#ue4-general
1 messages · Page 985 of 1
@grim ore it took me a while to realize that’s not a Pope hat
lol
How can I look up a hostname to get an ip to open a tcp connection?
yea right now by hand yeah..i dont plan of having branching dialogue tho
in c++ with GetHostByName
in blueprint, no idea, maybe it autoresolves the hostname
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...?
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
something like that
that might be because your whatever ticks before the master pose component
you can set when something should tick, if you don't need physics on your "slave" you can set it to tick after physics
you think this is due to physics?
if you get 1 frame lag
more like in the video
hm, no idea, i don't know what happens there
is that the picked up weapon which shows up in ref pose for a frame?
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)
but that's just some guessing, not sure if it would solve the issue
yeah that s why i m doing
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
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.
maybe try with a one tick delay, e.g. set master pose component and stuff => delay(0) => set weapon to visible
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
the delay only works in event graph, so you might have to move some part of the logic over there
yeah anyway it s in cpp
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
Does anyone have any experience with getting displacement enabled with Quixel megascans and surfaces?
^for whatever reason having displacement enabled doesn't do anything
@coral lotus is this in ue4?
Yes : /
I think you need tessellation on the mesh right? But TBH I've not used it in UE4 before, just others like 3Ds Max.
@mint raptor it can persist until garbage collection cleans it up I guess as GC isn't instant unless you force it.
Actors will always be cleaned up as Destroy on an actor calls UObject->MarkPendingKill
so nothing will keep it alive
tho it should not tick, meaning destroy is likely never called it
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?
How to initiate animation if player has a specific movement speed?
Hmm, its only a PBR material, I'm using a Albedo, Displcaement, Normal and roughness maps for it
My issue was something else not related to level streaming thankfully
@coral lotus https://docs.unrealengine.com/en-US/Resources/ContentExamples/MaterialNodes/1_12/index.html
An overview of the Material Nodes example level, example 1.12: Tessellation Multiplier.
You read this?
how can I fix this? I made a water body, but deleted it and can't get rid of this error now
I hadn't seen that - thank you
Anyone know how i can increase the distance on which light is being rendered?
deleting the landscape gets rid of it, but IO can't just remake the landscape, there's painted layers on it
@coral lotus no worries.
@rustic panther can you try fixing up the redirectors in your project?
Right click on the contents folder and the option should be there.
how do I set a float output of a blueprint interface using a variable from another blueprint?
I want my blueprint interface to have an output = current speed of an actor
add it as an ouput to the interface
Are you possibly able to post a demonstration in editor? Apologies, for some reason my mind is having a hard time picturing it
I have the float output, but how do I set it in another blueprint?
your going to have to show a picture maybe of what you mean
ok ok
your other blueprint would implement this, so you probably want an input
assuming you call this from something else and pass in the float
Basically the output speed needs to = the current speed of a character, which is a float from another blueprint
do you know how interfaces work?
just learning them now
its just a generic event
I had a feeling this wasn't possible though
something somewhere has to implement it (have it on it), and something else can call it
so what are you trying to do?
@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?
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.
didn't have any, I do that often
Im currently using casting to solve it; but that's too intensive imo
@rustic panther just a shot in the dark from me there sadly.
so the vehicle, which spawns the actor, needs to pass a variable to the actor?
yes
once you spawn it, its already the correct class you just set the variable on it
no reason or need to cast
should only ever do get all actors once for rare things, there isn't a best way to communicate, but interfaces are pretty handy
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
@severe ibex yep no best way, it all depends on what you re doing
how exactly do I expose that variable? is it just a case of making it public?
@rustic panther @grim ore so you mention interfaces? Whats this exarctly?
@idle dragon little eye next to the variable.
Got it
the eye is not expose on spawn, expose on spawn is expose on spawn
I'll shut up
interfaces are things blueprints "subscribe to" and can be called without a direct reference
and you can pass any sort of information with them
@rustic panther oh fuckin' too much to handle at late night. Do you have a link to some documentation I can peruse later?
