#ue4-general

1 messages ยท Page 986 of 1

merry oasis
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This is what i had before and it worked

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It was just the loading screen aspect

grim ore
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so you set a variable on the player and it changed the level?

merry oasis
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Yes

grim ore
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welp then that is magic because that should not happen

merry oasis
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I have it set so that when the player comes into contact with a collison it would load the next level

grim ore
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how does it load the next level?

merry oasis
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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...

โ–ถ Play video
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This is the youtube tutorial that i followed

grim ore
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so what happens now when you load?

merry oasis
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So before i did not have the loading widget thing. At the moment when i click play it starts with loading screen

grim ore
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do you ever hide the loading screen widget?

merry oasis
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What do you mean?

grim ore
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well you are adding the loading screen widget to your screen, what tells it to hide?

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i dont know how you are loading or unloading, im not watching that video, but you should know how you are

merry oasis
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I havent done anything with hiding it

grim ore
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so how do you know its not loading the other level?

merry oasis
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here is another piece of code of how i transition levels

grim ore
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yep but we dont know what load next level does

merry oasis
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So what you are saying is my level might be loaded but my widget is still being displayed?

grim ore
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could be, watch the world outliner see if it loads the other level

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i dont know if that loading system is using streaming for example or normal level loading

merry oasis
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In my outliner i can see first person character highlighted, camera actor, ,Game session

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i dont think i can see my world

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I think im going to try follow a different youtube tutorial and see if that works

grim ore
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well all the stuff in your level would show up in the outliner, I dont know what is in each level

merry oasis
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Yea all my stuff shows

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On outliner

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I think my world has loaded so how would i go about hiding this widget and only being showed when transitioning?

grim ore
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depends on how your loading code works, once you create the widget you would save it somewhere and then remove it later

merry oasis
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Because im a beginner and dont really understand how to do this sort of thing i might just try another tutorial

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see if that one works

prime willow
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@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

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or use the card systems of some sort

plush yew
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All of the unreal engine tutorials say you can scale it for whatever console or platform its on in game film and such projects..

true ridge
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Is there a way to have skeletal animations playing in the level editor without having to actually launch the game?

grim ore
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assign it as the animation (not using the anim bp), or try to hit simulate instead of play

true ridge
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Simulate does exactly what I was looking for. Thanks!

drowsy snow
tough pagoda
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Hello, I have a little problem. When I'm expanding Tree List View I'm getting this:

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And If I start spam expanding UE4 crashes with this error:

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This is often because the same item is in the list more than once in TreeViewT<ItemType> [ListViewBase.h(298)]. Diagnostics follow.
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To list adding the same elems.

tribal oak
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Does someone know if there's a way to conditionally check some rendering stats? eg: do this if (fps/draw call/tris = X) else..

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Nevermind, found my answer

tough pagoda
# tough pagoda

The problem is this node. But I dunno how can I resolve this issue.

glacial pecan
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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?

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or components that I want to push something to...

tough pagoda
glacial pecan
tough pagoda
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@glacial pecan
Sorry, I thought that this message to me.

knotty slate
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Hi

drowsy snow
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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.

misty wharf
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I may have gone too far in a few places

knotty slate
blazing dock
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is there a solution for the black frame that happens in the media player ?

peak crow
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is there a noob channel in this discord

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I'm brand new, to everything. wondering how I would start making a hockey game

digital hinge
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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

normal forge
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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.

peak crow
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thanks for the reply. this discord is massive compared to others i'm in i'll take a look around.

pastel ginkgo
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How can I have a different material on the front and back of a plane?

near pine
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how do i overlap tiles in a tileset

pure wasp
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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

analog summit
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@pure wasp i will take a look in a few minutes

pure wasp
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Thanks you ! Even if we don"t managed to make it work, thanks for trying xD

analog summit
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We will...

unique kraken
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any advanced ctrl rig user here? id like to discuss some advanced stuff

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essentially i need a ik chain with more then 2 bones and still have accsess to a pole

unique kraken
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no, finger iks,
did animal legs befor with full body ik

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but im setting up a animation rig where i dont want full body ik

glacial pecan
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Fantastic, thanks!

smoky sonnet
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is there a cmd command to adjust ue4 volume?

drowsy snow
unique kraken
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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

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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.

