#ue4-general
1 messages ยท Page 988 of 1
Just wanted to know
alright ๐
If ur gonna release It or sum
Oh boy, its far from done ๐ i just have finished the hunger, thirst, energy and health bar
I think I found solution!
I just need to install launcher on local drive
anyone know, unreal engine cool to run on rx 480?
I don't see any reason RX 480s can't take UE4 editor.
It's not too ancient for modern raster graphics.
yeah I mean I play Call of Duty latest one on it
hits around 60% utilisation with 80 degrees heat usage (which where I live is normal its really hot here)
I am bit annoyed I bought into crossfire
Why can I see my sun?
or sky
although funnily it works well in scientific computing lol
I was right!!!!!!!!!!!!!!!!!!!!
install on C drive not another drive
then epic installer works perfect!
Try setting your light into moveable
nope
does anyone know, last time I downloaded epic installer via google it told me to choose between license types
but this time I download epic installer on there site I did'nt get that
@drowsy snow https://youtu.be/3jM_VLzRqlE?t=4588
In this free tutorial you will learn the fundamentals of Unreal Engine 4 with an emphasis on the similiarites between UE4 and Blender! This beginner tutoiral is made specifically for Blender users so you can transfer your skills from blender to Unreal Engine. Unreal Engine is the leader in real-time graphics and is used to make video games, but ...
I was following this but its not working
we have the same settings
hei gius; running into an issue rn
hope someone might help me
So im making a pistol shooting.
- Did a pistol bp with the mesh
- The pistol attach properely to the right socket when it's called
- Did a bullet bp with the mesh
you need to put BP_Sky or smth like that there
However i can't tell the bullet where to spawn
this should be fairly easy however the command "get " doesn't return anything
I can't even open UE4 without it crashing
what could be the issue? My computer did a disk scan today when I booted it up
spawning the bullet but not going the direction I was tightening I looked on the internet but none of them worked
why when i press play i dont play as character
Hey so I had a question about the defualt 3rd person example
I've got a new blueprint that I want to use for the character
me?
How would I swap out the thirdpersoncharacter actor to an entirely new blueprint
A new model blueprint, mean
I guess there is no such thing
If your model have the same bone hierarchy/naming with the default UE skeleton standard:
Simply assign the skeletal mesh to the default Manny skeleton, and change the mesh in the ThirdPersonBP
If your model have different bone naming but similar hierarchy:
Retarget the anim blueprint to your model, make sure it works, and then change the mesh and anim BP in the ThirdPersonBP
If your model have different bone hierarchy:
Create your own animation sequences and the animBP for the model, and then change the mesh and anim BP in the ThirdPersonBP
can anyone help me?
not sure, but that project folder name has spaces and other oddities. ue4 might not understand it properly.
Hey folks, wondering if anyone here who might have a bit more PC knowledge than me could tell me what my bottleneck is hardware wise?
MSI MS-7A71
i7-7700K (4.20GHz)
32GB RAM DDR4 3000MHz
GTX 1080
I've had some crashes in UE4 recently, mostly due to having large landscapes and compiling shaders is so insanely slow.
No issues gaming, but obviously that's not what my main use of this PC is anymore, so perhaps it's not as good as I thought.
Houdini is crashing out on me due to memory, which says to me I might need to up to 64GB, but I feel like my ram can't possibly be my bottleneck?
Substance Painter runs so slow as well, especially when messing with mask stacks.
which one?
idk why
how did you get to this?
i got it
How difficult are Battle Royale games to make within Unreal Engine?
yes
if you have no experience making battle royale games its super hard
if you have experience making battle royale games its hard
Hey, im explring the 3rd person character blueprint, i want that right/left movment will move the character sideways.. but not rotate the actor itself in the direction of movement. so that the player would strafe right/left but will keep looking forward... any pointers on how to get there?
theres a setting called "orient rotation to movement" enabled by default on 3d person char
you would want blend spaces for this. You need to have animation on the legs not interfere with the upper body
thanks @digital anchor
Is it very hard to make my own nodes in c++ for Online Subsystem?
Because the plugin wont compile
i think i ll have to code it myself
is it necessary to have an RTX card to enable RT and GPU Lightmass?
in UE4
Also there is a free animation starter kit with strafing, so if you use their BP instead of 3rd person character BP it will strafe with some more advanced movement
Battle royale is the hardest multiplayer game to make.
If there's one thing I learned:
Indie developers with no prior experiences wanting to make battle royale game are clearly only want the money and not making games for the sake of game making passion.
1060 up works
Most of the time it's just for the money
They see how battle royale game developers rack in multi million dollars of profit, and they want the piece too.
They probably didn't know one BR game that kickstarted the genre and now kicking the bucket due to market oversaturation (ahem, The Culling)
a superclocked 1650 wouldn't GPU render in LM?
1660 only
yeah, i don't get the indie floods, just make a prototype with your day job, then if you truly have a good IP, ask a platform/publisher to see it
damnit i just bought a 1650 and while it will run games well, i looked at the GPU Lightmass YT video *and figured it might work,
Why are so many people going live
just buddies hanging out
I want to know the best way for a respawn/death system that is multiplayer friendly, and if anyone has a good idea and can throw in some references please do so, cause this is next on my do-list for my game im making
Basically i want it like this
Player dies -> Turns into ragdoll -> Camera change -> New UI for respawning
Which stream should i join lol
answer to my own problem, look into RepNotify
iunno, pick one :p
just be kind to everyone
I like your deep voice
thats mippie XD
Whos mippie
the mod with the japanese name
Nah, your's is deeper
O_O
that sounded wrong for some reason
Hahahha
i got it hehe
!role
Which role do you want to learn about?
idk
Role not found. Please enter a role name, mention, or ID.
The timer expired. Please start again.
Hey fellas
does anyone know where to start from a realistic pyshics based car? im new to cpp so sorry
there should be a vehicle game demo project on the marketplace, it's probably not like super realistic but it should give you at least a starting point
Can someone help me to understand , there is EOS SDK , OnlineSubsystem in 4.26 release branch , OnlineSubsystemEOS plugin in master branch
I dont understand what i have to use$
@autumn grail The EOS SDK is a dependency of the plugin. So you need that installed for the plugin to work. Right now the master branch is setup you want, the EOS SDK is in that branch too so take both commits/folders.
I can't use the EOS SDK i have downloaded from developper dashboard? (v1.11)
and why it says to me EOSShared is absent
i have removed it from buiild.cs
and from uplugin
@kindred viper
will it works if i comment these lines
it will not use my EOS SDK?
The system is still in development technically so the SDK and Plugin may change along the way. I wouldn't recommend using an old SDK because it might cause issues. I'd keep upto date with it personally.
I use 1.11 it is the latest
why is it when you copy paste a bunch of items in blueprints it parents to the 1st one
annoying af as it ruins the location
does chaos fracturing have an equivalent to the old Import FBX chunks option where I can use my own pre-authored chunk shapes?
Im having issues trying to get my character to rotate. Im messing around with a topdown type, where W and S push the object forward and backward, while A and D rotate it. Any ideas?
why are there quite a few FPS templates, when there is Epic's Shooter game project ? What is it missing that people keep making different templates ?
more BP focussed, closer to game needs etc
Epic's Shooter template is purely C++ (and superseded by Action RPG template), first timers would have difficulty reverse engineering it
It's not really superseded by Action RPG as they were different examples meant to show off different things, ShooterGame has a lot of networking focused example code (including encryption) whereas Action RPG is singleplayer focused and is more of a showcase for utilizing GAS and Asset Manager
I see.. I didn't know it was all C++
what's the cleanest, easy to work with and with BP exposure counterpart on Marketplace ?
