#ue4-general
1 messages Β· Page 992 of 1
I did
Your code is wrong when the compiler/output log (not to be confused with Error List) says so.
do i have to write InTraceTag: beside SCENE_QUERY_STAT
Hey guys, I'm making an FPS game and I edited the idle animation so it grips the handguard of my AK correctly. However when I transition into the walking animation it is wrong again because I didn't make edits to that animation. Is there a way I can "copy and paste" the edits I made to the idle animation and apply it to the walking animation? Or do I have to manually edit the bones in every single one of my animations so they all grip the same? Here's a gif of what I'm talking about:
yep, thats the place i missed π thank you
Does anyone here have experience with livelink? Every time I launch the editor I have to go into the livelink plugin and set it up again for the input. If I bake and release the project, how does that work?
can someone please help me with this. Stuck for over a week now :
problem at Instigator
No matter what i do, update , still the same
#thingsthatshouldgointotheCPPchannel
oh
Hey guys, hope you are having a great night, I would like to ask if someone knows how to cowork in UE4 I hear something about Multi-User or something like that but I think its more local, I'm working with a friend that I know him in real life, lives in the same country but his a bit far from my house, we want to create blueprints together and that stuff, it's there any kind of tool to do that?
If you can send me a DM
Shows you how much of your resources UE4 uses, opened a level and my RGB stopped spinning on my AIO π€£
https://docs.unrealengine.com/en-US/ProductionPipelines/MultiUserEditing/QuickStart/index.html
Does this help? I never tried it myself.
Provides step-by-step instructions that will get you up and running using Multi-User Editing for your Project.
I think that works like locally, i mean my friend need to be connected to my same network
In that case, I think you can use a VPN service like Hamachi and send the IPv4 to the people with whom you're collaborating
Hey guys, I had (and still have) a question about capsules and collision. A youtube video tutorial I watched (can I link it?) entails everything except for this one particular problem I had, and the author hasn't responded yet, so here I am, asking you fine folks.
It involves the VR game development in UE4, and I have a grab-able sword, but it's colliding with the player capsule causing the player to be shoved around violently until I drop the sword. A textual solution was commented, but I'm too inexperienced to comprehend it, let alone implement it:
~ So after the "Set Relative Loc and Rot" of the pickup object. I did a "cast to" the BP_Pawn followed by "Ignore component while moving" which was the capsule. ~
The above line is their fix, but how would I go about doing this? I have no idea even what casting is.. yet.
(I can send the YT link if anyone needs it, not sure if allowed yet)
Sorry if I'm a little vague, I can send screens or w/e to help. #learningcurve
im like... floating here, maybe it is a border?
Hey guys so i was just wondering how i can find how to make my character go onto other animations if i got a weapond equipped or not. I cant find anything on youtube in blueprint and i dont know what to search on please help π
Hi guys , I have some trouble with my UE , my Ue Crash at start at 18% .. all is up to date , im lost dunno what to do , if someone can help me pls π thanks
How do you make your level dark? I have the one where you control the sun, but when I make the sun go down like under with the thing... it messes up my lights... and they also stop working?
hi im new
Hi new
I've been using VS without Intellisense or VAX since around ue 4.8. I wouldn't recommend it but it does have that advantage that I don't rely on it anymore. However when I do need it, I have to go deep diving into code which takes time. Unfortunately for me I can't seem to get VAX setup with my VS install otherwise I would use that.
@pine spire post the log file in saved/logs
does it work if we copy unity script to unreal engine?
go away with that nonsense. You know it doesnt work
this one ?
oh thanks for the answer
@pine spire most likely. Its usually the newest file in the folder
Ok , i make you a pastbin from the last , ty
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
im like floating... maybe it is a border? if it is, how do i remove it?
@pine spire there is nothing that stands out there to me that is causing it. But I notice you are using Incredibuild which someone might be able to recognise any error for. It doesn't look like the standard log to me but that could be a side effect of using Incredibuild too.
if you aren't using Incredibuild, it's at least trying to use the XGE shader and failing then returning to the normal compiler shader. Which may require building in your solution (in the programs section). As it's failing before it's hitting the shader compiler part, it could be the issue.
Also some of your paths seem excessive in length. There is a MAX_PATH value in windows that can cause issues if your path if too long. My general rule is don't put anything in the MyDocuments/User folders as the paths get extrapolated and can be too long.
hummm, Thanks dude ! i will investigate with this information ! :3
good luck
Ty π thanks again
ping on answer pls
@plush yew there is no answer because you didn't give enough information. For all we can tell, you are 50 feet tall, or colliding with something, or stood on a plinth. Who knows?
got it, i meant.. how do i remove this net?
you mean the grid?
idk... i am very new to this
^
It might be worth doing the Introduction to the Editor course on learn.unrealengine.com then. It will only take 5 minutes. But for this purpose, you can click the Show button and enable/disable many options.
Yeah I think some basic youtube videos would help you, otherwise your going to have a ton of questions about everything.
ty
ok, i just did not found that
those learn.unrealengine.com videos are great. Even the pros use them
it just seems new people dont π
Perhaps Epic should require you to watch the intro vids before you can download it. That would tickle me π
On YouTube just search for Unreal 4 beginner, there loads on there and they are really helpful.
I don't really like offering that advice as often the tutorials use bad methods, or are out of date. With the learn.unrealengine.com portal you at least know you are getting the best practice methods.
i want to use a almost entirely pre-rendered lightmap to have a beutifull level and high framerate, how do i do that
i actually saw it done in titanfall2, and i thought that it must all be pre-rendered
all lightmaps are pre-rendered. We used baked lighting setups to create static lighting. This can be based on high end lighting systems that don't work well at runtime. Including global illumination and complex ambient occlusion. It can be used in combination with dynamic lights at runtime so it doesn't feel so static.
Haha, I was installing UE again on another drive, then I was chatting in discord, probably the window came up "do you want to allow to make changes" and I was in the process of typing on discord and probably pressed n .. the window went away and now I can't open UE.. Have to remove and reinstall I suppose .. bummer.
Trying verifying now.. Anyways popups while you're typing is awkward
Ok it went ok, it said "prerequisites" and I clicked OK and all good..
had to also repair and install some more stuff. So hmm, when UE is installing, better not type.. lesson learned.
That doesn't apply when using Uefy with Rigify. The end result is a single root armature that works with ue4. Plus it works for bipeds, animals and vehicles.
yo how come my instanced static meshes only have collision with the player and nothing else?
the collision is set to block all for both the instances and ground
Hey there, little new to unreal (but not new as a game dev). What are the rendering option if I would like to convert the pov of a camera within unreal as a rtmp feed? Right now I simply grab the entire screen and create a RTMP pull with obs, but thats represent a limit of 1 feed per server. (I am using both Unreal normal built and Unreal Aximmetry Built)
So I just learned about MetaHuman. Probably a dumb question, but would there be any issues with trying to use the characters in UE4?
And it was a dumb question. Looks like itβs a plugin rather than a standalone app
Hello, I have a 2D blendspace for walking, left right forward backward. In the animation blueprint, should i take the pawn's velocity as the 2d vector as an input for the blendspace? should i use something else? The base class is Character.. movement component is also available
Looks like i have to use nDisplay in Unreal. In case someone else have play with it: https://docs.unrealengine.com/en-US/WorkingWithMedia/nDisplay/index.html
nDisplay renders your Unreal Engine scene on multiple synchronized display devices.
So another issue I had with Rigify goes beyond exporting.
We also had difficulties making clothes, because I want to have it modular. But since auto weighting put the ORG bones into consideration, this present so many confusion when weighting and testing.
