#ue4-general
1 messages Β· Page 989 of 1
Epic doesn't penalise you for selling UE4 asset pack in fucking Gumroad and ArtStation.
gumroad, patreon and so on and so on
Again, that's the same argument Apple has for Epic
ArtStation, GumRoad to think of two off hand
Yet not EVERYONE who contributes to the market place, thus adding value, gets paid
...what?
Eh?
I don't get your point either
My point is Epic is full of Sht
that they exploit morons
value has not been added to the marketplace IF NOBODY BUYS YOUR STUFF
it's not valuable
They get paid from selling the product, what the heck do you want to imply?
if nobody buys it
they exploit morons with the promise of "exposure"
and all these morons who don't no better contribute for free
I smell troll
making them billionsares
<@&213101288538374145>
sounds like one @thick herald
wow, brainwashed
sounds like someone who went through econ101 and read marx' capital one time π
Sounds like someone doesn't understand the marketplace
should have known can't get through to children
:triangular_flag_on_post: B Γ NON A-12#7645 received strike 1. As a result, they were muted for 10 minutes.
keep it civil people β€οΈ
Maybe he didn't understand that people get paid from the marketplace, inc the monthly and perm free stuff. Maybe.
perhaps, but no need to be insulting either way ^_^
Out of the blue, bringing up Epic v. Apple thing, comparing with Marketplace payouts, and shunning on others who bring out the facts in that regard.
I got a weird question
I'm running a custom branch of the engine source for added shading modes, naturally the full size on disk of the source code is massive
I'm using Unreal Binary Builder to reduce the file size so I can share the branched version of the engine with my team
However a project made in the source code version of the engine doesn't recognize the binary version of the engine as being the same.
Is there some line in either the project file or engine file I can change to prevent constantly getting the "this project was made in a different version of the engine" message?
I guess not. It compares the build identifiers and stuff.
Although my artist and I have no problem switching from source build to binary build.
maybe if I mess with this line in the sln files?
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{94A6C6F3-99B3-346E-9557-ABF9D4064DBD}"
I guess so? Again, I don't encounter such problems, so I can't guarantee it'll iron out the issue.
Hey ive got a 'spell' that involves spawning two actors, how would i set it so after spawning the second one, any new spawn destroys the last two?
If I hit edit in notepad on the game's uproject file I see
"EngineAssociation": "{2784775D-4F3C-8408-B2E5-39B86675AFA9}",
which I assume is what I want to edit, where do I find the string I want in the binary build folder for the engine?
its a linetrace function, so idk if a break loop would work, or a separate counter function
It seems like you skipped this part.
In my case, it would be like this
when I tried to make the project with the binary build, or after making the project in the source build and trying to convert it to the binary build per the select engine version menu, I get this error
The project could not be compiled. Would you like to open it in Visual Studio?
Running C:/Program Files/Epic Games/Cybold426/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/lordm/Documents/Unreal Projects/Wavebusters/Wavebusters.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for WavebustersEditor (no existing makefile)
ERROR: Could not find definition for module 'Launch', (referenced via WavebustersEditor.Target.cs)
Compile the project in VS. It'll build all the stuff in your project according to the binary build modules.
Hey I've heard of the Gameplay Ability System but i don't quite get whet it is/does/could be used for.. And is it even something worth learning?
Simply put, Gameplay Ability System or GAS (not to be confused with the eurobeat song) is primarily used to define gameplay abilities, usually things like status and ailments in RPG or special abilities in shooters.
I would say it'll worth learning, although you would mess with it in C++, so the learning curve is tad steep. You could run away with similar behaving Blueprint codes if you can't wrap your head around it, though.
See if omitting 'Launch' module inclusion in the Target.cs file helps
what hoodie said
And the #gameplay-ability-system channel
Whether or not it's a good idea to learn it will depend on the kind of game you'll make
there isnt one
with what an engine is generation zero made?
That's odd, not seeing the difference on that...
Do you remember the settings you used in the Binary Builder app?
apex engine
I'm kinda taking a wild guess, and assuming something's wrong with the build configuration.
I think these are the settings I used?
I'm trying to get my aircraft AI to slowly pitch up/down based on target position
But it's always going in a loop :/
Is there anything that immediately stands out as wrong with these blueprints?
I don't know if I'm normalizing correctly or not, is the problem
(the bottom component on the left is the target position btw)
Maybe try evacuate (move) the Target.cs file somewhere, close VS, and right click on the .uproject -> Generate Visual Studio project
I assume it was from 'outdated' modules carried from the source build, and the Target.cs file needs to be regenerated.
Should've thought about it earlier, damnit π€¦ββοΈ
hmm, that didnt seem to remake the target.cs file
Doing so doesnt seem to have generated replacement target.cs files, also I'm now limited to
BuiltWithUnrealBuildTool and x86 as build options
got it, thanks.
@plush yew could you shed a light on this?
1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: test, Configuration: Development_Editor x64 ------
2>Creating makefile for testEditor (no existing makefile)
2>UnrealBuildTool : error : Could not find definition for module 'Launch', (referenced via testEditor.Target.cs)
2>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(46,5): error MSB3073: The command ""C:\Program Files\Epic Games\Cybold426\Engine\Build\BatchFiles\Build.bat" testEditor Win64 Development -Project="C:\Users\lordm\Documents\Unreal Projects\test\test.uproject" -WaitMutex -FromMsBuild" exited with code 6.
2>Done building project "test.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========```
this is from a freshly created project
(c++, desktop, no starter content, raytracing disabled)
is world creator worth it?
Sure, if you can use it π
wdym
Everytime the unreal-news channel turns white my heart stops for a minute. Epic pls. π
Don't blame Epic for what you do to yourself.
how can i fixx this please? π
do someone knows how to rig into epic skeleton, if someone knows contact me dm
its just called test while I try to work out whats wrong with getting the binary build to actually compile projects, as for the editor.target
using UnrealBuildTool;
using System.Collections.Generic;
public class testEditorTarget : TargetRules
{
public testEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "test" } );
}
}
ow haha i ment the water on the landscape but it fixes itself :p
Hi all. Bloom question. Using default bloom I'm seeing the bloom wrap from the bottom edge of the screen to the top. Anyone know of a way to stop this? Thanks in advance!
(aka the bright light is at the bottom of the frame, and is blooming properly in that area, but some bloom creeps/wraps to the top of frame where it shouldn't be)
I just realised Epic launcher finally have regional pricing for Indonesian Rupiah π
Hello! I do not get this! The green "frog" is a sprite actor and the white is a plane mesh actor. The yellow is the selection for both of them. Why is the selection so off?π
is there any decent place to listen to epic vs apple case? I tried geoff's utube stream but I can't understand what they are saying
Sorry for asking here, I know there's a umg channel but my question is not just about umg, but how can I create an interactive thing where I can make a widget that goes over in-game events? for example, not just a static image
what is an interactive thing and what do you mean by
" a widget that goes over in-game events?"
anyone familiar with dynamic mesh/navigation invokers/topdown mouse input?
