#ue4-general
1 messages Β· Page 993 of 1
I wish lmao
PAST FUTURE
Let's just say it's about starting a new life in another world.
That's all I can say for now.
O_O you cant be in past and in future at the same time
Or can you? π€
π² π‘οΈπββοΈ
Did force closing UE4 Editor cause memory leakage?
I think I caused one, because my UE4 process stalled for too long after exiting, tried to End Task it because it caused Hot Reload, but now my memory usage abnormally stuck in high percentages even though there's barely other programs seem to use that high amount of memory.
how to fix this error?
Maybe try clearing the landscape's material, and reapplying it again.
I tried to redo and apply the materials in different ways and connection methods in the shaders
for some reason, the closer i get to an object, it gets darker. is there a known solution to this?
The skylight must have measures that affect the lighting
Anyone know how can I get ride of that alpha opacity mask glitch? Why my edges looks like that?
Hi guys, I am very new to UE4 and I encountered some problems real fast. What my problem is, is that I am following a tutorial on how to build a landscape. I create a new level and delete the piece of floor on the screen. Then I create a landscape and add the Ground Grass material to the terrain. After I click create the landscape appears bl...
the solution
for the material landscape error
would anyone be so gracious as to listen to my incoherent ramblings and help me understand how I can put it into an unreal blueprint? i can kinda think how i would do it, but then my inexperience with the entirety of unreal kinda stomps on that, would love help
As long as it's reasonable and willing to take others' input on it instead of crying out loud, sure.
coolio
so lets say, that i wanted to make a moba(basically a Soba since no MP lol). basically just moving around(which is taken care of by the starting off thing you can choose), abilities, stats that influence everything and resource bars. thats the barest of bones, id say. I wanna start small, so lets say I just wanted to make starting stats for a character, and apply it to the player character. then be able to display it? thats a simple thing to start off with
i hope this was reasonable
:triangular_flag_on_post: Gerard PujadΓ³#6469 received strike 1. As a result, they were muted for 10 minutes.
is there a tutorial anywhere for setting up developer only packages on steam so you can push things just to other devs/staff to download and test?
is it as simple as using a branch with a password? or is there somewhere we can create branches with specific kinds of access based on user groups?
what causes this distortion/artifacting on my metallic object? it looks like this before and after baking lighting, it looks alright in substance painter but not once its in ue4
hey so um i went to learn.unreal and its really confusing
im a complete beginner and dont understand anything
i found this course
can someone tell if this is good?
It's a great course but it goes into C++ that's really hard to grasp when you're a beginner, they have a course on blueprints maybe start with that first?
Then just go on with the course you'll catch it by the time you finish, they go over some advanced topics such as pointers, polymorphism, delegates... if you do not understand something just ask here or in the cpp channel
why does my sphere reflection capture make my light look brighter?
How do you connect live link face app to unreal via an ethernet cable? I bought an ethernet adapter for my iphone. It was recommended to me to help with jittering face tracking. How do I connect this properly? Does it go iphone > ethernet adapter > ethernet cable> computer? Or does it need to plug into my router?
why does my reflection capture make my light brighter
Can somebody share the German shepherd model which was free in April
I added it int the cart but forgot to checkout and now when I wanted a dog model I rembered it .
Plz can anybody share it was technically free So it's not piracy . Right ?
It was free, it isn't free anymore
so technically it's not free anymore, meaning it's piracy but maybe somebody will not sure though
thanks for replying btw i needed the model for the alternative reality challenge .
have you actually got the model when it was free? if so just search your vault for it
nah i forgot to checkout sed life π¦
Oof
Im pretty sure you can pirate it on a site but i don't condone pirating since that might be against the rules on the server but yeah
can't pirate not available . do you know any site where i can search free 3d models like sketchfab
Ah, if the person has made models on something like SFM or for blender for an example you can probably get the models from there, and port it to ue4
i found a free 3d model but now i need to rig and animate it but better than not having anything
how do i add some widgets to this? i accidently removed it
Window -> Pallettes
ohhhhh ty
Is there an easy way to make something show through objects? I want to basically have an oscillating marker that the player can see through all static meshes
any automatic way to create a skeletal mesh for each mesh that is assigned to one skeleton?
has anyone seen this error, is there a fix for it? or at least an idea for a fix?
Good morning guys, does anyone know a different way for blueprint to hold couple of seconds instead of using the delay node?
Can anyone help me with Door Open both side away from player....
I made one using box collision but it only opening one side not opening in other side
Can you provide more details? @worn copper
like are you using sequence?, other animation, set actor location node
Door
Can you provide any screenshots? of the door blueprint or something?
Its to big
Wait
Followed this tutorial.
Check out my Unreal Engine 4 courses right here: https://devaddict.teachable.com/
In this multiplayer tutorial, you'll learn how to make doors move in Unreal Engine 4. Who doesn't love a door that opens and closes with ease? No need for any of that greasy WD-40. These doors will move no problem. We'll be using a multicast and a repnotify becaus...
And made duplicate for other side... But not working
You can see at last of video
So you duplicated the door to simulate double door opening right?
No
I duplicateed blueprint for other side
Added 2 booleans 1for inside 2for outside
So I suggest you doing, is using one actor, adding there another static mesh component of the different door, then copy pasting the animation with reverse relative transforms
so relative rotation
you can add multiple static meshes components into the actor and use them in the blueprint
This is what you have i imagine in the door actor
Means 2Door Panels for 1 Door
Yes, 2 doors static meshes components 1 actor
this way you can control both in the same blueprint and animate it there
But how
Means when one door is closed how can we open other
Ya got this
But when we open 1 door other door can still be closed
So not getting how to do this
Okk trying
I used set world rotation
I know its not animated but just to example it for you of how it would work alike, so you can do it how ever you want in your blueprint @worn copper
hey guys im trying to run a game made with unreal engine (i didnt make the game) but i got in in a folder form and there is a .pak file and a bunch of other things i cant figuer out. can someone help me run this game? please dm me or message me here
to run a game you need the executable file (.exe for windows) and if it its not there, you need to ask the one who sent you the game
How does one force an actor to spawn at player start?
add it to the level
or plug spawnactor to event begin play
I have, the problem is that I have added a bunch of stuff to try learn from and I am bashing my keyboard like a monkey xD
But the begin play is very helpful, thanks β€οΈ
There's an option inside the material editor
ok ty
i have to do this trough anyone? can i make it faster?
I'm not sure if materials can be bulk edited.
@plush yew do you mind cross checking? I'm not in front of UE right now.
Welp, sorry about that π
dont just share random links to random things.
it was a link to the game download tho?
on a google drive
where would i get help for that?
you'll need to sort out errors yourself, and solve those. dont expect someone else to do it for you
hello guys ..
what is the latest source engine release have HTML5 Package ?
i think .22 or 23
source code or launcher release ?
iirc they stopped support on both on same engine version
oh ok thanks
HTML5 in UE4 was a massive hit or miss tbh.
It had to run on Firefox, because of emscripten, and more often than not, it doesn't work.
i have a project have to be in web app thats why i wanted to release it on html5
If you have to get it running as pure local code web app, I think lightweight engine like Godot is better suited for that.
UE was just too OP for local HTML5 code, and especially after Flash has been fully dead by now. Pixel Streaming is the alternative option, and it works like a cloud gaming service, but you provide it on your own.
I actually tried deploying one HTML5 app with Unreal Engine 4 way back when for enterprise use. Suffice to say, it get messy real quick, and all the effort felt futile once it failed to do anything as intended, like 98% of the time.
hmm it's something like virtual exhibition so its not heavy like a game
but yes still don't know how heavy it is
Again, I'd recommend to go with Godot instead if you want to have HTML5 interactive app in no time. It's capable of 3D stuff.
Oh yeah, UE4 as nativised HTML5 code is heavy. Very heavy. Not to mention long load times when I tested it with bottlenecked local host.
