#ue4-general

1 messages Β· Page 994 of 1

idle dragon
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I appreciate the google <3

icy egret
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Hi all
I have a question
I found asset distribution site named "desirefx.me"
Is it safe? isn't they cracked assets?
When I use an asset from the site, asset needs me to download from vault cache
but I can't download it because it said "not available"
So I worry about this

kindred viper
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i only googled it to see if it was still relevant tbh. I didn't want you to end up with a bad tutorial

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πŸ™‚

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@icy egret no its not legit.

idle dragon
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I'm probably going to have to default to FGear though, I've been through that tutorial before

icy egret
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🀯

kindred viper
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if they are making you put it manually into the vault location that is a big sign its taking assets that are installed there.

idle dragon
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Vehicle movement settings are decent but there is a ceiling to how powerful it actually is, unfortunately.

kindred viper
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the ceiling is how much you understand about the physics of everything really. There are AAA games made with that component.

idle dragon
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True, but there isn't a single UE4 tutorial that can give a robust driving model from start to finish. Even Udemy's tutorials can't get there. Not complaining, just making an observation.

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It's probably way too complicated for that anyway.

kindred viper
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well think about it. You can't accomodate every single vehicle in one go. It's about learning what the physics are in real life and emulating them. It's got enough of the engine components to deal with most vehicles.

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And now its in Chaos its not limited by the old PhysX caveats as much. Like the fact PhysX needed to be more than 3 wheels for some reason.

icy egret
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why "desirefx.me" is living although it is not legit?
just Epic missing them?

kindred viper
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who knows. but I wouldn't share that link

ruby blade
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Hi everyone!

kindred viper
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its pretty much giving them traffic

untold yacht
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hey how can i make a "progress Bar" into a Circle instead oh a Squarish ?

icy egret
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hmm,thanks

kindred viper
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@untold yacht a radial progress bar is like dividing 360/100 and segmenting it. Just check out the UMG stuff on things like that. Im sure someone has done and if not, I'll make it for the marketplace for a nominal fee.

#

We recently added a new locking feature to Switch for which we needed to have progress feedback. For this I built a circular progress bar inΒ UMG. I'm giving away the material to use in your own projects. The download link is at the bottom. If you wish to learn more about the effect, keep reading - otherwise you can simply scroll down and downloa...

untold yacht
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ah sweet ty πŸ˜›

kindred viper
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yeah please google first.

untold yacht
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yes sir.

kindred viper
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its only fair if you ask people for their time that you put some time in yourself

plush yew
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hello, when i duplicate the level i get this error. it can't save

heady stratus
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πŸ€” I'm not entirely sure how others can combat this error, when their drivers are up to date. Any suggestions on what I should be doing?

untold yacht
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@kindred viper yeah gotcha i have tho, like the link you sent is for a circular progressbar thats not what im looking for i just want the square to be round really.. havent found anything on google about that :/

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circle *

kindred viper
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@heady stratus try a different driver. Use a driver cleaner first.

finite dew
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not sure how to say this but how can i make The egg just character with orbit camera and When you press any button it will hatch. And it spawn a baby and destroy the egg after animation ?

regal mulch
untold yacht
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@regal mulch well the problem is that the texure will just fill the square right ?

regal mulch
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No you have multiple texture slots

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Background and Fill

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If you replace both with the circle, given the circle has an alphachannel :P, it should work

untold yacht
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hmm ill try it

toxic birch
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I am honestly super tired of how much Unreal keeps crashing.
Unreal Engine is exiting due to D3D device being lost.
I googled solutions and applied all of them, upgraded Unreal, Nvidia drivers, windows, reinstalled, regedit stuff, driver updates, verified files.. Not a single solution online is working anymore and I have a final deadline tomorrow and the crashing is seriously ruining the workflow. What do I do

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Would you like the error stack?

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If I email someone right now I'm afraid of the response time and that I won't get a response within the deadline of my project

fierce tulip
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might be a faulty gpu (or error) and ue4 not bypassing it like most software but hard crashing

toxic birch
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Hmm

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What do I look for then

fierce tulip
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i had to replace my gpu when I had an issue like that a few years ago, havent had a gpu-related crash since

toxic birch
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Well I have an RTX 2060

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I hope I don't have to replace this

idle dragon
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upgraded Unreal, Nvidia drivers, windows, reinstalled, regedit stuff, driver updates, verified files..

fierce tulip
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still a few crashes from time to time, but well.. software in general

idle dragon
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Downgrade drivers maybe?

fierce tulip
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downclocking worked for a while until gpu died

toxic birch
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Well I have a few question that might lead us somewhere

idle dragon
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Just offering a quick solution before you throw in the towel at a new GPU

toxic birch
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In the error stack it says
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

I wanna focus on D:/Build..
My unreal is downloaded on the E drive

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Why is the error stack showing somewhere with D

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Is that something to note?

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Or is that normal

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Also, I remember a couple of months ago it gave me an error about scratch cards or something not having enough space and I (like an idiot) dismissed it with a never show again by accident and the crashes started ever then

idle dragon
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You might need a new GPU

toxic birch
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My E has space, my D has space but my C doesn't

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Why would I need a new GPU though

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Mine isn't old

idle dragon
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Have you got a spare GPU lying about?

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like an old one

toxic birch
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A GTX 1050

idle dragon
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might be worth troubleshooting with that

fierce tulip
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time does not equal not faulty though

idle dragon
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Try your 1050 and see if the problem subsides

toxic birch
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Well my thing is still on warranty, do I contact them about the issue saying the GPU has an issue?

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I don't get why and how the GPU is the issue here

idle dragon
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I've read D3D errors occur because your GPU/driver can't handle some graphics settings or something

fierce tulip
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also, unless you manually changed where ue4 stores cache files, thats gonna be your c:/

toxic birch
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okay good to know, how do I manually change there

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Where exactly does it show me where it stores cache files

fierce tulip
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there is H:\Launcher\Epic Games\Launcher\VaultCache for stuff downloaded trough launcher
and
C:\Users\XXXX\AppData\Local\UnrealEngine

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i think nowadays you can change that during installation of engine, but not sure.

toxic birch
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I don't think so

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I reinstalled a couple of times

fierce tulip
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and the launcher stuff you can change in launcher settings

toxic birch
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I think it's the default appdata stuff being in C

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While my C is almost full

fierce tulip
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never have a full c drive. it should only be for windows/general windows/explorer apps. not software and such (imho)

toxic birch
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Yeah, I got a new SSD drive for stuff but it was too late

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I'm planning on cleaning stuff up after finals

fierce tulip
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you can run "disk cleanup" in admin mode, this results in being able to clean it more thoroughly

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just
start > disk cleanup > rightclick on it > run as admin

slate vessel
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So I managed to put a video together showing this issue I am getting where I have a fog particle, which fades out before it disappaers to stop any popping. Problem is when I layer multiple emitters, they start popping in and out. Is there a setting I can change to stop this?

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in the video you can see it runs fine no popping but then when i duplicate them, they start popping

fierce tulip
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video is private

slate vessel
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there we go sorry

fierce tulip
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looks like sorting order instead of dissapearing.
also, doing this would kill your performance due to overdraw :p

slate vessel
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its only for an arch vis video, not realtime. Is there a way to fix it?

fierce tulip
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you can set sorting in the required module, but imho I would prolly set it up to be one emitter as well so it sorts itself out better

glass raft
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for game asset, is it common to not unwrap and set the mapping on the engine or is it much better if everything unwrapped?

fierce tulip
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latter

slate vessel
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ill have a look at sorting order. In practice i am not overlapping the emitters as close as i am in the video, they are spread out but because they still converge eventually, the pop in still happens so ill see if i can do it per module

clever marsh
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yo are we ever getting UE5 or what is up with that

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i havent been following up on it

fierce tulip
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ue4 does not handle translucency well because its done after depth or sorting or whatever, so even if a translucent particle is 1000 units away, it can suddenly appear in front of another translucent particle thats right in your face

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@clever marsh no new info has been shared

frozen pond
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any tutorial how to blend 2 animations? i have anim blendspace for aiming and shooting animation but when i shoot my character just move to center and shoot instead of shooting in direction i'm looking at

trim granite
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Anyone know it's possible to bind mouse and keyboard shortcuts together?

ruby blade
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Anyone know how to merge two projects together? Or does it have it have to be done manually with folder file transfers?

trim granite
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I've been searching and clicking, but nothing so far.

frozen pond
fierce tulip
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@trim granite like leftmouseclick + shift or so?