Let's say I don't want a static background in my widget and want the in game aesthetics to go with the widget
like trees shedding leaves, npcs moving around, etc
its like you are in game, everything functions like normal, but there's no player and its a main menu
@rigid belfry kinda like this
you can still see everything move but its like he layered a widget on top
so you want a 3d main menu widget?
because, iirc, without specificing the tipe of input mode on the player controller, you're able to more around and interact just fine
ok thank you
say you have a player health widget, its not like you cannot move or anything
the input mode is set to game and ui by default i think
but if i just wanted it to be ui and not meant to make the player move, I could just set it to ui only?
Ok thank you
I apologize, I am just now switching to Unreal again from Unity
I just can't deal with Unity no more
why isnt this working?
What do you expect it to do?
i want to spawn enemies in spawn points that i set on map
I want them to spawn every sec
but idk what to do im lost
How can I make my AI open/close doors?
:C
why are you checking if the spawn points are less than 100?
do you have direct control over the spawn points?
or are you procedurally spawning them?
Well if I'm reading that correctly on begin play you are getting all the BP Enemy actors, then getting the 1st array index of that and calling the Mobs event. Then you are getting all Spawner locations and checking to see if you have less than 100, if so you then get an array of all the spawners and get the 1st index of that (random values are both 0 ) Then trying to spawn a BP Enemy at that spawners location.
The random min max at 0 isn't doing what I suspect you think it's doing π
i want to put emphasis here.
Well if I'm reading that correctly on begin play you are getting all the BP Enemy actors, then getting the 1st array index of that and calling the Mobs event.
you are getting all enemies(which is logically flawed to begin with) and then telling only the first enemy out of the whole array to call the event
The begin play get actors bit isn't actually doing anything either
Other than call the Mobs event.
also, the "get all actors of class" et similia, they all run for loops of all the actors in the level
if you have a lot of actors in your scene, that could really cause big freezes on begin play
without really knowing what you're doing, i can at least say that the spawn logic should be inside each individual spawn point
So could you show how this blueprint should look like? I mean I want to spawn enemies every sec on notes that are set on map
each spawn point has an instance editable class(purple) reference of the enemy actor(could also be an array of enemies)
and then the spawn actor node is inside the spawner actor
its not complicated
For me it is at the moment. I'm just new in that things
might be worth to re-read what was written π
yo
anyone else is having a problem with the marketplace assets
70% of my assets are gone
this is what I get when I view them https://gyazo.com/6bb7db29c202848130faa31c0348c666
oh nvm I had to update the launcher
Heyo, I have installed the Shooter example project, but I cannot find where the C++ files are located? I follow the instructions but it just says the classes exist and that's that...
@thick zenith have you enabled show c++ classes?
Okay I just found the filter for C++ and it says there are no results...
do you have a solutin file in project dir (*.sln)
ah okay, I tru
No I don't think I have that kind of file
the root is like this
and under Characters -> HeroFPP
The middle one is just blueprint
no outside of the project like in "A:\Dev\Game\yourprojectname" - where also the uproject file is located (in windows explorer)
you've screenshotted A:\Dev\Game\yourprojectname\content from within the editor
you can open the sln file with visual studio, all the source is in - source folder π
I don't like how they are hidden outside of editor
you can also have a look in the top right corner if you have a BP open, to access its parent class - so if this is a C class it will open when clicking on it
The ShooterGame -> Private has the cpp files
they should be visible in editor! you normaly don't need to jump out and in
nice
I don't even have the same structure in the editor lol
that folder is the one seen in the editor
ooooh! you can click the folder icon and it allows you to change the folder
can anyone compile the master branch?
like that little folder icon
yes the structure is different. thats normal
Adnoh thanks for your help!
Btw now it wants the solution file
maybe you need to click that little bad guy which shows your folders inside the editor
Hi
Okay apparently it's a common case for example projects to not have a solution file
yeah that button helps
in your file menu you can generate it (but it should be there already in eg "A:\Dev\Game\yourprojectname"
you can also generate it by right clicking your uproject file
yeah it doesn't exist
Nice thanks that worked
"Trivial" things the Unreal's official tutorial didn't bother to mention π
hey guys, is there a way to "collect" all changed actors during runtime (meaning their properties are != their default ones / when they spawned) and also collect that properties? Idk if BP or C? I guess I could use kind of UObject/FPropertyChangedEvent but it wants a property - so it isn't half way what I need
Is it possible to change a mesh width, size, thickness etc. inside ue4? I have a static mesh here, but it is too thin. I want to make it thicker without a external software. Inside ue4, is it possible?
there is a builtin plugin for mesh editing which you can enable and find it under the modes button afterwards
You remember the name of this plugin?
I think "Polygon Editing" or "Modeling Tools Editor Mode"
Show Selection in viewport is truly π©. Do anyone else have an answer to this? I have stopped select objects in perspective mode if it supposed to look like this! I hope i get an answer tomorrow to this "hot potato". Night π
Never seen that before...
it's ok π
Have you tried restarting the editor?
i always had this "problem" π
I guess newer version of UE4 editor didn't play nice with Windows 8.1, or maybe issue with your drivers π€
yes, i have Windows 8.1 π
can anyone tell me really how expensive casting is in UE4, i want to make a function Library that just auto casts to everything and returns the references, just kinda got sick of doing the whole cast to object is valid promote to variable thing over and over again for each and every widget I create
Casting is a teeny bit expensive, and it's not a good practice to do it every so often.
Love it or hate it, promoting to variable after casting is instead a good practice, because your code can simply refer to the object as opposed to casting every time.
Let me rephrase it, each object will only be casting once and ill still be saving refs, the'yll just be calling a function that casts to every object in the game (that i need a reference for) and the function will return references for all the objects and I can just pull off the ones I need. It wont be casting everytime, that honestly sounds like even more work tbh but there would be still quite a few unnecesary calls
idk think i might just have to mess arnd with it
Hey, I'm trying to open visual studio from unreal and it just opens build tools in cmd and nothing else
I have visual studio 2019 installed, and have set the unreal to use the 2019 version
Maybe a path issue
how can i run multiple sessions/rooms on the same server?
one server has one map loaded (if you mean that by rooms).
no i mean multiple sessions
multiple insrances of different maps with different IPs?
server instancing is possible for sure. Check out AWS and any other cloud service that is similar. Server sharding is another method that seems to be better.
Hi
I don't understand it - it does that by default? you run your server (dedicated or listen), create a session and multiple clients can connect to it (by finding the session with your online subsystem or by connecting directly to the ip of the server)
or do you mean multiple instances of the same "game"? give it different listen ports and fire them up
what doesn't work?
@kindred viper mate thanks for the help I've been learning blueprints and there much more easierπ
Absolutely but don't thank me. You did the work π
π
is ui making hard?
not really. It can give you some caveats to trip over, just like anything else in game dev, but you learn the best practices and it's pretty straight forward
Isn't that too fast for moving across the map anyway?
Also consider using smaller chunks.
yes it is fast but it dos it wan go slow to
what do you mean by that ?
i have a static mesh
and i will use it as character
this to a static mesh
like a cube
Even GTA 5 would have pop ins when you blitz through the map at that kind of mach 3 speed.
ok one sec
and just asking how will that help ?
