#ue4-general

1 messages Β· Page 992 of 1

plush yew
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it was not highlighted so i thought my code is wrong

lucid grove
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I did

drowsy snow
plush yew
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do i have to write InTraceTag: beside SCENE_QUERY_STAT

winter rain
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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:

https://gyazo.com/7b05e1ab8a48e965835816d5aba706a9

lucid grove
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yep, thats the place i missed πŸ™‚ thank you

pastel laurel
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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?

plush yew
vocal nimbus
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can someone please help me with this. Stuck for over a week now :

plush yew
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i got that

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can anyone tell me whats wrong with this

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Instigator

plush yew
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problem at Instigator

vocal nimbus
plush yew
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u are indian i guess @vocal nimbus

fierce tulip
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#thingsthatshouldgointotheCPPchannel

plush yew
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oh

west venture
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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

crimson furnace
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Shows you how much of your resources UE4 uses, opened a level and my RGB stopped spinning on my AIO 🀣

plush yew
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im new to ue, how do i set the sky?

tame bobcat
west venture
tame bobcat
hexed cloud
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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

plush yew
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im like... floating here, maybe it is a border?

dire spindle
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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 πŸ™‚

ivory stag
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How do you make folders there?

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Thank you

pine spire
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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 πŸ˜„ thanks

rare jetty
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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?

light ivy
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hi im new

rare jetty
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Hi new

kindred viper
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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.

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@pine spire post the log file in saved/logs

light ivy
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does it work if we copy unity script to unreal engine?

kindred viper
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go away with that nonsense. You know it doesnt work

light ivy
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oh thanks for the answer

kindred viper
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@pine spire most likely. Its usually the newest file in the folder

pine spire
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Ok , i make you a pastbin from the last , ty

pine spire
plush yew
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im like floating... maybe it is a border? if it is, how do i remove it?

kindred viper
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@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.

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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.

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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.

pine spire
kindred viper
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good luck

pine spire
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Ty πŸ˜„ thanks again

kindred viper
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@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?

plush yew
kindred viper
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you mean the grid?

plush yew
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idk... i am very new to this

plush yew
kindred viper
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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.

dark relic
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Yeah I think some basic youtube videos would help you, otherwise your going to have a ton of questions about everything.

kindred viper
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it just seems new people dont πŸ˜„

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Perhaps Epic should require you to watch the intro vids before you can download it. That would tickle me πŸ˜„

dark relic
kindred viper
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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.

surreal eagle
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i want to use a almost entirely pre-rendered lightmap to have a beutifull level and high framerate, how do i do that

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i actually saw it done in titanfall2, and i thought that it must all be pre-rendered

kindred viper
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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.

queen wasp
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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.

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Trying verifying now.. Anyways popups while you're typing is awkward

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Ok it went ok, it said "prerequisites" and I clicked OK and all good..

queen wasp
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had to also repair and install some more stuff. So hmm, when UE is installing, better not type.. lesson learned.

cold osprey
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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.

plush yew
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yo how come my instanced static meshes only have collision with the player and nothing else?

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the collision is set to block all for both the instances and ground

upbeat crane
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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)

mental oyster
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So I just learned about MetaHuman. Probably a dumb question, but would there be any issues with trying to use the characters in UE4?

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And it was a dumb question. Looks like it’s a plugin rather than a standalone app

proper stump
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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

upbeat crane
drowsy snow
# cold osprey That doesn't apply when using Uefy with Rigify. The end result is a single root ...

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.

kindred viper
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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

drowsy snow
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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.

kindred viper
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yep Control Rig was a complete game changer for rigging.

cold osprey
kindred viper
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Ive only ever seen the paid version available.

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not that we should expect a free version. He's obviously put work in for this

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I'd buy it if I was convinced it was effective and saved time though. I just haven't been so far

last dune
kindred viper
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there isn't a single unpaid gig that I will ever like.

radiant fable
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is there a console command for undo and redo (in editor)?

kindred viper
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I don't believe so but if you know C++ you can make one.

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it's part of the Transaction system

radiant fable
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tyvm, an editor utility widget is exactly where i wanted to place the undo and redo buttons

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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

kindred viper
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I used it once for some custom serialized objects that weren't part of the reflected system. It was quite nice.

prime pilot
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is there a possibility to import a json file and make it a struct?

kindred viper
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beat me to it. VARest covers that too I believe.

radiant fable
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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

late stag
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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.

fierce tulip
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lumberyard or unity for sure

late stag
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ok thanks

spare kernel
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@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.

late stag
spare kernel
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but this is not the place tho, #lounge or some more generalist game dev discord. This channel really is not the place.

buoyant graniteBOT
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:triangular_flag_on_post: Xlyoid#8692 received strike 2. As a result, they were muted for 1 hour.

steel shell
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when is spawn an actor via blueprint - how can i set the lod distances?

cloud stone
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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?

kindred viper
cloud stone
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Thank you

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Also I was just wondering what your personal thoughts are on the whole unreal vs unity thing?

