#ue4-general
1 messages Β· Page 981 of 1
anything else I need?
and I share the engine's ddc folder on the fast computer, correct?
not the game's
or?
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.
according to docs
yes
I have to build a separte shared ddc?...
but you point all of them to the same folder
and have your fast machine build that initially
then your slow machine just pulls it
alright
I'll delete all my DDCs
create a net share
point everything to that
and build it from scratch on the fast one
yes yes
alright thanks
yeah I read that wrong
I thought you needed all of that :D
?
ur right
game stack DX talks are up
[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?
it's populating it
reason I'm asking
will load, not build
is b/c now it seems to be making two DDC folders :P
it does
Could anyone help me with some root motion problems? I posted on animation but got ignored π¦
if you got ignored, maybe your question was too vague, or no one was around who saw it.
if its been a while and convo is lost, ask again in there, but #animation is the proper channel for root motion.
that object is likely a capture from a render target
i 100 percent guarantee that is a render target which is being shown, and that actor is elsewhere with a camera pointing at it
https://www.youtube.com/watch?v=6i3QQRhlBKI these might help
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?...
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?
I sent again my problem in #animation , way more detailed, I hope someone can help me. Thanks for the advice
@spare kernel then why is there a row id? just another way to lookup?
yes
ugh
do you mean an ID or the INDEX?
ID i assume he means index, at least that is what i assumed
i assume as well but....
even in C++ you get rows by RowName (there is other ways ofc, but generically by row name)
FDataTableRowHandle also uses the Name
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
right, i think of data tables as a big map, where the RowName is the Key
Yeah, sorry, I meant index. There's no column name.
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.
I guess what I want is closer to an array, it's just that datatables are more convenient with the asset editor
(Plus, having all of the dialog for the game in one array would be basically unmanageable)
They do that?
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.
you should still be able to put it in the data table and pull it out as needed
I am wasting time figuring out how to organize this xD
what do you need out of there for the dialogue anyways?
Names have to be unique, but I just thought I'd name them an id based on the branch id
Which I'd have to set up
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
or just leave them the default row names lol
I need a way to access an array of text messages being sent and then an array of text messages that can be used as choices to reply to those messages
but then you couldnt find them heh
they default to NewRow_0, etc sooo why not heh
because I have ocd
but if you design this externally in a spreadsheet and pull it in, it wont matter
you just name it correctly, like a dialogue ID# that you use to reference them together
ID1 , text to say, array of ID's that can be displayed as a result
ID2, text to say, array of ID's that can be displayed as a result
or something I dunno
nvm that's just a stupid question lol
I wish I had awesome skills
You can have awesome skills. Just have to nurture them.
I was just joking but that's sweet
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?
this is what I'm trying to recreate(minus the vehicles and people)
@plush yew Color grading? Maybe try going for a more yellow shade than blue. That could also be assets/textures.
I'd also say more grime (try decals) and a lot more 'jutting things' (ac, balcony, etc.)
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.
I would've said that, but fog could be used to simulate air pollution, which there is a TON of in asia.
@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.
i personally would have the row name be a mapping
Such as?
like QuestName.Dialog.1, QuestName.Dialog.2 where QuestName is the quest for example
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.
No, one dt per chapter. I think it would be more manageable that way, but I haven't tested it yet.
Mhm
we have a Dialog DT
which has all dialog for all missions
and each row is per mission, and inside we have the array for the dialogs for that specific mission
and we go through by index
Think of it this way, the entire game is dialog. The terms 'mission' or 'quest' don't really make sense
So row one fires, then row two, etc
but you have chapters, i mean whatever makes sense and easy to maintain
i am just giving ideas
Ok, yeah, I'm just trying to understand
I'm open to alternatives, but it seems like a simple solution
i have seen some people use a data asset for each set of dialogs 
how would you do it @plush yew ?
is that method not compatible with dt? im confused
are you loading in xml files at runtime then
but you can import xml files as dt, no?
if they have the right structure, ofc
could i see an image? just curious
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
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 ?
i would not rename outside of the editor
you risk breaking things (like references, links, etc)
Damn, thought i could write a quick program to change a lot of file prefixes at once 
you can make a tool in UE4 to do that
Tools for UE is a new area for me. Would take longer than doing it by hand xD
@maiden sundial https://www.unrealengine.com/marketplace/en-US/product/linter-v2
this plugin can also do it
Hmm, how do you read it in?