ShooterGame is the only one you need for the core basics. Everything else is specific elements
quite a few big games based entirely off of shootergame
Ark, Valorant and probably others
yeah, except I don't C++ ๐ฆ
you could start. You've been doing UE long enough. Slacker :p
yeah, but I don't do UE4 all day every day. So I do what I can within the timeframe I have.
which is BP, on top of everything else related to art
Using BP is fine.
I'm still using BP because my C++ compile time is quite long, including restarting the editor for extra reliability.
I had to get the demo done by the end of this month anyway.
@vale silo think how much quicker your workflow would go if you knew C++ though. It's not like you have to learn everything, just what you need.
basically I need a template with gameplay features of something like Doom 3 (or Quake 2 at least), without AI, but with functional coop.
So, no NPCs?
I'll add those myself (currently building AI for my VR project)
Is there a channel on here that is for problems/troubleshooting?
You can ask here or in the specialised channels.
there exists an uwp export branch for unreal engine 4.26? or there is a way for export to uwp on 4.26?
Someone on #packaging might able to give clues
ok thanks
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This is too good
noice
So I am trying to record myself creating a level using OBS. I want to use a camera view port to make it looks cleaner and do a time lapse eventually. Does anyone know how to do this? Ive used the ( DX12 compatible camera for SPOUT/OBS) plugin but that only works in play mode unfortunately. Does anyone know how to do this?
you could create a region for the viewport area only.
like zoom my OBS window to this region?
you could do that in post
Well I meant a specific region. You would have to go look at the OBS docs because I don't really use it often enough to remember. But you can set a region
Okay so I just found out that you can create new view ports in unreal, pilot the camera in that view port, then have OBS just record that. Thanks for all the help.
anyone have any good tutorials for setting up camera rigs?
id like to make a sidescroller camera for my game
just install the example project for it. It's pretty good
https://docs.unrealengine.com/en-US/Resources/SampleGames/PlatformerGame/index.html (only works with versions upto 4.24)
Overview of the Platformer Sample Game.
i want to get little nightmares style
im actually making a remake of it lol
https://youtu.be/UJ6Jcftf-c4?t=2958 like this
Watch the whole of Little Nightmares here in this complete Little Nightmares Gameplay Walkthrough with no commentary. Little Nightmares Gameplay was recorded at 1080p, 60fps with no commentary.
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do you mean completely remaking the game again or a fan game inpsired by it?
This may be a silly question, but has anyone ever had the issue of Sky Atmosphere not working?
When I drop it into my level there's no changes. Just a black void.
Strange thing is it seems to work fine in other projects, but as far as I know I haven't done anything that could affect it in my current project, so that's odd!
does it have the directional light etc?
Yep, all the essentials.
It works fine in any other project.
Makes me wonder why it's giving me issues in this scene I'm working on.
Could it be I've enabled something that conflicts with it? A plugin maybe? To my knowledge there isn't anything that should conflict or cause issues with it, but I'm not sure.
A physically-based sky and atmosphere rendering system with time-of-day features and ground-to-space view transitions featuring aerial perspective.
this is for the lower half/ground being dark
maybe it has a clue?
I'm aware of the ground being dark, and that's fine. My problem is that everything above the horizon is also black. lol
But I'll take a look!
wait, I was trying to link the "addional notes" section in particular here
im not completely remaking it, im just remaking the side scroller view and the main character and levels
The thing that's weird is, when I drop it in any other project it just shows up. Instant sky. Not so in this one
Anybody knows if Oodle could be used on UE4.26. If not when ue4.27 coming out?
[CONTROL RIG] Can I use control rig or UE4 to make animations like running animations? I know how to make run animations with blender and import them correctly, but can i also make run walk jump animations for my rigging inside UE4? or is control rig only used to expose animations ?
you can use it to control your skeleton and make new animations, handle your IK and more. You can also record the movement to sequencer and export as FBX.
does anyone know about the UE5 preview release? it was supposed to be early 2021, im thinking we're very close to mid 2021.
what part makes the new animations? sequencer?
nobody knows who doesn't need to know and those that do, wont say
ill search google and youtube, once i know what part of the editor to look for
@rancid lynx check out some control rig tutorials. It's complicated to explain how it works without literally doing a tutorial :p
well, ive seen tutorials on setting up the IK, i got that far. i just didnt see the "new animations" anything
Let's explore the latest animation features available in Control Rig for Unreal Engine 4.26! The team will cover updates to the Control Rig Mannequin Sample that's available on the Marketplace, rig sharing with Control Rig Components and Setup Graphs, attaching multiple Control Rigs for animation authoring, Slope Warping breakdown with post-proc...
thanks, i started watching tha ton this morning, ill finish it also
its a long one but there is a lot to cover. You could check out some of the smaller tutes if this one has too much banter or irrelevant stuff for you.
just wanted to confirm that you can use these to make New animations before i watch tooo much
yeah you can. You can add a Control Rig to a sequencer track and get each control's transform. So it's just like using a standard timeline approach with a dope sheet
sweet. two years of UE4 dev, never done anything with sequencer before. probably gonna be a nice upgrade for something somewhere in teh game X_x
if you want to learn sequencer, there is a competition started 2 days ago (it lasts a month) where you will go through 3 sequencer based animation courses on the Unreal learning portal. You will use it to make an 11 second animation and possibly win a new high end laptop and other stuff. https://www.11secondclub.com/competitions/current
im actually running it myself right now
I need the prizes so fingers crossed ๐
I fixed my issue with Sky Atmosphere. If anyone else has problems with it not working, make sure you enable "Atmosphere Sun Light" in the details panel for your directional light. Took me embarrassingly long to find out.
Can't believe I forgot about that setting...
nice!
You can do it ! I won 400 bucks from the company that made the VR Game "RecRoom". i had the highest traffic RecRoom custom player made map for 4 months straight during the contest, so they sent me 400 bucks from Austrailia, before they were getting huge, the owner used his personal email, so i may have the coe's email also haha.
nice, I liked that as an experience. The dungeon crawler was cool
it was a crossover Red Dead redemption pvp map with alot of star wars iconic stuff thrown in the sky, like crashed Xwings and R2s, it was a pretty fun map
Anyone have a good recommendation for a full blueprint tutorial to learn everything you need to know to start?
does anyone know if you can run a listen server and a client at the same time with 4.26
its rlly annoying to have to package each time O_O
@fading pond Unreal Learning Portal
@deep stump not sure in a packaged game, I guess it's possible. You can run multiple instances though so I don't see why not
Iโm talking about within the editor
oh then yeah sure. Just set it to run two instances
Ya but wouldnโt that run two servers or two clients?
I want one server, and one client
that is how it works yes
check the documentation for more information on running a listen server in the editor
What are the optimum values of game thread, draw and GPU? Any threshold limit?
I thought I did
working within your frametime millisecond requirement basically.
as a global total
Set up the Unreal Editor for testing multiplayer games.