Besides, I already have problems with international payment to get the pro version of Uefy. Don't make me talk about personal financial issues in this channel.
I've never liked either of those plugins. I would rather manually rig something then I know what it's doing and control it every step of the way
Also, I already have much easier to work with rig of my own, combined with Unreal's Control Rig which makes me able to create animations in-engine.
yep Control Rig was a complete game changer for rigging.
The ORG bone weight painting issue you describe also doesn't exist when using Uefy with Rigify. I understand you prefer to you use your own rig and I definitely understand not wanting to buy a plugin. But all I am saying is that the issues you outlined with Rigify are gone when using it with Uefy. Plus Uefy Script is free for everyone.
Ive only ever seen the paid version available.
not that we should expect a free version. He's obviously put work in for this
I'd buy it if I was convinced it was effective and saved time though. I just haven't been so far
See #volunteer-projects you will like
there isn't a single unpaid gig that I will ever like.
is there a console command for undo and redo (in editor)?
I don't believe so but if you know C++ you can make one.
it's part of the Transaction system
https://docs.unrealengine.com/en-US/BlueprintAPI/Transactions/index.html there is this too
Transactions
also EUW can handle it. https://chriszuko.com/implementing-undo-in-ue4-editor-utility-widgets-and-blueprints/
tyvm, an editor utility widget is exactly where i wanted to place the undo and redo buttons
i've already built the transactions into my node graphs, just need to have undo and redo commands the same as ctrl z and y
I used it once for some custom serialized objects that weren't part of the reflected system. It was quite nice.
is there a possibility to import a json file and make it a struct?
beat me to it. VARest covers that too I believe.
i have an editor utility blueprint 'WkTrackButton' inside a larger EUW (WkConstructor) that contains 100s of nested WkTrackButtons as buttons.
i'm having issues communicating from the large to the small, variable changes do send, but functions seem to store in memory and variables contained within don't update.
i'm wondering if there's a way i could consolidate them into one EUW or if there's a refresh feature to get variables to update
I want to fully restart my game dev journey because I felt like I started off the wrong leg, what would be the best engine to start off with again.
lumberyard or unity for sure
ok thanks
@late stag if you are not happy with Unreal, go find another engine. Don't ask people here what engine. If you find Unreal too difficulty to use, there are plenty of other engines. But asking what engine to use here, is only going to result in one answer.
im talking in general not Unreal or what ever
but this is not the place tho, #lounge or some more generalist game dev discord. This channel really is not the place.
:triangular_flag_on_post: Xlyoid#8692 received strike 2. As a result, they were muted for 1 hour.
when is spawn an actor via blueprint - how can i set the lod distances?
Hello, I've decided to give unreal engine a shot to determine if it's worth switching to. Are there any tutorials that may be able to help me get started?
Sed
@cloud stone learn.unrealengine.com
See pinned messages.
Thank you
Also I was just wondering what your personal thoughts are on the whole unreal vs unity thing?
Do you think one is superior or do you think it depends
I personally found Unreal to be way superior than Unity (I was a Unity user until 2016)
But which one is superior for you depends on your game's needs. Unreal has a very robust 3D rendering, tools, and optimisation, while Unity almost left you with barebone stuff. Godot is even more barebone and free with no strings attached. Strider is also decent option for C# game coding.
With Godot you wanna keep in mind that there is no support for other platforms
@cloud stone there are 3 engines I would use. Unreal, Unreal and Unreal.
I see π I'm coming from Unity so we'll see how things go. Thanks for the feedback everyone
How bad of an idea would populating an open-world game with NPCs made with MetaHuman be
not a bad idea but it would require some serious LOD work. Like SERIOUS work.
If you had 5 or 6 in LOD0/1 on the same screen, most computers would probably choke. But if you had a limit on distance, or managed better LODs for near camera use, you could get away with a few more. Perhaps even a lot more. For distant chars, you could offload a lot of the performance drain with various effects from lower LOD, anim sharing, niagara particles and vertex animation, imposters etc.
Welp, itβs a good thing my hardware forces me to optimize whether I want to or not
i5-3350P and 1660 Super
I would rethink what you want to do then. Metahumans aren't exactly for the light hearted. I mean, its fine if you want to make 8 sets of custom LODS for every model, which would include several levels of hair strands, conversion to hair cards, another conversion to hair mesh. Then there are the morph target anims which would need to be cut down and anim shared per LOD. Modular LODS for body, clothing, etc. Not to mention the material LODS. All of which would highly benefit from the 8-LOD system. You can get away with less if you like, entirely upto you but MMO + performance + Metahumans = big budget.
Itβll be a single player open world only rather than an MMO
Closer to Fallout or RAGE
again, I'd rethink it. You will burn out doing one character nevermind enough for a full game.
unless you are rich and can pay people
thats always an option π
I just rembered why I stopped playing with UE4...
You underestimate my lack of self-preservation instinct
@static wharf come back when you are over 20k shaders and Ill feel bad for you :p
Does anyone know how I can reference an Object Library in an actor blueprint? I can't seem to figure out how.
Might be a terribly noob question
when you create it, store a reference to it
Uh, like a pre-created one. like I put a bunch of static mesh references into an Object Library, and now I want to reference that library in an actor on spawn...
Does that make any sense?
I've been trying that, but there's no function (even without context sensitivity) in my actor graph editor.
nada
Is there a step I'm missing where I tie the Object Library to the actor?
I dont know Id have to guess which step you might have missed.
The more I come back to unreal, the more I rember why I stopping messing with it
In case you are wondering what I am doing, I am importing a bunch of assets, mainly from Quixel
Hi all, I need help with tessellation and landscape resolution in Unreal. I can't seem to go beyond low poly fidelity on my landscape.
How do increase the subdivision or tessellation?
@static wharf perhaps you should just quit instead of moaning about it. Or, face the fact you are working with a powerhouse set of tools to do AAA stuff that might use your CPU/GPU from time to time, and make you wait for things to happen because not everything is in realtime. Then when you realise every other single engine is the same, you might come back.
... @kindred viper I compiled the c++ two more times without changing anything, and now the custom blueprint node for data libraries is working and exposed.... WTF unreal?
And that was after already having done that and having restarted the editor...
Unreal Entropy I guess?
Intermediate file ghosting perhaps. It can happen where temp files left over and be referenced and probably why it recommends restarting the editor
fair enough
Thanks, I've set up a sophisticated automaterial with Tesselation. But the Tesselation Multiplier seems to be acting the same way as the Displacement amount. It's not subdividing the polygons, but rather increasing the amount of displacement
yes, I copied quixel material nodes to make a material function in my material
cool, ill look into it
@static wharf please keep your moaning to yourself, a few times you have said "The more I come back to unreal, the more I rember why I stopping messing with it". I am sure people don't really want to hear this.
@spare kernel
"The more I come back to jail, the more I rember why I stopping messing with it"
@dapper swiftby default landscape wont work with the quixel material displacement
@dapper swiftyou can get a working shader here
https://80.lv/articles/building-pine-flatwoods-in-ue4/
direct link for those who cant' find one in text - https://drive.google.com/open?id=1kIhDIu-4CG933K0jQca5fDLuulLZ1huY
You know
There's no feeling quite like the feeling when you're able to talk about a project that's been unannounced for ages
im trying to figure out if i want to build the horror game i want to make in unreal or unity hmm
I dont even talk about it then. I take NDA to the grave π
got my GDD setup and designing some map layouts
@chrome vortex Use Unity. That way you don't have to come to an unreal server and explain why Unity is still on the table. Or.... use Unreal and win.
I go by this rule. Is it 2d? Use Unity. Is it for HTML5? Use Unity. If the answer is no to those questions. Use Unreal.
