
Suggest you to give this tutorial a check :)
does anyone know if there is official unreal engine merch like clothing apparel etc?
same
sheeeit lol
I always wanted a Tshirt...
there's some on redbubble but that's fan made and not from epic themselves
hello i have a question, i have a tree but the material for the leaves only appear from the top, the bottom is transparent, do you know how to fix that
You could make the material double sided I suppose
i tried but it doesnt work ๐ฆ
so you checked "two sided" in the material of the leafs? because that should certainly fix your issue
otherwise, the geometry is too flat and you are just watching from an angle where you wont see much of it
it works now i just forgot to check it lol sorry
I kinda need help with a third person rpg im trying to make. Theres a problem with the character. whenever i look in one direction then turn to the opposite it stays in a weird side ways angle for a second then returns to normal. Dont know if that makes sense but yeah. Dont know if theres something wrong with my anim blueprint.
Does anyone know if the bottom part of this blueprint is correct?
Id appreciate any sort of help. There was a guy that said he would help and that theres an easy fix. But he might have forgotten about me for a while and i kinda wanna get this fixed as soon as possible
is there a set of nodes to stop post process effects from effecting materials >O>
I just started using unreal engine like 5 days ago so not to sure ๐

Do you know if theres maybe a tutorial on that somewhere so i can maybe do that and see if it works?
im not really sure what youre trying to do x3
Oh lol, well basically when my characters facing like forwards for example, and i turn around and run. The character faces a weird angle for a second\
then returns to normal
I want to stop him from facing that weird angle
oh i definitely have no idea how to help with that xD
Sorry if my explanation doesnt make sense
im not even sure how to setup head looking stuff but i need to eventually x-x
A video of the issue would help whoever can help with this (not me)
Oh haha, thanks for trying tho
sorry >.<
Its okay, im sure ill get it figured out sometime. Maybe that guy that said its an easy fix replies today
my best advice to you is to search google, youutube and forums
most of the time if you look hard enough the fix and be found by combing painfully through tons of sites and pages x-x
Ive went through so many sites and youtube videos and then found absolutly noting haha, and gound this discord and thought maybe somebody had the same problem before. But ill continue my search thanks
why are those settings grayed out?
are you using something that interpolates the turn and limits it based on the angle? It might be hitting the angle, but the forced rotation then flips it to the new position
oh fixed it im stupid
was it something to do with inheriting from a base class or not having the right component as the defaultsubcomponent perhaps? Kinda interested for future reference. ReadOnly perhaps?
The only thing that i used to calculate the direction is in the screenshot i sent of the blueprint. Sorry im really kinda new to unreal engine and blueprints so i might sound dumb
it's ok I sound dumb most of the time and I'm a pro.
the reason I ask is I recall the head turning to a max turn point and then when the angle of the turn reaches enough to turn the body it turns with it, but if you turn really fast it can flip the head to face the other way where you are rotating too. There might be a delay there sometimes if you are using animation to hard turn it
or I might be talking out of my posterior because its been a while since I did character work :p
Oh okay, ill look further into that.
Also i have another question
Is it possible that a animation i added for an ability may be causing this as well?
Cause i remember that at the very start everything worked. Then dont know when it started doing this
it could be its impossible for me to say without knowing more about it.
Oh okay, thanks for the help anyway
no worries. Welcome to Unreal. Enjoy the ride ๐
Thanks๐
I need to get used to the blueprints tho, or should i consider learning c++?
@honest sand learn both
Do i try to learn them at the same time?
@everyone this code how convert blueprint
Okay then ill get a course on c++ and see how far i can get with that
there are good c++ primers out there, also look at the example projects
Cool, ill look at them as well. Thanks
How hard is c++ to learn on a scale from 1-10 in your opinion?
Just curious
can you code in another language?
@tranquil kestrel pretty much exactly the same way except inside a function or in an event.
Ive been doing web development for the last year so i dont know any game programming langueges lol. Ive had an interest in game development for a few years now tho, so im trying it out
do you know javascript?
@honest sand start with blueprints. C++ with Unreal is a templated system so it's not exactly your regular C++. If you have time though, learning C++ is one of the best things you can learn.
Yes
then you shouldn't find a ue4 c++ primer too difficult
Oh okay, then ill finish this tutorial on blueprints im working on, then after thats finished ill learn c++ while still getting the hang of blueprints tho
Oh really, ill look into that then
I'm using a decal to get a circle underneath my units just like an RTS where you select units, the problem is I have some units that are constantly rotating so that completely messes up the decal. Any idea what I could in that case?
I found starting with a blueprint function library was a good way to practice making static functions in C++ to use in blueprints. Then you get the idea of how to make a new node in C++ and make it appear in blueprints. Just remember they are static.
Oh, i see. Ill keep this in mind thanks
i think the difficult thing to do is understand how to structure things
any run of the mill primer will deal with that. Tom Looman's was a good source for me
right now ive got a problem, i've got a hud and a umg menu for selecting a character, should i add it to the view port, or add it to the hud?
viewport
the HUD is actually a relic of the old canvas system but the class remains because some reason.
if i do that then i get weird conflicts
the hud seems to mask the umg added to the view port
yeah it's probably a depth in front. I can't say I've used the HUD class since UE4 though so im not sure of the fix. Unless it shares z-depth with widgets
Quick question, does anyone know how to scale up the underwater post process on the 4.26 water? I can't find any scale option
Lads
Is it a good idea to do "special" sun lens flare in widget?
I'm still splitting my hairs with Niagara, as they don't give the system sample for what's shown in UE5 demo
I looked at one GZDoom mod for lens flares, said that they do it with HUD trickeries
there is a plugin on the marketplace that lets you use particles in UMG but I think it's Cascade (not that it should matter as Cascade is still powerful). You could do all kinds of tricks for it though. From flipbooks to using the renderer's usual way of doing it. Many ways to skin this cat.