I'll take a look at it, ty @spare kernel
Now that I'm thinking about it, dt might not work that well for the tree structure xD
Right. Time to learn xml.
ehem yes i understand the words that are being said
and if you didn't it would be unsafe, gotcha
but someone has to make them and it might as well be protected from human error
is there a tutorial series on this you would recommend?
wdym sandbox
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
so just notepad would work
account?
yeah, past the parser I'm not quite sure how to read them
do you also read in the xsd?
gotcha
i see a video about an xml parser plugin so i assume the engine doesn't have one
Okay, xml could be exactly what i need. You've converted me
@buoyant delta There are probably many zombie assets, but what do you mean? Sounds? Animations? What
@buoyant delta Either make some money or learn some things
Can't really help you
the zombie himself and a animation
so model and animation
yea
yea
yeah, i dunno what to tell you mate
Look up on how to import mixamo stuff. They have free zombie related models/animations.
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.
Lol
ok
i'm gonna try
that's all you can do bud
I ain't losing any sleep over losing my programmer art
Hey, that rectangle has a family
Eh, it's not too hard to get a basic understanding of each
ow you can do python with blender
mhm
not necessary, though (for anim/modelling)
unless you aren't using a game engine, just making a scene for instance
ok
yea it is
You can start small. Want to model/animate? Learn blender. Want to make the actual game? Learn bp, maybe get into c++ eventually.
can't you proggram in python bc i already learnd python
You can't do the bulk of game logic in python in ue4, but it is a base for programming in general.
I think blender has a game engine actually that runs on python. But ue4 blueprints are still the best place to start imo
yeah...
mh?
thats the link
because basically all logins are based on an address
you dont have to sign up for blender, though
how long dus it take to make a normal sized game
if by normal-sized you mean AAA, then about a year at least with a couple thousand employees
if you mean indie, then any amount of time
ow f im all alone
If you learning, though, you probably won't be making a game until you have a solid understanding of the basics. Just mechanics, etc.
Quite the opposite. YouTube is full of tutorials, Unreal BP basics, for example
yea ik i search like tutorial for beginers for making weapons
il try to make the most by myselfe but if i dont know yea .....
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.
yea i started with unity
ironically it is for artists
ok
ow i can give it to my pe teacher
o wait we are talking in english
π±
art teacher
quelle
what
quod
in french we say je connais Γ peine le franΓ§ais
do you live in french
i wish
in #ue4-general we say "unreal engine related discussions only, for offtopic stuff please go to #lounge "
luos is gonna comment on my french xD
anyone know why locations for bones in animations wouldn't be transferring over from blender to ue properly
here's the anim in blender
and here's the same thing in ue
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
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.
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.
Wasn't there once a channel like #material ?
Ah, seems #graphics takes care about materials
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.
@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.
Make Pong or Pac-man clone?
Oh, shoot, I didn't even bother looking... we have 50+ levels too... I guess I can pull up some old zips and compare to new ones
Hm, I guess you're right
Even taking out 5 levels, I'm up half a gig
I'll try after I try to make asteroids clone
I think something changed with reflection captures
is it possible to unlock the asset editor from the main viewport so it's not always on top?
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?
i lied, my menus dissappeared
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
Anyone know what I can do?
i've created a custom UGDEngineSubsystem to init GAS, do i need configure the engine to use this class somewhere in the project config?
Is there a way to pre load assets for quicker load times?
Heya fellas, anyone have experience with Groom hair?
Im loosing almost 50 fps with hair enabled, what the most impacting settings that i should reduce at start?
Or maybe there is a way to convert groom to static mesh?
I dont really need hair physics
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...
it's something about physics blend weights...
@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.
@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.
@royal stirrup Animation tends to over-ride physics unless you blend it. So you are on the right track
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 π Strand steps cap out at 10 in Blender for example.
I think i disabled physics
This hair comes with metahuman
Face itself working just great
120 fps+ and yada yada
But hair just killing it
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.
ah... looks like all bodies blend weights must be set every tick and not just at begin play
Alright then, then i need to reduce something. Strands is the main killer right?
https://nvidia.custhelp.com/app/answers/detail/a_id/5157 this looks like a solution for the flickering
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.