Hey, i have a problem im trying to make a game where i can mine ''Gold'' with a machine, and take out the ''Gold'' from a different machine, but how can i cast to 2 different actors? π
Get actor of class > cast ?
Put an interface on them to talk with it easily ... lots of ways
Good day.
I am currently studying to become a software engineer, but I realized that this is not mine. I like to play different games with a deep history and I dream that one day I will be able to create something of my own.
I started learning UE4, but I don't know how to do it as fast and as efficiently as possible. Having a hobby is very good, but I need money and I want the hobby to bring money as well.
What advice can you give me?
@brittle tundra Ty very much! π
How can I show a widget when the fps is lower than 6
@plush yewI want the hobby to bring money as well. This is a noble undertaking, but there is no guarantee that working in gamedev will be something you will like either, and when deciding, acount for these risks. Liking playing games does not directly map to liking participating in making them.
Maybe, but I think it's worth a try, than then regret not trying
Software engineer is as broad as game programmer. There are tons of specialities, each with completely different flavors. @plush yew
you might as well move it to career-chat too
Okay, I didn't notice this chat. I duplicate my question there.
ty
anyone know this one?
Have you looked up how to calculate the current fps? If not, I'd start there
yeah i have a widget to show the fps
you should then be able to use the "set visibility" node to true if fps < 6
but #blueprint og #umg might be better chats if your looking for specifics
can you sent me a screenshot of blueprint or explane more at #blueprint
So idk if this is the right chat for this, Im going to university in September for games programming. Ive got a powerful gaming pc at home to develop on but im also looking to buy a laptop. Should I get a gaming laptop or a powerful standard laptop. or do you think it would be a waste to get either ?
how do i put that into the player POV?
Replace the hands in the FirstPersonBP with those.
guys is there any software which has gone free for unreal engine like quixel bridge/mixer and fmod
What kind of software? That is a pretty broad question.
winrar comes to mind
when an object is only one sided the light is going through. Can I disable this so the light is not going through?
Someone can help to make build because i have nothing on my scene and my game size is 1.16GO that isn't normal
any free character maker. to do a game? Metahuman its really good but i have some problem with it
Thank u man
jajaja dont worry
Hi ! Someone knows how to avoid this (or what's the name of this problem ?)
Due to a GPU bake
"RetargetPoseMedAvgMale_PoseAsset" does anyone know why these file is missing in my MetaHuman exported files
Can I disable autosave?
how do i convert my maze to static mesh
I did, and I didn't see them
Found it. I didn't know that it was in Edit> Editor Preferences, not Settings>Project Settings
@plush yew is the ball set for auto destroy? is it going into the KILLZ area? we dont know how your stuff is set up
UE4 should have Lumin / Magic Leap plugins disabled by default smh.
how to check that
I can play the full level .But sometimes it disappears
it doesn't disappears but falls from the floor
Try checking for the collision in the viewport.
@plush yew so it "falls" and you can see it still in the world after it falls?
it falls but i cant see
pause it once it disappears and try and find it
make sures its actually falling thru the floor and not being shot off into space
i falls it is sure
on the collision item for that ball, under collision, turn on Use CCD and see if that helps
i finded it
yep below that in the advanced section (the little arrow)
or search for CCD at the top in the search bar
oh i did but it didnt helped
so with Use CCD checked it still falls thru?
you might need to make sure your floors and walls all have good thick collision then
so should i scale them more
maybe? look at the collision you have on the meshes and see if they look correct. If they match the size of the walls you should be fine
yep that is not collision, open the static mesh and look at the collision in there
so thats all one mesh and its using the actual mesh as the collider. maybe your floor is too thin
so how do i scale them its total 1 mesh
you need to go back in and fix the original mesh, or make it again, or not use 1 mesh
Or use BSPs which you can convert into static mesh later.
I beleive that is what they did which is the issue
chracter creator gives you trial and with daz you can purchase a licence per character for commercial uses. $10 last time i checked and there is a video on yt that shows how to use daz characters for free. Not sure if it will still apply but daz characters are goodquality and $10 isnt much considering yopu get to create animations for that character so it isnt locked to specific setup.
in editor settings yes.
You need to clamp your input values. so that the roll maintains itself properly with the collision settings and rotating movements
hey guys, does anyone know if there were changes to 4.25 regarding steam? it does not show the overlay anymore in pie or standalone
when rotating your world to quickly the ball cant amaintain its position properly and falls through the floor.
You must clamp the y input axis aswell. So both x and y are clamped.
Clamp your values between -1 and 1. Both x and y. Sorry for the late info. facepalm
yeah how can I apply stats to a character, or setup architecture for stats to be a mechanic in the game?
Hello - Where can I find the skylight in UE
I am trying to follow instructions from here to make my environment dark
you need to add it in case you did not already
If I didn't, I don't have to change it right
After all I want my scene to be dark
Haha
im not an expert since I am relative young. i dont know how much the skylight effects your scene if you dont add it
No worries. Thank you
your welcome
Hello! I have a slight issue. So this is my first time importing stuff from Maya to Unreal. I modeled some sort of maze and imported it into unreal but because of collision it's considering the entire maze as a mesh and not just the walls of the maze. How can I make it so only the walls collide and not the entire thing?
For further explanation, the character is stuck an unable to go inside as those "invisible walls" are considers within the object.
Should I change the export from Maya to unreal? It's currently an FBX and unreal unwrapped the FBX object and turned it into individual actors
For me to place
I'm still new to Unreal and new to Maya
Maybe try open the static mesh and in the collision settings use complex collision.
okay, let me check
My unreal crashed and the assets are gone before I could try it out, give me a few and I'll get back to you on that
I'm not so sure about how maya and unreal work together with imports and stuff and i only got like 6 months of ue learning behind me but i would remove all existing collision and then add new from scratch so that its ue4's collision profile on the mesh and not maya's profile. Dont know if thats right though. But thats what i would try.
I'd also set it to use complex as simple in the detals tab of the mesh editor window.
If i'm wrong then hopefully someone that knows will correct me before we have a lot of collision issues form others that listened to me.
The long way is to place the collision boxes one by one on the by yourself. Giving you complete control of where you want collision and where not,
How do I do that? The long way
Actually, I'll google it so I don't bother
Thanks for giving me an idea though! Appreciate it
Click add box collision then click on the collision box itself and then you can scale rotate and move. to add another do the same again.
Pleasure
What are your experiences working on a non character based game in unreal? Is it still (FPS) third person or first person focused? Just curious because i want to work on such one and dont know if unity would be better?
Does anyone know how to fixed the "video memory error trying to allocate a texture" crash?
Depends on how you would approach said game, really.
If it's scriptable, it's possible in Unreal.
yeah i am having kind of a dilemma now. I like those graphics and features of unreal. But i also like unitys versatility and flexibility to be used on 2d and 3d equally as good.
Hello everyone! I have a question. When game is exported, things that are not used will be also exported in the .exe ? Or only things used in the scenes? Could please someone tell me?
does the flexibility matter if you wont be using it? pick whatever works best for your project
If it's a runtime stuff, yes, it'll be exported.
From my experience, you had to do the cleanup yourself before packaging.
well i will be using it. I want an engine thats not focused on anything, but just stay in the middle between 3d and 2d.
So, everything will be exported? I'm not really interested in that. Game will be too big.
Any easy way to only package what is in the scene?
Or not possible?
You can migrate used scenes to a clean blank project with the same name (but different folder) to carry over used assets, disable the unused plugins, and package it like normal.
Ohh, really good idea! Thank you so much!
There's also this one paid plugin that I didn't test yet, it's around 8 bucks:
https://www.unrealengine.com/marketplace/en-US/product/assets-cleaner-project-cleaning-tool
Ohh, thank you so much!