ruby blade
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How do you migrate BPs, animations, meshes etc?

trim granite
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Yeah, something like that.

frozen pond
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rmb on folder -> migrate

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asset acction -> migrate

fierce tulip
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never tried besides writing it myself in the .ini files :p

trim granite
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ow, does that work ?

fierce tulip
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in some cases

trim granite
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Yea, it's a bit convoluted having to select brush and setting the brush size each time you want to do something.

ruby blade
fierce tulip
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not sure how to set it up though

trim granite
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I'll look in to that, thanks for the tip! πŸ˜‰

junior nimbus
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Anyone in here with decent UI knowledge? We're getting this super annoying flicker when we open our inventory

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cant figure it out

west venture
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How can i disable that Sun light on the floor? It looks really bad

rigid belfry
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increase roughness on the material

untold yacht
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why is my Hud Colorless

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and abit transparent ???

rigid belfry
untold yacht
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viewport

rigid belfry
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did you change any settings under the rendering tab

untold yacht
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no

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oh wait

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solved it

rigid belfry
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how?

untold yacht
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behavior

is enabled "box was unchecked"

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so i guess the rendering was below 1.0

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when deselecting it

rigid belfry
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did the widget work while it was disabled? never tested it

frozen pond
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any idea how to fix that? it don't proper interpolate(?) from pose to pose

rigid belfry
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i am pretty sure a disabled widget shouldn't receive any events, right? so you should've seen the healthbar not updating or whatever

frozen pond
rigid belfry
untold yacht
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@rigid belfryit did work while disabled

rigid belfry
# frozen pond any idea how to fix that? it don't proper interpolate(?) from pose to pose
Zag

Everyone else on the internet is wrong. (Okay, not quite β€” though I spent a good many hours going through tutorials and not getting the results I wanted for left-hand IK. There are a LOT of t…

frozen pond
#

thanks for link but oh god i hate animations so much

rigid belfry
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not sure if something has improved ever since control rig was introduced thought

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well its not really animation, you're using Inverse kinematics to move bones

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you animate through code

frozen pond
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still related to animations and i hate animations

west venture
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I have a question, the lag when making a ue4 Landscape it going to be when i export the game, i mean its a really simple terrain, and its lagging, but my pc run a lot of games in graphics ultra, i dont know why this is happening

frozen pond
west venture
frozen pond
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gtx 1050 is dying there probably

rigid belfry
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if its a simple terrain and its lagging, its most likely not simple

rigid belfry
frozen pond
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also 12gb ram isn't good for calculations, you should allways power 2

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2/4/8/16/32 etc

west venture
frozen pond
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how big is your landscape ?

west venture
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63x63

rigid belfry
frozen pond
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not 12

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8 or 16

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it's CPU related stuff

rigid belfry
west venture
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its 1600x900

frozen pond
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i just checked 63x63 and my gpu usage is 3.4 gb so probably gtx 1050 is too bad for ue4

west venture
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πŸ™„

frozen pond
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gtx 1050 (non TI) have 2GB of vram

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there were some settings in editor lemme find them

untold yacht
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quick question, ive bought a simple male charachter from the marketplace but im new at UE4 and watching tutorials to learn etc, but when im trying to switch the "SK_mannequin" to the base male i dont have a "mesh" with all pieces ive got a blueprint file with all pieces ?
https://gyazo.com/044a75b11b694d7daaafd79520088c39
Gyazo

frozen pond
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yes that's common

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you should google: set master pose reference

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@untold yacht

untold yacht
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oh ok

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ty

frozen pond
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it's master pose component sorry

real vortex
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i am trying to make a main menu for the first time and i am having an issue with the start button, for some reason it simply does not work no matter how many times i try to make it work.

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this the start button in event graph

kindred viper
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is there any error in the log file?

real vortex
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as you can see i already made it default

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no there isnt

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how can i check to make sure

static wharf
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Question: How would I go about making a material that is a child material its own seperate material?

kindred viper
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open the log file πŸ˜„

real vortex
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im pretty new

kindred viper
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its in Saved/Logs

frozen pond
static wharf
frozen pond
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you can't

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only option you have its material functions

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dunno what you trying to do

static wharf
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Darn, Guess I have to remake it then, that isnt too much of a issue, but its annoying

autumn grail
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Hello , is 4.27 compilable from source? because i have compile errors

kindred viper
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it should be if its in master build

real vortex
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no there isnt any error in the log

kindred viper
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are you in the level at the time?

real vortex
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yeah

kindred viper
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try changing to a different map

real vortex
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i made an old save the default so if i quit the program and open it it should give me an old save right? and then if i open the one i want it should work

kindred viper
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did you try changing to another level?

static wharf
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@frozen pond Another question, if I bake lighting, does a emissive material emit light?

kindred viper
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@static wharf its not an actual light, but it's kind of a bloom

static wharf
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I assumed so... darn

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Is there any way I can make it actually emit light?

frozen pond
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yes

kindred viper
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add a light

frozen pond
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set emissive color

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or add light inside mesh

static wharf
real vortex
kindred viper
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by changing the Open Level text to another map name

real vortex
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my idea did not work😩

real vortex
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it worked for the old save which is the thirdpersonmap

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but not for the one i want

kindred viper
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you probably want a Restart Level node then

real vortex
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i will try it

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there isnt a restart level node?

static wharf
kindred viper
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@real vortex sorry Reset Level

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had no sleep so im broken mentally πŸ˜„

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@static wharf mesh lights aren't a thing in realtime rendering. So we fake it with Emission and lights. You can fake some stuff quite well with shaders on a per poly basis, but essentially its fakery

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or vert basis for shaders. #brainfart

static wharf
kindred viper
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I guess yeah. Im not a material guru per se. Might be better ways but thats the old school way I learned it

versed burrow
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Hi

real vortex
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this one? what do i do next cuz i cant compile there is an error

static wharf
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@kindred viper So how would I make this emit light properly?

kindred viper
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well... looks like its been to target Game Mode Base. @real vortex it helps if you show the error tho

real vortex
kindred viper
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@static wharf like I said. emissive + light, or just a light.

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@real vortex then you need to get a reference to your game mode and drag it out from there.

static wharf
thick nebula
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hello friends... what is the cheese hack to get steam subsystem to work in the viewport?

kindred viper
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Spacewar I guess

kindred viper
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@real vortex ok this is where I say visit learn.unrealengine.com and start with the introduction courses. You are in need of core basics.

prime willow
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@kindred viper can i ask you a weird set of questions o.o

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not really asking for the how to do it but if its something that can be done

kindred viper
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I dunno. How wierd?

prime willow
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well the first one is if i switch out a mesh for another mesh can i make it so a completely unrelated mesh switches out for the other as well?

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like changing my belt

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will change my top

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or pants

kindred viper
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sure. just have an event dispatcher that notified whatever is registered to it, or call interfaced functions, or sequence node it.

prime willow
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ah

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and lets say this weapon has a belt attached to it

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so the belt and weapon has different drawing and sheathing animations

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and lets say my shirt also have a different sewwt of animations

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when i flip my belt to another weapon

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and my shirt switches

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will the animations be able to be played proper for the new adjusted items

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the sheathing and drawing aspects of it

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i mean

kindred viper
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that depends. If they are part of the anim graph associated with the skeletal mesh, sure. You would build your anim graph in the same way you would any movement system. Just have transition rules and conduits for different setups.

prime willow
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so each weapon would have their own state machine i would presume

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and when swamping from the skeletal mesh weapon on belt

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the graph should populate and run as intended right?

kindred viper
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it depends how you set it up. Modular characters can be multiple skeletal meshes with their own anim graph associated. You can create separate graphs within a single AnimInstance too. But honestly I'd have to test things out with that as I haven't made a modular character before like that

prime willow
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o.o

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lets say my game lets you have multiple weapons a basic one, a switchable one like rifle, katana, claymore, hammer, etc

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usable pouch items etc

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would i want to setup a modular character system

kindred viper
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well it's not the character in that sense. It's the components attached to it that changes.

prime willow
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^ yes

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it would be the characters compenents

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wait what if theres also hand to hand for when using no weapons

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still component based

kindred viper
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that would be part of the character animgraph state machine. Transitions to Punch/kick/runawayscreamingandonfire

prime willow
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ah so incorperate that stuff into the characters state machine

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wait wait

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what if the hand to hand has different variations

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like a style where you kick more than punch, another being more grpaple focused

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would i do it in state machine or compnents o-o