@kindred viperis it mobile?
its mainly cause scripting is weird to me in unreal
well i give Unreal it's due in that respect. It can do mobile. Although mobile with 4 point lights sucks π
and not used to it yet
well, if you used to unity use one
yes it supports everything
yes
nice
I say everything. I mean in the PC game sense. Obviously mobile and fixed platforms have their limitations
nap time gentleman, have a good time
c++ or blueprint
hmm
that is a question i need to figure out
i know a bit about blueprint already
if you need to think about it, blueprint. Then you don't need to think about it. But if you can code already, its definitely worth it.
Just learn BP first
p r o f i l e r
8K textures and cinematic assets from Quixel? Yeah, deal with it.
I mean, having a temporary spike in CPU/RAM usage when importing assets to Unreal is pretty much expected.
We have mounts (like horses) in our project, and upon mounting you Posses it and then attach the character to the mount.
However the camera snaps from the characters camera position/rotation/etc to the mounts default location
is there a way to pass that camera information to the possessed actor?
Can you not simply set the original camera as the active one with Set View Target With Blend?
@marsh swallow
When it comes to camera controls, I am not exactly the greatest. lol
Even after 5 years, camera controls still elude me. π
i always assumed you had to use the camera attached to the actor
no not really. It can be anywhere but its generally best in the place where you are controlling and looking from as a view. However in the case of a mounted horse, it makes sense to have the camera in the position of the object mounted on it. So if the camera is already there, you can switch to it.
Is there any way to have animations play while you're editing things? So for example I have this modular character here who is supposed to play ThirdPersonRun but only does it on run time.
@manic aurora yes, you can use the variables in your AnimBP and set them which will modify your StateMachines.
So if you have a condition path in the state machine for bIsRunning then if you tick the box in defaults of the AnimBP, it will trigger the state machine to move
it functions on whats called "Preview Instance"
i was debating on how to do the programming for my horror game
would it be considered lazy to base some scripts in your owngame off of scripts from the horror engine template?
mainly like the event system setups and some other things
flickering lights
video games are a form of expressive interactive arts, the more you template from someone else the less imaginative and expressive said interaction becomes due to sameness or other means such a cliches, far before you start coding your game you should have it mapped out from bare necessary details to all means that will encompass the project and work from there
however it is an expressive artform so do what you do but understand there are consequences and rewards for following others footsteps and carving your own
im trying to avoid using the template as much as possible, its just derivitive of systems of like the blueprint for "jumpscare a to happen when in a trigger"
and derive my own code from what i see in there
so basically following a tutorial but not directly using the template itself
following tutorials to figure out how to craft parts of your game is fine tbh
but try to make it your own
the jump mechanic wasnt really a think until mario in the 80 or later
however there is over 1000 spins on the jump mechanic o-o;
Each one bending and twisting the function of goig up into so many varations that each game feels unique with their jump systems for the most part
And yeah, to be fair horror games aren't known for their complicated mechanics, compared to RPGs or action shooters.
i am firstly a environmental and sound design artist, programming is usually my weakest ability so im just like trying to figure out to have a simpler system in place for when i have triggers/puzzles
Plus working on the project alone is tough
i cant get stuff 3d modeled, or programmed by someone without spending money, which is especially hard since my budget is basically 50 bucks
Im probably gonna have horrorengine open on one window and my own project opened in another, and learn how it works from the blueprints so i can derive events systems in place to mine
which is pretty much... a step by step tutorial except a bit more work
Like derivative work as a one person team always makes me contemplate "is this going to be lazily designed" since I don't have the time to model everything by hand
Thanks! I'll test that out right now
Honestly, i feel like i could probably do a much better job of this game in a gamejam(then refining off of it post jam)
Can someone tell me why i would use a blueprint with a public data asset vs just a blueprint for creating different objects
Ok guys I have a question. I have started to use Unreal in my beginner dev days, then I moved to Unity for some reason, can't really remember, having ai issues over there so I figured I'd switch back here, but my problem is with UMG, should I switch anyway and just figure out UMG or spare the trouble?
Well see what I wanted to do with it is put a image behind some text and make the image scale on the x axis to fit the text
umg works in layers so put the image before the text
yeah i get that part
there are a ton of tutorials for it look on youtube for umg tutorials
have u tried using horizontal box?
im not really sure im going off memory and im not at my work machine
no i have not, but I do plan on having the text have multiple lines, so I need the image to scare on the y if there is another line
scale*
Should I give Human Generator (BlenderMarket) a try or just wait for access to MetaHuman
...and Iβm just now seeing the price
Is MetaHuman gonna be free?
Well shit
No clue
Free for Unreal Engine users obviously.
Oh, is that confirmed, or are you just guessing?
Confirmed.
I'm one of the first batch of users who tried it on day one of the early access.
ah. where's the link to sign up?
click find out more and request access
yo what am I doing wrong here? This is my first unreal engine game.
Just a side note @clever marsh but for your first game, you're making a realistic game?
I wanna be a low poly dev
So I'm not going the whole story driven long game route
I have alot of Unity experience, thought why not lol
Which would you say was easier? You're using UE4 so I think I already know what you're gonna say
I ditched Unity for AI navmesh issues
blueprint is alot faster than typing out C#
true that
and i hated missing a semi colon and spending 3hrs finding the problem
but yeah I have no idea what this problem is and it's pretty annoying
Unreal also has better optimisation so that's that/
Ok
ONE THING I hated with Unreal
ONE THING
The newer latest versions would kind of bug out like a graphics bug and I would have to restart the engine
I'm talking like I would open up a menu, it would close, and repeat until I restarted UE4
If you use NVIDIA GPU, see pinned message.
Yeah but one problem
I want newer driver to game good
Or will downgrading not hinder gaming?
Downgrading shouldn't affect your games.
Ok and do you know if downgrading is confirmed to work, or is it sort of a try it out thing?
yo do you guys know how to fix this, i tried to do it but i really dont understand why I can't move it
How do I get a random vector from stream?
Random unit vector seems to give the points around a sphere or something
And I can't use random float 3 times because I only have 1 seed and I can't figure out how to get 3 unique seeds from it
if you mean move the explosion then just click on it in the bar and check attached box and choose socket name to attach to
is there an option for the gun lol, the highest think i see is the hand
nvm i got it
thanks for the simple answer
np
hi. i tried to make a c++ class inherited from SpectatorPawn but it says
Successfully added class 'SpectatorCharacter', however you must recompile the 'FirstPersonShooter' module before it will appear in the Content Browser. Failed to automatically hot reload the 'FirstPersonShooter' module. Would you like to open the Output Log to see more details?
Ok, was about to say I guess Max Grapple Distance is about 10,000.0 or so? What about printing the actual normalized values themselves, before multiplication? As long as you are fully aware of the data values at each step, you can work out the issue
is there a way to just disable the vault cache?
please can anyone tell how to export metahumans to unreal engine
hELP ME
Create metahuman and you can export that metahuman frkm Quexel Bridge
can anyone help on this?
Unreal Tournament but every HUD element is a .jpeg
Can anyone explain why this does not do anything to the character:
but this does:
top is called from a projectile on hit, bottom is called in the character that's being launched itself
my guess is simulate physics isnt enabled on the enemy?
but the character is the same
the BP_MasterEnemy on beginplay -> works
Calling LaunchCharacter on BP_MasterEnemy from a different blueprint -> doesn't work
where are you calling onhitenemy?
what's weird is i even overrode the "onLaunched" event in the character blueprint and just called a simple print string. it prints
Yea, that actually helped me, i solved the issue after printing all the values and figured out a solution. Thank you!
can u send me a screenshot where u are calling onhitenemy
Hey, I got a problem. I set my texture pool size to 1.5 GB and now the Project I was working on keeps throwing the Ran Out of Video Memory Error and shuts down UE4.