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Do you think one is superior or do you think it depends

drowsy snow
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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.

regal mulch
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With Godot you wanna keep in mind that there is no support for other platforms

kindred viper
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@cloud stone there are 3 engines I would use. Unreal, Unreal and Unreal.

cloud stone
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I see πŸ˜… I'm coming from Unity so we'll see how things go. Thanks for the feedback everyone

mental oyster
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How bad of an idea would populating an open-world game with NPCs made with MetaHuman be

kindred viper
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not a bad idea but it would require some serious LOD work. Like SERIOUS work.

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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.

mental oyster
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Welp, it’s a good thing my hardware forces me to optimize whether I want to or not

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i5-3350P and 1660 Super

kindred viper
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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.

mental oyster
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It’ll be a single player open world only rather than an MMO

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Closer to Fallout or RAGE

kindred viper
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again, I'd rethink it. You will burn out doing one character nevermind enough for a full game.

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unless you are rich and can pay people

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thats always an option πŸ˜„

static wharf
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I just rembered why I stopped playing with UE4...

mental oyster
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You underestimate my lack of self-preservation instinct

kindred viper
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@static wharf come back when you are over 20k shaders and Ill feel bad for you :p

lusty plank
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Does anyone know how I can reference an Object Library in an actor blueprint? I can't seem to figure out how.

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Might be a terribly noob question

kindred viper
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when you create it, store a reference to it

lusty plank
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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...

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Does that make any sense?

lusty plank
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I've been trying that, but there's no function (even without context sensitivity) in my actor graph editor.

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Is there a step I'm missing where I tie the Object Library to the actor?

kindred viper
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I dont know Id have to guess which step you might have missed.

lusty plank
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Ahh... Well... Damn.

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I'll figure it out

static wharf
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The more I come back to unreal, the more I rember why I stopping messing with it

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In case you are wondering what I am doing, I am importing a bunch of assets, mainly from Quixel

dapper swift
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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.

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How do increase the subdivision or tessellation?

kindred viper
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@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.

lusty plank
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... @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?

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And that was after already having done that and having restarted the editor...

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Unreal Entropy I guess?

kindred viper
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Intermediate file ghosting perhaps. It can happen where temp files left over and be referenced and probably why it recommends restarting the editor

lusty plank
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fair enough

dapper swift
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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

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yes, I copied quixel material nodes to make a material function in my material

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cool, ill look into it

spare kernel
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@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.

next badger
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@spare kernel
"The more I come back to jail, the more I rember why I stopping messing with it"

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@dapper swiftby default landscape wont work with the quixel material displacement

faint cedar
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You know

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There's no feeling quite like the feeling when you're able to talk about a project that's been unannounced for ages

chrome vortex
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im trying to figure out if i want to build the horror game i want to make in unreal or unity hmm

kindred viper
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I dont even talk about it then. I take NDA to the grave πŸ˜„

chrome vortex
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got my GDD setup and designing some map layouts

kindred viper
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@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.

chrome vortex
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🍞

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honestly both have pros and cons

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bruh

kindred viper
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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.

next badger
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@kindred viperis it mobile?

chrome vortex
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its mainly cause scripting is weird to me in unreal

kindred viper
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well i give Unreal it's due in that respect. It can do mobile. Although mobile with 4 point lights sucks πŸ˜„

chrome vortex
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and not used to it yet

next badger
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well, if you used to unity use one

chrome vortex
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does unreal support FMOD?

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i actually dont know

kindred viper
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yes it supports everything

next badger
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yes

chrome vortex
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nice

kindred viper
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I say everything. I mean in the PC game sense. Obviously mobile and fixed platforms have their limitations

next badger
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nap time gentleman, have a good time

chrome vortex
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c++ or blueprint

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hmm

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that is a question i need to figure out

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i know a bit about blueprint already

kindred viper
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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.

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Just learn BP first

chrome vortex
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p r o f i l e r

drowsy snow
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I mean, having a temporary spike in CPU/RAM usage when importing assets to Unreal is pretty much expected.

marsh swallow
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We have mounts (like horses) in our project, and upon mounting you Posses it and then attach the character to the mount.

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However the camera snaps from the characters camera position/rotation/etc to the mounts default location

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is there a way to pass that camera information to the possessed actor?

kindred viper
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Can you not simply set the original camera as the active one with Set View Target With Blend?

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@marsh swallow

marsh swallow
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When it comes to camera controls, I am not exactly the greatest. lol

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Even after 5 years, camera controls still elude me. πŸ˜„

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i always assumed you had to use the camera attached to the actor

kindred viper
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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.

manic aurora
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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.

marsh swallow
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@manic aurora yes, you can use the variables in your AnimBP and set them which will modify your StateMachines.

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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

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it functions on whats called "Preview Instance"

chrome vortex
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i was debating on how to do the programming for my horror game

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would it be considered lazy to base some scripts in your owngame off of scripts from the horror engine template?