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since it is technically a weapon

kindred viper
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well its all animation right? So it would be just as usual. In the state machine to transition to different anim states

prime willow
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just using the body

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ah

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so slap those on the character's state machine

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and make it so theres a trigger where you pick one of the three styles until changed in widgets via said trigger

kindred viper
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yeah in the anim graph you can you set a variable that basically sets up the state to drive the anims.

prime willow
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oh ok

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so hand to hand doesnt seem as painful to setup

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and for the other stuff like military pouch items, weapons equipped and such compneents same for any other object that slaps onto the model using it right

kindred viper
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yeah its fairly easy. Depends how many anims and the kind of fighting you want though. It can get complicated in some circumstances ie. anim breaks, counters, blocks etc.

prime willow
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well i want to have the full fighters range of mechanics

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block parry dodge, grab, combo, supers, ultimates, etc etc

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block breaking, counter attack systems

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ill learn them as i go and make changes where nesessary

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but i want an idea of the termonlogies for what i need to look into learning to achieve my goal hence the questions x3

kindred viper
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then you will want to organise it with a combo of transitions and conduits. But yeah its not simple. You should start simple, but leave room to add things later. I have to say, I made a Killer Instinct style fighting system once and it almost broke me when I realised how much work I needed to configure to get it all going with the legit methods like they use in such games

prime willow
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o-o

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oof

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i dont mind i have nothing but time and patience to clean up the gaming industry :3

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its annoying exhuasting but life isnt easy and you get what you give so if it means sleepless nights and cramming infinite knowledge ill walk the road lol

kindred viper
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I almost made a Paragon fighting game. It was cool for a little while until I needed to get all the animation matching and move sets done properly. Then it became a studio job. So I moved on

prime willow
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ouch

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well i have one other question

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if i understand correctly

distant cobalt
prime willow
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  1. pouches for items, weapons, belt for knives and whatever is external that may have functions go into components,
  2. from there setup animationgrahps and state machines for each skeletal mesh external component using blueprint classes for each mechanic or function these have
  3. for hand to hand as well as character movement or functions pertaining to its body, setup state machines and animgraphs for each one
  4. create system to switch swampable compnents to the other and if their setup proper prior itll transition from one setup to another.

@kindred viper does this sound about right?

kindred viper
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yep sounds like a plan

prime willow
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huh its alot less complicated than i thought

kindred viper
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yeah when you break it down its ok

untold yacht
prime willow
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ok so if i understand this correctly what if i wanted to have all of the above right but make it so teenage characters fight differently animation wise than adult character models

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do i keep the same setup but change out the animation grahp?

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to the teenage sized version

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granted the teenage characters have their own mesh and skeelton

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morphs etc

kindred viper
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well the animation matching would be an issue there as it would be hitting different locations. But if you go into the setup knowing this, you can probably do some offset if char == teen

prime willow
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we;ll i want to have animation reactions for each animation

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idk if thats even possible for gameplay

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but like if i punch your chest you have an animation for the chest punch animation that hit o.o

kindred viper
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yeah that how fighting works. Every move has two animations. One for the attacker, one for the victim.

prime willow
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so wouldnt i need about 4 for example

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i mean 6

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or 5 when you think about it

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adult on adult kid on kid adult on kid

untold yacht
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aye i fixed the location etc but i just dont know how to get the annimations to work O.o the tutorials arent the same as this asset i got

prime willow
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animation tab would be better honestly for that o.o

untold yacht
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im applying my "skins" to the mannequin replacing

kindred viper
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the logic would factor in offsets for the animations based on char type, then adjust the location of where it hits and syncs up

prime willow
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i have no clue how to do animations atm but im learning

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wait

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thats automatic?

kindred viper
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its not automatic. You would need to have a calc for the offset based on char height difference to re-pose and blend the animations into position

prime willow
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ah okie

kindred viper
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You could cheat it with an extra set of anims for both. ie. Char hits Adult == normal anims. Char his teen = second set of anims.

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but thats overloading it. It might be better if performance becomes an issue from the offset checking and adjustments

prime willow
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yes yes i want to have kid to adult reactions and vice versa

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ive always seen animes where the teenage uses their advantages of short and fast to fight appropiately against adult characters and vise verse for adult to teenager

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so i want to sort of re create that in motion

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where a kid character will have differing attacks and movements compared to larger characters and the characters will physically animate to compensate for that

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however thats far into the future my real question is would i need a completely different setup for the state machines for that or would i need to slap on a new anime graph for teenage to adult changes o.o

kindred viper
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I'd love to be able to set that up one day. Seems like a cool challenge but a lot of work. I guess if you did a prototype with 1 or 2 moves it wouldn't take too long

prime willow
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i know i know

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it would be such a beautiful thing to watch animation wise

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but i plan to take it much much further!

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ughhhhh i cant wait to finally get into that part

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im so close so im preparing for it ahead of time :3

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honestly im thinking

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since teenagers would have the same mechanics functionally as adult characters

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wouldnt i just need to copy over the state machines and such and swamp the animations

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and make tinkering changes to it so its smoothe

kindred viper
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you could use animation sharing and I think that handles things like offsets. Not sure tho. Not implemented it yet

prime willow
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well i want to try the control rig

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i heard its amazing for what im allegedly planning

drowsy snow
prime willow
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i think with control rig i might be able to string together all of the combat parts

kindred viper
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dont get tricked into thinking its the greatest thing ever. It is..... but not for this. It would require custom Unit nodes for any functionality beyond the basics of rigging

prime willow
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;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

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well my characters are rigged like the standard mannequin

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just different bone names

drowsy snow
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Although there's a small inconvenience with how the keyframs are not "weighted" by default and you have to toggle it.

prime willow
#

that isnt so bad

#

could be worst :3

drowsy snow
#

Also yeah, my three characters prepped for the demo are 19 years old, 23, and 15 respectively. There's quite a lot of overlay modification going in the ALS xD

prime willow
#

im not using als v4 even though i really reeally really want to

#

because it doesnt seem to handle daz 3d characters very well

#

so i want to kind of make my own custom one

#

._.

kindred viper
#

id wait for the melee addon thats coming if you do. It should have a lot of extensions that would be handy. Its not being done by the creator though, its being done by an Epic guy on his fun fridays I thinks.

prime willow
#

melee add on?

#

for als v4?

drowsy snow
#

each characters have different classes too. From "knight", fighter monk, and blue mage.

kindred viper
#

the ALS melee fighting mod yeah

prime willow
#

i would use it immediately

#

if

#

somehow daz 3d characters worked on it ;-;

kindred viper
#

full physical fighting. Its still in early stages but its working

prime willow
#

but idk how to convert the skeleton without breaking the project

#

or meshes

#

though i think making a custom one might be best if a fix cant be found ;-;

#

since it seems to me that als is a state machine setup so you could technically replicate most of it i hope xD

kindred viper
prime willow
#

O:

drowsy snow
prime willow
#

i tried for months

#

there was always an issue

#

or pieces of it would break

#

like the weight painting or morphs etc

#

or trust me id have animal like races too >O>

#

i still cant seem to fix that

#

even after learning python lol

drowsy snow
#

I have no idea how Daz characters really worked. Is it that starkly different from game engine standards?

untold yacht
prime willow
#

so daz 3d characters are really weird tbh

#

its almost like mannequin

#

but impossible to tweak with because its coded together so flooping weirdly

kindred viper
#

@untold yacht no idea. The video looks like but doesn't show much information on the error messages or where you have accessed none etc.

prime willow
#

not necessarily but a hassle to mess with any piece of it via blender maya or unreal engine itself

drowsy snow
#

Those have rig closer to the game engine standards. MakeHuman has special options to reduce bone counts to adhere on it too.

prime willow
#

well daz 3d works if you use the daz extension

#

and use them as is

#

with any applied morphs or rigging setup

#

i think you can control rig them to as well

#

you can use a fbxjointrenamer to force their bones to have the same setup as mannequin

#

but that doesnt work on files over 200mb and mines were waaaay past that due to 1500 morph targets >_>

drowsy snow
#

Well, Control Rig works even with MikuMikuDance's weird bone hierarchy standards.

prime willow
#

;D

kindred viper
#

control rig reflects the bone structure initially which is awesome. But it's what you add to make it a nice custom setup that truly makes it great. We could already move bones (ala controls) but to move a bone with IK on non-bipedal chars with influence is truly great. Plus you can add things like controls for tails, hair control, switchables and so on . I cant wait until it gets more magic unit nodes.

prime willow
#

o.o

drowsy snow
#

Control Rig is very overpowered.