@plush yew Unreal works equally well for 2d as it does 3d. I mean it really comes down to your needs and your preference IMO. There are factors we don't know, do you prefer C# or C++, do you want to build in blueprints, etc. Is there something about X engine that would work better for your particular game? Each engine has it's pros and cons. As Mathew said, it comes down to whatever works best for you and your project.
When selecting to do packaging you have the option to package everything or just used content dont you?
I don't think there's such option, and I have been test packaging more than dozen times.
Hello guys, I am a new user of the unreal and I have a problem to solve. When I play the unreal, it goes to 0.0.0. I changed everything I know, but still giving this problem.
well thats the problem, i dont have a project to work on. Im seeing myself switching from engine to engine because some random dude on reddit said x is better than y and other people vice versa. Im not suited for this lol
Do you even have a pawn to possess, or adjusting the Game Mode?
In packageing settings you can choose what to package but its a bit complicated.
@plush yew do your own studies. The internet is notoriously wrong most of the time. However the 2d capabilities of Unreal are not as well rounded as other engines, it can do it, just using other methods or manually creating those methods. Since Paper2d was dropped, it's been in limbo for 2d. So everything made is either flipbooks with no real functionality or 2.5d and some shader work.
That's theory of relativity for ya.
I ditched Unity because by the time I started working on 3D RPG, I knew Unity is going to be a roadblock, so I moved to Unreal and not look back. I also had more familiarities with C++ instead of C# so that's that.
Again, it depends on your own needs and knowledge.
I do wonder what those 2D limitations are π€ I've used Paper2D to run sprites in a Doom-style sprite animated shooter thingy and it worked pretty well
yeah what is there appears to be functional. I guess it wouldn't be included otherwise.
Did you have autopossess on that one Truck pawn you selected?
Even then we can take it to the maximum overdrive by mixing 3D stuff in it.
player0
@exotic thicket I've not had a deep dive into it in a long time (since around flappy bird time) so Im not sure what else they added
If it had bone setups for sprites, I'd be happy.
have you changed to player in project settings?
yeah no idea if it has bones for sprites, not something I needed to do :D
Besides, something like Live2D already got sprite bones covered. Sort of.
(the API sucks arse though)
at the end of the day, 3d is really just 2d, but displayed really fast π
Even Shovel Knight is a 3D engine under the hood.
So 2d is actually 3d really slow. hahahaha
you can do magic with NPR style rendering.
the only thing I wanted with Paper sprites was being able to light them from behind so they'd light up on both sides, ie. you have a light --- sprite --- player, in this setup the backside where the player sees the sprite from could be completely dark
I tried a whole bunch of things for it but I suspect it'd need some advanced render magic that I can't figure out lol
(ie. the lighting behavior would be more like in doom or games like it where the light level of the area applies to the whole sprite instead of "realistic" type lighting)
no i havent changed, but where i change this?
Looks like Hot Reload wants to have one way relationship with me. It keeps turn on the auto compile and hot reloads everytime I create new C++ class π₯΄
@exotic thicket Im surprised about that. With Sprites being materials (essentially) then they should be able to be flagged as 2-sided materials. Im not sure on the lighting though, not my jam.
Yeah I mean 2 sided works just fine, but it lights up only the side facing the light as you would expect :)
or actually you know what maybe I didn't do it the right way for that
To display stats - you need UI. To use stats, they are just variables. I'd recommend going through some of the YT tutorial playlists explaining some of this stuff.
since if the "front side" of the material faces the light, maybe the "backside" would also light up - I'm pretty sure I had my logic set up such that the front would always face player
but even if the front would sometimes face the light I don't think that would fix it because the light could be on either side of the sprite, so you wouldn't know which way it has to face for it to be right
hmm yeah its these little thigns that give me the opinion that using Unity or another engine for 2d would be quicker. Having to do workarounds or code solutions is rarely the best option in a "time is money" situation.
The advanced rpg system on marketplace has a stats function. One could go through their documentation with their product to learn how they set it up.
It's not really a dealbreaker for me in this case, mostly a minor artstyle issue which could probably be solved if needed via getting someone more experienced in these sortsa things to look at it... if I knew who that person is lol
man i wanted to participate in this challenge but it s just to hard ???
anyone strugles like this ???
@vapid karma which challenge?
Animate metaHuman
did you do the 3 courses ?
Yeee
well then what issue are you having?
But when I opened metaHuman project it just overwhelmed me
Try doing this. Open your project. Create a sequence. Drop the metahuman into the world. Then in the sequencer, select the Metahuman Control Rig (or the face rig). This will highlight the control rig. Then you just select a Control and move it from A to B. You can record these movements by keyframing them. The rest is just grindwork. Move from A to B many times.
Thanks man
Hello, Im hoping that you can lead me in the correct direction for a solution. Me and a friend are going to make a game over the summer holidays and for the map of the game, I want it to be randomly generated. The map will be an island that will have mountains and other small islands around the big island. I'm not sure how I would tackle this, my first thoughts were to somehow generate a height map that can be used on the landscape. What do you think? Thank you in advance.
its a lot easier if you have mocap obviously. But without it, its just a lot more work.
@gilded lichen there is always more than one way to skin a cat (as we say in the UK). You can create dynamic heightmaps and generate landscape tiles. You can also use a Voxel plugin landscape. You can even use a standard static mesh and manipulate it with displacement shaders. But sometimes the best thing to do is just fake it. Make small tiles, use world composition and dynamic level streaming instances and you can build any world you like.
Ok, thank you. I'll look into them
i found this in the UE4 documentation "This document is not meant to be a discussion or work in progress, but rather, reflects the state of Epic's current coding standards. Following the coding standards is mandatory." is it mandatory to use epics naming conventions for indie games?
it got me confused since its in their public getting started guide and it says its mandatory
I wouldnt be surprised if that was originally an internal document that they put on the public site and never noticed
but the way it is written, since it refers to "At Epic" it's also correct saying its mandatory
Hey, i have a linetrace spawn, that uses the mouses for rotation input, however the camera also moves while doing this. I tested it in the fpp template, and set a varibale that stopped camera while using it, but im using als and the camera input is handled by a parent base character bp, and the 'portal' spawn is in the child character bp. Pictures below, esentially id like to know the correct set up to use a 'get' variable from different blueprints
this is how the fpp looks
this is the als one, this movement input is inside the base character, and the variable im trying to get is in the child character bp
that new vive lookin sickkkkk
oh sorry
are you setting one of them to a player controller for Auto Possess?
Correct me if I'm wrong, but if I set a game mode in project settings and leave the Game Mode Override in World Settings as "None", then the game mode in project settings should be used?
For some reason I have to set a game mode in World Settings for it to have an effect.
I'd set it manually anyway. You can eliminate that as a problem then
I'm about to, but as a programmer this really drives me nuts. π
get a better GPU or use a smaller texture
Im spanish thats why i write it
@west venture that is not how a Player Start works. It has it's own Auto Possess function, which will set it to a Player Controller Index. When you spawn at a Player Start, it's usually by this method unless you use the location of the Player Start and position manually.
Where is that auto possess function?
In the Player Start object
how to change texture
I couldn't tell you. I dont know what it is, where it is or anything else.
But where can i see that object that you are talking about
select the player start, in the detail panel on the right side, scroll down.
its ok
i put "4" there
0 is your player
Open the image file in a graphics program (photoshop, ms paint, etc) and scale it down.
what the hell man, my projectile was hitting something invisible at a specific spot in the map and i had no idea what, so i set it to print whatever it's hitting
w-what??
Stop shooting at the HUD, you're gonna break it!
can one pls help me in #epic-online-services
how the hell
as funny as that is, does anyone know why this might be happening?
well what is DB_HUD?
is it a HUD class or widget or BP or ?
hud class
so whats the code you are using to print then on the server?
so another question is how is the projectile hitting another projectile?
good question , that wasnt supposed to happen either
put a breakpoint on the print string and make sure its accurate
seems accurate, it pauses as soon as it hit, doesnt do the rest of the code
yep and when you mouse over the Other pin from the Event Hit does it show the correct item?
