#ue4-general
1 messages Β· Page 983 of 1
what about the other videos
gonna watch them now
I want to take a picture of my viewport
Hi, I've managed to get my client to join a session, but i am probably being dumb as rocks, I think i now need for the client to connect to the server, my google powers seem weak as i can't figure out what command i need to issue
without all the editor properties showing
i'm also struggling with this. And now I watched all three videos. I've done what you did.
like decals
are you plugging the reference to self? like in this video?
oh as simple as PC->ConsoleCommand("open 127.0.0.1");
did you set the MainMenuGameMode in the world settings?
yes, it overrides the project game mode
The main issue right now is that the StartGame and QuitGame buttons doesn't work, and produces errors when clicked.
Those two are vital to work so I can see that all my other changes that you helped me with works properly.
My guess is that the reference doesn't work properly, because I might've implemented it wrong.
it must work. its not possible for the gamemode reference to be null, since youre setting it when creating the widget
on a new level, set the main menu game mode in the world settings. inside the gamemode, create the widget and plug in a reference to self to the widget's variable
that alone must work. buttons or not
thats how it is usually done. the landscape is painted to the grass color to sorta blend in the foliage
you could make it slightly darker and it'd simulate shadows, without actually having any
thanks for the comment, ill consider this π
you wrote simulate shadows, is this a option in the material editor?
or is this in the landscape itself
Guys I want to edit the player camera in real time
and see the changes
how to do that?
just like material instances
no i mean, you actually paint the landscape slightly darker in color compared to the grass.(the grass is also painted to look brigher on top and darker near the root)
its just colors
something like this
so it looks like there is depth, but in reality its just a color spiel
wow, if you delete old files from a project manually, then the perforce source control breaks.
Thanks!
what is the recommended resolution for large scale open worlds?
Is buying world machine indie worth it?
is 1009 x 1009 fine or is a higher res more preferable?
the thing with open world is that you need actual content
how is it going guys? de animation drop down is empty what m I missing?
cant just have an empty mega world
its simply not worth it for most people to make an open world game
especially when you're alone
you'd be looking at 2-3 years of constant work most likely
an animation, apparently
@rigid belfry this character has animations on him, like idling/ walking
ye but the target for that is a widget
you need a widget animation
that has nothing to do with a character
yeah ive been working on it for like half a year already and have way too much spare time
Hello guys who know why when I package my game for android after I open it on phone its showing UE4 logo and quit.Whats problem?
@rigid belfry oh man.... how can I detect if idle animation is playing ?
Hi guys, I have a lot of problems with Quixel Bridge, sometimes I can't download assets properly, it starts and then it stops all of a sudden without any error message, nothing. Do you guys also have this?
why do you need to?
also you already know, otherwise you wouldn't be able to play idle
if you have code that says "if velocity = 0 ->idle animation" then thats how you know you are playing idle? i dont quite understand what you're trying to do
@rigid belfry when I'm idling I want to play a sound
are you using your own character or a template?
scrap that. from the character do Tick->get velocity->length->lenth greater than 0->false->play sound at location->getactorlocation
can't search for anything in the marketplace on the epic game launcher, any suggestions?
I downloaded a project from github. But when I tried opening it from the downloads folder in file explorer, it set couldn't set association for project. Can someone help?
do you have unreal engine installed?
yes
ok, it just opened, but when I opened the project, it was just a blank project
it was as if it had just been created
How performance friend are Child Actor components? I've been using them to composite actors out of multiple meshes, though I am unsure how well this will scale.
Nothing inherently slow about them, it just creates the actor attached to it
i need help 
i'm stuck.
Why does my idle animation translate so weirdly
all of the running animations in the blendspace work fine
just the idle animation doesn't
this is how my blendspace looks:
https://streamable.com/zxq12k
I got direction, and speed
Is it possible to hide ChildActors inside the Level Outliner?
@rigid belfry thanks!!
Does anybody know what could prevent Raytracing from being enabled? Are plugins a possibility?
do you have all prerequisites? DX12, new windows version, rtx card etc?
Yeah, it works in other projects just some it doesn't even if they use the same engine version
The properties in the project settings are set and the engine does start in DX12
Console also says r.Raytracing is set to 1
Does anyone know how or if you can have multiple curves in a material? I am using curves to help with controlling volumetric cloud layers. If I use more than one curve in an atlas the second curve doesn't have any effect
How would I add a letterbox effect in-game?
The idea I had was to have the screen letterbox into 21:9 on certain points
if it already is 21:9, the letterbox won't apepar
Hello, I need help with something, I have finished creating a game, however when i package it, The AI does not move like its supposed to
I have a navmesh set up and everything, but it fails to follow its behavior tree, but it works fine in the engine itself iff anyone would help me I'd greatly appreciate it, this is for a uni project I am working on
how do i get my render output DOF to match what i'm seeing in engine?
When rendering out of MRQ the DOF is way stronger verses what i'm seeing in engine
Get Screen Resolution
what does this distance relate to 50000 what?
Guessing UU - Unreal Units.
is it this? the streaming distance would be +50k around this point?
so 50k units around the layer
I'm like a week old in UE and have never used streaming distances. But I learned one thing and that is that every distance unit should be an Unreal Unit.... 1 UU = 1 Centimeter.
Anyone can correct me if I'm wrong here.
oh yeah π i think that sounds right
I'm getting so frustrated. I don't get why the second curve is having no effect in the material
lol @rigid belfry, my project is now a complete mess and non-working with the changes you recommended (not your fault though - i'm sure I'm doing something wrong)... I need a break and will dig back into it tomorrow to try solve the issues.
version control is your friend
i think there should be some best practices on how to lay a project out, there probably are somewhere
it means 50,000 units..(cm) from your position
what is breaking?
I am using Plastic SCM. And that also broke. Had to create a whole new repo. Backup broke. Project broke. I'm a mess.
if you've made 2 gamemodes and 2 levels(just like in the videos) you wouldn't have overwrote anything really
Data is intact, but project still broken
matter of fact i also just did the same thing again for a game jam and it is (obviously) working as intended
how is it broken? whats breaking?
I believe you. I'm sure I did something wrong.
the main menu works?
Well. No.
Never mind mate π I'll pick it up again tomorrow
Right now I can't fix it. I tried.
create a new folder and call it "debug" there, add what you need to debug and you can safely delete all once you figure it out
No one knows about using more than one curve in a material?..and the second curve not working?
just make sure to understand what i am doing in the videos i posted
i'm gonna download them videos - all of them you sent
oh i have a fun bug, i've setup a dedicated server and imported my tiled world, enabled world composition, kept use client side level streaming volumes, placed levels into layers, however the client doesn't load the level and its effectively floating in air and runs over the terrain that i guess is only loaded on the server
i guess i should use client side level streaming volumes
A "stupid" question. Do you unload old streamed volumes?
maybe i have it backwards, but i believe a streaming volume will keep a level loaded while you are in it
i think you would load all volumes and place them into your root level
I stumbled upon this just like an hour ago by mistake when googling - open level blueprint - and it brought streaming level scenarions in the search https://docs.unrealengine.com/en-US/BuildingWorlds/LevelStreaming/HowTo/StreamWithBlueprints/index.html
How to stream levels with a custom streaming Actor created with Blueprints
that is related but not what i am working on
i think i probably need to enable something
where would i find a 3d modeler?
Maybe someone in #graphics can help you.
thanks
Hey! Is it possible to publish an UnrealEngine game project to make it playable directly on a website?
Is it complicated to convert to HTML?
either use 4.23(i think? or maybe 4.22) or compile engine from source
if you use 4.22, you can package a game as html5 and then you'll be able to upload a game directly on a hosting webpage(like itch.io)
hm, why did Epic remove html5 export? - curious..