Is there any server hosting solution that can use UE4's built in replication features for multiplayer?
and supports HTML5? (im on 4.23)
thats two parts, the server and the client, any compute server that can open your server will work fine, now for the client all you need is a hosting
google and aws both works fine for either compute instances or hosting
For starters, cloud computer services like Linode or AWS would do.
and would i have to have any specific server-side code? What would i need to run on the server?
ive set up a simple listen server when you type in another player IP to connect. how could i make it so that when you click play, it loads you into an available session automatically?
or creates a session on the server if one is not available
you need to check out Advanced Sessions Plugin
got it
creates a session on the server if one is not available
thats called orchestration and depends on your provider
random quick question for anyone that has or is using advanced session plugin/code. Is the best way to troubleshoot and test to create a VM that has a different steam account so you can test creating/joining sessions?
yeah, i use a laptop, but a VM should work fine
Or even better, a KVM
(although it's a Linux only feature, and setting it up with WSL2 is still finicky)
Does anyone know which iPhones work with live link app and which ones don't?
iPhone X for sure.
I believe we had an info crossfire going on here.
i do believe he was asking how to do it for himself...
he wanted to know how to change his mesh
i did not know what he meant sorry
Slow
Fast
@drowsy snow the speed dos not matter
it dos but that is not the problem in my case
I assume your sublevel chunks are huge, causing the loading/unloading stutter.
Maybe try for smaller sublevel chunks.
how do i up the view distance ?
So I created a static mesh using Box Brushes and I want the UV grid from the world grid material to return to normal scale. How do I do this?
I want it to return to this scale
is there a good way to do this with world composition ?
too much performance ?
that's just culling and unreal should do that out of the box
how do i test it
frezerendering command
thanks
im not sure it will freze world composition tiles tho
Learn how to optimize your games by setting up and using the available culling methods available in UE4! In this introductory stream, Tim Hobson will go over the high-level use of these culling methods with some practical demonstration of how visibility and occlusion culling works, this session will primarily focus on View Frustum and Hardware O...
it did not but thanks
thanks look at the demo thy use
https://youtu.be/6WtE3CoFMXU?t=695
Learn how to optimize your games by setting up and using the available culling methods available in UE4! In this introductory stream, Tim Hobson will go over the high-level use of these culling methods with some practical demonstration of how visibility and occlusion culling works, this session will primarily focus on View Frustum and Hardware O...
xD
quick question, i'm putting together a demo of my game, i recall seeing something in engine for creating an in-game tutorial on how to use abilities etc, might be using the cinematic sequencer, can't recall exactly. Anyone able to point me in the right direction?
there are tutorial assets in the Miscellaneous section of the new asset menu. But it's for in editor. In game is different and you might find a plugin to help, or some tutorials. But really it's best to create your own. The same way you would with regular game logic/UMG/etc
ye thats what i want to do, create my own in-game tutorial but i need a starting point. I remember seeing something that pauses the game and brings up a widget of the UI for example and explains what each button does etc. I can go ahead and code something but the engine has a built in functionality for that and i was hoping someone here might be able to help with what that is
well that makes me wonder what you want because those functions are in the engine. You can pause the game (or slow down the pace to a crawl) and create widget. But if you want a pre-made system, it's not there. It's just how you want to do it. The tutorial system built in is accessible by the method I spoke of previously, but it's probably editor only.
is entirely different than what you want is what I am saying.
marc appreciate the reply. I could be mistaken but there is functionality in the engine to use the sequencer for an in-game opening tutorial on a starting level / map for example. i'm just asking if there is anyone here that is aware what that is as i dont want to waste my time coding something that is covered by best practice elsewhere
well you can just make a sequence yourself. Sure. check out the Unreal learning portal as they have a full sequencer course.
It's called "Your first hour in Sequencer"
Is the Gameplay Tag introduced after GAS debuted? I can't recall if it exists in older engine versions.
there are different types of tags. Actor Tags are the ones that are the older version. Per actor. Gameplay Tags should be part of GAS. iirc.
GameplayTags are not part of GAS
they are in the main engine @kindred viper @drowsy snow
ahh confusion afoot
they were "made" for GAS
yeah now I think about it I remember them before I remember GAS
but moved separately cause they can be used for other things
i heard they are even going to break GameplayCues out of GAS
which would mean easier networking of stuff for multiplayer games
like particles, sounds, etc
Anyone know what this is?
I've been working on this project all evening and a cook failed after adding a Print String node in BP. It's a BP only project, I'm not using anything Paper2D as far as I know. How can I turn it off or uninstall it if I can't open the editor?
looks like you are accessing something that isn't loaded. Perhaps you need to either enable the plugin or add the dependency to your target build cs file
Paper2D includes Sprite and Flipbook assets.
I think you can disable built-in engine plugins by editing the .uproject file
BlueprintFuoctionLibrary is a spelling error too.
You could also outright delete the Paper2D folder inside the engine's Plugin folder.
So I want to play a sound effect in an animation but I want the sound to me chosen at random. How do I do this?
create an array of sound cues and pick one using the int value of the array index. RandIntInRange works for that
I think Sound Cue also has random picker. Forgot the node name.
cool
It's actually just called "Random"
Removed the folder, that worked. Thank you
Here's how you can setup the Random node in a Sound Cue asset
You can replace the "Wave Player" node into anything else you want.
Perfect! Thank you!
IS there a way I can try the clips or start them at a certain point?
Why did calculate direction go from blue in older versions of unreal to green?
like this is blue and in an older version of unreal
and green on newer
also just realised it requires the same amount of code
@plush yew the blue one has Exec pins. The green one does not. That is because it is the Pure Function version. Which means it simply gets the value. The non-pure function gives you the execution path which can help with error checking.
ohhh that makes sense thank you
Question: do actor relative locations always equal zero at the root?
or local locations, should I say.
what does this setting:
HighPrecisionGBuffers
anybody knows why having a smaller mesh breaks animations?
Is there a way to install Unreal Engine without admin privileges?
I do have an installed version on my desktop
Not sure where to post, so general we go: Has anyone ever made a very basic "technical trailer" to try and show off basic functionality and gameplay in essentially (pre) alpha state as a recruitment tool? Or anything in that vein. Id be curious as to their results
I feel like I'm about to scream
compiling a custom engine from source files, using Unreal Binary Builder
If I run the engine from the local builds folder everything works, I can make projects (though I need to compile them in vs first), and project maps open just fine
If I run the engine from the generated zip file I cant build projects via editor or via compiling in vs due to """reasons""" and if I open a project/map previously made from the local builds folder the scene is entirely black
hey guys i migrated a map which contains my gamelevel into a new project to safe space and now i get this blueprint error for my widgets, I have no compiling Errors or anything so i am pretty lost. Can someone help me out pls?
Those blueprints look really good. Which plugin is this?
can i work with variables with BP? can i find all variables that have "alpha" in them and increase them by 0.1 ?
Hey, I'm pretty new to Unreal and I'm wondering how I would best go about building a Junk yard/landfill type landscape to fly around in. I'm looking to scatter a lot of different objects across a big landscape to make it look and feel like a busy, full place.