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mainly like the event system setups and some other things

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flickering lights

prime willow
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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

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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

chrome vortex
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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"

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and derive my own code from what i see in there

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so basically following a tutorial but not directly using the template itself

prime willow
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following tutorials to figure out how to craft parts of your game is fine tbh

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but try to make it your own

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the jump mechanic wasnt really a think until mario in the 80 or later

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however there is over 1000 spins on the jump mechanic o-o;

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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

drowsy snow
chrome vortex
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Plus working on the project alone is tough

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i cant get stuff 3d modeled, or programmed by someone without spending money, which is especially hard since my budget is basically 50 bucks

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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

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which is pretty much... a step by step tutorial except a bit more work

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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

manic aurora
chrome vortex
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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)

vernal dock
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Can someone tell me why i would use a blueprint with a public data asset vs just a blueprint for creating different objects

plush yew
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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?

vernal dock
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umg seems more complicated then it actually is

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its pretty straightforward

plush yew
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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

vernal dock
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umg works in layers so put the image before the text

plush yew
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yeah i get that part

vernal dock
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there are a ton of tutorials for it look on youtube for umg tutorials

plush yew
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just having trouble scaling to fit the text

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but ok

vernal dock
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have u tried using horizontal box?

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im not really sure im going off memory and im not at my work machine

plush yew
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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

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scale*

mental oyster
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Should I give Human Generator (BlenderMarket) a try or just wait for access to MetaHuman

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...and I’m just now seeing the price

plush yew
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Is MetaHuman gonna be free?

mental oyster
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Well shit

mental oyster
drowsy snow
plush yew
drowsy snow
plush yew
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ah. where's the link to sign up?

clever marsh
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click find out more and request access

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yo what am I doing wrong here? This is my first unreal engine game.

plush yew
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Just a side note @clever marsh but for your first game, you're making a realistic game?

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I wanna be a low poly dev

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So I'm not going the whole story driven long game route

clever marsh
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I have alot of Unity experience, thought why not lol

plush yew
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Which would you say was easier? You're using UE4 so I think I already know what you're gonna say

clever marsh
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UE4

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lmao

plush yew
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I ditched Unity for AI navmesh issues

clever marsh
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blueprint is alot faster than typing out C#

plush yew
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true that

clever marsh
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and i hated missing a semi colon and spending 3hrs finding the problem

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but yeah I have no idea what this problem is and it's pretty annoying

drowsy snow
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Unreal also has better optimisation so that's that/

plush yew
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Ok

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ONE THING I hated with Unreal

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ONE THING

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The newer latest versions would kind of bug out like a graphics bug and I would have to restart the engine

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I'm talking like I would open up a menu, it would close, and repeat until I restarted UE4

drowsy snow
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If you use NVIDIA GPU, see pinned message.

plush yew
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Yeah but one problem

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I want newer driver to game good

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Or will downgrading not hinder gaming?

drowsy snow
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Downgrading shouldn't affect your games.

plush yew
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Ok and do you know if downgrading is confirmed to work, or is it sort of a try it out thing?

clever marsh
# clever marsh

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

sharp crest
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How do I get a random vector from stream?

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Random unit vector seems to give the points around a sphere or something

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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

stray ruin
clever marsh
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nvm i got it

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thanks for the simple answer

stray ruin
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np

plush yew
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hi. i tried to make a c++ class inherited from SpectatorPawn but it says

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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?
frosty veldt
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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

fleet scroll
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is there a way to just disable the vault cache?

gleaming umbra
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please can anyone tell how to export metahumans to unreal engine

tight needle
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hELP ME

worn copper
plush yew
mental oyster
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Unreal Tournament but every HUD element is a .jpeg

kind dew
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Can anyone explain why this does not do anything to the character:

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but this does:

#

top is called from a projectile on hit, bottom is called in the character that's being launched itself

vernal dock
#

my guess is simulate physics isnt enabled on the enemy?

kind dew
#

but the character is the same

#

the BP_MasterEnemy on beginplay -> works
Calling LaunchCharacter on BP_MasterEnemy from a different blueprint -> doesn't work

vernal dock
#

where are you calling onhitenemy?

kind dew
#

what's weird is i even overrode the "onLaunched" event in the character blueprint and just called a simple print string. it prints

grim seal
vernal dock
#

can u send me a screenshot where u are calling onhitenemy

strong crag
#

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?

main fox
#

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?

restive yarrow
#

why is primitive component not showing up when i search it?

ionic geyser
#

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?

sweet axle
#

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.

topaz kelp
craggy umbra
#

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

main pewter
#

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?

drowsy snow
main pewter
drowsy snow
main pewter
#

TwoSidedTexturing Node is all I need πŸ˜„
UE is so easy - when you know what you're looking for πŸ˜‰

drowsy snow
#

Huh, didn't know about that one node.
Never do two sided texturing in my practical uses. :man_shrugging:

main pewter
drowsy snow
#

I admit, I can't stomach VR, so when people go "this is for VR stuff", that's where my knowledge stops.