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NVM ccdik works, i had a wrong order somewhere

kindred laurel
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hi does anyone know how to import a pose skeleton mesh onto an fbx model in unreal?

merry oasis
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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?

vocal nimbus
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Hello everyone, I am trying to install houdini engine and I am getting this error. Can someone help me out?

pastel ginkgo
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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.

pastel ginkgo
royal dragon
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Is there a way to download plugins for an older engine version, even if I don't have it installed?

digital hinge
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why is this happening only when the directional light is set to stationary or static

autumn flame
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Bake the light

brazen stag
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Hi, can anyone tell me in which section I can post a query about data tables?

brazen stag
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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?

thick nebula
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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?

fallen orchid
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anyone have experience with a login system/multiplayer in unreal? I am trying to wrap my mind around it.

cinder cradle
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Nice

thick nebula
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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

brazen stag
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How do i add a gameplay tag to a static mesh?

odd fractal
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Hi, how can I reactivate AI controller after possess?

wintry raptor
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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.

lament oxide
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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

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I can move it by change the value co-ordinates but thats pretty clunky and effecting the speed at which I can work

primal tendon
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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

upbeat tendon
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how can i get the build info? version number etc?

primal tendon
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how to make 1 same exec connect to 2 nodes

upbeat tendon
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oh found it

neon bough
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@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

primal tendon
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ok thanks

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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

proud dome
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What is the best way to edit UI?

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Cuz the UE is pretty wack considering i cant do certain things in it

kindred viper
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@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.

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@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

neon bough
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what are latent functions? something like running the methods after a 0 second delay?

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or stuff that creates it own async task/thread?

kindred viper
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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.

primal tendon
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How to make 3rd person character run faster than 100 scale value

neon bough
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thanks for the example link

plush yew
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What is NS as a texture, its just a have a texture named NS 1 and 2 and idk what it is?

kindred viper
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it could be anything. N could be a Normal though.

plush yew
kindred viper
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@ebon linden did the cast fail? You didn't check

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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 ๐Ÿ™‚

plush yew
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Is there a way to automatically texture something, with the textures i got.

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like i node wrangler in blender sort of if anyone knows that

kindred viper
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there is a way to do everything. But what are you wanting to do specifically?

plush yew
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im sorry are u asking me?

kindred viper
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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

plush yew
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thanks

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and another thing how do ik where what texture goes if it has acroynm's

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I just have alot of random texture and have no idea what or where they go?

kindred viper
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I wouldn't have a clue about that.

grim ore
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wherever you got the textures from should tell you what they do

plush yew
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it does say but idk which one is which?

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one second ill send the names maybe you can understand

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NS, and NS_1

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the rest is understandable like AO,C,N

grim ore
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well where you got them from, doesnt it say?

plush yew
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it does say Albedo, Metalness, Gloss, Normal, Ambient occlusion

grim ore
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but it doesnt say AO = this, NS = this ?

plush yew
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no

grim ore
plush yew
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And is the master material gonna be able to recognize the file names?

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or will i have to re-write them

grim ore
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thats all up to how you design your system, its not magic you have to program it

plush yew
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ok

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trhank you

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thank*

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and is there a way to join the model together cuz its all in bits like body legs head hair etc

grim ore
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you can choose to combine the mesh on import, or combine it in your DCC program

plush yew
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Ah ok

plush yew
dusky cypress
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can I release a unreal chaos game? I looked it up but I coldnt find the awnser.

grim ore
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@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)

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@dusky cypress using the Chaos physics system? if so yes its just not recommended since its in an experimental state

plush yew
kindred viper
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@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.

dusky cypress
kindred viper
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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

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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 ๐Ÿ˜„

plush yew
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how do you import a mesh combined rather than in separate parts?

kindred viper
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in the importer.

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it gives you the option

merry gazelle
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Is there any performance benefit to using child actors vs placing those actors in the level?

dusky cypress
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should I just use the regular engine then?

plush yew
kindred viper
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@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

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@plush yew well if you are using the FBX importer you should. Multiple static meshes in a file will offer the option to combine

plush yew
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Ah ok i was using the wrong one? i did file import so it had a different window

unreal abyss
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Hello there
is this channel okay to use for questions?

kindred viper
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I should hope so or everyone is breaking the rules :p

plush yew
kindred viper
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show me the importer

plush yew
kindred viper
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that is a skeletal mesh

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you can combine that in editor but it will turn it into a static mesh when it does.

plush yew
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but i exported as an FBX in blender?

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one second

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ill try something else

kindred viper
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I think you need to go learn a bit more about the workflow. It would take too long to explain here.

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There are some great videos on the Unreal Learning portal

plush yew
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ye i really do cuz i have no clue sometimes

kindred viper
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its ok , we all start somewhere. ๐Ÿ™‚

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Blender can complicate things a little too with some meshes/materials

plush yew
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im just better at blender and horrible at ue4 somehow

kindred viper
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yeah I spent the last 5 months doing nothing but Blender and my UE4 is getting rusty ๐Ÿ˜„ But stick with it. Persistence is key.

lost sparrow
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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

unreal abyss
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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

dusky folio
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hey, may i ask if there is some difference if the world displacement is indistinct?

kindred viper
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@lost sparrow remove the plugin and clear your intermediate folder, which I believe may house the editor flags for files.

lost sparrow
kindred viper
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@dusky folio its the shader type needs to change. Not sure to which one but its a specific shader type

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@lost sparrow the editor shouldn't really know about any Perforce without the plugin. It would just notice the file was read only.

plush yew
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Whenever I try to work and try to move using right click in unreal engine always this open up

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It irritates a lot

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Any solution to turn this off

lost sparrow
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Oh wait, there is a perforce plugin.