I opened up the Content Examples Project and it seems fine. Where would I find the .ini file to edit that and put it back to a reasonable size so it doesn't keep kicking me out?
Hi everyone, bit of a trivial question here. I am new to game development and teaching myself with the help of some very helpful people. I can't seem to wrap my head around this one however. My pitch that I am setting is based off of the world rather than the pitch of my camera movement which is what I am intending to do. How would I go about achieving this?
why is primitive component not showing up when i search it?
I'm tying to upload a file to ocules app lab and it keeps asking me to change something in the metadata file, I have never worked with android before. Is there anyone that could help me?
Can someone point me int the direction of finding info on how to implement this animation into my character. i can only find ropeswinging and although they're similar the maths will be totally different.
have you gone through the UE4 specific steps for app manifests here? https://developer.oculus.com/distribute/publish-mobile-manifest/#specs
Describes the Android manifest requirements for the Oculus Store, and how to modify the manifest in Unity, Unreal or native development.
can anyone point me in the direction to look for how much real time tutoring costs?
im too much of a retard to follow along these tutorials
because questions pop up and i cant get then answered in real time
it just leads to frustration
if I have a uv unwrapped plane and want to assign a material that has color A on the foreground and color/texture B on the background of the plane - how could I do that?
I thought about checking double sideded in the mat and then gernerate somehow uvs in the material to "wrap" around with one color on each side. any ideas?
You can "solidifying" or adding thiccness of your mesh in your DCC software, and assign the UV map or material slot accordingly.
I know but I don't want to go this extrastep (its a simplified example what I want to do). I'm pretty sure it can be done in shader.
Maybe try come up with your own HLSL code or USF code to check the face's normal direction, or try flipping it with Vertex Normal node somehow.
TwoSidedTexturing Node is all I need π
UE is so easy - when you know what you're looking for π
Huh, didn't know about that one node.
Never do two sided texturing in my practical uses. :man_shrugging:
I also normally don't - but for a virtual VR Showroom you want so save every geo and drawcall you can - even if thats only a backplane - but if you have >1000 of that actors in your scene it sums up quite good - and it's a good place to hide some marketing logos as well π
I admit, I can't stomach VR, so when people go "this is for VR stuff", that's where my knowledge stops.
Hey guys, i need to play a sound when i interact with an actor, i need it to be played fully before i can play it again, how can i do once this then wait for it to finish to reset it ? Thanks
Hey guys! hope you are all doing well! Just got quick question, is there a way to calculate possible impact point of two actors if I know forward vectors and speed of them?
If it's for sound or damage based on speed, you could simply get the hit impulse on hit.
it's for navigation, so I need to calculate location of impact point before hit impulse happens
You could do line trace with length depending on the velocity.
line trace sounds like a good trick, I will give a try, thanks for directing me π
i know that and i have made a metahuman trying to export it to unreal engine and having it opened downloaded it as directed in the documentation yet i cant export it
it sais check your logs. whats in there?
i cant understand what is written there should i send my log files here
can someone tell me the difference between using a data set on an actor instead of creating child actors
data asset* not data set
ill give an example to anyone willing to explain it to me
Data asset or data tables?
data assets
so my thing is for health pick ups...i want to have a varied healthpick up system...so my data asset contains staticmesh healing strength and pickup sound
Hey, quick question about DLC/packaging. Is there a way to package a sublevel loaded by blueprint (this is a sublevel from a map that is in normal version of the game) with DLC pak?
By default, If I have main level and sub levels in DLCs' folder, then both of them are cooked/packaged into a single dlc pak, but if the main level is in normal version of the game, then the sub level gets packaged along with it, even though it is still in DLCs' folder (I guess the reference from being included as sublevel causes it to get packaged as well)
E.g. in this scenario, MainLevel_DLC_Sublevel is packaged with MainLevel into the main pak file, where as rest of the content is packaged into dlc pak file
Can I use both Chaos and Psychx simultanously? (Chaos for 4 wheeled, and Psychx for others)
You can, although it may cause performance issue due to multiple physics solver going on at the same time.
It's not hurt to try use both simultaneously though.
hoodie you see my example i sent ya
you have to have an unreal project open for it to export.
nvm, i see you do have it open. maybe it has something to do with account linking
can someone please explain to me why i would use a data asset on an actor as apposed to creating a child actor instead
i will explain further if someone is willing to explain it to me
If you're making several types of pickups with different behaviours/scripts, then id go with actor
thanks neobab
data assets are usefull for simply storing data and making it easy for designers to edit
yeah thats why i am using that so my designer can create different health packs
so he only has to change 3 variables the mesh the pickup sound and the healing power
sounds like a good fit then
ok cool
hello! real quick question: to package for iOS do I need a mac for that?
seems... stupid
This is basically Apple.
Hello, i am currently making a racing multiplayer splitscreen game. I have set up a checkpoint system where you have 3 checkpoints on the map. The first one is at the startline and the second one in the middle of the course and the last one on the finish line. When you drive through checkpoint 1, 2 and 3, a win widget opens at the screen of the player that drives through it that says "you win", but how can i make it say something like" 1st place" for the first player that drives through the finish line and 2nd place for the second player that drives through etc. I assume it has something to with an overlap array of some sort but i'm still pretty new to blueprints. Anyone willing to say what nodes i need to use?
Hello. Why, when exporting a model from the engine and then loading it into the 3D editor, the fabric between the legs disappears. As I understand it, the fabric is made separately from the character model and is somehow added in the engine, the question is, how can I add it as well? Thank you.
is there a way to control the variant manager in sequencer, ie key a frame to turn on a variant?
@fallow hornet event tracks. However sequencer needs a reference from the world, so you might have to have a blueprint in the world that manages the events.
Hi all I just made this building in maya and when i export my mesh with a multi Lambert material in fbx and import in UE4 all my material are black. If someone can help me it will be really really cool ! Thanks
@echo phoenix it wont work. You need to remake the material in UE4
If you make materials in Maya, it wont work.
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@drowsy snow @kindred viper Thanks for your answer I just see that even if I put Megascan material all my normal have to be fixed π¦
Strange problem
A part of Cert III Screen and Media. Preparing an asset in Maya for export into Unreal.
Part 2: https://www.youtube.com/watch?v=Ny761XB1wEU
@sweet axle Thanks for your link I just watch it before did this mesh it already work for another geometry but when i do this new geometry it have some black material surface I don't understand because these too geometry have the same material
Its been awhile since i used maya but you must just check that all your faces are facing the right direction. On the top look for the surfaces tab and then i think its the first 2 or 3 from the dropdown. Really has been awhile but thats where i would check first and then move from there. Never actually imported anything from maya into unreal myself but yeah, the materials should import properly if everything is in order
not all materials are created equally.
Thanks for your answer it's what i feel I feel that the normal are facing in the wrong direction even if it's the same material
there are shader techniques and methods available in offline renderers that don't work in unreal. Thats why we say "they wont work". They are not implemented. You need to remake them.
you can always bake inside the DCC to a texture/s but actual shader code will differ.
Hmmm I see what you mean I will first test if its my Normal facing and if it's not that I will try to bake inside the DCC I will search it
thanks for all your help
I let you know when i will fix this troubleshoot
THANKS !!
I just find the technique, It's the Normal orientation. You can make your geometry in Maya and just click on the Normal icon on the UV/Normal panel of the Mesh Editor and it reverse all the face inside unreal
im actually suprised a lambert based material imports ok. I used to have to bake all that stuff out in 3ds.