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
Cheers just found those :)
Would either of you have any input or opinion on how you would want assets to be prepared for use in engine?
like medium, rare or well done?
I'm a 3D artist but always eager to do things the best way.
the center is the pivot
Lol
More like draw calls over textures
oh well for draw calls as a modeler, you just need to realize how many textures you actually need per object
and to really think if you need a transparency
So would you say textures are far more costly than draw calls?
each material element is a draw call
and each object that isn't instanced is a call
if you makew a car you should have like one texture/material thats all transparency and one that's diffuse
textures cost memory
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.
But my own project has less pieces with perhaps more textures.
Is there a way to assign all actors with a specific material another material without clicking on each one manually?
but you should still make your assets correctly
@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
@grim ore
Sorry I might've mixed you both up, thanks to matthew i mean
@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.
right click in content bwoser -> asset actions -> bulk edit
@idle dragon you totally did lol
thanks
lol damnit.
@rustic panther I do actually work for a VR mobile company at the moment but there's no senior 3D artists to learn from.
I can be your senior 3D artist. I've got a theoretical degree in it.
@idle dragon is that theoretically good enough? :)
theoretically yes
Though technically I am the only 3D artist so that makes me the senior also
@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
so thanks :)
I guess I should try to find some authority on the subject but spending too long on Artstation makes me sad haha
oof never have i seen more talent concentrated in one website than artstation
really kicks your ego
@idle dragon MathewW is a gold mine of information, his WTF youtube series is perfect.
I'll look it up
Its fuckin ace.
I've subscribed to him
I must say though, he needs someone to make him better thumbnails for his videos
The man needs no clickbait.
the youtube gods won't take kindly to this
is it possible to get the currently used diffuse texture of a material?
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?
its not possible to bind the positionX Y in widget images?
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
how do i get this instead of
this
in animation composite
i cant find this anywhere cuz i dont know what to look up
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
Ever managed to understand this issue? Editor taking 30 mins to start up and seeing this each time
@idle dragon are there meshes involved with each projectile?
oh absolutely
Are they casting dynamic shadows?
how do i check?
Select the mesh in the BP theyre being made in
Should be in the details panel, "cast dynamic shadows"
Though you could also make sure they don't cast any shadows.
Done it, thanks. I'm still losing the frames though, hmmm
you have 130 or so projectiles ticking. You need to pool things
I've heard of pooling before
Hmm, dynamic shadows was a big problem for me, so thought that might be it.
Is there a good tutorial on pooling projectiles?
bear in mind, unless you need to actually see the projectiles, there is no reason to use a projectile. You can just trace hit
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
What exactly is object pooling? I have an idea, but only an idea
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
How do you pool exactly. I am curious as this sounds useful
Yeah, in a game where I'm inevitably going to have potentially hundreds of projectiles at once, I need this
can't be losing 10-20fps already when I haven't even started with the actual art assets
Im having an issue with my checkpoints where if I rotate it in the world, it inverts the controls when I start playing.
That's very bizzare. That's a snowy surface with displacement and tesselation, no real messing around with materials to achieve this?
@severe ibex here's a thread on object pooling i found, dunno if it fits your needs though https://old.reddit.com/r/Unity3D/comments/h0hvrh/how_do_you_set_up_a_robust_object_pooling_system/
why is the scene ( socket ) in the air or not in the right location
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
damn that shout out from 2 yrs ago
did you read the few messages below the one you tagged?
@neon bough thanks c++ is great for me, i my google powers tonight were useless
Hehe. Was desperrate, went hunting with search function
Fixed this specific one by just increasing to 2048, but ran into other bullshit now. Doing FAsyncPackage::LoadImports and Adding linker dependency for pretty much every file (discovered by turning on VeryVerbose logging).
it's like it's trying to rebuild all links every time I open editor
btw are there any free scattering tools?