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
can you explain further? Its a little confusing
so i've spawned a character, from a menu, i started showing the mouse pointer, when i started the character i hid the pointer
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
if i left go the mouse will move outside of the game windwo
it even tells me
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.
I think that is something to do with Viewport focus. So something might be taking your focus away.
when i try to create a c++ project i get some weird error and everythign just crashes can someone help me
you have to show the error
yeah 1 sec
also your name and avatar make me feel you like to troll. :p
yeah
hmm can you post the log file. I can't really tell from that one. it doesn't look familiar tho
wait i fixed it
@kindred viper i've probably done something stupid showing the cursor
true
@kindred viper But hey thank you for your time and effort :D
no worries
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?
I think it might depend on the engine version
That was the Epic Launcher
I'll have Dax uninstall the old Epic launcher and install the new one in case that works.
The M1 Macbook Pro is ARM based. The Unreal Editor should run on that right?
He says he can't even install Bootcamp on the M1 to run Windows.
presumably but I couldn't say because I won't use that scumbag company π
someone will know tho. I guess they are used to some degree here
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. π https://www.sketch.com/ - Something UX designers use.
UX designers using Apple macs makes sense, because they want that UI π
Apparently Sketch uses core MacOS features making that difficult to port. There should be Wine for Windows to run Mac software right? https://uxplanet.org/the-long-awaited-sketch-for-windows-comes-from-an-indie-team-2fc94309399c
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.
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.
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
add the velocity of the object and the character
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.
that is to say, in worldspace they are. Locally they are moving 0
so this doesn't hide the mouse unless i click on the window
Well he uninstalled the Epic Launcher and installed the latest version. It won't launch on the M1.
sure, which means you have to ray trace to get the object the character is on? What if there are two platforms and one is actually pushing the character?
@upbeat tendon its a viewport focus issue. I'd google on the workarounds for that.
@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.
No GetVelocity will be a direction in worldspace I believe.
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
so it returns a "local" space (whatever that is)
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
and it's also a little weird unless I'm mistaken
I was seeing different results whether you use SetWorldTransform or AddWorldTransform on the platform, but not sure 100% because I was mixing stuff up.
SetWorldTransform is a literal setting. It will fix to the location you set. AddWorldTransform will add a vector to the current transform location
indeed
which unfortunately makes the computation a little more complex
if I want to know the ABSOLUTE velocity of the character regardless where it's standing on
I know how to use those but load times still are lengthy
or... I can compute it using the character transform OnTick Β―_(γ)_/Β―
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.
what i mean is a way to have all the asset data pre cached in one place on the RAM for quick loading
ah thanks @kindred viper all working now!
@dense knoll depends when you run it. I preload at appropriate times so you can't tell. You can async load too
@upbeat tendon no worries. It's a trap that catches everyone π
i was sure years ago i used to make calls to trap the cursor
wtf? why did this happen when i change the parent socket?
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.
the camera just flew away
interesting i used 4.7 when it become open source and i made some very simple games
well that is what happens when i code late at night π tomorrow the challenge is to load my data table of config into a GAS attribute set and not from the game effect
then dont come asking me for help. I dont use GAS. I just emit it π
does anyone know if metahuman will ever be available in-engine? was kinda hoping for an easy way out on in-game character creators 
i don't think it will be that hard, it will just be a lot of reading and stepping though code
@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.
After the launcher updated it's working on the M1 Macbook. He's installing 4.26.2 so we'll see if that works.
laters all
have fun
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
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.
your not gonna like the answer, its either actors or your own subclass of that
was in the same corner
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.
if its dialogue they probably would need to trigger certain things as well
No, actually I just need the text value
You could subclass it as something like BranchedChoice to signify it's parent is a branch
are you using some kind of Dialogue system?
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?
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?
Look into AO
will give it a shot, thanks @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....
thanks
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
I don't think 'actor hidden in game' hides the light. Try 'visibility' instead.
it does
And the time variance would require a random float or something. You're setting it to loop once every second, so don't be surprised when that's what happens
Then what's the issue?
When 'Flicker' is called, it doesn't flicker the lights at all.
