#ue4-general

1 messages Β· Page 981 of 1

tawdry narwhal
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anything else I need?

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and I share the engine's ddc folder on the fast computer, correct?

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not the game's

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or?

spare kernel
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You don't have to do anything special to \YourCompanyServer\DDC; as long as it is writable, the engine will create the structure it needs.

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according to docs

tawdry narwhal
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hm

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wait so I can't use the DDC of the fast computer?

spare kernel
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yes

tawdry narwhal
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I have to build a separte shared ddc?...

spare kernel
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but you point all of them to the same folder

tawdry narwhal
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hm

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ok I see

spare kernel
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and have your fast machine build that initially

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then your slow machine just pulls it

tawdry narwhal
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alright

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I'll delete all my DDCs

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create a net share

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point everything to that

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and build it from scratch on the fast one

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yes yes

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alright thanks

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yeah I read that wrong

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I thought you needed all of that :D

spare kernel
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just 1 πŸ˜„

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2 and 3 will override 1

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by the looks of it

tawdry narwhal
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?

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ur right

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game stack DX talks are up

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[DerivedDataBackendGraph]
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=10, FoldersToClean=10, MaxFileChecksPerSec=1, ConsiderSlowAt=70, PromptIfMissing=false, Path=\\HORU\SharedDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache)
``` that's it right?
spare kernel
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i think its a single \

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but should not matter

tawdry narwhal
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it's populating it

spare kernel
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there ya go πŸ˜„

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fingers crossed, your slow pc

tawdry narwhal
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reason I'm asking

spare kernel
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will load, not build

tawdry narwhal
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is b/c now it seems to be making two DDC folders :P

spare kernel
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it does

tawdry narwhal
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one under Engine/

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the other at the share

median olive
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Could anyone help me with some root motion problems? I posted on animation but got ignored 😦

spare kernel
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if you got ignored, maybe your question was too vague, or no one was around who saw it.

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if its been a while and convo is lost, ask again in there, but #animation is the proper channel for root motion.

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that object is likely a capture from a render target

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i 100 percent guarantee that is a render target which is being shown, and that actor is elsewhere with a camera pointing at it

tawdry narwhal
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how do I set this shared DDC up so it doesn't create two separate DDC folders that are the same size on the fast computer?...

silk lintel
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If data tables generate a row id, is the row name necessary? If not, how do I remove it, and if so, any idea why?

spare kernel
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the row name is required for lookup

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and you can not delete it, no

median olive
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I sent again my problem in #animation , way more detailed, I hope someone can help me. Thanks for the advice

silk lintel
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@spare kernel then why is there a row id? just another way to lookup?

spare kernel
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yes

silk lintel
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ugh

spare kernel
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this node requires the Row Name

grim ore
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do you mean an ID or the INDEX?

spare kernel
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ID i assume he means index, at least that is what i assumed

grim ore
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i assume as well but....

spare kernel
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even in C++ you get rows by RowName (there is other ways ofc, but generically by row name)

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FDataTableRowHandle also uses the Name

grim ore
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yep and index is just the index, it can be re arranged. I would hate to have to use the index to search thru a data table

spare kernel
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right, i think of data tables as a big map, where the RowName is the Key

silk lintel
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Yeah, sorry, I meant index. There's no column name.

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I'm thinking about using a datatable to store dialog data, but I'm not sure what I would do with row name. It can't be empty, but I'm using text vars, not name vars.

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I guess what I want is closer to an array, it's just that datatables are more convenient with the asset editor

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(Plus, having all of the dialog for the game in one array would be basically unmanageable)

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They do that?

cedar wave
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A lot of successful indie games do things that are just completely bonkers codewise, but they do the most important thing. Finish their game and release it.

grim ore
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you should still be able to put it in the data table and pull it out as needed

silk lintel
grim ore
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what do you need out of there for the dialogue anyways?

silk lintel
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Names have to be unique, but I just thought I'd name them an id based on the branch id

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Which I'd have to set up

grim ore
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yep your name could be just an id that you use to id the dialogue, or it could just be something random, or who knows

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or just leave them the default row names lol

silk lintel
grim ore
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but then you couldnt find them heh

silk lintel
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you disgusting programmer, have you no shame?

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xD

grim ore
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they default to NewRow_0, etc sooo why not heh

silk lintel
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because I have ocd

grim ore
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but if you design this externally in a spreadsheet and pull it in, it wont matter

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you just name it correctly, like a dialogue ID# that you use to reference them together

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ID1 , text to say, array of ID's that can be displayed as a result

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ID2, text to say, array of ID's that can be displayed as a result

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or something I dunno

silk lintel
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nvm that's just a stupid question lol

grim ore
silk lintel
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I wish I had awesome skills

cedar wave
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You can have awesome skills. Just have to nurture them.

silk lintel
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I was just joking but that's sweet

plush yew
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I'm trying to build an Indian city and this is where I am rn, but somehow it isn't satisfying and as good as I wanted, what's missing and how could I make it better?

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this is what I'm trying to recreate(minus the vehicles and people)

silk lintel
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@plush yew Color grading? Maybe try going for a more yellow shade than blue. That could also be assets/textures.

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I'd also say more grime (try decals) and a lot more 'jutting things' (ac, balcony, etc.)

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Yeah, I only suggested that since the sky looks bluish, too. But like you said, not good practice for 'fixing' colors, just for, well, postprocessing.

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I would've said that, but fog could be used to simulate air pollution, which there is a TON of in asia.