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It wasn't in the project file. Hang on ๐Ÿ˜›

misty wharf
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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);```
kindred viper
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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

vagrant hornet
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why cant i delete folders in the content finder

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they are empty

kindred viper
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they may contain redirectors

distant cobalt
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heyo i will code with ue sdk

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is it hard to make a light who activate when bool on true

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with a button

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or easy

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i can c++

naive dune
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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?

vagrant hornet
fierce tulip
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if you want things to break...

vagrant hornet
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how do i fix it?

fierce tulip
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rightclick on main folder in content browser > fix up redirectors

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(though i think latest ue4 version isnt cleaning em properly, unless its just my project messing up)

kindred viper
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yeah I found that. They like to persist

vagrant hornet
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fix up redirectors didnt work

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also its not my project

lost sparrow
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Nothing I do removes source control from my project. Still get a "Check out assets" popup everytime I try to save an asset...

distant cobalt
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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

fallow hornet
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is there a way to snap an object to another object

vagrant hornet
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end key

fallow hornet
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Trying that and its not doing anything.....

pastel ginkgo
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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.

fallow hornet
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I guess the best way to put this is i want to snap one objects pivot point to another objects pivot point

native fjord
fallow hornet
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I ended up switching the object that I wanted to world position and then copied those values to the relative of the other object

supple lava
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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!

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P.S. Our entire group consists of 4 people if that helps

runic iron
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People in #source-control should be able to help more if you have more questions

supple lava
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thanks a lot!

autumn flame
supple lava
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thanks again!

misty wharf
hearty walrus
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question: how do I lock the size of a UMG image?

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the image looks normal on 16:9 displays

kindred viper
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@misty wharf yes

hearty walrus
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but anything other stretches the image

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is there a way to make it crop instead of stretch?

kindred viper
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@hearty walrus You should try a sizebox and anchors.

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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

hearty walrus
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(I meant zoom, whoops)

upbeat tendon
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i am wondering, is it quicker to hack a json object using FString or Serialize a Struct?

plush yew
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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 ?

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I have these .tbmat materials

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how would i import them into ue4

misty wharf
# kindred viper <@!246822176265601024> yes

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
pastel ginkgo
plush yew
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are they free?

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alright ill just texture myself

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ah ok

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Why is it when i export a model fully texture from blender to ue4 it becomes untextured and is just a scene?

kindred viper
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because Blender doesnt use the same shader model at all. It's OSL and ue is HLSL

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you can export materials and it will create the basic setup but nothing complex

plush yew
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is there a way to change that or somehow fix it?

kindred viper
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yeah feel free to code in the cross compiler to Blender :p

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The general rule is, dont make materials in Blender. A texture can be added just as quick in both

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@plush yew me too. I'd rather someone paid me to make it tho. So I could cry. It's been so long ๐Ÿ˜„

plush yew
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i just know blender better and mine looks better in blender

kindred viper
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of course its a hardcore renderer.

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but it's like compering apples and oranges here.

plush yew
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the model has a helmet and body separate and when i export from blender its one but in ue4 its two separate meshes

kindred viper
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its not joined in blender then obviously

plush yew
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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

hearty walrus
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oh no

plush yew
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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?

fierce tulip
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@hearty walrus please mind your wording :)

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oh, thought the wording and image where two separate posts.

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:/

plush yew
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ok one second

kindred viper
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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.

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running before you can walk often leads to tripping yourself up

plush yew
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Its some site you might have to translate it idk why

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oh well i got models from it

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its also saying its a secure site so idk

kindred viper
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did you verify those models are legit and licensed? Because sharing warez sites isn't allowed and honestly, the chances are its been ripped

plush yew
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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

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i also dont intend to use them in like public its just for me for some animations for fun

kindred viper
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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.

plush yew
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why banned, is it a bad site?

kindred viper
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reputation preceeds .ru domains

plush yew
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is it russian?

kindred viper
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nothing against mother russia, but it's just how it is

plush yew
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oh well

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so is should use it cuz it might be unsafe, like i have fully working models from the website

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but i just dont know how to like texture them and import them as one thats all

kindred viper
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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.

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there is no shame in placeholders until you can afford models either.

plush yew
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there went all my models

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do u know any star wars model websites

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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...