Then what happens 'at all'
I'm not trying to be rude, I just mean specifically, what happens
@sterile yew use #lounge
It just flicks on and off one time, not repeating
Sorry, it repeats albeit not like how I would expect
Yes, because you're programming it to. You're setting it to 'turn off', wait a const amount, and then 'turn on' once per second. You're not introducing any randomness.
Thanks
Changing that worked
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
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?
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
Is there a Channel on this server for finding team members for a project unpaid
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.
@winged crypt if i understand you correctly, (A-B) + C
:triangular_flag_on_post: Raaphael#6656 received strike 1. As a result, they were muted for 10 minutes.
Thanks, will give this a try now!
@plush yew don't have a controller or joystick attached?
@spare kernel lol. yup I did. Thank you!
What's with the minimalist theme? π
yo idk where to ask this question, but where do i mess with the steering of a vechile
i kinda want sharper steering
youd generally ask it here iirc, but youre better off looking at steering tutorials someone might explian how you would make sharper steeper turns with a setting of some kind
i tried looking, no luck though
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
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
^ see rule #2
@prime willow your suggestion worked π
thanks for guiding me to the right direction
yeah my steering is awhole lot better now
sayonara
I found it, it's a paid plugin lol
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
im glad my suggestion worked it was merely a wild guess ^^;
i have no idea how to add a post process effect to the mesh alone
woe is me~
Ever tried Custom Stencils?
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.
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:
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?
well i have this anime shader that makes the characters look juuuuusttttt right~
but it doesnt play nice with the groom system
Is there any news on when UE5 preview is coming out?
How does one share Unreal environments with others?
so i want to apply it to mesh alone
probably github, google drives etc
The file is so huge and also when I copy it from one computer to another, it doesn't load for some reason
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
OK, I have to admit something about anime effect.
I achieve this kind of effect by probing directly into the engine material. No post FX used, directly done in GBuffer pass.
Which means this is done by modifying the engine 
Just try rebuild it.
When I click yes -
Do you have Visual Studio installed?
Yupp
wait what do you mean bypass the engine
These are the steps I use to build my UE environment -
https://microsoft.github.io/AirSim/unreal_custenv/
pelase or mighty wizard share thine wisdom with me ;-;
are noobz welcome here?
I directly modified the engine, the source code you'd get from GitHub 
im just an independent creator looking for answer to completely noob questions
i honestly have no idea how to pass on projects as is, but i would probably zip file the entire folder and all of its attachements that may br in the other folders and than share it to the other pc and than unzip it there
and see what happens
why did my msg get deleted lol i was just asking if vr devs were here :<
@prime willow
let me know if it works grisha β€οΈ
Sure
you'll need to right click the project and change engine version if the set up isn't identical
i did but that chat looks dead, i just have an idea for a game im not much of a dev lol
and likley recompil
i mean that would work
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 ;-;
Basically what I did is modifying the engine's Material code and add new shading model for anime style, so that it's done in GBuffer pass and not disrupting the post FX pipeline.
You can get the source code and build it yourself from my GitHub fork.
wait what xD
nuuu but i dont want to mess with the engines base code i just want some objects to be animeeeee
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)
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;
The secret is that, really. Even Bandai Namco anime games that uses Unreal done the anime effect in GBuffer pass, not post FX level π
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
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.
HMMMMMMMMMM
ok
i will try your method oh wise one
so i click your click and profit correct?
Yes 
Almost forgot, it's a modified 4.26, but I presume you already used the 4.26 from the Epic launcher.
yesssss
i use 2.26
so is it this right here
@drowsy snow https://github.com/TheHoodieGuy02/UnrealEngine is empty link ;O;
Works just fine on me.
I presume you have yet to connect your GitHub account to your Epic account
@prime willow Did you get the email from github?
yush ;O;
yes ;D
its ok x3
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?
PAST FUTURE utilises private GitHub repo, and our assets rarely exceeds 100 MB per file, so it's fine for our purposes.
You may want to look on stuff like Perforce if you have a localised server setup.
but their repo limit is very small
issue is it would be 850$ a year for 6 users
All of this are stored fine in GitHub tho
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.
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)
so your paying for a extra data cap, right?
No, not a single dime lol
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
And it's a private team repo too
are you doing a team?