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@grim ore Thx for the info on data tables. What was going to be a sea of select nodes can now be done with just a GetDataTableRow and the corresponding functions.

spare kernel
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i personally would have the row name be a mapping

silk lintel
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Such as?

spare kernel
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like QuestName.Dialog.1, QuestName.Dialog.2 where QuestName is the quest for example

silk lintel
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The data table is all the dialog for the chapter, and each row is the dialog for a branch. Not sure how I would break it up further in this case.

spare kernel
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so multiple DT's per chapter?

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err one DT per chapter sorry

silk lintel
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No, one dt per chapter. I think it would be more manageable that way, but I haven't tested it yet.

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Mhm

spare kernel
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we have a Dialog DT

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which has all dialog for all missions

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and each row is per mission, and inside we have the array for the dialogs for that specific mission

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and we go through by index

silk lintel
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Think of it this way, the entire game is dialog. The terms 'mission' or 'quest' don't really make sense

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So row one fires, then row two, etc

spare kernel
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but you have chapters, i mean whatever makes sense and easy to maintain

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i am just giving ideas

silk lintel
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Ok, yeah, I'm just trying to understand

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I'm open to alternatives, but it seems like a simple solution

spare kernel
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i have seen some people use a data asset for each set of dialogs puke

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how would you do it @plush yew ?

silk lintel
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is that method not compatible with dt? im confused

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are you loading in xml files at runtime then

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but you can import xml files as dt, no?

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if they have the right structure, ofc

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could i see an image? just curious

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it doesn't have to be real, don't mean to be rude but i don't care about your game and im sure you don't care about my game

maiden sundial
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Hey, when i change e.g. file names like SomeAsset.uasset, will it be updated in the engine, or do i have to manually edit it inside of the engine ?

spare kernel
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i would not rename outside of the editor

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you risk breaking things (like references, links, etc)

maiden sundial
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Damn, thought i could write a quick program to change a lot of file prefixes at once feelsbad

spare kernel
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you can make a tool in UE4 to do that

maiden sundial
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Tools for UE is a new area for me. Would take longer than doing it by hand xD

spare kernel
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this plugin can also do it

silk lintel
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Hmm, how do you read it in?

maiden sundial
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I'll take a look at it, ty @spare kernel

silk lintel
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Now that I'm thinking about it, dt might not work that well for the tree structure xD

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Right. Time to learn xml.

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ehem yes i understand the words that are being said

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and if you didn't it would be unsafe, gotcha

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but someone has to make them and it might as well be protected from human error

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is there a tutorial series on this you would recommend?

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wdym sandbox

buoyant delta
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is there someone who can make a free zombie pack with blueprints or dus anyone know if there is a website to make a own accet

silk lintel
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so just notepad would work

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account?

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yeah, past the parser I'm not quite sure how to read them

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do you also read in the xsd?

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gotcha

buoyant delta
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in the marketplace arent that accets

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ow sry

silk lintel
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i see a video about an xml parser plugin so i assume the engine doesn't have one

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Okay, xml could be exactly what i need. You've converted me

buoyant delta
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so is there one

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and i want it free bc i am 13

silk lintel
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@buoyant delta There are probably many zombie assets, but what do you mean? Sounds? Animations? What

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@buoyant delta Either make some money or learn some things

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Can't really help you

buoyant delta
silk lintel
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so model and animation

buoyant delta
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yea

buoyant delta
silk lintel
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yeah, i dunno what to tell you mate

cedar wave
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Look up on how to import mixamo stuff. They have free zombie related models/animations.

buoyant delta
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yea i will do that

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do you guys have a game

silk lintel
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Blender is a great place to start for both modelling and animation. I'd recommend do as much as you possibly can by yourself so you actually learn. Using assets when starting out as a developer (unless you are completely set on a path, like programming, but still) will only stunt one's growth, in my experience.

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Lol

buoyant delta
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ok

silk lintel
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I'm the opposite, I want to do everything

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Aspiring game creative director

buoyant delta
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i'm gonna try

silk lintel
cedar wave
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I ain't losing any sleep over losing my programmer art

silk lintel
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Hey, that rectangle has a family

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Eh, it's not too hard to get a basic understanding of each

buoyant delta
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ow you can do python with blender

silk lintel
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mhm

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not necessary, though (for anim/modelling)

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unless you aren't using a game engine, just making a scene for instance

silk lintel
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You can start small. Want to model/animate? Learn blender. Want to make the actual game? Learn bp, maybe get into c++ eventually.

buoyant delta
silk lintel
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You can't do the bulk of game logic in python in ue4, but it is a base for programming in general.

buoyant delta
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o

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k

silk lintel
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I think blender has a game engine actually that runs on python. But ue4 blueprints are still the best place to start imo

buoyant delta
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but if i search blender the first link if find is

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render

silk lintel
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yeah...

buoyant delta
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conciergerender

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.com

silk lintel
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mh?

buoyant delta
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thats the link

silk lintel
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rendering, modeling, and animation

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that's what blender is for

buoyant delta
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but if i wanne sing in they ask me for my adres

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why

silk lintel
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because basically all logins are based on an address

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you dont have to sign up for blender, though

silk lintel
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that's not blender, that's just a website

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np

buoyant delta
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how long dus it take to make a normal sized game

silk lintel
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if by normal-sized you mean AAA, then about a year at least with a couple thousand employees

