#ue4-general
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so you set a variable on the player and it changed the level?
Yes
welp then that is magic because that should not happen
I have it set so that when the player comes into contact with a collison it would load the next level
how does it load the next level?
Step by step tutorial on traveling between levels or maps in Unreal Engine 4.
Simple Blueprint tutorial on how to load or open new levels in UE4.
I will show you a simple method of how to just jump from one level to another and also a system that will help you automate it once you will have to work with multiple levels.
00:00 Intro
00:22 Loadi...
This is the youtube tutorial that i followed
so what happens now when you load?
So before i did not have the loading widget thing. At the moment when i click play it starts with loading screen
do you ever hide the loading screen widget?
What do you mean?
well you are adding the loading screen widget to your screen, what tells it to hide?
i dont know how you are loading or unloading, im not watching that video, but you should know how you are
I havent done anything with hiding it
so how do you know its not loading the other level?
yep but we dont know what load next level does
So what you are saying is my level might be loaded but my widget is still being displayed?
could be, watch the world outliner see if it loads the other level
i dont know if that loading system is using streaming for example or normal level loading
In my outliner i can see first person character highlighted, camera actor, ,Game session
i dont think i can see my world
I think im going to try follow a different youtube tutorial and see if that works
well all the stuff in your level would show up in the outliner, I dont know what is in each level
Yea all my stuff shows
On outliner
I think my world has loaded so how would i go about hiding this widget and only being showed when transitioning?
depends on how your loading code works, once you create the widget you would save it somewhere and then remove it later
Because im a beginner and dont really understand how to do this sort of thing i might just try another tutorial
see if that one works
@grim ore is the current groom hair system in a state where its actually feasible for gameplay use in an action sort of game think DMC 5 for example a handful of people have told me its not o-o
or use the card systems of some sort
All of the unreal engine tutorials say you can scale it for whatever console or platform its on in game film and such projects..
Is there a way to have skeletal animations playing in the level editor without having to actually launch the game?
assign it as the animation (not using the anim bp), or try to hit simulate instead of play
Simulate does exactly what I was looking for. Thanks!
DMC 5 still uses (cleverly made) hair cards. So does FF7R
Hello, I have a little problem. When I'm expanding Tree List View I'm getting this:
And If I start spam expanding UE4 crashes with this error:
This is often because the same item is in the list more than once in TreeViewT<ItemType> [ListViewBase.h(298)]. Diagnostics follow.
To list adding the same elems.
Does someone know if there's a way to conditionally check some rendering stats? eg: do this if (fps/draw call/tris = X) else..
Nevermind, found my answer
The problem is this node. But I dunno how can I resolve this issue.
There's "get all actors with interface", but not "get all objects with interface"? like, if I have UI that I want to push something to?
or components that I want to push something to...
@glacial pecan
Well, I can show all chain.
I don't think that was a reply to me
@glacial pecan
Sorry, I thought that this message to me.
Hi
Remove plugins you don't need as much as possible.
Keep the textures <= 1024x1024 pixels.
Use partial downloads instead (the download from the app store will be the core game executable, which can be kept below 100 MB, while the rest downloaded via in-app downloader)
Don't get too much with poly count and map size. Smartphone's RAM are often used with other apps in the background.
For comparison, Final Fantasy Brave Exvius: War of the Visions can go up to 2 GB, and it's a mobile game.
I may have gone too far in a few places
Sometimes I get 10 thousand ๐
is there a solution for the black frame that happens in the media player ?
is there a noob channel in this discord
I'm brand new, to everything. wondering how I would start making a hockey game
Why is the light map coordinate index set to 0 as default? If I don't change it to 1 my static mesh is completely black
HELLO How to create material that is something like mask for HDR texture. I mean, if i set this material on weapon in game and if i will rotate then skin will rotate too.
thanks for the reply. this discord is massive compared to others i'm in i'll take a look around.
How can I have a different material on the front and back of a plane?
how do i overlap tiles in a tileset
I did it, I renamed all my variables in my BP (it took a lot of time xD). It seems to have reduced the number of warning but not the number of errors. I really don't know what to do know. I tried deleting some BP (on a copy of the project) and the number of "Unknown function" error droped so I think it comes from the BP. But I don't know what to do with this information
@pure wasp i will take a look in a few minutes
Thanks you ! Even if we don"t managed to make it work, thanks for trying xD
We will...
any advanced ctrl rig user here? id like to discuss some advanced stuff
essentially i need a ik chain with more then 2 bones and still have accsess to a pole
Let me guess, animal legs?
no, finger iks,
did animal legs befor with full body ik
but im setting up a animation rig where i dont want full body ik
Fantastic, thanks!
is there a cmd command to adjust ue4 volume?
I'm not using IK for fingers. I just use simple rotator math that propagates on the two other bones.
yea distribute rot, set that up already as well. but u can technically go as expensive as u want with the animation rig, thats why i do finger tracing
another thing i tried to solve but couldnt is a fk inside a ik, you can set up both and chain them properly in a row but cant have the ik effect the fk and vias versa.
that aint a problem
https://gyazo.com/c79f8c6f4ddb3bc5d4df32c790264d17
https://gyazo.com/4b762d9fe8d34d16841c995d9a44d546
but u can see the last bone doest rly take the rot in account
NVM ccdik works, i had a wrong order somewhere
hi does anyone know how to import a pose skeleton mesh onto an fbx model in unreal?
I have a problem where my screen is really dark compared to my lit view. Also this problem is only for a specific gamemode. when selecting a different gamemode my lighting is fine. Any solutions?
Hello everyone, I am trying to install houdini engine and I am getting this error. Can someone help me out?
Can anyone tell me why I'm getting artifacts on my walls from this emissive light? My light map resolution for the walls are set to 1024.
To be clear I'm using a cylinder with an emissive material. Should I be using a different light?
Is there a way to download plugins for an older engine version, even if I don't have it installed?
why is this happening only when the directional light is set to stationary or static
Bake the light
Hi, can anyone tell me in which section I can post a query about data tables?
here
Okie dokie. So I'm trying to understand how to add tags to models i've imported. All the models are in data tables as seen in the right hand side of the image here.
Unreal documentation says: "Finally, tags can be added via DataTable assets with the row type GameplayTagTableRow."
How do I add a new row type?
how do i debug my project if it wont start? i keep getting a linkerload.cpp error. crashed at 93%. from what i read this means i need to edit a blueprint with cpp?
anyone have experience with a login system/multiplayer in unreal? I am trying to wrap my mind around it.
Nice
the is the log i am getting in all my crashes, which is odd because it looks like it works. StandardMacros.uasset: [Compiler] [0036.19] Compile of StandardMacros successful! [in 3 ms] i recompiled the project. i'm about to redo the engine but i think other project open fine
How do i add a gameplay tag to a static mesh?
Hi, how can I reactivate AI controller after possess?