Ah, thanks
hi, does the editor still cause high fan spin on laptops? I'm especially curious about the macs
well that depends what you are doing with it. Of course if you run raytracing, even a high end PC is gonna fire the fans up. A laptop should be no different. The editor performance specifically is obviously higher than running a game because its using the raw assets before packaging.
i mean on idle
i was reading about somebody saying that as soon as they open the editor, the fans ramp up to max
well its gonna be based on laptops, quality of parts, build and OS
tools for archviz I gather but google knows more
archviz meaning
hey what date does marketplace give new free stuff? does it always change or same date eachg month
Architectural Visualization
To me it always feels like whenever they get around to it. But usually early in the month.
first tuesday in every month
is it often decent stuff? ive heard of the odd really helpful thing like proanimation packs etc but i go on and its farm sounds and low poly cats
There is usually something every month that I'm excited about.
everything is free. If that's not useful then I don't know what is. I dont use everything I get but I need it
Morning ๐ I'm trying to make a Phasmaphobia-like mechanic whereby an Actor only appears through a camera (like a Scene Component 2D), but I'm struggling to get it work. I've tried setting the Actor to 'Only Owner See', set the owner to an actor who has the Scene Component 2D, but it still can't see it. Any thoughts on how to achieve this?
Does anyone here use luoshuang's gpu lightmass?
im not sure but this sounds like what you are looking for https://forums.unrealengine.com/t/resolved-making-an-object-visible-to-only-a-certain-camera/31719
hey, Iโm trying to make a practice game where the player can hold a camera and through that camera he can see certain stuff the he canโt see with his own eye, i got everything set up using a โscene capture 2Dโ camera. but how do i make an object only visible to this camera ? if itโs not possible to do in blueprints, can you give me a step by s...
thanks @bronze vault, that's super hacky though and won't work for me as it's a multiplayer game
@vale bone Ah, sorry I couldn't be more helpful, multiplayer is where my brain starts to melt. :)
I'm trying to hack it a different way now; using a photo camera instead of a video camera
Guys i am trying to find a plugin. It was some sort of alternate to BP , Visual scripting plugin. It was free and was also showcased on the UE4 blog sometime ago. Any1 knows the name??
@vale bone oh, if your "camera" view takes up the whole screen, you could try to toggle the visibility for the actor you want to reveal, for just that client. ๐คทโโ๏ธ
@bronze vault interesting, I might try that ๐
Anyone up to help me fix a bug? Currently, my moving carpets accelerate the player; I want them to move the player at a constant speed without restricting the player's movement (so the player can walk on them normally)
Hello guys the world composition crash the engine when i go over the boundaries how can i expand it ?
also i was unloading the previous level before working on new one
Flow Graph?
It's for scripting quests and events tho
Or maybe SkookumScript?
It's practically harder to use, tho, since it's not upgraded for 4.26 due to API change in 4.25, and the last plug and play version was 4.24
I have a weird bug that i need some help fixing
Elaborate right away.
I AM NOW
caps
I'm making an AI
and when ever it reaches a certain point
the editor crashes
same with the packaged game
i tested
but only when it is chasing the player
do you have any idea when this is?
*why
Apologies. You should type your message as one cohesive paragraph instead of per line like this.
As for the crash, what's the callstack or the error message you got from the crash reporter?
there is none
it freezes
rather than a traditional crash
but it never un freezes
holy shit
nvm
it un froze
for the first time
one error
in the log
"infinite loop detected"
why the f#*% doesnt unreal just say that
i found it
i can fix it
but thats dumb
that never use to happen
Of course it has to be unresolved loops.
@drowsy snow Omg thanks for telling me. Yes its flowgraph. I just forgot the name
btw i have fixed it
When I export mesh from blender to UE4 with addon Send To Unreal I'm getting the issue. That my hasn't single material.
you have to remake the material pretty sure
When I use single material for mesh in blknder.
What need to do exactly mate?
Can you give to me the tip, please!
hang on
Okay.
are you exporting as fbx?
if you open the material you should see that its incomplete
like the nodes arent connected and stuff
Remake the materials in unreal.
Both material systems are not compatible with each other, and rarely carried over.
why dont reflect on wall?
while when i stand here then i cant see
i will the light reflect on wall ๐
why does not work
are buildings in Battle Royale games such as pubg and warzone automatically spawned by the engine or have they been placed by hand? Any idea let me know please ๐
definitely placed by hand
yep
wooooow how would I get my hands on that many types of buildings lol. There is no pack on the marketplace that has that many different types ๐ ๐ ๐
build them yourself
I guess a Battle Royale game takes a lot of people to make haha
is someone able to help me
Has anyone used this addon before? https://unrealengine.com/marketplace/en-US/product/usurfacemesh
Guys if you would want to learn coding should u start with c# then go to c++
they where just talking about cpp in lounge.
do you guys no any free assests
marketplace and learning tab have free stuffs
any free zombie assest ?
I have an error log saying the modules are missing or built with a different engine version, its the correct engine version and I backed it up entirely
any idea what's wrong?
is it possible to use blender to import custom models, with custom rigging
@plush yew use the search function.
@odd wasp yes, though I personally dont know how to set it up
if this isn't the right channel to post in please tell me which is
Rebuild from Source, should fix it
how do I do that?
Is it even a Source build in the first place?
???
Did you install the Engine through launcher or github?
launcher
You could try doing it when you start the project and clicking Yes on the rebuild popup
If it doesn't work you need source
it doesn't work
oh?
I'm just trying to reopen the project
I followed tutorials on youtube and was in the process of implementing an inventory system
I tried to?
I'm confused
I tried to open it
it said it wouldn't open because module's missing
try to rebuild, won't work and says try source
how do i change the char speed of the paragon chars
I create an actor or object on begin play (just assume its a pointer variable). If I want to have a function that accesses it in every NPC class I have, which class should I create it in so that I have easy access to the object?
I want to have a function like
Get{object name here}() which gets me the object I created on beginplay
how do you add bones to a sekelton
Hey guys, is their any guides on how to add character changing things after an event? Like say you do a quest for someone and they teach you a new spell etc, say for combat, i know how to add things to the character itself, but not only to work after event, would it just be written as part of the character the full time with the condition waiting to be checked, or can it be coded separate, so you dont end up with a character bp with every spell and attack etc written on it itself, hope thats a clear question, hope to find out
Just set it disabled by default. Once you completed the event, change a persistent bool flag somewhere in your Game Instance (or any other BP you store your cross level vars on) to true, and then your BP can sync up with said event flag to enable it.
?
This will probably be very basic q, but is there a way to write separate bp for however you want these additional things to be divided, say it was a shooter, and you wanted him to learn how to use each type of gun, would you write everything on the main bp, or could you have a seprate bp for each that are just linked to the main one? or is it simpler to just write all on the main bp and then collapse the nodes or change to macros or something similiar
Just use Game Instance to store the variables that tied to player progression. It's persistent across level, only got destroyed when you quit the game.
When you're in the main menu, you can clear the values you store in the game instance, and when you load a game or start a new one, you can set the vars accordingly, and give the value to the actors who needed them
how do i change the char speed of the paragon chars.
Please help
O
I would appreacite some help, I'm getting some errors.
It only throws errors if I dont have the BP_LeverZone in the Level
I think I should have a Is Valid connected somewhere, I've tried on multiple spots but without success..
If you want just the first Actor, use Get Actor of Class instead of Get All Actors of Class Index 0
And of course if you don't have it in the Level it throws None
Connect the IsValid after the Get Actor of Class
No
Any best way to create inventory system in C++ ? UStruct/ActorComponent / DataAsset which would be the best?
Ty! I'm stuck after that tho
Well, i don't know anything you're doing and it's blueprint related i think #blueprint for help is a better place
guys, on Level sequencer, when i pause the sequence it also pauses the animations it was playing. is there a way to keep looping the animation(which by default it loops)_ while the sequencer is paused? Think of those games with dialogue where the animations from characters are looping while the game waits for the player to click next dialogue
How can you export in mp4 because it exports AVI
why does the text end up below the anchor here?