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...?
what about GPU?
I'm running a 3070 as my gpu which is sitting at idle temps
oh
What exactly is running slow?
if its shaders then you could up the priority
i used Prozess Hacker 2 for that
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
on my old CPU that increased compiling times from 20 seconds to like 5
@idle dragon always good to know about it at least, thanks.
fps wise...? feels like 5?
Also just put all my viewports into Unlit, and it made no difference
An editor mode for Unreal Engine 4 which simplifies placing and transforming actors. - RoelBartstra/Designer
Support for Unreal Engine 4.25 and 4.26. A preview of the actor is now showing before spawning. Added minimum scale option. Added details customization so the UI is less cluttered. Added option for...
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?
thanks ill look into it @fierce tulip
@coral lotus i honestly dont know. does that happen in other projects too? how large is the project?
Hmm, is there an easy way to check..? or just looking at the file size in windows explorer?
show file size, task manager and what it looks like
here is task manager
my main_builtdata file is 254mb
@worldly cipher if thats any help..?
can your Ram go over 16gb?
windows sometimes sets it so you can only use half of your ram
other half would go to windows itself
oh yeah, i assumed you tried that lol
wait no
restarting ue4 often does the job for me too
as soon as I go back to a lit viewport, it goes very slow again
what does the scene look like
there really isn't much
whats the resolution of the textures and polycount?
also
check your priorities
on the ue4 tasks
that nothing is set to low
cant help too much with in-engine tough
hmmmm, this seems like an awful lot right...?
but yeah the outengine things
all 4k textures
I have no idea how I've got 8 million tri's
but that seems like quiete the thing
tried deleting the scape and see if that fixes it?
the 8 million tri's plane seemed to fix the problem
yeah I deleted it
wtf
did you import that from somewhere?
nope, dragged it in earlier
wait unless I made it from a landscape
I can't quite remember, but defo didn't import it
¯_(ツ)_/¯
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.
is there anyway to break a data table row by class? because i need to specify in rt which data table to read
i guess i can just feed it an empty one and then change the variable via code..dunno
shoot i guess it doesnt work
you have a ton of BPs?
Our project is huge, yeah. 58K files in our Content folder 🙂
Not sure about exact # of BPs
so it's probably a combination of a shit load of redirectors and hard references
Yeah, which is fine. But they're being reloaded every time opening editor
never did that on 4.20 - 4.25
only since went to 4.26 today
then I'm not sure because I thought previously all hard references were loaded
when opening the editor
but that just goes to show the flow of references is bad if this is happening
LogStreaming: Verbose: FAsyncPackage::LoadImports```
you should be loading things as needed
When I turned on Verbose logging
300 MB log by the time it finished
just with that stuff
endless loading and linking
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
can you get the Editor Bookmark camera positions in blueprint?
in the level blueprint or something?
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
so I can use the "Create Camera Here" option to make a camera instead of trying to use the bookmark
@somber rover looks like the preview mesh is the issue, which you can change
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
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
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
hello, is there anyone around who might be open to answering some mixer questions? I'm giving it my first shot today.
if you are using that character, why not use its skeleton?
because whenever I just retarget the anim_bp to him, he doesn't move anymore after I attack
which anim_bp?
@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?
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
then your AI would be using the old anim_bp and skm since Im assuming your AI and old player shared those?
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
yep and your not trying to use 1 animbp for both meshes are you?
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
but when I do the same thing with the cartoon boy, it doesn't work
making a whole new project again
aight got a whole new fresh project with the cartoon boy added
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
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
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 ?
and if you didnt click ok what happens?