lapis plinth
#

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

gritty spoke
#

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?

drowsy snow
gritty spoke
drowsy snow
#

You could do line trace with length depending on the velocity.

gritty spoke
#

line trace sounds like a good trick, I will give a try, thanks for directing me 😁

gleaming umbra
main pewter
gleaming umbra
#

i cant understand what is written there should i send my log files here

vernal dock
#

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

vernal dock
#

data assets

vernal dock
azure wharf
#

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

hardy nacelle
#

Can I use both Chaos and Psychx simultanously? (Chaos for 4 wheeled, and Psychx for others)

drowsy snow
#

It's not hurt to try use both simultaneously though.

vernal dock
#

hoodie you see my example i sent ya

sweet axle
#

nvm, i see you do have it open. maybe it has something to do with account linking

vernal dock
#

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

topaz kelp
vernal dock
#

thanks neobab

topaz kelp
#

data assets are usefull for simply storing data and making it easy for designers to edit

vernal dock
#

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

topaz kelp
#

sounds like a good fit then

vernal dock
#

ok cool

river crypt
#

hello! real quick question: to package for iOS do I need a mac for that?

#

seems... stupid

drowsy snow
ruby crystal
#

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?

charred stirrup
#

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.

fallow hornet
#

is there a way to control the variant manager in sequencer, ie key a frame to turn on a variant?

kindred viper
#

@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.

echo phoenix
#

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

kindred viper
#

@echo phoenix it wont work. You need to remake the material in UE4

drowsy snow
sweet axle
#

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echo phoenix
#

@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 😦

#

Strange problem

echo phoenix
#

@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

sweet axle
# echo phoenix <@!587606371084795914> Thanks for your link I just watch it before did this mesh...

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

kindred viper
#

not all materials are created equally.

echo phoenix
#

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

kindred viper
#

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.

echo phoenix
#

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

kindred viper
#

im actually suprised a lambert based material imports ok. I used to have to bake all that stuff out in 3ds.

sweet axle
kindred viper
#

yeah my maya time was short lived before I moved to Blender where nothing works anyway πŸ˜„

sharp willow
#

Hey there.

Does anyone know how I can make an object/mesh fade out over time?

kindred viper
#

@sharp willow there are many tutorials for it. Material fade over time. Check that out

sharp willow
#

cheers

sweet axle
kindred viper
#

yeah I love it. It's just full of caveats when building for Unreal.

sweet axle
#

All of them are. Choose your demons to deal with in dev hahaha

echo phoenix
#

@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

kindred viper
#

its faster to do it right first time in your DCC tbh :p

echo phoenix
#

oh i don't know the DCC ?

#

ahaha

kindred viper
#

blender/maya/3ds etc. digital content creation

echo phoenix
#

I will check

sweet axle
#

its way faster if you just download from marketplace hahahaha

kindred viper
#

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.

gilded needle
echo phoenix
#

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

steel crest
#

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

kindred viper
#

waits for question

echo phoenix
#

@sweet axle Oh what is the name of it ? Thanks !!

sweet axle
# kindred viper or it might. I dunno. Unreal is magic sometimes.

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.

kindred viper
#

huh?

sweet axle
#

wrong tag for reply. was supposed to tag 2 ppl

kindred viper
#

πŸ˜„

sweet axle
#

hahaha the love unreal was for you

#

the yesterday part was for Chems on doing the building in one day in maya

fossil spade
#

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.

kindred viper
#

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

sweet axle
#

i dumped maya for unreal

kindred viper
#

@fossil spade that UV is outside of it's 0-1 space it seems

#

its also overlapping

#

in fact. Id remake it entirely

fossil spade
kindred viper
#

try marking a couple of seams and unwrapping. Make sure there is a margin

sweet axle
echo phoenix
#

@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

kindred viper
#

ahh in-engine modelling. I never trust it πŸ˜„

safe shoal
echo phoenix
#

But thanks of you all to help people to find the right answer

safe shoal
#

Yeah wrong channel πŸ˜„

#

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 πŸ˜„

#

Seem to trade staff all day long

kindred viper
#

I thought all the early access studios were beta-testing things already

safe shoal
#

Yeah no doubt, that's the first public announce I've seen though

echo phoenix
#

There is a Early access of UE5

kindred viper
#

not for the public but yeah

echo phoenix
#

ahaha

safe shoal
#

Wonder if they'll do a mid-public beta like they did with UE4

kindred viper
#

hope so. I want to get a headstart. I missed it with UE4 and was pretty sad about that

grim ore
#

I dont think it was ever supposed to happen in "march", just early 2021 no?

safe shoal
#

UE4 was tough to get into tbh, you had to have some kind of legal entity IIRC

#

Because NDA's etc

drowsy snow
#

I'm still comfortable with UE4 πŸ˜†

sweet axle
kindred viper
#

I've never missed a free monthly asset. But that just makes my launcher lag when I scroll :p

drowsy snow
#

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

safe shoal
#

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

kindred viper
#

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.