โ–ถ Play video
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ok ill try it out

dense knoll
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Rolling works fine

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but if you pitch while rolling

kindred viper
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its called Euler angles vs Quaternions. Have a readup

dense knoll
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ue4 just does whatever

kindred viper
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no it does exactly what you tell it to. Its a computer program ๐Ÿ˜„

dense knoll
#

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

kindred viper
#

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.

plush yew
#

Is renderhub legit?

kindred viper
#

yes

dense knoll
#

aparently seperating the movment axis fixed it

plush yew
kindred viper
#

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.

plush yew
#

I see

#

Any one uses ipisoft here for mo cap ive had some issue importing my motion capture in

lost sparrow
#

The volumetric cloud reflections on the water are MUCH redder than the actual clouds. I can't figure it out

kindred viper
#

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

lost sparrow
#

I'll look. It's the default UE4 4.26 water shader, I haven't messed with it much

kindred viper
#

yeah me neither yet but cant wait

autumn grail
#

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?

kindred viper
#

sounds like it tells you how to fix it right there.

lost sparrow
#

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 ๐Ÿ˜›

plush yew
#

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?

kindred viper
#

it might be opacity channels

#

*masks

plush yew
#

maybe ill check

kindred viper
#

it also might not be ๐Ÿ˜„ I think it would show the mesh underneath if that was the case now I think about it

plush yew
#

its the mesh i think

winter gale
kindred viper
#

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.

plush yew
#

Well its happening with most of my meshes that i import

#

nvm only some

kindred viper
#

thats where the hackers install the viruses ๐Ÿ˜„

buoyant graniteBOT
#

:triangular_flag_on_post: Darref#0294 received strike 2. As a result, they were muted for 1 hour.

plush yew
#

Why do meshes have a preview sign over them and a very glitchy light

grim ore
#

preview meants you are using a static/stationary lighting setup and need to build your lighting so the shadows and lights are correct

plush yew
#

and the glitchy light "pattern"

grim ore
#

you need to build lighting and then see what it looks like

plush yew
#

what does it mean by new lighting just for now can i add a directional light and later make it fully

kindred viper
#

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.

plush yew
#

where do i find the learning portal?

kindred viper
#

omg do I have to google it for you too? ๐Ÿ˜„

#

im out. Good luck :p

grim ore
plush yew
#

oh sorry i thought it was some thing inside unreal not a quick google

grim ore
#

there are some in unreal as well

#

there should be a little hat in the upper right corner you can click on

plush yew
#

alright thanks

coral lotus
#

Does anyone know why my displacement is creating these weird dark artifacts on my terrain?

inner sundial
#

can someone help me fix this? the mesh is completely see through

inner vine
#

Your normals seem to be inverted

coral lotus
inner vine
#

Try flipping them

coral lotus
#

good way of checking before exporting

inner sundial
#

oh yea

#

def a problem here lmao

#

thanks for the tip

inner vine
#

Blender should have a function called "recalculate normals outside". Idk the shortcut key but it should at least mostly fix your model.

inner sundial
#

CTRL SHIFT N

#

but nah

#

flipping normals is just a couple buttons

coral lotus
inner sundial
#

yea thank you so much

#

cool it works

coral lotus
#

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?

plush yew
#

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

rugged arch
#

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

inner vine
#

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++.

empty swan
rugged arch
inner vine
#

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)

granite holly
empty swan
granite holly
#

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 ?

spare kernel
#

its so the source code is only available to people who have a valid epic account

#

nothing more

granite holly
#

hmm, wich is obtain by making what ? a purshase on store ?

spare kernel
#

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

granite holly
#

yup cuz i have dozen of their free games but never bought any.

spare kernel
#

why do you need to buy any>

#

i have never bought any

granite holly
#

x) So just need to link on any free Epic account right ?.

spare kernel
#

yeah

distant cobalt
#

its hard to create a light actor with c++?

peak crow
#

anyone know if a 1050 ti will be good enough to create content in unreal engine?

granite holly
#

I'm using it, not the best but do the job

peak crow
#

awesome thanks

radiant fable
#

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?

open eagle
#

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

granite holly
#

so is your avatar, seems legit !

hidden dew
#

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.

hidden dew
#

Found it. This guy:

Details -> Activation -> CharacterMovement -> Auto Activate

#

(Correction to my own answer. Actually it's this:)
Details -> Pawn -> Auto Possess Player

pseudo mason
#

@spare kernel

spare kernel
#

?

pseudo mason
#

Hello sir i have a favor to ask?

spare kernel
#

ok?

pseudo mason
#

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.

#

๐Ÿ˜

mossy nymph
#

last time someone did @ everyone here ended up in real mature moment

harsh cedar
#

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?"

pseudo mason
#

Yes lol it's for God's will

harsh cedar
#

Good way to get tied up and thrown in a river, my friend.

pseudo mason
#

( Pinning it was the other option)

spare kernel
#

@pseudo mason i will take a look

pseudo mason
#

I just see a lot of people having similar problems that can be fixed with that lesson.