What is "VisibilityCommands" stat group on the STAT GPU command? forums said to set your fps to 10 to see if it's a problem somewhere else, but when I do that it just makes that number even larger.
could anyone explain to me how a pivot point of an actor breaks? Every time I try and move the player actor it just goes in the wrong direction
I can move it by change the value co-ordinates but thats pretty clunky and effecting the speed at which I can work
So I'm trying to edit 3rd person character bp, could you please tell how to make the actor run by himself (event graph), as I have seen online I know it has to do something with event tick and add movement input
how can i get the build info? version number etc?
how to make 1 same exec connect to 2 nodes
oh found it
@primal tendon you can't execute 2 things at once, if you want to execute them one after another you can put a sequence node between
ok thanks
I'm trying to make something similar to temple run (personal project), so I did make him run at scale value 100, but it doesn't look like he is running as fast as temple run, I did try values more than 100 but it doesn't look any faster, how to make him run very fast
What is the best way to edit UI?
Cuz the UE is pretty wack considering i cant do certain things in it
@neon bough you can execute two things at once with asyncronous functions (or latent functions) but most nodes aren't setup for it by default and require some C++ editing.
@proud dome You can do anything your heart desires in Unreal Engine. Only your intention, idea and skillset will hold you back. Or just flipping off UE4 like it's the engine's fault instead of looking further. But that's upto you. UMG is quite easy
what are latent functions? something like running the methods after a 0 second delay?
or stuff that creates it own async task/thread?
it runs and lets the execution chain continue, and gives you an event OnComplete. So you can , for example, start loading a streaming level, but continue with some animation or logic to hide the loading, then on complete it will continue the execution chain from there if you wish.
http://johnmcroberts.com/index.php/2017/11/30/custom-delayed-blueprint-function-in-c/ here is a good example
How to make 3rd person character run faster than 100 scale value
thanks for the example link
What is NS as a texture, its just a have a texture named NS 1 and 2 and idk what it is?
it could be anything. N could be a Normal though.
not sure there is already a normal texture its like a normal but instead of blue its green
@ebon linden did the cast fail? You didn't check
well that sounds like a recipe for disaster but I guess it's something you know more about than I as it's your project ๐
Is there a way to automatically texture something, with the textures i got.
like i node wrangler in blender sort of if anyone knows that
there is a way to do everything. But what are you wanting to do specifically?
im sorry are u asking me?
im asking what you are asking. You want to auto texture models in editor right? I presume you are bringing in a material from Blender and it doesn't have the texture applied. So you have to add the texture sample to the material. You can do this automatically by creating a master material with a texture sample in it. Then create a Material instance. You can apply the material instance and set the texture reference automatically with a blueprint construction script or an editor utility widget to do it for you based on a set of rules
thanks
and another thing how do ik where what texture goes if it has acroynm's
I just have alot of random texture and have no idea what or where they go?
I wouldn't have a clue about that.
wherever you got the textures from should tell you what they do
it does say but idk which one is which?
one second ill send the names maybe you can understand
NS, and NS_1
the rest is understandable like AO,C,N
well where you got them from, doesnt it say?
it does say Albedo, Metalness, Gloss, Normal, Ambient occlusion
but it doesnt say AO = this, NS = this ?
no
well this is about all I could find one it, weird the developer doesnt tell you where you got them. https://community.bistudio.com/wiki/Texture_Map_Types
And is the master material gonna be able to recognize the file names?
or will i have to re-write them
thats all up to how you design your system, its not magic you have to program it
ok
trhank you
thank*
and is there a way to join the model together cuz its all in bits like body legs head hair etc
you can choose to combine the mesh on import, or combine it in your DCC program
Ah ok
but when you import you can only do one mesh at a time
can I release a unreal chaos game? I looked it up but I coldnt find the awnser.
@plush yew if your mesh is in multiple parts before you bring it in, multiple files, then you should combine it outside of unreal. you can combine it inside its just harder (make a blueprint, add each mesh, set them up correctly, the convert the blueprint to a static mesh)
@dusky cypress using the Chaos physics system? if so yes its just not recommended since its in an experimental state
Ye its just when i did in blender my model had weird stripes down his body, and the full mesh is a scene and the rest are separate again
ok thank you
@dusky cypress if I may add, the fracturing side is pretty solid right now for destruction but I hear things in the general physics department can be questionable. I've not had issues so far though, fingers crossed.
I want to make a simple drifting game using the chaos vehicle system.
chaos vehicles should be ok but my only tests with them were the setup really. I felt it was the same system as the old physx so I would have faith in that more than general physics. However like I say, I only tested the setup
the good thing is, if the setup is the same, then the bugs will work themselves out eventually. Just keep a list and dont try too hard to fix things that might be engine related unless you feel brave and do a PR for it ๐
how do you import a mesh combined rather than in separate parts?
Is there any performance benefit to using child actors vs placing those actors in the level?
should I just use the regular engine then?
whats it called cuz i dont have a like combine mesh option
@merry gazelle those are two different scenarios entirely. Child BPs are for the Parent/child relationship. Placing actors in the world is of no consequence to that
@plush yew well if you are using the FBX importer you should. Multiple static meshes in a file will offer the option to combine
Ah ok i was using the wrong one? i did file import so it had a different window
Hello there
is this channel okay to use for questions?
I should hope so or everyone is breaking the rules :p
however i don't have that option
its not there
show me the importer
that is a skeletal mesh
you can combine that in editor but it will turn it into a static mesh when it does.
I think you need to go learn a bit more about the workflow. It would take too long to explain here.
There are some great videos on the Unreal Learning portal
ye i really do cuz i have no clue sometimes
its ok , we all start somewhere. ๐
Blender can complicate things a little too with some meshes/materials
im just better at blender and horrible at ue4 somehow
yeah I spent the last 5 months doing nothing but Blender and my UE4 is getting rusty ๐ But stick with it. Persistence is key.
How do I totally disconnect source control? After I disconnect from the source control server, it still wants to me to reconnect to source control every time I try to edit an asset
Well, I have a question then:
There are client and server. There is AimOffset implemented in Animation Blueprint make the right AimPitch (this value is used by AimOffset).
There is also bWantsToZoom implemented in C++. Both AimPitch and bWantsToZoom are marked for replication (AimPitch in bp, bWantsToZoom in c++).
What I have:
if server presses right button, bWantsToZoom changes to true and all clients can see the animation of zooming of a server player. Server, somehow, does not replicate its own AimPitch to the clients.
Client can use a mouse to change AimPitch that successfully replicates to the server (but not to the other clients). Client presses right mouse button and nothing happens. No zoom neither on the client nor on the server.
There is probably some fundamental misunderstanding. I read articles (including official doc) about replication but still can't get it what I do wrong
hey, may i ask if there is some difference if the world displacement is indistinct?
@lost sparrow remove the plugin and clear your intermediate folder, which I believe may house the editor flags for files.
Okay I'll try that. I had it connected to perforce using the built in integration, so I don't think there is a plugin I can delete.
@dusky folio its the shader type needs to change. Not sure to which one but its a specific shader type
@lost sparrow the editor shouldn't really know about any Perforce without the plugin. It would just notice the file was read only.
Whenever I try to work and try to move using right click in unreal engine always this open up
It irritates a lot
Any solution to turn this off
There is no perforce plugin. It's built into the engine.
Deleting the intermediate folder doesn't fix it. It still says to check out assets when trying to save changes.
Oh wait, there is a perforce plugin.