Maya is pretty advanced these days. I was trying to understand why you said the materials wont work. For me i was thinking complex materials might give a problem but simple colored mats shouldnt be a problem at all.
yeah my maya time was short lived before I moved to Blender where nothing works anyway π
Hey there.
Does anyone know how I can make an object/mesh fade out over time?
@sharp willow there are many tutorials for it. Material fade over time. Check that out
cheers
I've downloaded blender 4 or 5 times now and still havent used it. Got a friend that swears by it though.
yeah I love it. It's just full of caveats when building for Unreal.
All of them are. Choose your demons to deal with in dev hahaha
@sweet axle Yeah it was really basic material a lambert one it's was normaly okay but the material had a problem in this geometry so I was thinking that it's link to how the face is showing and the problem is that
@kindred viper In Ue4 mesh editor it's really powerfull you can AutoUnwrap and turn all the face in one click so it's more faster to do it in UE4
its faster to do it right first time in your DCC tbh :p
blender/maya/3ds etc. digital content creation
I will check
its way faster if you just download from marketplace hahahaha
its also wiser to do it in your DCC because if you have to reimport, it will lose your changes.
or it might. I dunno. Unreal is magic sometimes.
Evil Devil Magic.
ahahah Yeah Unreal is getting more and more powerfull but I prefere to import things correctly
so maybe I will check how i can do it directly in Maya
I just begin maya yesterday ahahah
there is a maya plugin
Hey hope this request is allowed here, had some help from someone putting a spell together, he used standard first person template, im using als, ive copied the code and changed the right nodes, and added the variables needed etc, however there is one that i cant get to work, i have the first person test project there so im just copy pasting whats there, changing camera and cast nodes, but i just keep running into issues
waits for question
@sweet axle Oh what is the name of it ? Thanks !!
Yersterday? and you already have a building to export? Took me a week to just to learn to find stuff in maya. Thats one thing i love about unreal. Its way more complex than any other software i have ever used and manages to turn all that complexity into something easy to use compared to maya and 3ds and even blender.
huh?
wrong tag for reply. was supposed to tag 2 ppl
π
hahaha the love unreal was for you
the yesterday part was for Chems on doing the building in one day in maya
This Pillar was made from a Brush then converted into a Mesh. One of the UV Channels looks messed up, any way of fixing this as when I rendered the light it caused the mesh to become darker then it supposed to. Second UV Channel is fine and within the box.
my first task with Maya was horrid. My middle mouse button was broken. Imagine that in Maya. So I had to write a MEL script to rebind the navigation. Just as I got used to using it, I bought a new mouse. And just as I got used to that, Blender 2.8 came out and I dumped Maya like a hot potato
i dumped maya for unreal
@fossil spade that UV is outside of it's 0-1 space it seems
its also overlapping
in fact. Id remake it entirely
@kindred viper Thanks for the help
try marking a couple of seams and unwrapping. Make sure there is a margin
just remake the brush. Thats what i do. Converting brush to static mesh doesnt always work out for me. i have to convert one at a time.
@sweet axle ahahahah Yeah i Try to focus on finding a powerfull workflow to create what i Think I think now everysoft is powerfull you can do it in Maya blender 3DS Zbrush too is really powerfull for Hardsurface and building asset
ahh in-engine modelling. I never trust it π
UE5 be happeninnnnng https://twitter.com/CoalitionGears/status/1391770889553907716
But thanks of you all to help people to find the right answer
Yeah wrong channel π
I mean we probs all knew this but that's the first public info I've seen of any big partner studio using it
Pretty much π
Seem to trade staff all day long
I thought all the early access studios were beta-testing things already
Yeah no doubt, that's the first public announce I've seen though
There is a Early access of UE5
not for the public but yeah
ahaha
Wonder if they'll do a mid-public beta like they did with UE4
hope so. I want to get a headstart. I missed it with UE4 and was pretty sad about that
I dont think it was ever supposed to happen in "march", just early 2021 no?
UE4 was tough to get into tbh, you had to have some kind of legal entity IIRC
Because NDA's etc
I'm still comfortable with UE4 π
I missed the month they gave away the weapons component and the fps weapons pack used in the agr fps pro. That makes me sad
I've never missed a free monthly asset. But that just makes my launcher lag when I scroll :p
Even though UE5 will be come out next year, I'll still be using UE4, even if people would question me like I'm a boomer
A lot of folks will I think, tbh.
Porting won't be too bad, but deprecated stuff that we rely on in UE4 will likely be gone entirely in UE5
I'm moving to Unity. I feel bad for them and want to help them advance to the new era as fast as possible. I'm lying of course.
PhysX for e.g.
Unity already shot themselves in the foot for so many times recently
yet it still reigns supreme
Especially in Indonesian game development space.
Unreal is like that lonely kid in the corner.
I will migrate over if i ever come across a situation where i cant do something in my game that ue5 can and atm ue4 does everything. And also if ue4 becomes obsolete, then i will also migrate.
it won't be obsolete for at least half a decade. I highly doubt all support will just drop off. There are too many licensees out there.
wow that would suck π
Exactly. For little ol me ue4 is perfect.
4.28 has been mentioned on git already
I guess. It would be nice if they continued on both for a while tho
Just call it what it is. Unreal Engine Update ####
thats my point. They can't just stop UE4 development because UE5 is out because they are different beasts
enough reason to name it ue5, and not 4.2x
it did once it worked π
hahahaha
interfaces are cool
Its called the Windows Trajedy. Huge Corporation psychosis. Stuck between versions.
It's also the reason why Mortal Kombat 11 and Mass Effect remaster still uses UE3
all my version numbers are based on The Epoch π
hahaha
Although walking sims like Life Is Strange still get ported to UE4 for the mobile version
Mass Effect remaster is a scam tbh. But I wasn't aware MK11 was on UE3. Thats impressive as hell.
yeah good way of putting it
is there at all a sort of help me section on the server?
they are probably scared of the ME zealots who bashed them over Andromeda so hard. They won't want to kill a franchise I guess.
how you mean?
I think every channel on this discord is a help me lol
I still think ME3 looks great. It really used UE3 and aside from a few shiny materials, you could say it was an almost perfect game. #ue4-general
when i started learning maya i saw tuts from 2008 and i thought back then just the modelling side was impressive with what tools they had compared to what i was using
@rotund sandal check your path to the file. Make sure the file exist. It's not getting the right path
I have this setup as an actor so that when you hit it, it should shoot you to the next level
sorry, was thinking about something else along the lines of what you said.
im guessing it needs the example map still
rename the map in your content browser to that name
or rather the map you want to use as level1
so rename level 1 to "FirstPersonExampleMap"?
rename firstpersonexample to level1
Not sure then. Save everything. level 2 isnt saved yet and perhaps if you trying it from level2 then it wont work try it. maybe.
Or maybe if you are on first personexample then perhaps your setup is looking for current level but only 1 2 and 3 are lited.
listed
to be honest i'm not understanding why it's not working when the example map is in the section that its trying to call
the "URL" is invalid huh?
so it's basically saying it can't find the level
yes, the URL would be the full path to the map or if its in the correct folder just the map name
it also depends on which node you are using
if you mouse over the item the tooltip gives you the full path
im using the open level by name node
what is the text you have in that node?
ok and with that code above, the level1, it doesnt load?
ignore the game folder part, i just wanted to see where it was at
yep I gotcha, so that code above doesnt load level1?
yeah it wont load it
but im thinking that i need to duplicate the actor and change the level name in the code
what error does it give now since you changed the name?
the error code hasn't changed
i'm on vc it you want a tad more control with help
if the error code shows third person example map and you changed the code to open level 1
then... youve got a difference issue
this was made with the first person template
ok FirstPersonExampleMap then but the question still stands
are you getting an error with a DIFFERENT map name than level1?
put /Game/FirstPersonBP/Maps/level1 as the Level Name for the Open Level node
doesn't work
this is a group project so i'm not the only one that has been modifying code and what not on the project
well that code should work, whats the error? and are you sure its coming from that blueprint and not something else
daft question but should I be building my lighting if ray tracing is enabled..? will I be getting better results?
pretty sure its coming from the correct place
@coral lotus depends on your lighting setup. Not all lights are dynamic and raytracing should not mean you ignore baking of lights. It should be a compliment to it for performance sake.