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if you mean indie, then any amount of time

buoyant delta
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ow f im all alone

silk lintel
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If you learning, though, you probably won't be making a game until you have a solid understanding of the basics. Just mechanics, etc.

silk lintel
buoyant delta
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il try to make the most by myselfe but if i dont know yea .....

silk lintel
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Yeah, not saying that. Obviously you shouldn't use anything as dogma, didn't think I had to clarify that. You have to start somewhere, though.

buoyant delta
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yea i started with unity

silk lintel
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ironically it is for artists

buoyant delta
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ok

buoyant delta
silk lintel
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im lost

buoyant delta
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o wait we are talking in english

autumn flame
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😱

buoyant delta
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art teacher

silk lintel
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quelle

buoyant delta
silk lintel
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quod

buoyant delta
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in belgium we say gotverdomme het werkt weer niet πŸ˜†

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yea it is

silk lintel
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in french we say je connais Γ  peine le franΓ§ais

buoyant delta
silk lintel
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i wish

fierce tulip
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in #ue4-general we say "unreal engine related discussions only, for offtopic stuff please go to #lounge "

silk lintel
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luos is gonna comment on my french xD

slate thicket
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anyone know why locations for bones in animations wouldn't be transferring over from blender to ue properly

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here's the anim in blender

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and here's the same thing in ue

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that bone all the way to the left in blender should be in the same position in ue but it's not for some reason

thick nebula
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is there anyway to separate my two windows, so if i open up another application they both do not minimize? it almost makes it pointless being able to work with the application on two screens when the windows lock like that.

dusk echo
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what are some good beginner projects? I watched some tutorials etc. and I want to try to create something myself but my ideas are a bit too ambitious.

maiden sundial
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Wasn't there once a channel like #material ?

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Ah, seems #graphics takes care about materials

rotund jacinth
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We recently shipped a beta branch update of wrench and noticed all of our maps are about 50% bigger after moving to 4.26. Anyone else seen this? the game grew by over 1gb.

kindred viper
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@slate thicket bones in Blender are not the same as bones in UE4. They need some prepwork along the way. Bone orientation being one. I would suggest using either the official SendToUnreal plugin for Blender, or Mr.Mannequinn tools if you are using the manny system.

safe rose
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Hm, I guess you're right

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Even taking out 5 levels, I'm up half a gig

dusk echo
rotund jacinth
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I think something changed with reflection captures

thick nebula
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is it possible to unlock the asset editor from the main viewport so it's not always on top?

thick nebula
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my menus haven't disappeared since i started on one monitor

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hrmmm

nimble warren
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I made a custom scene component for AI sight and when I hide from it, the branch keeps going back and fourth (basically from true to false in like 1 second). anyone know how to fix?

thick nebula
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i lied, my menus dissappeared

mystic holly
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I'm trying to change the skeletal mesh of multiple characters in game that are of the same bp. But when I do it, it only changes one of the meshes, which is the first one

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Anyone know what I can do?

upbeat tendon
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i've created a custom UGDEngineSubsystem to init GAS, do i need configure the engine to use this class somewhere in the project config?

dense knoll
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Is there a way to pre load assets for quicker load times?

lucid grove
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Heya fellas, anyone have experience with Groom hair?

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Im loosing almost 50 fps with hair enabled, what the most impacting settings that i should reduce at start?

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Or maybe there is a way to convert groom to static mesh?

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I dont really need hair physics

royal stirrup
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hey guys! Why I may have a problems with playing animations on a skeletal mesh with physics applied? I had those problems before and fixed it somehow, but after somepoint I having this issue again. I thing it may happen after last update...

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it's something about physics blend weights...

kindred viper
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@dense knoll Yes there is using the Asset Manager and Asset Registry. I would check out the livestream on how to use those. It's a valuable skill.

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@lucid grove it could be anything. How many curves are being used? How much interpolation on Strands are being used? Is it hooked up to Niagara physics?
You can convert curves to mesh but you won't be converting a Groom as it's a fixed asset. Currently there is no way to export grooms either so you have to either remake or re-import after editing.

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@royal stirrup Animation tends to over-ride physics unless you blend it. So you are on the right track

kindred viper
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half a million verts seems excessive. looks like the strand steps are a little high. In fact, it looks like there are more than there can be even πŸ˜„ Strand steps cap out at 10 in Blender for example.

lucid grove
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I think i disabled physics

lucid grove
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Face itself working just great

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120 fps+ and yada yada

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But hair just killing it

kindred viper
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ok you are using production quality grooms there. They aren't mean to run fast in realtime in the usual environment. They are for cutscenes and managed sequences.

royal stirrup
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ah... looks like all bodies blend weights must be set every tick and not just at begin play

lucid grove
kindred viper
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well like I said, you are using production quality grooms. Don't expect to be able to tweak them in engine to get the performance better. I mean, to some degree you can, but in the case of Strand Steps you can adjust them to reduce the verts per strand but it might not make a difference in FPS, but it will reduce the quality as each strand will be unable to bend as well.

upbeat tendon
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in my attempt to release the mouse pointer, i can't figure out how to recapture it properly right now i have to hold down left mouse button to capture mouse input

kindred viper
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can you explain further? Its a little confusing

upbeat tendon
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so i've spawned a character, from a menu, i started showing the mouse pointer, when i started the character i hid the pointer

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however it has left me in a strange state where the mouse input only gets sent to the game if i hold down the left mouse button

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if i left go the mouse will move outside of the game windwo

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it even tells me

kindred viper
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that seems odd. There should be no forced movement for the cursor at all, no matter the settings as it's the golden rule of mouse cursors.

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I think that is something to do with Viewport focus. So something might be taking your focus away.

thick charm
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when i try to create a c++ project i get some weird error and everythign just crashes can someone help me

kindred viper
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you have to show the error

thick charm
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yeah 1 sec

kindred viper
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also your name and avatar make me feel you like to troll. :p

thick charm
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Not a troll :P

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Just have a special sense of humour

kindred viper
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yeah

thick charm
kindred viper
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hmm can you post the log file. I can't really tell from that one. it doesn't look familiar tho

thick charm
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wait i fixed it

upbeat tendon