It wasn't in the project file. Hang on ๐
ty
So I have a player that rotates left/right when pressing the a/d keys, and they are rotating significantly faster when I play as a standalone game as opposed to when I just play them in the selected viewport. Does anyone know what's going on?
AddActorLocalRotation(rotation);```
you probably aren't factoring in the delta of your frametime. Animation will work at the framerate/time. I would check out some delta-based animation tutorial to help you out
they may contain redirectors
heyo i will code with ue sdk
is it hard to make a light who activate when bool on true
with a button
or easy
i can c++
Trying to use the blueprint painted clouds for volumetric clouds as can be found in the volumetric cloud docs but doesn't work. Anyone experienced/experiencing the same issue?
how do i force delete?
if you want things to break...
how do i fix it?
rightclick on main folder in content browser > fix up redirectors
(though i think latest ue4 version isnt cleaning em properly, unless its just my project messing up)
yeah I found that. They like to persist
Nothing I do removes source control from my project. Still get a "Check out assets" popup everytime I try to save an asset...
I just see this in the docs from unrealengine. do i need an actor for a lamp? i want to make a lamp and then status = true or false if true it lights up if false not
is there a way to snap an object to another object
end key
Trying that and its not doing anything.....
Is there a way to control manual focus distance on a cine camera actor with a gamepad within the editor? Like if I'm piloting a camera to frame up a shot and I want adjust my focus with the triggers.
I guess the best way to put this is i want to snap one objects pivot point to another objects pivot point
use vertex snapping, i believe you hold v while moving it
I ended up switching the object that I wanted to world position and then copied those values to the relative of the other object
Yes, use an Actor for it
Hello everyone, so my friends and I are about to start up development on a game project and we have been looking for a good repository to use that works with UE4. Through the game development club at our university we used Github but we kept running into issues as the changes were getting too large to upload to the origin. For example we have a simple map that we added some foliage too, some basic blueprints, and a single point light outside of the skylight, but when we tried uploading the lighting file to origin after we built it Github said the file was too large to upload. I know this issue can be solved through upgrading to a premium account but, as I said before, we are all college students so we would much rather prefer to have a free option. I've looked at BitBucket and VSTS but would like any suggestions or thoughts on those two programs. Thanks alot!
P.S. Our entire group consists of 4 people if that helps
I think Perforce is free for up to 5 users, you can check this vid to get an idea about how to set it up https://www.perforce.com/video-tutorials/vcs/start-collaborating-unreal-engine-and-helix-core
People in #source-control should be able to help more if you have more questions
thanks a lot!
Microsoft Azure DevOps, still a Git repository but you can store large stuff with Git LFS, unlimited space basically, free for the first 5 users iirc
thanks again!
I thought it might be something like this, but do bind axis functions use deltatime/tick? Everything I look up on this is about the Tick() function
question: how do I lock the size of a UMG image?
the image looks normal on 16:9 displays
@misty wharf yes
but anything other stretches the image
is there a way to make it crop instead of stretch?
@hearty walrus You should try a sizebox and anchors.
the DPI settings should take care of the rest, unless its an awkward screen resolution, in which case you can add a custom resolution to the curve editor
i am wondering, is it quicker to hack a json object using FString or Serialize a Struct?
Hi all, I'm following William Faucher's tutorial about GPU Lightmass but I'm getting this weird yellow tint everytime I bake... Would anyone know why ?
I have these .tbmat materials
how would i import them into ue4
Sorry to harp on this, would I just do something like
AddActorLocalRotation(rotation);```
That seems like it might be working, but I'm not sure. And I'm only really noticing this for the rotation, so I'm not sure if I'm missing anything
Does your wall material have a yellow tint?
are they free?
alright ill just texture myself
ah ok
Why is it when i export a model fully texture from blender to ue4 it becomes untextured and is just a scene?
because Blender doesnt use the same shader model at all. It's OSL and ue is HLSL
you can export materials and it will create the basic setup but nothing complex
is there a way to change that or somehow fix it?
yeah feel free to code in the cross compiler to Blender :p
The general rule is, dont make materials in Blender. A texture can be added just as quick in both
@plush yew me too. I'd rather someone paid me to make it tho. So I could cry. It's been so long ๐
i just know blender better and mine looks better in blender
of course its a hardcore renderer.
but it's like compering apples and oranges here.
the model has a helmet and body separate and when i export from blender its one but in ue4 its two separate meshes
its not joined in blender then obviously
ye but when i import into ue4 its the two meshes and a scene with the complete body and helmet in the right place but its not movable cuz its a scene
oh no
can anyone please check out this site and check one of these star wars models and see what there texture are, or am i asking for too much because i have been stuck for hours?
@hearty walrus please mind your wording :)
oh, thought the wording and image where two separate posts.
:/
ok one second
Learning the core basics of how to work with the engine would help too. I don't mean that in a snidey way, but you have asked a lot of basic questions today and they could all be answered with googling or learning the basics.
running before you can walk often leads to tripping yourself up
Its some site you might have to translate it idk why
oh well i got models from it
its also saying its a secure site so idk
did you verify those models are legit and licensed? Because sharing warez sites isn't allowed and honestly, the chances are its been ripped
well its like taking them from the games with umodel i was just lazy cuz that how they got more than half of the models
i also dont intend to use them in like public its just for me for some animations for fun
aye we all do that at somepoint but please be careful linking sites that do it. It could get you banned and nobody wants that.
why banned, is it a bad site?
reputation preceeds .ru domains
is it russian?
nothing against mother russia, but it's just how it is
oh well
so is should use it cuz it might be unsafe, like i have fully working models from the website
but i just dont know how to like texture them and import them as one thats all
yeah and perhaps some other invisible stuff. Models are generally easy to scan and figure out but if you are getting anything like plugins, then its more difficult because it could be doing anything. However images can contain malware too, so the best bet is to find legitimate sources or get them yourself from the games for personal use only.
there is no shame in placeholders until you can afford models either.
there went all my models
do u know any star wars model websites
cuz there are people that make cool stuff like this https://www.youtube.com/watch?v=ohf_K3TE0uA
As the Outer Rim sieges come to an end, Jedi Knight Nim Rosaan and a small group of clones are called back to Coruscant, returning from a brief scout of the farming world 'Lah'mu'. As they approach the LAAT, the clones receive new orders...
Music composed by Luis Humanoide: https://www.youtube.com/watch?v=0VL1bHLfYHM
Made in Unreal Engine 4
I...
ok ill try it out
How do you fix UE4 being drunk when handeling pitch movment
Rolling works fine
but if you pitch while rolling
its called Euler angles vs Quaternions. Have a readup
ue4 just does whatever
no it does exactly what you tell it to. Its a computer program ๐
well from the viewport it just looks like ue4 being drunk with this spesific pawn
the same exact movment works on any other pawn
just not this one
its the issue I stated. Euler angles collapse at a point of rotation/pitch and it can't figure out where it is. The answer is to use quaternions or predict the point it breaks and adjust the angle, which is what the first spaceship to goto the moon did because it didn't have the processing for quats.
Is renderhub legit?
yes
aparently seperating the movment axis fixed it
found some good models there
thats a site I sometimes use but often the free stuff isn't rigged which causes issues as some of the geometry can be merged where you don't want it. You have blender skill though so the cleanup shouldn't be too bad.
