#ue4-general

1 messages · Page 985 of 1

proud dome
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Guys, why do my land animation seems delayed?

thick nebula
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@grim ore it took me a while to realize that’s not a Pope hat

grim ore
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lol

upbeat tendon
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How can I look up a hostname to get an ip to open a tcp connection?

cerulean geyser
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yea right now by hand yeah..i dont plan of having branching dialogue tho

neon bough
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in blueprint, no idea, maybe it autoresolves the hostname

coral lotus
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Does anyone know why my displacement might not be working with Quixel Megascans surfaces...? I've got the plugin for megascans enabled and ticking displacement doesn't seem to create any at all...?

cosmic matrix
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hi,
I m trying to use anim montage in the same scope where i m attaching the actor to a master pose but i have "lag frames" when the animation is in default pose before playing montage

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something like that

neon bough
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that might be because your whatever ticks before the master pose component

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you can set when something should tick, if you don't need physics on your "slave" you can set it to tick after physics

cosmic matrix
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you think this is due to physics?

neon bough
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if you get 1 frame lag

cosmic matrix
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more like in the video

neon bough
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hm, no idea, i don't know what happens there

cosmic matrix
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oh well okay

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😦

neon bough
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is that the picked up weapon which shows up in ref pose for a frame?

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if so you could either set it invisible until the master pose component is set, or attach it after setting the master pose component (if you don't do that already)

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but that's just some guessing, not sure if it would solve the issue

cosmic matrix
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yeah that s why i m doing

idle dragon
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Question, how feasible is it to call a variable from one actor, and use an interface to get it to another actor? I'm just wondering if I'm demonstrating a complete lack of knowledge of blueprint interfaces by asking this question

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I'm currently using casting to call variables from one actor to another but I've read it's increadibly intensive in the long run and shouldn't be used.

neon bough
cosmic matrix
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you can use polymorphism yeah but interface are used on many class at the same time so if you have only on class with this variable stay in that way @idle dragon

neon bough
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the delay only works in event graph, so you might have to move some part of the logic over there

cosmic matrix
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yeah anyway it s in cpp

mint raptor
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So if an actor in the persistent level references an actor in a sub level, when that sub level gets unloaded if the actor in the persistent level still references it does Unreal keep that actor alive? It seems as though it is in my case, the actor doesn't show in editor but it is still ticking and hitting a break point in the "invisible" actor's tick function

coral lotus
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Does anyone have any experience with getting displacement enabled with Quixel megascans and surfaces?

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^for whatever reason having displacement enabled doesn't do anything

severe ibex
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@coral lotus is this in ue4?

coral lotus
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Yes : /

severe ibex
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I think you need tessellation on the mesh right? But TBH I've not used it in UE4 before, just others like 3Ds Max.

kindred viper
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@mint raptor it can persist until garbage collection cleans it up I guess as GC isn't instant unless you force it.

spare kernel
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Actors will always be cleaned up as Destroy on an actor calls UObject->MarkPendingKill

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so nothing will keep it alive

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tho it should not tick, meaning destroy is likely never called it

severe ibex
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I've got some questions regarding large assets, is it better to split a large mesh into numerous parts increasing draw calls or larger parts? I think I would still have the same number of textures and materials with some multiple UV maps for details.

Is it far more costly to have larger textures over draw calls?

Is there a specific way to prepare textures for assets other than atlases and trim sheets where you can? I'd like to try and do things in a "industry standard" way, or am I being too stringent and should just worry about whatever looks best?

proud dome
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How to initiate animation if player has a specific movement speed?

coral lotus
mint raptor
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My issue was something else not related to level streaming thankfully

severe ibex
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You read this?

rustic panther
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how can I fix this? I made a water body, but deleted it and can't get rid of this error now

coral lotus
worldly cipher
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Anyone know how i can increase the distance on which light is being rendered?

rustic panther
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deleting the landscape gets rid of it, but IO can't just remake the landscape, there's painted layers on it

severe ibex
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@coral lotus no worries.

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@rustic panther can you try fixing up the redirectors in your project?

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Right click on the contents folder and the option should be there.

idle dragon
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how do I set a float output of a blueprint interface using a variable from another blueprint?

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I want my blueprint interface to have an output = current speed of an actor

grim ore
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add it as an ouput to the interface

idle dragon
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Are you possibly able to post a demonstration in editor? Apologies, for some reason my mind is having a hard time picturing it

grim ore
idle dragon
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I have the float output, but how do I set it in another blueprint?

grim ore
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your going to have to show a picture maybe of what you mean

idle dragon
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ok ok

grim ore
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your other blueprint would implement this, so you probably want an input

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assuming you call this from something else and pass in the float

finite lark
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@grim ore can I bother you again?

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it turned out i had to redoo everything

idle dragon
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Basically the output speed needs to = the current speed of a character, which is a float from another blueprint

grim ore
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do you know how interfaces work?

idle dragon
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just learning them now

grim ore
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its just a generic event

idle dragon
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I had a feeling this wasn't possible though

grim ore
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something somewhere has to implement it (have it on it), and something else can call it

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so what are you trying to do?

severe ibex
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@grim ore while you're here oh master of the YT tutorial videos, whats the best way to pass information from one BP to another? Isn't casting to and get all actors of class very costly?

idle dragon
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I have a vehicle going at a variable speed, and it can shoot a projectile. The projectile needs to add the speed of the vehicle to the speed of its self.

rustic panther
idle dragon
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Im currently using casting to solve it; but that's too intensive imo

severe ibex
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@rustic panther just a shot in the dark from me there sadly.

grim ore
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so the vehicle, which spawns the actor, needs to pass a variable to the actor?

idle dragon
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yes

grim ore
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once you spawn it, its already the correct class you just set the variable on it

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no reason or need to cast

rustic panther
grim ore
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the easiest way is to just expose the variable on spawn in the actor your are spawning and you pass it in as you spawn it

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@severe ibex yep no best way, it all depends on what you re doing

idle dragon
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how exactly do I expose that variable? is it just a case of making it public?

severe ibex
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@rustic panther @grim ore so you mention interfaces? Whats this exarctly?

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@idle dragon little eye next to the variable.

grim ore
idle dragon
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Got it

grim ore
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the eye is not expose on spawn, expose on spawn is expose on spawn

severe ibex
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I'll shut up

grim ore
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and then magic

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it passes in the variable as part of the constructor now

rustic panther
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and you can pass any sort of information with them

severe ibex
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@rustic panther oh fuckin' too much to handle at late night. Do you have a link to some documentation I can peruse later?

grim ore
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if you every need to go "hmm, I need to cast to this and if it fails to this and if it fails to this" because you dont know what you are talking to? use an interface

rustic panther
severe ibex
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Cheers just found those :)

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Would either of you have any input or opinion on how you would want assets to be prepared for use in engine?

rustic panther
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like medium, rare or well done?

severe ibex
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I'm a 3D artist but always eager to do things the best way.

rustic panther
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the center is the pivot

severe ibex
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Lol

rustic panther
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maya or blender?

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or something else?

severe ibex
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More like draw calls over textures

rustic panther
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oh well for draw calls as a modeler, you just need to realize how many textures you actually need per object

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and to really think if you need a transparency

severe ibex
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So would you say textures are far more costly than draw calls?

rustic panther
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each material element is a draw call

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and each object that isn't instanced is a call

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if you makew a car you should have like one texture/material thats all transparency and one that's diffuse

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textures cost memory

severe ibex
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And for larger assets like a train? I've seen the train yard project has some very smart materials but the train is broken up into like 100 pieces.