I might just make it for him in a minute. Came back with a new account to get more help π
well the hud does spawn in but it shouldnt have collision, did you modify it at all?
lemme see
Haven't used the HUD in so long since its been replaced, makes sense it spawns in tho
Any good free tutorials for creating a better shoreline with Oceans
yea, the collision on the hud was set to worlddynamic by default
fixed it
i had no idea that was a thing
thanks for the help!
Hello, is there a quick and dirty way to add snow over my environment?
It does not have to fall
is there any way to perform a global smooth operation for the terrain ?
I just want to scatter it over my environment
That's it
Snow/rain/leaves anything will do
I have a spell im working on that involves spawning two actors with functionailty, however sometimes while im spawning they collide and its sets off thier functions (they are portals), so i eed someway to disable them until they are set. Tried turning the actor to no collision then doing get all actord of class, get a copy, function enable collision, but nothing happened, how would i go about this?
Been working on a project and I want to improve the FPS a bit, its a pretty small map but the frames drop to around 40-60, I have looked around with the optimization viewmodes and everything actually looks pretty good. Like the shaders one everything is green, lighting is all good too, any ideas on how to improve further? Ive reduced textures and stuff like that, not really sure where to go from there.
hey guys, I wanted to if there is any way to find the flow of a project
I have to work on a pre built game but first I have to understand its blueprints flow
and its very confusing
any easy I could see how the flow of that project works
If i use get player controller, where it says "Player Index" its 0, so if im doing something with a character that will replicate on every character right?
@plush yew there is no real solution for that which I have found. Your best bet is to simply go from the start of the logic and follow it. Take notes.
Hey whenever I try to package my android game, it gives me this error : UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: Unable to compile source files.
PackagingResults: Error: Unable to compile source files.
i have looked online and it tells me to update android studio, which I have done I don't know what else to do
no they are instanced.
Thank you
Ok, these is the real question now, i have a variable on the character blueprint, if i spawn another player with same character and i change one of the variables in My Character, would it be affected on the other one right?
That was the image
sorry
So why when i crouch the other player crouch too
The only thing i change is that variable
you need to broadcast an event that both are bound to
or call both referenced functions/events separately (which is not the best way but will work)
you can interface it too.
ok the best option which is it?
I would go with broadcasting events.
That means create an event and then call it?
Event Dispatcher yes
What's the easiest way to change the texture position/scale on a static mesh?
via a material but you will want to go look it up otherwise someone would have to google it for you or write the code for you and you won't learn a thing.
there is a page specifically for this task even
the blend and tiling tutorial will also cover it
it's not a bug, it's a feature.
π
Bro i create the Even Dispatcher, but where i put what to do when i call it?
bro.... google it
ok sorry
Im only prepared to point out what you need to look for. You need to do the learning. But best of luck.
Hi Quick question: If I wanted to make a car with a steering wheel that can move and in car screens that should have changeable textures and useable buttons, how would I do this? Would I have the car body as actor and everything that belongs to it as "child actor"? (That's how I would do it in Unity atleast)
@nimble pumice that depends if you want to use a Vehicle or if you want to just fake it with a HUD.
hello everyone, i have a problem with my directional light, every time i change the light intensity, it changes in the editor but not at runtime, and it reset everytime i restart ue4
@surreal vector is it a moveable light or a static light? If it is static, you will need to rebuild the lighting.
@kindred viper the problem probably come from this i willl rebuild
Should be fully useable
that doesn't really answer the question. Both would be usable but one is a Vehicle Movement Component based system and other is hand made to appear to be a vehicle.
If you check out the Vehicle or Advanced Vehicle sample projects, you can find out how to do that version. Otherwise fake it till you make it
Sorry, not sure what you mean by fake it with a HUD? Maybe let me rephrase the question: How would one create vehicles or other objects that contain other actors but once the vehicle/object moves everything inside moves as well. Is there something like a parent/child hierarchy like in Unity?
fake it with a HUD means you dont need to make a vehicle. You can use any pawn/character and make it look like they are a vehicle.
But if you want actual vehicles, then the Vehicle Movement Component based system is for you. These can have parent/child architecture like anything else. Check out the vehicle sample projects and then check out UMG widget components which you can add to any actor and project your widget into the 3d worldspace.
Okay, thanks Marc!
@kindred viper thank you it works
hi, not sure how i should make third person corsair for shooting, just same way as FPS ?
What am I doing wrong here? This is an actor with a static mesh component and I assume that upon touching the actor or overlapping then it'll print "Hello". Should this not be in the actor's event graph? What should I look out for
@toxic birch your collision's dont generate overlaps
oh
Well what does generate and overlap then
Cause I do have this enabled
So I assumed it does
your character collision don't like your actor collision
also, how do you check overlap?
Well.. In the actor event graph I simply do what's in the screenshot above
That's all
ActorBeginOverlap
yes but HOW do you check overlap, do you have box overlap, sphere overlap, or static mesh without collision?
What I'm to do is if it overlaps then it ends the game but I'm trying it out with print string first
What are the Component Overlap Actors/Components Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
Alright lemme watch that, the answer to your question would be static mesh without collision
so you got wrong collision settings
that simple solution, should work for now
https://www.unrealengine.com/en-US/blog/oodle-now-free-to-use-in-unreal-engine-via-github this is cool
hello
i am kind of new to blueprints
and i was wondering how to pick up object but without holding it
it disappears and adds to the score
Depends on how you want the player to pick it. If it is just by walking over it, using just overlapping events to add to the score and then using destroy in the object.
Recommend going to #blueprint for more questions. This channels is for more general discussions.
I'm having an issue that happens every time I use Unreal, no matter what project I'm in. After using Unreal for a few hours it suddenly stops letting me open any menus, upon opening one it closes immediately not letting me click anything, and goes black if I minimize the program
I always have to restart whenever this happens and it's getting pretty annoying
anyone knows if there is a add on or something with wich i can drag uv vertecis around?
If you use NVIDIA GPU, see pinned messages.
Someone knows why when its crouched, it starts flying wtf hahahaha
im a pretty good blender user, but for specific reasons id like some options in ue4
And that bone
yes that sounds like something
but i need to do that with specific faces
a specific selection of faces
yes well thats what i do, but i want to keep adjustability, wich i can only have if im able to move uvs
@west venturectrl rig to fix anims? thats what i do. made a libary of 2000+ anims retargeted and targeted, ofc not all work absolutly perfect on each char so i have a custom ctrl rig to fix in place and such stuff
how can i open control rig?
u need to enable it in plug ins
well u need to creat one, i have a yt series on it if u want that
i can send u a link in prvt if thats okey with u
yeah
quick question but this CMD is blocking the timeline on my sequencer, how do I hide it?
Click on it and press Esc
Thanks π
@drowsy snow that may fix the flickering issue, but the main issue I'm having is the menus appearing and then disappearing, those don't flicker, just immediately disappear upon trying to open them
it only happens after having the program open for a prolonged amount of time and only happens in Unreal
i see u talking about a flickering issue, i only have that in blender sometimes, whole screen goes darker and brighter
thanks, I'll try it out now
Does EOS also work in UE 4.26? or only in 4.27
Hello, got a problem with a game controller that was once working in ue4 editor where when I simulate game it functioned properly but now the gamepad input stays in the UI editor and doesnt go to the in "simulate" Any fixes? Thanks.
Like I said earlier, you make it work yourself in 4.26 or you buy the Redpoint plugin. Otherwise you use the 4.27 build and have Epic do it for you.
Then wait for the release version π
We're have yet to get the preview builds of 4.27 anyway.