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@kindred viper i've probably done something stupid showing the cursor

thick charm
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its my frickign avast anti virus!!

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:(

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anti virus can be ur worst and best friend

kindred viper
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true

thick charm
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@kindred viper But hey thank you for your time and effort :D

kindred viper
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no worries

noble wedge
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Does UE4 run on an M1 MacBook Pro? My artist says it crashes on launch? Is that the Apple/Epic war getting in the way or should it work?

kindred viper
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I think it might depend on the engine version

noble wedge
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That was the Epic Launcher

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I'll have Dax uninstall the old Epic launcher and install the new one in case that works.

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The M1 Macbook Pro is ARM based. The Unreal Editor should run on that right?

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He says he can't even install Bootcamp on the M1 to run Windows.

kindred viper
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presumably but I couldn't say because I won't use that scumbag company πŸ˜„

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someone will know tho. I guess they are used to some degree here

noble wedge
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He only uses Mac because the Sketch UI Design software only runs on Mac. If they ported that to Windows he could use a real OS. πŸ™‚ https://www.sketch.com/ - Something UX designers use.

Sketch

Sketch is a design toolkit built to help you create your best work β€” from your earliest ideas, through to final artwork.

kindred viper
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UX designers using Apple macs makes sense, because they want that UI πŸ™‚

noble wedge
kindred viper
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it's not really that simple if the architecture of the processor isn't x86 based. It would require emulation on a scale unmanageable for any corporation, including microsoft.

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The fact Linux has had many years of relying on WINE to emulate and it still runs behind by many years shows that even open source communities with dedicated teams can't do it well.

latent moth
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How can you get the velocity of a steady character on a moving platform? GetVelocity returns a 0 vector. The platform is moved with SetActorWorldTransform

kindred viper
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add the velocity of the object and the character

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lets take it at literal value though, if the character isn't moving, but the platform is and they are on it, they are moving the same speed as the platform.

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that is to say, in worldspace they are. Locally they are moving 0

upbeat tendon
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so this doesn't hide the mouse unless i click on the window

noble wedge
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Well he uninstalled the Epic Launcher and installed the latest version. It won't launch on the M1.

latent moth
kindred viper
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@upbeat tendon its a viewport focus issue. I'd google on the workarounds for that.

latent moth
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(BTW thanks for helping)

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so GetVelocity is in "local" space?

kindred viper
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@latent moth you don't need to raycast to it. You can have an overlap event to find out when it's on the platform and set a boolean or variable to hold the object reference.

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No GetVelocity will be a direction in worldspace I believe.

latent moth
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ah yes good idea re: the hit component. AFA the space well not really though, because it's (0.f, 0.f, 0.f) but the char is moving because the platform is moving

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so it returns a "local" space (whatever that is)

kindred viper
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now that makes sense. Perhaps I'm wrong on that one but it might be a different velocity calc for a character because of the setup. My character work is a little rusty but Im gonna go double check

latent moth
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and it's also a little weird unless I'm mistaken

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I was seeing different results whether you use SetWorldTransform or AddWorldTransform on the platform, but not sure 100% because I was mixing stuff up.

kindred viper
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SetWorldTransform is a literal setting. It will fix to the location you set. AddWorldTransform will add a vector to the current transform location

latent moth
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indeed

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which unfortunately makes the computation a little more complex

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if I want to know the ABSOLUTE velocity of the character regardless where it's standing on

dense knoll
latent moth
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or... I can compute it using the character transform OnTick Β―_(ツ)_/Β―

kindred viper
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hmm the docs state the GetVelocity on a character/pawn is based on the root component, which leads me to believe it's local but that doesn't add up, or maybe it does and im just confused.

dense knoll
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what i mean is a way to have all the asset data pre cached in one place on the RAM for quick loading

upbeat tendon
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ah thanks @kindred viper all working now!

kindred viper
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@dense knoll depends when you run it. I preload at appropriate times so you can't tell. You can async load too

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@upbeat tendon no worries. It's a trap that catches everyone πŸ™‚

upbeat tendon
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i was sure years ago i used to make calls to trap the cursor

proud dome
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wtf? why did this happen when i change the parent socket?

kindred viper
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in the first versions of UE4 it wasn't an issue but something changed around 4.8 or 4.9 and it started to happen.

proud dome
upbeat tendon
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interesting i used 4.7 when it become open source and i made some very simple games

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well that is what happens when i code late at night πŸ™‚ tomorrow the challenge is to load my data table of config into a GAS attribute set and not from the game effect

kindred viper
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then dont come asking me for help. I dont use GAS. I just emit it πŸ˜„

twilit hill
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does anyone know if metahuman will ever be available in-engine? was kinda hoping for an easy way out on in-game character creators kappaross

upbeat tendon
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i don't think it will be that hard, it will just be a lot of reading and stepping though code

kindred viper
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@twilit hill no I doubt it. It's derived with some backend AI stuff and we don't even know how much processing that takes. The fact we had to queue and it takes upto 30 minutes to generate a character means there is some heavy requirements.

noble wedge
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After the launcher updated it's working on the M1 Macbook. He's installing 4.26.2 so we'll see if that works.

upbeat tendon
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laters all

kindred viper
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have fun

twilit hill
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yeah i was kinda expecting it would run in-engine .. no idea why .. now we basically got something like makehuman but a bit more pretty

silk lintel
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If I want a class called 'Branch' that can include several 'Choices', each of which contains a 'Branch', etc. what is the best way to do that? Structs can't reference themselves, even directly. Objects could work, but I'm not sure how I would instantiate for an entire set of dialog. Data tables would be convenient, but oh, well. I'm thinking of using XML as Lorash suggested, but I'm trying to find a good solution in-editor, first.

twilit hill
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your not gonna like the answer, its either actors or your own subclass of that

#

was in the same corner

kindred viper
#

that seems like a subclass route to me. You will never stop going in circles if a Branch requires a value, which is a choice, which is a branch. It's a complete circular dependency. Hence why structs can't do it.

twilit hill
#

if its dialogue they probably would need to trigger certain things as well

silk lintel
#

No, actually I just need the text value

kindred viper
#

You could subclass it as something like BranchedChoice to signify it's parent is a branch

#

are you using some kind of Dialogue system?

silk lintel
#

I have my own 'dialog system'. For the sake of understanding, think of the whole game as dialog, rather than it being an occasional state. I have logic for creating a set of choices based on an array of type FText, and for creating the message from the other party. So, all I need to do is feed in a text value.

#

Sorry, can you explain? I'm not sure I understand how subclassing would be a solution, I'm probably just missing something

#

Do you mean a separate subclass for each possible branch / set of choices?

lavish lake
#

hi guys, is there a tutorial in reference how to make painted foliage cast shadows and when there is no light in the area (twilight) that the plants don't stay lit, but are shadowed? As you'd have at night time?

lavish lake