So if I export to HTML 5, I can put my game playable on a website?
yes
It seems easy haha thx!
yes, although many hosting webpages will have a limit to the game size
itch.io has a 1gb max file size
Hello, I have a question. I packaged my game and placed it on itch.io, but some users get an error when playing the game, that it is "harmful to your computer". It's a paper2d game, but I think this may be a packaging problem...is there a fix for this?
Yea, this is for a little runner game so i think it's good!
and, just for reference, this game https://chimiware.itch.io/dodge-the-cubes weighted 250(or was it 350?) mbs
people who package games in html5 dont usually tend to use unreal, as its package sizes are quite substantial compared to other options
Yes, I know. Unfortunately UE projects feels very bloated.
@rigid belfry - So I managed to fix some issues. Like the main menu allows me to click on QuitGame now and it quits. Open Level_01 still does nothing.
And I watched your videos 2-3 times each π - I did what you did.
I mean, the code below seems to be fine, right? Code is in the MainMenuGameMode.
i dont think there's any need to change the input mode, since you wont be able to do anything with the incoming input anyway. also maybe see if you can do open level by name instead of reference. just make sure the names are exactly the same
Tried both those alternatives.
- I removed every node after OpenLevel.
- Tried by name and by reference.
it's like the code is never run
it's almost like it doesn't
good idea
omg.. it does break
hmmm
breakpoint works
so it is getting called?
yes
you can add a breakpoint to any node that has an execution pin(the white arrow pin). see if all the nodes are getting called
once the first breakpoint gets called, press "step over"(i think) to go to the next node in the current graph
so everything is firing.
the only logical answer is that the open level has no reference
had a print string and print the level reference you have there
i'm not sure i get it
i need to have some sleep after a day of coding for the ludum dare, but essentially from this node, in the "In String" pin, drag the level reference variable you have there
selected level
i tried that too, they don't connect to each other
i see
well i mean. a open level by name must work
so maybe try again?
cant never be too sure
@rigid belfry you have been awesome today btw. I really, really appreciated your help man.
its not like you're some pioneer of the engine or some
open level works 100% and there is no way that the engine just randomly bugged for you
so there must be something going on behind the scenes
same error again
and we cant complete the puzzle just yet
@merry bison Can you do GetDisplayName on SelectedLevel?
yeah, lets get some sleep and i'll dig back in tomorrow... THANK YOU for today man. I'd kiss you if you were here π
you can kiss me by leaving a positive review on my ludum dare entry once i upload it π
Dude, that and I will credit you as well if I have thing thing released somewhere in the future. π
I'm not sure how.. I'm very new in UE
like this?
no need to credit me. you can credit the discord's server if you want to
I will. I've even taken a note of it.
Proof
Here's a better screenshot. Is this what you meant?
@merry bison That might be the exact way to do it. I haven't used soft references before, so I can't say if that's exactly how you want to print a soft ref, like if there's some information lost in the conversion to an object
np, can inform you that this doesn't print out anything
π€
Wonder if that's a soft ref issue or not. What I can tell you is that GetDisplayName is basically how to print something that doesn't have a direct string conversion. Or how to print its name at least, not its data
@merry bison am I missing something?
I think you just need to async load asset, cast it to the correct class, and then use some sort of easy get name node
that's awesome to know, I learned something new, thank you
I need to tell everyone that I'm only 1 week old in UE. Just so you know my level. I didn't get what you just said.
ok. I guess you're trying to get the world name from that soft object reference?
did i do a good job with this? i was trying to make the ground not look flat with it being flat.
Not really, it was just a test thing to do as a suggestion from DevRed. What I really want is to open up game Level_01 from the Start Game button on the Main Menu.
@arctic path add props?
ok. well if you're set on finding a string from that reference, you will need to load it.
no, I'm just being a smartass.
you're trying to add more depth to the grass texture? why not just add grass
so this is not enough to make UE understand what to open?
Do open level by name. That node is usually used for level streaming (iirc)
that's actually irrelevant. it is enough. the soft object reference just won't work for that
I mean, it will work.
you just need to load the reference.
I see, how?
'AsyncLoadAsset'
Oh, but we tried that before I think.
then pass execution from the when loaded arrow.
but considering you've been at this for a week, I don't think you need to use soft object references.
hm.. main menu flashes now when using AsyncLoadAsset but main menu doesn't disappear and level one doesn't show up
It must work. If it doesn't, you fix what's broken. Right now you are using what's wrong and removing what's right
this seems much harder than it should be tbh π
@halcyon flame my world is huge and im trying to optimize the ground textures to add more detail with not that much detail for performance. I might actually be over thinking this lol
it looks good to me. maybe increase contrast with a fresnel or something like that
to give it some lowlights
I think you're making it harder than it needs to be. I see comments and stuff, but you usually don't need to comment easy to read code
as if looking down it looks more contrasted/dark like you can see the holes between the grass patches
but looking across it looks green
A main menu shouldn't be clustered with nodes
wow fresnel, i never even knew this was a thing!
#graphics for neat material stuff
thanks for that π new here just googled unreal engine help and it came up with this discord. I like to be around others while game deving, to give my self that ATTABOY pat on the back when i am done with something lol
Not sure what time is it for you, but its 1 am here right now. Sometimes you just need to sleep on it and you'll come up with a solution in the morning
Yeeeeeeeeeeees!!
Thank you @rigid belfry
Let me know when your ludum dare entry will be uploaded and I'll support you.
Is this save to spam around somewhat? or is it cpu heavy ?
passing around references is kinda tedious. Im curious how much it cost to use this 50 times on startup.
:triangular_flag_on_post: Vice#5333 received strike 1. As a result, they were muted for 10 minutes.
Hey guys im trying to put a bridge material on landscape but as soon as i ad displacement the ground goes black patchy
tessalation is turned on
im trying to make my eg account and it says i must be externally authenticated whatever that means
Anyone here know how to reduce the quality of a video playing in the Movie Player ?
Seems to cause lower end laptop/pc's to freeze up and get rather warm
hmm good question. Perhaps you can downsample in the media texture material. But I'd like to know more about this. Perhaps fallback mp4s would be a cool idea
technically it might be possible within the UMG that shows it also (if that's the case). if you find anymore info though gimme a shout next time you get on comms and im there please π
looks promising along with non-default codecs if you can pack the codec with your game
let's say our game uses an account feature, will players be required to sign in through epic games/epic games launcher?
they don't have to. You can call out to any web service with json and validate them there. But if you want to use Epic Online Services it might require a specific setup for login. I haven't looked too deep into that yet because they didn't offer the plugin for free (when it should be) and I haven't bought the RedPoint plugin yet as it's $100 and im poor :p
I noticed my postprocess volume show EV100 min & max. I am following a tutorial that says I should set the Brightness Min & Max to 5. I am wondering why I cant find the Brightnes min & max. Is EV100 the same thing?
When I run my game on an android device.. one of the widgets show a black screen but only when running for the first time after installation. From the second time that widget loads correctly.. anyone know what could be causing this?
Does anyone know of a way to make collectables that don't respawn after collecting them once even when restarting the level?
Hi guys, I come with a question that all Tera players ask ourselves.
is there any way to optimize the game via programs and or configuration files?
since the game company has never taken the community into account in this regard.
Tera uses a lot of CPU and very little GPU, that is, it is CPU dependent (CPU% 100: GPU20% / 50%).
Even having a top-of-the-range cpu or a master race pc, the game sometimes becomes impossible to play due to the bad implementation of the engine in the game, as well as many bugs.
It was believed that with the 64-bit patch the game would have a better performance, which was not the case, leaving the community on the ground again.
not to mention that it consumes more than 16gb of ram due to some problem in the game that was never fixed.
you see how things are going.
This game is quite a challenge and I think there are many more with the same engine, but this one in particular means that not even a NASA pc can throw it away hahaha.