We don't even have preview builds for 4.27 ready yet. It's obvious if it's buggy or not as of now.
so i have to build the whole engine myself π
@distant cobalt Github. 4.27 branch.
Unless you have very very specific needs for 4.27 or EOS, you can implement it yourself in 4.26 or work on other important aspect of your game.
but i must build it or?
yes
how long it need?
2 to 24 hours, depending on your system.
Unless you're going to contribute to the engine, you'd better wait for the production ready release version of 4.27
it should be fine if you keep up with the commits.
its in the master build atm so its gonna build ok.
you could even just take the folders from the build for the EOS shared and plugin folders. It will probably work.
you would just have to make sure you rebuild the binaries
you mean for 4.26
or 27
4.27 build on Github. Take the relevant EOS folders. Move them to 4.26 and rebuild
can i make it with epic version
no guarantees it will work. But if it has no specific 4.27 dependencies, it should.
or must i build the engine always
no its a source thing.
Since it's a C++ plugin, it has higher chance to be backwards compatible with 4.26.
Meanwhile Niagara simulation Stage is uasset only, so I have no idea if it works in 4.26
also i cant make it with the epic version
the thing is, you don't want to avoid using source builds if you want to have control over your engine. The binary builds are nice and all when you dont want to mess with the engine, but I don't use them when I have a choice. Source > binary
Honestly binary version only useful for downloading juicy engine plugins from marketplace π
yeah
even though you can switch it to a source version now as long as it relates to the relevant build
can i use the 26 with eos but not rebuild the engine
Nils are you blind? We have just been telling you this and I told you hours ago.
its like people dont want to do the work or something...
Clone the 4.27 branch, copy that one specific EOS plugin, paste it in your 4.26's Plugins folder. That easy.
Your 4.26 will attempt to build that plugin because it's located in the engine folder. All you need to worry now is just snatching it.
yes but it say its from other engine version
and will rebuild
and say then cannot rebuild
slams head on table
Try building your 4.26 engine or project in Visual Studio (DON'T REBUILD UNLESS YOU KNOW WHAT YOU'RE DOING) and see the output log.
if only the error message told you how to solve the issue.
To quote the error message:
Engine modules cannot be compiled at runtime. Please build through your IDE.
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(28): error C2838: 'RealTimeCommunications': illegal qualified name in member declaration
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(28): error C2065: 'RealTimeCommunications': undeclared identifier
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(34): error C2838: 'RealTimeCommunications': illegal qualified name in member declaration
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(34): error C2065: 'RealTimeCommunications': undeclared identifier
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(40): error C2838: 'RealTimeCommunications': illegal qualified name in member declaration
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(40): error C2065: 'RealTimeCommunications': undeclared identifier
is that critical @drowsy snow?
I assume RTC wasn't included on per project basis by default. Consider moving the EOS plugins folders into the engine's Plugins folder, not the project's folder.
Does anyone here have hydroneer and have knowledge that can help me I just started'
This is UE4 server, not Hydroneer server.
If you're going to ask how to mod it through unsupported means or ripping assets, we don't spoil any info about it in this server.
Why in the scene not all components are shown?
Don't get me wrong, I'm a modder myself, and support modding and machinima making in my own space. But this server also has other game developers and some of them may condemn modding. For all we know, the devs might be hanging around here too.
We also do not give any instructions on asset ripping, as those should be left to individuals who wanted them.
However, if what you're going to ask is recreating certain aspect from the game to be implemented in your own UE4 project, and you're stuck on certain part of it, feel free to ask it.
why is this @drowsy snow
so this isnt so much a unreal question as a work flow question.
so you create a unreal project and throw that in to source control. Add assets and and code over time all going into commits. but what do i do with WIP files texure and model etc... what the bast way to store them and keep trap of them.
ERROR ITMS-90725: "SDK Version Issue. This app was built with the iOS 13.2 SDK. All iOS apps submitted to the App Store must be built with the iOS 14 SDK or later, included in Xcode 12 or later."
anyone solve this BS yet?
need some help
my epic launcher is not showing UE 4.26 as installed, but its installed on my system and i can launch direclty from the executable file
anyway to fix this?
Simply create a shortcut of the UE4Editor.exe and UE4 will work like normal.
Unless you're going to install marketplace engine plugins, that is. If that's the case, you can trick the launcher by redownloading the engine, wait for it to actually downloading after initialising, then End Task it via Task Manager. Once you done that, move the engine files that already downloaded into the directory you define when redownloading, and relaunch the launcher to force it verify the installation.
Wishing everyone the best, I'm wondering if there's a solution for the MegaScansPlugin after 4.22? I can't seem to launch 4.26 now that I have it installed and was curious to know if anyone has had a similar experience. Thank you for your time π
My 4.26 runs fine with Megascans plugin enabled, even a source build 4.26.
Am I missing something here? I'm following this tutorial and it says to call an event from another blueprint, but I just can't replicate it.
Shouldn't it be an event dispatch or something?
Basically, how to I signal an event from one blueprint in another blueprint?
[2021.05.12-02.52.15:261][583]LogPlayerManagement: Error: Failed to Create Player: A local player already exists for controller ID 0.
My game auto crash when opening it, what im supous to do?
When creating different widget components are you supposed to delete the canvas panel for each one? I've seen it in a few tutorials, but it's never really explained why anyone would do that.
Searched some Thai fonts because UE4 seems to not support this language, but none seems to work, there is something I missed to localize to Thai and UE4 recognize the language? Thanks in advance.
You can assign Thai script in Sub-font Family's Unicode range.
(Thai should been in Unicode by now)
Canvas Panels are useful if you want to create a new layout or want to contain more than one child widget components.
@drowsy snow Thanks, helped me a lot!
how can i solved that texture error?
I don't get unreal math. How is 2-1=0?
Because quick maths yooooooo 
What kind of syntax/node setup having that result anyway?
It looks like it is a debug error or something. Sometimes when I break on a node, anythign plugged into a node will show the correct value. Sometimes It seems I have to go one step further to see the correct value
When I went a step further down the line it then reported 1 as the correct value
I cant move with these character idk why, the other one works, but these one not
Could someone give me advice on how to generate collision/overlaps after an actor is spawned in, then placed down? Have a bp that spawns then places then rotates an item, twice, the bp has functionality, but sometimes it sets off while im placing and rotating it, i tried setting it to nocollision by default then adding a generate actor overlap node or something similiar but it may have been the wrong one or used incorrectly, any advice?
if i could i would
does anyone know why i cant play animations from the animstarterpack,but can play litterally anything else
I'm rendering a scene with 15 characters, and based on my math and the LOD's there should be around 88k triangles in the scene (~176k with the shadow pass). However 'stat RHI' displays me 1.7m vertices. Any idea on how to get a detailed breakdown of those rendered vertices to see exactly where the issue is?
Consider profiling it with RenderDoc instead. Someone reported possible inaccuracies with the stats from stat RHI command.
Due to some considerations I'm using UE4.18. I'm not sure they're compatible?
Do people use DMX for their game projects?
how do i weld bones to eachothr
Thanks, I've managed to attach it. Now reading the doc, should be a wonder π. Again, thanks for the tip.
Hey guys, if this isnβt the right channel, then please let me know where I need to go!
Iβm looking to find a price quote on how much itβd cost to hire someone to just do my main characterβs control rig for me, with a little documentation on the process so I can follow it for later characters. Iβm having too much trouble as a first-timer, and the lack of quadruped-based tutorials is hurting since Iβm not a hands-on learner at first
maybe i can try? whats a controll rig? try looking in #freelance-jobs
Iβm just looking to see how much itβd cost for now, Iβm not sure if I have the funds or not since I know these things can be expensive
As for control rig, its one of the features we got with 4.26
Hey...
I have an animated character. Animations are handled by a StateMachine.
I'd like to achieve a random (from a predefined list) animation when attacking.
So I like to know what is the best/simplest way to achieve this?