#

Also the appeal of making animations where it's WYSIWYG. No need to estimate from inaccurate blockings.

prime willow
#

so

kindred viper
#

its definitely got the basis for being overpowered. But most people are going to use it for simple IK in engine and not having to use Maya's rig or Blender's uefy/rigify setup. Thats why im more interested in the unit nodes that are gonna get made and what you can make with it

prime willow
#

you know that thing the division does

#

where you have a gun hoslter

#

and your equipped gun goes into it

#

and when drawing said gun the gun poofs from the holster

#

and you draw it

#

if i wante dto set that up with a knife

#

same process or different?

drowsy snow
#

Similar process.

kindred viper
#

same. Just animate it into position, hook it into the component and voila

prime willow
#

what about if the knife though always equipped kind of like division pistol

#

has its own custom moveset like any weapon you could equip be it rifle katana etc

drowsy snow
#

I used virtual bones to drive the animation, though, so that I can animate the weapon position.

prime willow
#

but only when equipped as the weapon of choice instead of katana rifle etc

kindred viper
#

division pistol isn't always equipped tho. it's holstered.

prime willow
#

well the knife would serve as a holster tool

kindred viper
#

thats just hanging like a component snapped to the position it needs to be in

prime willow
#

kind of like a jack of all trades

#

throw it

drowsy snow
#

Maybe I should try making FPS animation with Control Rig, after this Eid al-Mubarak prayer.

prime willow
#

climb with it etc

#

but can equip it and use it as a weapon of choice

#

would i still use the same setup as division 2

#

granted this would partially change animations

#

the heavy attack combo varation for example

kindred viper
#

@drowsy snow thats what I've been doing for this 11 second club animation comp. Its really a blessing compered to how control rig used to work πŸ˜„

#

it used to crash if you looked at it funny

distant cobalt
drowsy snow
prime willow
#

o.o

kindred viper
#

Nils thats the second time you asked and Im sorry but I would have hlped you first time. Pinging me doesn't work either.

prime willow
#

oh i see

distant cobalt
#

you dont help me

#

haha

prime willow
#

and i guess i can do the same thing for if you throw the weapon

distant cobalt
#

i quest you and you dont help

prime willow
#

so you flip to a selected hand to hand type until it comes back x3

kindred viper
#

yes because I didn't want to nor did I know what to do to help you. Thats why I didn't answer. Badgering me is out of order.

distant cobalt
#

ah

prime willow
#

help isnt a mandatory nor is it something people are suppose to do

#

people help if they can and want to

drowsy snow
kindred viper
#

if I knew I would honestly help you. But I haven't set it up yet myself.

prime willow
#

hell im beyond grateful that i can swamp ideas with these guys

drowsy snow
prime willow
#

and i hope to be able to assist them with their own projects as i increae my knowledge

mellow sluice
#

Ok, thanks

drowsy snow
prime willow
#

@drowsy snow okie so that would probably be way more helpful than the idea i was going to go with

#

sure sure

#

pm me or ping me later :3

kindred viper
#

OK I need help. Does anyone have any spare money? πŸ˜„

#

holds his pauper cup

prime willow
#

granted im still learning unreal so i apologize if i am not as useful to you as i wish i could be

#

make a patreon and i shall give you tips when i can afford :3

neon bough
#

how did you even manage to import a 200mb daz character? my engine takes up almost 40gb memory when importing an 70MB fbx...

kindred viper
#

everyone knows something you don't know Snowie and you know something others don't. Thats why this server is such an important resource.

drowsy snow
kindred viper
#

As long as we share info, we all profit

prime willow
#

i worked on mapping out my entire game whilst accumulating money than i bought a 4k tower to make sure nothing gets in the way of making my dream action game :3 @neon bough

drowsy snow
prime willow
#

yessssss

kindred viper
#

@drowsy snow hah Im only joking. Charity is for those in real need. Im sat here in relative luxury compered to most. πŸ™‚

prime willow
#

@kindred viper you're not wrong thats why i really really really appreciate you guys

#

and would rather ask for the terms i need than the how to since its much less of a burden to you guys and i really wish to tax you lot less than more for the assistance or concepts i have no idea where to start looking for ❀️

neon bough
#

is chaos cloth the new default in 4.27? (plugin is enabled, but i'm not sure if im using it actually)

kindred viper
#

it should be I guess.

#

alembic is supported tho

drowsy snow
#

They have talked about Chaos being ready in UE4, and ditch PhysX entirely in UE5.

kindred viper
#

its already gone in my build πŸ˜„

#

Ive not used physx for two versions

neon bough
#

hmm... so can i just use the normal cloth painting, and it will use chaos then?

kindred viper
#

yeah it should, but dont quote me.

neon bough
#

ok, thx

drowsy snow
#

Wait, 4.27 already ditched PhysX?

kindred viper
#

4.26 did if you want it gone

neon bough
#

well at least theres no separate chaos branch for 4.27

untold yacht
#

why the F€€€ is it showing red ?

kindred viper
#

its optional you use either one or the other

neon bough
kindred viper
untold yacht
#

omg , so red is that its fiering

#

not that its erroring z9?

kindred viper
#

introduction courses are your friend

untold yacht
#

yeah learn by doing is my cup of tea tho

drowsy snow
#

It's erroring lmao XDDDDDD

Kidding. It's showing that the blueprint executes something.

kindred viper
#

@untold yacht so you want to take 10x as long and waste everyone's time with basic core questions? I see.

drowsy snow
untold yacht
#

well yeah, thats why i asked for the best tutorial channel of discord with personal service for newbies

#

and they sent me here lol

#

@drowsy snowyeah im constantly watching tutorials aswell

#

but when shit dont work even then i get fustrated

#

and wanna throw the cpu out the window

#

" must be broken "

#

lol

kindred viper
#

this isn't personal service. It's a place to get information but you have to at least put some effort in. It's not a full course university channel here. Just trying to get you to help yourself then it will be more appealing to help you.

#

If you want personal training, I will do it for Β£50/h

drowsy snow
#

Well, this server is not academically approved personal tutorship.

untold yacht
#

well yeah i know.. im just trying to learn and some ppl like helping newbs with fundamental questions

kindred viper
#

there is an entire website for that.

#

it has videos, information, courses, specifically to make you better

#

you even win badges

untold yacht
#

well

kindred viper
#

If you do 2 or 3 days of courses, you will know enough from the introduction courses to make a game. The rest is all based on what you want to do, but it will teach you where to look, how to understand errors, how to debug, and to do what you need. Then when you get tough questions or are truly confused, you can ask here and we will do our best to help you. But repeating the same basic core questions that you should learn first before you ask is honestly unfair to people's time. We all ran through the process.

#

those courses are fun too.

#

I did some recently for sequencer to learn that. It completely blew my mind.

neon bough
#

is there any that covers cloth system? πŸ˜„

drowsy snow
neon bough
#

yea, i was trying to avoid that route somehow

drowsy snow
#

But why?

kindred viper
#

@neon bough funnily enough there is no cloth course on the learning portal. Thats unfair.

neon bough
#

i want all kind of different clothes, so i would have to make a lot of modules

kindred viper
#

Perhaps its needs one or just goto youtube. Someone will have done it

drowsy snow
#

GTA and MMO games are modular characters in a nutshell though

neon bough
#

and i was actually trying to give the user a lot of options to customize stuff, like clipping the length of a cloth item for pants for example

kindred viper
#

most people are dumping marvelous designer stuff in fairly often

neon bough
#

the yt tutorials are mostly covering how to make cloth sim for a flag or something like an apron

#

there's not much of "detailed" physics interaction going on

kindred viper
#

the clothing tutorials are more detailed. A flag is just basics. You could cheat that with an alembic too

weary basalt
#

Does anyone remember the Livestream where they explained a system where you can dynamically download content from a web server?

kindred viper
#

no but I'd probably know how to do that anyway. Then use the Asset Manager/Registry to deal with getting it into the engine so I'd check the Asset Registry one.

#

sorry Asset Manager one.

weary basalt
#

Yeah dont think its that one.