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But my own project has less pieces with perhaps more textures.

rustic panther
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draw calls aren't a big deal for PC or consoles

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more so for phones

worldly cipher
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Is there a way to assign all actors with a specific material another material without clicking on each one manually?

rustic panther
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but you should still make your assets correctly

idle dragon
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@severe ibex Ha! it works. Many thanks to you. One last question, is this way less system intensive than my needless casting method earlier? I'm hoping so

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@grim ore

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Sorry I might've mixed you both up, thanks to matthew i mean

severe ibex
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@rustic panther indeed, thats what I am striving for as I want to be doing that well and not just a really good looking asset thats very expensive.

rustic panther
severe ibex
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@idle dragon you totally did lol

worldly cipher
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thanks

idle dragon
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lol damnit.

severe ibex
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@rustic panther I do actually work for a VR mobile company at the moment but there's no senior 3D artists to learn from.

idle dragon
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I can be your senior 3D artist. I've got a theoretical degree in it.

severe ibex
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@idle dragon is that theoretically good enough? :)

idle dragon
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theoretically yes

severe ibex
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Though technically I am the only 3D artist so that makes me the senior also

idle dragon
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@grim ore Just going to bug you one last time to say, without you I'd have probably been using casting like an idiot without ever needing it

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so thanks :)

severe ibex
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I guess I should try to find some authority on the subject but spending too long on Artstation makes me sad haha

idle dragon
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oof never have i seen more talent concentrated in one website than artstation

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really kicks your ego

severe ibex
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@idle dragon MathewW is a gold mine of information, his WTF youtube series is perfect.

idle dragon
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I'll look it up

severe ibex
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Its fuckin ace.

idle dragon
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I've subscribed to him

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I must say though, he needs someone to make him better thumbnails for his videos

severe ibex
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The man needs no clickbait.

idle dragon
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the youtube gods won't take kindly to this

steel shell
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is it possible to get the currently used diffuse texture of a material?

coral lotus
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Hey, sorry I've asked this a few times now, but does anyone know why my Megascan surfaces are not giving off displacement/tesselation when I'm using them? despite me enabling displacement in the Bridge Addon?

cerulean geyser
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its not possible to bind the positionX Y in widget images?

coral lotus
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Sure, here is the material I'm using...its using an albedo map, roughness, displacement and normal map. unfortunately adjusting the tesselation controls doesn't seem to do anything

opal gust
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how do i get this instead of

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in animation composite

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i cant find this anywhere cuz i dont know what to look up

idle dragon
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Anyone know any quick ways to decrease performance hit of automatic weapons without deleting the projectile too early? If I fire an automatic weapon in the air long enough (to the point that there are 130 or so projectile actors), I lose about 10-20FPS

thorn violet
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Ever managed to understand this issue? Editor taking 30 mins to start up and seeing this each time

severe ibex
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@idle dragon are there meshes involved with each projectile?

idle dragon
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oh absolutely

severe ibex
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Are they casting dynamic shadows?

idle dragon
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how do i check?

severe ibex
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Select the mesh in the BP theyre being made in

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Should be in the details panel, "cast dynamic shadows"

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Though you could also make sure they don't cast any shadows.

idle dragon
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Done it, thanks. I'm still losing the frames though, hmmm

kindred viper
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you have 130 or so projectiles ticking. You need to pool things

idle dragon
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I've heard of pooling before

severe ibex
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Hmm, dynamic shadows was a big problem for me, so thought that might be it.

idle dragon
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Is there a good tutorial on pooling projectiles?

kindred viper
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bear in mind, unless you need to actually see the projectiles, there is no reason to use a projectile. You can just trace hit

idle dragon
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nah i need to see the projectiles

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non negotiable that is

kindred viper
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fair enough. Then object pooling is the way to go and perhaps another method than the projectile component if that is what you are using

idle dragon
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What exactly is object pooling? I have an idea, but only an idea

kindred viper
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it's when you spread the performance cost of a bunch of objects over a series of frames instead of every single frame. For example, you can predict where a projectile is going over time based on it's velocity and vector direction. So there is no need to work all that out in one go. You can tick less and interpolate movement of several objects instead

severe ibex
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How do you pool exactly. I am curious as this sounds useful

idle dragon
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Yeah, in a game where I'm inevitably going to have potentially hundreds of projectiles at once, I need this

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can't be losing 10-20fps already when I haven't even started with the actual art assets

rain lintel
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Im having an issue with my checkpoints where if I rotate it in the world, it inverts the controls when I start playing.

coral lotus
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That's very bizzare. That's a snowy surface with displacement and tesselation, no real messing around with materials to achieve this?

idle dragon
tawny nacelle
coral lotus
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That's really bizzare. Looks like we've used the same texture as well. I'm not sure what is causing this. I've endabled Displacement in the Mixer plugin settings...the closest I can get with displacement creates this weird effect

thorn topaz
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did you read the few messages below the one you tagged?

upbeat tendon
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@neon bough thanks c++ is great for me, i my google powers tonight were useless

thorn violet
thorn violet
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it's like it's trying to rebuild all links every time I open editor

worldly cipher
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btw are there any free scattering tools?

coral lotus
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Does anyone know why my editor is running so slow...? It's lagging hard, but using like .4% of my CPU and 6gb of ram...?

worldly cipher
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what about GPU?

coral lotus
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I'm running a 3070 as my gpu which is sitting at idle temps

worldly cipher
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oh

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What exactly is running slow?

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if its shaders then you could up the priority

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i used Prozess Hacker 2 for that

coral lotus
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the editor and simply moving my viewport around. It was mostly fine, but then I added a second viewport to help me move a camera and now its tanked hard

worldly cipher
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on my old CPU that increased compiling times from 20 seconds to like 5

severe ibex
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@idle dragon always good to know about it at least, thanks.

worldly cipher
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FPS wise?

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(also ill brb so ping me)

coral lotus
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Also just put all my viewports into Unlit, and it made no difference

fierce tulip
# worldly cipher btw are there any free scattering tools?
GitHub

An editor mode for Unreal Engine 4 which simplifies placing and transforming actors. - RoelBartstra/Designer

ornate bobcat
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Hey guys, i'm having a problem with all my builds giving a fatal error message on start randomly (sometimes they don't) What is the best channel for me to post about it?

worldly cipher
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thanks ill look into it @fierce tulip

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@coral lotus i honestly dont know. does that happen in other projects too? how large is the project?

coral lotus
worldly cipher
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show file size, task manager and what it looks like

coral lotus
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here is task manager

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my main_builtdata file is 254mb

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@worldly cipher if thats any help..?

worldly cipher
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can your Ram go over 16gb?

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windows sometimes sets it so you can only use half of your ram

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other half would go to windows itself

coral lotus
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I've got 32gb available yeah

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huh

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well I restarted

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and it fixed...

worldly cipher
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oh yeah, i assumed you tried that lol

coral lotus
worldly cipher
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restarting ue4 often does the job for me too

coral lotus
worldly cipher
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what does the scene look like

coral lotus
worldly cipher
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whats the resolution of the textures and polycount?

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also

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check your priorities

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on the ue4 tasks

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that nothing is set to low

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cant help too much with in-engine tough

coral lotus
worldly cipher
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but yeah the outengine things

coral lotus
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all 4k textures

worldly cipher
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8 million tris?

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idk how well ue4 handles high poly

coral lotus
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I have no idea how I've got 8 million tri's

worldly cipher
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but that seems like quiete the thing

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tried deleting the scape and see if that fixes it?

coral lotus
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yeah I deleted it

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wtf

worldly cipher
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wait

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just a plane? 😆

coral lotus
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yeah

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Not a clue

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maybe something to do with my tesselation..?

worldly cipher
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did you import that from somewhere?

coral lotus
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wait unless I made it from a landscape

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I can't quite remember, but defo didn't import it

worldly cipher
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¯_(ツ)_/¯

candid root
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Anyone know a method of occluding water inside a boat using 4.26 water? struggling to find anything via google not sure how to go about it.

cerulean geyser
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is there anyway to break a data table row by class? because i need to specify in rt which data table to read

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i guess i can just feed it an empty one and then change the variable via code..dunno

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shoot i guess it doesnt work

thorn violet
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Not sure about exact # of BPs

thorn topaz
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so it's probably a combination of a shit load of redirectors and hard references

thorn violet
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Yeah, which is fine. But they're being reloaded every time opening editor

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never did that on 4.20 - 4.25

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only since went to 4.26 today

thorn topaz
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then I'm not sure because I thought previously all hard references were loaded

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when opening the editor

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but that just goes to show the flow of references is bad if this is happening

thorn violet
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LogStreaming: Verbose: FAsyncPackage::LoadImports```
thorn topaz
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you should be loading things as needed

thorn violet
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When I turned on Verbose logging

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300 MB log by the time it finished

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just with that stuff

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endless loading and linking

somber rover
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Bought a char off market, rigged to UE skeleton. Whenever i delete his skeleton and replace ref. with the UE4 skeleton and click on his MESH I get this warning, but when I press OK it makes my player char work, but it breaks my AI that's using the UE skeleton, so when I go to click on my AI mesh I get the same warning, and when I click on OK it fixes my AI but breaks my player char. Any ideas? https://prnt.sc/1280xlj

Lightshot

Captured with Lightshot

rustic panther
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can you get the Editor Bookmark camera positions in blueprint?