I assume that your knowledge is incredible and that somehow I will be able to get something from here that will be useful for me and for the tera community since I will post in the forum the improvements that I can get.
Attached here the configuration files.
Tera
I know it's not ue4
is there any ue3 channel that you know?
none that I know of
sad
@grim ore any pointers> When I run my game on an android device.. one of the widgets show a black screen but only when running for the first time after installation. From the second time that widget loads correctly.. anyone know what could be causing this?
@vocal flume
Has anyone encountered this error when running UE?
Sorry building project using VS for UE
set your project as startup
right click -> Set as Startup Project
inside visual studio solution explorer
@torpid crest
This works a bit ...haha
I still get the error, but my UE project opens up
Thank you
Another idiotic question π¦
Even after trying, I cannot change the orientation of my player during startup
I want it to face away from the wall, i.e 180 degree from what it is facing
I tried rotating the x, y and z axis on the right (within details), but nothing seems to work!
Never mind
Just had to modify the z axis
Thank you anyway π
How can I access those folders?
Looked through channels and pins, there's no real solid clear answer on how to do this, but I was wondering how you guys integrate rigged models into character sliders / customization, etc? Seen a few tools that do it but we kinda want something low poly and flat shaded, kind of a pixelated 3D look.
I guess basically beyond attaching hair and clothes, how do you guys handle modifying that stuff on custom characters? I have no time budget
It's mostly how you setup the assets as modular so you can change and use skin weight profiles to alter. I'd look more into that area. It's not a simple subject though which is probably why you can't find a one-stop solution.
Should the SunSky and the Sky_Sphere be connected? Is it normal to have both these lighting tools in a scene?
How do you minimize ray tracing artifacts?
is there anyway to make it so unreal doesn't force all windows on top when you alt tab
which one do you guys think is harder
system/UI programming like inventory
shop
skill tree
setting menu and etc
or combat/gameply programming
I want holding a flash light animation
anyone has a link or something?
Like somewhere I can search :3
easy. dont play unoptimised games. its up to the devs to tackle that issue. also looking for specific game help on this server might result in no answers
all of them
can i import megascans assets to blender using my unreal engine account for free?
All of them (2)
Although if I had to pick the hardest, it's the gameplay programming and animation programming.
how did deleting my Saved folder fix a on startup editor crash?
the crash starts whenever I hit apply settings change in my options menu in editor
specifically something in the Config/Windows folder fixes it that makes sense
Scalability.ini gets broken
ah seems like world composition isn't good for multiplayer
Hello everyone
heeey
its sunday
Is that like a silent day for this server?
its even a low point on steam
Meaning?
means there aren't many people around
ah
this channel is used for discussions about unreal engine related topic
why is there no way to adjust rotation and position for this cube?
there's only scale
is it the RootComponent?
yes
you might not receive an answer to that here right now. maybe delete the message in this channel and repost it in #graphics
most people are still asleep
Thanks for the tip
How to keep a good learning flow while coding in unreal, i always find my self stuck with tutorials
@pure sorrel easily, just redefine the good learning flow. How can you measure it anyway. Maybe you have a better learning curve than 90% of users. Do not compare, enjoy the coding π
Guys i need to understand one thing. If i were to make a sniper rifle in blender with a scope, and UR i want players to zoom in with a scope, do i need to make the scope transparent for the sniper or how do i do it?
Really struggling with that.
you are not alone, many struggles. I blame social media, but it's for longer converation. But back to coding, it's perfectly ok to be stucked on tutorials, probably you found something not familiar and you need to follow that path before you can continue...
How to build an billionaire app in 10mins π
Hello, I'm currently trying to build a little inventory system. When I pick up, lets say, "Item 1", it gets added to the inventory like it should be. When I add another "Item 1", it adds 1 to the Item Count of that item and does not add another one to the Inventory, as it should. If I now pick up "Item 2", a different item, it gets added to the Inventory aswell, as it should. But if I now try to pick up another "Item 2", it does only print string the Item ID of the upper ,,branch" of the blueprint and not execute any other nodes. Can someone spot the problem in the blueprint? If there are any questions, just let me know. I hope you can help!
Nevermind, apparently it was the Do Once Node down there
Don't afraid to experiment, and break things up.
If i were to make a sniper rifle in blender with a scope, and UR i want players to zoom in with a scope, do i need to make the scope transparent for the sniper or how do i do it?
Another question regarding this blueprint: When im now picking up "Item 2" for the second time, it does not find the already exisiting item of that in the array and behaves like its a new Item thats not in the inventory yet. Why is it doing that?
Hello, just a quick question: The dude I'm learning from scales its world 1/10, is there an advantage to do that ?
@tiny grove No idea why you posted that random picture, but please do not do it again.
I think you have to put the multiplier after the command, something like ,,HighResShot 2"
Hi guys, I have a question for basic use of the Unreal Engine which really bugs me and can't find how to fix it
I am unable to save the environment that I'm building
thanks π
For example: I'm going with the first person mode when creating a project, going with the blank option(with nothing pre-built for the environment)
edit: the screenshot is pitch black? how is that possible
I am building the environment, I save it through ctrl+shift+s/ctrl+s and when I try to load the level and move on with my project, it opens up as the default thing for the FPS mode. The one with a couple of boxes to show you what it would look like, and my progress gets completely removed. Any idea on how to fix this, please?
It does not capture UMG elements, maybe it therefore only captures your empty level in the background?
that must be it. i thought the screenshot tool captured the whole viewport?
As far as I know it doesnt, just checked it
Maybe just place something in your level and see if its really just not capturing the UMG
yep. only capturing actors in the level
fixed it by pausing and taking a screenshot myself
is there a way to make fbxjointrenamer work on large mesh files ;-;
Hello guys
If we have a wall and the wall have many section in UV can we interact with each UV section Individually?
Like i want to paint just small part from the wall
Are these artifacts shadow, reflection or material artifacts? Check the lower part of the sphere and on the ground, what's the best way to get rid of them?
I encapsulated the sphere and floor with a Reflection Capture but didn't notice any difference.
another view
looks like the resolution is too low
Where do I change it? Tried the floor's lightmap resolution with no change, so it wasn't that.
Hi, do you know how to export a Project for Android in Unreal engine 4.26?
ok, thx
checks the docs
when i open SetupAndroid.bat, it closes immediately and does nothing π€·ββοΈ
Any advice on that?
@buoyant vapor if you want to see what it does, open it via your command line exe rather than click it. Or if you know how to edit batch files you can get it to persist after it's done until you press a key.
ok
I guess when you have an weapon equipment system where a player can equip things like swords, shields, bows... you should only use skeleton meshes as the mesh for it, or ?
Cuz i see how a sword could be a simple static mesh component, but when it comes to bows and similar you'd need it to be a skeleton mesh for the bow spanning animation, right ?
We use skeletal meshes
but if they don't need bone manip, we toggle the bool in Skeletal mesh to render them as static
Didn't knew you can toggle that. In this case it totally make sense to only use skeletal meshes
and it simplifies things
Is there maybe an easy build-in feature to create an skeleton mesh out of a static mesh, or would i have to use blender or similar for this task ?
I want to add sneaking here, do i just copy paste theses? since they are already altered?
@maiden sundial combining meshes has the added effect of creating a static mesh. So technically you could abuse that by combining it with an empty unused, unweighted bone (so it has no influence) and the static mesh will combine any loose meshes and all materials into one baked material
You'd just extend this if you wanna add sneaking
so it doesnt matter if theres a FOOT IK at then end?
Oh, didn't saw that. Picture is too small xD
I'll give it a try
you might not even need the extra bone. I think I did my last paragon character combine without it
Don't know what it does, so no idea if you need it or not @proud dome
its IK for the foot bone
But still, this is very important for me as a information in the future. If i want to add more animations on the blueprint, do i alter it or just create a new blueprint?
ello my friends!
where do i post issues and bugs, where i need help with?