Yeah, I looked at that mod, and thought, would it be easier if I do the whole screen positioning in widget and do line trace trickeries for occlusion, and set the Z-order down to negative something so to not overlap the other widgets
I'd fake the hell out of it tbh. You could do it with a couple of images overlayed and parallax scrolled I guess, perhaps interpolated towards a direction or using a focal point etc. if you know what I mean
does anyone know if its possible to get HABLE tonemapping in unreal instead of ACES ?
@dusky cypress you need to ensure your wheels are x-forward. I don't mean to re-iterate this as you already know, but Vehicles requires an exact method that aligns with the documentation. One wrong step and the entire vehicle gets whacky.
without a huge effort since its just a personal spare time art project
they are rolling on like a ball (in the phisics component)
is that a axis issue?
it could be a number of things from not being linked to the root bone, or an incorrect wheel setup, or an incorrect physics asset setup or not being x-forward (although that one usually makes the wheels sink into the ground)
so the bones are not linked correctly?
I can't specifically tell from Unreal. I'd have to see the setup in the DCC
is this good?
yeah that looks ok. Not sure where the bone is linking to, presumably the root bone right?
Ok, time I asked a question because why not. I rarely do.
Does anyone know if it's possible to export a Groom for editing ?
yes
both are great options
@plush yew you are in the blender discord, I think you already know ๐
UE4 is still good 
Also I'm still sticking with 4.26
I have gone through lots of calories passively burned just to get the necessary engine modifications up and running
oh fixed it
Unreal Engine IV lives on ๐ฅณ
Hello guys who can help?
Now I working in project and it has some bugs or something like this
hi anyone ever had that problem with perforce ?
havent connected in a few days, was working perfectly before that$
"If you get the "host unknown" error, speak to your administrator." who is my admin lol
it might be your token expired. I'd try manually logging into the P4V client and seeing if it works. Otherwise make sure your P4V server hasn't been borked somehow. Perhaps make sure the service is running.
thanks a lot i'll try that how do you manually log in ? with console ?
I guess you can do it via command line but I don't personally. I use the windows P4V client
admin is for the accounting. Client is for logging in and seeing your workspace
yeah ok that's what i thought but i can't access the client sadly.. i get the error message when trying to acessing the client
thanks again for your help btw
if I put a wifi6 PCI card into my PC, can my Oculus Quest 2 connect to that PCI Wifi ? or can the pci wifi only wirelessly connect to another router ? anyone know ?
Does anyone know why Unreal Engine requires Xcode in MAC
do you guys know any good retro 8-16 bit arcadey games? kinda like asteroids and similiars
Hi All, I will be continually adding FREE full resolution (8129px) heightmaps and material coverage maps I make with World Machine Pro for the community. You can use however you want. I want to share my height maps with the community since I never get around to actually completing a map mod, and I thought the height maps could be useful to so...
12seconds in, still no actual video. bad trailer
@pastel gulch #work-in-progress
@pastel gulch https://www.youtube.com/watch?v=4CSYA9R70R8&t=606s
Making a strong trailer for your game can be a huge challenge, so Iโve collected a bunch of tips and best practices from the industryโs top trailer makers. More resources can be found in the description, below.
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Have Mark talk at your studio, university, or even...
Yep sorry i dint think about it
that is why i am here to take your advice guys
yep I am just testing
well test in the right channel.
remember that we're all devs here, so there is almost no point(personally) in trying to advertise a game here
toe out gang?
forgot to turn on kinematic
drift setup or is that toe in for drifting? ๐
sure its toe-out for drifting ๐
oh fixed it
i wonder how bad it would be if i tied the camera to the orientation of the front wheels
oh no
fisiks
oh
help
i havent done anything in ue4 so far other than make sum mountains
and a cavity for a river
Thanks @rigid belfry
@dusky cypress please don't keep spamming help.
do I ๐
ask your question in #legacy-physics might get more responses than here.
i wanted to do unreal editor 4.25 the version but this happens send help
oh yes thank you
@magic trout what graphics card you have? latest drivers?
yes
yes to what?
how old is the laptop/computer?
could try reinstalling DirectX
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwizvYiV9IzwAhXmhP0HHe6tBmQQFjAAegQIBBAD&url=https%3A%2F%2Fwww.microsoft.com%2Fen-gb%2Fdownload%2Fdetails.aspx%3Fid%3D35&usg=AOvVaw3mnoCaPVR5anrx4WvAiZip https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwizvYiV9IzwAhXmhP0HHe6tBmQQFjABegQIBRAD&url=https%3A%2F%2Fwww.microsoft.com%2Fen-gb%2Fdownload%2Fdetails.aspx%3Fid%3D8109&usg=AOvVaw1-zLplR87HfX0fqZjL0Omu
3-4 years
better than mine. epic wont even load because it tells me my graphics card isnt supported
even though i have used epic for a year no issues
still says dx11 feature level 10.0 required
great ๐ฆ when i set up sun with 75.000 lux and lit view mode looks good, path tracing looks like shit.
cant compare now path tracing to rtxgi lit. path tracing doesnt like 75.000 lux and camera ev?
How can I make a character have a shadow that doesn't look like their mesh? For example
i mean. it doesnt actually have to be a shadow
could be a decal, a sprite
another character
just because it looks like a shadow, doesnt mean it is
math?
that the decal or whatever reacts to all light sources
or can collision box make shadows? oO
Yes, using capsule components in your physics assets
So I move my pawn back and forth. But when I yaw the camera to another angle the backward and forward "becomes" visually left and right, even though I press back and forward. Example here: https://imgur.com/a/iTdaKoE - How do I change it to become relative to the camera position?
champ
This was primarily used to make cheap soft shadow over distance, since skeletal meshes can't have distance fields
An overview of using Capsule Shadows for indirect and direct shadowing using a Physics Asset.