I see
Any one uses ipisoft here for mo cap ive had some issue importing my motion capture in
The volumetric cloud reflections on the water are MUCH redder than the actual clouds. I can't figure it out
subsurface scattering colour on the water shader perhaps? Not sure if it uses it but if it does, it would affect the lighting colour based on what colour it was set to
I'll look. It's the default UE4 4.26 water shader, I haven't messed with it much
yeah me neither yet but cant wait
Hello , i have got this error on packaging with OnlineSubsustemEOS plugin :
Error: Missing precompiled manifest for 'OnlineSubsystemEOS'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in OnlineSubsystemEOS.build.cs to override.
How to fix it?
sounds like it tells you how to fix it right there.
It's hard to mess with because this scene is fully dynamic and requires a dynamic time of day. Messing with the water to make it perfect at one time of day makes it bad at another ๐
Why are all the things i import have wierd holes in them this is not only from one place but most things i just import, maybe my import settings are off?
maybe ill check
it also might not be ๐ I think it would show the mesh underneath if that was the case now I think about it
its the mesh i think
do i show u the import settings?
i don't know if that will help but feel free
post it here though because others might help
and I only do DMs if you pay me.
thats where the hackers install the viruses ๐
:triangular_flag_on_post: Darref#0294 received strike 2. As a result, they were muted for 1 hour.
preview meants you are using a static/stationary lighting setup and need to build your lighting so the shadows and lights are correct
and the glitchy light "pattern"
you need to build lighting and then see what it looks like
what does it mean by new lighting just for now can i add a directional light and later make it fully
Have you considered using the Unreal Learning Portal and getting to grips with the basics? You have asked so many basic core questions today it's obvious you need to start from the beginning.
It's not a snipe, it's to benefit you and everyone who invests the time helping here.
where do i find the learning portal?
oh sorry i thought it was some thing inside unreal not a quick google
there are some in unreal as well
there should be a little hat in the upper right corner you can click on
alright thanks
Does anyone know why my displacement is creating these weird dark artifacts on my terrain?
can someone help me fix this? the mesh is completely see through
Your normals seem to be inverted
looks like normals are inverte from your modelling software? You use blender?
Try flipping them
ye
ok ill try that
Enabling that - red shows the back side of a face, blue the outside.
good way of checking before exporting
Blender should have a function called "recalculate normals outside". Idk the shortcut key but it should at least mostly fix your model.
easy fix most of the time dw
V nice
Anyway if anyone is able to find a fix for my displacment problem that would be great...? or if anyone know what's causing these weird dark spots/artefacts on my terrain?
hello guys im wondering if there is someoen that has a multiplayer ue4 game or if there is one
Why do my bridge imports come out really big even though i turned on and off Convert scene when i import meshes and changed the import uniform scale to 1 from 100?
no no anything from bridge imports at a uniform scale 100 and when i change it back to 1 it doesn't change
I see a lot of people using blueprint for unreal instead of c++ , is c++ really that hard, I work with it before in the past but it was never my favourite programming language and it is on of the reasons why I've been avoiding unreal
If you really want to avoid C++ I'd advise against using Unreal. You can do a lot with blueprints alone, but the system only really shines when you combine it with C++.
I've worked with c and c++ before just not something as big as a game just a few console application, but I'm really impressed by what people made with unreal that why I wanted to try it
Well, you can certainly give it a try then. Unreal's C++ is somewhat higher level than standard C++ as it includes stuff like garbage collection and expands the language a lot with macros. You can also do the higher level stuff in Blueprints and mainly use C++ for smaller functions, as Unreal makes it really easy to mix the two (you basically just have to add a single-line macro in front of a C++ function and it'll appear as a Blueprint node)
Hey guys, can someone tell me. What does really imply for us/for our games when we link on => see https://www.unrealengine.com/en-US/ue4-on-github
Unreal c++ (feels like modern version of c++ ) is much better than default c++. Also there are few limitation when it comes to BP
So, what's the meaning when a** plugin **require you to link your account to to get their code on github ?
is that to keep hand on your work or what ?
its so the source code is only available to people who have a valid epic account
nothing more
hmm, wich is obtain by making what ? a purshase on store ?
when you access the source code, you imply you read the agreements regarding it, etc
no
just making a free epic account and linking your epic account to github
yup cuz i have dozen of their free games but never bought any.
x) So just need to link on any free Epic account right ?.
yeah
its hard to create a light actor with c++?
anyone know if a 1050 ti will be good enough to create content in unreal engine?
I'm using it, not the best but do the job
awesome thanks
is it normal for framerate performance to suffer when enabling raytracing in a project settings - even though all raytracing features have been manually turned off in the infinite postprocessvolume?
wait, am I doing something wrong or do objects in unloaded levels still get instantiated???
even if I don't load them
like why is my actor from an unloaded level still spawned????
nevermind I'm just on crack
so is your avatar, seems legit !
In the template demo "SideScroller", what is it that is making the mannequin the controlled thing?
I can set this:
... and this:
... and still it the mannequin responds to control.
Found it. This guy:
Details -> Activation -> CharacterMovement -> Auto Activate
(Correction to my own answer. Actually it's this:)
Details -> Pawn -> Auto Possess Player
@spare kernel
?
Hello sir i have a favor to ask?
ok?
So i notice a couple people are having problem with getting started with VR in the AR-VR chat room.
So i posting a link in there that goes to a step-by-step plan on how to do so. I would like to have permission to either @ everyone or you could pin it so that can get really started in there.
๐
last time someone did @ everyone here ended up in real mature moment
Discord Etiquette
I like Slack's solution of telling you just how many people you would be @'ing lol
"This will alert 2,473 users. Are you sure?"
Yes lol it's for God's will
Good way to get tied up and thrown in a river, my friend.
( Pinning it was the other option)
@pseudo mason i will take a look
I just see a lot of people having similar problems that can be fixed with that lesson.
@spare kernel My Thanks๐
i will pin it in the channel as it is a good resource
Will do
Hi, do you know if hi localization dashboard also works on Android or not?
anyone familiar with multithreaded animations & state machines? I can't get my state machine to be threadsafe because its using "Time remaining" functions in transitions ๐ฆ
have blueprintupdateanimation pull all data
and stash it into variables
and use only the variables in anim graph, nothing else
then its thread safe
Can someone help me with shading? i want to make a shader like this
its from the UE3 game SW: First Assault
CAN SOMEONE HELP ME WITH META HUMAN CReATOr PLs?
What would it likely be absolutely fragging my frame times this hard if I have all post process volumes disabled, PP is taking 8.4mspf I don't understand
aw I was gonna help that jerk
Which shader exactly are you referring to?