Do you have issues with assets pushing? I was using sourcetree but had so many issues, trying GitKraken as the desktop client
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?
Yes, albeit small.
So far no problem with asset pushing, even with the humble GitHub Desktop. We pushed all the commits into our own branches, commit for the day, and I stage and consolidate the changes every weekend.
Are you sure the spawned pawn BP is yours? Check the default spawned pawn in the world settings or the gamemode
idk how
im new to this stuff
one min n
where do i click for that?
@modest trench
try under the gamemode settings in the world
expand the "selected gamemode" dropdown
In most FPS multiplayers, when you look up or down, does your playermodel actually do so as well?
*In the view of other players
Unless it's classic Doom, yes.
Now how would I replicate that...
^this gif is making my discord crash O.o
lol dick move
is it just me crashing from that gif?
<@&213101288538374145>
disable text and images
in text and image in discord settings to stop it from loading
thank you β€οΈ
that was odd.. it was constantly crashing aswell
yup
:no_entry_sign: Boiled_Pizza#5615 was banned.
rest in pieces pizza man
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 π
Is there a way to just render frame by frame, keep getting interpolation between frame 1, frame 2, etc.....
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?
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.
Also check out #cinematics and #virtual-production for guidance later on.
Use a Pawn BP that has a camera in the class to possess your camera.
Or use Player Camera Manager, but that's a bit too complicated
@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 π
Any idea on how to make make multiple "single line trace" connect end to end to make a projectile?
BTW a little protip: You can assemble Control Rig inside Unreal Engine so that you can animate stuff right inside the editor. It's a tad overpowered if you know how, because it's basically WYSIWYG and allows your models to interact better with the environment you made in Unreal Editor.
Ohh! I'll keep that in mind, thanks! 
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.
γγγγͺγγγγΉγγ€γ³θͺγ―θ©±γγΎγγγ
hi guys, when i click on open level blueprint, unreal engine just crashes. Anyone know a fix for it or whats causing this?
What's the callstack or error message when it crashed?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
Something to do with your RAM usage.
Try closing any other app or restart your computer.
how do i get rid of the shadows (on the grass)?
Do you have the grass checked as able to affect lighting?
where can i change that?
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
.
where can i change that?
It's very heavy.
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
@drowsy snow i verified the ue4 files through epic game launcher and restarted my pc aswell, still same issue
Probably some other software in the background interferencing?
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.
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
this was the project https://www.unrealengine.com/marketplace/en-US/product/rural-australia
and these were the commands https://andrewsvanberghamilton.com/Australia/DefaultEngine.ini
maybe i put something wrong that making it crash, idk
I presume it's because of Ray Tracing / DX12 stuff π€
DX12 in UE4 is more prone to crashing than DX11
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....
"interesting" is subjective.
Consider scouring around the web for the tutorials that are interesting to you.
well, just throw something in you find interesting and I will see if it suits me π
if anybody would be so kind, I would be grateful π
you find a lot of tutorials with lower quality when you just google
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?
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?
Try disabling this instead
Already disabled
Made no difference
Everything's disabled except Deferred Lighting, Static Meshes, Anti-aliasing and Atmosphere
Oh and Game and Lightning under hidden
Should I put UPROPERTY's in public or protected?
So, don't disable Atmosphere then.
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.
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
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.
See pinned message.
anyone who's good with Virtual production side of things mind checking out #virtual-production
is there any way to edit several properties at the same time ? wish UE had such feature π€
I think of a better solution:
Maybe try playing around with render stencils to render an object through anything.
Does copy paste fails you?
You can right click on a value and paste it across the same type of other values.
one number cant be copied to all elements of the array
I guess its better to just use tab + typing number repeatedly
Hey guys
What channel should i use to get help with making an FBX file with Blender ?
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
usually, the parent is listed in top rigth, no ?
Hello Community, is their a limit to the amount of Gameplay Tags?
well, usually yes but this one inherits from
Unreal's builtin thing
and i cant find that
you editing a blueprint, right ?
@brittle tundra what size of list are you hoping to have ?
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
well, yes, but cant edit some stuff
and i want to
Sorry, can't help you with that but i would think the limit should be high
Maybe
Obviously copy paste to each and every values.
Your right hand is on the mouse, and your left hand types the numbers or Ctrl+V. Vice versa if you're left handed.