Like:
Player presses Attack button.
CharacterBP stores it inside variable isAttacking
now it should play randomly either Attack1_Animation or Attack2_Animation (as long as isAttacking == true)
Should I use multiple states in my statemachine (with additional variables, storing the animation to play)?
Or can this be achieved using Animation Montage?
Or can I somehow use RandomSequencePlayer
I tried to achieve it with the RandomSequencePlayer but it doesn't give me the "Remaining Animation Time" for the Transition Rule (So it is not transitioning back from my Attack State).
Can anyone give me a hint or point me into the right direction
I donβt see any prices in #freelance-jobs, do people generally already know how much theyβre paying?
Forgive me for being dumb, but this would be the first time Iβve ever hired someone for something
ask im afraid
Alright, thank you then
is it possible to fuse bones in ue4
I donβt know, Iβm sorry. Iβm still learning the engine myself and havenβt done any deep diving yet
i wish you luck.. if you need help, dont be afraid to ask
Thanks, I hope you find your answer soon
same
You usually get to know what you need to pay after stating what you need etc.
That's the same with everyday jobs. Contact someone, tell them what you need and they will give you an estimate.
I have decided that I prefer my context examples all in one place
you don't say?
How do I limit how many instances of a soundcue can be played at once?
I have a laser rifle that's triggering like 20 soundcue calls per second
Im totally new to UE. Ive been looking through a lot of tutorials about motion graphics and sometimes the workflow is through a 3d software like blender or c4d and sometimes it seems to be built directly in UE. How do I know when to use a 3d software and not?
When you migrate something from unreal and open it in another project, all the materials are always unattatched . And you have to link together Material instance to the master material again. How do you avoid this?
So I created an Enemy
this is how blueprint looks like
and this is blueprint projectile
how do i make any damage to my character when im hit by that
Hey guys. quick question. How do I pre-warm a cloth sim in Movie Render Queue?
It makes sense, Iβm just used to listing my prices for my work and having someone approach me for a commission. For some reason, I thought everyone does it that way π
Hey guys. It's a beautiful day today. Sunny and warm. π
Hey guys, what's up today?
So, I need some help to fix this problem about the collision. I am noob in the unreal, and I still use the unreal to make presentations about my highway projects. I want to drive a truck in my project, but the collision is to "hard".
https://youtu.be/mSfuT-WhWzk
Hey everyone who know how can I change default weapon menu in ALS to Radial menu?
By changing the ALS motion menu to your radial menu widget
IIRC the function is in Anim Man's BP
this literally took them how many years to publish this? https://www.unrealengine.com/en-US/onlinelearning-courses/creating-a-level-blockout-for-game-development?mkt_tok=NzU0LURGVC03MDkAAAF8-wZGC4Ov0mt1qZ5YpIQwAj91Xx--JG9da_lWwFnNeO7BF_z9Sv4JNoHC3n6hyA4tQWw29A1tGxAzIPpVEZK9RZVpnBY4Nn8JmYGH8b28lYWo and the new level design
Any solution for these
Thanks for the tip, I need this.
hey guys
why is my media player not giving me an option to play a sound ?
just a video
Hello, how i can fix this? I made mission component and it works fine with character component but won't work with the Advanced vehicle system pawn
Mission blueprint
Widget
hello guys i just made one mesh of so many meshes is there any way i dismantle the mesh again except ctrl+z
Hey, quick question : Is there a way to display a streaming level only through a scene capture 2D ?
how do i stop this
when pressing ctrl while playing the character moves
I'm not sure. But it could be some kind of "default crouching".
hello guys, anyone know a seperate discord or room for best tutorial helping ?
hello, does anyone know of ways to push updates to already released packages?
how do i change the direction of directional light
but is not good as this server
oh thanks, so your saying this server is the best one out there for rookies ?
even if im looking for active devs to help me that "want to help"
you have to write it in manually
According to UE Docs, one could edit static meshes. Can't find in the engine the things the docs talks about, is this not valid info?
Describes how to use the Edit Mode controls in the Static Mesh Editor to change the geometry of a Static Mesh Asset.
anyone know why this data fails to export into UE4? I have converted it to a CSV which looks right, but it just fails to import
Silly question, but how can I add a LevelScriptActor to an scene? I dragged the blueprint to the scene and didn't notice anything
Ohh, didn't know Levels were actually blueprints π
how do i remove default crouching
There should be no default crouching
does anyone know if it is possible to bind a retarget setup by animation and not by skeleton?
or, as an alternative, to change the retargeting setup at runtime?
Thanks!
@fierce forge I don't know for sure but there may not be any way around that, it's a different rendering pipeline and this might just be something to consider when going from mobile to other platforms
is there a way to make them more similar ?
https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/ExpressionReference/Utility/index.html#featurelevelswitch
and adjust manually for each material
Expressions that perform various utility operations on one or more inputs.
thx
Hi I just exported a metahuman into UE4 and after loading the blueprint, I dragged the model into the viewport; and then it crashed. Does anyone know why? Thanks!
you can't do few other things in blueprint functions
like Timeline, adding an Event inside it...
but they are generally interchangeable
hey guys is there a way to makew the Ue4 engine to compile shaders faster ?? takes forever each time ?=
Get a faster CPU 
he i figured that
so thers no settings to improve it then it is what it is .Γ
π
No. UE4's ShaderCompileWorker works its best under the mercy of your CPU clock speed and thread count.
ah ok, but it seems its compiling the same shaders over and over again
even without changes to the "blueprint".
or when "applying" it dose that by default ?
It occasionally recompiles some shaders. It normally happens in editor.
oh okey, good to know
Hey how do i fix this error? im not using that much foliage :/
https://gyazo.com/b0f67943f259856e4867d9590615b8d4
If you're downloading the 8K resolution textures, no wonder it crashes.
i see. Hmm but is there an option to reduce the resolution?
You can either download the 1K or 2K resolution from Bridge, or set the platform's max texture LOD size.
@plush yew oh okey but that wont remove something from the game ?
That will remove the things listed.
yeah but not from the acctual game when playing ?
@fierce notch that's not how retargetting works. It's retargetting anims from Skeleton setup to Skeleton setup. It needs bones to work, you can't retarget animation to animation. That makes no logical sense in this circumstance.
Including the standalone game.
oh then i dont really wanna remove the stuffs :/
My projects uses 100% dynamic lighting, so I disable those by default.
I want to add grass on a large scale terrain but when I press fill in the foliage editor it puts only grass on the spline actor layer for my road,
oh okey imma try
worst case is that i just have to enable them and it will "recompile" i suppose ?
ah okey
ty
which would be easier to make for a new dev...cutting down trees that were placed using terrain painting, a crafting system, or (i'm assuming this is advanced) npc characters that for now just walk around?
kind of an odd question, but how you deal with the tendency for the docs to be more frustrating than helpful?
Thank you! I navigated to the metahumans in Bridge but there isnt any other options when I clicked on the dropdown list for the resolution π
guys, does anyone here used c# in unreal?, is it worth it?
@vocal marlin an example for me would be when I had to make a detail panel customisation when the only information available was from a community member. Before I found that information though I was deep diving into the source code to follow the logic and understand it.
@toxic chasm sure is. But I don't use it. I'm a real programmer :p
thats a joke. just being pseudo-elitist π
yeah, finding someone that undertands that detail is always a blessing. Deep diving the source code is something I considered doing, but I don't know if my source code reading skills are good enough for a project as big as unreal.
well you don't have to read every line of code. You just need to search.
no, there is such a thing as too much clutter
ctrl-F is your friend π
you can use functions to greatly improve readability of your code
instead of doing 4 branches, and 8 comparisons to see if you can do some action, you put it into function that is called CanDoAction()
is like three weeks ago that I realised I can ctrl-F everything and I've been programming for 7 years.
there is the alternate side to that too. You can encapsulate too much and end up with duplicate code
Hello. I have a driving vehicle. On keyboard i have blueprinted it so that i press A to play turnleft animation and D to turn right animation. But on gamepad i only have a gamepad left thumbstick axis for turning both ways so how can i set it up so that i will the turnleft animation on turning left and the turn right animation for turn right on gamepad?