:triangular_flag_on_post: Nako Baev#6061 received strike 1. As a result, they were muted for 10 minutes.
well its got the fringe, the bloom, and im not sure how to really fully describe it
Thank you
its just got that UE3 look to it if that makes any sense
Sorry I didnโt mean to yell, i was being sarcastic ๐ ๐ ๐๐๐ป
not you
use UDK lol /jk
I guess increasing the Bloom's intensity and threshold would work
Anyone good with fixing physics? Bought this pack a long time ago and figured I'd use it https://prnt.sc/12cavo0 retargeting to the UE skleton works great, just the capes and dresses seem to fall thru the body when you run
i cant use UDK, dont even know how lmao, but i also want the fringe and what not
There's someone dropping the F-bomb for being impatient
I was working on confirming my suspicion on what I thought was the problem, oh well
I don't have the asset pack (and yikes, that rating doesn't seem reassuring either), but maybe try reimplementing the physics in anim BP with Anim Dynamics node or the Kawaii Physics replacement.
I recommend Kawaii Physics tho, as it's easier to setup than Anim Dynamics.
Fringe = Chromatic Aberration
so you can go nuts with it in UE4
Yea the rating is bad now, i bought it before it had any ratings. They was broken and not properly rigged to the UE skeleton even tho it said they was, but they fixed it since and none of the people fixed their review
ah ok, prolly still gonna need help with it but i guess we will cross that bridge when i get there
now i just have to wait and see if anyone is willing to join my team lmao
took care of it partner
Prolly a result of non-PBR workflow to an extent
well what im doing is also non PBR
this might be helpful to you
Valorant and Fortnite both went for non-PBR workflow
maybe
the half lambert stuff especially might help you
well yes, but what i'm saying is those steps will probs help you get closer
np
comfy server
i stopped download some features and templates when i setup unreal 4.26 how i can download this features without download whole engine ?
this might help https://answers.unrealengine.com/questions/584351/view.html
Hi Guys,
Would you be interested in such plugin to UE4 ?
Allows to create strategy/city builders games, and so far has following components:
- AI for characters, animals (birds, mammals, fish), planes, ships, cars
- Different styles of procedural terrain with procedural foliage/herds generators
- Multiple path finding systems (ie. grid, path following)
- Few types of building construction system
- Logic for different style of buildings : houses, storehouses, workplaces.
- Logic for items and production flows.
- Multiple shaders for terrain, seasons, plant growth and more
- Support for large number of actors and all of this optimized to get best performance.
- Few HUD designs and hud components if someone would like to build their one one.
- Few test maps to validate logic
Looking for feedback and if you would like to check this kind of tech ๐
Here is a demo โ still work in progress but integration is partially completed:
https://www.youtube.com/watch?v=GoSi-koOLoU
First part shows tools created for Raise Your Civilization Game.
All tools will be available for public so users have option to create their own games with this tech.
Second part is game demo and demonstration how all of these tools works together.
amazing trick :]
bro i need build a game for Nintendo switch but when i try to build the game i just find only windows ,ios ,android , and Linux builds?
for consoles I believe you have to do a full source build from the github
this might be old info
what's dif btw if i install from launcher and github i will still can use the launcher?
do you have a switch devkit?
no but i working on project for Nintendo switch and i make some researches
the launcher can't modify the source built engine directly but it can add assets to it/launch projects made with it iirc
you have a lot more problems than the launcher when building the engine from source
so u advice me to still with the launcher ?
you need to build UE4 from source, the launcher isn't used to do this
so i am working in 3d action platform game, game like it will be fine with pc audience? i didn't see any game in this category for pc
@copper heart the idea it's very good, if you do tutorials to integrate the most popular survival plugins and it's affordable I think it'll sell very well. Add survival modular advanced in the title and guaranteed success!
@glacial dawn thanks ๐ We are thinkig to give it for free or to have small subscription for premium support - we have not decided yet - if you are interested in getting demo later this year i can put you on the waiting list ๐
Question, I'm trying to get a HP value of an enemy to display in my games UI. But I'm unsure of how to do that without casting to each and every enemy type...
@potent bridge Do you have a parent class for the enemies?
or is every enemy type a separate class unrelated to each other?
a possible way to do this would be to use interfaces
well the whole engine runs on inheritance (that's what making childs is called)
I just normally make a new blueprint when I want to make an enemy.
You will have to rework a bunch of code, so should probably do that later
for now
just use blueprint interfaces
you know how those work?
somewhat
make an interface with a function called 'Get health'
and use its return values to get whatever info you want
basically I want the stats to update on the HUD any time a player hits an enemy.
I think I got it
hi, I am new in this group. ๐
How would I create a playermodel?
I use open source software Blender or Hexagon by DAZ3D
why are my lights having these weird glitchy pattern
Any Italian here?
why are my interface's functions not showing?
Hi, Can someone help me to solve a problem with localization and/or language? my game supports 2 languages for now, I can change the language in game from one to another.
When I close the game and open it again, the language goes back to the default one instead of the one I changed.
I am using this node to change the language to Spanish:
I can see that changes on UserGameSettings but it goes back to English when I restart the game
Protip: use low end PC equivalent to Nintendo Switch and work on the optimisations from there. Once you have a convincing playable build, pitch it to either Nintendo or a publisher that can sort out the porting process.
i literally cant call an interface event. why?
@vernal scarab this is in PIE or standalone?
standalone
I know it doesn't work in PIE very well
I am testing in Standalone
I have the feeling, UE4 is going to take the language of the system by default, so I might have to force it to change it to the one in GameUserSettings but I am not so sure how to get access to that
Hi I'm looking for an height map of an island in Greece, to create a terrain out of it. The thing is I have tried a lot of different websites but cant get a good resolution. Is there a way I can create my own height map with a drone shot or something like that ?
I know it's on the GameUserSettings.ini (I've seen the property there) but I don't know how to access to that in C++ or BP (I don't care which one)
Do you guys have any good height map websites?
reload working all fine - however animation is playing on server when client reloads
Iirc montage should only be played on Multicast after the RoS, not in between too
tried that same result
Does anyone know how a super advanced vehicle system would work
Like SUVs sport cars Sudans etc
Explain more in depth what's going on
Ok i fixed it but still, i dont want decimals
Use ToText, it has rounding and decimal options
Basically drag the Float variable pin and type ToText
What do i set?
Maximum Fractional Digits to 0
Rounding Mode whatever you desire
https://media.discordapp.net/attachments/585821731869032448/838010524813754368/unknown.png
client reload = server side to start reload animaiton
Grouping is if you have 100000 for example it will be 100.000
You wanna go like
Input Action -> RoS -> Reload Logic (no animation) -> Multicast -> Reload animation (everyone sees you reloading)
Then make it pretty ๐
With lots of love and magic
Just fiddle with SkyLight, Directional Light, Height Fog etc etc...
Why when i crouch the stamina percentage isnt rising?
Your first branch node isnโt hooked up to anything except the condition.
It still isnt working
Oh nvm
the + float was too low
@modern kite please dont ask the same question in multiple channels. *points at the #rules *
Sorry I wasn't sure where to put it
Hello! We are working in a procedural level system and I would like to know if you find any difference performance-wise, in generating foliage using the foliage system, or using a niagara GPU instancing to generate the same foliage.
Are they exactly the same drawcalls, right?
This version only meant to make animations for UE4 skeleton/ Manny standard in Blender, right? Not having feature to bind a custom character into UE4 skel compatible?
iunno, just sharing it
I have issues mapping the bones in Blender without getting disoriented by UE4's different bone orientation lol.