Using capsule shadows
I put the link in the previous post
thanks
My cancelled game jam project faced this issue.
Basically what you want to do is working around the vectors and whatnot, translating world transform to relative and vice versa
because player input is related to the Controller. you are rotating the controller, not the pawn
is it possible to change hello mod kit version?
you could turn on "use controller rotation"- on the character,that is
this doesnt look right or?
Almost forgot, I used torque instead of normal TPS pawn
yeah. torque and ue4 just dont work
making a simple rolling character is actually impossible
compared to unity, which takes literally 2 minutes
so cars wont be good?
or different kind of torque
you could fake a rolling effect with animation
Try using Light Propagation Volume
It's an overlooked feature, but still works like a charm
im using rtxgi
i am strictly talking about a rolling ball character here. no idea how that would work with cars...but i know its somewhat of a challenge to get it right, although possible
Oh, nevermind me then
I'm 100% raster gang lol
rtxgi works even on lame 1060
and amd too
i just noticed you said torque and i was trying to figure out what kind of torque. i didnt have the whole picture
both the car tires and the sphere character in the rolling ball template use torque to move
The performance won't be good for lower end hardwares, and I'm not spoiling the high end gang
60 fps on 1060 tho
this is good
lpv only makes ugly dark artefacts on faces ๐
Sorry, I didn't understand your response. I'm very new to UE, I should add.
@drowsy snow and lets not start with lpv is only for exterior
hey guys, im having issue with folige paint tool, when i try to paint lets say pebbles on a static mesh, nothing paints, any ideas why?
is it possible to see all sockets in the world viewport?
Hello guys, how can I add the rtx mode to the graphics settings for other players to use as well.
This is episode 42 of my unreal engine 4 beginner tutorial series, in today's episode we show you a quick introduction to creating AI inside of the engine, having said that you'll be able to create an additional character that can sense the pawn and follow it accordingly!
This is all done through blueprints, I explain how to create an AI class,...
you need a AAA budget first
Is there a way to show my capsule collider for my character while testing/running the game?
how do i open one server and one client window? My current setup is
Number of Players: 2
Net Mode: "Play as Listen Server"
Click on Play "In New Editor Window"
yet it still opens 2 client windows
yeah, in your bp select your capsule then untick the hidden option
Cool, thanks
start by making simple enemies and then build on that
how do I add collision to objects?
hey guys i have an object that can be pushed. after i played a level sequence and push that certain object, it disappears. any ideas?
@midnight wren double click the mesh to open it up in the mesh window then go to collision at the top and start adding stuff
Anyone have any ideas to https://answers.unrealengine.com/questions/1024560/view.html ? Changing language to Arabic causes permanent lag
I'm about a day or two away from just removing all support for Arabic at this point
When I went on the mesh window, and I selected simple collision from the collision drop down, and I clicked save, the object still did not have collision. And then when I went back on the mesh window, it was like I didn't even select the simple collision option.
cant really comment as I cant see what you are doing. Adding collision should work assuming your mesh is set to use that collision
did you use the show collision button, or add actual collision from the drop down menu at the top?
Didn't realize simple stuff such as controls and camera could be so.... hard to configure the way you want, in UE.
Does ayone know if we can disable Volumetric clouds in Render Target only?
using VC with RT causes a 100 fps drop ๐ฌ
I clicked show collision
but where is add collision, then?
the collision menu at the top
thats show collision for me
So guys i have a question. If I have some knowledge in C# will it be easier to Learn C++?
yes, any knowledge is knowledge
are they different a lot?
yes
the basics of any language is the same, variables functions methods etc etc.
how you use it is quite different
Just get to work already @native marten
well not quite, you could cheat and never use a pointer but.... its c++ lol
ok thank you
Pointers are quite nice to deal with in UE code in my opinion tho :)
any level designers present?
Irrelevant to #level-design ?
Try create something like Doom's AI
Doom's AI is primitive but elegant in combat. It covers most of the basics of creating AI in games
You don't even have to know robotics to know Doom's inner working.
I know jack shit about robotics stuff, but still learning from a 1993 game.
Df ๐
And you thought hiring someone without having any basic idea of how things work would be a good idea. smh
@drowsy snow You are appreciated, your time is not wasted :]
I'm curious as to how robotics and DOOM's AI would even be related to be honest
has anyone try cg master academy i seem to have trouble teaching my self the correct way to put level design in to good use with unreal i think being force to finish a project thru classes would put me on a right track but dont want to spend the money if the courses are trash
i couldn't reply as i was asleep. it looks like you come from a unity background, so i recommend this https://docs.unrealengine.com/en-US/Basics/UnrealEngineForUnityDevs/index.html. essentially your logic right now is made to work only on the character, whereas unreal works with different classes that come by default inside all your project. you can see these classes if you open up the world settings window.(from the top left of the editor, go Window->WorldSettings). every character comes with a Player controller by default. all Player Inputs communicates directly to the Player Controller, which then sends to the possession Pawn Information.
aagain i have blender it not that modeling is hard it that building shit in unreal is where i lose focus
in your case, you are indeed moving the pawn but rotating the Player Controller, hence the Pawn's Axis remain the same. inside your Character(BP_Player), if you select the main root(the Actor itself) you'll find a list of option on the right. one of these is called "use controller rotation"
i need like something to keep me focus on it cause when i get in to level design it all looks horrible even using quixel and then i just quit trying.