@vocal marlin I dont use intellisense or VAX or Rider or anything. So a lot of the time I have to know the keywords or at least find them
Axis values range from -1 to 1 so you can work it out that way PS1 Ron
I remember that I was learning the usefulness of ctrl-F because I was learning how to use Emacs, but for circumstances I ended taking a sabbatical year and forgetting that important detail.
and I don't use Emacs anymore.
i have tried doing this but he is not playing the animations for some reason
the print string tells me he is turning left on -1 and right on 1
@ruby crystal im not sure that will work right with animations as it will be firing it every frame. Where the keypresses will work OnPressed
and On Released obviously
A DoOnce node might be worth using. Or another method of locomotion than animation based.
I have this one mesh that keeps making a clone of a bone and it messes up ragdolls and things like that... I have tried exporting it(bone is named correctly in blender) and then reimporting it, and many other things, but it doesn't want to cooperate how do I fix this mess?
the do once node worked! thank you very much!
@little breach you would have to show the Blender armature tree really. See what is there that its trying to export.
Having trouble saving/loading actor references from our equipped gear/inventory. Like between levels or on death/reloading. Is it true that you cannot save an array of actor references? Is there no way to do this?
You can save them but there is no guarantee they will be rebuilt the same way so you need to capture specific information to rebuild them.
That's miserable lol
instancing can be a little random at times. There is no real unique id system beyond the UObject level and you rely on Display Name etc.
so the order can change and therefore instance names can change
@junior nimbus the best option is to serialize objects and rebuild them from the serialized data. Save Game data is usually serialised by default (I believe, but its been a while and it might need to be enabled as a flag, but im pretty confident its serialized).
seems like there should be a better/easier way lol
@little breach something tells me its not a bone that is duplicated. Although its using the name. The icon is different and I'm not sure what the circle means in all honesty.
@junior nimbus Well I'm pretty sure Epic put a lot of thought into it. But then what you are trying to do isn't impossible with the system that is there. I have learned one thing in the time I've spent fanboying Epic. And that is they are almost always right when it comes to the engine. And who am I to question it? π
I was thinking on a different way, but thinking more on it, I realized it would just be a form serialization.
and less practical
The information you save holds the information you would need to rebuild. Class type, instance name, transform, etc. But it will need to be rebuilt. You can't just dump the reference and then expect the reference to be usable once the engine has shut down. So you rebuild it.
It's like saying "I want to save this block of memory and next time I load the editor use it" but the memory might not be able to be allocated in that exact spot. It would cause a crash.
For a door model would be it better to have the door frame, and door as one model, or two different models?
do you want the door to be animated?
yes
assuming that loading new levels require dumping almost all of it is a very good assumption to make in general.
loading screens don't exist because yes
why keeping data in a place that is independent(serialization) from the scene is important
@mossy star I would have them separately unless I was doing something that required super optimisation techniques. That way I can mess around with it but both methods are viable.
I'm using a modular model, and the thing is that everything head related is attached to that bone, but it somehow only the head mesh decided to break...
@mossy star one advantage of a single mesh is a single material and a single draw call. So if you can afford two, it makes no difference
Okay
Hey what about the two meshes sharing a texture?
its still two materials because each would need a a copy. You could use a material instance but it's still two (unless im mistaken on the instance side).
Ah okay
so I can just texture them separately then
and do you know if pivot points from blender save and transfer over to UE4?
I have my door pivot point set to the hinge
sure do
awesome
oh even better
for handles are such how do those work
I have my handle as a separate piece will I just need an animation for my door mesh?
it would need to be parented to the door, or added as a child component of the door in the engine
Oh so a separate model too?
if you like. I mean, it doesn't need to be. You could have it all in one with an armature so you animate the bones to open the door and use the handle. Or you could have them separate or a combination.
Okay I'll leave it as one in that
case
I'm sure there's a tutorial out there for door handle animations
just a single bone. rotate
https://gyazo.com/e66f900eaba4835a14e72810d075ab9a
hey guys is there a way to complie meshes into 1 ?
for instance ive placed alot of mushrooms and i merge then all to 1 file when im not going to move them anymore ?
So the model will need to be exported with an armature?
I'm not very familiar with rigging
yes. its not rigging. Its making the skeleton. Rigging is an incorrect term for that if you ask me :p
@untold yacht yesh Merge Actors. It will combine all meshes and create a new texture made of all the materials.
@mossy star you only need two bones. One for the door to rotate on, and one for the handle to rotate on.
no need for a control rig or anything π
its a good way to learn how to do it. Then you will know how to do it.
What can I look up to find a tutorial for that?
making skeletons and rigs isn't hard. It can be complex to make a rig that has many many controls, but you won't need that for this.
I would try googling a blender tutorial for armatures
you can probably find a door tutorial even
@kindred viperah there nice ! altho its creating a new texture so i cant delete that texture and if i use it again i will get all stuffs inside i suppose so in other words if i wanna put 10 x trees i can merge and drag out 10x trees from the new one ?
need some help, i cannot seem to get an attack animation to play
not sure whats causing the issue
@untold yacht aye its basically what it says on the tin. Merges actors. Keeps the original.
I'm still having trouble
@little breach cool. Let us know when you fix it because we don't have a clue π
you guys are my only hope
https://gyazo.com/94702ede0ece0a2a0f4d2a83ea8795d7
why is this mesh acting liek this ?
have you tried Obi-Wan? Seriously though you haven't given us enough information to work it out. You said you are making a modular character but that opens up infinite possibilities. Im sure someone knows what its doing but its rather specific. Might need to check out a channel like #animation or something
@untold yacht you have flipped normals or it's made from Planes and doesn't have a backface as it gets culled. So you can either a. add more geometry / solidify modifier to the objects or b. check the normals are facing the right way.
it's not really animation based more like a skeletal issue, I'm not sure what more I can provide... I have a mesh I split into multiple parts, and while all the parts are exporting the right way, head one keeps adding a pesky bone and it messes up animations and ragdolls when I merge the mesh
oh, i think its used for extending houses, (its a free mesh)
skeletons are the core of animation
thats why animation people might know more. They spend all their time with the skeletons and rigs.
export, import to blender, ctrl+n, then export and reimport
thats gonna flip all the normals and his other side will have the same issue.
hm okey, i will try that
WHy i have this strange squares in my terrain? how can i delete it?
try to rebuild lighting
recalc should do it
ok i will try it
it will take the correct normals and orient based on the best guess. But it might not be perfect. it usually is for a box shaped mesh
it fixed me a human mesh before, so it might work in this case too since that mesh in simple enough
@west venture rebuild light will fix it
it can work, but its not exact. It's always better to select the offending sections and flip them manually. But like I say, the obvious closed mesh stuff like a box will know that the outer faces will point the normals outward, so the inside faces (if any) will reflect the opposite. This isn't always the case with organic meshes.
Is there a logical reason why a static mesh component hides when you press G?
odd. G should only hide billboard objects. Such as the in-editor billboards for objects
Right π€
plot twist. It's a billboard with an image of a box on it :p
@kindred viper
(β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
Idk how that happened π
Ghost in the machine...
@forest tree it's national Hide and Seek day. Unreal obviously think's it's a playa.
I fix it thank u so much
probably exactly what it says.
ok and for a newbie what dose that mean =?
it means what it says. I mean its a literal error message that tells you how to fix it
I could say it in French if you like. Might help :p
@untold yacht if I may suggest learn.unrealengine.com . It won't solve this issue but it will help you understand it and how lightmap UVs work.