#

@spare kernel My Thanks๐Ÿ™

spare kernel
#

i will pin it in the channel as it is a good resource

pseudo mason
#

Will do

cursive salmon
#

Hi, do you know if hi localization dashboard also works on Android or not?

short willow
#

what's the new update about?

#

ohhh....4.26.2

wanton wadi
#

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 ๐Ÿ˜ฆ

mossy nymph
#

have blueprintupdateanimation pull all data

#

and stash it into variables

#

and use only the variables in anim graph, nothing else

#

then its thread safe

inner sundial
#

Can someone help me with shading? i want to make a shader like this

#

its from the UE3 game SW: First Assault

stoic sentinel
#

CAN SOMEONE HELP ME WITH META HUMAN CReATOr PLs?

flint trench
#

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

rustic panther
#

aw I was gonna help that jerk

drowsy snow
buoyant graniteBOT
#

:triangular_flag_on_post: Nako Baev#6061 received strike 1. As a result, they were muted for 10 minutes.

inner sundial
#

well its got the fringe, the bloom, and im not sure how to really fully describe it

stoic sentinel
inner sundial
#

its just got that UE3 look to it if that makes any sense

stoic sentinel
rustic panther
#

not you

drowsy snow
somber rover
#

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

Lightshot

Captured with Lightshot

inner sundial
#

i cant use UDK, dont even know how lmao, but i also want the fringe and what not

drowsy snow
rustic panther
#

I was working on confirming my suspicion on what I thought was the problem, oh well

drowsy snow
drowsy snow
somber rover
inner sundial
#

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

dire lantern
flint trench
inner sundial
#

well what im doing is also non PBR

flint trench
#

this might be helpful to you

#

Valorant and Fortnite both went for non-PBR workflow

inner sundial
#

maybe

flint trench
#

the half lambert stuff especially might help you

inner sundial
#

but i want it to be as close to SWFA as i can

#

but thanks

flint trench
#

well yes, but what i'm saying is those steps will probs help you get closer

inner sundial
#

yea

#

thank you

flint trench
#

np

plush yew
#

comfy server

pulsar ruin
#

i stopped download some features and templates when i setup unreal 4.26 how i can download this features without download whole engine ?

modest trench
pulsar ruin
#

i havn't

#

i setup new windows

modest trench
copper heart
#

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 ๐Ÿ™‚

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.

โ–ถ Play video
pulsar ruin
#

amazing trick :]

pulsar ruin
modest trench
#

for consoles I believe you have to do a full source build from the github

pulsar ruin
#

i c

#

what's difference ?

modest trench
#

this might be old info

pulsar ruin
#

what's dif btw if i install from launcher and github i will still can use the launcher?

modest trench
#

do you have a switch devkit?

pulsar ruin
#

no but i working on project for Nintendo switch and i make some researches

modest trench
#

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

pulsar ruin
#

so u advice me to still with the launcher ?

modest trench
#

you need to build UE4 from source, the launcher isn't used to do this

pulsar ruin
#

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

glacial dawn
#

@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!

copper heart
#

@glacial dawn thanks ๐Ÿ™‚ 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 ๐Ÿ™‚

leaden dust
#

could someone give me a basic overview of these 2 settings?

potent bridge
#

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...

leaden dust
#

@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

potent bridge
#

Never knew about making blueprints parents of each other

#

how does one do that?

leaden dust
#

well the whole engine runs on inheritance (that's what making childs is called)

potent bridge
#

I just normally make a new blueprint when I want to make an enemy.

leaden dust
#

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?

potent bridge
#

somewhat

leaden dust
#

make an interface with a function called 'Get health'

#

and use its return values to get whatever info you want

potent bridge
#

basically I want the stats to update on the HUD any time a player hits an enemy.

#

I think I got it

terse vapor
#

hi, I am new in this group. ๐Ÿ˜„

hearty walrus
#

How would I create a playermodel?

terse vapor
#

I use open source software Blender or Hexagon by DAZ3D

plush yew
#

why are my lights having these weird glitchy pattern

terse vapor
#

Any Italian here?

rigid belfry
#

why are my interface's functions not showing?

vernal scarab
#

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

drowsy snow
rigid belfry
#

i literally cant call an interface event. why?

leaden dust
#

@vernal scarab this is in PIE or standalone?

vernal scarab
#

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

elder haven
#

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 ?

vernal scarab
#

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)

plush yew
#

Do you guys have any good height map websites?

woeful hatch
#

reload working all fine - however animation is playing on server when client reloads

autumn flame
late stag
#

Does anyone know how a super advanced vehicle system would work

woeful hatch
#

depends what type of vehicle

#

plane works completely different to boat eg

proud dome
#

how do i make it so that the numbers don't count as decimals?