why does unreal take like 2 hours to download T&T
*T^T
literally 1% per minute lool
also i saw the PickUpActor. something i could say right now is that UE has a "rotating component" set up by default, which speeds up a lot of things. also, it is fair to point out that you cant simply "enable" and "disable" an actor in UE4. you'd have to turn the collision off and hide it manually
You don't know how long it is to build from source code lol
I was surprised how fast it was since last week tbh
~ 1 hour with Ryzen 7 2700X
Before I thought that the docs are definitely outdated regarding that point
My point I was trying to give is Doom's AI is easy to understand, someone new to game AI in 3D space should refer to it to learn the basics
I gotcha I gotcha, no worries Rama, just no idea where he picked that robotics part up from lol
Hello, I am coding an aim assist system for my top down game in c++. I sweep for game object a capsule in the aiming direction. And it is set to only hit pawns. It works as intended but it can also pass through walls. I want to sweep another capsule for world static objects but I want the capsule to be able to pass through objects with holes like prison bars. In other words, I want the capsule to stop if every point is hit, not stop if only a small part of the capsule hit something. Is it possible to sweep like this?
yeah, that robotics part came out of nowhere lol
You might wanna look into custom collision groups
Thanks for replying. A "use controller rotation" isn't available in my BP_Player (which itself contains the following).
is your "player" a pawn or character?
anybody knows how to import to unreal from blender
Seems like a Pawn to me (tab icon)
@rigid belfry I do have this though in my SpringArm
Not 100% sure, but there's that setting in class defaults too, considering it would be the correct class (you can click class defaults at the top)
Does regular FBX export not suffice?
Just drag in your FBX to Unreal's Content Browser.
(although there are few prerequisites you have to do when exporting from Blender...)
let me show you some actual screenshot. setting up a simple shaped character requires quite literally 2 minutes worth of work
There was some Blender2Unreal stuff introduced recently though I believe
keep Pawn Control Rotation on. can you show me your movement code?
Also, Blender users:
You can create Groom hair with Blender by exporting as alembic
I hope it works better than XGen :P
and your camera movement code?
Here you go
93% ๐ฎ
ok
Thank you
This was my very early attempt on bringing Blender hair to UE4, way back before MetaHuman is a thing. I could've even the distribution and whatnot, but it crashed before going any further.
UE4 Anime hair, love it
i was wondering what people's experiences were with this ultrawide monitors, are they any good for ue development work?
right so i was experimenting a bit regarding impulse based movement but couldn't find much. right now this set up won't exactly work, since you're only adding impulse to the sphere while the character cannot receive impulse reliably. if you only push the sphere, nothing happens, while turning on Physics on the capsule component(root) will result in a very funny scenario.
Depends on what kind of stuff you're working on tbh
I'm still doing fine with standard 16:9 display.
something that comes to mind right now is have an empy actor and then make the sphere the root component. i will try right now and report
I will try this out, but I'm new so I'm not even sure that Impulse is the best way to move a pawn.
ok
this is how you would normally move a character
I personally love having one monitor in portrait just for code & docs
Okay, shall I try it out? Can that code move a pawn?
what monitor do you have and how on earth do you put it in portrait mode?
Ctrl+Alt+arrow keys
i don't mean 16:9 ratio like those crazy wide aspect ratio monitors, does your neck also go into portrait mode?
Intel iGPUs support display rotation
i mean something like this
yes, that code will indeed move any~~thing ~~ pawn
the ball doesn't move now with the new code
sorry that was just trying to share what i meant by ultrawide monitor and how do work with ue with one? portrait mode on something like that blew my tiny little mind
try disabling physics real quick?
UE4 editor window is highly customisable, so that's that.
flashback of rigid editor layout of UDK
Actually I still have UDK installed in my HD lol
only thing that made was that the sphere doesn't drop to the ground - still no movement
After updating my gpu drivers I started to expreience stuttering in drop down menus of ue4. Every other program is fine. How can I fix it?
restart UE - I had the same issue
I do need to restart once an hour
Does it happen that often? To me it happens now and then when I switch windows (have two screens) in combination with some keypresses - more specific than that I can't explain right now until I figure out what makes UE bug like this. But yes, I do have the same issue and it happens maybe 1-2 times a day.
Is it about unreal or nvidia
i can guarantee you the code i posted works just fine. maybe theres some setting you've changed somewhere. also, i got the impulse based movement to work, give me 1s
Yep, there she is.
Wow, nice. That's what I'm looking for. Yeah I've been fiddling with this like for 2-3 days now and maybe I've unchecked/checked some setting somewhere.... I have no clue why it's not working for me.
simply copy and paste this code inside a Pawn Actor class. not Character. the reason being you can make the sphere a Root Component inside a Pawn, but not a character
i've also added some comments
where is the issues github page in ue4 and nvidia rtxgi ue4 branch??
turn on pawn control rotation for the springArm and simulate physics for the sphere
make sure in your gamemode to select the proper Pawn
I don't know where to put that code. But let me restart my machine, it just got updated... And I'll be back shortly.
"simply copy and paste this code inside a Pawn Actor class. not Character. the reason being you can make the sphere a Root Component inside a Pawn, but not a character"
you need to download it, i think. might not be complete as it is over 2k characters long
per team
hey, wanted to check here to make sure I'm not planning on implementing this in a dumb way;
I'm working on a socket-based building system for VR. The current plan is to define the sockets on each staticmesh building block, then fetch those when the game loads or the user places a new piece. Then those socket locations are added to a SocketManager actor which spawns SphereCollision for each socket and replicates to clients. Then those clients can use physics overlaps to check if a piece should be snapped to a socket.