There's like a quirk with Blender's bone orientation that causes Manny standard animations to turn the model into spaghetti monstrosity, and I'm still struggling to solve it.
ive got that - just if the client reloads then server side gets the animation
@drowsy snow automatic bone orientation on export can either work or not, but one or the other usually does. If you made the rig in blender, it tends to work when it's on, but if you export/import from FBX out of editor eg. Then I believe switching it off works more often.
Here's my list of things I do to make megascan assets look prettier:
- Global Illumination (LPV + SSGI)
- Real-time Sky Light (available in 4.26)
- Sky Atmosphere and Atmospheric Directional Light (available in 4.24+, not to be confused with older Atmospheric Fog)
- Slight Tonemapping boost (depends on your game's style)
- Volumetric Fog w/ Exponential Height Fog
The one I rigged in blender turned into spaghetti when applied an Epic skel standard anims tho, even with the same name. (Not retarget because I want to have the same skeleton propagate though other models using it)
It even breaks in Control rig
blender bones aren't UE4 bones. They have Head+Tail and UE4 only has Head. They will often break depending on the setup, for example when you create a single skeleton setup (oldschool method) it will break at the collarbones because of the limit on connecting bones. This is where linking comes in handy. Seperate bones + linked instead. However even then it's not ideal. So we have 3 options. 1. SendToUnreal. This is the best option for now. 2. Kroovy's Manny tools. The next best option, and to some, the best option but its preference. 3. Import the manny skeleton, re-orient bones (which you will find in tutorials) and export or simply just import the skeleton and don't touch it, then export without orientation changes.
help
the error is self explanatory I guess ๐
If you have a GPU that supports it, then perhaps you also have an on-board GPU that doesn't and its using that. So you could disable any on board gpu
Get a new CPU/GPU I guess?
I'm sure even the 5 years old Intel iGPUs supported DX12.
If you already have one but can't run modern games, it's the driver issue.
If you're able to play other modern games, it's the switchable graphics issues. It is an older laptop only problem though.
i am on pc
PCs usually ignore on-board CPU...
What's your GPU?
et voila
Reinstall all the drivers then.
If you have NVIDIA GPU installed, you might have to be careful when picking the driver version. See the pinned message for the recommended version number, if that's the case.
i have intel gpu
Is your Intel CPU really that old? What's the type and serial number?
4-5 years
try getting the latest directx
Try clean uninstall any intel GPU drivers with DDU, then install the latest driver that matches with your CPU type and generation.
6th gen and above Intel CPUs support DX12 too.
or get a real GPU for purpose ๐
Is the one supplied with Prerequisites that installed in the launcher isn't complete?
i have seen people with even RTX's hit this issue
a DX11 reinstall fixed it
worth a shot ๐คท
how do i reinstall it?
i literally just gave you the link ^^
it is just a pptx an wma file
oops
haha good ol microsoft
The Microsoft DirectXยฎ End-User Runtime installs a number of runtime libraries from the legacy DirectX SDK for some games that use D3DX9, D3DX10, D3DX11, XAudio 2.7, XInput 1.3, XACT, and/or Managed DirectX 1.1. Note that this package does not modify the DirectX Runtime installed on your Windows OS in any way.
a 4-5 year old integrated GPU should have SL5?
SM5*
My 6th Gen iGPU can do SM5-DX12 quite well.
I think it's from 2016
yeah its 2016
Shame that my dedicated GPU died after 4 years of service
DXDIAG will show the shader model of the GFX card right?
my brother has the same gpu and he has feature 11.0
gpu or cpu?
gpu
cause yours is intergrated graphics
possible, or if its a laptop it could have a discrete GPU
i'm on pc
well that answers that, so try getting the latest driver
To make sure there's no remnants of the broken driver, try downloading Display Driver Uninstaller, and clean uninstall the drivers with that tool.
I would love to get some input on the pitfalls of **forward shading **from any one out there. Read all the documentation but I feel like it doesnt tell me everything I have to worry about ๐
I did my homework on both shading variants in Unity back in the day, but in Unreal always defaulted to deferred and am thinking about moving to forward in order to get more control over shading / custom materials / NPR rendering.
I'm deferred shading all the way lol
I think it's more about lighting.
yeah after my forced time with unity i was so glad to return to unreals deferred rendering pipeline just to find out that everyone that ever build a custom shading model for TOON shaders // npr rendering build it in FORWARD rendering since you dont have per pass control over the lighting passes in deferred.
so i am pretty much up for taking the blow now, but i just neeed to make sure i hear people out on whether something major isnt documented from unreal xD
as i usually experience - docs get you 50% of the way ๐
I don't know about your intentions, but I would've just increase the volume of the footsteps.
Unless your footstep sound has two of them in one file, which is not a good practice.
I went my way modifying the engine's material code to get Toon material in deferred lol
examples? ๐ i think we talked already but i dont remember what exactly your stuff looked like
@wary ferry forward rendering was accepted as the standard for VR for a while because of various optimal issues but recently I have seen more people reverting back to deferred to get the extra functionality. So now I'm not even sure which I would use for VR. But when in doubt, just find John Carmack and listen to what he has to say. He's almost always right on the matter.
going to search for John Carmack then ๐
Here's example in render
Here's example in lighting only matcap
The outline is actualy old trick: duplicate mesh with shifted vertices
I think this could even work in ray tracing
Hi
ahja pretty much what i thought it would be. Really nice man ๐ Sadly not the direction we are going in. Maybe when i say NPR it sounds ... weird ... but our visual direction is Mihoyo anime CG rendering
HI ๐
just start typing ๐
That's basically anime rendering.
someone will respond xD
Which would be better to use c++ or blueprints
both
Hmmm
this is the type of rendering we are going for
I still have my banded lighting, along with softer shadow around it.
I battle tested this material with Genshin Impact models last month and it works.
(although I deleted my Genshin Impact stuff because I hate the game lol)
Engine modification xD
Hmmm ok thanks
if you are a programmer you should know which stuff needs to be well optimized and which can be relatively "surface" level
I know a bit of c++ that's why I'm asking this
I just know like cout and variables and stuff like that
Not to much
Anyway, I am making some kind of a cinematic attack in my game, where if an actor is hit by the player's line trace (or vice versa), the actor rotates/faces the player. How can I achieve this?
in that case you answered your question ๐
blueprint it is
there are some plugins that also extend the bp capabilities of unreal quite heavily
cout is like the Hello World of namespace std function
So, should I switch to c++ if I am making a big game? I kinda did a lot with blueprints in it, so it would kinda suck if I would have to move everything to C++, especially if I don't know it that well.
Uhh wow u know ur stuff
Using BP is fine, just make sure to nativise it if necessary.
Its super use case depending. Simple operation? BP not so simple operation? You need to check performance on what you are doing. Performance is everything.
what he sais ๐
Nativising BP is converting it into (unreadable by human) C++ code, ad hoc. It takes away the BP VM overhead, but debugging can be a nightmare if done early.
thats why i wouldnt do it unless you are pure solo dev
Wait so like
even if you prototype and then plan to move to development, you should not increase your code debt in a way that it cant be debugged anymore
What do you mean performance? Like, the reaction speed or smth?