#

but from 1 to 100

late stag
autumn flame
proud dome
#

Ok i fixed it but still, i dont want decimals

autumn flame
proud dome
#

ToText?

#

Do i need to edit in binding?

autumn flame
#

Basically drag the Float variable pin and type ToText

distant cobalt
#

who i find this

#

?

#

lol

#

also by me is it not

distant cobalt
#

ah tx

#

bro

proud dome
autumn flame
#

Maximum Fractional Digits to 0

Rounding Mode whatever you desire

woeful hatch
autumn flame
#

Grouping is if you have 100000 for example it will be 100.000

distant cobalt
#

why its so shit

#

also light etc

#

not realistic

#

looks so bad

autumn flame
autumn flame
distant cobalt
#

How

#

Haha

#

With what

autumn flame
#

With lots of love and magic

Just fiddle with SkyLight, Directional Light, Height Fog etc etc...

proud dome
#

Why when i crouch the stamina percentage isnt rising?

kind mulch
#

Your first branch node isnโ€™t hooked up to anything except the condition.

proud dome
#

Oh nvm

#

the + float was too low

fierce tulip
#

@modern kite please dont ask the same question in multiple channels. *points at the #rules *

modern kite
#

Sorry I wasn't sure where to put it

fierce tulip
fierce notch
#

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?

drowsy snow
fierce tulip
#

iunno, just sharing it

drowsy snow
#

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.

woeful hatch
kindred viper
#

@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.

drowsy snow
# distant cobalt With what

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
drowsy snow
#

It even breaks in Control rig

kindred viper
#

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.

magic trout
kindred viper
#

the error is self explanatory I guess ๐Ÿ™‚

#

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

drowsy snow
# magic trout help

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.

drowsy snow
magic trout
#

intel(R) hd graphics

#

no numbers

kindred viper
#

et voila

drowsy snow
#

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.

magic trout
#

i have intel gpu

drowsy snow
magic trout
#

4-5 years

spare kernel
#

try getting the latest directx

drowsy snow
#

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.

kindred viper
#

or get a real GPU for purpose ๐Ÿ™‚

drowsy snow
spare kernel
#

i have seen people with even RTX's hit this issue

#

a DX11 reinstall fixed it

#

worth a shot ๐Ÿคท

magic trout
#

how do i reinstall it?

spare kernel
#

i literally just gave you the link ^^

magic trout
#

it is just a pptx an wma file

spare kernel
#

oops

#

haha good ol microsoft

#
#

a 4-5 year old integrated GPU should have SL5?

#

SM5*

drowsy snow
#

My 6th Gen iGPU can do SM5-DX12 quite well.

spare kernel
#

oh it might have been only 2-3 years since that came out

#

2018 time?

magic trout
#

yes

#

oh wait

drowsy snow
spare kernel
#

yeah its 2016

drowsy snow
#

Shame that my dedicated GPU died after 4 years of service

spare kernel
#

DXDIAG will show the shader model of the GFX card right?

magic trout
#

my brother has the same gpu and he has feature 11.0

spare kernel
#

gpu or cpu?

magic trout
#

gpu

spare kernel
#

cause yours is intergrated graphics

drowsy snow
#

intel(R) hd graphics
no numbers

#

I think it's a broken driver ๐Ÿค”

spare kernel
#

possible, or if its a laptop it could have a discrete GPU

magic trout
#

i'm on pc

spare kernel
#

well that answers that, so try getting the latest driver

drowsy snow
#

To make sure there's no remnants of the broken driver, try downloading Display Driver Uninstaller, and clean uninstall the drivers with that tool.

wary ferry
#

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 ๐Ÿ˜„

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.

loud meadow
#

guys pls help me

#

i want to speed up the footsteps sound when running

drowsy snow
wary ferry
#

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 ๐Ÿ˜„

drowsy snow
drowsy snow
wary ferry
kindred viper
#

@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.

wary ferry
drowsy snow
#

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

versed burrow
#

Hi

wary ferry
# drowsy snow Here's example in render

ahja pretty much what i thought it would be. Really nice man ๐Ÿ™‚ 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

wary ferry
versed burrow
#

Can I ask some questions?

#

About unreal

wary ferry
drowsy turtle
#

B)

wary ferry
#

someone will respond xD

versed burrow
#

Which would be better to use c++ or blueprints

autumn flame
#

both

versed burrow
#

Hmmm

wary ferry
drowsy snow
#

I still have my banded lighting, along with softer shadow around it.

wary ferry
#

how are you accessing lighting info?