I'd extend it.
So in case that you need the FOOT IK, just use the pin from it to continue the flow
If i'd start creating a sneaking system i'd add a boolean like IsSneaking in this animation blueprint where set or unset it depending on your logic.
Like e.g. Is player holding shift down -> IsSneaking = true
And this boolean would be used in your state machine to decide if he should use the sneaking animation or not
Hey guys, in the unreal engine there is a subtitle system, now the problem that i have with that subtitle system is that the text is really small i mean like really small, how can I resize it?
you mean add pin like this? cuz it wont work
hey guys, i am trying to cooka mod in ue4 but i have 379 errors and all of them are the same! that some of the stuff i have is refrenced in my Mod content folder
which it doesn't like
ModdingModCooker: Cook (Windows): LogCook: Error: Engine or Game content E:/Epic/PostScriptumSDK/PostScriptum/Content/PostScriptum/Environment/River/waterplane_muddy_mediumspeed.uasset is being referenced by DLC! DLCPath: E:/Epic/PostScriptumSDK/PostScriptum/Plugins/Mods/british_training_camp/Content
I meant the output pin from Foot IK
and i got no idea on how to fix
Ok im so lost... this should work...
i have a key for crouching set up
and when you hold it down, the capsule, but no changes to animation
How have you done the logic ?
wdym? ive done everything.
Ye, but we can only guess if we don't see what you've done xD
does having two animation blueprints matters?
oh...
hm...
cuz i have two
one for walking-jumping
other for head rot
and it works... so why the crouching wont ?
That's not how you should use animation blueprints π
ok...
This here might give you an idea on how to use it
yeah because i get really confused. Watching the tutorials their event graph is like form square one, aka not like mine
so i dont have any idea how to alter it without changing the input/output of the script
hei guys i have an issue.
An animation isn't playing properely; who can help me out with this issue?
Surely ppl in #animation if you explain your problem
Also is it possible to make the capsule wider when crouching?
cuz his head clips thru walls
it's a capsule so it only has a half height essentially. It will always keep the shape. You can change it though I believe but that particular shape is optimal for human form in terms of physics collision stuff.
You could have an extra component to check for clipping of the mesh however. If that would suit your game.
anyone knows a tutorial on how to lock onto an object and then push it?
That was motion capture
But you just posted a picture with no information. It was just spam.
No no there was a caption
No there was not.
hey, maybe some of you had issues with sequencer camera movement? It's supposed to move in a straight line but it keeps auto-forming these loops and U's. Haven't had this issue prior.
I've tried placing keys when piloting cam and manually in 3rd person - same result
Can i actually change the collision from capsule to my character bones?
How do i fix this (there should be no sub levels): World Composition auto-discovers sub-levels by scanning the folder the level is saved in, and all sub-folders. 2 level files were found in /Game and will be added as sub-levels. Do you want to continue?
Does anybody know why enabling Editing Layers causes this?
anyone here know of a good tutorial or system for a alarm system? One that would go off from opening a door, where you then use a interface and try to enter a code to disable. Wrong amount of times, it would then go off and run for a certain time?
I could give you the general idea. Have an actor that holds a 3d UMG widget (or a 2d one if you want to work in screenspace). Use a volume that detects a keypress to start the process.and give the widget focus. Then the user clicks the numpad. Everytime they press, you can store the value. Lets say its a 4 digit pin. You can store each press until the length of a string is 4 chars. Then check the number is correct. Or you can check along the way (so if the first press was correct but the second was not in the sequence, it would set off the alarm). When the check is complete and the user failed, fire an event that calls the correct sound, starts the lights flashing, etc.
@lusty stratus By default the WorldComposition works from it's sub-folder structure and checks for sublevels there. But it doesn't have to. I load dynamic level instances from anywhere in my project. But it's not preloaded that way. I have to do it manually. Which can cause hitching, so you may want a Latent Stream Level Node.
Could you possibly simplify this for me? I just started today.
that was the simple version π
A latent node basically lets you call a function and do other things whilst it's executing and gives you an OnComplete event.
Pretend you are in a first person there, and your body only rotates when you look in a specific angle. How do i make it work, or matter of a fact, is there a video example explaining it?
@proud dome are you just moving a head mesh then? Either way, check out Advanced Locomotion System. Im sure it does that effect.
@faint juniper if the clothing is separate from the mesh, sure, just set the mesh visibility
thats your problem then. If the clothing IS the mesh, how can you hide what is not underneath it, but is the actual mesh? I can tell you that it's possible to use a material to add transparency to specific vertexes/poly but it's not gonna be performant. I suggest having clothing seperated and perhaps added to it's own component. @faint juniper
u have to buy it tho, right?
no
@robust marten you are returning from inside the loop, essentially ending the routine. You need to store the value and check at the end, or use a ForLoopWithBreak to exit
i searched it, it as 4 euros
it was free when I got it.
Hi, do you know pq my Android project is basic in English while it is supposed to be in French, I used the dashboard localization. I put French, English and Spanish in the localization. And when I want to change the language in game it doesn't work (I created an interface where I can change the languages)
and 4 euros for a well known, well used plugin is great value
does anyone know why this is happening?
ask the paperclip π
lol
Hello,
This is a screenshot of my viewport and I am trying to get this exact lighting for my android/ios based game but I am not able to see any lights in PIE. I have tried switching light modes to static (also few other online solutions) but nothing seems to have helped. Also, I need one point light attached to the main object so it can cause shadows as visible in the screenshot. Would really appreciate it if someone can enlighten me about what I am missing or where else I should be looking.
there's height, but i also need width
WTF?
there is no width only scale. The shape is fixed to : 2x half-spheres connected. So width is scaled.
hey when i use the landmass plugin sometimes all the mountains disappear, the splines are still there and editable. but the geo they should create are missing and wont show up even after restarting. anyone encountered that?
so i'm in 3rd person and have a button on my in-game HUD that the player can click on with their mouse. if i click on it, then press spacebar (which is normally jump) the spacebar will re-click the button
is there any way to remove this function?
disable the button for the UI or you can over-ride keys in the widget and tell it not to register.
Is there a way to get all unused string table entries? I've used them for localization, and I'm going to outsource it. But as the third party is charging per word, I'd like to eliminate unused string table entries, to keep cost down. Also it would be nice to know the context where those sting tables are used, is there a way?
good question
Sorry not sure if this is the right section as #animation should cover blender i guess, not sure
however this is my issue
having issue playing an animation can someone help?
It's a simple animation that has to be played when reciving a hit ( a dumb stun animation )
- I did converted the animation from mixamo to unity fbx
- I did a montage ( aware of the fact that i could have simply used "play animation")
- Did the player interface to comunicate the damage with the Player
- --- The animation doesn't play when the damage is dealt --- it somehow try to plays it but instead it acts super weird
HOW CAN REMOVVING THAT WORD "PREVIEW"
this is the animation
and this is the simple code that i came up with in order to play the animation ( did a custom event )
but this is what actually happens when playing the animation
HOW CAN I MAKE IT?
man its loud in here π
THANKS
Relax with the caps please
What are you talking about?
About your excessive use of capital letters...
Ah sorry, block mayus are actΓvated XD
anyone here taking bets whether we'll get an update on UE5 on the 13th? π
Any chance that i can see what "Additional content" will be added from this plugin ?
Cuz when i click on Epic Games, Inc. i'll be just guided to the www.epicgames.com/store which doesn't help me here xD
Hello, can anyone explain why i cannot remove the example map from my project?
the delete button is there but its grey
if i enable use client side streaming volumes, when a client leaves a streaming volume then the level doesn't unload, also the server doesn't appear to have loaded the level in so the client will fall rather than float in the air because the server has the level loaded and stops the client falling
Hi, did you happen to find a better place to discuss pixel streaming?