Okay, thanks very much
I'm not really liking the result that baked lighting gives me however...
Are there benefits to baking lighting other than performance..?
if you don't like the results, I would suggest the methods are bad. I've seen better lighting that has been baked than most of the raytraced stuff I see around these days. It's all about the techniques and artistic skill. Lighting isn't easy. Certainly not when I am doing it π I just put lights in and pray. But any lighting guru should be able to present perfectly adequate static lighting that complements with dynamic lights.
Okay thank you very much π
im looking for a complete beginned course
I just sent you to one
on youtube or somewhere
if you dont want the advice. You failed already
wdym?
I mean you asked a question. I answered it.
i was following a freecodecamp tutorial , and i coudnt understand anything
probably because you didnt goto learn.unrealengine.com
anything with Introduction is usually a good place to start. Introduction to the Editor, Introduction to Blueprints. etc
not without help. I scrapped for information from google and the source code.
oh
if I had learn.unrealengine.com at the start, I'd have saved myself a lot of stress. Its truly a great resource.
i can ask there for some help π¦
@plush yew yeah my bad. I didn't want to sully the youtube resources, especially that one which is epic beyond words.
I remember this issue. Still waiting for the extra info I asked for last time.
^
yeah remember when I said "who knows? You might be 50 feet tall or colliding with something. Need extra info" or something similar.
oh
it was me lol
aye
here is the info
Feel free to ask your question
yeah just not in DM like he just did to me. Kinda rude.
dunno why today has been one of them days for it, but I've been DM'd several times in the past hour.
this happens too
looks like simple collision over your mesh.
im new to this, how do i remove it?
open the mesh, remove collision. Try using Complex Collision As Simple instead.
the ideal method is when you create your mesh, create a collision mesh for it and call it UCX_yourmeshname and it will import with it as collision automatically.
Playing with 8k textures in ue4 is fun, good thing I have 12 GB of vram.. and I am still running out of vram lol
yeah. You should load up a few metahumans. See how long that 12gb lasts.
I was about to try that
Just for fun, I will even disable texture streaming! Who needs that?
Here goes nothing!
It begins
It is sad
Very sad
wow you complain a lot about things you need
I know, its fun!
why would anyone disable texture streaming?
its truly not. You are a psychic energy vampire that negs the engine with every sentence.
like, do you want to render an 8k texture on a mesh that's just 2x2 pixels on the screen? π€
Yes
Why not?
it's a trap.
This is just me messing arround, I am not trying to "make" anything per say
Oh this is fun...
At least its not that many
At least its not that many
At least its not that much
And then I thought my sarcasm was dangerous enough.
Out of curiosity, is there any way to do a thing like swarm for shaders?
And then I thought my sarcasm was bad enough.
Shoving 8K textures in a small mesh without mipmapping and texture streaming is one peak of sarcasm I ever seen.
@static wharf XGE shader compiler as part of Incredibuild.
I am guessing its expensive considering I need to contact them to get a quote
Beginner question please, how can I change my configuration icons? I made a green color but now I want to update the icon to reflect that.
@static wharf
Where the link to that?
google it
you can see the same problem under the configurator, I made a green color but I don't know were the blue icons came from.
Found it, thanks for sharing that
This will be very useful considering I have a dedi
Maybe #aec-visualization has more familiarity with such enterprise visualisation tools.
As someone who is going to be converting their mobile app to iOS this summer and needs to get an Apple device to do so, would it be wise to get an M1 Mac Mini or a non M1 Mac Mini.
I only ask because I hear of issues with some of the material shaders and other random bugs, but also hear each OSX update seems to fix problems for different individuals
I need help regarding like there are 5 different player in a racing game they all should have different color car
Hi! Are you allowed to provide an editor in the game you made with unreal?
Not the unmodified Unreal Editor, no.
Not the Unreal Editor but a custom editor which is in the game (but not utilizing or using the actual unreal editor)
If that's the case, I don't see how you couldn't, permission wise.
Just the matter of implementing it in runtime.
So as long as I am not shipping the unreal editor or using the unreal editor as an editor for my game for the public I'm fine?
Yes.
Alright, thank you!
anything using the editor only is covered under the eula to make sure you can't export it legally. But afaik there are ways around it as there are ARK kits and other games on the launcher for such things. But it would be a separate license I guess. And most likely only distributable under the launcher section they live in. But you can emulate what they do with other code.
Okay, thanks!
SpaceX Accepts Dogecoin As Payment For Lunar Mission Next Year
No one cares about that here.
<@&213101288538374145>
Wow incredibuild was waaaaay easier to setup then Swarm, Swarm was a pain
Thanks
Does anyone know how can I add RVT blend to material that looks like this? I am new and this looks quite unfamiliar. All megascan materials look like this
@static wharf thats amazing to me because swarm has no setup aside from building the program in VS.
Incredibuild can kill a build during setup
I hope they made it a lot easier before I used it again. Might be the time to try it again
Got a dedi and a server here at home, along with my main PC
tbh i find incredibuild pointless
our TR build machine can churn out a buildin 15mins
with cooking and packaging
My systems... cant, but using this it is actually making a noticible diffrence
But
I just started using it
So we will what what time tells
Hi, I want to make a networked FPS with unreal and I am looking for a good example or best practices about how you handle animations for the locomotion and combat.
Currently, I am using ArcInventory, Gameplay Ability System for gameplay for inventory abilities and the basic unreal mannequin with custom blueprints.
The typical questions I have are:
-
How would you handle the different stances, grip, locomotion in the animation blueprint?
Like, do you have a locomotion state machine for normal, rifle equipped, gun equipped, blade equipped and merge the state machine
Or use layered animations? -
How do you handle short transition, like equip/holster animations?
I am using a very short montage (0.2s) in a gameplay ability, but it is so short that you barely see the animation with the blending.
What are good examples of such system, and production proven technologies/plugins?
IT seems like the Advanced Locomotion System and MoveIt are the most popular, but what do you think?
ArcInventory
thanks for using my plugin π
I use MoveIt for locomotion nowadays
and for stances, it has a pretty solid mechanism for changing stances given the gun
there is a tutorial on the arc inventory documentation page for how to integrate it with inventory
it works extremely well
as for equip and holster anims... I just downloaded a pack of animations for that, set them up as montages, and play them on the character in the right slot
it's super trivial
this is how I got it working with Grenades (same theory, just configured the throw animation to be a montage, then played it on the character): https://cdn.discordapp.com/attachments/698655659193008208/836845413532434462/2021-04-27_23-04-24.mp4
took me all of 10 minutes to get the animation playing correctly
took far longer to do the gameplay code around it π
Hi, I was wondering if its possible to automate the new pass/shader model creation. So it somehow creates the necessary files with the input data. Right now its a paint to do it since you have to dive into 500 files
Its possible to auto generate the necessary files so you just have to worry about name/shader functions etc? I think of it as some kind of a tool. Ideally this tool will be updated for each new version, dont even know if its possible or easy to do.