#

post process?

wary ferry
#

but start in bp

drowsy snow
#

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)

wary ferry
#

for prototyping

#

and then move your logic to c++ on demand

drowsy snow
versed burrow
wary ferry
#

if you are a programmer you should know which stuff needs to be well optimized and which can be relatively "surface" level

versed burrow
#

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

drowsy turtle
#

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?

wary ferry
#

in that case you answered your question ๐Ÿ™‚

#

blueprint it is

#

there are some plugins that also extend the bp capabilities of unreal quite heavily

drowsy snow
drowsy turtle
versed burrow
drowsy snow
wary ferry
wary ferry
drowsy snow
#

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.

wary ferry
#

thats why i wouldnt do it unless you are pure solo dev

versed burrow
#

Wait so like

wary ferry
#

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

drowsy turtle
wary ferry
#

code costs frame time

#

if it runs

#

"when it runs"

versed burrow
#

Would I have to learn like the basic c++ and variables and stuff like that until I can actually use unreal engine c++ ?

wary ferry
#

unless

kindred viper
#

@versed burrow start with blueprints and you will pick up the equivalent code quite easily.

wary ferry
#

insert multithreading here xD but its not a fix for everything and makes things harder ๐Ÿ˜„

drowsy turtle
#

So, you mean FPS? Blueprint's code should not affect FPS?

drowsy snow
kindred viper
#

yeah loads on youtube

wary ferry
#

well as long as your code runs in the main thread you will have a frame time reduction whenever your code becomes heavy afaik

versed burrow
#

Ok thanks u guys

drowsy snow
kindred viper
#

@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

drowsy turtle
drowsy snow
versed burrow
#

This is so confusing

wary ferry
drowsy snow
versed burrow
#

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?

wary ferry
#

i had to talk to programmers for a year to understand most of this

versed burrow
#

Dang

drowsy snow
wary ferry
# versed burrow Dang

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...

โ–ถ Play video
#

xxxD

versed burrow
drowsy snow
wary ferry
#

good one

#

god damnit i feel so called out

kindred viper
#

@drowsy turtle OnHit -> set actor rotation

drowsy turtle
versed burrow
#

Making cutscenes in ue4

#

How would you do that

kindred viper
#

you would follow youtube tutorials

drowsy snow
versed burrow
#

.

#

Whats that

#

Wait nvm

kindred viper
drowsy snow
#

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 ๐Ÿค”

drowsy turtle
drowsy turtle
kindred viper
#

maybe its just that, for external controller use like in virtual production

wary ferry
#

its what i tend to do when i dont get straight up solutions from the discord search

plush yew
#

why do some meshes shaders not texture when my game crashes

drowsy snow
versed burrow
#

Guys do we get banned for saying "unity is better" ๐Ÿ˜‚

plush yew
drowsy snow
drowsy snow
#

The material instances were unsaved and lost from the crash.

plush yew
drowsy turtle
# versed burrow Guys do we get banned for saying "unity is better" ๐Ÿ˜‚

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.

drowsy snow
kindred viper
#

Unity is for people who don't know any better ๐Ÿ˜‰

drowsy snow
#

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.

amber ibex
#

Whats yalls opinion on Epic Games buying ArtStation?

drowsy snow
#

Although I still prefer Pixiv ๐Ÿ˜›

plush yew
#

why does my texture look like this

#

even though its this

drowsy snow
drowsy snow
plush yew
#

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?

drowsy snow
#

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.

plush yew
plush yew
drowsy snow
#

Material Instances can have their own values for all the parameters defined in the master materials, including Textures.

woven falcon
#

is there a way to replace an asset with another?

#

so i don't have to change all the blueprint names?

idle dragon
#

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!

idle dragon
#

that seems to be it

plush yew
#

IS there a way to copy the nodes of a material instance?

kindred viper
#

you can right click and copy most values in a detail panel

plush yew
#

No but if i want to copy the nodes into a material function?

kindred viper
#

oh I see.

plush yew
#

Because i have two megascanned surfaces and i want to vertex paint

idle dragon
#

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.

plush yew
#

them so i just need the nodes of both but they are a material instance?

idle dragon
#

The target to vector is causing the problems

plush yew
idle dragon
#

Oh got it, nevermind

#

Wait, what the hell is this?

#

Need the name of it

plush yew
#

gett taxi

drowsy snow
plush yew
#

can any one help me with my issue plz?

idle dragon
drowsy snow
plush yew
#

alright

idle dragon
#

I'm just curious, do you have to be on this server a week to stream your ue4 project?