#

Could be wrong though, ill flick through it.

kindred viper
#

hmm. then I'd like to see the one you need. Just in case my method is old now

weary basalt
#

They did a specific example where they were playing the game and ran over a trigger box that loaded a different type of model in realtime from a webserver that was hosting the asset.

kindred viper
#

ahh it rings a bell

weary basalt
#

I should have bookmarked it when I watched it as I wanted to come back to it. 😦

modern root
#

?

weary basalt
#

Ahhh yes

#

That one

#

ChunkDownloader

#

Thats it

kindred viper
#

oh I have that in my Watch Later πŸ˜„

#

I have something to watch tomorrow now. GG

weary basalt
#

Im trying to work out if I can get Clients to be able to create their own Content and pass it between eachother without the need to upload that Content to an external webserver.

kindred viper
#

hmm. I wonder if EOS peer services can handle that stuff

weary basalt
#

So like if I create a cool Character Model and my friend wants it as well, if they can "download" it from me directly.

#

I was thinking that as well.

#

But can EOS handle P2P while also being directly connected to a Server?

kindred viper
#

unsure. Its still new to me that bit

weary basalt
#

Same.

#

If it can open a channel between Players for a specific purpose like this that would be amazing.

#

I want to try and avoid the entire "upload your Mod/UGC to be able to share it" type deal that I see everywhere for the most part.

kindred viper
#

yeah having a peer to peer downloader for such things would be epic.

weary basalt
#

Ill go through the ChunkDownloader source and see what pops out.

#

But it seems to be part of the solution.

#

At least at a glance.

uncut basin
#

I’m having some trouble finding any information on this. Is it possible to create a plug-in with blueprints that uses a umg layout as the interface?

kindred viper
#

@uncut basin technically that is what an Editor utility widget does. But you can also simply add UMG content as part of a plugin too. I presume you want it to work inside the editor?

uncut basin
#

Yeah it’s an internal plugin so I can β€œcreate a customised character” and export it as a merged fbx

#

Internal to my dev team*

#

I can do it in c++ I just don’t have experience in coding UI I find it much easier to achieve in blueprints

#

Switching from unity and C# has been a headache but I’m just starting to get the hang of ue4. Found it much more powerful but most of the docs are woefully outdated. Hopefully they’re updated with ue5

dire fjord
#

Thoughts on bullet tracers? They look fine when you're standing still, but start to get weird when you're moving around. Especially moving forward. Normally you'd spawn a tracer at the barrel of the weapon and point it towards the target/straight ahead for it's visible distance, but they look odd if you're moving forward quickly as the tracer looks like it's coming from behind you or can look weird hanging in the air to the side if you're strafing. Anyone have any suggestions on that?

ebon marlin
#

show pics/gifs

drowsy snow
dire fjord
# drowsy snow Most of firearms in games are hitscans with fake visible tracer anyway, so yeah.

This is hit scan, We just have a particle effect that takes in the barrel end as a source and the end point (whatever comes from the scan) and runs a tracer effect between them. You don't want to attach that to the barrel, I don't think any ways. Because that the tracer effect would strafe with the character which would look odd, and just leaving it spawn where the barrel was causes issues if the player is moving forward quickly.

ebon marlin
#

hit scan or not the visuals are the problem from your description, and its hard to pinpoint the cause of the problem without gifs

dire fjord
#

I'm building right now, so I can't take any screenshots.

ebon marlin
#

it could be tick ordering issues

#

as in you might be shooting from the gun's position in the previous frame

dire fjord
#

It's a tracer effect. it isn't attached to the barrel. Tracer's don't move with your barrel. They spawn from where they were fired.

#

the problem is for it to be large enough and substantial enough for the player to see it has to be on the screen for more than a tick and if the player is moving forward at full speed, they'll blow by that origin point well before the tracer expires.

#

so you end up with something like this.

ebon marlin
#

I see, yeah this isn't an easy problem if you want the tracer to persist for a while

#

the first thing that comes to mind is trying to make it into a non-problem by making it go transparent as the player walks through it

dire fjord
#

Maybe we could have the tracer move expontentially or something so that it moves quicker at the beginning and slows down a little towards the end.

#

just so you could see where it's going a little clearer but it'll get out of your way faster.

ebon marlin
#

that could definitely be the way to go yeah

dire fjord
#

I figured a lot of people made shooters so I thought some people here might have some experience with this. Maybe I need to go fire up fortnite to see what it looks like there and see if I can work out how they do it.

stray axle
#

How do you guys deal with the ugly DOF artifacts that are always present, especially in FG objects?

plush yew
#

Should I be using the latest ue4 version? I can't quite get camera shake to play right in 4.26, its all sharp, but in 4.19.2, its smooth

sonic granite
#

I'm rendering out my images with movie render queue but it doesn't have any motion blur. In the editor I do see motion blur, and adjusting the settings on post process volume modifies the motion blur ( shutter speed / motion blur value ). How do I get the same motion blur in the editor into my final renders?

pastel ginkgo
sweet axle
# dire fjord I figured a lot of people made shooters so I thought some people here might have...

i saw in one of the agr tuts on youtube for the new agr plugin where he wxplains one of the other plugins he is using in the tut, EzBallistics. Anyway, he goes through the ebbullet bp and describes all the stuff and one of the things had to do with character movement and bullet speed. i think that is close to what you looking for. He desrcibes a scenario where for example fighter jets move at high speeds so the the character movement has to be taken into consideration when calculating the bullets speed. That isnt hitscan though but from what you describe is happening thats what it makes me think of.

dire fjord
#

Thanks, I'll check that out and see if I can find anything useful

sweet axle
#

Good luck

pastel ginkgo
devout whale
#

How hard would it be to make the numbers actually change on a gun. This is just a image reference I found for an example

#

Please @ me if you reply. Thanks

spare kernel
#

use a material make it dynamic apply it to the gun, then set that value in the instance, and have the material draw the number

somber linden
#

Hi, anyone developing games for Switch using UE here? I encountered an issue that the force feedback will go to the wrong controller. It seems only happen on Switch and playing the game in the editor is fine. I wonder if this happen to anyone else, thanks!

drowsy snow
vernal dock
#

hey guys do i use the 'add' command to download my repo?

#

i am using SVN on MAC

#

i have the repo url and i am wondering if i use the add command

#

nvm

#

i use the checkout command

plush yew
#

how do i create this in unreal engine? i already have the skies

tame bobcat
#

Off-topic but I'm legit done with these video tutorials all around the internet. For some reason I was able to learn more stuff (not just in case of UE) through books than videos.

#

In contrast to what I thought, number of books published on UE4 have increased over time...

grave nebula
#

thing with videos, is that they are more accessible and allow you to skim through, skipping and filtering irrelevant content much faster, while perception of useful information is usually slower.

fleet sparrow
#

what is the difference between FSlateBrush and UTexture2D?

broken heath
#

Is there softwares developed using unreal engine ? With 2d interfaces and all

untold yacht
#

Hey guys, when starting a new project and selecting "thirdpersonwiev" the starting mannequin got annimations when walking/running and jumping. do anyone know where the blueprint settup for the annimations are in the default settings ?

bleak zodiac
#

it should be at thirdpersonblue folder, try check animation blue print too

untold yacht
#

cant find it anywhere

#

already looked there

lost portal
#

try search β€œABP” in content browser. Animation state machine is defined in animation blueprint.

untold yacht
#

nope

#

nothing there

#

its so weird i has to have a BP to do the annimations but i cant find it anywhere O.o

#

i mean this is just the BP for the dude to move and jump not the annimations right ?

cloud idol
#

Hi everybody))) i have a problem with gun equip/un equip, it tried everything on the internet, but it didn't work for my case((( Is there a way i can get assistance via Teamviewer or AnyDesk? I will return the favor guys)))

bronze vault
untold yacht
#

ah i se

#

thanks x)

bronze vault
drowsy snow
fleet sparrow
#

Thanks Anime Guy.....

untold yacht
#

hm anyone using Blender here ?

drowsy snow
#

blender pls fix

hot thistle
#

Hey, I'm trying to get the colors from the Custom Stencil on object to render out - anyone got any tips?

vocal herald
#

I made a game for LAN multiplayer. How can I see if somebody hosted a game and join them without typing in their IP?

stark ledge
old nimbus
#

Yo

#

Unreal is so OP

#

Fire πŸ”₯

ember swan
#

Hi there I was wondering if it is possible for unreal to generate Lightmaps on a Udim UV channels ?

old nimbus
#

@ember swan hey man how long have you been using Unreal?

ember swan
#

not very long I got a little past experience but have been investing a lot of time into it last couple weeks I use it for arch viz

old nimbus
#

Wow, that's great

ember swan
#

Thx man what about you ?

old nimbus
#

I downloaded Unreal a while ago, like a month ago, and started using it since a week ago

#

I'm like Brand New to the Engine

ember swan
#

I agree with you above it fire indeed

old nimbus
#

Yeah

#

I have been using Blender for an year tho

#

Thought I should check out Unreal

#

Haven't used Blender since 2 months πŸ₯΄

ember swan
#

Good stuff man CG is quite a journey all the best with yours.

old nimbus
#

Thank You!