Hi
Not really. Best I could guess would be #web
I am as of yet unsure if it's a difficult task to implement or not as I have no experience with it, but it is in my future tasks for this project.
It was in relation to another web technology, in this case voice chat, and I was wondering if it would beneficial to implement pixel streaming and voice chat in a native/web app separately from the core streamed Unreal app to prevent additional roundabout time because the voice data would be heading to the Pixel Streaming server and then the Voice Chat server.
But, I left it as a problem for future Slaggy as I am not really close to that task as of yet.
i dint know the place actors panel of the editor was all hardcoded..
is it possible to make an editor utility widget that can function as a place actor thingy ?
in game or in editor?
@quiet token yes.
what is the best ocean tool for ue4, so many options i have oceanoligy but its broken with 4.26
its so dead now tho right?
yeah not looking for that solution myself, was trying to get some understanding if it was possible to load 1 level on the server and then have 2-3 people seeing via different cameras within it. I understand GPU load per camera, but if its possible will just need to ensure its lean, any idea on this?
nope, not really; good luck!
so, i downloaded a project from github, but when I opened it, it was a blank project. Can you guys tell me what I'm doing wrong?
Evening everyone 
Incompatible version? Assuming that you're not in UE4.26 that is
nope, I'm in it
what version of ue was in july 2020?
This is "Desktop 2021.04.25 - 16.10.36.01.mp4" by Tuf x1 on Vimeo, the home for high quality videos and the people who love them.
the video of me doing it
UE4.25
oh
Most new assets are created with UE4.26 in mind, unless it's otherwise stated somewhere in the repo
how can acces to engine content folders?
use the content browser filter to show engine content.
dunno why I answered. That was 4 minutes ago. Probably found it on google by now π
thanks bro
but can I run a ue4.25 project on ue4.26?
hey, guys! I receiving error message: "WorldSettings Maps need lighting" and "Swarm filed to kick off. Compile Unreal Lightmass." when I trying to build lighting. Does anyone have an idea how to fix it? I tried clean swarm cache, but it doesn't help
obviusly
Then how come the file opens like a blank project?
you must convert it before
ok
i guess
thanks
Uhm, i just noticed that the prefix SM fits for both, skeletal mesh and static mesh.
Now i'm unsure on what to use what for either one π
I can life with that

Can I copy a static mesh from one project to another, then use that actor in the new project simple as that? Or is there more to it than that, like copying every material and texture it uses?
Please @ me with any help for this:
Use the "right click -> asset actions -> migrate" command and it will pull in any necessary assets referenced by that actor, to include other blueprints. You can deselect anything you don't want to copy. Note: make sure you select the "content" folder in the target project, it will create the same folder structure that the old asset had in that project.
cool I'll try that out
Is there a way to make certain objects unaffected by post processing? This shader seems to disagree with any reflective surfaces
Thanks guys, I got the project to work! Thanks so much, guys
@viral badger Hey that worked great! I now have trees to decorate my forest with!
For my next trick I'll see what I need to do make dirt and grass paths. Is that a landscaping thing, or done with materials/textures, or a little bit of both?
guys, I have a material that turn the image corner rounded
I want to use this material for my buttons
how to I set this up to create a dynamic material for each button to change the image parameter?
@potent bridge i saw this question posed yesterday and from what I could tell, not in the conventional way but workarounds might work in certain situations. It's something the team looked into and decided not to do.
shoot
if i setup my model using custom bone setups
its daz 3d by the way
will there be any crazy issues down the line making the game or using asset content from the unreal marketplace
because the bones arent named the same as the unreal mannequin
they share all of the same bones daz comes with a few extra esepcially for face
but idk if the name not being exactly the same as the mannequin one will cause issues down the road ;-;
im not sure about Daz3D specifically but you can use any bone setup in Unreal. The only issue comes when the bones structure uses a head+tail system, like Blender, and orientation issues between apps. As for not using the manny, that's fine. It's just a guide skeleton for having easy to retarget anims when sharing. But you can retarget anims to skeletons if they are close enough, and where they are not, you can add a Control Rig and modify the animations where needed.
so lets say someone mades an asset that uses the mannequin based bone setup for its function or setup
i can just use my daz 3d which has all of the same bones and thansome and be fine
even though their not exactly named the same
like clavlice to shoulder for example
yeah. the names don't matter (except for the root bone). You can manually select bones for retargetting in the editor
nope. Just the expectation of a root bone
well now you are not as stupid so enjoy π
you're welcome
Anyone interested in making an apocalyptic online only survival game ?
Very the last of us inspired but no zombies, but Vampires? XD
does it pay?
No, just a project Iβd be very keen on making, was seeing if anyone else would be as I think it would be a great game seeing as zombies are over rated.
Obviously if it sells (which i think it would) you would get shares
Perhaps try the #volunteer-projects channel
Oh thanks π
Could be very van helsing.
i noticed they made a Solomon Kane game recently. That sounds like something I'd play.
Yeah
the best vampire ever was Luke Goss' character in Blade 2. They needed more of those.
Hello , how to make a child actor have the wright scale of his class components
i have overidden the scale of the root to 0.25
it appears 1 1 1 in runtime
take the original scales of all objects and figure out the difference. Then rescale it. However the true method would be to reset the transform in a DCC app to the right scale first. One thing I don't like to do in Unreal is mess with the scale of components of actors too much. Only when I have to and I try make sure everything comes into the engine with a 1,1,1 scale
solved
that was because the root was a scene
scene dosent make inehrit the sclae overriding to childs components
i dont know why
Other thing
does someone know how to change dynamically the color of an object which have emissive and base color
ColorBurn dosent work for every colors
for example i succefully changed a red to a blue base and emissive
but the other like purple green yellow appears all white
i dont understand how coloburn node works
ColorBurn
@kindred viper ?
Use a post processing material. Thatβs what Iβd do.
Ok i m learning it
@viral badger does PPMaterials must have a PPV attached?
Hi, I have this problem. I have this jet fighter that shoots out projectiles (basically a copy of the first person projectile BP) but at certain speeds and angles, the projectiles collide with the jet fighter firing them. How do I get the projectiles to just ignore the jet as a collision?
Is there anyone thatβs experienced with the horror engine plugin? If so message me
Hey fellas
I recently thought about using Metahuman for facial animations and using it for character meshes.
However, I faced the problem of all the armor assets and other modular elements were not available to me: I suspect because of the presence of two additional spine bones.
It looks like this:
With a regular skeleton like this:
I understand correctly that I can only use the old skeleton with my purchased assets?
With just attaching head giving me not the best results.
Im not any using animations, its default pose without anything.
no idea bro just put some lines in some boxes and its fixed
it take so long to stumble across little things sometimes, but when you do it opens up doors and clears up so many questions
i've been trying to use the same map for all my menus and gameplay modes, just to make it look dope and also easier for me on UI design. it took me forever to figure out a very basic thing until i found this: https://forums.unrealengine.com/t/how-to-make-2-gamemodes-share-the-same-level/121812
Hi, Im working on a project wich I first made it for PC/Console and now I developed the VR version. The thing is that Im stocked because I have the level twice, one for each game mode and Then I created the Min menu level in order to decide which gamemode play, because the game in under development I need to change each level. I was wondering if...
Hey all,
What is exactly stored in the heightmap of the landscape? I understand that the red and green channels store the height value (16 bit), but what are the blue and alpha channels used for? When I change either of them the shading of the landscape changes, so my guess was that vertex normals are stored there, but how would the 3D vector be stored in these 2 channels? I would appreciate if someone can provide any insights
do i need multiple skeletons for multiple copies of the same mesh
or can they share a skeleton even if ill animate them differently and apply different systems to those meshes?
so im pretty much a noob. i really want to get started learning ue4 in depth so i can create my own game efficiently on my own. where would be the best place to start?