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in the level blueprint or something?

delicate mesa
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anyone know why live link face app would not connect to livelink under sources? i tried with ue4 remote and it connects successfully on the face app it struggles to even find my pc at all

rustic panther
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so I can use the "Create Camera Here" option to make a camera instead of trying to use the bookmark

kindred viper
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@somber rover looks like the preview mesh is the issue, which you can change

somber rover
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What should I set the preview mesh to? right now my player char is this https://prnt.sc/1282zkq and all my AI is just the basic UE mannequin

Lightshot

Captured with Lightshot

kindred viper
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its like a 1:1 system i believe. if you open the manny, it should have a preview mesh where its showing the animations. I think you could just use that one

somber rover
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yea no matter what I do either the player char skates around in the A pose, or if i fix that the AI characters skate around in the A pose

dreamy schooner
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hello, is there anyone around who might be open to answering some mixer questions? I'm giving it my first shot today.

grim ore
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if you are using that character, why not use its skeleton?

somber rover
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because whenever I just retarget the anim_bp to him, he doesn't move anymore after I attack

grim ore
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which anim_bp?

kindred viper
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@somber rover I wouldn't have thought that would be the issue. It might be the inputs he used to fire off the anims being different than yours. Did it come in a project or just as a mesh that installs to the project?

grim ore
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I would assume you would import the new SKM, retarget the anim_bp to the new skm, then just use the new anim_bp? thats the way its supposed to work atleast

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then your AI would be using the old anim_bp and skm since Im assuming your AI and old player shared those?

somber rover
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I bouught this kit https://prnt.sc/1283q4r and the cartoon char I showed above, and trying to use the cartoon char to this kit

grim ore
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yep and your not trying to use 1 animbp for both meshes are you?

somber rover
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yea, just like any other char i've ever done. Like the GOthic Knight that was free a long time ago. I added the Gothic Knight to my project and just deleted his skeleton and replaced ref to the UE skeleton and the gothic knight works just fine and so does the AI characters

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but when I do the same thing with the cartoon boy, it doesn't work

grim ore
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which part does it fail at?

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have you tried not regenerating the skeleton?

somber rover
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making a whole new project again

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aight got a whole new fresh project with the cartoon boy added

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after I do that he just skates around in the A pose while you see the UE mannequin guy behind him is working normal https://prnt.sc/128476p

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I double click his skeletal mesh like this and get this message https://prnt.sc/12848ks, I press the OK button and now he works just fine, but the UE mannequin guy now skates around in the A pose

sudden olive
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Guys I need your help, I don't know actually what to do. Could someone tell me how to spawn mobs till I kill for example 50 ?

grim ore
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and if you didnt click ok what happens?

sterile tulip
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Hello Mathew

grim ore
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@sudden olive mobs die -> tell something that the mob died -> something keeps count then does something when it hits 50

somber rover
grim ore
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but does the editor window show up?

somber rover
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yea it shows up and is blank it has no mesh in it

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but if I click YES, i get this now, the player char is working just fine but the AI mannequin is skating around in A pose https://prnt.sc/1284bgp

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so when I go back to the mannequin mesh and double click it, i get that same window pop up asking me YES or Cancel, so I click YES again and the AI mannequin works but the player char skates around in A pose again

grim ore
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open the new character and click no then show what that window looks like

somber rover
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and if I click on anything in the top right Skeleton, Animation, Blueprint, Physics, that YES / NO window pops back up

grim ore
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if you click on skeleton does it go to that tab?

somber rover
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yea, it opens up the SK_UE4_Mannequin_Skeleton window

grim ore
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click on preview mesh on the top right, change it to the boy, and does it change?

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this part

somber rover
grim ore
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yep click no

somber rover
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I clicked no and get this https://prnt.sc/1284o68 mannequin stays in the middle, but the ICON for preview mesh changed

grim ore
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yep something seems weird with that mesh, like its not compatible.

somber rover
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I ran into this problem one other time with the stylized fantasy female char from N-Hance, even tho they said it was rigged to UE mannequin, it never would work. so I requested a refund and Epic got back to me and said they could confirm the char def. wasn't rigged properly to the mannequin and gave N-Hance 48 hours to fix it or give me a refund, and N-Hance immediately refunded me without trying to fix it

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So that tells me this char also isn't properly rigged even tho it states it is

grim ore
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have you tried retargetting it and not just swapping the skeleton?

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also, have you tried this on the default third person template. your using a custom project there is no guarantee it's skeleton is correct

somber rover
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I tried right clicking the player chars anim_bp and retarget it to the boy char and it retargets fine, he just doesn't work right, Like when I pickup a sword and attack with it, you can't move or jump, or do anything after you attack

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let me try with default third person really quick

grim ore
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so then its retargeting fine, perhaps the animation blueprint is hard coding a cast and since your using a new one now it wont work since its going to fail that cast

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if the character retargeted fine, the animations worked and preview worked, then its an issue with the pack you are using

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your not really supposed to just swap out skeletons due to issues like this

somber rover
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yea, default third person template does same thing. I get YES / NO screen and mannequin don't work if I select YES but the boy works, and when I try to change back to the mannequin char I get YES / NO select YES and mannequin works but the boy doesn't

grim ore
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have you tried swapping the skeleton and not deleting it?

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i assume its the same result as deleting and replacing the reference but shrug

somber rover
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yea I tried that, same thing

grim ore
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yep as far as I know you should be using retargetting but that just leads to another issue. weird that swapping randomly works

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I tried it on the characters I have here and its fine, i dont have either of the ones you mentioned

somber rover
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https://prnt.sc/128512t this char works just fine no matter how I retarget. Delete skeleton, Swap skeleton, retarget anim_bp, ect

grim ore
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maybe its just using a newer base mannequin skeleton and the others are older, or vice versa. who knows art is weird

heady quartz
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I’m trying to make reloading feel a lot more natural between running and idle. Do you guys think additive animations or having separate animations and blending them using a blendspace is the way to go? For first person

grim ore
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if retargeting works tho for animations it just breaks something else I would think thats just some hard coded casting in the character/animbp

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definite bummer that some work and some dont tho 😦

worthy forge
#

Anyone know how/where i can find a 3 Model **Stand **like this. I'm going to put my gun on a stand like it but cant find one so far from a google search

somber rover
devout whale
#

Any one know any ideas on what to add to a zombie survival game ? Want to make it pop from the rest I suppose

narrow mauve
#

Hm. Does anyone know a simple way to extend the cloud base of the volumetric cloud system all the way to the ground?

#

even at 0 it is still about 100 meters above ground

rare pulsar
#

I am curious is the CHAOS 4.26 Build for destruction already out of BETA and can be used? Or will it be added to 4.27 as a usable version for a game? Or should i ignore it for now?

plush yew
#

My sky looking something like that.
I want to create pink clouds everywhere.
Someone help?

kindred viper
#

@rare pulsar I've been using Chaos for the past 3 builds and it's been fine

remote parrot
#

Is there a way to make character movement speed constant? I don't want it to increase gradually but rather use the max speed all the time

echo frost
#

Dont have faith this'll get answered, but I'm trying to import a uasset mesh into unreal to export it as a model, but no tutorial I'm finding helps

remote parrot
echo frost
somber rover
#

if it's already a uasset file, just put it into a blank project and export it as a FBX file

echo frost
#

I guess I'll try that

somber rover
#

I mean, that's literally the only thing you can do

remote parrot
#

You should always have faith Dr.Eggman

echo frost
#

I just get lost in the files and when I think I've found the one I'm looking for it's not the one I was actually looking for lol

rare pulsar
kindred viper
#

I don't think it's advertised as production ready yet but I could be wrong. However, for destruction it's been fine. For other physics it might have some bugs still. I see the odd problem here and there but it could be their project specific stuff

#

@echo frost im not sure you are allowed to do that unless its for non-commercial, non-public use. I'd be wary. However for hobby work/learning it might be ok. I'd check out any devkit they have tbh.

rare pulsar
#

I see do you think they put a final version in 4.27? Or do you think it will still be in 2nd version?

echo frost
prime willow
#

@kindred viper Do you mind if I bother you with a question?