@fierce forge thats impossible. Everything physics based in regulated by the framerate and substepping. If you mean you want it to run consistently across all framerates (such as you would be applying delta time to animations) then I would look into what is causing the hitch with the profiler. It should be running smooth as your framerate but there are ways to interpolate it between substeps.
oh okey ill look into that
asset cleaner helps.
@sudden olive
not free
goddammit!
No disrespect to the developer for selling their items, of course. I guess I'm just spoiled by all the free content I've gotten already.
its $7.99 or something. Developer has to eat.
If you want to code it yourself, save the money.
I wish everything in life was free, but imagine if it was?
That person probably has to sell 100 of them to even make half a week's time worth it. Lets say they put 100 hours into it. You know the rest.
It's cheap fo course, my personal thought process is that Unreal should throw money at the developer to make that content free, considering how useful it is.
This isn't Blender Foundation.
Hi guys I have one problem, why appears this black shadow at megascans assets in the ue4 scene when I'm moving near the asset, but when I go away desappears
near
away
It's probably the LOD setup not liking it
I find megascans a bit iffy sometimes with LOD and 8k
so, this is a problem from the asset not from lightning
perhaps a combo of both. Im not entirely sure. The shape looks to change though so im guessing lods, tessellation or something of that area.
I will try with a lowest resolution from the same asset
@plush yewTake it from me, UE4 isn't in a good spot for cars unless you use a pre existing pack from the shop
FGear is the best one on offer right now.
If i turn off the castshadow it works but...
Source: Been trying to make a simcade using UE4 for the past 6 months
so for a racing game, go to unity?
Once Chaos physics are in a better place you might be able to pull it off
Unity is better for that, yes
Um, not quite as bad then. It's quite easy to get a simple car setup running, just don't expect the physics to be all that good
the worst part is trying to get decent drifting and robust physics that isn't unreliable
@idle dragon chaos for vehicles is fine right now
in fact its almost exactly the same as it was before
Hey Marc. Well it does, since some of the animations are shared, and some of them are unique to the character. So I want to treat these two groups of animations with different retarget presets at runtime (pure animation when the animation belong to the original scale) and skeletal + animscaled in hip and anim in root when is inherit by another skeleton with the same hierarchy but different hip height.
If you're looking to making something more robust, Chaos still needs more time and documentation
sorry it wasn't a discussion @fierce notch . I was trying to help you learn that retargetting is from skel-2-skel and you were asking about anim to anim. Thats not how it works unless you want to retarget vertex anims to exactly comperable vertexes of another mesh.
^
No I mean. I'm not discussing neither. I've been doing retargeting and now how it works. But in retargeting you can set many rules, so my question is if you can swap the rules depending on what is the source anim (even if the targetskel is always the same)
Appreciate your help
@idle dragon sorry but that is wrong. It works fine compered to the PhysX version and has more power now because of it's ability to be destructible and affected by chaos. I ran this test out to see what changed and nothing had except extra functionality and the obvious physics interface change to chaos. If you interact with other things in the engine, those may break but the vehicles are fine.
hm i accidently removed a "map file" from my project and it crashed, now it wont open again stuck at 39% :/ any tips ?
quick question how do i tell what level a actor is placed in
does it show somewhere
@fierce notch ahh you described it different in the first post. Im not sure about realtime retargetting as it's an Editor function so it can't be exported. It might be possible with custom code, probably is. But yes you are right. The anim-graph and its associated animations will be freely available. You can probably associate those anims with the animgraph at runtime someway. You can also create Conduits to alter logic in the State Machine. I did this to load different, associated anims for a dynamic fighting game system.
Perhaps you have more experience than me, I've been banging my head against the wall with havok and chaos trying to make decent simcade physics for a while, and it just doesn't seem there yet unless you have some incredible command over blueprints/C++.
@idle dragon I've done some things man.... and some stuff π
cries in beginner
Havok physics btw?
@untold yacht just revert the map with version control
Sorry, meant physX
ahh. I used to use Havok back in the day. Thought you might have implemented it as an alternative due to chaos issues.
Got any quickfire tips or starter documentation for implementing chaos vehicles?
It's been about 4 months since I last tried.
Yeah. Get the Epic documentation and follow it verbatim. Word for word. Letter for letter. Otherwise it will break.
I see. We are trying to find the best strategy to economize with a single skeleton having both unique and sharable anims. I will have a look if there is something callable.
Thanks again!
@fierce notch this will help. https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimationSharing/index.html
still wish there was more docs for it
or maybe some video tutorial on it
like a live stream
If I wanted to work on a community oriented project, where almost all of the content comes from steam workshop, how would I use it? I haven't had much luck finding info on how to use/search/enable mods, aside from Tom Looman's article, but that didn't seem to apply to workshop content.
If it helps, I have no issue with c++ or compiling the engine from source if needed. I'm not really new to unreal, I just don't know how to utilize external content/code
with the anim sharing plugin are all the anims in perfect sync across all skeletal meshes (that share the anims)?
wouldn't that look bad?
How can i remove that sun lightning on the grass?
is it possible to execute custom event through webpage ?
like when someone click a button fire a custom event in project ?
Amazing tutorial! If only the images actually showed up xD
Describes how to create global Blueprint utility classes, and how to call their functions from the Content Browser or from a customizable shelf.
is it for my question ?? xD
no, just ranting at the amazingness of UE Docs
oh ok xD
@runic fern its possible with a few methods. You could use VARest plugin, which would be easiest but its a specific purpose. You could also use the community HTML5 plugin. Or via the Web Browser widget.
now i'm using Varest for Get Request if i want to change a texture dynamically for example i have to Execute the Call URL every few seconds to update the images but idk how heavy this for the performance i was thinking about button in website when he click on it executing the GET Request
@plush salmon yeah something real wrong there.
Might be worth mentioning in a bug report perhaps?
oh hey Marc. I didn't know you were also on this server; had just seen you on the FB group.
Ye, I might report it
Yeah I get around, like Corona π
having a week off the FB group tho... not because im banned for another 4 days or anything Β¬_Β¬
What did you do this time
someone insulted me so I insulted them worse.
typical me tbh
@runic fern I think the web browser widget approach might be ok just for a button to update from the web. It's not really that useful for much.
Yes specially when the client using a custom panel i have to find a way to expose a function and some variables through an api
you can use json/VARest to call a PHP function for anything like that. But if you want something inside the engine it can be from anything that uses that approach. The web browser widget might not even be necessary. I have to understand a little better about the logic flow. However between those two approaches it should cover whatever you need for UE -> Web interfacing. Unless you want to go further into socket connections directly.
Does anyone know how I can set up a FPS cam so that the player canβt see the rest of the body besides the hands? Thx in advance.
Sure. Check out the first person project. Its got just hand models and a camera
*hands and arms. But you can replace it with just hands
Same thing so the Varest Call should run every few seconds to keep the variables updated
VR project had some hands too I believe and works the same way except with the VR Cam setup (which is almost the same)
Question: is there any good Chaos vehicle tutorials for after you've read the unreal documentation?
@runic fern If I was updating to many people I would probably use a socket connection and keep it persistent and write some NOSQL to feed it to people. PHP has that support and works nice with SQL/NOSQL setups. But if you just want to limit it to every so often for one or two people, the way you call it should be fine.
@idle dragon I would look at the old ones for PhysX. They are exactly the same. It's all about the settings of the Vehicle Movement Component at that point. There was a vehicle training stream once that was great.
Yes each client have his own database at the end
Got a link to the vehicle training stream?
no im not google. Try google. It handles all the links π
Auto-google is Β£25/h at my current googling rate.
It's really not yeilding any results
I bet you say that to all the boys.
I do
@idle dragon https://www.youtube.com/playlist?list=PLZlv_N0_O1gaz6eETtIxcmUDnqu5A-8At paypal@f00n.com :p
its old but its still relevant to a degree