There's a scatter plugin on the marketplace that does exactly that but it's 40 bucks. Does Unreal have something built in to do this or would it be fine to do this in Blender (where it's rather easy) and import those? I'm wondering about performance and if there's something related to object instancing or something that I have to pay attention to, and if that would make the blender approach not as good?
I'm basically trying to do something like this, just more:
Why not using the foliage tool to scatter them around the surface?
People used the foliage tool to scatter rocks around the landscape, so I don't see how you can't do the same with your junk meshes.
Cool, I wasn't sure if that was a smart idea when doing that with a lot of meshes so I wanted to ask first π
But that does sound what I was looking for, thanks
I assume that's gonna come at some cost for performance, is there anything to pay attention to with that approach or can I just model different junk items and have at it?
Don't forget to make LODs of your junk meshes to reduce the poly count over distance. It'll improve the performance even more.
UE4 has built in LOD mesh generation tool in the mesh viewer, so you could model just the LOD 0 (nearest, most detail) of the junk and let UE4 generate the LODs for you. You can still author them yourself, if you want to have more control over the silhouette.
(I suspect that tool would have the realtime version and become Nanite in UE5 π )
Sweet, thanks. I was going for a rather low poly style in the first place, to not bog myself down too much but I'll definitely do that. Gonna try out the automatic LODs, otherwise just make them myself.
Other than that, is it fine to build an environment this way or is it generally a bad idea to make a landfill-style environment by actually going in and throwing "garbage stuff" all over the place? I'm sure this wouldn't have been the way to go a few years ago, but I find the thought of having all these different objects actually there pretty cool for atmosphere
you have multiple variables named alpha and want to do something with them? Put them all in a list. You can't find a variable my wildcard in BP
I don't see the issue with that approach, although if you want to have huge stack of junk that made up a hill, it's better to just have a "shell" that shaped like a stack of junks. UE4's foliage tool can also scatter meshes on top of a static mesh, so you can do that to add more outer details.
Hi, it is old topic but, i figure out how solve my issue. It is really simple.. Just build/map checker if you have same mesh overlapping one across second. Map checker told you..
thx for your work!!
Perfect, thank you very much for taking the time to explain. I'll start making some junk meshes and play around, this is going to be fun.
Hello to all!
Is there a way to stop the shader compilation (e.g. pause it?). I'm wasting a lot of time, as I'm working on a pc that isn't necessarily a high-end pc and I don't need to worry about the graphics in real time.
Using nDisplay on more than one screen; How can I make a color correction in only one viewport (screen)?
What is the best way to manage assets (specific lights + meshes) to quickly turn then on and off for rendering?
I can group them by folder, but the outliner is for the viewport editor only.
You can't.
Even Blender locks up when compiling shaders in Eevee.
Question, is possible to add an empty subobject inside a blueprint?
I mean, like empty gameobjects in Unity (an object which only contains a transform, i.e: position, rotation and scale).
sounds like a SceneComponent
Thanks
hey guys i migrated a map which contains my gamelevel into a new project to safe space and now i get this blueprint error for my widgets, I have no compiling Errors or anything so i am pretty lost. Can someone help me out pls?
Is there a way I can do ReadPixels on a render target but instead of using the array of pixel colors, get them as pointers so I can change the color data?
Im trying to invert the alpha channels of all the pixels of my rendertarget
Ok thanks. i saw some old git project that enable feature "queue shaders". i was wondering if somthing like that is still in use in 2021
it's probably easier to just use a oneMinus node in your material for the alpha
I dont make use of materials thats why. I just directly render a texture. not using any materials just a scene capture
but what are you doing with the texture?
ah ok, then dont mind my suggestion
thought you would use it to display it somewhere else ingame
cant say the use case of the texture cause NDA
but its not applied in a material
I wanted to doi readpixels
you could use it to render it to another render target with correct values π
yea xD
wanna avoid that overhead if possible tbh
ReadPixels gives a copy of values tho im guessing -_-
so I cant change the pixels??
they are fast, if you don't to it for every frame the overhead should be ok
Can someone help me a bit? I am kinda new to ue4 and I wanted to try to create my game without following a tutorial from start to finish and I decided to go with a shooter game since it already has a template etc but idk where to start. Should I create an enemy first maybe?
if you ask for suggestions, its the same as following a tutorial...
nothing wrong with tutorials
I mean if you guys know any really good ue4 c++ tutorial I could go through that
There's a free one from GameDev.TV if I'm not mistaken
not sure on the free part, it's currently on sale for ~15$ on udemy
Let me send a link, one moment
the sale timer has about 9 more hours
The engine alone can take around 30 GB, and projects you made can go higher or lower than that, depending on how many assets you used.
i got it but can you solve the upper doubt
Hey, I'm currently wondering a bit about third-party libraries and licenses for UE4. The UE4 EULA states that GPL, LGPL or Create Commons licenses are forbidden. However, the library I wanna use is licensed under AGPL, and I'm wondering whether it'd still be forbidden to use?
You can't.
AGPL is still a dick towards closed source software, and despite Unreal Engine source code accessible to licencees, it's not open source.
Hey Guys, I'm currently making a cinematic but I have a problem, my viewport looks quite different to my sequenced render. The colors are different, there is depth of field in the render but there is no depth of field in the viewport. I have all the settings turned up in the viewport so im not sure why this is the case. Please let me know if you know why this could be happening
Thanks
Damn it's a real pain
hey guys it was giving above 120 fps now it is locked on 60 fps how do i solve this
I know there are some ways around it using a "bridge" application - but don't wanna get into legal trouble either
Into the console: t.maxfps = 0
this console ?
It's better to find an alternative that has more permissive licence such as MIT. GPL is despised here because it forces anything it touch to be open source no matter what.
In other words, fuck GPL.
if i type type t.maxfps = 0 it does no changes and if i type t.maxfps = 200 the the fps increases
So uh, guys
Hm, thanks anyways! What if I'd get a linking exception from the dev of that library?
does anyone know why i might be having that problem?
ok
Can any one please tell how to control metahuman facial rig as i can control it but cant set i with sequencer for animation
If you're able to secure a custom licence that isn't GPL, you could use it.
Although I'd prefer not to use anything GPL at all costs. Who knows if the dev one day decided to screw you up and terminate the custom licence.
Better safe than sorry.
please tell
- Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details
Is there some common method to set up a 'global' function library that is centralized so that when something is added in one project, its updated in the other ones aswell?
Your best bet for that would be to create an engine plugin. You don't have to use C++, but plugin allows for the same class to be used in another projects, especially if you install it in the engine's Plugins folder.
But it would still require me to update it in the plugin then, for it to be updated in the projects?
how
Have you even explored the contents of the project?
Don't afraid to break things up. If you mess up the project made by the template, you can always undo or create a new project with the same template.
i need a help..i want to replace mannequin with custom character..but i m losing the bones and the character is out of shape while i use animation in unreal engine..i wanna use mixamo character..
[Question]
Is there a shortcut to open the output log ? (deleveloper tools -> Output log) ?