Hello, is there any way to delete the mainmenu map and iconmap from here ?
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
Make a material from the render target and one-minus the alpha channel
And set the render target to hdr with inverse alpha
i dont work with materials etc
its purely in c++
its just a UTexture I create in code
Not familiar with it, but I'll look into it. Thanks for the suggestion
and i render to
Not using a render target at all then?
i am creating the UTexture from the rendertarget2D
and I render a view to it
everything but the actors i render should be transparent
Try clearing the render target with a color with 0 alpha before drawing to it
can anyone help me with this
I would guess that if it crashes, the process is lost so no code will be handled. Might have to create a launcher app that runs the main game and checks the error code or log files upon exit to see if it crashed or closed properly
Unreal already has its own Crash Reporter, even included in shipping builds.
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.
Thanks
Sorry I didn't read rules
I got the Importance Sample node to spit out something non-zero
The texture must have it's compression set to Grayscale
How do I invert the Y axis on my gamepad?
multiply by -1?
That worked! I had to do it in settings.
It would be great if I could adjust the sensitivity too.
how would i do that
Clears the specified render target with the given ClearColor.
The value you get in the input axis event ranges from -1 to 1. You can simply clip it if it's close to zero, or map it to a curve, before you put it into the add controller input node
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
It works! Maybe you could help me with something else? How would you set up a third person character so that when you exit in and out of game mode the player stays where you place it?
What do you mean? Like a savegame?
Yeah I guess that's what it would be.
I'm reading about it here. https://docs.unrealengine.com/en-US/InteractiveExperiences/SaveGame/index.html
Overview of how to save and load your game
Would it save every time I exit game mode? Or do I need to trigger it somehow?
This is so trippy lol
It's like those kind of effect you see in demoscenes or Winamp's music visualisers
You'll have to trigger it yourself yeah
Man, it's kinda fun exploiting UE4's Scene Capture redrawing to create this kind of trippy effect xD
can I use depth as mask on a render target
@plush yew Can I bother you for a moment?
I am drawing a scene view into it, but I need everything except the actors in the scene to be transparent
There is option to use SceneDepth as alpha
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
So you're creating your own rendering framework?
I'm not going that far.
not that far, but doing c++ rendering
man why is deleting asset preview levels so slow
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
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.
Mate, I have no idea. Ask Lorash π
Ah gotcha
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
No yelling here either, it's a language and takes time to learn just like any other
it's not a programming language is what i meant to say
but yes, obviously it's a language
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
I am using rich text, but probably just for decorators
Hey! all
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.
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.
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
Hey, anyone else been messing around with Cesium?
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
@dry sigil use the #metahumans channel
Learn about patching: https://docs.unrealengine.com/en-US/SharingAndReleasing/Patching/index.html
Information about packaging content for patching and delivering DLC
sorry
np
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
Thanks a lot.
hey guys anyone familiar with sequencers who could give me a quick hand?
#cinematics might be a good fit @fresh geode
when i launch my game, does it crash or i just have to wait for a while for it to open?
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.
Wait for it.
yup... still waiting
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
If the scene is completely white, no AO is being applied
Take a look at your curve editor
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
_>
Why is this so different in engine?
but can you use groom based strand hair meshes like normal hair meshes >O>
I profieled my game and found a lot of things causing issues, the problem is i dont know how to deal with them
Is anyone good at writing an nDisplay config, just trying to learn about using it. Any help
You'd use Alembic format
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.
No, you can't use strand hair meshes as clothes - the performance will be way worse.
You'd better having a card based hair if that's what you want.
Do you have a heavy on performance BP node running somewhere on Tick?
Hey guys, does anyone know why my viewport is blank? I turned it off by accident somehow?
is there a way i can connect both? cant find a node ofr it
@weak stratus you probably what to do that cast once and cache it, then you can reference the cached value in your normal flow
thanks!
@weak stratus right button and convert to pure cast
cross-posting in multiple channels is not allowed
This is how I do it, safer than pure cast. Then just reference the PlayerCharacterBP down lower
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!
Hey, I'm also new and I have only one suggestion for you, leave the Tower Defense for later and try do a Pong game which would be much easier to achieve for a first game.