Would I have to learn like the basic c++ and variables and stuff like that until I can actually use unreal engine c++ ?
unless
@versed burrow start with blueprints and you will pick up the equivalent code quite easily.
insert multithreading here xD but its not a fix for everything and makes things harder ๐
So, you mean FPS? Blueprint's code should not affect FPS?
My repo of UE4 deploy this kind of NPR anime rendering, and feel free to build it here:
https://github.com/TheHoodieGuy02/UnrealEngine
Most of my project specific stuff are done in project level, and I don't use 'non-foreign' project, so it's just the modified engine
Ok any videos?
yeah loads on youtube
well as long as your code runs in the main thread you will have a frame time reduction whenever your code becomes heavy afaik
Ok thanks u guys
Game frametime.
Too much BP running on Tick can tank down framerate though
@drowsy snow Nice one. I was considering crossing over some of my blender stuff to UE4 with NPR. I made a Bender model that had issues with the Blender freestyling and I wanted to fix it in unreal
Oh, doesn't that apply to traditional codes too tho?
Yeah, but pure C++ have smaller performance penalties, if done correctly, because there's no Blueprint VM that interprets the BP codes in runtime.
This is so confusing
it is ๐
Although I should mention that this is a modified 4.26.0
I didn't bother to update it to 4.26.2, since rebuilding the entire thing can take a lot of time in my computer.
So like making a big game like a proper like full on the last of us type kinds big game would BP be good for tHt?
i had to talk to programmers for a year to understand most of this
Dang
Anyway, could anyone help me?
Sort of.
Again, you'd want to have mix of both. It's a balancing act, just like Thanos.
This in-depth presentation from Unreal Indie Dev Days 2019 outlines CPU and GPU-related overheads, identifying bottlenecks, and how to plan optimization strategies and pipelines early and as a team. Learn the tools and how to employ them to identify key performance problems as well as engine features that can help you improve performance in your...
xxxD
Thank you
Alri thanks
I think you could trigger some kind of Set Focus node
I forgot what node I use, I'm currently taking break from gamedev stuff because weekends.
@drowsy turtle OnHit -> set actor rotation
there's like 10 Set Focus nodes. I don't know which one to choose
you would follow youtube tutorials
Use UE4's Sequencer.
if you want to learn to make animations and sequences, check out this. https://learn.unrealengine.com/home/LearningPath/118803
I noticed these 2 other out of place looking transform modes everytime I enter Cinematic Viewport. Doesn't seem to do anything, and makes the other buttons unusable too ๐ค
Looks like a joystick to me Oo
Uhm, that's what I tried, but I don't know what should I do next
Same, when I saw this, w/out looking closely, I thought the same thing lol
maybe its just that, for external controller use like in virtual production
dont know if this helps you but you can always check the pastebins here for ideas:
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
its what i tend to do when i dont get straight up solutions from the discord search
why do some meshes shaders not texture when my game crashes
Excuse me, could you word that a little better? I'm confused reading the question.
Guys do we get banned for saying "unity is better" ๐
Ye sorry, i have some bridge megascans plants, and when my game crashes the material on the plants turns into the default material?
Yes, if you intent on doing Unity propaganda on UE channels.
Otherwise, go nuts in #lounge
Try reimporting the asset from bridge and then save all.
The material instances were unsaved and lost from the crash.
Ye i did that before it crashed and it still didnt work oh well its ok
Idk, but both UE and Unity are good. UE is better in terms of graphic, don't know what about Unity, but it's kinda more for people who prefer traditional scripting. They both feel like Crystal Launcher and Minecraft OG Launcher. In the OG launcher, you have to manually download and install mods, but in Crystal, you just click like 3 buttons and done, you have an entire mod pack.
Unreal Engine is for those who want to have all the expected tools and systems to create realtime 3D CG piece. A lot of the tools are already built-in and ready to use and extent upon.
Unity is down to the barebone (almost), so every tools and other important components had to be made in-house or sourcing from the asset store.
Unity is for people who don't know any better ๐
Also Unity has piss poor optimisation, which I despise to this day.
I swear, Unreal games have more intense graphics but more modest hardware requirements, compared to Unity games with lesser graphics but have absurdly high hardware requirements.
Whats yalls opinion on Epic Games buying ArtStation?
Good for them. More funding for ArtStation, and reduced royalty cut too, so that's a win-win solution.
Although I still prefer Pixiv ๐
This is the master material
Is there a way to check the nodes of a instanced material?
cuz i need to make a material function with it inside
heyo. im working on a vr game (im only downloaded ue rn since it uninstalled for somer reason)
But im wondering how can i make an interactable button?
Instanced material simply inherits from master material.
Just modify the master material or copy the nodes into a new empty material, and make your modifications.
ye but the nodes look like this
Material Instances can have their own values for all the parameters defined in the master materials, including Textures.
is there a way to replace an asset with another?
so i don't have to change all the blueprint names?
Yo, what are these blueprints called? I need to search for them in the blueprint search but I have no idea what to type in.
Espcially the actor to vector converter, I've been looking for like 15 minutes!
Vector array?
that seems to be it
IS there a way to copy the nodes of a material instance?
you can right click and copy most values in a detail panel
No but if i want to copy the nodes into a material function?
oh I see.
Because i have two megascanned surfaces and i want to vertex paint
This is what I'm trying to get but I can't seem to replicate it. The vector array doesn't quite look the same and it also doesn't connect to the actor output.
them so i just need the nodes of both but they are a material instance?
The target to vector is causing the problems
I tried the hierarchy but it didnt work because the textures where messed up
gett taxi
Get (a copy)
can any one help me with my issue plz?
That's it, thanks again <3
Just create a new material and implement your material function and bring the megascans texture accordingly.
alright
I'm just curious, do you have to be on this server a week to stream your ue4 project?
I heard someone say that
Longtime member, but never streamed lol
My project is closed source, so have no reason to stream project
I need help that'll require eyes on my blueprints so it's a must for me
really no way to check the nodes of a material instance, damn
what node? do you mean variables?
Okay, okay, just open the Material Instance, and modify the exposed variables.
but where do i find them?
i just need to copy the variables into a material function
Use Material Parameter Collection, if you want to have "one for all" variables, and then modify the master material to include those instead of the instance parameter.
Or, you know, just create new one from scratch so not to affect other Megascans assets.
@drowsy snow Just curious, do you have any experience with Unity?
I'm a former Unity user. Stopped using it since 2017 to start learning on Unreal Engine.
Here's a question. Do you recall what the "transform." means in unity?
I'm trying to find the Ue4 blueprint equivalent of that specific piece of code
No worries if you don't lol
My only reason for being here is to spring some weirdass questions
Get Transform would do
ok
Or rather, Location
Get location?