Mixamo's rigs have different bone hierarchy, and they dropped support for UE4 skeleton compliant a while back.
https://terribilisstudio.fr/?section=MC this one worked quite well for me to get mixamo to UE4
they provide a tool which comes with an FBX file that contains a mannequin that you upload to mixamo, then you process the animations with their tool after download and get files that are usable within UE4
thanks for helping..im working on it
https://github.com/enziop/mixamo_converter this one always did me good but really I wouldn't even use mixamo anymore. I know people swear by them but I dunno. Good enough for prototypes I guess
have you ever tried metahuman?
I'd rather create my animations from scratch instead of using Mixamo for production.
But this is server for Unreal Engine...
I don't think I'd have the stomach for making animations myself anymore. Not after the last burnout. But one or two here and there I guess is ok. I would pay someone to make better animations, or at least take the ones I had and do some re-alignment/re-adjustments.
depends what you need help with
how much times do we have to complete Build on android platform on unreal engine 4,26
With the manewuine charater
julianz thats entirely dependent on your computer, the build, the content, and the stability of your computer
what is lowpolly animation for?
Its kind of broken xD
and probably 10 more factors
I am having an issue where my scene inside UE4 Editor will be running at 45FPS consistently, but when I render out and save an .avi cinematic, it dips to 12fps and stays there until I close and open the editor again -- Does anyone know why this would be the case?
@thick knoll you should profile the scene and see what the GPU and CPU is doing. Stat commands can help with this or there is a profiler. Also there is Unreal Insights.
thats a pikaaboo animation
what did you do to it?
I don't know XD
then how are we meant to know? π
Lol
I was only making camera being in first person mode
third person
well you have moved something you shouldn't. Just reset it by adding the TPS again
sorry the mannequin char only. not the entire project
Julianz you are being obnoxious now
what is obnoxious
the way you are acting.
what is that?
nevermind
What a question
hey @marble mango can you please tone it down a little? thanks
lesssgoooo
ok my bad
Oh btw
Interesting thing is thra
Female manequin works perfectly fine
Only male model is broken
Xd
I noticed your camera is tiny there. Did you scale the manny?
π π π
yeah never do that. It's a bit of a no-no
because its a character class and it has physics applied. When you scale, physics can be awkward. It can break animations sometimes too depending how they are setup.
and look at your manny. It broke when you scaled it
what shit
I have just talent to break things
I started in computers by breaking things and fixing them to learn. So it's not the end of the world π
If you break the project made by the template, you can always undo or start a new project.
how much sallary you make for working with unreal
I already made camera in first person mode and not able to see inside of own body
I did it 2 times
Couse for the first time it just didnt work for some reason
I dont want gto do it third time
welcome to game dev π refactor, refactor, refactor
"Third time's the charm," they say.
lets forget it with playing payday 2
Its literally such a looong process
where i can download unreal engine 3
That i dont want to do it
The first two years of me using Unreal Engine 4 are learning from bunch of trial and errors
11 years of unreal and I still do that π
still do what
You know that one Shia Labeouf quote that says, "Just do it! Do it!"
do what
yeah thats a great video for motivation
@kindred viper how do I get the profiler up without the shortcut (ctrl,shift + ,) it's lagging so bad it won't register it
But even if i do it for third time i wont learn anything from it cous ei dont understand what those all things mean
@thick knoll I would check the docs. I'm a bit rusty in that department
You will eventually learn from mistakes and errors. What to do and what not to do.
But i didnt even know what i did
The Post process seems to be going mental, but this only happens after I have done a couple exports, and never goes back to normal until I close / reopen the project
Consider replicating tutorials first. There are few of them in the pinned message. Try experimenting by deviating the steps a bit, see how it doesn't work, or how does it really work.
I'd also put my faith in the Epic Unreal Learning portal. Sometimes Youtube videos use really bad methods.
event tick for EVERYTHING! π
I'm not too sure what this means or why I can't edit the skeleton if the bone exists
it means the mesh that has been skinned to it has no weight for that bone so it doesn't know it's there I believe.
Do you happen to know how to fix it?
probably take the skeleton and mesh to a DCC and makes sure it has some weight for that bone
What is a DCC?
digital content creation. Blender, Maya, etc
Well the weird thing is that the original character had the bones and I retargeted the skeleton to another skeleton that also has those bones and this happened
so you are saying the skeletons are exactly the same?
Not exactly. The hierarchy of bones is slightly different (Its the ALS skeleton) but it does contain all the same bones and names
then the problem is the mesh isn't weighted properly to it. I'd take it to the DCC and simply make sure its got a weight for the bone/s it doesn't
Thank you
heyo! i've got a baked camera track in a sequancer, and want to move it somewhere else before i render it
any ideas how to do this? i tried parenting it to an actor and re-positioning that, but when i render the camera just defaults back to its origional location
@fringe wigeon does using Attach Track work?
@kindred viper oooh i've never used Attach Track, lemme look into what that is and where it is and get back to you
heyo, does anyone know of any tutorials on how to blend quixel assets with a terrain..? Lot's of them seem to now be outdated π¦
they shouldn't be out of date if they are within the last year or so
I think the megascans master material has changed a lot, a lot of people in comment sections are asking for updated versions :/
no thats the look at tracking settings
they moved functionality to the new modes setup so I think there were other refactors around then too. Cant be too sure. It's not my area really
could you explain where/what Attach Track is? trying to look for it but not having much luck!
you cant unless its fullscreen but you can cap the fps to 60 with the project settings or the console command t.maxfps 60
you would do it in the project settings, or in the console when it is playing
which one have you tried that is not working
great it worked thanks
now how do I set a default resolution? when I alt + enter to full screen seemed like it scaled to max resolution (my monitor is 4K but I want it to run at only 720p for performance)
alt-enter will probably not be fullscreen native but windowed fullscreen, you have to run it packaged more than likely or try setting it with the fullscreen console command or using the game settings nodes or C++ code
i've got a problem that's been an issue for quite some time. some moveable actors have messed up lighting for whatever reason, so i rebuild the lighting and it fixes it. but i package the project to an apk and then load the level on the quest 2 it looks like it did before i rebuilt the lighting. it's almost like the built lighting data isn't being used for some reason.
does anyone know what could be happening here? i spend hours rebuilding lighting and repackaging each week
anyone know of a way to stop the game reducing usage when tabbed out?
Maybe t.IdleWhenNotForeground
thanks no idea how i missed that..
so its default to 0
so why do i get reduced performance when tabbed out (i mean really bad)
built projects or in editor?
These right ? https://www.slideshare.net/EpicGamesJapan/presentations
Read and download presentations by γ¨γγγ―γ»γ²γΌγ γΊγ»γΈγ£γγ³ Epic Games Japan
Always thought it was a shame none of them is translated, fortunately some of them can be understood well enough
But yeah the unreal jp community has a lot of neat stuff
built. i package an apk and upload it to an oculus quest 2 using side quest
does it have an issue when previewing it in editor? also are you using the shader preview for GL/Vulkan in the editor?
whys is my character isnt moving after 1 sec?
im forced to use mouse button
so i can move
using the mouse to move?
nah im using WSAD
no issue when previewing in editor and i'm not using the shader preview
need to press left button mouse (fire bullet) or right button mouse (does nothing) so im able to mvoe
that normally happens when the input mode is not set to game only mode, do you change input mode anywhere or set focus on any widgets?
perhaps thats the reason
How do i keep the blueprints that are spawned in a sequencer from despawning right after its finished?
do you know where to change it back?