#

will give it a shot, thanks @silk lintel

silk lintel
#

Haven't watched this one, but Ben has a bunch of great tech art videos https://www.youtube.com/watch?v=CptpQ5vSy0U

In this video, we go over a technique for making foliage darker in the center of the volume of foliage and brighter toward the outside edges. This is based on the idea that more light occlusion happens toward the center than on the outside. After calculating this occlusion, we apply it to the shader's specular, AO, and subsurface color inputs....

β–Ά Play video
lavish lake
#

thanks

robust marten
#

I'm trying to make a light flicker really fast for one second, guess I have this wrong... lol

#

Not sure why that is incorrect

#

I want it to loop btw, it happens every few seconds. As is, it just doesnt flicker, it seems to only flicker every second

silk lintel
silk lintel
silk lintel
robust marten
silk lintel
#

I'm not trying to be rude, I just mean specifically, what happens

robust marten
#

Sorry, it repeats albeit not like how I would expect

silk lintel
robust marten
#

Changing that worked

silk lintel
#

There will still be repeating patterns if you take that logic and use a rand float in range function. Try something like this:

#

Ignore the names, I'm working on a project atm

winged crypt
#

A is an actor with two components. I want to set the location of A (the actor) so that B (one of the components) ends up in the location of C. Been experimenting with vectors for a while and can't seem to get it fully.

Can anyone point me in the right direction?

prime willow
#

Is it possible through tuning the groom system to use it for hair in gameplay

#

i heard itll make the framerate anywhere between 12 or worst if alot goes on in screen

#

i would assume by messing with settings it could be used for gameplay right? o-o

worthy forge
#

Is there a Channel on this server for finding team members for a project unpaid

plush yew
#

Has anyone had the issue of the perspective view going straight up as soon as you load a project? When I use "Q" to bring the camera back down, I can. But as soon as I let go, I go right back vertical. Keys are not mashed.

#

Even when keyboard is unplugged, it just keeps going straight up.

digital anchor
#

@winged crypt if i understand you correctly, (A-B) + C

buoyant graniteBOT
#

:triangular_flag_on_post: Raaphael#6656 received strike 1. As a result, they were muted for 10 minutes.

digital anchor
winged crypt
#

Thanks, will give this a try now!

spare kernel
#

@plush yew don't have a controller or joystick attached?

plush yew
#

@spare kernel lol. yup I did. Thank you!

drowsy snow
warped wasp
#

yo idk where to ask this question, but where do i mess with the steering of a vechile

#

i kinda want sharper steering

prime willow
warped wasp
#

i tried looking, no luck though

prime willow
#

waiting for an answer here can take minutes, seconds, and sometimes an eternity depending on the complexiity of your question and how willing others are to assist you

warped wasp
#

3:

#

u right

prime willow
#

dont get me wrong there are an amazing assortment of indiduvals here who will help you strike gold and their truly a godsend i bless their amazing little hearts whenever i see them about

#

however its truly best you exhaust all of your options before relying on someone here as it isnt as stable of a solution as one would wish :3

#

google, youtube surfing, forum hopping will likely find you an answer in minutes if you dig hard enough

#

granted id look into the movement systems setup for your vechiles movement perhaps something turn related can be found there

#

however take my advice with a grain of salt i have no clue how cars are setup

drowsy snow
#

^ see rule #2

warped wasp
#

@prime willow your suggestion worked πŸ˜„

#

thanks for guiding me to the right direction

#

yeah my steering is awhole lot better now

#

sayonara

drowsy snow
#

I had struggles integrating paid plugin into the custom build to be distributed for the team

#

To this day I still don't know how to integrate UIWS into project properly, as it's a precompiled plugin AFAIK

prime willow
#

i have no idea how to add a post process effect to the mesh alone

#

woe is me~

drowsy snow
graceful plover
#

hi everyone. lazy question here. how would I go about creating my own examples hall? just get one from the content examples and delete things I don't want? Wondering if there is a template level anywhere.

prime willow
#

no clue what that is o.o

#

im just trying to add a post process material to my mesh's body alone

#

no clue how but im surfing through tutorials to find out D:

drowsy snow
#

Although, depends on what kind of effect you're trying to achieve, it's best to do it before post FX pass

What kind of effect do you want to achieve anyway?

prime willow
#

well i have this anime shader that makes the characters look juuuuusttttt right~

#

but it doesnt play nice with the groom system

void kraken
#

Is there any news on when UE5 preview is coming out?

vale grove
#

How does one share Unreal environments with others?

prime willow
#

so i want to apply it to mesh alone

prime willow
vale grove
#

The file is so huge and also when I copy it from one computer to another, it doesn't load for some reason

prime willow
#

if youre sharing between two pcs of your own

#

use the cloud that comes with your windows for free, or toss it in google drive which has a 15 - 100gb storage and download it to said pc

#

than delete it from the google drive cloud

drowsy snow
vale grove
#

Thank you @prime willow

#

However, here is an error which I keep encountering

drowsy snow
vale grove
#

When I click yes -

drowsy snow
vale grove
#

Yupp

prime willow
#

wait what do you mean bypass the engine

vale grove
prime willow
#

pelase or mighty wizard share thine wisdom with me ;-;

kindred plaza
#

are noobz welcome here?

drowsy snow
kindred plaza
#

im just an independent creator looking for answer to completely noob questions

prime willow
#

and see what happens

turbid pawn
#

why did my msg get deleted lol i was just asking if vr devs were here :<

vale grove
#

Hmm... I see

#

Thank you

vale grove
#

@prime willow

prime willow
#

let me know if it works grisha ❀️

vale grove
#

Sure

restive shadow
#

you'll need to right click the project and change engine version if the set up isn't identical

turbid pawn
restive shadow
#

and likley recompil

prime willow
#

but ive seen people just slap a post process onto a mesh no problemo and swamp it like its a material

#

i want to learn how to do that in particular

#

but snnow very dumbie ;-;

drowsy snow
prime willow
#

wait what xD

drowsy snow
prime willow
#

nuuu but i dont want to mess with the engines base code i just want some objects to be animeeeee

robust marten
#

Probably a newbish question but... how would I use the data from a Data Table? For example, I'm trying to make a perk system. In the Data table, which is a child of the structure "PerkData" which contain 2 variables (Name & Description). I made 3 test perks in the Data Table and now I want to use the data table to get info from (So I can set the name and description in a widget)

prime willow
#

hence why i wanna learn how to just slap and toss post's on meshes i just dont know what im looking for term wise to figure it out ;O;

drowsy snow
# prime willow wait what xD

The secret is that, really. Even Bandai Namco anime games that uses Unreal done the anime effect in GBuffer pass, not post FX level πŸ˜‚

prime willow
#

wait seriously

#

o-o

#

so this is the best way to do it

#

what if some items dont play nice with anime shader

#

will it just somehow bypass the not nice playing of post process and mesh

#

if so

#

im down lol

drowsy snow
#

I mean, just look at the footages of anime Bandai Namco games, like Scarlet Nexus or Idolmaster Starlit Season.

You will notice how the post FX don't disrupt the anime effect applied on the models.

prime willow
#

HMMMMMMMMMM

#

ok

#

i will try your method oh wise one

#

so i click your click and profit correct?

uneven hemlock
drowsy snow
uneven hemlock
#

cart ref is null

prime willow
#

@drowsy snow

#

thank you oh wise one

drowsy snow
#

Almost forgot, it's a modified 4.26, but I presume you already used the 4.26 from the Epic launcher.

prime willow
#

yesssss

#

i use 2.26

#

so is it this right here

drowsy snow
prime willow
#

oh maybe

#

i connected it

#

still nuffin

#

clearly im too dumb to earn such power D:

coarse wigeon
#

@prime willow Did you get the email from github?

prime willow
#

yush ;O;

coarse wigeon
#

ok

#

Did you click accept in the email?

prime willow
#

yes ;D

coarse wigeon
#

ok

#

I got nothing

prime willow
#

its ok x3

nova kernel
#

Question,

What source control does everyone use for Collaboration? One that does not have issues with Unreal projects code, blueprints, assets, etc? Is there any that anyone recommends?

drowsy snow
#

You may want to look on stuff like Perforce if you have a localised server setup.

nova kernel
nova kernel
drowsy snow
#

That's for Content folder alone, excluding source assets and whatnot

#

Again, our assets don't reach 100MB file size limit and our textures are built for 4K resolution at best, for lower end hardware performance. If you go nuts with 8K texture stuff, you may sacrificed the Git-LFS already.

modest trench
#

That's a pretty small UE4 repo

drowsy snow
# modest trench That's a pretty small UE4 repo

Excluding:

  • source assets in .blend file and others (approx. 2 GB)
  • custom built UE4 specifically for the project (200 GB, excluded for obvious reasons)
  • Megascans assets in 4K resolution yet to be imported (around 30 GB)
  • Marketplace assets for either reference or reusing (around 40 GB)
nova kernel
drowsy snow
nova kernel
#

i had gitlab, we hit the 6Gb Limit, to store more data they wanted to charge 60$ for 10GB, was like nope. I moved to self hosted, but a hell with the costs and pipeline stuff, so then tried bitbucket, hit their limit migrating (Their limit is 5GB),

#

might just do Github

drowsy snow
#

And it's a private team repo too

nova kernel
hardy island
#

I made this code but when i press play i only get the default character's code and mine is not there, how do i fix that?

drowsy snow
nova kernel
#

hmm, think i will just do Github

#

thx

modest trench
hardy island
#

idk how

#

im new to this stuff

#

one min n

#

where do i click for that?

#

@modest trench

modest trench
#

try under the gamemode settings in the world

#

expand the "selected gamemode" dropdown

surreal gyro
#

In most FPS multiplayers, when you look up or down, does your playermodel actually do so as well?

#

*In the view of other players

drowsy snow
surreal gyro
#

Now how would I replicate that...

tough stream
#

^this gif is making my discord crash O.o

prime willow
#

lol dick move

tough stream