#

its color/material related

kindred viper
#

sure but it's 3am here so if I answer it with utter gibberish or don't understand because its material based, dont be offended 😄

prime willow
#

thank you i appreciate it ❤️

#

um my question is im setting up a character creation system and matheww said i need to setup materials or clothing/hair to be editted color wise as an option for customization

#

however i have no idea how to setup that or even the term to look up how to set up color changes for the mesh or objects

#

what should i be looking for to figure it out?

kindred viper
#

when you create a material, you usually have inputs into the Material Shader node (the big one with Base Colour, Specularity etc). You can make those inputs as Parameters by right clicking on it and setting it to a Parameter. Then save the material. In your content browser, find the material and right click it. In the menu you can create a Material Instance. It will show the nodes that you set as parameters. Then you can change them without recompiling the material. Its best practice to do this with any material you want to change on the fly, because the recompile can only be done in editor, but material instances can be changed at runtime. If that helps any.

#

A good example of this, in the customisation sense, if the recent Car Customiser project (which lets you change the colour of materials on a car model). Might be good to check there, but also learning about how to make Material Instances is vital either way.

prime willow
#

wait

#

so i should always use material instances on my meshes

#

not the material itself?

kindred viper
#

yes thats correct.

prime willow
#

okie o.o

#

and the method above youre explaining

#

would that allow players playing my game to be able to change the colors of the clothing itself

kindred viper
#

yes as you can freely change material instances at runtime

prime willow
#

like youd see in typical gaming cusotmizations

kindred viper
#

indeed

prime willow
#

:3

#

okie ill go apply this right now

#

thanksies so much have a nice sleep okay ❤️

kindred viper
#

oh I have a couple of hours to go yet. This is the quietest time in my house. I get my best work done in the wee hours 🙂

prime willow
#

yush yush my samoyed sleepy as heck so i can get work done too lol

plush yew
#

Hes catching all of the Z's

vast pawn
#

How do I open a project with certain actors in the scene hidden?

kindred viper
#

you would hide them before you save and close it. Then next time they will be hidden

vast pawn
#

I tried that already; doesn't work

#

so those huge icons that get in my way I tried hidding them in the scene component by clicking the eye icon save close and then restart UE4

#

but I still see those icons again.

kindred viper
#

In the viewport -> Show -> Advanced -> Show Billboard Sprites. Disable that

#

@vast pawn

prime willow
#

@kindred viper oh i almost forgot sorry sorry but can this method apply to the leg skin material and arm material and chest and face if the bodies skin material is split into multiple material slots?

kindred viper
#

sure. each slot can contain a material instance.

vast pawn
#

alright thanx @kindred viper

prime willow
#

and than i can just weave the color system to move all of the materials skin color at once? :3

#

via a widget of some sort

kindred viper
#

sure. The sky is the limit

prime willow
#

;D

kindred viper
#

although you can change that material too so really the sky isn't the limit. World Bounds is :p

prime willow
#

good good :3

#

id hate to change the skin color and only the legs change >_>

#

how would my super smexy demon race have every shade under the rainbowwww

thick nebula
#

is there a way to not use the Navigation box for top down? it seems to take a long time to compile on large maps, i wonder if the started content is not appropriate for much larger maps

kindred viper
#

what do you mean by navigation box? The NavMesh?

prime willow
#

if i setup a material do i have to save it after making changes one by one

#

actually

#

i can test this xD

kindred viper
#

pretty much yeah. its compiled

prime willow
#

wait i can just hit save all instead of one by one o-o

#

nvm have to do it one by one lol

marsh swallow
#

Destructible meshes are no longer visible until you fracture them. This is only in packaged builds and is apparently a result of using: "Support Compute Skincache" which is required for RTX

#

Is there any way around this?

plush yew
#

Hello everyone. I have two questions

#

Can someone please help me on increasing the wind in my foliage?

marsh swallow
plush yew
#

Tried, but it seems like nothing happens

marsh swallow
plush yew
#

Like there is some movement, but not sure how i can increase it

marsh swallow
#

I just showed you. Incrase the intensity

#

but its also dependant on the mesh and the way you make the UV/material

plush yew
#

Where do i see the editor? 😟

marsh swallow
#

huh?

#

what editor?

plush yew
#

this has some movements - quite abrupt, but it doesnt show that in the main scene

plush yew
# marsh swallow

where do i see this, or add this and to what should i be adding this too?

#

A bit of a noob

marsh swallow
#

Ahhhh i see. You have to go into the material for the mesh itself

#

so you see that green thing there on the right.

#

Thats the material instance open it up and then scroll down the defaults list and find Parent Material

#

open that and you should have an editor and see the Wind Function

plush yew
#

there is no wind function

#

I think i got it :))

#

thanks @marsh swallow

marsh swallow
#

Yup! there ya go bud.

plush yew
#

I have another question 😇

#

Has anyone made houdini engine work? I am getting some windows SDK error when i try compiling it

kindred viper
#

install the windows SDK its asking for

plush yew
#

You mean, i have to install a new windows altogether?

kindred viper
#

no. google for Windows SDK

kindred viper
#

thats one of them. there is a Win 8 SDK too. Might wanna get both

plush yew
#

Oh wow! it was a separate tool! Darn! I wasted 3 days thinking its an entire OS

#

thanks @kindred viper will give that a shot

kindred viper
#

no worries 🙂

thick nebula
#

anyone know what this is? [ERROR] Channel registration failed. Reason: Only one usage of each socket address (protocol/network address/port) is normally in swarm agent? i tried opening up the port in my firewall but nobueno

fleet sparrow
#

Is it possible to convert a Plugin to project?

kindred viper
#

not really. a plugin is essentially a module or collection of modules.

thick nebula
#

in case anyone.. gets... t h a t . . . i s sss sss uuee

thick nebula
#

is there a way i can make is so navigation doesn't need to be built every every time i open my project

stuck linden
#

does anyone know why my anim bp (apply additive) makes it change location/scale... (2) is where its supposed to be (1) is when i select the animbp for the mesh

#

heres the code on the anim bp

pastel ginkgo
#

Anyone know why my actor is black after building with gpu lightmass? I have to check and uncheck overridden light map res to get it back to normal.

random slate
#

Hey everyone , I have one question.... I installed UE 4.26.2 in my Mac with Big sur OS and it gives me a red blue default screen which I can't change back to normal, however this problem doesn't occur on UE4.24.3 version. I wanna try Meta Human which is only on the latest version, does anyone know how to fix this blue red lighting.

devout whale
#

Any one know any ideas on what to add to a zombie survival game ? Want to make it pop from the rest I suppose

naive dune
drowsy snow
#

If I have to give general suggestions: take cues from your favourite survival zombie games. Look for what makes them stand out to you. Imitate and iterate upon it.

steel shell
#

i have mesh_LOD0.fbx and mesh_LOD1.fbx... how do i setup the lod automatically on import?

plush yew
#

anyone knows why i get this error?

little osprey
#

I'm surprised this discord didn't die..

plush yew
drowsy snow
drowsy snow
plush yew
#

how do i do that?

drowsy snow
#

Just set the movability flag to Movable in the Details panel.

plush yew
#

i dont see that option

naive dune
plush yew
drowsy snow
#

The SkySphereMesh, not the BP itself

fierce tulip
#

mainly because of how annoying the moderators are XD

plush yew
#

got it. Thank you very much @drowsy snow

rigid belfry
#

why is my bound event getting called?