@sudden olive you would have to change it first, if you dont change it then it should be fine. you can always try forcing it with the Set Input Mode Game Only
@knotty heron Spawnable actor or how are you spawning them?
@grim ore probably I changed it
Nevermind i figured it out. Had to also set the transform to keep
im sure that i did
then use the Set Input Mode Game Only node to set it back
where is it
Does anyone know how to fix this?
My unreal engine is running but I can't open it
it's been an hour already. Restarting doesn't help
I can open the engine by itself, but as soon as I open project, it actually never opens
@plush yew 3 of them at the same time
oh okay. it happened after I enabled RVT blending so I could blend megascans and landscape
oooh alright. Thanks for help :)
Hi
Hey guys
I need some help
I put my character into my game, but it looks like the arms are stretched out weirdly when I play a animation. How do I fix this?
What is the difference between an impulse and a force?
Impulse is a quick sudden thing - think like kicking a ball. The ball receives an impulse.
Force is continuous. Like rolling a ball down a hill.
@surreal eagle you would need to give more info or try in #animation or give more info because arms are stretched out weirdly isnt much of a clue
okey i understand now, thanks
so what i need the use for granade system
Δ°mpulse?
Well - is an explosion sudden or continuous?
sudden
There you go. Now just go with the sudden one.
okey nice, thanks bro
https://gyazo.com/c81fdc8a8e324ce9a571f81145e4f8f4
anybody know why ue4 goes to another object when i select anything on the object i selected?
Ok thanks
I'm just curious to know the Best Mocap suit for unreal engine
I guess Xsense is one option, although the price is super expensive tho
XBox Kinect v2 π
Forgot about Kinect lmao
Though from what I seen, the setup is rather complicated and the animation data isn't as clean as the pro solutions.
any other alternatives than Xsens
Again, Xbox Kinect is an option. Though since Microsoft admits defeat on it, it's kinda difficult to find since IIRC Xbox One S didn't shipped with one built in
Aye but the cost is a tad lower π
It's like the Xbox One VCR relic.
https://github.com/mkocabas/VIBE this is looking good.
Whoops.
thats fine as it will only refer to redistribution of the code stuff. The results should be fine. If not, just slap a skeleton on then retarget
Most likely iPhone X grade cameras
Also, the software exports to FBX. I think once it's in that format, they can't do much about it. Just do the import/export shuffle and you are good to go. It does seem like an extreme limitation tho.
@plush yew you can do a lot with the more recent android cameras, especially samsung. I'm gonna be using my wife's for some facial mocap.
ARCore is pretty good these days and Mediapipe is a nice compliment for AR features like face/object tracking etc
Leap Motion was pretty good for hands. Realsense was also decent for face but it requires some messing with the SDK to get more facial landscape points setup. The default is enough for some basic lip syncs and eye tracking tho.
@plush yew Don't know if this may be relevant to you or not, but over in the MH channel there is this:
This is Karen from Faceware. Please do not write to support - that will inundate our system! We are launching a webshop link that will distribute free licenses for personal learning and Metahuman testing later today. Promo code is JSFILMZ for those referred by Jae from JSFilmz.
6 months free use with that code.
yay? haha
Sorry to bother you about this, you probably don't know the answer, but is there any news on this? The latest drivers STILL cause this issue and the 460.89 don't support DLSS
Nope nothing, i experience it daily
i just get used to it and restart the editor when it happens
or move editor to anothe rscreen
i have no idea, it does it on my 3080
Im on a 2080 ti
there's a fix on the nvidia website
oh snap
fix for NVidia flickering:
https://nvidia.custhelp.com/app/answers/detail/a_id/5157
maybe mod can pin it
done
thx
could any 1 with a kite demo project installed pass me the grass blades mesh asset? would be greatly apreciated
Has anyone got any experience with the Oculus Renderer? For some reason two-sided textures are not working properly for me (the basecolor map is ignored)
thanks I'll try this
So.. I am trying to open material editor. Once I want to access parent's material, it is replaced with MS_DefaultMaterial. How can I add RVT output function?
@fierce tulip are u the gpu baker guy
What settings could be changing these stats? One is an empty project (left), and the other is the project I am working on at the moment, both materials are exactly the same
@plush yew no, im the other Luos (vfx guy)
Luoshuang is the one you are thinking of
Any devs out there interested in an NFT SDK for Unreal Engine 4..?
we already have it. It's called Unreal Engine. It's got loads of tools for it too. You can even export jpegs and png. !
eh wat is nft
no need to spam the multiple channels with this
Hey there!
Audio Components have 4 curve options for Fade In and Fade out:
Linear
Logarithmic
Sin (S-Curve)
Sin (Equal Power)
What do these graphs look like?
Can I create a custom Input Mode? I would like to disable all my input actions but still be able to walk and jump etc
just add booleans to check on each input
you ideally want to do some combo of state machines and anim graph work with your input to drive anim states though. It's a bit complex to start but it really adds a modular level to your controls.
I stumbled across an engine issue, and I cant seem to find a solution for it: https://www.youtube.com/watch?v=GUrOnvDP1n0
Whenever I alt drag an object, that object is not moving along the axis I copied it on
An issue where a duplicated object isn't moving along the axis
@kindred viper Alright thanks I was hoping you could just add one in the preferences lmao
there are ways to over-ride input as it's a bubble system but it depends where you need to do it from and my experience has been over-riding it in the UMG input system.
I've been having the same problem for the last four days and I can't find anything like it online that has a solution.
I can't launch my project with the Development Server configuration.
what would you say, would Unreal or Unity be better for possibly larger open world pc 3d (atleast initially, might do a mobile release at some time through) game?
both engines can handle it
Then there is the usual floating point problem which can be handled in singleplayer in Unreal pretty good, but what about multiplayer
I've posted in two channels and I've looked online for hours and I can't find a solution.
When I try to launch, I get the error
Assertion failed: GDefaultMaterials[Domain] != nullptr [File:C:/UnrealEngine/Engine/Source/Runtime/Engine/Private/Materials/Material.cpp] [Line: 544]
Cannot load default material 'engine-ini:/Script/Engine.Engine.DefaultMaterialName'
Check out my Unreal Engine 4 courses:
βΊSouls-Like Action RPG with Multiplayer: https://devaddict.teachable.com/p/souls-like-action-rpg-game-with-multiplayer
βΊMultiplayer First Person Shooter with Dedicated Servers: https://devaddict.teachable.com/p/multiplayer-fps-inspired-by-cs-go
βΊMultiplayer Top-Down Dungeon...
Any1 else tried it
hello everyone!
I am going to start game making
is unreal engine good for begginers and for fps games?
Idk about beggingers
But it would be really good for fps games
Many fps games have been made in it
nice
nice
i thought about using source 1 or unity
but unity is not that good
im not sure about source
its a bit old i guess
Ye
anyone heard about frostbite?
there is also lumberyard from amazon, but i dont think any games ever got made with it
star citizen runs on it tho
"runs" is a generous description for a game that won't be released until 2045
whats sc
custom
they use their own which uses functions of lwjgl
Yeah but its not public I don't think
Could someone explain me please?