You can run away with the same exact skeleton, and still able to apply different animations and systems on them.
Just start making things. Don't overthink it. Pick a feature from a game you love and recreate it. Google search everything. YouTube tutorials for everything. Ask specific questions here or on the forums.
is it better to set a second floor as a blood material which plays a splash sound or create a shallow ocean and limit that to each room? (lag wise)
You can even add additional bones for the skeleton - just make sure the hierarchical structure doesn't get relocated.
Use decals for blood splashes, I believe they can have a separate physical material which you could use to trigger splash sounds.
I was wanting more a small river of blood 50cm deep covering the entire floor
Hmm, well you could make a plane mesh to cover the floor 50cm above and apply a material to it
The splash sound would still be triggered using the physical material
would that make much lag if its repeated alot?
A simple plane with a material on it won't be a problem at all
Make the material work in world space instead of UV space and then you can stretch the plane mesh to fit any shaped room
If you need ripples there are other ways to do that but too complex to explain
the animated texture doesnt look too bad if i just turn collision off on the material so it appears that the character is walking through it
the room will be dark so detail isn't terribly important. Mostly just having the sounds playing
Yeah, that would be the best way
@kindred plaza watch some tutorials on YouTube. I had a great time and learnt a lot watching tutorials
anyone know what Warning: UGameViewportClient::MapCursor: Could not find cursor to map to 1. means?
@eager venture yeah ive been doin that. so much info out there. i figured i would start with landscapes and textures
@kindred plaza yeah do what ever interest you man I started with titanic games RPG series
I started with the same tutorial π
Idk if this is just a glitch with UE4, but does anyone know why AI will randomly stop moving in a level?
Like it works for a while then one time when I play the level they won't move.
And the only fix seems to just move them to another level.
@drowsy snow I found him really good how long have you been using UE4 ? I started around 3 years ago still learning slot
@latent sonnet I have had a similar issue and it ended up being my navmeah I had delete it and rebuild a new one
Tried that, still not working...
I'm almost 5 years of using UE4.
@latent sonnet have you looked at the ai blueprint to see if the event is firing ?
@drowsy snow nice have you released anything ?
Nothing huge yet, but working on my action RPG project, PAST FUTURE
@drowsy snow Nice I've been trying to get my head around multiplayer and blueprints for the last year finally it's starting to make some sense. Programming is not my day job just a hobby
I was (and still is) a Doom modder, so I have been into gamedev for that long, even as part time work.
Also yeah, don't get me started into C++ replication - I'm still unable to wrap my head around.
Hey everyone, Iβm new in unreal engine, and Iβm new here hehe, so just a simple question, how do I make my own character in unreal engine? I mean like the eyes, and the clothes, and the other...
Ok so if I use blender, how do I export it to Unreal Engine?
Blender can export fbx
UE4 can import fbx
File > Export > FBX
Would anyone have any idea how I could make a sight system like this?
Is it a hud + fov trick? Or the use of use of material functions such as "Distance Blend" and "Cutoff Effect".
Ok tysm π
@drowsy snow sweet what kind of mods on Doom ?
@acoustic stump I remember seeing something like this with a scope I downloaded in the blueprint the scope had a camera component attached to it
I created a cpp class AFloater according to the tutorial I am doing. It names the class in code AAFloater, so I want to delete it and do it over as Floater in the editor and AFloater in the code. However, the editor has the delete option greyed out when I right click the class in the content browser. How do I delete it?
close the editor (ue4), open the solution in visual studio, delete the class from the project, close the project, regenerate the solution files from the right click .uproject file, open it up again
@grim ore mate I've watched slot of your tutorial videos thanks for your hard work
holy crap
hmm, it is still there
when you open up the solution file, are the .cpp and .h files there?
when i regenerate by right clicking the uproject, the .h and .cpp come back
but you deleted them in VS?
yes
are these the only .cpp/.h files in the project?
aside from the ones the project made itself when created, yea. i could just start over, but i want to learn how to do this proper in case it comes upo when i am knee deep in it
nuke it from orbit then. Close UE4, close VS, open the SLN file. nuke the class. close VS. go into the source folder and find the .cpp/.h files and ask them nicely why they re still there if they are, nuke them from orbit in file explorer, then go back and regenerate.
reallly weird tho
neither the project or the solution file refer to the class i made, if i look in notepad++. I deleted the files with everything closed, and sure enough the damn thing is still there in the editor when i open it again
i videoed the whole thing
and the code came back too
delete the .cpp/.h files from disk, delete the binaries and intermediate folders from the project, delete the .sln file, then generate the solution files again, then load the solution file in VS, then compile the project, then open the .uproject
if this fails.... theres a gremlin in your machine
me thinks it needed some of those dlls in binaries folder
this is pretty outrageous. has it been this way for long? they can't make it to where you can right click delete a class in the editor?
well the binaries folder you generate when you build the project
so that shouldnt be an issue
i think the issue is the solution file and the project backing the editor prevents them from letting you nuke it from the editor, you pretty much just load the stuff from VS/solution into the editor
its why hot reload is so weird to use
i guess i better commit every single little thing to source control
I think you can remove them from disk using VS as well depending on how you remove them
i went did it from file explorer, and from VS solution panel, but they got remade everytime i opened the editor again
the intermediate/binaries may be doing that but thats weird
i dunno where unreal lists the actual files like a msbuild for cpp would in the project file. i didnt see anything in the uproject file
removing from disk should remove them from disk, then removing intermediate should remove the temp versions of it, removing binaries should remove the built versions, then deleting the .sln and regenerating it from the .uproject should remove it from the solution
Mostly private maps and some DeHackEd stuff. Nothing major like ZDoom stuff.
when you tell it to regenerate it scans your source folder and does all that stuff
even more strange is there is a copy of everything in /users/myname/unreal projects
i had made the project in D/programming projects
You can use SceneCapture or widget tricks for this.
@shut moss yeah that shouldnt happen lol
if i delete files from there they are gone from the editor
its as if it was using two copies of the same project
im gonna g make the a new project in another location and see if it occurss again
maybe you did have 2 copies on accident
i am sober
cant reproducde it and now files delete as you describes, so i will chalk it up to misunderstanding, mistake, or demons
on with the original lesson!
whoo!
yo can anyone help me i just started ue a few days ago and i have no clue about this thing
does anyone understand camera blends between persistent levels? i am trying to reference different cams on the same map in multiple types of game play modes.
can you right click it and create a new blueprint from it?
no, it tells me it cant find the source
that means your project has not been rebuilt
its loading the old module .dll file from your binaries folder
nuking intermediate and binaries should require a rebuild of the module (cpp source code) and then it should match the solution
ok so steps:
delete source files
delete intermediates
deleted saved files
delete binaries
regen
open editor
dont need to delete saved folder
i personally always delete the .sln fiel before generating for no reason other than to know it actually did it lol
yea, i did that too
last time i deleted binaries it broke project, lets see what it does this time
seem ok and poop is gone
yay
if it comes back, i quit for tonight
thanks for your help and patience
its hard to say until you ask the question
just unreal things... when you have to create 24GB swap because 40GB system memory isn't enough to import an 40MB fbx file....
wtf is "LogAnimMarkerSync: Leader (ThirdPerson_IdleRun_2D) (normal advance)" my logs are going crazy
i must have checked something
i use verbose but still, it wont stop
why does the shootergame demo project use skeletal meshes with muzzle sockets for weapons instead of static meshes with scene components? To my knowledge you can hard code things like a fire animation on a static mesh
Do your weapons not needing any shape or form of reloading animation whatsoever?
ahh so it for things like guiding the hand to the magazine during the reload animation?