Any issues with attaching hundreds of spherecollision components to a single global actor? Worried that'll become a problem somehow.
I have never seen any code in UE so I don't know where that code goes.
it's not a VR question
just wondering if replicating a lot of sphere colliders for each socket is a good idea or will run into performance problems
It's going to the Event Graph
Paste the entire thing into Event Graph and Unreal will treat it as a cluster of BP nodes
download the txt file, ctrl+a, inside the event graph press ctrl+v
will it overwrite my existing scripts on that page?
No, it won't.
Just make sure you paste it on somewhere empty, a bit far from your nodes, so that it won't overlap on each other
if you only copy and paste no
all good?
howdy, is it ok to ask for help with something here or is there another channel? it's related to lighting, i think haha
good call. i'll head over there
anyone know how to fix this?
fix which part? you need to use a chaos branch of the engine or remove chaos support from that project/plugin
hey guys is something odd with my project once i open level its take him like hmmm 10 min to open it
i wonder what can do this any idea?
watch your task manager, see if its higher?
nope but but its become not responding for 10 min after that the level open from low fps to high fps
well what do you have in the level?
so I'm working with other people and this is a already existing project I just pulled my copy from source control
so Chaos exist the engine know there is chaos but for some reason its not enabled but as it is I am unable to enable it without opening the project
I don't know where to look cause there is no way to manage plugins for this version so I'm lost
if you launch the chaos editor, then open the project from there, does it open?
literally hit launch on the right and wait for it to open then browse to open it in that version
sorry for the trouble some how I got another engine involved and that was causing problems cause that engine didn't have it.... I feel stupid
big oof
ay your the one who pushed it
Under project settings.. Level Streaming there are these settings.. Anyone has deeper info than what you find here? Like.. Examples of what setting a high value or a low value in either of these would do?
Can someone help me with this? I'm trying to despawn actors with the desired draw distance, but no matter which settings, nothing changes. I had it working before, but now, even on newly created projects, it does not work anymore.
GitHub is one option
Others include SVN (maybe Perforce too)
hey guys, for the past few weeks ive been battling an issue with constant UE4 crashes. keeps " losing D3D device " every 15 minutes or so. Today tested by just whiteboxing a whole area with no issues. But the moment I jumped into a blueprint editor it crashed within the next few minutes. So it is something to do with the secondary editor screen causing the crashing. I've done everything I have found online as to proposed fixes but nothing has worked. Anyone have any ideas?
maybe something i could do in the preferences or something to test out
You can upload your blueprint based projects of all sizes (50gb,100gb etc) on Github for free? @drowsy snow
Try checking your GPU driver. Consider clean uninstall it with DDU and download the latest driver (or the last working version)
should i direct download the driver via online or just do the auto install via Geforce Experience screen?
Yeah, GitHub not too long ago allows free private repos, with large capacity.
It's way better than GitLab, that has 10 GB hard limit
ive just been doing auto updates so far via nvidias stuff
I'd recommend download it online via NVIDIA website, so you can see which version is working best.
Thank you very much ๐ @drowsy snow
ok will do, thanks. This did start after one of the more recent driver updates i grabbed from the experience page
Yeah, I heard many people having issues with the latest NVIDIA drivers...
I started a whole new project from the UE template "The Rolling Ball" . And it still doesn't work the same way you showed in your video... dunno what I'm missing.
EDIT: Now it works! Thank you so much ๐
๐
Im having an issue here in that when my player collides with one of the teleporter actors for a second time it crashes.blueprint here:
https://blueprintue.com/blueprint/f7z3sdrk/
Is there any Perforce source control people out there? i wanna set one up via Ubuntu, but dont have a clue how it all works
Anyone know if it's possible to have a constraint limit be a range from 0 to 45, instead of -45 to 45?
And if not, is it possible to save a constraint's orientation in a constraint profile?
Is there a way to disable the autohide/autominimize behavior on the launcher?
It hides itself really often at really annoying times
and I am fully capable of clicking the minimize button if/when I want it minimized
hey everyone,
Question,
When using World Comp and larger Worlds, is it better to have smaller tiles or larger tiles?
So for say a 8km x 8km, would you say to have just 1 tile, or 2x2 4km tiles, or have 8x8 1km tiles?
Wheres the best palce too ask for in engine issue
Where im not sure the specific problem?
That's only the warning, Output Log should spit out more
Does the Character class have an " on purpose?
You should start with the P4D docs
https://www.perforce.com/manuals/p4sag/Content/P4SAG/appendix.p4d.html
If you need knowledge on the client side as well, just the normal P4 docs will suffice
In engine as in #engine-source ? If not, try here :]
Its just
A box collision turns into an ifninite portal when its interacting with the middle
As soon as it interacts with the same x as the middle of my level
It just soars upwards
And im tearing my skin off over it
Ive asked my classmates no one get sit
pain
Lazy classmates :P Screenshots/BP of the class that's doing it?
And is there anything on X=0.0 in your level?