#

shouldn't the bound event only fire when i call it? i am not calling it from anymore right now

weak heath
#

Hi, I want to make a tool that read skeletal mesh bone positions make some calculations and export data to json files. Can it be achieved with blueprints?

proud dome
#

Yo guys, im making a third person game with first person perspective (its an multiplayer game), and i want to know how to make a system with guns, and relatively everything that comes to fps games. Im making a game that has similarities with "Due process" and "Unturned", so i need to know the most efficient way to implement first person perspective, so making animations for gun aiming and all that wont be that hard.

devout whale
drowsy snow
devout whale
#

Oh yeah true I suppose. Well they basically do ig. I was thinking of combining cod, rust and zombie mechanics into one game. Even if its not a huge success

#

Haven't heard of that game before. Might have to check it out

devout whale
# proud dome Yo guys, im making a third person game with first person perspective (its an mul...

If making fps gun animations I would check this video. https://youtu.be/IV6XP-EDzw8

Thanks for watching and happy new year, thanks for all of the support recently. I have a few animations planned, then I’ll release a similar tutorial for 3DS Max. Thanks to everyone who helped with this tutorial :)


Blender Rigs Repository: https://docs.google.co...

▶ Play video
proud dome
devout whale
proud dome
#

as i said im making a multiplayer game

devout whale
#

Oh alright, sorry then no clue in what I could help in

rigid belfry
#

most of the code is in cpp iirc

proud dome
#

yeah i know that, i just dont know what my next move is to make a smooth aiming animation, since the first person i have atm is cast to third person character

rigid belfry
#

if you're interested, open the epic games launcher and under the learn tab, if you scroll down you'll find "shooter game"

proud dome
#

Is there a way to completely disable animation on a bone?

stuck linden
#

does anyone know why my anim bp (apply additive) makes it change location/scale... (2) is where its supposed to be (1) is when i select the animbp for the mesh

fierce summit
#

Hi friends,
So i'm still working on my Iron Man simulator and my iron man character needs to fly. Currently i have problems with the hitbox and collision detection and i would like some help on the matter. I've been told a tird person character is always meant to have an upright capsule and its not meant to rotate on other angles than its yaw. But because Iron man can fly horizontally i've setup another capsule that contains my mesh and that i can rotate however i want to fly in all direction. My setup looks like this:

#

The problem is that the Character capsule does not collide with anything as show here:

past basin
fierce summit
stuck linden
#

It's extracted from a game @past basin i doubt is that

#

also i tried it.

past basin
#

There may be a scale setting when importing like static meshes but not sure. At worst case you have to scale the animation down frame by frame in blender

stuck linden
#

how do i do that

marsh swallow
#

@fierce summit it will never work and heres why

#

This is an age old UE4 issue when it comes to registering the collision of the capsule with physics and hitting into static mesh objects. You will experience this with things like mounts as well. We explored this awhile back and found that you have to rebuild from the ground up your own MovementComponent

#

The MevementComponent is what is responsible for causing the block against the meshes. Its just holding you in place. and ONLY the root Collision is calculated in the MovementComponent that comes with character.

#

So u will need to create a new pawn (not character), and make your collisions u need then make your own movement component.

#

then it will work just fine. :) We never ended up implimenting but instead just fudging a 1/2 way in the middle solution which is making it larger around the character and then juat bending the mounta neck left or right.

olive ginkgo
#

if ur making different colour themes for a game, is it easier to have a base image you use for all different themes and code the themes in or have premade graphics for each different theme?

fierce summit
#

Second: This is a freaking nightmare ahah

fierce summit
fierce summit
modern kite
#

Is there a way to monitor performance in a development build?

fierce summit
merry bison
#

I have a floor which consists of a cube static mesh. I'm trying to create a hole in the floor with a subtractive geometry box and it doesn't work. Because one's a static mesh and the other is a BSP, I'm guessing. So what would be the best solution to create holes in the floor? I'm thinking, skip the current floor and create a new floor with BSP and subtract the hole with a box then convert those to a mesh... or is there a better/smarter way?

marsh swallow
#

@fierce summit okay so yes its not easy to do however i think someone made a superhero kit that has what u want with a custom character and movement component.

weak cypress
#

how should i start a new project?

marsh swallow
#

so something to keep in mind is think about the weapon you have in hand. it clips through walls even though you put collision on it and then set it to block all channels. because the physics engine is not rendering it as blockable because its all based on that root collision capsule.

#

this is also why vehicles have their own movement component because it polls collision differently based on many points.

#

We did all the work like 6 months ago in testing to prove this and come up with solutions

#

but the solution was to start from scratch on our chars movement component and we just werent gonna do that for only mounts (horses and such) 😂

sand inlet
#

I have seen a few nice level elements that people use for scale in their generic scenes. It is a grid object for walls and the ground which help visualize size. Are those builtin or freely available?

stuck linden
#

How do i deal damage to a character? I was using my enemie BP as a "SkeletalMeshActor" and it was working, when i switched to Character it doesn't work anymore bullets go right thru him

fierce summit
fierce summit
maiden sundial
#

Anyone ever faced this problem when importing a skeletal mesh into Blender ?

#

Should normally look somewhat like this

hidden aurora
#

Can we download old versions of a purchased product in the marketplacE?

maiden sundial
hidden aurora
#

Would you mind sending me the file so that I can try, if you want.

#

Check collision channels

analog summit
#

Hi!
When I test the game in editor, it is ok, it works.
But when I compile and play the game on my phone, I get the cast fail error.
Any idea why?

distant cobalt
#

Heyy I can c++ is it hard to Code with ue sdk?

fierce summit
cloud igloo
#

I'm trying to revert my running animation back to the default animation. The problem is that when I copy and paste the positions, the numbers change! Can i unlink them?

proud dome
#

How do i deny an input key while in this animation?

analog summit
cloud igloo
#

But the problem is that I dont want that animation

proud dome
#

and send a screnie

#

you prolly have set changes here

cloud igloo
#

Im referencing the original default tracks rn and I'm wondering if I should delete these?

proud dome
#

Go in those tracks and delete the key points where the rotation is made

proven mauve
#

Is there a way to get current UE4 version from command line?

#

Something like ue4 gen, but for ue4 version?

cloud igloo
#

Will do thanks!

analog summit
maiden sundial
#

Is it just me, or is it a shame that assets from the market place don't provide the raw FPX files(I obv just mean that for assets like static meshes, skeletal meshes..) ?

proud dome
tacit sonnet
#

anyone know how to get the edge of an object easily ? i want to spawn wall along the edges of my floor but my floor size can change so i want it to be dynamic to the edges of the floor. any ideas ?

analog summit
#

so you will use the arrow location to spawn the wall at that loction

tacit sonnet
#

ill have a look. thank you @analog summit

cloud igloo
#

Does anyone know how to get the camera to follow the direction you look

analog summit
cloud igloo
#

Alright thanks

cloud igloo
#

I've added a slide mechanic to my game. The current key is z but how do I make it so that it has to be shift + ctrl?

analog summit
#

you can use "Is input key down" node

maiden sundial
analog summit
#

so you can have two of this

cloud igloo
#

Thanks guys Ill try it out!

analog summit
cloud igloo
analog summit
#

That one, or last one... You have more then 1 way to do this

cloud igloo
#

Alright cool thanks!

dense knoll
#

why does ue4 source take so long to open

#

*The zip

fading forge
#

hello, i'm working on a student project and I have some problems when i try to build, does someone have an idea?

analog summit
#

you compile for what?

marsh swallow
#

@fading forge Find which BP threw the error up above in the cook and see which Function needs refreshed in a BP.

fading forge
#

ok thanks i'll try that

#

Is there a way to find which blueprint cause the error? 😅

analog summit
#

do you use plugins in your project?

pure wasp
#

no I just have those, but not enabled and never been enabled

fading forge
#

I called my friend who is in charge of the blueprints

analog summit
#

Are you able to package a clean, blank project successfully?

fading forge
#

Normally none was added

pure wasp
devout rose
#

Can anyone tell me if the foliage tool in unreal works with BP Actors ?

pure wasp
analog summit
#

can you share the log file?

pure wasp
#

Can i send the doc txt here or in private ?

analog summit
#

try it here, maybe other people are looking at the file

pure wasp
#

did you mean the blank project log file or for the real project ?

analog summit
#

the log file from the one with the problem

pure wasp
analog summit
#

is this project for VR?

pure wasp
#

nope, but we use a template (the CCG toolkit) and maybe this one use VR at some points

#

but i managed to package the project before without any errors

#

and today it doesn't work

analog summit
#

what is different now about the project from what it was when it worked?