#

Currently I'm working on this Office Room following a tutorial

vernal dock
#

takking foreverrr

proud narwhal
fierce tulip
#

ryan brucks has done it, ive seen more people do it (among them @subtle ember )
but its not something you'd just give away so other people can shine with it

proud narwhal
#

is it for sale anywhere?

plush yew
#

i get this error when i duplicate my level

fierce tulip
#

I think there is a very stylized minimalist one on the marketplace iirc

proud narwhal
#

Thanks I will see if I can copy it

coarse notch
#

Hi! Does anyone know why when I use VCAM (Ipad) if I press some input action (with the keyboard) in PlayMode, the buttons on the Ipad stop working?

pastel ginkgo
plush yew
#

I have no idea

subtle ember
proud narwhal
#

Thanks!

plush yew
#

i exported a model from 3dmaxx to unreal but i but in the secne my player Cant get in that model what shloud i do ?

#

Sorry for the noob question but how can I switch between the rotation wheel and movement widget for placing an object?

fierce tulip
#

spacebar

plush yew
#

And my widget is pretty far away from the object itself (the vectors coming from a white circle), is there a way to move the position of this, so it rotates more appropriately?

pastel ginkgo
plush yew
#

Oh thank you, I feel dumb.

#

I used E and was like 'b-but how do I go back'

#

Thank you :)

#

I would like to rotate the object, but it will heavily displace it. I presume it's because of where the widget is located (not at the base of the tree but far away from it), is there a way to move the widget itself, relative to the object?

#

Sorry for basic questions, I just don't know how these widgets are called so I had a tough time googling this

fierce tulip
#

you kinda want the pivot to be at the base of the tree, which you can do in your dcc.

#

you can also use alt + middle mouse button to temporarily change where the pivot is

plush yew
#

Thank you, I'll change it in the editor as you advised

fierce tulip
#

another reason for this is that it sees the pivot as its origin, and if the pivot is out of view, but the tree is not it can cull the tree because it does not see the pivot.

#

@plush yew thats hard to tell.
It could be that the generated collision gets in the way, it could be that you are making something that should be accessed as one mesh.

plush yew
#

That makes sense

versed pier
#

Hi. I'm slowly self teaching myself so sorry for the noob question.

I'm just messing around with geometry at the moment, and I'm noticing the Z value for location and the Z value for brush settings don't line up? I was offsetting cylinders to make my own basic riser shape, putting one cylinder inside a hollowed out cylinder. The hollow one is 10z thick and located 10z off the origin. The internal cylinder is located on the origin with 0z, but needs to be 30z thick to line up with the top of the hollowed one. testing it the other way, if I set the brush to 20z but rise the location only by 5z, it aligns at the top?

plush yew
fierce tulip
#

are you talking about the foliage?
and is there anything that should block the player at all?

plush yew
fierce tulip
#

thats just practice/experience and knowing how and where to place pivots in your dcc

plush yew
fierce tulip
#

it means you imported it with "generate collision = true"
either disable the collision in the mesh viewer, or re-import with import options enabled and disable generate collision.

tender bridge
#

Hey there!
I’ve got a question, maybe somebody can help me!
I’ve kind of set up Quixel Bridge for my Unreal Engine 4.26.2 Project.
I have already downloaded and imported some textures at about 30MB. But I somehow can’t import any 3D Models?

When downloading, the download gets canceled after some MB, probably after 50% or something around that.
Any solutions?
Thanks in advance!

plush yew
#

i get this error when i'm duplicating my level. How do i fix it?

plush yew
drowsy snow
ancient tulip
#

I need a way to store and give information to many characters at once what class type would be ideal for this? It would almost be a messenger for all of the characters spawned?

drowsy snow
pastel ginkgo
ancient tulip
drowsy snow
# plush yew now i can go through but it goes through tree

This tutorial is for Blender, but since the basics are exporting to FBX, you should be able to improvise it for 3ds Max

https://youtu.be/EVuiOZnu7Gc

pastel ginkgo
#

What should I use for that? I have it open in blender now. Trying to figure it out.

ancient tulip
# drowsy snow Close to that, yes.

See I had the same idea but was wondering if a Uobject would be better? I'm not too sure what the difference is other than the Uobject cant spawn actors

drowsy snow
exotic thicket
#

UObjects can spawn actors but you need to have a base-UObject that overrides GetWorld

#

UObjects by default don't have an implementation of GetWorld that ever returns a valid world reference

ancient tulip
#

Yeah but if I create a UObject (which will be the unit 'controller') then add all the characters (in that unit) into an array inside that UObject. Pass the player (character) a reference to that UObject then just call functions from that like some sort of command system?

#

(Btw my idea is to create a system like total war has with all of its unit command stuff)

drowsy snow
#

Besides, Objects are more difficult to get a reference or keep track of compared to Actors by other in world Actors.

untold yacht
#

hey guys ive tried solving this for over 20 hours now
i cant get my fucking charachter to show annimations
anyone got a few minutes to help me

polar barn
#

anyone else have issue with mouse wheel action getting reversed on export? when I test project in editor mouse zoom in and zoom out works just perfectly but when I export project to html it sets mouse wheel zoom in to out and zoom out to in.. anyone else have this issue?

ancient tulip
drowsy snow
#

Not that's it's not possible, but Kismet's header libs have a function to get actors of class. And it's fine to use Kismet/BP stuff in C++

ancient tulip
ripe geyser
#

Hey guys, I'm having issues with "mouse clicks" within the editor lately (the past few days). Basically, sometimes the mouse click gets "stuck" in some way, and I'm not able to click stuff properly. For example, on the Blueprint editor, when the problem arises I can't open the context menu (it opens and then immediately disappears).

At first I was convinced it was a problem with my mouse, so I got a new one and it's happening the same... am I the only one with this sort of prroblem?

steel crest
#

Need little advice, made a spell thats a portal redirect for projectiles etc, when you use it, the time dilates and slows down, and the portals spawn using line trace mouse input, how can i make the mouse input stay the same during the slow mo? as it slows right down, i dont want to just make my whole player stay the same speed, as he doesnt lose any function during the spell, so if he was to retain normal speed, he would effectively be the flash

proud narwhal
#

I have lost my mesh editor window somewhere, the plugin is enabled

plush yew
#

why there is no mesh collider in unreal like unity?

grim flame
#

@plush yew I don't know exactly what you want but there are mesh colliders in Unreal.

merry bison
ripe geyser
#

@merry bison Interesting, so I'm not mad after all! I'll try the fix as well then, but yeah, currently my only solution is the same as yours, I just restart 😦

pastel ginkgo
#

Is it possible to select an actor to NOT be affected by "cast ray tracing shadows"?

junior nimbus
#

Any thoughts on why this flicker is happening on mana/action bar? It's not an issue with the Zorder...

#

Can't for the life of me figure it out.

scenic fox
#

How come this branch is going to false?

#

and this one isn;t?

#

this is the Fire event that im firing through an input action (from the player) to another blueprint

plush yew
#

hi

#

how can i build only one level as a .exe

scenic fox
# plush yew how can i build only one level as a .exe

Go to project settings and maps and modes and keep scrolling till you find the list of maps to package in the build list when you can click the three dots and select the .umap file of the map you want to package

plush yew
scenic fox
#

yes

#

yes

toxic birch
#

Hello! So I'm trying to make a randomizing function that gets target points, makes an array of them then gets a random number within the array index, gets the transform and spawns a character but.. It's not spawning even though it is logging different actor transforms.

#

Where am I going wrong

scenic fox
#

there's a three dot thing when it lets you select your .umap file and you select that file

plush yew
#

oki and then, do i select launch to build it? cuz build doesn't do anything

scenic fox
exotic thicket
plush yew
#

i get this error when i'm duplicating my level. How do i fix it?

fast rain
#

can anyone tell me why my 3rd person character is running away from me when i play and then teleporting back to me as i run. i thought it might be a root motion problem but im too newb to know

toxic birch
exotic thicket
#

well if the actor collides when it attempts to spawn it won't spawn, there's the collision override option in the spawn node you could try changing that

drowsy snow
toxic birch
#

So I assume I have to adjust the target locations

#

To be more fitting

exotic thicket
#

Yeah looks like it

fast rain
#

@drowsy snow okay ill read the docs a little closer thanks

jaunty widget
#

Hello

#

Can anyone help me in leap motion plugin doubt

cerulean warren
#

Is UE5 going to be out after 4.27 or are we going to have more ue4 versions? Also if they showed the demo, wouldn't it be ready for release though?

storm burrow
#

Beyond 4.27.x, i doubt it

cerulean warren
#

So expecting a August preview?