#

is it just me crashing from that gif?

prime willow
#

its everyone

#

boiled pizza is being an asshat

tough stream
#

<@&213101288538374145>

prime willow
#

disable text and images

#

in text and image in discord settings to stop it from loading

#

thank you ❀️

tough stream
#

that was odd.. it was constantly crashing aswell

prime willow
#

yup

buoyant graniteBOT
#

:no_entry_sign: Boiled_Pizza#5615 was banned.

prime willow
#

rest in pieces pizza man

wraith lantern
#

Hey guys! I'm absolutely new to Unreal and I wanna learn from scratch, but not for making games, only for 3D compositing and videos. Is there any noob tutorial for that, like there's the donut tutorial for Blender? When I search on YouTube all I find is game making tutorials 😐

fallow hornet
#

Is there a way to just render frame by frame, keep getting interpolation between frame 1, frame 2, etc.....

peak oxide
#

When I add a Camera Actor to my Level, I assumed that I would 'be' that camera when I press play.

#

Though another camera is spawned, what do I have to switch up to be the camera that I'm expecting?

drowsy snow
# wraith lantern Hey guys! I'm absolutely new to Unreal and I wanna learn from scratch, but not f...

Unless you need a real-time compositing setup or using UE4 only assets, you'd better off doing that in Blender.

Now we don't have absolute beginners tutorial that goes straight to the compositing (or rather Virtual Production), but there are few tutorials, documentation, and learning resources that assumes you already know your way around the editor.

If you're absolute beginner, I'd recommend you to familiarise yourself first with the editor's Blueprint, Sequencer, and in-engine animating tools.

#

There are other compositing solutions available that uses Unreal Engine as the base, like the one provided by Zero Density.

#

I think there's also another entity that provides similar tool, but I forgot their name.

drowsy snow
#

Or use Player Camera Manager, but that's a bit too complicated

wraith lantern
#

@drowsy snow thank you so much! That's the thing I needed, the terminology. I searched for sequencer tuts and I'm finding what I wanted. Yes, I'm looking for real-time compositing. I'll be making my animations in Blender and importing them here just for rendering πŸ˜„

fleet sparrow
#

Any idea on how to make make multiple "single line trace" connect end to end to make a projectile?

drowsy snow
wraith lantern
plush yew
#

Albion online es un mmorpg no lineal, en el que escribes tu propia historia sin limitarte a seguir un camino prefijado, explora un amplio mundo abierto con 5 biomas ΓΊnicos, todo cuanto hagas tendrΓ‘ su repercusiΓ³n en el mundo,con la economΓ­a orientada al jugador de albion, los jugadores crean prΓ‘cticamente el equipo a partir de los recursos que consiguen, el equipo que llevas define quien eres, cambia de arma y armadura para pasar de caballero a mago, o juega como una mezcla de ambas clases, aventΓΊrate en el mundo abierto frente a los habitantes y las criaturas de albion, inicia expediciones o adΓ©ntrate en mazmorras en las que encontrarΓ‘s enemigos aΓΊn mΓ‘s difΓ­ciles, enfrΓ©ntate a otros jugadores en encuentros en el mundo Abierto, lucha por los territorios o por ciudades enteras en batallas tΓ‘cticas, relΓ‘jate en tu isla privada, donde podrΓ‘s construir un hogar cultivar cosechas y criar animales, ΓΊnete a un gremio, todo es mejor cuando se trabaja en grupo, adΓ©ntrate ya en el mundo de albion y escribe tu propia historia.

drowsy snow
next dome
#

hi guys, when i click on open level blueprint, unreal engine just crashes. Anyone know a fix for it or whats causing this?

drowsy snow
next dome
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

drowsy snow
#

Something to do with your RAM usage.
Try closing any other app or restart your computer.

proud dome
#

how do i get rid of the shadows (on the grass)?

true ridge
proud dome
#

where can i change that?

prime willow
#

does anyone here use grooms and or is good at the groom system i have a performance question i cant seem to find an answer for, how cost heavy is the groom after tweaking systems

proud dome
#

where can i change that?

drowsy snow
#

because it's so powerful

#

around 50 GB average

#

Depends on your assets and the project, tho. It can be as small as 100 MB, can be as big as 100 GB

#

Bye.

#

Also maybe consider using Godot instead of Unity, because Unity kinda sucks

next dome
#

@drowsy snow i verified the ue4 files through epic game launcher and restarted my pc aswell, still same issue

drowsy snow
#

PROTIP: Install Unreal Engine outside the C: drive.

All of my Unreal stuff are almost 100 GB in total, and they're all in a D: partition.

#

Unity is difficult to optimise, and it's not source available. Not to mention recent versions are getting more convoluted, even more so than Unreal or Godot did.
Godot has even smaller install size.

#

Less than 500 GB? Seriously?

#

Most AIO PCs or Laptop already supplying 1 TB of hard drive, and it's often split 25% for C: and 75% for D:
If your HD is really less than 500 GB, buy one that has at least 500 GB. It's not terribly expensive even in third world countries. It'll worth the long term for your projects.

next dome
#

nothing except chrome and important stuff, this crash started after me trying to add commands into DefaultEngine.ini, i did that so i could run a level from marketplace and it said that i have to put those commands to enable all the needed features @drowsy snow

#

maybe i put something wrong that making it crash, idk

drowsy snow
#

I presume it's because of Ray Tracing / DX12 stuff πŸ€”

DX12 in UE4 is more prone to crashing than DX11

plush yew
#

does anybody have good/interesting tutorials on how to make a game? i mean some like this:
https://www.tomlooman.com/survival-sample-game-for-ue4/

The project source contains a variety of features and coding concepts using practical examples including AI and multiplayer support. There is no step-by-step guide, instead the documentation aids in walking you through the available code. Download the project for the latest version of Unreal Engine (GitHub) Landscape Map part of the C++ Project....

drowsy snow
plush yew
#

well, just throw something in you find interesting and I will see if it suits me πŸ˜„

#

if anybody would be so kind, I would be grateful πŸ™‚

#

you find a lot of tutorials with lower quality when you just google

drowsy snow
#

Interesting.
So some material will cause "D3D device crash" in DirectX 12, but not DirectX 11. This chicken has offending materials that consistently cause D3D device crash in DX12.

I guess something to do with it being uncompiled?

terse wyvern
#

Hey guys, in my lobby map where players can select their weapon loadout, I use a SceneCaptureComponent2D to render a 3d weapon preview in the UI (only 1 at a time). Everything works great, except that if the SceneCaptureComponent2D is present the FPS tanks - like 60fps less easily. I managed to track it down to the Atmosphere flag in the SceneCaptureComponent2D; if I disable that the FPS loss is gone, but the atmospheric lighting in the actual scene disappears while the SceneCaptureComponent2D is present. It reappears once the SceneCaptureComponent2D is destroyed. Anyone have any tips?

terse wyvern
#

Already disabled

#

Made no difference

#

Everything's disabled except Deferred Lighting, Static Meshes, Anti-aliasing and Atmosphere

#

Oh and Game and Lightning under hidden

dusk echo
#

Should I put UPROPERTY's in public or protected?

drowsy snow
terse wyvern
#

Yeah, that's my current option. But it does come with a 50-60 FPS loss

#

At least it's only when the tooltip is showing

#

The SceneCaptureComponent2D does have to be placed somewhere in the world for the RenderTarget to work right? I just place mine in a hollowed out black box somewhere out of view currently.

next dome
#

i removed all the content files from content folder but just left 1 level to test it, tried to run the blueprint and no crashes, everything works fine, so i think it has to be 1 file or more that are corrupted and somehow connected to the blueprint that making the engine crash @drowsy snow

old nimbus
#

Hey, where do I start with learning Unreal?

#

I have no idea how to use it

#

I've had a little experience with Blender.

#

Can someone help me? Feel free to DM me if possible.

drowsy snow
teal parcel
atomic hull
#

is there any way to edit several properties at the same time ? wish UE had such feature πŸ€”

drowsy snow
drowsy snow
#

You can right click on a value and paste it across the same type of other values.

atomic hull
#

one number cant be copied to all elements of the array

#

I guess its better to just use tab + typing number repeatedly

foggy berry
#

Hey guys

inner cloak
#

What channel should i use to get help with making an FBX file with Blender ?

foggy berry
#

how to un-parent something>? Like make it

#

not inherit from something

#

i want to reorder stuff in the TPS blueprint but cant reorder anything because its components are inherited

#

and idk where the parent is

inner cloak
#

usually, the parent is listed in top rigth, no ?

brittle tundra
#

Hello Community, is their a limit to the amount of Gameplay Tags?

foggy berry
#

Unreal's builtin thing

#

and i cant find that

inner cloak
#

you editing a blueprint, right ?

#

@brittle tundra what size of list are you hoping to have ?

brittle tundra
#

I wonder if I should make my quest genetor based on gameplay tags

#

I worry that I will have more than 10k items in it

foggy berry
#

and i want to

inner cloak
#

Sorry, can't help you with that but i would think the limit should be high

foggy berry
#

maybe i should just make tps movement on my onw

#

own

inner cloak
#

Maybe

drowsy snow
plush yew
#

How can i show a error message when game is crashed

#

Help

fierce forge
#

Hello, is there any way to delete the mainmenu map and iconmap from here ?

exotic otter
#

Hi guys, how can I make a rendertarget have a fully 0 alpha except for the actors drawn into it?

#

so basically an alpha mask

#

my alpha is always fully white

#

even if the background of the viewport is set to transparant

terse wyvern
#

Make a material from the render target and one-minus the alpha channel

#

And set the render target to hdr with inverse alpha

exotic otter
#

i dont work with materials etc

#

its purely in c++

#

its just a UTexture I create in code

terse wyvern
exotic otter
#

and i render to

terse wyvern
exotic otter
#

i am creating the UTexture from the rendertarget2D

#

and I render a view to it

#

everything but the actors i render should be transparent

terse wyvern
#

Try clearing the render target with a color with 0 alpha before drawing to it

plush yew
terse wyvern
drowsy snow
#

It seems like people that are new to this server wasn't paying attention to this very rule.