Since it's Vector3, it's Location
cries in 2d
"Transform" in Unreal is actually Location + Rotation + Scale
same thing in unity
It's been 4 years I full stop using Unity, so my memory about it can be hazy *but I'd rather forget about it lol)
Would it be too much to ask you to convert that piece of unity code into blueprint? I'll show you what I've done
Oh haha no worries then
I don't wanna open old wounds ;P
rejoin the pins and plug the base transform
rejoin the pins on the inverse transform location?
yeah
what did you mean by the base transform btw?
base -> get transform
forgive my room temp iq but what is base?
yeah, thats the equivalent to the unitys code
im gonna run it. wish me luck
So the result... the "base" changes its location dynamically (which is good, and it seems to do it based on the position of the location) but it doesn't ever seem to get to the location and instead goes to the completely wrong direction
I am just following up on my question, I been staring at this chat a few days without sleep and no response yet so I thought I would politely repost again: #ue4-general message
might be best to ask on the Epic forums if you have installed the .NET runtimes
@plush yew my guess is to look up reinstalling the net framework etc, validate installation files,
etc
no idea what you mean
but thanks
do you have a link to the forums @spare kernel
or anyone, does anyone have a link to these forums? I can't find a working link via google
I will follow up in a few days
thanks
wdym?
why the insult?
because we waste time googling for people who don't do their own googling. It's not an insult. It's a fact :p
I doubt I will get a response, so I will just say how low in life you must be to mock others when asking for help
https://www.epicgames.com/help/en-US/contact-us you can send epic a message also for support
is it my fault I speak like seven languages, I might be typing in wrong keywords
yeah location means a lot too but thats a pretty straight forward one
thanks I will send them a long email about the forum link issue
no i mean about the launcher issue
thats put aside for now
Guess Epic's inbox will be clogged tomorrow ๐
until I figure out this forum link issue
again why the insult?
bit low tbh
i think he meant it's an issue that will trip people up.
the details they offer don't necessarily fix it and people will ask more questions
ah so your saying I should email CEO instead?
got ya
I am autistic gimme a break
I am just trying to get answers and help
I am sorry if I offended
honestly I see why you are upset. Issues that get in the way often trigger anger and being asked to do some work yourself might seem like an insult, but in this business, its truly helping you to help yourself.
it's not that, people tried to help and you just go off on one. We can not magically fix your issue over the internet. We are also not official "Epic" support channel.
I thought it was sorry
yo guys is there a wip channel? i cant find it anymore
#work-in-progress
I can' see this channel
Why does my model in blender have a full working rigged skeleton but in ue4 its barely anything
oh wait I had it minimized is why lol
@plush yew blender rigs are not Unreal rigs
@drowsy snow thanks
and i imported the exported ue4 model
- Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response.
I waited literally 3 days lol
whats the time limit I should be waiting because I am really tired now
nah its just a model that is rigged and in unreal i exported it and imported into blender
what do you mean by rig then? The skeleton? Because a rig is something that controls a skeleton and is different
i mean the model is rigged
I problem is if no one has the perfect response you're kind of waiting for help that no one can provide. We understand your fustration though@plush yew
that is a skeleton not a rig
fair
sorry ye
its called an Armature in blender
does anyone know if i can make my current pawn class a child of a new empty pawn class?
yes and this is the exact model i exported from ue4
@plush yew My only solution is a complete clean reinstall of all things epic games and the net frameworks
You should try DuckDuckGo the solution yourself then if we can't give solution here.
Also, I should mention that I have seen many people lying about being autistic in defense of their toxic behaviours online.
If you are having trouble I suggest using Mr.Mannequin's tools or the Epic Send To Unreal plugin.
In your Blueprint, go to File > Reparent Blueprint
I can send you highly documentated papers to prove it via DM if you wish
No all im asking is that why does my skeleton not show up in ue4 when it does in blender even though its the same model
did you export the armature?
You don't have to.
We should end this debate anyhow.
12% of the royalty goes to me, okay /jk
Anyways, here's another unity code to UE4 blueprint conundrum for anyone who's willing - Do these codes match up well or am I missing something?
i want to make it so my previous pawn would become empty and i'd get a new class that's a parent of my old one with the old ones components and code
but nevermind
im a bit tangled up
so that sounds like you just want to switch the mesh to me
unless you literally want to unpo and repo a new pawn/controller
Shoot, I got some PTSD from Unity syntaxes
Okay, you could reduce node count by changing that GetWorldTransform to GetWorldLocation, since you're only retrieving the Location vector.
that doesnt appear in the unity code
but it works similiarly to inverse transform with only location, so i guess you do one or another but not both
I uh... made my own... personal modifications to it, but i'll get rid of it
So can i not animate my character if his skeleton doesn't show up?
sure with vertex animation but you ain't ready for that
Id fix the armature being exported
btw if you just wanted to point to something an even easier way would be simply (B-A).Normalize
yeah dot product will save you many nodes and performance
But its a ue4 model that i exported, why does it appear in blender but not in ue4 if its a ue4 model
I've gotten rid of that world transform and nothings changed, so I guess that was okay
also we are assuming here Pitch in unity is same as UE4, but UE4 uses angle and you are connecting the Y direction component directly into it so idk
@plush yew because frankly you don't know what you are doing. No offence. I keep trying to get you to do the core basics but you are on a mission to do something. I respect that. However you are running before you can walk.
@digital anchor I'll try to explain the problem. It should pitch towards the target, but on play it just pitches in completely wrong directions and has no idea where it's going
so I guess what you said might be true, that pitch in unity =/= pitch in Ue4
I looked at tutorials yesterday but none explain or even touch on what i do
I just pointed you to the two solutions everyone uses and said you should read up on it. There is a lot of information on this because its a caveat of using Blender
If you switch to Maya, you will probably have a better time with skeletons but its better to learn the tools you know I guess
@digital anchor If you have any suggestions of how to make the pitch work more like unity, that would be awesome. No worries if not though.
Just the results that show up arnt what i need thats the issue for example i want to find out why my rig isnt working like now, nothing comes up on what i need... so idk
I can't explain any more. I gave you the info
Im trying to do like a basic thing which is to add an anim to another character but even im struggling even though ik how to do it, i watched alot of things and i followed tutorials and it always worked but now im facing an issue i cant solve so idk
Ue4 seems harder than blender even though idt it should
if i were you i would forget about unity and just try to explain what you want in ue4
something like this?
Import the FBX back to Blender. Is the armature showing up?
yes
@digital anchor Mind if I send you a video in PM's of the current effect of my code?
no worries if not
@plush yew I mean, the armature you're supposed to import, not the one already exist in your .blend file.
sure
Not sure what you mean
Like my character armature is there
Upon importing the FBX you just exported back to Blender, do you see the new armature with the same bones appeared in the scene outliner?
I'm not referring to the armature you tried to export. I want you to make sure if the armature existed in the FBX you exported to begin with
I think it did but it doesn't show up in ue4 which is the issue, its the armature of the fbx which i downloaded, so it is the original armature
if that makes sense?
Like the armature us see in the image is the one that came with the model when i downloaded it
@idle dragon you can't just get a component of a direction vector and treat it like a pitch without doing some trigonometry on it. But you'd be better off working with it as a rotator where it is already in pitch, roll, yaw format.
@grave sphinx Rotator might work, I've used them before
Do you have any ideas of what I would change to rotator in the code I posted?
Or should I just start again
There should be a vector to rotator function. I would start there. It's just incorrect to use a component of the direction vector as an angle.
My vector maths is the equivalent of a third grader so yeah :(
I'll go in the direction you've pointed me in though, thanks
give it some time and the necessity will teach you