safe shoal
#

PhysX for e.g.

drowsy snow
kindred viper
#

yet it still reigns supreme

drowsy snow
sweet axle
#

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.

kindred viper
#

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 πŸ˜„

sweet axle
#

Exactly. For little ol me ue4 is perfect.

kindred viper
#

4.28 has been mentioned on git already

#

I guess. It would be nice if they continued on both for a while tho

sweet axle
#

Just call it what it is. Unreal Engine Update ####

kindred viper
#

thats my point. They can't just stop UE4 development because UE5 is out because they are different beasts

drowsy snow
#

What if

Unreal Engine 2021.0 XD

#

Go with Unity's cumbersome year versioning xD

fierce tulip
#

enough reason to name it ue5, and not 4.2x

kindred viper
#

it did once it worked πŸ˜„

sweet axle
#

hahahaha

kindred viper
#

interfaces are cool

sweet axle
#

Its called the Windows Trajedy. Huge Corporation psychosis. Stuck between versions.

drowsy snow
#

It's also the reason why Mortal Kombat 11 and Mass Effect remaster still uses UE3

kindred viper
#

all my version numbers are based on The Epoch πŸ˜„

sweet axle
#

hahaha

drowsy snow
#

Although walking sims like Life Is Strange still get ported to UE4 for the mobile version

kindred viper
#

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

rotund sandal
#

is there at all a sort of help me section on the server?

kindred viper
#

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.

grim ore
#

I think every channel on this discord is a help me lol

rotund sandal
#

just have a minor issue with travelling to another level

kindred viper
#

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

sweet axle
#

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

kindred viper
#

@rotund sandal check your path to the file. Make sure the file exist. It's not getting the right path

rotund sandal
#

I have this setup as an actor so that when you hit it, it should shoot you to the next level

sweet axle
rotund sandal
#

im guessing it needs the example map still

sweet axle
#

or rather the map you want to use as level1

rotund sandal
#

so rename level 1 to "FirstPersonExampleMap"?

sweet axle
#

rename firstpersonexample to level1

rotund sandal
#

issue is i can't rename it as there already exists a "level1" level

sweet axle
#

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

rotund sandal
#

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

grim ore
#

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

rotund sandal
#

im using the open level by name node

grim ore
#

what is the text you have in that node?

rotund sandal
grim ore
#

if you mouse over the map you want to open, what does it show for the path?

rotund sandal
#

game firstpersonbp maps

#

so i think the issue is that there is no "game" folder?

grim ore
#

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

rotund sandal
grim ore
#

yep I gotcha, so that code above doesnt load level1?

rotund sandal
#

yeah it wont load it

#

but im thinking that i need to duplicate the actor and change the level name in the code

grim ore
#

what error does it give now since you changed the name?

rotund sandal
#

the error code hasn't changed

#

i'm on vc it you want a tad more control with help

grim ore
#

if the error code shows third person example map and you changed the code to open level 1

#

then... youve got a difference issue

rotund sandal
#

this was made with the first person template

grim ore
#

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

rotund sandal
#

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

grim ore
#

well that code should work, whats the error? and are you sure its coming from that blueprint and not something else

coral lotus
#

daft question but should I be building my lighting if ray tracing is enabled..? will I be getting better results?

rotund sandal
#

pretty sure its coming from the correct place

kindred viper
#

@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.

coral lotus
kindred viper
#

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 πŸ˜„ 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.

wintry steeple
#

how to start learning unreal for beginners

#

for free

kindred viper
coral lotus
wintry steeple
#

im looking for a complete beginned course

kindred viper
#

I just sent you to one

wintry steeple
#

on youtube or somewhere

kindred viper
#

if you dont want the advice. You failed already

wintry steeple
#

wdym?

kindred viper
#

I mean you asked a question. I answered it.

wintry steeple
#

i was following a freecodecamp tutorial , and i coudnt understand anything

kindred viper
wintry steeple
#

the website u sent , which one do i start with

#

there are many courses

kindred viper
#

anything with Introduction is usually a good place to start. Introduction to the Editor, Introduction to Blueprints. etc

wintry steeple
#

oh

#

where did you learn from

kindred viper
#

I taught myself

#

this stuff didn't exist when I started

wintry steeple
#

without any help?

#

damn

kindred viper
#

not without help. I scrapped for information from google and the source code.

wintry steeple
#

oh

kindred viper
#

if I had learn.unrealengine.com at the start, I'd have saved myself a lot of stress. Its truly a great resource.

undone karma
#

i can ask there for some help 😦

kindred viper
#

@plush yew yeah my bad. I didn't want to sully the youtube resources, especially that one which is epic beyond words.

plush yew
#

here im standing and here(lower place o the map) im floating

kindred viper
#

I remember this issue. Still waiting for the extra info I asked for last time.

plush yew
kindred viper
#

yeah remember when I said "who knows? You might be 50 feet tall or colliding with something. Need extra info" or something similar.

kindred viper
#

aye

plush yew
#

here is the info

gaunt abyss
kindred viper
#

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.

plush yew
kindred viper
#

looks like simple collision over your mesh.

plush yew
#

im new to this, how do i remove it?

kindred viper
#

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.

static wharf
#

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

kindred viper
#

yeah. You should load up a few metahumans. See how long that 12gb lasts.

static wharf
#

I was about to try that

kindred viper
#

I wouldn't

#

1 will cost you 10gb to start.

static wharf
#

Just for fun, I will even disable texture streaming! Who needs that?