Anyone experience lag when moving nodes and having disappearing right-click menus with Nvidia graphics cards?
no
darn
so i believe i changed something in project settings that lead to the appearance of the text "Something" down there and i cant remember. Can somebody help me with finding the setting?(or where is the text from)
Hello, im really sorry but im making a Memory Palace to learn a book and lighting is pitch black after I close building, is there any way to completely remove this pitch black thing?
The text of my input field shows up like this. is this normal?
it means it has not got the correct font
Thanks
@exotic jackal that looks like subtitles
guys any opinions on the lighting which should i add remove anything
something is off in the lighting that makes it unrealistic but idk what
Help.
and can i change that from project settings?
@exotic jackal search for subtitles and yes
UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.
i get this error everytime exporting and dont know how to fix it
found em but only like to disable them, and not where i can change the text
wow, trust unreal to destroy my entire fucking project because I tried to add some bones to the skeleton
that Ive been working on for months
@exotic jackal the words? if you have subtitles enabled then those words are part of the sound wave you are playing (maybe your music?)
disable subtitles first to see if they are what you are seeing, then you can adjust them if you want them
@azure shore version control saves the day
dont you use perforce, git, svn, plastic, or any other version control?
no I dont even know how
if it is important, why a month backup?
yes, i unchecked the box and it disabled the subs
then its not unreal's fault, but kiiiinda your own.
@exotic jackal yep then keep it off if you dont need them, or edit your sound waves and remove them/change them
every file I edit is backed up in multiple versions so if I or an engine makes a mistake, i can revert the changes
and most developers do so
well Im even trying to get the skeleton from my last backup working yet thats refusing and all animations are a pose it doesnt make any sense
unreal has shot me down so many times I dont know why I still havent quit
it would have only been a minor inconvenience if you used version control though.
Just like forgetting to save when you close word.
Ive tried and I dont get how to do that
lol
next message is so I can pin it for others.
How to use Version control/Back-up systems to save yourself from losing your work!
https://www.ue4community.wiki/every-project-needs-a-version-control-system-qgpkrft2
https://timdhoffmann.github.io/setting-up-ue4-project-for-git-version-control/
https://www.reddit.com/r/unrealengine/comments/4xsyw9/source_control_in_ue4_for_small_teams/
https://odederell3d.blog/2020/04/22/unreal-engine-4-github-first-steps/
https://docs.unrealengine.com/en-US/Basics/UI/SourceControl/index.html
Cheap version control hosting:
https://www.digitalocean.com/community/tutorials/an-introduction-to-managing-secrets-safely-with-version-control-systems
Explaining what's a "version control" and describing 4 common systems used in gamedev
7 votes and 17 comments so far on Reddit
Software: Unreal Engine 4.24 | Git for Windows | Git LFS | GitHub Desktop What is this all about? A game development project is in fact a software development project, and therefore requires Sourceโฆ
This document overviews the Source Control features.
I have this old working skeleton in the backup, yet even that wont fix it
and either way, its already happened
found everything i needed, ty
UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.
my PROJECT is ruined by this error
having said all that, back when online storage was not really a thing and/or super expensive I've lost years of work when a new hdd fritzed my computer.. so I know how it feels and how frustrating it can be.
thats a ubiquitous error if ever I saw one
I just
SooooooouuuuurceControllllll
I was barely managing as it was
@brazen venture migrate the project to an empty project seems to fix it. Unless you can isolate the files causing it
its so stressful trying to get things to work and now this has happened, I genuinely dont know what to do
okey i will try it i will tell the results later
@brazen venture thats a heavy operation so I would try isolate the file first.
try and figure out why the project is broken now and see if that can get fixed rather than pulling in the backup
is it possible to add clients to pie after you pressed "play" with 1 player?
this skeleton does not do anything
@restive swallow if you have a listen server broadcasting then you can fire up another instance and join the listen server
same with a dedicated
its possible with another editor session or do I need to launch it through powershell?
Honestly, i dont know what file caused this error.
@brazen venture have you got a log file?
Im pretty sure all I did was try to retarget the skeleton to my new skeleton, and so now theyre both completely fucked
you dont retarget a skeleton to a skeleton. You retarget animations to a skeleton
@brazen venture do you have a custom icon?
yes
this makes me think it's the issue. Try changing it or deleting it for now
all the animations are invalid
okey thanls
ok please let us know so we can confirm either way. Its an error that might show up again and its good to know if its the cause.
Sure
Has anyone here had any luck hiring some "blueprint expert" on the internet to help them out for an hour or whatever?
not myself, but a few friends do offer that service. (like shadowriver)
I've done that sort of consulting a few times, not specifically on UE4 though, so it probably largely depends on if you find someone reliable (and at least for me, reliability doesn't come cheap)
Hi
why when i press play does it not start at the player start
where does it start?
@idle dragon if the price is right and I think I can help, I would do it for free because helping others is reward enough. And if you believe that, send $50 to my paypal :p
wait it does
it just doesnt start as player automatically
like i have to press possess
how do i default possesed?
the process for spawning into a player start is as simple as assigning the controller on the player start.
hiiii ๐
im pretty advanced but that landmass is pretty hard, i want to reshape my game and try to put my harbors and cities into the new map so i can do some stuff with my boats, is there any recommended guide for this? something to read;watch;
๐
the thing i wanna learn is landscape
I am trying to redeem code in unreal engine launcher
and it said I did but I can t find it anywhere
it s course on Unreal Online learning
where can i find it
@vapid karma after redeeming it, restart the launcher. then it will show in your vault on the library tab of UE4
thank you very much
Celebrating 6 months of https://twitter.com/hashtag/MonthlyMarketplaceMashup
( Rules: Combine assets from at least 2 of this months free Unreal Engine Marketplace asset packs. )
It is my dream that one of these months someone will also mash!
See Tweets about #MonthlyMarketplaceMashup on Twitter. See what people are saying and join the conversation.
"No results for "#MonthlyMarketplaceMashup""
see tweets? I remember when I could do that ๐
hmm @fierce tulip try this https://twitter.com/AlexotronicVR
Does anyone maybe know if theres a good tutorial somewhere of a inventory system for a third person game?
no there isn't. You can buy some nice pre-made ones on the marketplace though. I'd take a look there. Or if you want to make your own, I would learn UMG widgets first.
Oh okay i see thanks, ill take a look at the market place. But ill aslo learn UMG widgets and see how far i get
can anyone help me with my lighting if i send an image on what i should improve?
or change
you should post it and a description whilst asking the question in here. The more people see it, the more chances you are to get help. Also there is often a channel dedicated to questions that you might want to check out as often people hang out in the channels that represent their skill sets
i did earlier and no one said anything i think soi im trying again now
which would fit more cinematics or graphics?
Epic Acquires Artstation ?
As of Friday yes
It's Tuesday here, but I forgot the freebies won't be given until it's Tuesday in PST, so the freebies would come on Wednesday for me lol
have you all done this?
hi, is there a way to increase the verbosity of Unreal Build Tool's logs ?
I'm having trouble finding the cause of an error when it runs
I set up a git hub repo with git lfs and all
does that mean that, if my PC were to die, I'd be able to just download everything on a different PC?
if you had comitted and pushed to the remote repository yes
commit early commit often being a good way to go about it
alright thanks
guys, on Level sequencer, when i pause the sequence it also pauses the animations it was playing. is there a way to keep looping the animation(which by default it loops)_ while the sequencer is paused? Think of those games with dialogue where the animations from characters are looping while the game waits for the player to click next dialogue
Hi, I have a question regarding beam particles.