Seen quite a few of them asking for help aren't patient enough.

tawdry sable
#

I got the Importance Sample node to spit out something non-zero

#

The texture must have it's compression set to Grayscale

pastel ginkgo
#

How do I invert the Y axis on my gamepad?

grim juniper
#

multiply by -1?

pastel ginkgo
#

That worked! I had to do it in settings.

#

It would be great if I could adjust the sensitivity too.

old nimbus
#

Time to get Unreal

terse wyvern
glacial arch
#

Hey guys, I've heard some whispers of Twitch integration with UE4 - any clue if that's a thing? I'm getting tired of all the third party services for my Twitch stream and I was going to create a nicely rendered overlay for my channel using it - but in order to do that right I'll need access to chat message events and subscriptions etc.

#

I wonder if that's just hidden away somewhere or a plugin I gotta enable

#

or if im misinformed entirely and the integration has not been officially implemented

pastel ginkgo
terse wyvern
#

What do you mean? Like a savegame?

pastel ginkgo
#

Yeah I guess that's what it would be.

#

Would it save every time I exit game mode? Or do I need to trigger it somehow?

drowsy snow
#

This is so trippy lol

drowsy snow
terse wyvern
drowsy snow
#

Man, it's kinda fun exploiting UE4's Scene Capture redrawing to create this kind of trippy effect xD

exotic otter
#

can I use depth as mask on a render target

silk lintel
#

@plush yew Can I bother you for a moment?

exotic otter
#

I am drawing a scene view into it, but I need everything except the actors in the scene to be transparent

drowsy snow
exotic otter
#

in the rendertarget2d? im doing pure c++

#

not materials

#

I just have a view and render the view into the render target

#

but for some reason my A channel is fully white

#

i even clear the target to transparent

drowsy snow
#

So you're creating your own rendering framework?
I'm not going that far.

exotic otter
#

not that far, but doing c++ rendering

blissful wharf
#

man why is deleting asset preview levels so slow

silk lintel
#

Oh. So I have this xml and a corresponding xsd (I think there's a problem with the schema but I'll sort that out). How do I actually read it in to the engine and recognize it as xml?

#

Any, idk, tutorial series you could point me in the direction of? I just have no idea where to get started. I've never used a parser before and it seems really technical.

#

Okay, well thx any way

#

Sorry for bothering you

#

you too

#

gotcha

wary wing
#

Could you do the parse in C# and write the info back out in a simpler form for UE4 to read? Using a separate program I mean. Apologies if the suggestion makes no sense given your context, have only caught the last bit of the conversation.

silk lintel
#

Mate, I have no idea. Ask Lorash πŸ˜„

wary wing
#

Ah gotcha

silk lintel
#

and you write that yourself or

#

Right. Just learned xml, time to learn C# (don't yell at me i know xml is a markup language)

#

idk someone will find a reason to yell at me

wary wing
#

No yelling here either, it's a language and takes time to learn just like any other

silk lintel
#

it's not a programming language is what i meant to say

#

but yes, obviously it's a language

tame marsh
#

Honestly, XML scares me a lot more than say Python

#

Yeah, that sounds great. A lot of XML I've encountered in the wild just melts my brain though

silk lintel
#

I am using rich text, but probably just for decorators

fair herald
#

Hey! all

silk lintel
#

hey!

#

Well, the engine uses JSON for uproject files, no? Is there a reason I couldn't just use JSON instead of XML?

#

Thinking out loud

#

All I need is a class which contains variables and can be recursively self-referenced. That's literally it.

fair herald
#

I am developing a Android Game
where I have 100 levels in my game,
i want to give 10 to the users at the download time and other user can download if their want. something like a pubg where you will get one map by default and if you want you can download other.
so, can anyone tell me how i can do this?

#

i can't do this way because game size will be very large.

silk lintel
#

I feel like there's a better in-engine way to do this

#

Have I been using the wrong search terms?

#

well dts are based on structs which make them unable to be recursive

#

they could still be used for a tree but it would have to be flattened, and that's just... ugly

#

You mentioned tutorials about dialog trees? I've seen paid plugins, but the only tutorials I've seen were for the logic rather than data serialization/storage

hot thistle
#

Hey, anyone else been messing around with Cesium?

silk lintel
#

Not without gloves on

#

^ funny joke

#

What if I used a behavior tree...

#

It would probably be hacky, but it might work

#

I've taken a look at the flow plugin but it wasn't very well documented imo, couldn't figure out how to make it work for my needs

#

Speaking of which, why couldn't they just add twine support like unity did

#

I'll check it out

#

Oh so purely as a file format and then I would parse (is that the right word?) it into my project

#

mhm

drowsy snow
silk lintel
drowsy snow
dry sigil
#

sorry

silk lintel
#

np

silk lintel
#

You know what? I'll try the data table method again, but instead of self-referencing, I'll just reference a data table row. I'm honestly just trying to get a playable build out, I can work out if I need a better system later on.

#

Are you using a curve?

#

From the video, it doesn't look like there's a pause. It looks like you have some interpolation that slows down the animation near the end.

#

Love when ppl ask questions and then go afk

fresh geode
#

hey guys anyone familiar with sequencers who could give me a quick hand?

spare kernel
proud dome
#

when i launch my game, does it crash or i just have to wait for a while for it to open?

lavish lake
#

hi guys, I need a little bit of help. I have been trying to work with AO, but for whatever reason I can't get it to work in post process. Whenever I go to buffer visualization -> AO, the whole scene is white.

proud dome
#

yup... still waiting

faint juniper
#

Why would a morph target look drastically different than in Maya? First time I came across this issue, it just looks nothing like in Maya, weird

silk lintel
#

Take a look at your curve editor

prime willow
#

okie i have a probably silly question

#

can you create a groom based haircut using strand based methods

#

but than just import said strand based hair as a normal fbx haircut

#

and slap it on the head like typical mesh haircuts made

#

and use cloth physics instead of groom for physics

#

_>

faint juniper
#

Why is this so different in engine?

silk lintel
#

Scaling?

#

Sorry, couldn't tell you. Not a Maya user.

prime willow
#

but can you use groom based strand hair meshes like normal hair meshes >O>

dense knoll
#

I profieled my game and found a lot of things causing issues, the problem is i dont know how to deal with them

teal parcel
#

Is anyone good at writing an nDisplay config, just trying to learn about using it. Any help

drowsy snow
restive shadow
#

Guys, I'm having an issue with the chunkdownloader that I'm hoping someone can help me with. The CachedBuildManifest.txt doesn't seem to be getting updated from the server after it's initially downloaded. Anyone experience that or know how to trigger a new download? It supposed to pull a new version if it changed on the server, but it doesn't seem to do that.

drowsy snow
drowsy snow
scenic swift
#

Hey guys, does anyone know why my viewport is blank? I turned it off by accident somehow?

weak stratus
#

is there a way i can connect both? cant find a node ofr it

restive shadow
#

@weak stratus you probably what to do that cast once and cache it, then you can reference the cached value in your normal flow

weak stratus
#

thanks!

glacial dawn
#

@weak stratus right button and convert to pure cast

rigid belfry
restive shadow
#

This is how I do it, safer than pure cast. Then just reference the PlayerCharacterBP down lower

true island
#

Hey guys, I'm completely new to this unreal engine software and have never done any game development before.
I know how to open up the program and drag a pre-made character in ,place it where I want and that's pretty much it. What youtuber/course would you guys recommend to get started. I wanna make like an Action RPG kind of Tower Defense game!

plucky lily
#

is there a way to flip the U in uv linear gradient?

merry bison
true island
#

ah alright! :) good tip

restive shadow
#

you could try a 1-minus on the output?

plucky lily
#

@true island my advice to learn any tool is to use it every day. even for a little.

true island
#

Yeah true, I do make music myself and that's my main income right now but I wanna combine my music skills together with making games

#

So to open up and just play around with it is indeed a very good way to learn

merry bison
true island
#

:DDD amazing

#

Yeah I wanted to find new ways to be creative with music

#

and what better then creating a game around your music or music for your own game

true island
#

Whats your music project?

merry bison
plucky lily
#

I remember we had music composers in many of our game jams, and they didn't have to learn ue4. but if you must.

true island
#

''Kovan'' on youtube/spotify/ or whatever you use haha :D

merry bison
true island
plucky lily
#

gocha.

true island
#

makign a game is one thing I wanna learn since it has always fascinated me

#

^^

#

Unreal Engine is also fine for ''Solo'' people right?

#

Read it was meant for big teams

merry bison
#

you have lots of streams and followers

true island
#

Yeah doing alright atm! :D Very happy what've achieved so far

plucky lily
#

well, start very small, before making games, learn the UI and how to import use and modify tools. Once you have built your first scene then you can jump into programming, and like @merry bison said, doing pong can be a very good start.

#

I'm not a programmer, I only use UE4 for cinematics so I don't have to learn any programming.

#

but I work with other programmers to make games

merry bison
#

And I promise you, even a Pong game will make you pull your hair sometimes - as a new UE4 user.

true island
#

yeah, I bet it takes a lot of people for a big game

#

YEah understandable

#

Have you guys ever bought a ''template'' and use it to ''reverse engineer'' it? Like disable stuff to see the effect changes and learn from that?

plucky lily
#

@true island exactly, I've been in a lot of situations like that. small team, and a huge idea. its easy to fall for that in the beginning.

true island
#

yeah I thought so

#

I have like vision for a game but I know it's just impossible rn

#

need a lot of steps

#

any project I can check from people here?

glacial arch
#

UE4 is fine as long as you don't try to break the mold too much

true island