#

Here goes nothing!

#

It begins

#

It is sad

#

Very sad

kindred viper
#

wow you complain a lot about things you need

static wharf
#

I know, its fun!

honest vale
#

why would anyone disable texture streaming?

kindred viper
#

its truly not. You are a psychic energy vampire that negs the engine with every sentence.

honest vale
#

like, do you want to render an 8k texture on a mesh that's just 2x2 pixels on the screen? πŸ€”

honest vale
#

why

#

you'll just get shimmering due to aliasing

static wharf
#

Why not?

kindred viper
#

it's a trap.

static wharf
#

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

drowsy snow
#

And then I thought my sarcasm was dangerous enough.

static wharf
#

Out of curiosity, is there any way to do a thing like swarm for shaders?

drowsy snow
#

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.

kindred viper
#

@static wharf XGE shader compiler as part of Incredibuild.

static wharf
pale steppe
#

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.

kindred viper
#

@static wharf

static wharf
kindred viper
#

google it

pale steppe
static wharf
#

This will be very useful considering I have a dedi

drowsy snow
cyan cargo
#

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

drowsy snow
plush yew
#

I need help regarding like there are 5 different player in a racing game they all should have different color car

nimble pumice
#

Hi! Are you allowed to provide an editor in the game you made with unreal?

drowsy snow
nimble pumice
#

Not the Unreal Editor but a custom editor which is in the game (but not utilizing or using the actual unreal editor)

drowsy snow
nimble pumice
#

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?

nimble pumice
#

Alright, thank you!

kindred viper
#

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.

nimble pumice
#

Okay, thanks!

coral wasp
#

SpaceX Accepts Dogecoin As Payment For Lunar Mission Next Year

drowsy snow
static wharf
#

Wow incredibuild was waaaaay easier to setup then Swarm, Swarm was a pain

upper heart
#

@coral wasp #lounge is the correct place for off topic discussion

lean mauve
#

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

kindred viper
#

@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

spare kernel
#

@static wharf you got a build farm?

#

ie multiple build machines?

static wharf
spare kernel
#

tbh i find incredibuild pointless

#

our TR build machine can churn out a buildin 15mins

#

with cooking and packaging

static wharf
#

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

shell trout
#

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?

snow crown
#

ArcInventory
thanks for using my plugin πŸ™‚

#

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

#

took me all of 10 minutes to get the animation playing correctly

#

took far longer to do the gameplay code around it πŸ™‚

late anvil
#

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.

sweet axle
#

And a whole fps mp series

plush yew
#

hi πŸ˜„

#

watcha doing guys

shell trout
#

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 ^^

idle dragon
#

Question, where does the "displacement" part of the texture go?

light goblet
#

Can't remember what you'd change it to, been ages

idle dragon
#

hmmm

light goblet
#

It might tell you if you try plugging something into it

static wharf
#

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

idle dragon
#

@light goblet It didnt

late anvil
static wharf
#

Oh

#

@late anvil on another one it does lose color, even when facing the forward direction

idle dragon
#

Got it. You need to turn on flat tesselation on the material

late anvil
static wharf
#

Oh ok

late anvil
#

can you post the material graph and the decal type?

static wharf
#

It wont let me see the material graph, I imported it from megascans

late anvil
#

open the parent material

#

does it improve when facing the wall?

static wharf
#

It does

#

That fixed it

#

But I also had a diffrent one point to the wall and it was lossing color too

late anvil
#

decals sometimes are weird, be sure it still visible on shadow

static wharf
#

If I scale a diffrent one too small, it loses color too

late anvil
#

too small on the forward axis?

static wharf
#

And now it suddenly isnt doing that

#

Now its fine for some reason

#

What the heck

late anvil
#

XD

static wharf
#

Unreal, stop being weird

junior nimbus
#

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

late anvil
junior nimbus
#

Thanks, could you also tell me where to find exponential falloff?