Say Im providing it a target and a source, but i want the beam to get shorter (so as if the source got closer and closer to the target until it disappeared) I thought maybe size by life would help but it seems to be only changing the entire beams height and not the its length. Thanks
its the master build version so it happened when 4.26 released ๐
when you do get actor of class "BP Level Zone" the engine is not finding any blueprint of such class, hence it accessing a null reference
๐คค does it compile?
sure
Epic try to make sure the master build at least compiles, even if it does have bugs to work out. No point uploading a broken build that doesn't work. That would be for the testing build
can someone tell me how to enable pawn control rotation?
It should be under camera setting but its not there
click on 3rd person character in tree, there is one there and then in character movement can search orient
which one
click the yellow arrow on the right panel once
click on character movement componentand search orient in the right panel
check that box aswell if it isnt
got it thanks
Plaesure
looks awesome
hihi :p
That does look awesome.
if I may add one criticism (ignore me if you wish) but the flat texture on the shoreline distracts me. Using something to hide it a little would be cool.
maybe a blend with some shoreline detail would work too.
but for game optimization that its perfect as is
the shoreline edge is a bit straight but yeah that hides the ground material well.
sorry if my criticism isn't wanted. It's habit
I just want people to improve, just as I want myself to improve, so I see the things I would improve and try share
dakyo no nai shinjitsu. It's the best way to live.
Hello, im looking to create a magic spell that is far beyond my non existent knowledge, is there any subs where someone would be willing to help translate my idea into specific blueprints to implement? i know the best course would be learn until i know how to do it myself but im excited to see it in action and im sure with the help of someone capable they would be too
you might wanna read the #rules and #instructions and then post in #volunteer-projects
sorry i didnt realise i was violating things by asking im brand new to all this
no worries :)
Guys is it possible to use c# in unreal?
does it help that im just looking for help to do it myself and happy to let everyone see the advice given if they wanted to use it, rather than just tell someone to make it for me and sit back? Like (i think) i know how it should all function if i use normal english instructions, but i dont know the blueprint function equivalents if that makes sense, again sorry if im barking up the wrong tree
i think you can sorta get it to work i think
How?
@steel crest does not really matter in this case.
Cuz I've just giving up on c++
thanks, is unpaid gigs in this discord or a different one? new to discord aswell i apologise
check #instructions on how to do it, and read the #rules just in case :)
iirc there was a plugin for it?
iirc?
Usharper?
Ohhhhhhh
"if i remember correctly"
Ok thanks
thanks guys#
@versed burrow if you have given up on C++, why would C# be any different? It's all the same.
thanks guys for help with navigating here, if i get the help and it turns out like i think i think it would be very fun to implement yourselves and will post in the appropriate sub
Guys, I'm about to draft my first level in my 3D platformer/puzzle project. I have a question about the floor/platform. What's the best way to create it. Is it to create it using:
- BSP, then convert all geometry to one static mesh.
- Small blocks of static mesh floor instead of one big one.
one big static mesh
ty
some people swear by blocking out with BSP but I dropped it like a hot stone once I learned a DCC application. Why make BSP that may convert sub-optimally when you can do all the topo/UV work once instead of cleaning up later and then replacing it again.
dcc?
oh
so you import smaller blocks of meshes and build your level like "lego"?
for flexibility?
I don't really do much level design but I would find some blockout toolkit on the marketplace initially perhaps. Just because I've seen some pretty good ones. If I couldn't afford it, I'd just replicate it myself by making the blockout meshes
does anyone know how to make a random number+letter combination? idk if this has been asked this before
I need help for compiling OnlineSubsystemEOS plugin from masterbranch
i have these errors:
Overload list
anything in bp?
@autumn grail the French is making it a bit awkard for me ๐
@calm pollen google is your friend
oh sorry i dident expect
c'est bonne ๐
i know lol, ive been looking and i cant find anything so i though id ask here
i make my VS english and come back
๐
@kindred viper
I have put EOSSHARED from master branch
and EOSSDK
in the appropriate folders
its still in French but Ill see if I can decypher it.
oh sorry
it kinda looks like you didn't add the EOS to the target build cs file tho
for numbers, you can do random int/float in range. for characters, maybe make a string array out of the letters you want, and on a random int, get 1 element in the array
OK i try with it
@kindred viper In what build.cs i have to add it? my project?
or Onlinesubsystem plugin?
I don't know I've not installed it yet. But most things like this need adding there. What the name is I couldn't say but im sure there are documents that explain it
ie. "Core", "Slate", "EOS-SDK", "EOS" or something
ok i search by that
thanks so much, i set it up and everything is random, but the numbers/letters keep changing, is there a way to make it so it's not constantly changing?
I'm new to Unreal and this problem has been haunting me for ages, I have no clue on how to fix it and googling isn't helping me much either, how to I stop shadows disappearing like this?
I want to do production in it at some point and the shadow fading is really distracting
@autumn grail I would not be guessing that stuff and if I were to, I'd try at least use the right folder/plugin names. You have the EOS shared setup and the actual plugin. Unfortunately I checked the historic docs and they were loading it by platform based dll/etc so it's going to be different right now. I'd perhaps put it up on Answerhub and see if someone more knowledgeable can help. Or you can resort to paying Redpoint the $100 they want for their plugin
not really an answer, but i've fought many battles against shadows, and i've yet to win one. maybe someone over at #graphics could help you
Thank you!
random range from stream, it takes in a seed value. so it is random, but if you pass in a seed, the value will always be the same
-_- Ok marc thanks
Wait really
Ok well
Idk what to do now
I just heard that c# was better and easier so I wanted to use that and then advance to c++ but yeah
you know what to do, you just don't feel motivated to do it. I can understand that. It took me almost 15 years to even touch C++ from when I first began programming. But Unreal C++ is a different flavour. It's memory management and templated systems make life a lot easier
See here whenever I see a c++ code in unreal engine I just think what is that
And then I don't know what to learn
Like idk if I should just start with the basics like hello world or what
thats mostly because it's a language. I look at Arabic and think "wtf?" but if I learned the core essentials, I might recognise some words and figure out the rest. It's the same with any coding language.
Ok so we're should I start
@versed burrow have you ever done any programming before? ie. know about if statements, conditionals, arrays and data types, variables, functions, events, classes
then start with blueprints. Learn what you need there. Then create a Blueprint Function Library and practice making static functions with C++ and exposing variables and functions to blueprints. Once you have that in your memory banks, the rest is all about finding what you need at the time. Then over time, it will all add up. Or you can pay and do the Udemy course and see how far that gets you. I wouldn't suggest learning it all alone
Can you create custom code in blueprints outside of just custom events?
Hi. I'm solo developer and I'm going to publish my first game on Steam. Does anyone know any legal stuff when I have used Marketplace assets and Quixel Megascans? Because I used many free epic games marketplace assets (paragon and other free). I also used Quixel Megascans.
@plush yew sure. macros, custom functions, external plugins/classes.
@tough perch read the EULA. Legal advice over the internet from word of mouth is nearly always wrong or doesn't encompass the full details. But the rule is, you can only use it in Unreal for Unreal projects
You can use them for commercial purposes - you bought the asset, use it in Unreal Engine, it's fine.