#

I heard someone say that

drowsy snow
idle dragon
#

I need help that'll require eyes on my blueprints so it's a must for me

plush yew
drowsy snow
plush yew
#

ye sorry

#

im also using blender so i mix them up

drowsy snow
#

Okay, okay, just open the Material Instance, and modify the exposed variables.

plush yew
#

but where do i find them?

plush yew
drowsy snow
#

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.

plush yew
#

Ye true

#

thanks

idle dragon
#

@drowsy snow Just curious, do you have any experience with Unity?

drowsy snow
idle dragon
#

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

drowsy snow
#

Get Transform would do

idle dragon
#

ok

drowsy snow
#

Or rather, Location

idle dragon
#

Get location?

drowsy snow
#

Since it's Vector3, it's Location

kindred viper
#

cries in 2d

drowsy snow
#

"Transform" in Unreal is actually Location + Rotation + Scale

digital anchor
#

same thing in unity

drowsy snow
#

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)

idle dragon
#

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

idle dragon
#

I don't wanna open old wounds ;P

digital anchor
#

rejoin the pins and plug the base transform

idle dragon
#

rejoin the pins on the inverse transform location?

digital anchor
#

yeah

idle dragon
#

what did you mean by the base transform btw?

digital anchor
#

base -> get transform

idle dragon
#

forgive my room temp iq but what is base?

digital anchor
idle dragon
#

ah

#

i am indeed a dumbass

#

new code, looks alright?

digital anchor
#

yeah, thats the equivalent to the unitys code

idle dragon
#

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

plush yew
#

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

spare kernel
#

might be best to ask on the Epic forums if you have installed the .NET runtimes

idle dragon
#

@plush yew my guess is to look up reinstalling the net framework etc, validate installation files,

#

etc

plush yew
#

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?

kindred viper
#

because we waste time googling for people who don't do their own googling. It's not an insult. It's a fact :p

plush yew
#

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

spare kernel
plush yew
kindred viper
#

yeah location means a lot too but thats a pretty straight forward one

plush yew
spare kernel
#

no i mean about the launcher issue

plush yew
#

thats put aside for now

drowsy snow
#

Guess Epic's inbox will be clogged tomorrow ๐Ÿ‘€

plush yew
#

until I figure out this forum link issue

plush yew
#

bit low tbh

kindred viper
#

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

plush yew
#

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

kindred viper
#

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.

spare kernel
#

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.

drowsy snow
#

It's clearly stated in the #rules tho

civic cobalt
#

yo guys is there a wip channel? i cant find it anymore

drowsy snow
plush yew
#

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

kindred viper
#

@plush yew blender rigs are not Unreal rigs

civic cobalt
#

@drowsy snow thanks

plush yew
drowsy snow
#
  1. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response.
plush yew
#

whats the time limit I should be waiting because I am really tired now

plush yew
kindred viper
#

what do you mean by rig then? The skeleton? Because a rig is something that controls a skeleton and is different

idle dragon
#

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

plush yew
kindred viper
#

that is a skeleton not a rig

plush yew
#

fair

plush yew
kindred viper
#

its called an Armature in blender

civic cobalt
#

does anyone know if i can make my current pawn class a child of a new empty pawn class?

plush yew
idle dragon
#

@plush yew My only solution is a complete clean reinstall of all things epic games and the net frameworks

drowsy snow
kindred viper
#

If you are having trouble I suggest using Mr.Mannequin's tools or the Epic Send To Unreal plugin.

drowsy snow
plush yew
#

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

kindred viper
#

did you export the armature?

drowsy snow
plush yew
#

I struggle following the ambigious nature of neurotypicals

#

ok ended

kindred viper
#

lol

#

im gonna put that on a tshirt

drowsy snow
idle dragon
#

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?

civic cobalt
#

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

kindred viper
#

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

drowsy snow
digital anchor
#

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

idle dragon
#

I uh... made my own... personal modifications to it, but i'll get rid of it

plush yew
#

So can i not animate my character if his skeleton doesn't show up?

kindred viper
#

sure with vertex animation but you ain't ready for that

#

Id fix the armature being exported

digital anchor
#

btw if you just wanted to point to something an even easier way would be simply (B-A).Normalize

kindred viper
#

yeah dot product will save you many nodes and performance

plush yew
idle dragon
#

I've gotten rid of that world transform and nothings changed, so I guess that was okay

digital anchor
#

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

kindred viper
#

@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.

idle dragon
#

@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

plush yew
kindred viper
#

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

idle dragon
#

@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.

plush yew
kindred viper
#

I can't explain any more. I gave you the info

plush yew
#

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

digital anchor
#

if i were you i would forget about unity and just try to explain what you want in ue4

#

something like this?

idle dragon
#

Yes

#

I'm simulating an aircraft pitching to a point

drowsy snow
plush yew
#

yes

idle dragon
#

@digital anchor Mind if I send you a video in PM's of the current effect of my code?

#

no worries if not

drowsy snow
#

@plush yew I mean, the armature you're supposed to import, not the one already exist in your .blend file.

digital anchor
#

sure

plush yew
#

Like my character armature is there

drowsy snow
#

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

plush yew
#

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?

plush yew
grave sphinx
#

@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.

idle dragon
#

@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

grave sphinx
#

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.

idle dragon
#

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

kindred viper
#

give it some time and the necessity will teach you