#

Projects* they're working on

#

or finished

glacial arch
#

What blows my mind is that compute shaders are still not available to the average user the same way Unity does it

#

It's technically possible but you gotta jump through macro hoops and read the engine code to make sense of it

#

So user friendliness is still 100% on Unity's side, and I say this as someone who prefers UE4 over Unity

plucky lily
#

it doesn't have to be complicated. you can use nodes and simple game mechanics and still make a compelling game.

true island
#

hmm so unity is easier to jump in?

#

why do you prefer UE then?

merry bison
#

But in Unity you have to code.

true island
#

ohh

#

coding seems like a big bully

merry bison
#

imo, not comparable

#

in UE4 u don't have to code anything if u don't want to

true island
#

sounds good to me haha

merry bison
#

πŸ™‚

glacial arch
#

@plucky lily Obviously it doesn't but if I wanna use the GPU for computation I'm forced through a much more painful process than Unity

@true island I prefer UE4 because performance mainly, I also don't like C#

Also "UE4 you don't have to code" is a meme. Tha'ts only applicable usually if you have an engine programmer to implement major functionality and expose it to you through blueprints

#

you still do coding stuff in BP, it's just disguised as nodes

true island
#

alright thanks for all the info guys

glacial arch
#

just learn code if you wanna make games, it's something you just need to know. You'll run into it sooner or later

true island
#

How long did it take you guys to finish a game that you were proud of?

plucky lily
#

good luck man

true island
#

how many years into it?

#

Thanks @plucky lily

merry bison
#

Don't expect to have a full game within the first 6 months imo.

#

UE4 is hard.

true island
#

No no

#

I expect to be 3 years in before I can start really making decent stuff

#

And I don't mean ''high quality'' but decent

merry bison
#

that's a more realistic approach

glacial arch
#

The best way to learn is always to make a goal. So start making a game with a final project in mind so that it drags you through learning process but don't beat yourself up about deadlines

true island
#

No exactly

#

Glad you guys are so helpful here :D

rigid belfry
drifting geode
merry bison
median bough
#

Hey guys I'm wanting to write an N-Body physics simulation, i have the equation https://www.physics.princeton.edu/~fpretori/Nbody/intro.htm but I was looking through the docs to try and figure out if there's a built in way to do this. Anyone know of something I haven't found anything. Just wanted to ask and see if i missed anything.

worn granite
#

I find many things easier in c++

#

just as I find many things easier in BP

flint galleon
#

BP is not as powerful as actually writing in c++ isnt it?

wooden forge
rigid belfry
#

most hobbists will never reach such limitations thought

flint galleon
#

im trying to pick up and actually learn writing c++ (we doing some java in uni in games design and i feel like im wasting my time) but it feels very overwhelming, and without an actual project to work on and smash my head on i cant really focus on it

#

can anyone recomend me some way to start learning? i was sugested to start with c# cuz its eazier but after a few hours in Unity i feel sick of their UI and resourses

rigid belfry
#

also blueprint was not created as an alternative to c++. instead, blueprints are meant to work together with cpp

wanton wadi
#

am I going crazy or are timelines gone in 4.26?

rigid belfry
wooden forge
#

@flint galleon if you're totally new to programming, i recommend learning python, it's an easy language to use and master, once you learned how programs work, then make some simple c++ projects such as calculator or something, then come into ue4

wanton wadi
rigid belfry
vast raptor
#

Does anybody know how to update my asset if I've changed it outside of this project?

sage dove
#

@flint galleon strap in though, this shit takes years to get somewhat ok at

vast raptor
#

on which one of these, all of them?

flint galleon
#

i already used blueprint for some projects but i feel like using blueprints its not enough ( even tho im studing games design and not actual programing)

wanton wadi
vast raptor
#

I don't see a reimport option

wanton wadi
#

are they animations from your main FBX model?

vast raptor
#

yeah

wanton wadi
#

in that case you can probably select the main model and click reimport, allthough I'm not sure whats going to happen to the animations

#

otherwise you can export the animations seperately and reload the animations manually

vast raptor
#

alright

kindred viper
#

@wooden forge thats not entirely true. It can be, if you code badly and don't use nativization in any way, but really its not always the case

drifting geode
#

does anyone whats going on here? the focal distance doesn't change as expected...

rigid belfry
# flint galleon i already used blueprint for some projects but i feel like using blueprints its...

i mean, if even at mojang studios they used blueprint to create minecraft dungeons... i have to stop and wonder what makes you thing blueprint is not enough?
source: https://www.youtube.com/watch?v=fJc99wfm-Cw

We visited with Sweden-based developer Mojang Studios to explore how they’re pushing the boundaries of what’s possible within the Minecraft franchise.

Learn more at:
https://www.minecraft.net
http://www.unrealengine.com

β–Ά Play video
harsh copper
#

Man, I tried importing a metahuman into my six-months developed project and it feels like so much work to get it to become a playable blueprint with the master posing, animation retargeting, etc. I feel like im too deep in my project to convert it. Anyone else get that overwhelming feeling?

kindred viper
#

nothing to be worried about. But if you want quality you have to put the work in. Think how much extra work it would take to even get to the point you can import it into your project. So you already saved upto a few months.

flint galleon
harsh copper
kindred viper
#

@flint galleon I've seen many asking for blueprinters. Usually they want both C++ and blueprint as they go hand in hand.

idle snow
#

I am having an issue where my plug in content is only visible if I also check show engine content. Anyone know why this is? I really dont want the entire engine content list ATM...

kindred viper
#

is it an engine plugin?

idle snow
#

yeah, but the tutorial videos I watch only see that folder and the only have show plugins

kindred viper
#

if its an engine plugin, it will only show if engine plugins are flagged as visible in the content browser. There may be a workaround with a Collection but I've not tried that.

north kelp
#

Hey everyone, I hope this is ok to post here. I'm currently working on a a live client project in ue4 for vr on something called #PlymCivicVR Project which is a BFI-funded VR Project in partnership with The Box and University of Plymouth thanks to the National Lottery. I'm using Blender and UE4 to build a large Interactive Archviz / E-learning application to allow the public to experience a local building as it once was when it opened in 1962. Why not drop by the Live stream to see me working on it or ask any questions you might have.

https://youtu.be/6at-o6fS_mo

#UnrealEngine #VR #Blender

β–Ί Description
Hey everyone, I'm currently working on a BFI-funded VR Project in partnership with The Box and the University of Plymouth thanks to the National Lottery. I'm using Blender and UE4 to build a large Interactive Archviz / E-learning application to allow the public to experience a local building as it once w...

β–Ά Play video
kindred viper
#

@north kelp You might want to read the rules on promotion.

wooden forge
rigid belfry
#

isn't that motion blur?

wooden forge
kindred viper
#

its being affected by post processing which is also affected with Temporal Anti-Aliasing, which shared stored velocity data with motion blur. There should be a way to define it extraneously to the post processing. But being a 3d widget it's gonna get affected by the default setup of the world.

#

custom depth pass might do it. Or there might be an easier way now (its been a while since I worked in UMG)

rigid belfry
#

you could draw in on the player viewport, instead of having it in the world

#

but maybe that wouldn't be suitable for your case

kindred viper
#

that would negate the use

#

yeah

rigid belfry
#

i think you can sorta bypass post process effects through materials, but i dont really know how

kindred viper
#

it's a difficult situation because its world based as there is no way to exclude from post processing in that sense afaik

harsh copper
#

Does anyone here have experience with the Reallusion licensing?

kindred viper
#

not personally. Id probably find their discord server and see whats up there.

obsidian nimbus
#

wasnt a fan of the pipeline

#

their anim stuff was pretty dope tho

kindred viper
#

you said pipeline right as I was thinking about resurrecting my physics/ball/pipes game as something quick to do. So I shall take it as a sign and crack on.

timber birch
#

Is there a way to install UE4.26.1 instead of UE4.26.2 ????

kindred viper
#

yeah from github

pastel ginkgo
#

I have shadows in my preview but when I go to build the shadows go away. Experimenting with gpu lightmass. Why is this happening?

harsh copper
timber birch
obsidian nimbus
#

yea i dont remember why i didnt like it

#

was some inbetween program u had to use

wooden forge
#

@rigid belfry @kindred viper thanks! i'll ask in #umg because i'm braindead with materials

harsh copper
obsidian nimbus
#

ahh, been a long time since i used it

merry bison
#

guess everyone got the youtube notification of Epic Games presentation of MetaHuman which starts in about 2 minutes?

obsidian nimbus
#

4 years

kind dew
#

i have a weird issue

#

I have a blueprint macro library. One of the macros takes in a string. It then uses FormatText with that string. Except that string is always empty.

#

but this:

#

prints out the correct message

#

but when we get to here:

#

it just says "Press blank to "

#

okay, making it a function library instead of a macro library fixed it for some reason

pastel ginkgo
vale grove
#

I have created this really long tunnel

#

Now, I want to put these boxes evenly along the path -

#

I could of course do it manually

#

But I am sure there would be an efficient to put it in

#

I am a total begineer at this

#

So, I plan to scroll along the tunnel and keep placing the boxes one by one

#

However, if I got a blueprint and if I can just copy the boxes onto a quick point, that'll be just great!

#

Apologies for not being clear, I am not sure how to explain this ....haha

grim ore
#

you can use a blueprint to spawn then yep

vale grove
#

Oh wow

#

Can you please help me how to do that

#

Oh wait

#

I just found an awesome documentation