Although if you made little to no modifications (and practically asset flipping), you'll be called out from YouTubers and observers with keen eye. I have seen few games made no modifications to the HQ Residential House level, and it's quite jarring.
Finally my Internet Internet is working g
there is a game on steam called ShooterGame that is the ShooterGame template with some assets flipped into it. Selling for $19. But it's legit.
which of the following do I need for displacement? This is a grass texture but I need it to look less flat
@hallow compass my guess would be the displacement.
I would love to do that but rn I'm saving up for more ram so I can use the lunacher
@kindred viper but what others do I need. They are 4k textures so dont want things that UE4 doesn't need lol
So I can't use bp
@hallow compass well depends on your setup. All of them are useful in some way. Displacement and Normals/Bump/AO are an effective combo but it's all asset dependent.
@versed burrow what do you mean? Are you using a mobile phone for development or something?
@kindred viper I just need some grass texture for my landscape material that's all
@hallow compass I would check out master materials for landscapes. You can get some pre-built ones that are great.
when i move the mountains there is a gap in the water, anyone how
know how to fix this ?
ok so for an alpha-numeric random code, I have this. It works with the randomization aspect, but for some reason the number/letters keep changing every like .1 seconds. Does anyone know how to make it not change and just stay still?
it doesnt change when it is not appended, but once i add it to the Append node, thats when the problem occurs
I used to use UE4 with 4 GB of RAM back then. Still work fine, but granted I was learning things, and wasn't for production yet.
Now upgraded to 8 GB, and UE4 have more space to "explode" and not locking my system.
Hey folks, does anyone know how I would change my Cinecamera from a 16:9 to a 21:9 aspect ratio..?
@calm pollen its a random stream. That means the seed for the random will change constantly.
I have .dss textures is there a way to change them into like png?
Change the Sensor Width and Height accordingly.
Ye sorry DDS
yeah ik that, but why would it be rapidly changing? Wouldn't it just pick one and stay with it until it is refreshed?
does ue4 import them?
its i already found a way thanks
i just didnt know if ue4 allowed to import or not maybe i did something wrong
ok this might be a dumb question, but how would i make it stop changing and just select a random value once? if that makes sense
random int in range.
yeah that doesnt stop it from changing, it just changes the available amount of integers it can choose from
But my projects won't load
Maybe it's the graphics card
What's the symptoms for the "project won't load"?
I waited like 30 minutes and it stayed at 45% the whole time
If you're still able to switch to the splash box and the CPU usage is high - be patient.
The engine is compiling the shaders that are used for the editor.
Ohhh
Unless it's crashed, let the engine do its thing.
Im sure I told you that the other day too
It might have been another dude though. My head isn't right today I could be mistaken
pretty sure it was you though
I was asking about c++or BP
I never said anything about that
.
Yeah that's what I was on about
well its funny that you have that issue, I presumed it was you I advised to wait to compile shaders and you mention it again here. And in the past few days Ive seen a lot of questions by you and one other guy who have been constantly asking things. Just sayin like. The fact remains, you need to wait for shaders to compile.
Oh sorry if Im asking to many questions I'm just new to this ๐
How can I make a tutorial for my game? Is there any tutorial to making tutorials in-game for the players?
Tutorialception
It really depends on how you want to deliver the tutorials in the first place.
You can be very subtle about it, and let the level design do the tutorial.
You can be less subtle about it, but not intrusive. You can use hint prompts that appears in the corner of the screen without pausing the game a la Rockstar Games, and spawn them in first missions.
You can be even less subtle about it: spawn your tutorial widget and pause the game.
You can have a dedicated tutorial level.
There are tutorial blueprint assets but I believe they are for the editor. There may be some way to use them in game but I've not used them for that.
other than that, in-game tutorials are just levels with guidance
you could incorporate it into gameplay, so bring up a UMG widget explaining, and wait for the right inputs or events to fire before moving onto the next stage of the tutorial
Oh ok. I'm trying to make it subtle with some text and icons showing what buttons do what.
Is there anyway to scan a given area and make it into a 3d model without drone tech?
Just wondering and too lazy to check google
Use MeshRoom and process it in Blender (or your DCC software of choice)
https://www.youtube.com/watch?v=6VjA9EfkFSc
Your support is appreciated!
https://www.patreon.com/peterfrance
Anybody got an idea how to tell the ue4 sequencer to use the camera i put inside the sequencer to be whats being rendered with? When i render it just falls trough the ground
Make sure your camera actor is in sequencer and assigned to the Camera Cuts.
ah, probably unfortunate that ive deleted the camera cuts^^
getting a new one how do you assign the camera to the camera cuts?
See the small + sign that shows the text "Camera" when you hover on it?
Yes, thanks.
tough I think ill have to put the keyframe to the beginning again, dont i?
Awesome. I think that did the deal. lets render it and see if that fixed it
Camera cuts (not to be confused with shots) are not strictly tied to the keyframe on other tracks.
thanks a lot, that seems to have done it, tough i feel like the quality is being a bit wonky
I wounder if its because of Avi. Ill try doing it in PNG, ill be doing colorgrading on it in another software anyways
Set the compression quality to 95% for balanced result. 100% can blow up the AVI file size tho
i did set it to 100^^ i think 95 would make more sense
so exporting it as pngs the quality still seems a bit off
I mean, uncompressed 1080p PNG file can get 10 MB of size in lossless.
Ah the file size doesnt matter for the initial export as i put it on a 1tb m.2 ssd.
but it looks like the scalability is being low there
you happen to know any good written guides for ue4 rendering?
okay thats weirdo
I'm rather observing from other games and try implementing it myself rather than going for written guides.
Still get the jagged edges? If your materials are mostly static (not much animations going on), you can set the delay between frame in the Export Settings to let the TAA catch up with the frame.
what number would you think would be good?
Depends on the render framerate, because it's in seconds.
If you crank up all the quality to Ultra/Cinematic and use insanely high resolutions, you may have low rendering framerate and use longer delay per output frame.
Although longer delay can make any animated materials, particles, physics, and anything that runs on Tick look speed up and disjointed while the animation plays like normal.
I put it to 1s and now it appears to only render the first frame and just stall time
any reason why you disabled cinematic engine scalibility?
Is there a way to snap a mesh's feet to the bottom of the collision capsule?
Or rather has someone already measured the correct z offset for the default Unreal mannequin's mesh?
Snapping tools in the editor. You can vary the method. You can also vertex snap by holding V when you move
I just don't need it. My renders are NPR and Epic scalability is already good enough.
ah okay
Feel free to turn that on if your render needs it.
hello not unreal related but any one else having trouble with discords chat? like friend and dc servers chat not showing? i had to wait a while but yeahh
hello, does anyone know how to make such a graphics settings menu when entering a finished project?
As I understand it, this is done through a plugin.
#lounge for non UE related
You mean the launcher like that or in-game graphics settings?
well, the window I'm talking about opens before starting the game and when you click on the Launch game button, the game starts
You could do that with any application if you code it. Its just setting config file settings
and perhaps a command line argument or two
if its a plugin you can download, I'd like it also ๐
thanks hoodie person
I still going the old approach of making launcher with C++ and Wxwidgets (can't use Qt - fuck GPL)
aye thats how I run it down. Just for the exercise but if I was at packaging stage and it was an afterthought, I'd rush it.
Hey, is there a way to pop out a separate window to see what my camera sees? I have a static camera view of the room so is there a way I can see what it sees in a separate window?