Hello Mathew
@sudden olive mobs die -> tell something that the mob died -> something keeps count then does something when it hits 50
if I don't click ok he just says skating in the A pose and the AI mannequin works fine still
but does the editor window show up?
yea it shows up and is blank it has no mesh in it
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
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
open the new character and click no then show what that window looks like
this happens if I click NO https://prnt.sc/1284gcu
and if I click on anything in the top right Skeleton, Animation, Blueprint, Physics, that YES / NO window pops back up
if you click on skeleton does it go to that tab?
click on preview mesh on the top right, change it to the boy, and does it change?
this part
it gives me that YES / NO window again https://prnt.sc/1284mx3
yep click no
I clicked no and get this https://prnt.sc/1284o68 mannequin stays in the middle, but the ICON for preview mesh changed
yep something seems weird with that mesh, like its not compatible.
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
So that tells me this char also isn't properly rigged even tho it states it is
have you tried retargetting it and not just swapping the skeleton?
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
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
let me try with default third person really quick
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
if the character retargeted fine, the animations worked and preview worked, then its an issue with the pack you are using
your not really supposed to just swap out skeletons due to issues like this
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
have you tried swapping the skeleton and not deleting it?
i assume its the same result as deleting and replacing the reference but shrug
yea I tried that, same thing
yep as far as I know you should be using retargetting but that just leads to another issue. weird that swapping randomly works
I tried it on the characters I have here and its fine, i dont have either of the ones you mentioned
https://prnt.sc/128512t this char works just fine no matter how I retarget. Delete skeleton, Swap skeleton, retarget anim_bp, ect
maybe its just using a newer base mannequin skeleton and the others are older, or vice versa. who knows art is weird
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
if retargeting works tho for animations it just breaks something else I would think thats just some hard coded casting in the character/animbp
definite bummer that some work and some dont tho 😦
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
If you can't find one on the UE market, artstation, cgtrader, then you'll most likely have to make your own or pay someone to make one for you
Any one know any ideas on what to add to a zombie survival game ? Want to make it pop from the rest I suppose
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
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?
My sky looking something like that.
I want to create pink clouds everywhere.
Someone help?
@rare pulsar I've been using Chaos for the past 3 builds and it's been fine
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
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
Like from other 3d programs ?
Idk, it's a uasset from Ark lol
if it's already a uasset file, just put it into a blank project and export it as a FBX file
I guess I'll try that
I mean, that's literally the only thing you can do
You should always have faith Dr.Eggman
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
Ah thanks you, wasn't sure if its already out of the alpha / beta since i never really checked it again.
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.
I see do you think they put a final version in 4.27? Or do you think it will still be in 2nd version?
I was just gonna 3D print it as a personal keychain, but I guess I wasnt really thinking about the legal concerns.
@kindred viper Do you mind if I bother you with a question?
its color/material related
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 😄
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?
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.
wait
so i should always use material instances on my meshes
not the material itself?
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
yes as you can freely change material instances at runtime
like youd see in typical gaming cusotmizations
indeed
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 🙂
yush yush my samoyed sleepy as heck so i can get work done too lol
Hes catching all of the Z's
How do I open a project with certain actors in the scene hidden?
you would hide them before you save and close it. Then next time they will be hidden
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.
In the viewport -> Show -> Advanced -> Show Billboard Sprites. Disable that
@vast pawn
@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?
sure. each slot can contain a material instance.
alright thanx @kindred viper
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
sure. The sky is the limit
;D
although you can change that material too so really the sky isn't the limit. World Bounds is :p
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
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
what do you mean by navigation box? The NavMesh?
if i setup a material do i have to save it after making changes one by one
actually
i can test this xD
pretty much yeah. its compiled
wait i can just hit save all instead of one by one o-o
nvm have to do it one by one lol
This is the issue we are having:
https://answers.unrealengine.com/questions/990046/destructible-mesh-disappears-after-packaging.html
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?
Hello everyone. I have two questions
Can someone please help me on increasing the wind in my foliage?
Are you using the Wind function?