Hello, lately I have been experiencing the engine to be quite laggy when moving nodes around. The other problem that I've had is when I right click in the graph to show the menu, there are some times that it will immediately disappear.
if its nvidia, you might wanna update drivers, and/or check the pinned message about it
Wow, didn't think that was going to work as it was for the flickering, sorry about that, didn't see it. But thanks.
Does anyone know why my viewport looks quite different to the game when I hit play? I have all of the viewport settings turned all the way up.
Viewport:
Game:
@prime willow #server-feedback
oh thanksies
how hard is it to make realistic games on unreal engine and what do you recommend learning first
Learn how to use all of the basic parts of the engine
Unreal Engine is a Triple A game engine, https://learn.unrealengine.com @languid sundial
It's easier than Unity that's for sure π
There are few tutorials and Epic's official learning courses listed on the pinned messages.
if i was making a game with character customization whats a decent amount of hairs to start off with for each gender and race considering there is 3 starting races the 4th one would be a machine so we can ignore the fluffy boi, if the end goal would be 200 + for each race and gender by the end of the year or mid next year from launch @drowsy snow
Something weird happend - when i use bp to spawn enemies they are doing nothing just stand and my other enemies the same type that i put on map by dragging are also not working, but when i dont use that bp, the enemies on the map are working
my character is moving after i click LBM or RBM dunno what I messed up
Character customisation is quite ambitious tbh. I don't even think FF14 went for huge array of hair selection
well i want to have expression of character or possible style and gameplay as a core value for the players
so i really really really want many options for people to find their own identity in the game
so mass cusotmizations for details to accessories to hairstyles and clothings and colors is a priority to me in this borderline hentai martial art violence simulator ;D
if possible i wanna have 10000000000000000 hairstyles by next year but im being realistic
so i wonder whats a satisfying starting number for 3 races, 2 genders with teenage and and adult/elder pusyical variations akin to demons elves and humans for simplication purposes
If your game is a live service, 15 per gender/race is a healthy count.
Otherwise you could just let the player mod their own.
nope not a live service
think of it more like phantasy star universe for the xbox 360
or pokemon for example
or even dragon ball xenoverse
ill definitely add content if i can lots and lots if possible
Sorry, I meant start with 15 and adding them overtime with subsequent updates
actually
thats a good question
i just wanna make a complete game
and if its over its over
but i want to add tons of content every now and again
even though its completely offline with online play
would that make me a live service game o-o
Either start small amount and bring in new content via updates or DLC
In a way, you could consider it semi live service
so im mking a semi live service game o.o
You may consider putting in mod support too for extra measures
so
i want
mod support tbh
i know most game devs seem to hate it
but as long as they dont lewd my under 18 characters i support the mods wholeheartedly and want to make it easier for players to imploy their mods tbh
I have a character that's 15 years old, and tbh I'm not concerned about lewd mods.
It's not canon, not endorsed nor officially made by the game developer. I'm not taking those kind of possibilities too much.
General rule of thumb: quality mods tend to be more popular and successful than lewd novelty mods.
no no i mean i dont want to support their mods ingame if their lewding underage character
im sure i might go to prison for that xD
but i mean cool outfits
haircuts
weapon ideas
Are you going to make those kind of mods?
even enemy ideas
god no
lol
my game doesnt even let you see nipples because ratings and bleh bleh
however i do want my characters to be atttractive looking if possible
Then there's nothing to worry about on your side. The responsibility will going to be on the modder, not you.
oh so if i just say not me i didnt do it nor do i support it they wont witch hunt me regardless? o.o
Stupid question: dose anyone know if you can still play Pargon?
You can't, but the assets are in marketplace.
I was aware I was wondering if the game it self is still up
I was hoping to try it out but it sounds like its down
Of course not.
The reason GTA San Andreas' Hot Coffee mod backfired on Rockstar was because the mod simply unhide a code of sex minigame and assets already in game made by Rockstar devs.
oooh
okie
so im safe ;D
ok so i was thinking like 13 - 14 hairs per gender
but if 15 is a solid number
that would be about 45 haircuts for base it seems o-o
between elves humans and demons
oh wait plus opposite gendered so like
90 haircuts O.O
thats not so bad lol
The game's already long dead because it's being outnumbered by other MOBAs.
Is somebody able to help me?
It's kinda obvious though, even in hindsight
You have nothing to execute after Get All Actors of Class.
Ye my bad
Now it works XD
another question is that why aren't they chasing me?
and dont attack
anyone know how to generically set up a skeletal mesh to copy its pose from it's parent without needing to know what skeleton it uses?
does anyone know of a tutorial to recreate Call of Duty MW's weapon mount system (it's probably in Black Ops too, but i haven't played it yet :P)? For me, that's really what sets COD apart as far as gun play in a FPS at this point.
please can someone tell how to animate with metahuman facial rig
If i setup collusions on my model/mesh/actor would clothing and hair and such clip less against said models?
ive noticed hair just flurps and moves into the actors skull and wonder if that can be prevented somehow
can anyone please tell how to animate with metahuman facial rig as i know how to control it but cant animate it with the sequencer once edited and adding a new key at that time it remains same at all places and dont change with time
please can someone tell
Now here's an interesting challenge I've done a lot of thinking about, and even made some progress on.
Globular level design. Being able to circumnavigate the world without teleporting back to world origin as you approach the limits.
Obviously not a perfectly spherical world--probably a collection of tiles forming an n-gon, but one that offers a spherical approximation nonetheless.
DM me if you want to talk. As far as I know, it's unheard of before.
Totally new ground.
If you are asking someone to share it, it is against the rules here, and its against the Marketplace TOS.
is there anyone who can solve my query
ty
You don't have to be precise with the capsule collisions on your physics assets. Having it slightly larger than the mesh is fine.
im using multi hex for my meshes atm but i might reconsider because maybe its heavy on performances lol
just dont know if the same applies to grooms >_>
You mean convex hulls?
yes those
i noticed its skin tight for the shape
seemed like a really good idea for fighting like games that care about pixel perfect combat o.o
Well, convex hulls aren't good for clothing physics. You have to go with approximate capsule collisions.
Skin tight physics are best in offline rendering or prebaked simulation only.
Even in triple A games they approximate the collisions with capsule collisions or other primitive collisions.
oh so im making a big mistake it seems xD
i thought it would be a good idea for fast paced fighting combat since skin tight phyiscs means skin tight dodging is possible i would hopefully presume lmao
like this i guess
there was a pretty one where the pnuch flew right near the scalp lol but cant find
Nah, even in games with limb damage system, they still use primitive geometries for collisions. It's easier on performance
It's not like 2D games that operates in screen space and just look for overlapping pixels of the sprites.
ah
i want to make someethhing more arena fighter like
so i guess i should use primitive shapes right?
Indeed.
ah okie okie :3333
how do i stop materials from scaling with my mesh?
I'm trying to get my third person camera to turn with my character. How can I do this? I've been looking for videos but I still havent found any that may help so any video tutorials are greatly appreciated :]
i think the term is dynamic camera @cloud igloo
Ah alright thank you! π
hopefully that helps
You could use local space projections, but it's a bit expensive on performance, you might as well build the geometries with BSP brushes.