Check the new AGR plugin on marketplace./ The guys youtube channel also has loads of mp tuts
And a whole fps mp series
Thanks for your answers, I'll be looking into that ^^ Moveit looks like to have the feature I am looking for
I'll probably get it and look at the fps multiplayer serie
@snow crown I discovered MoveIt by looking at the integrations of ArcInventory ^^
Question, where does the "displacement" part of the texture go?
I think you have to change the lighting model for the material to gain access to that pin?
Can't remember what you'd change it to, been ages
hmmm
It might tell you if you try plugging something into it
Why is this decal (the one on the left) losing color when it is rotated correctly, but when it is rotated incorrectly (like the one on the right) it has color
Wait no
I am dumb
It has color
I am blind
@light goblet It didnt
Normals are applied relative to the decal forward direction
Oh
@late anvil on another one it does lose color, even when facing the forward direction
Got it. You need to turn on flat tesselation on the material
it should point towards the wall
Oh ok
can you post the material graph and the decal type?
It does
That fixed it
But I also had a diffrent one point to the wall and it was lossing color too
decals sometimes are weird, be sure it still visible on shadow
If I scale a diffrent one too small, it loses color too
too small on the forward axis?
XD
Unreal, stop being weird
Making a diablo clone to practice as a noob. Dungeons are a little too dark, but I dont want to fill them with point/spot lights. Is there a good asset/solution for a concept of Light Radius (a la Diablo 1 and 2) that illuminates around the character for a given radius and isnt obviously a point light
use the non exponential falloff option, on something like 4-2 should give a ambient light vibe
Thanks, could you also tell me where to find exponential falloff?
Is it a part of a point light?
Is there any reason why my geometry is seethrough on the corners?
It seems to occur when I apply a texture but I can't know for sure.
Yeah, it occurs when I apply that concrete texture
gotcha
@plush yewcorrect, cheers
Its a parameter for all lights. Its used a lot when optimizing, because it allows for accurate light/radius so you dont compute for things that are almost no lit
that worked, thanks a lot!
π
Hi, I'm having trouble making precise parameter adjustments in Unreal using my mouse. I use a Logitech MX Master BT mouse, which is supposed to have something like 4k DPI resolution. When I scrub on a parameter in the details panel in Unreal, a tiny movement of the mouse sometimes results in an enormous change in the parameter. For example, if i scrub over the Y-axis Location parameter, the model may zip out of frame like it was jet-propelled. I've tried adjusting the mouse sensitivity, but it doesn't make a difference.
How do you folks deal with this? Are you using some other method to dial in your parameters?
Thanks in advance for your help.
Hello, found this server recently as I decided to start learning unreal engine for virtual production. Any youtube playlists that would help me out? Reply to this message if you have any (with ping)
The parameter slider is exponential, the more you go to high numbers the more it increases or decreases.
Usually the solution is input the value manually
Thanks for the info. Is there a way to change this via an INI file?
not sure
Start at the Unreal Learning Center. They have several courses in VP and a good course about making an indie film with unreal. Also look up Matt Workman on YouTube.
link?
lmao
is 1:<80 smaller than 1:<10?
hi
i dont know how to put in roads with a spline mesh
i know but its kindq bad so i found this spline thing, is it posible to use it good with road meshes?
Maaaan. When's unreal 5 being released? I hope they sort out chaos physics by then
in short: i u want GI, use RTXGI from nvidia. then you have everything ue5 can do llul
I want Chaos and Oodle tbh
plus isn't lumen and nanite non RTX tech, so ATI users can enjoy their benefits
is a game where there are 4 human fully animated characters, and more than 10 animated alien creatures with IK and shoot-limb-gone-system too much for one person?
amd users can enjoy rtxgi from nvidia yes
though I think nanite somewhat requires next gen hard drives to be used properly
i dont think u can make a game urself with so many high poly models
well I dont think amd have DXR cards out yet?
physically impossible
Anyone have experience with the Water plugin? I'm trying to figure out how I can automatically apply a sand texture around the ocean/river/lakes similar to the pic in the docs. example: https://docs.unrealengine.com/Images/BuildingWorlds/Water/WaterRiver.webp
Anyone have any ideas?
amd has ray tracing cards lol
The docs don't have any info about this.
so. if you cant make a game with many photorealistic models, then you dont need nanite
I am actually making a game with photo realistic models so yeah lol
but thanks for assuming lol
Is there a quick way to add rain to my Unreal Environment using the WeatherActor?
if you use already finished meshes then yes. but if you do them your own. you will never publish this game
Why?? You can photoscan, decimate, and generate LODs...
I dont know what you're on about multi. plus models dont have to "photo realistic" to have a lot of polys
u can do that with very limited amount of real life objects.
u cant do anything with that
ofcourse you can lol
so why do u need nanite then if you dont have photorealistic models
yes. with a shitty quality.
you dont need nanite for that
Get a good camera
you can also model stuff in z brush and skip the lod/decimate step
seems like a massive time saver
you dont even need a good camera for that
it always require cleanup after anyways
ehm no. cause you dont have such a big storage.
u cant just import 200 mb models
yeah you do if you dont want any artifacting from motion blur or blurry textures
u cant make a good model of a building photogrammetry
too expensive
u need a lot of points in reality capture
impossible
its not worth it to clean up after because its easier to just use reference and model it yourself
but its possible
you cant model eeach model photo realistically
its mostly the materials and imperfections that make it look photoreal
not the poly count
so in short. if you create small games you dont need nanite XD.....
xD
multi its just unnecessarily negative language. "you cant" "you wont". You don't know what games people are making, or where the tech can be used
yeah
we already know for sure that u cant create a big game like crysis as a one person team
like i wouldnt recommend photoscanning an entire building but saying its impossible is ridiculous
what do you mean ?
yes. u dont recommend cause its too expensive if you wanna edit it in reality capture
many reasons
who cares lol. small teams especially can make very good use of nanite and lumin. the whole point isn't to make photo realistic worlds, its to save artists time
how does nanite save time tho if it runs on only 30 fps
???
question does the air absorption method curve be Linear or Logarithmic?
for long distance audio like airplane or a loud car engine
u dont have benefits from nanite if you dont have many high poly models. right?
π
lumen looks awesome
I guess I'll delete them all lol
he can
not 1000 persons
my bad haha
having 2 high poly photorealistic models isnt that
and sculpting
one of the points they mentioned about nanite was just importing high poly from zbrush
yes but only a fraction of a game could have organic models
you should really work for Epic, you could let them know their tech is a waste of time
a tiny bit. yes. but again. youre not a big team. and you create only a few models. so its pretty useless
LOL
Why is my control rig changing positions when I save?
sorry guys pack it up, multi premium has spoken
i mea nits literally a waste to wait for ue5 just to save 10 hours.
oh yeah are you waiting for ue5?
i wouldnt wait but i wouldnt assume the tech is gonna be useless
not anymore after i got rtxgi
i wanna try it all out
no need for ue5
what
how many years of professional experience u got?
haha
nobody's saying updates are bad.
im sure there are improvements to be made all over
you are saying they are useless and not needed
guys, may i ask how viable is ue4 for developing a small app in html5?
No one knows what UE5 is going to have or whatnot. So i am stopping this discussion here, as its turning into a bit of a flame war.
Its fine, you might need to remove a lot of stuff to make the app size small enough though
@livid timber they dropped support for html in later version, there is a community plugin for it.