Ill show you screenshots if you like
Do any of you guys know a good YouTube channel that goes over unreal tutorials, I specifically am working on 2d enemies and I havenโt found anything yet
Just Fetch Origin at the top -> Pull Origin -> Recompile
In case it won't show freshest commits, you might need to re-log
Branch can stay release except you want a special build
Appears afterwards (if new commits are available for pull)
If not you're up to date (newest 4.26.2 commit should show up in History as well) or you need to re-log
iirc for a fork you may need to use cmd and call git fetch upstream (theres a while since i dont use git so i may be wrong)
github client is kinda simple tbh, but maybe there is
There's Git GUI, but you're already using the fancy version of it :p
please don't use git gui
Woah woah! I never said I did; Perforce all the way bun :p
like this looks like someone's first windows forms app
personally I use desktop or github cli
Because maybe it was :D
god bless powershell
Also design problem
I'm working on a game that essentially takes place in someone's coma
And, an experimental system is used to communicate within them
How would something being brought into memory look like
no lol

Like in short
The game takes place inside your memory
And the main gimmick is how things break
Areas that you don't remember quite well have broken parts and interference with other memories
Like going into a small room takes you into a large lobby for example
I'm planning on doing streaming fuckery for the effect
Also I still need to write this entire game and oh boy
I already have a few scenes that qualify for a content warning at the beginning
Like it's nothing greusome, it just focuses on pretty dark stuff
Like PTSD
If you want something done, you ought to do it yourself :p
Time to run UE4 shaderless :p
Hello, is there release date for UE 5 / preview? I want to see it already ๐คฉ
and MetaPeople will be free?
playing around with grid and noise to create this island shape. I now would like to detect and change the lakes into green. Any logic Idea how I could detect if blue is a "lake" and not "ocean" ?
There might be an update in mid may if that helps but besides that I would not hold my breath
Hope i'm wrong lol
https://gyazo.com/4d5f89257f41dbcbab1fc222d21908b7 Is there a way to connect the capsule to the head, I can use attach to component in begin play, but is there another way
Set the bone the component is attached to
bruh, i searched for this for an hour and now see its litterally the second option ๐
Having issues with this the last few days please help.
https://www.reddit.com/r/unrealengine/comments/mtpwgd/whats_causing_this/?utm_medium=android_app&utm_source=share
:triangular_flag_on_post: elliot.#0873 received strike 1. As a result, they were muted for 10 minutes.
So, has anyone else ever had WHEA UNCORRECTABLE error BSOD's due to OC and/or Turbo enabled? I found a number of articles that in general UE4 does not like OC and also some boards dont handle the voltage change for Turbo quick enough for UE4's demands.
I never had this issue for years and then about 6 months ago this all started. The temps are all very normal and running nice and cool
its only when the map loads as well. If i am just working in UE4 normally without any map opened, i tend not to crash.
i9-9900K, 32GB, Z370 board, 2080
and the CPU is running 20 degrees cooler now at 30c. 
foliage keeps disappearing on my auto landscape material anyone know how to keep that from happening
or at least how to get it back without having to re-save the material instance?
????
Is there not away to move these points at run time?
I know tehre is a way in c++
you can make your own runtime curve
but C++ only
cpp it is then
I've got a rotator that goes between -35 to positive 215. -35 is the min. Problem is that if I input a goal rotation of 215 then the item rotates the "wrong" way to reach that rotation. Is there a way to force the direction or am I going to have to write some sort of function to get it to got the way I need it to
-180 and 180 are the same, so logically its faster to rotate -155 rather than positive 215 but I can't have that
Hi all, if 4.26.2 doesn't show up as a launcher option for download is there an alternate way of grabbing it?
Reinstalled the Epic Games launcher and logged in/out and it still hasn't shown up.
Nevermind update button appeared on the third reboot
evening friends, got an issue with setting the default pawn for the basic gamemode in the thirdperson template. I've got the character down but despite my assigning it as the new default pawn in the project preferences, I still am put into the original character when hit play. When I delete that default character, it just puts me in a separate camera, not even in the other character. What am I forgetting? sorry if it's a silly question, I'm still picking it all up as i go
hey all, trying to help a friend install ue4 so we can work on a project, but 4.25.3 isn't showing up in the launcher to download, is there a way to get this version?
so if I have a simple pawn that uses Add Movement Input to do forward and backward movement. How do I make it so that the pawn doesn't instantly stop and start going the other direction when the player reverses directions. (Eg pressing W to go forward then pressing S will instantly stop pawn and start going backward. I want a smooth deceleration)
Anybody know how to upgrade to 4.26.2.
I don't have that option in epic launcher
not upgrading is fine, unless you need specific hotfix
In any case, try closing any Unreal Engine process and restarting the launcher.
I tried that
I upgraded the plugin now it's impossible to work on my 4.26 project.. is there a way I can go back to the old version of plugin
I have a plugin called advanced vehicle system. It was working on 4.26.. then there was a update to the plugin..I updated it..but the plugin requires 4.26.2 to work else it will fail
I can't find the 4.26.2 engine version in launcher...so am stuck
Anyone here released a game in play store with this engine? Weโre you able to get the in app purchases to work?
Hello, unreal engine is giving me crashes at the time of entering, it never happened to me, I only use the program to animate, here are the lines of calls that come out in the crash
unreal is pretty lit
forget it, I just lost all my project
Reminder to use source control even for the most mundane projects
sets the viewport shading to Unlit
Hello there.
I am quite familiar with unity, but unity is less and less supported, has lots of bugs and I always had some trouble with it.
I was thinking of switching to unreal, but I am not sure if its free, or how much revenue I can get, or if I can.
I also heared unreal has some more advanced features too.
What are the pros and cons of it?
Anyone encountered odd bugs in 4.26.2 with pawns being unable to spawn due to a false error of a blocking collision? It seems like the pawn attempting to spawn is actually blocking itself from being able to spawn. It's odd, and occurs even in an entirely empty level under specific circumstances.
Is there a way that I can call a method of an actor on a specific frame of an animation? Lets say i want to call a method on frame 12 of my attack animation. is that possible?
Anim notifies, but they aren't 100% guaranteed to fire everytime.
Alright. Thanks! Im just gonna check it out
Is it normal that enabling the Water plugin requires UE to compile more than 3000 shaders by default? (noob here)
when my tech artist tweaks the base materials i get 80k to chew through
3000 is nothing
I see. I'll make lunch in the meanwhile. Thanks Zlo
Compiling 6000+ shaders is the norm here 
can allways try and compile em by hand ๐ง
is unreal free?