Tried, but it seems like nothing happens
Like there is some movement, but not sure how i can increase it
I just showed you. Incrase the intensity
but its also dependant on the mesh and the way you make the UV/material
Where do i see the editor? 😟
this has some movements - quite abrupt, but it doesnt show that in the main scene
where do i see this, or add this and to what should i be adding this too?
A bit of a noob
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
Yup! there ya go bud.
I have another question 😇
Has anyone made houdini engine work? I am getting some windows SDK error when i try compiling it
install the windows SDK its asking for
You mean, i have to install a new windows altogether?
no. google for Windows SDK
thats one of them. there is a Win 8 SDK too. Might wanna get both
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
no worries 🙂
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
Is it possible to convert a Plugin to project?
not really. a plugin is essentially a module or collection of modules.
i remedied this by just completely deleting the firewall entry. when i ran "recompile lighting only" windows firewall asked me if i wanted to allow it
in case anyone.. gets... t h a t . . . i s sss sss uuee
is there a way i can make is so navigation doesn't need to be built every every time i open my project
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
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.
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.
Any one know any ideas on what to add to a zombie survival game ? Want to make it pop from the rest I suppose
Sooo...Matthew was a great help yesterday and threw many suggestions my way, but still can't get live link face to work..if anyone has some extra ideas https://answers.unrealengine.com/questions/1027010/please-help-cannot-see-phone-when-using-live-link.html
Zombie survival is the boring genre for me (given that I play Doom), and most mechanics are already used one way or another.
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.
i have mesh_LOD0.fbx and mesh_LOD1.fbx... how do i setup the lod automatically on import?
anyone knows why i get this error?
I'm surprised this discord didn't die..
Not even close.
how do i do that?
Just set the movability flag to Movable in the Details panel.
i dont see that option
Why would it?
The SkySphereMesh, not the BP itself
mainly because of how annoying the moderators are XD
got it. Thank you very much @drowsy snow
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
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?
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.
Yeah true true, lots of zombie games out there, but so is fps games. I was thinking to make a rust type zombie game. Where you build your territory and survive for as long as possible. Not sure if its going to be good idea or not. Can you think of a game that does this ? 🤔
Fortnite STW sort of does this.
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
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...
it has nothing to do with third person characters
I guess thats a pretty good addition like rust I suppose
as i said im making a multiplayer game
Oh alright, sorry then no clue in what I could help in
the multiplayer fps game by epic uses both first and third person animations
most of the code is in cpp iirc
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
if you're interested, open the epic games launcher and under the learn tab, if you scroll down you'll find "shooter game"
Is there a way to completely disable animation on a bone?
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
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:
The animation may have incorrect size. Try reimporting
The big capsule is the character one and the small one at the bottom is the root component. Currently only the root component collides and i've tried activating collision on the other one but it doesnt seem to do anything. If anyone has suggestion or can help i would appreciate a lot.
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
how do i do that
@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.
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?
First thanks for the detailed and awesome ansewer
Second: This is a freaking nightmare ahah
This is interresting. I thought it was happening in the physics engine or something
Is this complicated? I'm still an unreal noob idk if i can pull it off
Is there a way to monitor performance in a development build?
I'm seriously considering cheesing the whole thing and just moving the rootcomponent around to always have it "in front" of my mesh but then if something comes from behind it wont work
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?
@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.
how should i start a new project?
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) 😂
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?
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
Thanks for the advice i'll investigate the char movement componentcustom way. do you have any good resources for learnign this? Also i did not found the superhero flyign pack u talked about, only animations, do you have the link? thanks a lot again
there is a blockout pack on the unreal store i think that is what you are talking about. https://www.unrealengine.com/marketplace/en-US/product/blockout-tools-plugin
Anyone ever faced this problem when importing a skeletal mesh into Blender ?
Should normally look somewhat like this
Can we download old versions of a purchased product in the marketplacE?
Check import settings
I did, but i don't know if anything in here is the source of the problem
Would you mind sending me the file so that I can try, if you want.
Check collision channels
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?