#

new textures?

pure wasp
#

new blueprints, new meshes, new textures, new materials

#

(btw thanks for taking your time to help us)

winged crypt
#

How do we disable Chaos in 4.26 to use Physx again?

grim ore
#

4.26 normal build doesnt use chaos

winged crypt
grim ore
#

did you get the normal version of .26 or the special chaos branch or did you compile it with chaos support?

#

chaos just "doesnt happen" unless you make it

winged crypt
#

Ah gotcha, I think we have the normal. I just noticed all the Chaos plugins are enabled 🤔

grim ore
#

that sounds like maybe the chaos branch then. you should be able to just disable the chaos plugins

digital anchor
#

its also enabled here (without chaos)

grim ore
#

I gotcha but I dont think its actually "enabled" in the engine unless you specify it

digital anchor
#

yeah its doing nothing probably

analog summit
fading forge
#

We have some errors about the reference, but we don't find it in the project

pure wasp
analog summit
#

Try to find where in your BP you use that.
Open any BP, Ctrl+F , type M_infiniteTexture and press the small button from the right side. It will search in all your BP's for that texture

#

let me know if you found anything

pure wasp
fading forge
#

same

analog summit
#

you used this, oK? Just want to be sure 😄

pure wasp
#

yep ^^

grim ore
#

its possible that texture is a redirector to a texture that is now gone,was never there. Search the project folder itself for the redirector or try and fix them all up lol

analog summit
#

D:\you\Epic Games\Games\UE_4.26\Engine\Content\EngineSky\BP_Sky_Sphere.uasset ?

fading forge
#

should we delete it?

analog summit
#

try to find if you use BP_Sky_Sphere in your project

fading forge
#

it's this one?

#

I used it in the environement

analog summit
idle dragon
#

Does anyone know how to make a good foundation for an allied AI team and an enemy AI team?

#

Is it just a case of making a class?

fading forge
#

I remember when i wanted to add it to the project I had some problems

#

but I don't remember exactly

analog summit
# fading forge it's this one?

Or you can just Right click on that BP_Sky_sphere > Referemce Viewer, if you will see just the BP in the viewer, is not used

devout rose
#

thx 🙂

fading forge
analog summit
#

but if is something like this, it is used. In my case, in level01

fading forge
#

Maybe we can try to delete it on all the maps and rebuild?

analog summit
#

yep, but first, backup your project

analog summit
fading forge
#

Yes we use the "Enviro" level

merry bison
#

I watched a tutorial once that described which folders are required if you want to send your project to someone - and which folders that can safely be deleted. Can't find that tutorial, does anyone remember which folders..?

pure wasp
#

same amount of errors in the log

analog summit
#

In Project Settings > Packaging, add the levels you want to build into 'List of maps to include in a packaged build'

analog summit
plush yew
#

I don't understand what I have to do to have the opacity?
I need that, too.

bleak zodiac
#

swtich from "opaque" to "translucency"

pure wasp
plush yew
#

Thank you

pure wasp
#

with the 3 levels we are using now in the "List of maps to include in a packaged build"

radiant venture
#

Hello....i wanted to ask a Question that can i use the free unity store asset packs in my commercial game in ue4, because the asset packs i want are under standard EULA and i guess that according to standard EULA one can use it in any engine i guess im not sure so if someone could help me in it i would be very thankfull. :) thankyou

#

Finally someone...

merry bison
radiant venture
#

Yeahh... i will then... thankyou

merry bison
#

np

analog summit
pure wasp
#

nope, 99 errors

analog summit
#

log file 😄

true ridge
#

Kinda dumb question, but what exactly is the control rig for? What would you use it for outside of what you do with animgraphs and all that?

pure wasp
plush yew
#

so i made a 3 players multiplayer game and idk why but in game i get 20 fps
but when i stop the game i get 100 fps

topaz monolith
#

I am using a png 512x512 of a white circle in the widget BP, the quality in game is pixalted, does anyone know how to fix this? i guess u cantdraw circles straight in the widget bp?

plush yew
#

I need to change color material in the white clouds to pink clouds of "Volumetric Clouds" any idea how to do it?

pure wasp
#

That was my conclusion at first, I tried to refresh all my blueprints and see if I could fix thos world context but it change nothing

#

Unfortunately the solution proposed on this post doesn't help

raw iris
#

Hello im new to unreal im making a horror game and download horror engine at the start it has some guy talking how do I remove that audio clip?

raw iris
#

No when I downloaded the pack it said start project so i clicked that

#

Im not sure if im making the game on the wrong thing and am just on the map that showcases the assets i might be

pure wasp
#

i can't help if not in BP xD

kindred viper
#

if it's in a blueprint function library, it should need a world context and to be static functions right?

#

if the post said removing it helped, then perhaps its being used before the world exists.

sage tree
#

I need some help, not sure where to ask because its about the editor not development. whenever I am using UE4, my microphone volume in windows is super quiet, and stays that way until I move the recording level slider in windows sound control. its REALLY frustrating.

#

I keep it at 90, but when using UE4, it sound slike its at 1, and I have to move it to any value, usually to 100, then back to 90, and its fine, but it does it again randomly while I am working.

olive rapids
#

Hello everyone! Please help; i bought a model from marketplace. It is rigged to epic skeleton but i dont need. I only want to animate with mixamo, i tried retargrting but i doesnt work. Do you know how to export the model without rig? Or have got any advice for this issue?

kindred viper
#

@olive rapids if its a skeletal mesh you can merge the mesh and it will create a new static mesh with a baked texture.

coral lotus
#

hello...can anyone help me here. None of my Quixel surfaces are having any sort of displacement or tessellation at all. I've enabled Displacement in the mixer settings before importing my surfaces and I'm using the most up to date clients for bridge and UE4, yet I'm getting no displacement at all.

analog summit
#
  1. re-compile all the BP's
  2. This is what a guy said on the forum: "my problem was due to a corrupted variable"
sleek spear
#

there are some assets i need in every project, i update these assets frequently and i dont want to copy them to each project after each update. can i work with symbolic links and directory junctions etc?

#

i guess i will try it

pure wasp
polar fossil
#

does the foliage system generate the positions on the gpu at runtime like decima, or does it cache them to disk?

stray smelt
#

any suggestions for how to optimize a large crowd of spectators? I've tried changing(removing, basically) shaders and reducing polycount, but the fps increase is negligible. I assume the animations and skeleton is the highest resource drain?

polar fossil
#

they were using a lod system for the crowd and only had high quality fully rigged and animated actors near the player

#

they had a second lod with high geometry but low rig (no finger animations)

#

they had a lower level with geometry and even lower animation rig

#

and their final lod was a low poly version with only vertex morph animations no rigging

stray smelt
#

nice. I will take a look. I've tried reducing the overall quality (shaders, polys) to PSX-level. However, this actor does consist of several meshes (e.g. legs, feet) so it would make sense if that's why

polar fossil
#

i'd also look what niagara could do with instancing those morph animated spectators

stray smelt
#

these are great pointers. thank you!

polar fossil
#

no problem

faint juniper
#

How are Element IDs decided for Materials? I need to switch Element 0 and 1 around positions

coral lotus
#

hello...can anyone help me here. None of my Quixel surfaces are having any sort of displacement or tessellation at all. I've enabled Displacement in the mixer settings before importing my surfaces and I'm using the most up to date clients for bridge and UE4, yet I'm getting no displacement at all.

thick knoll
#

Hey peeps! I am trying to create my own Conolution Kernel but for some reason no matter what I do it colours the entire screen (even when set to 0 scale) and blurs my entire screen the more I increase the convultion scale but this doesn't happen with the engine default

#

I have it setup to be a 32bit EXR, I know this part is working because I imported / exported the very same one from the engine and it works great, it's just my own custom ones that do this weird stuff!