100% free to use
Only pay royalty if your total gross profit on a game you commercialised surpassed 1 million USD
5% after the first 10K USD/quarter
You can see the details in the FAQ page in UE website
ok thank you
It's so easy to reach that profit?? I see a lot of people asking about it, in my head it's a lot of money, for a publisher maybe not so much but for any indie developer it seems easy to reach
it doesnt seem easy, but I always think about: what would happen, if...
imagine reaching that profit and then having to pay half of it to epic ๐
$1M is practically a high bar to reach for indie devs.
Again, the details and example cases are mentioned in the FAQ
Sorry, I mean FAQ, not EULA
Spent three hours trying to get foot IK to work with a combination of parameters, plugins or whatnot, nothing working. Cursed the plugin developers, Unreal, and my mom (that unstrategically called). Then realized I'd changed the skeletal mesh so the post process IK anim blueprint wasn't running at all ๐ซ
does anyone have an idea how I could make a small popup warning window in c++?
half? its 5%
uhm.... hi
bug? If i migrate quixel megascan content from vanilla ue4 into ue4 nvidia branch, rtxgi doesnt work anymore. if i import my own models rtxgi works.
how to run an event at a certain real life time?
I'm quite confused, after adding a widget to a widget switcher I can no longer add things to do in the editor?
"This widget cannot have children"
How long does it usually take to get used to Unreal Engine?
I mean like, I started it out today
Lol
I mean like.... If I'm dedicated to learn, and devote around 2 hours daily to Unreal
I know, I just asked because you can never know ๐
I'm new to unreal
Yo, we fixed fps in 4.26.
Anyone had this problem?
ShowFlag.Translucency 0
Im not sure, i was using optimised foliage from project nature
But since i didnt changed anything between 4.25 - 4.26 this command restored fps
Same scene: 30 fps difference
With this command i have restored almost all of it
Does anyone know if it's possible to set default 0,0,0 origin coordinates in a level to someplace else in the map?
Hmm, seems like you are right.
My grass not using it, but seems like water and stuff do
Its strange since i dont have a lot of it but it still completly kills fps
Maybe there is some translucency quality settings
I have translucency only on few surfaceds
Which shouldnt kill fps THAT MUCH
Any ideas about this?
Something from same character on the left darken out even other characters
World Settings -> Enable world origin rebasing
It'll shift the dead zero coordinates to the camera if it's far enough, if you want that. Although it requires World Composition to be enabled.
There's a special place in heck for the programmer that made bone names case-sensitive. What's the use-case, to april fools your colleagues? ๐
that and skeletal jokes
animation programmers are hilarious
i wonder... how many bones are to many bones?
Well, forcing everyone on the planet to bid my whims is already on my todolist so I think I'm covered
CASE SENSETIVE
lol i think u just saved my day
but srsly, anyone knows how bones impact performence (im not going over 4 weights per vertex)
"Decree Nr 1: NO UPPERCASE"
well default mannequin uses Root
while i almost named my stuff root
yeah, Pelvis - pelvis is common too
nah most naming is done automatically for me, just the root
heck, could even be an project setting to treat everything as lowercase
i still would like to hear how bones impact perfomence
it does impact performance, thats why you dont have massive face-cap skeletons always
The less vertex in bulk by bone weights, the more performance it took
i will also need to add some empty bones
you could always have a face-skeleton mesh using master-bone and switch it out when necessary, probably how metahumans does it or something
i get that, thats why i dont go over 4 weights per vertex.
but i already have a facial setup and will need to add additional bone to get the right bone pos later
I prefer doing it with shape keys, but even the metahuman rig have quite a few small bones
thing is, shapekeys just seem to unconvenient to me, i will set up some adnvanced ctrl rigs and animate in engine
thats why im trying to work out a good facial solution
Look at the metahuman sample.
Thx!
It's on the marketplace and Learn tab, free.
If not, you can just downlod ome metahuman from Quixel Bridge, there are 50 or so samples to choose from
That's it
hmmm meta human is just a bit overkill for me in my case but it might be a good refrence.
but is metahuman actually intended to like work in runtime?
like, intended for games?
Well yes, the only thing that makes it heavy is the 8K textures and the groom hair asset
there's a combonent called like "LODSynchronization" which manages Lod, and different skeleton meshes can be "drivers" or "passives"
i see, guess i just gotta dowload with my amazingly fast new internet, not
and you can set like Force LOD to 3, 4 or whatever for performance
When you make your own metahumans they need not be 8k like the quixel ones
Guys help me out here im new. If i were to make a multiplayer game, BUT you cannot change perspectives (you'll be stuck in first person), and the animations between both perspectives are completely different, what is the first steps to come by it?
Maybe look at the Shooter Game example, because it's exactly what you want.
Although it's a C++ only project, so here's the basic: you want the FP animation to be happened in client only, while you send the player movement to the server, so that the third person animation can match up with the movement
Alright, do i have to download a some kind of pack for starters?
so i can learn this more efficiently?
There are many example project in the Learn tab inside your Unreal Engine launcher.
Ok, so... do i create a first person template or third person? XD
First person is fine, but I'd recommend creating a shooting system from scratch.
Maybe try copy the provided template BP and improvise it yourself.
:no_entry_sign: constཊ was banned.