Heyy I can c++ is it hard to Code with ue sdk?
no its just a few things to learn but its ok
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?
How do i deny an input key while in this animation?
if you press the little yellow curved arrow from the right side, what is happening?
It reverts back to this animation
But the problem is that I dont want that animation
check the addictive layer tracks
and send a screnie
you prolly have set changes here
Im referencing the original default tracks rn and I'm wondering if I should delete these?
Go in those tracks and delete the key points where the rotation is made
Is there a way to get current UE4 version from command line?
Something like ue4 gen, but for ue4 version?
Will do thanks!
Have you tried to use " Is animation Playing " node?
Or create one more boolean variable, canDoThis?, And set it as false after A and B of your flipflop, and as true at the end of animation
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..) ?
like this? idk doesnt seem like it 😄
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 ?
Add an arrow symbol in your BP to the edge of the floor, and use that arrow as your spawning point
so you will use the arrow location to spawn the wall at that loction
ill have a look. thank you @analog summit
Does anyone know how to get the camera to follow the direction you look
You Need to use a custom camera, or just rotate the boom arm to where you look
Alright thanks
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?
you can use "Is input key down" node
I think you could use the Action Mappings for this which you'll find in the project settings.
Thanks guys Ill try it out!
So this would be the one I use right?
That one, or last one... You have more then 1 way to do this
Alright cool thanks!
hello, i'm working on a student project and I have some problems when i try to build, does someone have an idea?
you compile for what?
@fading forge Find which BP threw the error up above in the cook and see which Function needs refreshed in a BP.
do you use plugins in your project?
no I just have those, but not enabled and never been enabled
I called my friend who is in charge of the blueprints
Are you able to package a clean, blank project successfully?
Normally none was added
i will try right now
Can anyone tell me if the foliage tool in unreal works with BP Actors ?
Yep I created a new project and was able to packaged it
can you share the log file?
Can i send the doc txt here or in private ?
try it here, maybe other people are looking at the file
did you mean the blank project log file or for the real project ?
the log file from the one with the problem
hop
is this project for VR?
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
what is different now about the project from what it was when it worked?
new textures?
new blueprints, new meshes, new textures, new materials
(btw thanks for taking your time to help us)
How do we disable Chaos in 4.26 to use Physx again?
4.26 normal build doesnt use chaos
Hey Mathew, not sure what you mean by normal -- binary? We compiled UE from source
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
Ah gotcha, I think we have the normal. I just noticed all the Chaos plugins are enabled 🤔
that sounds like maybe the chaos branch then. you should be able to just disable the chaos plugins
its also enabled here (without chaos)
I gotcha but I dont think its actually "enabled" in the engine unless you specify it
yeah its doing nothing probably
Can you check where you use this texture M_InfiniteTexture
We have some errors about the reference, but we don't find it in the project
we don't use it, and I don't know where it comes from to be honest
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
😥
same
you used this, oK? Just want to be sure 😄
yep ^^
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
D:\you\Epic Games\Games\UE_4.26\Engine\Content\EngineSky\BP_Sky_Sphere.uasset ?
Yes he find it
should we delete it?
try to find if you use BP_Sky_Sphere in your project
Do this again but search for BP_Sky_Sphere
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?
I remember when i wanted to add it to the project I had some problems
but I don't remember exactly
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
thx 🙂
but if is something like this, it is used. In my case, in level01
Maybe we can try to delete it on all the maps and rebuild?
yep, but first, backup your project
Do you use any of those maps in your project? And the Default_BP_Sky_Shere_C ?
Yes we use the "Enviro" level
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..?
we tried to delete it and package the project again, but it changes nothing
same amount of errors in the log
In Project Settings > Packaging, add the levels you want to build into 'List of maps to include in a packaged build'
at least the that error should disappear from the log
I don't understand what I have to do to have the opacity?