calm pollen
#

does anyone know how to make a button that screenshot's the player's screen then puts the picture in their photos library on mobile?

drowsy snow
thick knoll
#

I feel like I have seen something in the store for screenshots

arctic path
calm pollen
somber rover
#

Epic answered my refund request and agreed the char is in fact not rigged properly and going to give the dev 2 days to fix it or give me a refund

pure wasp
kindred viper
#

@somber rover wow thats unusual

plush yew
#

I need some help here please!
There's an object that when my character take it will be immortal for about ten seconds. How could I do that?
can I use a timer on the death?

drowsy snow
potent bridge
#

Anyone got some experience with GoodSky?

somber rover
#

This is the 3rd char I’ve bought off the market that the dev claimed was rigged to UE skeleton and upon my refund request epic agreed it wasn’t

calm pollen
drowsy snow
potent bridge
#

@drowsy snow Unfortunately thats out of my own range. I'm trying to get a day/night system but it seems to not display the moon if I set it to have a day/night system

drowsy snow
#

Especially now in 4.26 has superior built-in Sky Atmosphere and Volumetric Cloud system, so yeah

somber rover
#

Good sky is pretty awesome and been around a long time. I remember back before it was on the market, u had to pay a monthly sub for it

plush yew
#

I duplicated an animation, how do I change the time the animation lasts (not rate, animation duration in seconds)

kindred viper
#

depends there are several ways. You could have anim notifies tell you when you hit the time you want, then fire an event.

plush yew
#

there should be a simple way of doing something so basic

kindred viper
#

that is simple. You could get complicated with it though like manually tracking the time etc.

#

you could export the anim and change it and reimport too

plush yew
#

like there is no variable "animation duration in seconds" or something?

kindred viper
#

there are other accessible functions for such things too

#

sorry that page might be for the UMG animation time. I speed googled sorry but there is anim graph alternatives

#

im in a world of distraction right now my apologies

#

i would suggest anim notifies and fire an event which stops the animations

twilit hill
#

btw, possibly any news about ue5 i could have missed? is there a preview planned for around summer?

kindred viper
#

didn't you ask this like 2 days ago in here? 😄

twilit hill
#

about 10 days ago

kindred viper
#

theres no more info right now. You will know when it happens because the internet will be on fire.

twilit hill
#

yeah i hope, but "engine previews" can be missed by news pages

#

i really need to get my plugin stuff sorted out and it would feel a lot better if i can get a working set up on ue5 instead of landing in migration hell

kindred viper
#

dont worry about it. forward compatibility has been taken care of for the initial versions. I asked Tim Sweeney about this on Twitter

twilit hill
#

i hope ur right

prime willow
#

@kindred viper if i had a combat & movement system where different types of combos or functions will occur or would occur based on different situations like running/moving/jumping/grabbing an opponent like smash brothers etc

#

woould it be best to set this up via state machines

kindred viper
#

yes

prime willow
#

or is there an even better method for this

#

ok

#

yay

#

;D

#

oh also

#

hmm

#

ill look it up before i ask im sure someone knows the answer xD

twilit hill
#

also can you confirm or deny a theory of mine? out of all the plugins i use, the octahedral imposter creator is one of them but if i understood that correctly, then UE5 will automatically cull complex geometry right? so in "thoery" i shouldnt have to worry about ... LODs? or did i do a reverse-pessimist there

#

well cull is certainly the wrong term

kindred viper
#

im not 100% sure but that may be correct. However considering Metahumans are still setup with LODS, there may be cases where it won't be effective

twilit hill
#

yeah i can theorize about that in my mind as much as i want, they will just be theories

#

hope its not just a console thing

plush yew
#

in epic installer

#

I get this

#

but I did what it said and its still giving me same error?

near pine
#

why isnt it showing cursor

plush yew
#

what do you want it to do?

near pine
#

show my mouse while im playing

plush yew
#

show the cursor in front of the player?

near pine
#

its 2d

plush yew
#

ok but show in front of player or what?

near pine
#

on the whole screen

plush yew
#

ah so you need to set it to show on screen fully

near pine
#

while im playing i want to move the mouse across the whole screen

plush yew
#

at the moment you have it set to nothing

near pine
#

oh

plush yew
#

like your setting target

#

but not mouse cursor

#

so its not doing anything

prime willow
#

@kindred viper if i have multiple meshes using the same skeleton

plush yew
#

(btw I don't actually know blueprint just stating the obvious what I see)

prime willow
#

if i retarget animations to said mesh with skeleton

#

does all of the other meshes sharing the same skeleton have acccess to those retargetted animations

#

or must i do this to all 16 meshes o-o

kindred viper
#

if the mesh is skinned to the skeleton you can switch the mesh. But the skeleton is what has the animgraph stuff targetted to it

prime willow
#

ah

kindred viper
#

so switching the mesh wont affect that

prime willow
#

so shared skeletons and animations blueprints to said skeletons

#

are shared with all meshes sharing said skeletons

kindred viper
#

yeah animations aren't mapped to the mesh (unless its vertex anims) so the skeleton is the key

prime willow
#

oh

#

wait what if i want to change some of my meshes animations

#

though they share the same skeleton

#

like my elf race moves more floopy and floaty

#

and the humans more gritty

#

and the deamon race more crunchy and aggressively

#

could i map this to the mesh?

kindred viper
#

you can add more animations

#

no its the skeleton not the mesh. The mesh is just a visual skin

prime willow
#

i dont want to burden you with the how too i know that can be stress

#

just the terms im looking for lol

woven hound
#

Hi 🙂

prime willow
#

hi :3

kindred viper
#

you can create several different Control Rigs and have that alter specific animations and such for you, but thats next level right now. Its better to just stack more anims that aren't logic driven in the animgraph (ie. they just play/stop)

prime willow
#

oh

#

so control rig can work as a mediator

kindred viper
#

yes

woven hound
#

Anybody have hum3d bus model?

prime willow
#

for same skeleton performing different animations in run time

kindred viper
#

you can use it for all kinds of magic

#

its like an exoskeleton

prime willow
#

i like control rig more and more with every day :3

kindred viper
#

but its got "units" which are just anim nodes

prime willow
#

oh thats cheating

#

i love that so much xD

#

its like a skeleton

#

on top of your actual skeleton

woven hound
#

It would be lifesaver 😅

prime willow
#

ive been watching videos about it whilst working on cc systems

kindred viper
#

yeah and it can have more "control points" than your bone setup so you can add things like tails, hair and such that dont exist on the base skeleton

prime willow
#

woah woah

#

wait

#

i can make a tail

#

and ear ears

#

dress up a model like a furry bastard

#

and snap those on

#

in pieces and have them just work

#

as if intented that way

#

just because

#

o-o;

kindred viper
#

sure check out the control rig livestream/videos there is a demo of a scorpion with full IK rigging done entirely with the control rig

prime willow
#

i saw

#

i didnt realize that was like

#

applicable to any mesh form

kindred viper
prime willow
#

sdfghjyrtesd

#

this makes me very very very very content

#

:3

#

can i save this conversation for reference

kindred viper
#

indeed. I did a good week of study on control rig last year. It was great but at the time it missed a few features that are now available.

kindred viper
#

you can retarget anims between control rig and Sequencer now. So you make animations in game and export it from the sequencer as an FBX et voila. No need to do the import/export shuffle for minor tweaks

#

and its non-destructive to your animations

prime willow
#

:3333333333333333333333333333333333333

#

well i neeeeeed to work with control sooner than i thought than

#

ok ok thanksies

#

ill get back to work now

kindred viper
#

no worries

prime willow
barren ocean
#

UE beginner here. Is it normal that I can't even open some big UE projects with my current PC? Sometimes it just won't finish loading the project (stuck at xx%). Other times it outright crashes.
Here are my specs: i7-7700 (3.6GHz, 4 cores), 32GB RAM, NVIDIA Gforece GTX 1060. Is my PC just not powerful enough, or is it a common thing?