#

Maybe soon?

storm burrow
#

Demo is one thing, workable product with some bugs another

#

June is the rumour

cerulean warren
#

July is the time

storm burrow
#

Maybe

cerulean warren
#

Hopefully

cerulean warren
#

Post there I guess

sand birch
#

Hey so I was able to talk to someone who current works at Amazon on new world. They told me based off what I'm trying to learn what I should be working on. He said to work on a really small gameplay mechanic if you're not interested in gaming a full small game. And that it should always take at most two weeks. I've thought of some things I could do that he described and he thought was a good idea. But im trying to think of other things I could try to make myself. I thought I should come here to brainstorm maybe.

dark wagon
merry bison
dark wagon
sand birch
#

I've thought of trying to just change how the bullets come out of the gun in unreal fps template and he said its a perfect idea. A different thing I've thought of a while ago is making a marble racing game which seems easy enough as well

#

But I guess I'm struggling to think of extra sandbox mechanics is what he called it.

#

I gave up on the marble racing idea for some really crappy reasons its a good one that I should continue now

#

I think it was i wanted to learn unity and I did a bit but I'm circling back to unreal noe

merry bison
thick herald
drowsy snow
#

The 4.27 roadmap doesn't mention anything about Chaos physics, which I think was scheduled for production ready in UE4 first before ditching PhysX in UE5.

So I guess 4.28 is really a thing πŸ€”

storm burrow
#

Or plans changed

steel shell
#

if i destroy a meshactor, is everything freed up? (like the attached meshcomponent)

drowsy snow
#

This is very interesting πŸ‘€
Wonder if we can make our own editor with Unreal Engine under the hood with this thing

versed pier
#

Once I have built something, how do I then export this item as an asset to be migrated to future projects?

drowsy snow
sweet axle
versed pier
# drowsy snow If you don't delete the project files and source code of your built game, you ca...

Thanks. You'll have to excuse the noob follow up question:

Been messing around with some of the free items, these are entire prebuilt assets which can be dragged and dropped in. Knowing what I'd need repeated across future projects I practised just making items. Each of the different shapes that make up the props, in this case a platform, come together to make the level rather than just a random mesh item. How do I make my platform available as a mesh item??

steel shell
#

performance-wise: is it better to have a mesh that has 1x16k texture vs 4x8k texture?

fallow hornet
#

If I render anything higher than 1920x1080 in MRQ my DOF is completely off. Is there a way to get the same DOF at 1920x1080 say at 6000x3376?

grim ore
#

@versed pieryou might need to give more info. How is this item "built" ?

versed pier
grim ore
#

it is capable of building static meshes

#

you shouldn't, but it can

versed pier
#

Whats the work around?

grim ore
#

no work around, you use the mesh editing tools and make stuff

#

it's just limited compared to a real DCC program

versed pier
#

Aaaah okay.

Also, whats the default units for these elements? For example if I make a cylinder be 600

grim ore
#

unreal units in engine are in CM

versed pier
#

Thank you for all your help ✌️

cedar wave
#

(I kinda wish it wasn't though 😭)

versed pier
cedar wave
#

I find that I am more often concerned with Meter distance rather than Centimeter.

#

And I forget to just do the conversion.

versed pier
#

True. And a lot of the designs I make at uni are in mm.... yeah this is going to be confusing. Is there no option to change it??

grim ore
#

no, its the way the engine is designed

winter rain
#

Hey guys, I implemented a left and right turn animation when I'm standing still, however it moves my gun down when I'm doing the animation, even though I used a 'layered blend per bone' node in the AnimBP. Is this just an inevitable feature as moving the lower half of the body will need to slightly effect the upper half? Or is this fixable?

https://gyazo.com/62e4467cd07c2fbdb7c8f7384c33dff4

^ this is a gif of it happening

timber birch
plush yew
#

I honestly can't wait for Nanite

pearl pulsar
#

Hey everyone, i've been trying to get my Intro screen for a game im developing for my school course however instead of playing the splash screen it plays this for the duration and cuts to the game... the format is 1280x720p 24fps MP4, as im aware of an issue not playing video's of resolutions greater then 720p. Regardless the result is the same, any thoughts?:

warped sluice
#

@wary ferry lol stay mad

grim ore
#

does the video work in the editor? when you open the media player and select it as the source?

pearl pulsar
#

It doesnt work regardless of being a build or in the editor standalone

#

However i got a test project where i tried it out and it work just fine there for no reason at all.. so im just confused as heck

#

Does level streaming messing with it or something?

grim ore
#

it might but it shouldnt, it should just play back but I dont know how you are playing it

pearl pulsar
#

i can send a screenshot of how

#

So i use this in the project settings to call the video on game launch

coral lotus
#

hey, I've got a number of meshes that I want to move with some lights throughout my landscape all at the same rate. Is there anyway to group them together and have a parent object and just move that..?

grim ore
#

ok so your using the startup videos stuff. I would look into using the Media Player and a UMG texture, it would give you more control

#

also you should avoid long file names and spaces if possible, I doubt its the issue but you never know

pearl pulsar
#

Ah this was from a youtube video as i tried to get a picture fast, the file name is called GameIntro720p

#

Gotchu so i should just avoid this then?

grim ore
#

gotcha. Making sure its in the right folder is about my only other suggestion

#

but yeah you might want to look into handling the movie yourself

pearl pulsar
#

Yup i think ill do that then if theres nothing more on my current solution :/

#

Thanks for the help! πŸ˜„

lucid grove
steel shell
#

How do i change the lod screen size for many meshes at once?

#

So that for every mesh lod1 is displayed at eg screen size 0.1

kindred viper
#

@steel shellproperty matrix should cover that

steel shell
#

@kindred viper can you elaborate that a bit please?

toxic birch
#

Hey! I have something in AI Controller to print string on Event BeginPlay. If I drag the character it's connected to onto the scene, it prints the string correctly but if I use a function to spawn that character then it won't print the string. Any idea why?

kindred viper
#

ok. @steel shell . thhhhe prrropperrtyyyy matttrriiixxxxx shoouuulllddd cooovvveeerrrrr iiiittttt

steel shell
#

Haha

toxic birch
#

At least you added "the"

kindred viper
#

if you go look it up it will give you what you need. Its pretty cool

steel shell
#

i dont find screen size in there

#

@kindred viper there is only lod group available in the property matrix

kindred viper
#

thats disappointing

serene beacon
#

hi, does anyone know where i can find a UE starter course? i can't find anything on the learn UE website, and i've done a few tutorials in the editor and messed about with some of the pre-made projects, but haven't actually gotten around to making anything from scratch yet.

grim ore
#

@toxic birchyes

fierce tulip
#

@serene beacon check the pinned messages in this channel

serene beacon
#

ty!

toxic birch
grim ore
toxic birch
#

I do have that set

grim ore
#

yes you do... now.... read?

toxic birch
#

the player 0 thingy?

grim ore
#

"it only works when I place it in the world, it doesnt work when I spawn it"

#

the AI only gets POSSESSED when I PLACED IN WORLD

toxic birch
#

I see

#

Placed in world, spawned..etc

grim ore
toxic birch
#

Yup

#

I changed that

#

Now the behavior tree is simulating and the print string is printing as intended

#

I shall debug the other issues

#

Thanks

grim ore
#

I really wish they had that disabled so people had to use possess manually, or had it on both so it would just work.. its weird its neither lol

toxic birch
#

Yeah both would be ideal as default imo

grim ore
#

yep yep, its.... Epic!

toxic birch
#

I'm still new to AI so I'm having a few issues

#

I will try to solve them on my own first though

grim ore
#

AI is weird

toxic birch
#

But it's cool to mess around with

cosmic veldt
shell surge
#

Hey guys, how can I activate a particle system 1 minute after start ? like delay it and when 1 minute passes the particles get activated

grim ore
#

do exxactly that

idle dragon
#

@cosmic veldt Interesting. I can see some use cases in an enemy that deforms as you shoot/damage it.