Oh right
ye i saw that, dont know how much pain is to set it up
but if i were to make an app that is basically get data and use it with formulas... i might be over my head trying it with unreal?
do you need use stuff in unreal or just building a normal web app
hmm normal web app i think
if you just want to add 3d stuff to your web app you could use something like threejs
or sketchfab
it's gonna be a lot easier to just use html/js
if you don't need 3d stuff a web app would be pretty straight forward to make
and google
ye, but i never used anything for apps besides unreal and game maker
thats why im a little lost here
what do you want to make?
an maths app that takes 3 numbers and based on those numbers and a formula, gives you a result
definitely just use JS for that
i cant be more specific right now because is not yet pitched, but the idea is on that line
or React (framework for web apps)
using unreal wouldnt make sense for that
unless you needed to show the results in 3d and make it look nice
yeah, i suspected as much...
JS is pretty easy syntax to learn if you're used to coding
i will do more research and see what i can get
π good luck
thanks alot guys!
I believe in you @livid timber
Hey, i have a problem im trying to make a game where i can mine ''Gold'' with a machine, and take the ''Gold'' from a different machine, but how can i cast to 2 different actors? π
Use interface
Me to actually. hahaha. But let me try, create a blueprint interface that you can use to determine the amount of gold transporting between the two machines and then implement the interface in both actors. Thats the short of it. That way the two actors have a communication connection
yo so I am using the paragon twintblast guy from the unity asset store. How do I make the guns functional, all of the tutorials I have watched have a separate file for the gun but the twin blast gun is a part of the character.
or create actor variable in each actor of the actor object type and create reference to each in each and then use functions to do what you want them to do using the created variables.
Hey! I have a physics object in the level that I can push around with my character. BUT when i change r.ScreenPercentage the physics gets broken and I cant push the object? Anybody know what thats about?
Didn't know Epic leaked their Paragon assets to the Unity Asset Store π€
You can either use the existing gun and build functionality around it or use various methods to remove that gun and add others and still do the same thing. Build the functionality around them. Its just traces and effects missing if you use the existing gun
how do I get specific blueprints for just the gun? There doesn't seem to be a file for it
sorry if I sound stupid lol
Happens when I lower the resolution aswell, hmm..
Oh, you want the gun gone. Just use youtube search, how to remove paragon weapons. Easiest is to just select the weapon material and change the properties so its invisible
I want to add functionality to the gun
but from what I can find I need specific blueprints for the gun
No. you can do it in bp yourself. You want to see your weapon firing and see what its hitting right?
yeah I want to do damage when i shoot lol
Then you can pretty much follow any tutorial on how to fire a weapon and implement that. Its the same concept but socket names will be different. You could even just copy and paste the firing code from the fp template and then delete the animation parts, create fire input, chect socket name or create a socket there you will have a yellow projectile.
how do I get into the blueprint for the gun
sorry this is my first time using unreal assets
the Firstpersoncharacter.bp has the firing nodes. To start with you dont need a weapon bp just yet. trust me.
ok thanks, I am using a tutorial and at the point where i use the gun bp
If you just starting then you dont want a weapon system just yet. Its gonna get really confusing later on in the project cos there is just so many libraries in your project folder and knowing what all are for is essential for any new changes and as a beginner thats gonna be very difficult to cope with.
this isnt my first unreal project, just my first time using the unreal assets
Keep doing the tut but dont use it in your main project if you have one. Always good to learn no matter how hard it is. Just keep your main project clean and ready for proper implementation.
Hey fellas, anyone of you know how I can approach a Map-Editor?
Or if someone is able to create something like that please DM me
how to configure this
i have 1 fllor and 2 cube and aftre 45 min it still compiling
wtf ?
You could have an object spawner and a spectator cam, and list all the objects (the class and the transform data) inside a struct array. Of course, having the scripting ability would be more difficult, but it depends on your game's needs.
@drowsy snow I wouldnt really need a scripting ability just placing predefined props in an empty level
The other thing is how am I able to let player create the map and host it in their lobbies and also how can i implement that with the steam workshop
i've got some weird periodic slow down, there must be something to help me see what is eating cpu/gpu?
Then you could store information of all the objects placed and their transform inside a variable, serialised to a save data. You can then load the map by parsing the object list and spawning them in load.
I have no experience with steam workshop API, so I skip that part.
That sounds doable, now I need it to get that somehow working with the workshop so other players can download eachother maps etc. kind of like csgo
It would be great if someone experienced could help me out here (i'd gladly pay)
Someone can help me to know what to check
i have 1.16 GO file size for 1 floor and 2 cube ?
Disable unnecessary plugins.
When I render something from Movie render queue it is changing the exposure of the scene from what I see in viewport verses what is rendering. I checked and I exposure turned to manual in the project settings. I have my exposure set to manual in the post process volume as well, and no exposure set for the cinematic camera actor that i am using.
Can anyone help me? I'm getting this error. My landscape is a 5x5 tiled landscape with each tile being 2017x2017 resolution. All my textures are 4k resolution.
i tried increasing streamning pool size and i increased my page file size
streaming*
I don't know why but from the last time, my project can only open from Visual Studio but not from the Engine itself, always stuck at 75%, do you guys know the reason of that?
If the hardware usage in Task Manager still shows some activity, wait for longer.
you meant this one, I don't think it does anything
ahh, I see, yeah I work a bit on widgets last time, then I wonder how it can still open normally with VS, interesting
thanks a lot! I'll check those widgets again
can i use demonstration maps for levels, aka stuff for modular buildings and houses
As far as a i know you can use the entire thing as is for your project. But of course changed to suit your style and remove any unreal logos
Help, I did a thing
thanks!
umodel, look it up, but you cant use assets from there, its illigal, and immoral
But thats just for opening the PAK files
i just wanna be able to access the files and insert mods
Repackaging them is diffrent based on the game
On another note, how can I avoid running out of ram when importing lots of textures?
I have 32 GB, I am running out when trying to import these textures, even though its only 18 GB of textures
18 GB of compressed 8K textures can explode beyond 32 GB lmao
Modding forums, obviously.
Don't get me wrong, I'm a modder myself, and I appreciate other modders, but getting into "hard modding" (reverse engineering the game files) assumes you already know what it takes to mod games in general. It's different from "soft modding" (using official and supported tools) of which no modding experience can jump in right away.
Complete beginner here -
Is there a way I can put a tiny flag on my Unreal project?
Just want to put a flag over here -
a tiny flag? like... a 3D model of a flag?
Right
Sure if you add the model
Just put the flag right there.
And tried finding a flag
Cannot get any
So weird
i dont think i really want to change anything in this map tho, except for the cinematics and unreal logos that i need to remove, can i still move some stuff around and keep it as is?
Why not quickly model one in Blender?
Where can I get a flag
Blender?
Blender, that one free DCC software people love and hate.
Theres a flag in the vehicle game demo project and also in the content examples.
Ohhhh
Thank you
I think infinity props also has a flag
Question: How do I sort the texture stretching problem on my mesh (on the side there) and how do I fix the weird shadows?
Thank you @sweet axle
Create a flag yourself in Blender.
Set the scaling to 0.01. Make a cylinder, and a triangle shaped plane. Look at it from the front, edit mode, project from view. Export as FBX, and import it to Unreal.
Honestly Ianhuberting one flag asset is way quicker than scouring through marketplace/learn template
Actually, is it possible to add new shapes to the Geometry BSP tab?
Not without modifying the engine code, no.
But you can still manipulate the vertices once it's in viewport.
damn
Fixed the texture problem by just doing smart unwraps in blender, still need to figure out that shading garbage
If your mesh has backface culling, try having it Two Sided shadows.
(I forgot where's the option located exactly)
Anyone having a problem where the Lit Preview in a Material doesn't work? It's totally black. I have to view in unlit to see anything
Nevermind
lol
@drowsy snowThanks, will check it out.
@drowsy snowwhen ue5
not today^
π