You should get a camera view in the viewport (bottom right) when you select a camera in editor. If you aren't getting this because of the mode you are in, you can also unlock the viewport so it will give you the camera view in a similar window.
I can see the camera in the bottom right and its what Im using but I find it a bit too small for me
How can I unlock the viewport?
try this.
That works, thanks!
no worries
would ue4 questions go here? I don't see a help section on first glance
or would a more precise channel ie blueprints etc be a better place to ask
this is just a general channel. You can ask here but if it's something specialised, its often better in the specific channel instead.
ok im not sure if its the material or the floor object that i need editing ( the problem is my material that i have i need to not stretch but instead tile) i can show examples if need be
tiling materials has a nice Epic tutorial. https://www.unrealengine.com/en-US/onlinelearning-courses/blending-and-tiling-textures
ok ill look into it, my tilling is very simple, just need tiled squares, and i have that but the become way to big when put on the floor, and i need each (graphical chunk) to only be as big as the player
this is what my material looks like in the editor, but when its on the floor....
its just too big
is it possible to add a custom object collision to an actor class? i need something for a ghost type pawn that ignores the player collision but that doesnt ignore the other ghosts collision(otherwise they intersect each other)
actors don't have collisions
but you can ofc do that on your components inside the actor
normally tho you change your characters collision so it ignores say "GhostWalkable" object type
and all stuff it can walkthrough has that object type
yeah i am having a hard time being able to do it with the collision presets/on capsule for instance
since the ghosts also inherit from the Pawn class
(basically theyre child bp's from my character class)
when u say ghost walkable object type
how do i define a new object type?
is it only c++?
ok i think i get it
except lol theyre going througtht the floor even tho collision on object type ghost is enabled to everything except pawns
Hi , how to retrieve the default material of a mesh (static or skeletal) in runtime (BP) , i mean the material overrided in the Blueprint containing the mesh
I change my materials with inputs
i need to set the materials back to default value with an action
at begin play or construction script set a var with the original material
and then call it back when u need it
If I wanted an actor to have a collision sphere overlap another actor's collision sphere to trigger an interaction, what collision responses would I ignore/overlap?
Setting it to pawn doesn't seem to trigger anything until the collision sphere hits their collision capsule.
I believe you need a landscape node. Or maybe it was called a material node. I can't remember. But if you plug it into your material rgb it will allow you to scale the texture smaller or larger.
Don't suppose anyone would happen to know how to adjust the IPD when you're setting up a VR camera?
I know you can adjust the world scale, but.. that's not much help, because I'm trying to set it to a specific real-world measurement
Only thing I've been able to find is a post saying that you can "change the IPD directly - stereo e=<value>"
Only problem is, I'm not entirely sure how, or what to do with this.
Obviously there's an attribute buried in Unreal somewhere that can be altered, but I'll be damned if I know how to do it
IPD is usually handled physically on the headset. I've not seen anything that sets it in Unreal, but I would presume the SDK for the relative headset takes it from the hardware setting
Get User IPD
@plush yew
Ah thanks - so in theory, the IPD should already be accounted for by default?
perhaps it's some kind of lens distortion then - things always seem to feel smaller even when they're to scale
yeah its a physical distance between the lenses/eyes. Based in millimeters.
It shouldn't affect scale at all though, just the convergence effect of the stereoscopy. So too little or too much would cause blur and image distortion
The only thing I could think that would affect any kind of scale is 1. the actual scale. The eye can judge this pretty well according to real world references. So if anything is out, the eye will notice. 2. Possibly foveated rendering effects. Although this shouldn't affect scale, it can limit what is rendered and cause fishbowling effects which will in turn cause image distortion.
sorry for slow reply.
So I installed the plugin for replica studio from the marketplace but it isn't showing up? Can anyone help?
I just need lunch game
good morning, I have a special question regarding bringing some stuff to xbox:
using unity I went this way to get a sln file.
then I got a xboxtest.sln file ... open in Visual Studio and publish to ...
... a file like this:
E:\STEF\UNITY\xboxtest\toVisStudio\AppPackages\xboxtest\xboxtest_1.0.0.0_Win32_Debug_Test\xboxtest_1.0.0.0_Win32_Debug.msix
just copy it to the xbox in dev mode and everything was fine...
I have tried to get the same way using UE4 ..... //I am currently switching away frm Unity
but I only could build a folder like this:
the test_collections file is running on pc! no problem.
But it should also run on xbox, isNt it?
So ... now my question //sorry for the very long description
Is there a way in UE4 to build a special file which I could use for Visual Studio
to bring it to the xbox???
( I assume I doNt understand the functionality of Visual Studio - so I am sorry for my stupid question)
if something is for unity like .dll or other lib u need one for unreal ๐
because is written for different engine (the the top layer)
and look on this https://forums.unrealengine.com/t/developing-for-xbox-one/140666/3
Hi DarthViper, I have seen the ID@XBOX thing, but there is also the Creators Program, which I have joined. According to Microsoft themselves, it is possible to develop XBOX software after joining the Creators Program (Choosing an Xbox Live developer program - Xbox Live | Microsoft Docs), but that selling games or using some features requires jo...
@gentle linden
@mighty badge u wrote "if something is for unity like .dll or other lib u need one for unreal" YEP ...
is there a possibilty to "Build" //to get a sln File from UE4?
idk hmm unreal even has support for xbox ๐
could anyone help me to fix my character anim. I wanted to change it so that it will play a different animation whenever the bar gets below 20%
@kindred laurel use an event to set the variable in your animgraph that triggers the Transition Rule to your new animation
sorry would you have any examples i could see?
Unreal Learning Portal does. They have full animation and animgraph tutorials. You can obviously find a specific tutorial on youtuve though if you look for "setting variables in animgraph from blueprint" or similar
ah okay thank you ๐
Uhhh guys, I just received an email from unrealengine@unrealengine.com - "Installation complete!" as if I installed the engine for the first time
I installed the engine like years ago why am I getting this now lol
I did update the engine but that was DAYS ago
you shouldn't have even received an email like that. Time to run a malware check.
the source is all clean, seems legit
even so, I've installed the engine a hundred times (possibly more) and never had an email about it
Is the frosty editor a safe program if anyone knows?
same here. Maybe it's an email subscription bug on their end.
?
@plush yew you are asking a question that doesnt seem to be unreal related. Try the lounge where people talk about non unreal related stuff
Your question isn't related to UE. Frosty is Frostbite modding tool.
oh i see, i mean i was going to use it with unreal but k ill ask there
I see
i have a static mesh that has multiple materials, it was made by converting bsp brushes
after upgrading engine version, it seems that it only displays one material
i have everything backed up with source control so i can easily revert to the previous engine version
how can i go around this loss of material information?
i found a mention of the problem here, but no working fix https://forums.unrealengine.com/t/lots-of-problems-with-4-21-missing-files-broken-meshes/120568/10
Hey guys, im having problems with my project, i was following a tutorial for a while and working on a BR project for a week now, came back this morning only to find my project has disappeared, im very new to Unreal, however i have been saving my files correctly nothing went wrong, until this morning, i was greeted with an empty scene! The weird ...
My game has awierd bug, it has a tunnel made by meshes many of them beside eachother that rotates, using the rotateting movement component , game works fine on my and other ppls pc, but one friend getsthat the tunnels starts to turn in other axis , this happends sometimes after a few seconds, sometimes after a minute or more. only different we can see it that this friend has a amd gfx card 5700xt, other ppl has nvidia cards as far as i know, any one knows what could be the issue here ?
Any screen capture for clarity purposes?