#

Assuming it's possible to implement it into an enemy

shell surge
#

I want to trigger a particle system 1 minute after clicking play button

cosmic veldt
#

As long as your enemy is a static mesh

#

it can turn any static mesh into deformable mesh

grim ore
#

Emitters have delay parameters, or you can use a delay node somewhere to activate the component/actor, or you can use a timer to spawn it, or lots of ways

idle dragon
#

I guess attaching the static mesh to the character as a child?

cosmic veldt
#

sure no problem

buoyant graniteBOT
#

:triangular_flag_on_post: abracadavra#5380 received strike 1. As a result, they were muted for 10 minutes.

cosmic veldt
#

it works very similar to static mesh on editor

idle dragon
#

It'd be awesome for a survival horror type game

steel shell
cosmic veldt
#

i had vehicle deformations and oil barrels etc in my mind. what's in your mind armor or something?

#

guess would be cool denting an armored enemy

idle dragon
#

In my head I was thinking a really chubby zombie. You shoot at his belly or head, and it deforms.

#

Might add to the scare factor too since a deformed zombie would look uncanny af,

#

If you're wondering why im thinking like this, I just finished RE8 so I have Survival horror on the brain lol

cosmic veldt
#

yea you need to find a way to have belly seperate as static mesh tho since it doesn't support bone deformations

idle dragon
#

Exactly

#

Shouldn't be hard tbh

kindred viper
#

why doesnt it work on skeletal meshes if I may ask?

idle dragon
#

So I'm guessing if it doesn't work on skeletal meshes, you'd have to "hide" the skeletal mesh and have the static mesh copy its exact movements

cosmic veldt
#

because it doesn't lol you can have the similiar look with wpo on a static mesh static mesh doesn't use collisions that i can update you can't use complex collisions

kindred viper
#

ahh because it doesn't explains it πŸ™‚

#

I thought it might be somethign to do with bone weighting

cosmic veldt
#

i mean for the belly example you gave i think it would make more sense to rig the belly tho

idle dragon
#

The belly example is a MUST

cosmic veldt
#

just put some bones and colliders and use simulate bones

kindred viper
#

you can scale bones and it should scale the mesh with it right?

cosmic veldt
#

yea the plugin i'm making more for the static meshes

idle dragon
#

Let me know when you finish the plugin

#

I'm intrested

alpine furnace
#

Anyone familiar with the UE3 extension nFringe? Or is there a discord I can check out for UE3 stuff

idle dragon
#

would pay some moneys for it

kindred viper
#

@alpine furnaceI haven't heard of one. But presumably the UDN would have some info if its well used.

cosmic veldt
#

yea thinking about releasing it to marketplace

idle dragon
#

Just make sure if you do release it, give it some good names and tags or no one will find it.

kindred viper
#

is it using some proportional deformation shader?

cosmic veldt
#

naa it is modifying the mesh no shaders involved yet but i might add shaders for some extra fx not sure yet

kindred viper
#

does it reverse too then? ie. inside deformations can be outside

gaunt abyss
#

If I had to guess it's probably taking a static mesh and turning it into procedural so you can modify it/cook collision, etc...

kindred viper
#

yeah if its not shader deformation thats what I'd presume. I haven't touched the proc stuff for a while tho. Not sure how far its come

ornate forge
#

I wonder why the Virtual Reality template doesn't have a C++ version

cosmic veldt
#

it might work with procedural mesh too but rmc works faster

gaunt abyss
#

Ah nice, was close enough πŸ˜…

cosmic veldt
#

yea do you think i should add procedural mesh support too? i don't see any reason to use procedural mesh over runtime mesh since it's free on the marketplace but still

shell surge
#

@grim ore hey, so I managed to delay it, but then the particle activates just for 1-2 seconds

#

I tried adjusting the settings but can't get it to last longer

grim ore
#

how did you delay it? and how long does it normally last if you didnt delay it?

flat cedar
#

I am guessing I am alone when I say this but doesn anyone have UE 4.26 crash when exporting anything at all from Quixel Bridge? Doesn't matter what I send or to which project, it always crashes

gaunt abyss
#

it looks really cool

cosmic veldt
#

can custom mesh component simulates physics?

#

yepper

#

it can use the static mesh's convex hull or generate convex hull from complex collision

#

i kinda wanna add a third way of generating convex hull

#

since convex hull generation script doesn't take in account that it might be deformed

#

something like a tesselated convex or something you know

shell surge
#

@grim ore I used the delay settings you showed me

#

but if there is no delay it goes forever

grim seal
#

Can someone help me with "SetWorldLocation" of a component?
first time called always put the component at wrong place, after that works like it should

gaunt abyss
#

It might do well if you decide to sell it, it's definitely a cool idea

can custom mesh component simulates physics?
What I mean is seeing what procedural/runtime MC does internally and implementing your own version based on it, not sure if there would be much benefit in doing that tho.

plush yew
#

yo how you guys getting straight node lines

grim seal
#

electronic nodes in marketplace

idle dragon
#

@grim sealcan you reframe the problem?

#

what do you want it to do and what is it doing?

#

I've been working with worldlocations for the past week so I might be able to help

grim seal
#

the location is the same for both shots as printed on the top left

grim ore
#

how are you setting it, since its a component are you detaching or attaching it at some point? are you using world or local coordinates? are you actually using that location to move it both times?

idle dragon
#

Off the top of my head (I need to see more of the blueprint tbh) try setting relative location too.

grim seal
#

yes same location is used (Grapple Location)

idle dragon
#

Set world and relative location to grapple location for the sake of troubleshooting

grim seal
#

ok, let me try

idle dragon
#

If that doesn't work, try "add actor World Offset" and turn on sweep

grim ore
#

so.. your setting absolute after you set it

idle dragon
#

Sry not sweep

grim ore
#

do you ever set that before?

idle dragon
#

i mean teleport

#

Yeah the set absolute seems weird and unnesscary.

#

I've never had to use that in all my weeks using these blueprints

grim ore
#

no it seems fine and it would explain what is going on

grim seal
#

relative location fixed it lol, now i feel dump

#

Thank you!

grim ore
#

absolute is not set, you set the world location, then you set absolute, then the next time it comes thru its set to absolute on the scene component so it worked

idle dragon
#

Oh ok. Forget what I said about set absolute btw, I think MatthewW will know more about that

grim ore
#

but yeah relative location fixing it is good πŸ™‚

grim seal
idle dragon
#

I understand

#

Glad relative location worked

#

at least

plush yew
#

@plush yew I wanna make games like this man https://www.youtube.com/channel/UCEr8Emk3781_Inm-V1q2yPQ

wet sapphire
#

Hey I have litteraly ZERO knowladge of UE4 if anybody has like a youtube playlist to learn or some shit pls dm it to me thx

grim seal
#

yea, thank you, i spend about 2 hours trying to fix it and it was that simple πŸ˜…

grim ore
#

read the pinned messages.... like... do some actual effort to learn lol

idle dragon
#

@grim sealIf you're working a lot with world locations and relative locations, consider making a quick prototype of an endless runner. It will beef up your knowledge of some super easy solutions quite a bit.

#

There's a decent offical ue4 tutorial for an endless runner out there.

dawn phoenix
#

Herro sorry for noobie question I'm trying to save an array and I can't find the correct form, does anyone know how to do it or what am I doing wrong?

grim ore
#

@dawn phoenixso your save game object, does it have the array you want to save in it?

idle dragon
#

@grim oreOh, I just wanted to say your youtube channel is πŸ‘

dawn phoenix
#

idk if this is the way to save an array but cant find any tutorial or example saving and simple array like mine

grim ore
#

if you are using the code above, then no it wont save

#

where are you setting the array in the save game object?

#

there is nothing special about an array, its a variable that saves just like any other variable

dawn phoenix
grim ore
#

well I dont think you are doing what you are trying to do or I am definitely confused

#

first your not breaking your array, your breaking a struct that is in the array

dawn phoenix
#

sorry, I have very little knowledge of ue4 and maybe I did not express myself correctly

idle dragon
#

That's okay, just try to rephrase your problem a different way

dawn phoenix
#

I want to save the complete array but if I do it like this I get an error that it is empty

#

that's why I tried with the break

idle dragon
#

I havn't done much with arrays so I can't help you there unfortunately

grim ore
#

ok soo...

#

lets reverse

#

right now you have 2 things, a STRUCT and an ARRAY

#

you are putting your STRUCT into the ARRAY

#

no where in there do I see you putting the ARRAY into the SAVE GAME OBJECT

#

so first thing first

#

what is supposed to be saved? is it one thing, or like 10 things, or 100 variables or ?