Because the reason weapons used as skeletal mesh is to support any form of animation, including hammer sliding, trigger pulling, reloading, and any other mechanisms the gun might have. It could also a guide for hand IK for holding the weapon in idle situations.
i thought you could hard code animations onto a static mesh
Of course not. Static mesh is, well, static. It cant change form into another (without the help of displacement map, which is hugely inefficient for weapon mechanism) and can only be animated as a whole.
Skeletal mesh can have more animation, and it's also more efficient and performant than animating a bunch of static meshes.
ok and since you have to have the skeleton anyway its seems like its far cheaper to just have the muzzle be a socket instead of having to track a whole separate component on in a large game would be hundreds of different weapons instances
tyty that makes more sense now
Is there a way to store your favorite console commands so you don't have to type it in each time?
If you want it to run on startup, either edit the ConsoleVariables.ini file or assemble an actor BP and put in a bunch of Execute Console Command on Construction Script.
Hey ! Iβve had a lot of issues today, Iβve purchased an archmodel building set from evernotion and wanted to import into UE4 (fbx)... the meshes import but donβt know which texture goes where
Like it says βbaseβ βglossβ βalphaβ βao β βspecβ
It looks like this guy has his most recently used console commands come up? Do you know how that works?
base -> Base Color
spec -> Specular
gloss -> Roughness (inverted)
alpha -> Opacity/Opacity Mask
ao -> Ambient Occlusion
Press the up arrow key.
Thanks mate!!
Yes! Thanks!
anyone know how to make the shadow resolution higher? the mesh is static and the light stationary
Make sure Lighting Quality is set to Production.
nice graphics
try to increase lightmap resultion of the ground
is there no free to use heightmaps...? Terrain party doesn't work...
How about TerreSculptor?
Thanks I'll try it out
why are all my files missing when using a different engine version?
downgrading from 4.26 to 4.22 and all my assets dont show up in the content browser, yet they still are there in the file explorer
i have approx. 3 hours to downgrade the project
Well, Unreal assets are not backwards compatible, only forward compatible.
whats the proper way/where is the proper location in the blueprints to spawn a camera actor after a level/gameplay change? when i try to blend the camera from the position i have loaded on the main menu to the lobby menu position, it just resets the camera at the default 0,0,0 position. i am trying to utilize only one map with persistent levels.
i disabled all plugins and now everything in the content browser is missing. anyone knows what plugin i need to turn on to see my assets again?
i also want to point out that the plugins option is missing
hey i have a trigger volume that spawns a widget and after pressing E i will remove it from parent. but when doing this multiple times, i will always trigger all events when pressed E. what is a way to prevent this?
Maybe try using Event Dispatcher if you want to specifically remove the widget. Or maybe do a check if corresponding player is the one stepped in the trigger, and then execute the BP Interface event accordingly.
Honestly there's a lot of ways to approach this.
Hello can anyone link me a tutorial on how to make objects move when you bump into them? cannot find any video or i might have worded it wrong in the search engine
Is it physical bump, in a sense of using the physics engine to move object?
yes
You could just reduce the mass of either the collider or the colliding object.
If that's not sufficient, multiply the object's direction by a magnitude and use it as a force amount for sending impulse to the other object.
Do you maybe have a good tutorial link to this one?
Try this one to get the general idea
https://youtu.be/sEcoWGrF1Hg
How do I use Event Dispatchers in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
thanks a million!
Anyone have experience with this getting thrown as an unhandled exception in debug mode
https://gyazo.com/e2475daa582e5bbb2e67cded68e25344
I do have voice chat in my project but I am not actively using it, this happens when I possess a new actor
Sometimes it also says βFailed to lock voice bufferβ
Hello, I'm looking for a tutorial to do a Warcraft-like RTS (multiple units, control and movement, abilities and objects). I found this one, but is there another one that's considered the best ?
Welcome to the 18th Lesson in creating a Real Time Strategy Game in #Unreal Engine.
This video is the first lesson of the 4th section of the series, in which using the #UE4 mannequin we we'll create our Unit Master, which we will use through the rest of the series as the base for our humanoid ground units.
Please note there are unit portraits...
help
I didn't realise SM5 was default now. the more you know
in shader complexity, what PS and VS stand for? can't see it in the documentation
ok thank you
Hey guys just wondering. Do you guys write documentation for your projects?
yeah gdd
Well, I'm planning to lay down the foundation, then I might create one on the more advanced features, not the whole game
@analog sparrow if you aren't doing documentation, you have a high chance of failing with a project depending on the complexity. If I am prototyping, I write a quick overview. If I am setting up a serious project, I try do the systems analysis and project management a bit more seriously, but not too seriously because everything changes along the way. You can't think of everything up front. You will trip up eventually and end up in refactoring hell.
basically what @kindred viper said
how do I make a folder just for the parkour project that is the same as the one ue makes for you when you create a new project?
thanks for the answers guys!
How do i limit how far the camera can go in z axis?
cuz i dont want the player to view his feet
you can adjust the max pitch in PlayerCameraManager
these values here
@proud dome ^
Hi , I need help, I imported alembic file into ue4 and applied a material to it but the alembic file turns black even if the material assigned has texture
Multiple planar reflections not working huh?
Also how do i avoid this? the player is crouching btw
what am i looking at?
hey . is there anyone that use the workflow blender -unreal engine? i have problem to export animation and i need help
he ain fallin
or better yet, i dont want him to be off of an edge to begin with
@lone pebble can you explain the problem?
yes. i tried to export both fbx, alembic, usdz, and with datasmith.
the best one reult datasmith, but i have problem with rotation (i should have applied it correctly )
are you using Blender? Maya? 3ds? Cinema4d?
sorry my bad
you said blender but it was some time ago and im being talked to in one ear π
Try selecting "Automatic Bone Orientation" on export. Make sure the scale is default.
ah it isnt bone animations
vertex anims?
it is linear animation with keyframes
ummm. you have no skeleton?
nope, it is object animation. it is a trolley
so you applied Shape Keys and animate between them?
oh wait. static object. no skeleton. just move from A to B. I get you
yup exactly
add a root bone.
why?
because otherwise the animation won't carry through properly afaik. UE4 treats static meshes as static. Skeletal Meshes are for animation
yeah that should work too. Presumably it just made a single bone?
so i should add a bone and what? parent with mesh?
yeah
probably best to make sure the root bone is at the origin too
then you can animate the root bone in your linear animation, export and it will be fine
the asset has many part
tjhat animate separately
I see
then it sounds like an edge case. Perhaps each piece will need a bone. Or a complete armature. I'd have to see it to understand better.
this looks like it should be an armature that you should be animating the bones of in relation
well this is one item really. Even if it's in separate parts it's one object right? You can link items or rig them etc. Are you trying to explode the parts in any way? ie. they all go in separate directions to "splay it out"?
the handle and the wheels are separated
ok they can simply be moved to appear that way. The mesh doesn't have to be one closed mesh. It can be separate parts but you will want to add bones and weight painting to ensure they affect the right parts.
ok i will try to
a bit of an odd question. Is there a way to make the editor look less cramped or use monitor space more efficiently?
enable small buttons in editor settings, that helps
and you can rearrange any window to your liking
Any idea how to properly take pictures from in-game items which will be used as item picture in the inventory ?
Like that i end up with smth like this
I've done this in the window which appears when you double click a static mesh(background also set to dark), but i feel like this method is really bad cuz i can't always get the same angle and such
small buttons helped. I just need to figure out how to rearrange some windows. Stuff like the Actor spawner requires a lot of space but the component list that is more important, is not given much at all.
Blender is sadly the thing i want to avoid the most just cuz of the materials
Actually
I think i've found the way
I forgot that i can set the perspective in UE.