What is the best TCP conn with Message Queue library to use for a MMORPG?
yes exactly
What about doing the rotation by Add Local Rotation executed on tick, and apply to single axis?
I can try that
I'm afraid it has something to do with floating point imprecisions, since you mention that the rotation deviates after few minutes.
Ah yes, modifying the Engine\Runtime\Launch\Version.h code never gets old.
๐
I'm already able to spot it from miles away lmao
Well currently I made it with websockets and it really sucks
and I was looking at RabbitMQ
RabbitMQ doesn't use UDP
= lagggggggg
you'd have to write your own UDP exchanger
Thank you for the suggestions, I'll look into that when I get the little one on the bus
Hey do someone know how to rig into epic skeleton?
?
you use the retarget manager
Breaks down the Retarget Manager options within the Skeleton Editor.
Weight your mesh with the epic skeleton in your DCC software.
why i can't find sculpt tools?
my projectile, when spawned, isnt the same size or colour that it is in the view port. Not only that it also goes through the floor :/
it never used to do this im not sure what happened it used to just sit on the floor
i just added this
in my project
but where it will show in the projevt
can anyone help
???
It'll show in the Contents folder.
Most of the marketplace assets also contain the assets inside subfolder, so it's very easy to find.
rip
i just started learning today @analog blaze
Check out Skillshare! The first 100 people to use code YTHAPPIE get free premium access for 2 months! Head to: http://skl.sh/TheHappieCat
Further Reading/Watching:
Toon Shader Code: http://rbwhitaker.wikidot.com/toon-shader
Book of Shaders: https://thebookofshaders.com/01/
ShaderToy: https://www.shadertoy.com/new
ShaderToy Tutorial for Beginne...
@plush yew
how do i switch the green character as main character and stop the spawning of the in-built character
btw the green character and the character in this image is not same
how do i make same
can anyone help ?
Here's the thing:
If you're really just getting started, familiarise yourself with Unreal Engine 4 editor and its basics first. No need to jump the gun and flipping marketplace assets just yet. UE4 already have beginner friendly templates and starter contents - it's not like Unity where the first step of learning is going to the asset store.
There are several tutorials in the pinned messages, and Unreal's official online learning course is also available for free.
no i just saw the video tutoriaal in that he told
sry i was not knowing
i will not see that video
Pinned messages in this channel have links to various learning resources.
i have other problem i follow tut and he import to scene a water system i can't find it when i try follow him
Did you enable the Water and Landmass plugins?
what tutorial is this, are you sure your following it and he didnt tell you what plugins?
How to use Landmass to create landscapes in 4.26!
In this tutorial you will have a quick overview on how you can use Landmass to create really fast environments using the new procedural and non-destructible system to get your environments to the next level.
Questions? Let us know in the comments!
Download FREE resources here:
How to make a li...
Isn't that 4.26's water plugin? You can find it in the engine plugins - it's built in
does this matter in swarm agent? :
10:34:07 AM: File 'aqProf.dll' does not exist
10:34:07 AM: Failed to load 'VtuneApi.dll' (GetLastError=126)
10:34:07 AM: File 'VtuneApi.dll' does not exist
10:34:07 AM: Failed to load 'VtuneApi32e.dll' (GetLastError=126)```
@thick nebula those are "normal" log entries
ok i figured it's looking for a plugin of some sort. it seems normal
Also yeah, the Water plugin is also tied to the Landmass.
that being said.. my lighting builds really slow now
it is but that tutorial guy assumed you knew what he was working with and didnt specify the water plugin as needed ๐ฆ
It's been a few months since I've messed with widgets, could someone remind me how to set the focus of the cursor to the widget I just created on screen please?
how about Set User Focus?
Seems to work, thank you... How would I then clear that focus? I tried hiding the mouse cursor but I have to click onscreen for it to hide
Set Input to Game Only?
i want to spawn enemies in spawn points that i set on map
Thank you
Connect it to true
And then for location "Get actor location" of self
Make sure to set the classes to what you want to spawn
I think I messed up something
lol how I sent you the blueprint to make
I got 8 spawn locations
i got other prob i got this message when i try add water body ocean (it related with shaders compiler? )
@pulsar ruin just have to wait
@sudden olive what are you trying to do because.... nothing is hooked up
not really unreal releated but it is my unreal machine
so im running two p6000 gpu and thinking of upgrading to the
rtx6000
has anyone ever ran two differnt video cards ? or should i just go for two rtx
the editor is not really designed to use 2 cards for rendering except for certain uses like nDisplay
Heard rendering on Unreal Engine can be tedious
ok, my bad
so in path it have just 4 points is there a way to add more of points to do Custom shape ?
Without 3dMax
@robust marten what where im blind
Hi guys, need some help with Electra (4.26), we've been trying to use an HLS feed to run the stream inside the editor, but we keep getting error.
-
Started with extracting a twitch stream, which didn't work, and from UDN found out it supports Fmp4 and not .ts
-
Tried few other test streams available online with fragmented MP4 and electra still seems to not play HLS.
Can you guys suggest something? Point me in a particular direction?
@robust marten Something happened that you deleted it?
Not really.
I haven't used 3ds max for 10 years now, and my tools of trade are Blender and Unreal Engine.
Rendering wise, it's not complicated. Just have to be smart with the materials as not to bog down the realtime renderer.
Rigging wise is more complicated, because Blender's bone orientation can be a bitch at times.
Hello, I'm quite new to unreal and i'm trying to figure out how to make an image appear when you hover over an object. What would be the best way to do this?
@grim ore you there?
Do you mean creating some kind of tooltip widgets?
Folks at #umg may able to give guidance.
Well kind of i guess
something like this to appear after hovering an object
just changing this paper to an image and it would show when you hover over an object and disappear when you move your crosshair away from the object
Does anyone know if there's a simple way to get a hash of an asset in Unreal? I'm having an issue where a SkeletalMesh is, in rare, cases looking visually bugged a small percentage of the time and I wondered if I could do some sort of hash safety check to see if the asset loaded with or without errors just to more easily catch and log when the issue is occurring.
Anyone able to give me some help getting a line trace spawn actor to work?
Did you see this ? https://docs.unrealengine.com/en-US/API/Runtime/Core/Misc/FCrc/index.html
CRC hash generation for different types of input data
@runic iron Yeah that's what I was looking into right now. Just trying to figure out how to use that API on a particular UObject.
#fab Since Epic is suing Apple to show how enthusiastic (said sarcastically) about helping developers/creators perhaps they should share their profits with people who contribute to the unreal engine market place. They take advantage of these creators based on luring them in with "exposure" but it adds value to their market place. If anyone wants to share their same type of enthusiasm perhaps you all should sue Epic. After all, in their view that's the right thing to do.
wat
uhhhh okay?
See if rallying for mass protest on #fab could get your cause to get moving.
Not really a cause. just making a point
Still, you would talk about it in #fab, not everyone in this channel are marketplace creators.
Thinking a market place where devs could sale their products for both unity/epic and any other engine would be good
get rid of epics own monopoly. they should support it
it's what they are trying to do to apple
Jeez, as if there's not enough marketplace creator cross selling on both Unreal and Unity marketplace already.
If you want to talk about it, again go nuts in #industry-chat or #fab.
Unreal-Engine seems good
it's an overall discussion
not specific to the market place only
nothing stops you from selling your own projects somewhere else
That's apples argument against EPic lol
@upbeat spoke except Apple doesn't allow third party stores
so no, that's not the same as apple's argument
LOL