Hey all,
I'm trying to make objects disappear when they are not in view of the player character. This is similar to quantum objects in 'Outer Wilds' if any of you have played that.
What would be the most efficient way of going about this?
Is there such a thing as a HUD line trace that I can use to despawn the object when not hit?
you need to scale the UVs by the inverse of the mesh scale
alternatively use world space UV coordinates
Any ideas to get smooth lines / softer renders? FXAA gives better results but it looks to crispy. DLLS helps a bit but not enough
https://cdn.discordapp.com/attachments/315831927892344843/839745611271241728/unknown.png does anyone know how to fix this?
Use the new TAA algo
Console command: r.TemporalAA.Algorithm 1
Also consider using distance field sharpening and other tricks you see fancy.
Does the top down template allow for WASD/controller movement?
Ik it says mouse/touchscreen but does it also allow for WASD movement
I think it would be simple to implement in it
Is there a guide for how?
just add movement input to the pawn based on wasd input
That's a tad too simple of an explanation for me π
Because this project works differently than the 3D one unfortunately
Hey, i have a strange bug. Sometimes, after few hours of constant work, every dynamical window in UE dissapears after showing up (for example, the list of functions and variables when you press RMB in event graph, or pressing File/Edit etc in upper toolbar), it shows up for like 4 frames and dissapears. I wanted to record this problem, but on video its still there π i can't see it, but my video recorder can xd To fix it, i need to restard UE every time. Anyone had the same problem?
I had this issue as well, it might be related to firefox
Sounds weird but I swear I fixed it by closing the browser
I'm super new to UE4, and just have a few quick questions - how do I see which license I'm currently operating under? Does the publisher license allow for the development of linear content, even though it's made primarily for games?
Linear content? If you mean archviz or engineering there are no fees if you arenβt selling it like a game. If you are just producing visuals its fine.
Linear content as in 3D animations
If I wanted to make animations to put onto YouTube (which would call for the creator license), but also wanted to make a monetized game (which would call for the publisher license), which do I go for?
I have licence for both Publisher and Creator licence at the same time, in one account.
More relevantly though, how would I go about switching from one license to the other? I can't seem to find a way to do that, nor can I see which I'm currently working under.
How do I do that as well?
Just enlist and agree to both, easy as pie. No need to switching on your end.
New free stuff!
I believe I've already done that, but just to make sure, is there any way to verify I've agreed to both?
If you already have access to Unreal Engine and able to get your GitHub connected to your Epic account (https://www.unrealengine.com/en-US/ue4-on-github) then you already have the licence(s)
I have access to UE through (what I believe is) the publisher license, but haven't done anything with GitHub...is there no other way to check if I'm also agreed to the creator license?
can somebody help me in #blueprint thanks...
anyone an idea how I can have scenecolor in rgb and inv opacity in A on a scene capture and STILL show post processing. cause I need both
that Light Foliage is a little weird
the demo map has so much "pop in" when you move the camera
they aggressively lod their foliage meshes into versions that don't cast shadows!
That will be why it's light π
Which one belongs to the lounge?
i didnt found the lounge so i hashtagt π
just wondering if theres anything out there for recording the last 30 seconds of a click of a button in ue4
You could store the last few clicks in an array or something, or simply using replication and replay system.
just looking at like a replay system kinda thing, ive seen this https://docs.unrealengine.com/en-US/TestingAndOptimization/ReplaySystem/index.html
Overview of the Replay system for recording and playback of gameplay
but thats more like recording the whole session
You could be selective in the replication.
Kinda like how Doom demos only record the replicated inputs in a tic.
ah
ill have a look around see if i can find anything the market might have something
anyone know how to read UEMinidump.dmp files? I have engine source installed and did add WindowsNoEditor/mygamename/binaries/win64 path to Symbols in visual studio.
Hello, i want to add sound to different parts of my game that differs is there a good tutorial anyone can tell me about
Thx
Please @ me
Heya fellas, in old atmospheric fog there was option "Fog distance" but i cant find same setting in new sky atmosphere. Can some body point me on right direction?
You can just use sound cues and have a random selector with Random node or pitch/volume modulation inside sound cue asset.
Is there a good video series on mouse interactions? Like click and play and or hover actions etc? π
Is UMG a good place to start?
hey guys is it possible to possess more than one player in Vehicle ?
I'm about to blockout my first level with geometry instead of static meshes.. But I encounter a thing that worries me. If I create a level with geometry and then convert it all to a static mesh - how can I go back and re-edit it if it needs adjustments? Because once I convert my geometry then it's no longer geometry, it becomes one static mesh... /confused
Were there changes made to unreal regarding steam? Suddenly my game no longer lets me use any of the steam stuff
I literally haven't changed any of the stuff I used to set steam up
Just had a strange bug where I opened my project and it (for some bizarre reason) tried opening the epic games store in my browser (which is just a blank page with "Not Found" written on it)
Reckon the Epic Launcher just having a funny moment?
I know this must've been asked like a thousand times but I really need a maven here, I'm like a sailor lost at sea without a captain, soon I'll drink the sea water and die a horrible death. If only I could get some water π±
Well, don't convert it into static mesh. BSP geometry collisions should work no problem.
@runic fern no
and a lot of games you don't actually possess the vehicle (if you are a player character for example)
normally you attach the player to the car, and pass inputs through to the car
oh god, why did they turn the bloom to >11 in their demo map?
are they hiding something?
oh yes that what im doing attaching them so after attachment i have to change the settings to the vehicle setting
I will not die, I will prevail. I'll show you world! I'll show you! pant
Just like old times π
Nvidia Quadro, I'm jealous
its better than 1050ti
it gives only 130 fps in valorant
Quadro is generally better for CAD and stuff than realtime. Still good, but the architecture of the cards is optimised differently I think
Computer Aided Design - like product development/engineering
I might be wrong though - certainly used to be the case. Quadro cards are still impressive though so should run games fine, the difference is negligible
why it uses cpu more than gpu
Because shaders are compiled on the CPU - someone said above
Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: OSS: Unable to create OnlineSubsystem module Steam
Anyone know why I would suddenly get this?
but i think it is using gpu
@thin tendon Post it in #multiplayer or #cpp should get a better response. Only post it in 1 though to stop spread topics, I'd personally go for multiplayerchannel
well yeah now you're in the editor @plush yew
@obtuse path its not a multiplayer or c++ issue. The subsystem plugin suddenly won't work and I only use it for the overlay and achievements
wait for shaders compilation to finish first
shader compilation happily consumes 100% of your CPU power
that's probably why it's not responding
if i was having i9 9900k then also
Im running this peggle thing and my ball is a projectile movement component with bounce that uses simulated physics.
Im not sure what it is but randomly my ball will just lose collision
if this happens if there anyway too reset it as it cant overlap or interact with anything
[Question]
Is there a shortcut to open the output log ? (deleveloper tools -> Output log) ?
I didn't know making error message with blutility can be this fun.
No.
what is the console command to limit the fps? I've tried t.max fps=10 but it didn't work
sucks, any way to add it?
You can't. It's not listed in the editable hotkeys in Editor Preferences.