So i just open the static mesh window, set the perspective to Front and i disable the grid and similar to get this result
Hi guys, does anyone have a problem downloading any version of Unreal Engine? Epic games servers not working now? I have tried any version and it gives me the same error.
It's the code error MD-0011
I actually have 2 of this kinds already due to the monthly free assets. Maybe one of them works out
How do I make events work in the sequencer?
guys anybody know where contains a commands like a set\get\getall\showlog\ListLoadedPackages
We're aware and working on a solution, thanks for the report!
Thanks you so much! Do you work at the Epic Games?
Indeed, I'm one of the CM's π
@grave vapor Can you restart the launcher and try again? Seems like we've resolved the issue on our end
Yep, now it's working! Thanks you so much
then I congratulate you, your team is doing a wonderful job with the latest version of Unreal!
What is the best anti cheat system?
Don't really think it will work well
Mainly cuz of your "GPU"
Maybe if you make a game which only uses widgets 
It could work, but you will have difficult times testing/making footages.
Not to mention Intel iGPU is incapable of rendering distance field stuff, and more prone to D3D device crashing.
I tried.
Battleye, vac, or easyanticheat?
The core part of Unreal Engine rendering that allows for dynamic soft shadows, refined AO, and more material effects.
Unreal disables Distance Field by default specifically for Intel iGPUs, but your scene can look ugly without it.
Also mentioning again how prone Intel iGPU is to D3D device crashing errors, especially in DX12 mode, and given how quick it is to run out of VRAM even with 4K textures (or a lot of 2K textures)
As per mentioned in the Unreal docs:
Eh. running out of VRAM crashes the engine.
Consider that Intel iGPU shares the same RAM pool with the system RAM.
Which is why dual channel RAM can speed up iGPU by a small margin.
Not necessarily bluescreen, but your display may flashing for a moment or your system may unresponsive for few seconds.
If you have 2 or 4 RAM slots, chances are it's dual channel.
I joined LowSpecGamer gang, so I know well about iGPU stuff.
move to #hardware pls
So I'm trying to add the speed of my aircraft (the instigator) to the speed of the projectile it fires, but for some reason the math just doesn't work. The projectile is too slow. Any ideas?
Just increase the velocity by thousands.
The thing is, I need the velocity to be dynamic with the aircraft itself. Like, if the aircraft is going at a very slow speed, the missle needs to go the same speed too.
Hopefully I make sense
Really what I need is how to get the speed of the aircraft and add it to the speed of the projectile. The current blueprint setup, for whatever reason, doesn't work in this way.
Isn't missile IRL have constant velocity, because of its own thruster?
Also, try multiply instead of addition.
hmmm multiply has the same problem. Darn, might need to go to the forums for this
depends. The source code is a couple of gig. The dependencies are another 12gb or so. The compiled build can take you upto 100gb if you run a debug build with symbols too.
yeah just to annoy you.
well if you go thru the directory you can see what each file is and the size
I doubt they hid any 40gb files full of nothing but who knows
once you learn more about the engine you can learn to disable some of the things you don't need and reduce the filesizes. But until then, it's best you have everything until you know what you don't need.
ok bye. Nice to meet you.
I mean they do include 2GB of templates, they kinda just give you all the stuff you need rather than requiring you to get it later
in the end its the same if you end up doing the same
π
you know I bet that was done without wirework
like just the stunt person giving it his all
How do i make a player turn into a ragdoll with a click of a button? (in game)
@proud dome turn on physics on the mesh and hope it has physics set up correctly
luckily you added "ingame" else I would be worried
kek
and im done
:no_entry_sign: PoweredToFour#6282 was banned.
huh
he was just here to troll and be negative about things.
no pleasing some people. Give them a free engine and they moan
man baking of light taking ages suggests me the fastest way baking lights (light builds )
i put my pc for backing of light mass it took about 1 hour and still on 1 percent
did you add a lightmass importance volume?
then its probably adding photons throughout the entire scoped world and trying to build according to that.
so should i add it then
can we talk privately
sorry im busy
ok
im just taking a drink and watching the drama π
let me try to add light mass volume volume
if all of your lighting is dynamic, then none is static and lightmass shouldnt take long at all
How do I call events in sequencer?
https://docs.unrealengine.com/en-US/AnimatingObjects/Sequencer/HowTo/TracksEvent/index.html first link. π
Example of how you can use Sequencer's Event Track to fire off Events in Blueprint.
Thanks
Anybody know if its possible to export this AO Map? https://gyazo.com/af94cd00f829d666a2ff28c36060bc93
the one ue4 bakes itself when you do light baking
@worldly cipher unless the asset is saved, it will be part of a proxy in which case no. But usually you can hack a way around it if you google some.
ah okay, thanks anyways
@timid frost thats quicker than before. 1 hour @ 1% is slower than 10mins @ 1%. Lighting isn't instant. It's a process when you bake because it's got to work it's magic.
Just curious if anyone could reccomend a headset to develop VR for with UE4. There are tons of options and I'm not sure where to start.
vive (not pro), with additional pro controllers
sorry I meant with additional index controllers
you can get the whole index if price isn't a concern
OH GOD! For some reason when I import my fbx to ue4, It says d3d device removed and then crashes. How do I fix this?
Hello guys who know how can I boost my vehicle's speed?
It drive too slow for lamborghini
I change RPM but not solve my problem
How do you change the size of the gizmo in the viewport? the thing is enormouse and it's damn-near impossible to select the bones i need with ti blocking so much.
got it
hey quick question, how would I make a random number of numbers and letters appear for a player ID, and make the same combination stay for each individual
Original vive was discontinued right? I'm looking at maybe the oculus rift 2 or HTC vice cosmos.
use literally any backend service that exists
if you are starting from that question it'll be quicker and better to use the existing tech. If you seriously want to explore the tech academically, that's another matter.
gotcha, isn't that stuff expensive though?
eos isn't afaict
Tell you what is more expensive.
You eventually sell an item and a person loses their data
Enjoy lawsuit
yeah that's very true
@worn granite was just wondering if you could expand on your reply. You wouldn't go with any newer headsets for development?
Well I didn't know budgets.
Go wild, Index is cool
I'm going to find out how multiple input node inside the same blueprint graph behave (with consume input ticked off)
I personally don't like Facebook and won't get any oculus hardware
If I ever work with something that needs oculus support, that company can buy a kit and keep it at their physical office.
Facebook doesn't need yet another vector for collection.
That being said, the greater the variety of inputs (old vive controllers, index, ... various others) the better your game will play generally IMO
Lots of the devices handle rotation differently (so a resting orientation one one is awkward on the other)
I explicitly do not recommend dev kits for older things, but the absolute minimum besides is a old vive with the original controllers, and the index controllers
So... that was my recommendation.
If you think you might like VR, pick out your dream headset. You can dev with that most likely.
Thanks for the input I appreciate it. Yeah price points/budgets aren't an issue (for me at least).
I developed in VR before, but it was 5 years ago in unity on the original HTC Vive. And my understanding is oculus works with steamVR as well, so you can avoid Facebook if needed?
ue4 does not like vlukan
if you exit the engine it just saves and crashes itself
'Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 4 from an array of size 4
'
Are u packaging for android
PC
O weird
@opaque wing please read the #rules because such posts are not allowed outside the jobs-channels.
ok thanks!
noob issue - whenever I enter PIE (Selected Viewport) in the First Person Controller template my viewport seems locked. No mouse or WASD key navigation is possible. Did some googling but no answer so far...
I made a little tool to view and share Unreal logs. https://logviewer.xyz/ probably still has some bugs
Easily view Unreal engine logs
how can I set up VR preview with quest link? So I don't have to do full standalone every test and instead just run it as a PCVR game. Option is greyed out.