The learning threshold for someone new in UE4 is quite steep.
ah alright! :) good tip
you could try a 1-minus on the output?
@true island my advice to learn any tool is to use it every day. even for a little.
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
You're like me then. Main thing is music here as well.
: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
yup
Whats your music project?
What's yours? π
I remember we had music composers in many of our game jams, and they didn't have to learn ue4. but if you must.
''Kovan'' on youtube/spotify/ or whatever you use haha :D
gonna check you out
yeah, but I wanna be able to create stuff even if it's just for myself
gocha.
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
you have lots of streams and followers
Yeah doing alright atm! :D Very happy what've achieved so far
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
And I promise you, even a Pong game will make you pull your hair sometimes - as a new UE4 user.
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?
@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.
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?
UE4 is fine as long as you don't try to break the mold too much
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
it doesn't have to be complicated. you can use nodes and simple game mechanics and still make a compelling game.
But in Unity you have to code.
sounds good to me haha
π
@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
alright thanks for all the info guys
just learn code if you wanna make games, it's something you just need to know. You'll run into it sooner or later
How long did it take you guys to finish a game that you were proud of?
good luck man
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
that's a more realistic approach
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
blueprint is coding
spaghetti code
Yeah I know, but visual coding. To code C++ games with text is way, way harder.
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.
not once you're over the barrier to entry
I find many things easier in c++
just as I find many things easier in BP
BP is not as powerful as actually writing in c++ isnt it?
blueprint is worse both in performance and limitations
most hobbists will never reach such limitations thought
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
also blueprint was not created as an alternative to c++. instead, blueprints are meant to work together with cpp
am I going crazy or are timelines gone in 4.26?
check pinned messages
you're crazy
@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
even if you're a programmer with experience, it is advised to know some blueprint, as it will both teach you the engine, and the game flow of the engine itself
Does anybody know how to update my asset if I've changed it outside of this project?
rmb -> Reimport
@flint galleon strap in though, this shit takes years to get somewhat ok at
on which one of these, all of them?
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)
select all + click reimport
I don't see a reimport option
are they animations from your main FBX model?
yeah
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
alright
@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
does anyone whats going on here? the focal distance doesn't change as expected...
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 theyβre pushing the boundaries of whatβs possible within the Minecraft franchise.
Learn more at:
https://www.minecraft.net
http://www.unrealengine.com
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?
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.
well, because on a simple job search all over UK i cant find one that says blueprints over c++
it really depends on the scope of your project. If you want to make, like, Jedi Fallen Order, BP alone probably isnt gonna cut it. But simple stuff like MC:D does
@flint galleon I've seen many asking for blueprinters. Usually they want both C++ and blueprint as they go hand in hand.
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...
is it an engine plugin?
yeah, but the tutorial videos I watch only see that folder and the only have show plugins
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.
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.
#UnrealEngine #VR #Blender
βΊ 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...
@north kelp You might want to read the rules on promotion.
how can i fix this blurry feeling of my 3d widget? https://streamable.com/0n1k4v
i'm using a custom widget material to make the widget face player and fade depending on player distance.
isn't that motion blur?
No because when i use the default widget material everything is fine
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)
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
i think you can sorta bypass post process effects through materials, but i dont really know how
it's a difficult situation because its world based as there is no way to exclude from post processing in that sense afaik
Does anyone here have experience with the Reallusion licensing?
not personally. Id probably find their discord server and see whats up there.
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.
Is there a way to install UE4.26.1 instead of UE4.26.2 ????
yeah from github
I have shadows in my preview but when I go to build the shadows go away. Experimenting with gpu lightmass. Why is this happening?
i find the character stuff okay, the only issues i have in unreal is the physics. importing and setting them up has been easy for me though.
Ah source. ill look it up π thanks
@rigid belfry @kindred viper thanks! i'll ask in #umg because i'm braindead with materials
idk about animations but in terms of CC i havent needed to import it anywhere else
ahh, been a long time since i used it
guess everyone got the youtube notification of Epic Games presentation of MetaHuman which starts in about 2 minutes?
4 years
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
Edit: So I found that when my light is set to stationary or movable the shadows will render. However the lighting looks like garbage on those modes. How can I get shadows to show with my light set to static?
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
you can use a blueprint to spawn then yep