#

Is it a part of a point light?

idle dragon
#

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

late anvil
junior nimbus
#

that worked, thanks a lot!

late anvil
#

πŸ™‚

steep egret
#

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.

sweet sphinx
#

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)

late anvil
#

Usually the solution is input the value manually

steep egret
#

Thanks for the info. Is there a way to change this via an INI file?

late anvil
#

not sure

steep egret
steep egret
sweet sphinx
plush yew
#

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?

mortal cedar
#

Maaaan. When's unreal 5 being released? I hope they sort out chaos physics by then

plush yew
mortal cedar
#

plus isn't lumen and nanite non RTX tech, so ATI users can enjoy their benefits

plush yew
#

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?

plush yew
mortal cedar
#

though I think nanite somewhat requires next gen hard drives to be used properly

plush yew
mortal cedar
#

well I dont think amd have DXR cards out yet?

plush yew
#

physically impossible

timid gust
plush yew
#

amd has ray tracing cards lol

timid gust
#

The docs don't have any info about this.

plush yew
#

so. if you cant make a game with many photorealistic models, then you dont need nanite

mortal cedar
#

I am actually making a game with photo realistic models so yeah lol

#

but thanks for assuming lol

vale grove
#

Is there a quick way to add rain to my Unreal Environment using the WeatherActor?

plush yew
timid gust
mortal cedar
#

I dont know what you're on about multi. plus models dont have to "photo realistic" to have a lot of polys

plush yew
#

u cant do anything with that

timid gust
#

yeah you can

#

you can literally photoscan an entire building

mortal cedar
#

ofcourse you can lol

plush yew
plush yew
#

you dont need nanite for that

timid gust
#

Get a good camera

mortal cedar
#

you can also model stuff in z brush and skip the lod/decimate step

#

seems like a massive time saver

plush yew
#

you dont even need a good camera for that

timid gust
#

it always require cleanup after anyways

plush yew
#

u cant just import 200 mb models

timid gust
#

yeah you do if you dont want any artifacting from motion blur or blurry textures

plush yew
#

too expensive

#

u need a lot of points in reality capture

#

impossible

timid gust
#

its not worth it to clean up after because its easier to just use reference and model it yourself

#

but its possible

plush yew
#

you cant model eeach model photo realistically

timid gust
#

yeah you can

#

what

plush yew
#

how many decades do you need for that

#

or does your game only have 2 models

timid gust
#

its mostly the materials and imperfections that make it look photoreal

#

not the poly count

plush yew
#

so in short. if you create small games you dont need nanite XD.....

timid gust
#

xD

mortal cedar
#

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

timid gust
#

yeah

plush yew
#

we already know for sure that u cant create a big game like crysis as a one person team

timid gust
#

like i wouldnt recommend photoscanning an entire building but saying its impossible is ridiculous

plush yew
#

what do you mean ?

plush yew
timid gust
#

many reasons

mortal cedar
#

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

plush yew
#

how does nanite save time tho if it runs on only 30 fps

mortal cedar
#

???

neon grove
#

question does the air absorption method curve be Linear or Logarithmic?
for long distance audio like airplane or a loud car engine

plush yew
#

u dont have benefits from nanite if you dont have many high poly models. right?

timid gust
#

you know his models?

mortal cedar
#

πŸ™‚

timid gust
#

lumen looks awesome

plush yew
#

he cant have many high poly models πŸ˜„

#

its one person.

mortal cedar
#

I guess I'll delete them all lol

timid gust
#

he can

plush yew
#

not 1000 persons

mortal cedar
#

my bad haha

plush yew
#

having 2 high poly photorealistic models isnt that

timid gust
#

especially if using tools that can generate high poly assets

#

with noise

plush yew
#

?

#

what

#

show pic

timid gust
#

and sculpting

#

one of the points they mentioned about nanite was just importing high poly from zbrush

plush yew
#

yes but only a fraction of a game could have organic models

timid gust
#

cool

#

wouldnt it still help?

#

take a step out of the process

mortal cedar
#

you should really work for Epic, you could let them know their tech is a waste of time

plush yew
#

a tiny bit. yes. but again. youre not a big team. and you create only a few models. so its pretty useless

timid gust
#

LOL

pastel ginkgo
mortal cedar
#

sorry guys pack it up, multi premium has spoken

plush yew
#

i mea nits literally a waste to wait for ue5 just to save 10 hours.

timid gust
#

oh yeah are you waiting for ue5?

#

i wouldnt wait but i wouldnt assume the tech is gonna be useless

plush yew
#

not anymore after i got rtxgi

timid gust
#

i wanna try it all out

plush yew
#

no need for ue5

timid gust
#

what

plush yew
#

how many years of professional experience u got?

mortal cedar
#

haha

timid gust
#

so just stop updating the engine then?

#

call it a day

plush yew
#

nobody's saying updates are bad.

timid gust
#

im sure there are improvements to be made all over

#

you are saying they are useless and not needed

plush yew
#

for our cases,

#

yes.