I need that, too.
swtich from "opaque" to "translucency"
i'll check that
Thank you
indeed, 6 warnings instead of 42
with the 3 levels we are using now in the "List of maps to include in a packaged build"
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...
You better ask the creator for permission, just to be 100% sure - since you mention that you will use them in a commercial game.
Yeahh... i will then... thankyou
np
But it still can't finish the build?
nope, 99 errors
log file 😄
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?
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
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?
I need to change color material in the white clouds to pink clouds of "Volumetric Clouds" any idea how to do it?
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
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?
It's a blueprint project ?
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
i can't help if not in BP xD
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.
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.
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?
@olive rapids if its a skeletal mesh you can merge the mesh and it will create a new static mesh with a baked texture.
Thank you Marc. I will try!
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.
- re-compile all the BP's
- This is what a guy said on the forum: "my problem was due to a corrupted variable"
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
I try and I'll let you know the result
does the foliage system generate the positions on the gpu at runtime like decima, or does it cache them to disk?
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?
there were some good gdc talks from ubisoft on crowd optimization
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
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
thats sweet
if your crowd of spectators are like stadium spectators that don't really move from their seat maybe you can get away with just that
i'd also look what niagara could do with instancing those morph animated spectators
these are great pointers. thank you!
no problem
How are Element IDs decided for Materials? I need to switch Element 0 and 1 around positions
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.
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!
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?
One mobile game that I know have in-game screenshot feature stores the screenshot in the save data, not OS level screenshot.
I feel like I have seen something in the store for screenshots
50% off 25 bucks 😮 this is amazing. https://www.unrealengine.com/marketplace/en-US/product/strider-animation-warping
like a plug-in or something?
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
I recompiled all my bp, it did nothing. I trying to see if a variable is corrupted. It takes a lot lot of time
@somber rover wow thats unusual
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?
The screenshot are saved in the save data as to not prompting give permission to access user files and raise suspicions. Player could simply open the screenshot in game in fullscreen, then screenshot it by themselves in OS level.
Anyone got some experience with GoodSky?
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
yeah i get what you're saying, thats honestly probably better since it makes the app look more secure in the settings to the user
Tried GoodSky before, it didn't fit my needs, so I ended up crafting my own sky system.
@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
Especially now in 4.26 has superior built-in Sky Atmosphere and Volumetric Cloud system, so yeah
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
I duplicated an animation, how do I change the time the animation lasts (not rate, animation duration in seconds)
depends there are several ways. You could have anim notifies tell you when you hit the time you want, then fire an event.
there should be a simple way of doing something so basic
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
like there is no variable "animation duration in seconds" or something?
Sure with a quick google you can find this page. https://docs.unrealengine.com/en-US/BlueprintAPI/UserInterface/Animation/GetAnimationCurrentTime/index.html
Get Animation Current Time
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
btw, possibly any news about ue5 i could have missed? is there a preview planned for around summer?
didn't you ask this like 2 days ago in here? 😄
about 10 days ago
theres no more info right now. You will know when it happens because the internet will be on fire.
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
dont worry about it. forward compatibility has been taken care of for the initial versions. I asked Tim Sweeney about this on Twitter
i hope ur right
@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
yes
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
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
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
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
in epic installer
I get this
If you this error message you may see a prompt to install Microsoft .NET
Framework 3.5. In order to resolve this error do the following:
1
but I did what it said and its still giving me same error?
why isnt it showing cursor
what do you want it to do?
show my mouse while im playing
show the cursor in front of the player?
its 2d
ok but show in front of player or what?
on the whole screen
ah so you need to set it to show on screen fully
while im playing i want to move the mouse across the whole screen
at the moment you have it set to nothing
oh
@kindred viper if i have multiple meshes using the same skeleton
(btw I don't actually know blueprint just stating the obvious what I see)
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
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
ah
so switching the mesh wont affect that
so shared skeletons and animations blueprints to said skeletons
are shared with all meshes sharing said skeletons
yeah animations aren't mapped to the mesh (unless its vertex anims) so the skeleton is the key
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?