@dusk echo don't post in a channel then ask in other channels for help.
sorry but no one responded so I asked here hoping to get some answers
Had a question about how you would go about handling moving a pawn/character to a precise location before playing an animation. Consider this scenario, I want a character to navigate to an exact location and then play an animation to enter a vehicle. If the avatar is even slightly off, the animation will cause them to clip through part of the vehicle. Using Move To and Rotate Towards tasks in the BT get them close, however due to tolerance it still could be slightly off. Results wont be consistent. I've seen some solutions that teleport or move the character to the correct spot from inside the character BP, but this just causes them to jump/snap to that location, not navigate to it. I imagine some kind of creative solution is needed for this and was just curious what other people do.
@gaunt spoke if you look at mostly any game, you will always see clipping, you can't be 100 percent, specially when using Vectors which are floating point. You can minimize, but it won't be perfect. Only way to make perfect is 100 percent fully scripted, not relying on move to and making sure all points are 100 percent fixed. It is really not trivial to do for most cases.
Some games will move to within X distance, then use a bit of snap, (can see this in games like Watchdogs)
has anyone managed to get an html5 export working in 4.25?
@spare kernel Thanks for the reply. Yeah I mean I have it really close. Probably 9/10 times it looks great. Just once in a while they are slightly off when they start the animation and they clip. Yeah I tried to study some other games to see how they are doing it and they seem to either snap the character to the correct location first, or hide the whole thing via camera swaps. Neither is really a solution for me. Sounds like I might be at the point where its as good as its going to get then?
i mean 9 times out of 10 is pretty solid
Players are not going to care about a slight clipping
Players probably won't, but upper management has lol
I have seen lots of weird clipping in triple A games, and it just becomes the norm
You just need to minimize, we have executions from monsters in our game
9 times out of 10 they are fine, odd time they can be slightly off, but its fine
Well thanks for the information @spare kernel, I appreciate you giving me your input on this.
It's just one of those things, a lot of games like you said, hide it with some smoke and mirror system (camera swaps, quick snap, etc)
Players won't really care, design team maybe, players not.
So I have this mouse zoom in/out on the player.. But currently you can zoom out indefinitely. I want to limit the range...
Clamp the range
that was my initial thought, but have no clue on how to implement it... and i've searched on UE forum, there's no documentation on clamp
so i dont know how it works as well
I'm here now
Try Lerp instead
@merry bison How are you controlling the zoom in/out? If you are feeding it a float it should be simple to clamp.
screenshot above
I'll send you my simple BP I'm using to zoom in and out in your messages
cool ty
Maybe do a check on the value.
A single branch won't hurt
That's also a good idea
whats the right channel to ask about performance issues?
When I hold left mouse button and Ctrl and move the mouse, selected objects move. How can I disable this feature?
Its very annoying when using Ctrl+Click to select multiple objects and accidentally move objects slightly and cause built data to be lost. some times I don't even notice I moved things slightly.
not sure about what channel to ask in, but what issue are you having?
just wondering about all those stats, what they mean so what is taking all my cycles...
woah ^
You probably want to use the session frontend tool to get a more detailed breakdown to what is actually contributing to this. Here are some resources to check out. https://unrealartoptimization.github.io/book/
https://gpuopen.com/unreal-engine-performance-guide/
https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/index.html
@dusky yacht if you check out UE4's specific sections on GPU and CPU profiling it will cover what can contribute to some of these stats, along with ways to reduce them.
thanks
type in stat SceneRendering and see how much draw calls you have got there.
"if it looks too good to be real it probably is" ๐
right time to learn about optimization (learning UE the hard way is fun)
Where can I find the actual listed controls for the editor built-in Spectator Pawn?
tho i expected to see more load on GPU on those stats,
Hello, I use version 4.26 and an RTX3080, when I activate ray tracing, everything starts to jerk .... does anyone know why, or do you also have the problem?
Hello! Does anyone know how to give the full input to the character after the node: (Switch View Target With Blend)
plz help
Does anyone know of any good tutorials on ListView and TileView Widgets, I'm really struggling to find anything
Well this is confusing AF - how do I have instances when the game is not running at all?
Couldn't explain the "why" but I have this issue quite often with bps. Sometimes they keep instances in the debug dropdown from previous runs. You could try playing in editor and seeing if it gets updated.
How does the "Selection in Property Matrix" feature in details panel work?
๐คทโโ๏ธ
hmm shadercomplexityview seems not to work at all(?)
@plush yew what does the repo look like in the web version, not in the client? does it actually show the files?
dude I hate my brain, I have so many video game ideas I really want to create, but I don't know which one to stick to because usually I change my mind halfway through the project lol
You can always create mini prototypes of them and see what inspires you the most, it'll just help you get better no matter what
what's this?
Edit: Wow, thank you man. Exactly what I wanted. ๐
no it doesnt what? it certainly shows up on the website
and it should function just like a normal fork or repo
this one just isnt updated for the past few months, I dont know what you are expecting of it
and why would you be using this fork?
Can someone walk me through how a shared DDC works? Suppose I have two computers on my LAN and I want one to be building all the shaders without having to use something like fastbuild - would setting up a shared DDC be the way to go?
right
assuming that one is opening the project first to build them sure. It's just one place for the files rather than 2 (each machine)
problem is I've tried setting a shared DDC up but the slow machine had kept trying to compile its own shaders
does it have to be a writable network path?
did you set it up on the editor level or project level?
does it have to be a mapped drive or does a simple share work?
https://i.imgur.com/W5ub0lw.png
I wanna edit animations inside of unreal - is there a way to put this rotation into world instead of local? 
alright do I share the DerivedDataCache folder in the engine or the game?...
@woven falcon coordinate space is in the top viewport, the globe/square icon
Anyone have the issue of after using sequencer or piloting a camera that your viewport widgets disappear even when not possessing a camera ? The widgets do appear when I hit play and disappear when the sequence stops playing.
So far only solution to get them back is close the editor and relaunch.
sure