#

they are

livid timber
#

guys, may i ask how viable is ue4 for developing a small app in html5?

spare kernel
#

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.

mortal cedar
spare kernel
#

@livid timber they dropped support for html in later version, there is a community plugin for it.

mortal cedar
#

Oh right

livid timber
#

ye i saw that, dont know how much pain is to set it up

spare kernel
#

can try #web for info

livid timber
#

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?

timid gust
#

do you need use stuff in unreal or just building a normal web app

livid timber
#

hmm normal web app i think

timid gust
#

if you just want to add 3d stuff to your web app you could use something like threejs

#

or sketchfab

livid timber
#

im saying unreal because it is more familiar for me right now

#

i see

timid gust
#

it's gonna be a lot easier to just use html/js

mortal cedar
#

if you don't need 3d stuff a web app would be pretty straight forward to make

timid gust
#

and google

livid timber
#

ye, but i never used anything for apps besides unreal and game maker

#

thats why im a little lost here

timid gust
#

what do you want to make?

livid timber
#

an maths app that takes 3 numbers and based on those numbers and a formula, gives you a result

timid gust
#

definitely just use JS for that

livid timber
#

i cant be more specific right now because is not yet pitched, but the idea is on that line

timid gust
#

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

livid timber
#

yeah, i suspected as much...

timid gust
#

JS is pretty easy syntax to learn if you're used to coding

livid timber
#

i will do more research and see what i can get

timid gust
#

πŸ‘ good luck

livid timber
#

thanks alot guys!

mortal cedar
#

I believe in you @livid timber

astral phoenix
#

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? πŸ™‚

astral phoenix
#

@sweet axle what do u mean?

#

im new to unreal :/

sweet axle
#

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

clever marsh
#

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.

sweet axle
# astral phoenix im new to unreal :/

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.

lofty quail
#

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?

drowsy snow
clever marsh
#

mean unreal lmao

#

i use unity primarily sorry

sweet axle
clever marsh
#

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

lofty quail
sweet axle
#

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

clever marsh
#

I want to add functionality to the gun

#

but from what I can find I need specific blueprints for the gun

sweet axle
clever marsh
#

yeah I want to do damage when i shoot lol

sweet axle
#

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.

clever marsh
#

how do I get into the blueprint for the gun

#

sorry this is my first time using unreal assets

sweet axle
#

the Firstpersoncharacter.bp has the firing nodes. To start with you dont need a weapon bp just yet. trust me.

clever marsh
#

ok thanks, I am using a tutorial and at the point where i use the gun bp

sweet axle
#

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.

clever marsh
#

this isnt my first unreal project, just my first time using the unreal assets

sweet axle
#

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.

stoic radish
#

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

umbral ferry
#

how to configure this

#

i have 1 fllor and 2 cube and aftre 45 min it still compiling

#

wtf ?

drowsy snow
stoic radish
#

@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

upbeat tendon
#

i've got some weird periodic slow down, there must be something to help me see what is eating cpu/gpu?

drowsy snow
stoic radish
#

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)

umbral ferry
#

Someone can help me to know what to check

#

i have 1.16 GO file size for 1 floor and 2 cube ?

drowsy snow
umbral ferry
#

where

#

do we use it by default?

#

@drowsy snow

fallow hornet
#

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.

kindred plaza
#

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*

crimson monolith
#

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?

drowsy snow
crimson monolith
#

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

crimson monolith
#

thanks a lot! I'll check those widgets again

thorny coral
#

can i use demonstration maps for levels, aka stuff for modular buildings and houses

sweet axle
#

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

static wharf
#

Help, I did a thing

analog prism
#

does anyone know how to unpackage an ue4 game

#

i wanna mod a game

static wharf
#

But thats just for opening the PAK files

analog prism
#

i just wanna be able to access the files and insert mods

static wharf
#

Repackaging them is diffrent based on the game

analog prism
#

damn

#

where is the right place?

static wharf
#

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

drowsy snow
#

18 GB of compressed 8K textures can explode beyond 32 GB lmao

drowsy snow
#

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.

vale grove
#

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 -

exotic thicket
#

a tiny flag? like... a 3D model of a flag?

vale grove
exotic thicket
#

Sure if you add the model

vale grove
#

To signify the finish line

#

Haha

drowsy snow
#

Just put the flag right there.

vale grove
#

And tried finding a flag

#

Cannot get any

#

So weird

thorny coral
drowsy snow
vale grove
vale grove
drowsy snow
#

Blender, that one free DCC software people love and hate.

sweet axle
drowsy snow
vale grove
vale grove
#

I already looked here

sweet axle
#

I think infinity props also has a flag

vale grove
sweet axle
idle dragon
#

Question: How do I sort the texture stretching problem on my mesh (on the side there) and how do I fix the weird shadows?

vale grove
#

Thank you @sweet axle

drowsy snow
#

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

idle dragon
#

Actually, is it possible to add new shapes to the Geometry BSP tab?

drowsy snow
idle dragon
#

damn

#

Fixed the texture problem by just doing smart unwraps in blender, still need to figure out that shading garbage

drowsy snow
narrow mauve
#

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

idle dragon
#

@drowsy snowThanks, will check it out.

sudden olive
#

how to make dealy on teleport

#

so i can use it every 5 sec

#

not everytime

plush yew
#

@drowsy snowwhen ue5

neon bough
#

not today^

drowsy snow
#

πŸ™Š