you can add more animations
no its the skeleton not the mesh. The mesh is just a visual skin
i dont want to burden you with the how too i know that can be stress
just the terms im looking for lol
Hi 🙂
hi :3
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)
yes
Anybody have hum3d bus model?
for same skeleton performing different animations in run time
i like control rig more and more with every day :3
but its got "units" which are just anim nodes
oh thats cheating
i love that so much xD
its like a skeleton
on top of your actual skeleton
It would be lifesaver 😅
ive been watching videos about it whilst working on cc systems
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
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;
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
This is my very first tutorial video for an experimental series of videos about me learning rigging and animating with the help of Control Rig in Unreal Engine.
Unreal Engine Version: 4.25.1
Blender Version: 2.82
I briefly talk about my background, what Control Rig is and how to prepare your model in Blender.
We then import the model, enable...
sdfghjyrtesd
this makes me very very very very content
:3
can i save this conversation for reference
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.
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
:3333333333333333333333333333333333333
well i neeeeeed to work with control sooner than i thought than
ok ok thanksies
ill get back to work now
no worries

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.
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
Dumb question, how do i take the first element of an array?
there is no command to pick an element at index
im tryna rotate character to mouse
but the character jus dissapears
alot of memories
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
Is it possible to have the same part of a mesh display to material shaders at the same time?
trying to make the camera looking a certein point
however idk how to
anyone knows a quick command?
@finite lark this ?
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
maybe, gonna try
it takes 2 vectors and gives you a rotation so it will make the initial object rotate towards the final object
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
so like this
doesn't look like you are using the same node, but if your setup works, sure!
Oh, that's very nice to know. Thank you for your answer 🙂
Yeah, unreal keeps crashing when I make a new project so that's just nice
XD
how to fix this?
Is there a channel here with some quality YouTube tutorials for small projects? To learn stuff like basic environment creation and lighting etc
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
Does anyone know how i can make my Screen space Widget hidden when behind objects? (without a linetrace)
@drowsy snow ;O;
Let me try interpret it.
So, every weapon have block ratio, like a dagger block 50% of the damage, a sword blocks 80% of damage, like that?
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
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?
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
I get it. Here's my method, there's a bit of math involved, but it's simple enough:
- Enemy send amount of damage to player character
- Store the damage into a variable before actually applying it
- Check if player is blocking at all. If not, apply the damage and end function.
- Check what weapon is used to block the attack, and get its chip damage percentage.
- 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.
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
brb making the BP rundown
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?
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
Well, you could create a "master" class where you create the basic logics and whatnot, including damage handling and something that Doom called as pain chance. And then all the characters inherits from that master class.
cuz rn I feel braindead cuz I can't figure it out
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
All the damage exchanging logic are done in the master character BP, and then you can have the weapon BP store all the stats variables for the character BP that equips it to retrieve for the damage exchange.
The thing you store in weapon BP are mostly weapon type and related stats. That's it.
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
Correct 👈😉👈
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:
Yup! That's the way you would do it.
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
If your character classes are fixed, inheritance would work. Otherwise, if you want to have dynamic class change, you would have to define every classes in master BP, as switching parent classes is not possible in runtime.
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
For character builds, you could predefine them in the master BP for your character.
Btw if you need more assistance, feel free to DM me. I can't guarantee immediate reply, but I'm also working on RPG so I could give you assistance in more specific cases.
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
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
How do you export meshes with shape keys correctly
Just put a trigger socketed to the charecters feet than when overlaped triggers a sound
how
anyone know how to make a random number/letter combination? And then bind that to a text to show
in the mesh editor
Where would I go to ask how to make a third person camera? I am new to making games
there's already a third person base in the project selection thing
but I want to make it from scratch
I would just learn from that
😦
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
@ocean anchor please do not spam, https://learn.unrealengine.com start there.
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