#

For example right now the CPU has been at 100% for like 5 minutes and UE just says "Initializing ... 45%" but doesn't increase at all.

kindred viper
#

that is because it is compiling shaders in the background before launch as it needs some to render things. You have to be patient but if you look at your Task Manager (presuming windows) you can see under the UE4.exe that its shader compiler worker should be running several instances

#

So its very normal for this to happen, just need to wait

#

it will only need to do it once because it stores the data in a Derived Data Cache for later use

finite lark
#

Dumb question, how do i take the first element of an array?

#

there is no command to pick an element at index

digital anchor
#

MyArray[0] in cpp

#

MyArray -> Get 0 in bp

near pine
#

HELLLP

#

this is my code

finite lark
#

thanks

near pine
#

im tryna rotate character to mouse

finite lark
#

Halo 3 weapon

#

❤️

near pine
#

but the character jus dissapears

finite lark
#

alot of memories

main ice
#

Hello, I would like to ask for some advice for beginner, I started learning unreal engine few days ago and I am interested about blueprints, any tips how to learn, where to learn etc..?I will be happy for any advice

thick knoll
#

Is it possible to have the same part of a mesh display to material shaders at the same time?

finite lark
#

trying to make the camera looking a certein point

#

however idk how to

#

anyone knows a quick command?

thick knoll
#

@finite lark this ?

finite lark
#

to make it short... after sorting an array of enemies by theyr distance

#

i need to make the camera focusing the one at the index 0 that should be the closest one

finite lark
thick knoll
#

it takes 2 vectors and gives you a rotation so it will make the initial object rotate towards the final object

finite lark
#

maybe this ?

thick knoll
#

yea

#

so you would take the rotation output of the find look at rotation and plug it into the new rotation, based on an event tick for testing it works ok

finite lark
#

so like this

thick knoll
#

doesn't look like you are using the same node, but if your setup works, sure!

barren ocean
echo frost
#

Yeah, unreal keeps crashing when I make a new project so that's just nice

distant cobalt
#

is it hard to use quixel in ue4?

#

landscape etc

tawny nacelle
plush yew
#

how do I play a montage in an animation blueprint state?

olive ginkgo
#

Is there a channel here with some quality YouTube tutorials for small projects? To learn stuff like basic environment creation and lighting etc

prime willow
#

ok if i have a system like chip damage

#

lets say each attack blocked takes 2% of HP

#

but i want to have different archetypes of weapons

#

do different chip damage amounts

#

would it be best setup the chip damage system

#

than turn the blueprint into variables that you add to the weapon archetype blueprints

#

so each weapon archetype can change how much is taken or left from HP or would it be best to set up chip damage individually in each weapon archetype

dusky slate
#

Does anyone know how i can make my Screen space Widget hidden when behind objects? (without a linetrace)

prime willow
#

@drowsy snow ;O;

dense agate
drowsy snow
prime willow
#

something like that

#

where each weapon has their own chip damage falloff based on the attacks damage

#

and each weapon has its own amount of chip damage

#

or special systems that apply

#

like more knock back for using crudels/stick weapons

dense agate
# dense agate

Hay so I need help with This. When I paint a layer with another it doesn't compile even after the countdown is up. tried to wait, tried reapplying it after erasing but nothing. Can someone help me out?

prime willow
#

or katanas have less hit stun on combos or more recoil on block

#

as well as different chip damages for hitting blocked targets

#

hence using chip damage as an example

#

of base systems

#

that each weapon has different values for

#

o-o

#

i hope to god that makes sense

#

i know parent and child blueprints make this possibly easier by chaining blueprints lol

#

but should i set them up as indidvuals blueprints and plug um in as variables or do them seperate in each weapons setup

drowsy snow
#

I get it. Here's my method, there's a bit of math involved, but it's simple enough:

  1. Enemy send amount of damage to player character
  2. Store the damage into a variable before actually applying it
  3. Check if player is blocking at all. If not, apply the damage and end function.
  4. Check what weapon is used to block the attack, and get its chip damage percentage.
  5. Multiply the stored damage value with the chip damage percentage. Example:
x = 120 (1.0 - 90 ÷ 100)
x = 120 (1.0 - 0.9)
x = 120 × 0.1
x = 12```
6. Once you get the deducted damage, apply it to the player, then clear the variable.
prime willow
#

ok that sounds really good

#

but

#

i mean on a blueprint setup base

#

if that makes any sense

#

do i setup things like hit stun in its own blueprint the function i mean

#

chip damage seperately

#

the same for stuff like knockdown or stun or you know these game mechanical functions

drowsy snow
#

brb making the BP rundown

open eagle
#

what would be the easiest way to have my character walk back and fourth, like have it walk to the left until it's X location is under -600, and then walk right until it's X location is over 600?

prime willow
#

do i make their own blueprint classes than plug them in to other blueprints as variables or make them all in 1 giant blueprint and go from there or make them in each weapon type of blueprint seperately lol

#

@drowsy snow also good format lol o.o

#

better than what i was gonna do lmao

drowsy snow
open eagle
prime willow
#

wait

#

so i would create a master class blueprint

#

and would i load in all of the functions i named above like, hit stun, recoil, chip damage etc etc work in there

#

and have it just inhereited

#

and if so from that point would i turn each seperate function to a variable to plug it into the weapon type blueprints so they can change specifically when such weapon is equipped or in its assigned use

#

or would it be better to set that up also in the masterclass bluerprint lol

#

sorry for the really weird question

#

its just something that keeps crossing ym mind and im getting closer and closer to having to set that up

#

and its kind of scary how easily i can screw this up

#

im using chip damage as an example

#

but this is the kind of thing i would sort of apply to classes and how that effects your characters

#

like warrior mage rogue or things llike roles be it tank dps healer etc

drowsy snow
prime willow
#

so would something like damage dealt, chip damage dealt, stamina lost when attacking/blocking are these the kind of stats you would say in the weapon blueprint o.o

#

or the exchange/format you were explaining earlier

#

oh i think i get it

#

like if katana gives 1+ str

#

that goes into weapon blueprint

#

but the whole exchange for chip damage per say would go in master class

#

as its universal and applies to everything even if it changes via which weapon is used

#

right? xD

drowsy snow
#

Correct 👈😉👈

prime willow
#

so the latter is correct? :33333

#

is this also how iwould setup class functions like mage class stat changes and such, warrior stat changes, rogue for example as well

#

in its own master class blueprint :333333

#

because if so than its not so scary lol

#

oh wait i think id be the same way as weapons right

#

setup master class

#

than their own blueprint stuff for classes

#

instead of weapons O:

drowsy snow
#

Yup! That's the way you would do it.

prime willow
#

oh thats really really reaaaaaaally cool

#

dang its so stupid and simple at that point

#

oh

#

one last question

#

and than from there i just setup some kind of jankness where you can slap around the classes which change which blueprint applies to which character hence changing their class/weapon right? @drowsy snow o.o

drowsy snow
prime willow
#

oh

#

well i want classes to be swamped around like you would in final fantasy xiv

#

same for weapons, roles like healer tank, dps and a few other systems that allow player excpression and builds

drowsy snow
prime willow
#

oh ok that would be really good

#

hell i could help you too if theres something you have an issue with that i have knowledge in xD

loud meadow
#

hi guys can someone help me
i want to do a footsteps sound in first person character with bluepint pls help

#

can this work

#

pls help me

dense knoll
#

How do you export meshes with shape keys correctly

dense knoll
loud meadow
#

how

calm pollen
#

anyone know how to make a random number/letter combination? And then bind that to a text to show

dense knoll
#

in the mesh editor

ocean anchor
#

Where would I go to ask how to make a third person camera? I am new to making games

open eagle
#

there's already a third person base in the project selection thing

ocean anchor
#

but I want to make it from scratch

open eagle
#

I would just learn from that

ocean anchor
#

😦

#

damn

#

😦

#

please someone tell me how to make one or a tutorial, i really want to make one with the game i already having, already made a cool obstacle course and stuff

spare kernel
worn wasp
#

Anyone knows why wheels are far from the body and not in the wheel position? The green cylinders in front are wheels. I used the Showdebug Vehicle command

merry oasis
#

Hello i would like to have a loading screen when i transition between my levels. To get to the next level you must collide with a certain Object. Here is the code that i have tried but instead of loading my level it just loads the loading screen.

worn wasp
#

There is no Open level node

#

It will not open any level