#ue4-general

1 messages ยท Page 996 of 1

rustic valley
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If your model in UE4 is using the same bone structure as the Mannequin, then that's probably why it doesn't work

untold yacht
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hmm

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could this be a reason ?

rustic valley
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Could be an indicator

untold yacht
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hm FBX Exporter plug-in

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i only have a FBX Importer :/ ?

plush yew
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what does it mean?

untold yacht
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the capsule is colliding

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raise it abit

plush yew
untold yacht
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hm then i dont know to big ? to small ? to high ? not colliding with anything ?

untold yacht
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hm then i dont know sorry im new with UE4 aswell x)

untold yacht
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@rustic valleyok but what would u advice me to fix it, its kinda a big deal to get it to work i mean i got over 100 animations that need to work with this :/

rustic valley
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ngl, I have no clue how you should approach it, I've only really run into this problem once, and that was several months ago, and I don't really recall the entire process, I just know it involved third party software and retargeting skeletons

untold yacht
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sigh.. i have retargeted it etcetc ive tried most stuff,,,,

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for 2 days T.t

plush yew
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what is shortcut to select parent of something in outliner?

marble mango
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how can i download unreal engine 3 ? anyone know?

fierce tulip
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if you asked the same thing on google you whould have gotten:
https://forums.unrealengine.com/t/all-udk-downloads/52939
which contains links to all udk versions

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(check the bottom of the thread to find somewhat more recent links)

plush yew
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how do i set two "beginplay"?

marble mango
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thanks but which one is ue3? sorry i beginner

fierce tulip
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unreal engine 3 = UDK

plush yew
marble mango
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is ue3 support android platform?

fierce tulip
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yes, but not decently well when it comes to current gen phones because of lack of updates

marble mango
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ok thanks for answering ๐Ÿ‘

topaz kelp
plush yew
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can they run parallel?

plucky grove
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Not sure which channel is the best, but it happens frequently to me that the editor freaks out and displays all sorts of sub menus/context menus / etc. as a black background, effectively forcing me to restart the editor.

Is this a known issue?

fierce tulip
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@plucky grove check the pinned messages

topaz kelp
desert ocean
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Everything is blue

plucky grove
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@fierce tulip aha thanks! There are no reports yet of that being fixed with the latest nvidia driver by any chance?

fierce tulip
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iunno, all i had to do was update my drivers and got rid of it. but with so many hardware and software configs... its anyones guess i guess

plucky grove
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I have not updated mine in a while but I would prefer that over downgrading. Gonna give it a go

plush yew
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what does lerp function does

honest vale
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it linearly interpolates between two values you give it based on a fraction you give it

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it's just sometimes called "lerp"

plucky grove
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Still happens with latest nvidia driver :/ sigh

plush yew
# plush yew

u can have only 1 beginplay per bp. just connect everything to the one bginplay

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what is encapsulation

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Encapsulation is just a programming pattern for seperating things into seperate pieces so it can be used independently, an example is object orientated programming

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But Google will explain a lot better than me

plush yew
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๐Ÿ˜Š

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Monitors should have integrated cameras who track our eyes. If we combine this with variable rate shading, we can save a huge amount of performance. oh my dear.

critique?

iron frigate
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hey, im sorry im not sure where to post this but did someone encounter the problem of assets with physica dissapearing on play??

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*physics

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its like they bounce off

iron frigate
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unreal

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hmm its very strange

honest vale
# plush yew what is encapsulation

think of it as hiding implementation details. Like, if you drive a car you don't care about how the engine works and so on. Those details are encapsulated inside the car, away from your sight. You just care about the pedals, steering wheel and the shifter

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same applies to programming

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classes provide a public API (the shifter, pedals and steering wheel) and then generally speaking rest should be private, encapsulated inside the class

plush yew
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i got all related to unity thatswhy i asked you

iron frigate
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thanks yeah thats why im asking here because i almost found nothing for unreal

plush yew
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in ue4

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how much time does it takes to learn c++

iron frigate
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c++ i dunno quite a lot

plush yew
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bcus i am goin to start learning c++ from scratch

iron frigate
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but im only using blueprints for now

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good idea if you have the time

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but it will take you some

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rather complex

wise trail
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So am I understanding that as long as I use quixel inside unreal engine I can use it all I want? But if I were to say use it in any other engine its not allowed correct? Unless I pay.

plush yew
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how do i add break to this ball when we press spacebar

graceful onyx
wise trail
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I just dont want to get in trouble lol but im excited after looking at it more.

plush yew
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Hi Someone can help me, impossible to save my light build on my map, I restarted 10 times the build, deleted the file and even restarted UE4 multiple times, impossible to save my build.

exotic hull
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Hi. Every time I open my project it crashes with Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000001b8 during the initialization process of Unreal Engine. Does anyone know how to fix this

drowsy snow
exotic hull
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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000001b8

UE4Editor_Engine
UE4Editor_Engine
UE4Editor_NewProject_0065!ASplineGenerator2::ASplineGenerator2() [C:\Users\USER\Documents\Unreal Projects\NewProject\Source\NewProject\SplineGenerator2.cpp:17]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Core
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

This is the entire error message I get

drowsy snow
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I assume something's wrong with your SplineGenerator2.cpp code

exotic hull
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Sadly right now I am unable to even open the project in Unreal, and also after the error I am unable to build it in Visual Studio because of the following error
Unable to delete hot-reload file: Path\UE4Editor-NewProject-0065.dll
and
The command UE_4.26\Engine\Build\BatchFiles\Build.bat exited with code 6.

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Ok fixed after deleting Binaries, Intermediate, Saved folders and sln file.

plush yew
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this is my screen when i start

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this is on the menu

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and this is after i click "Back"

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why are the widgets dissapearing

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nvm got it

wintry fossil
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How could i play a animation after another, like this one?

exotic thicket
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Literally by doing what you've drawn on the picture?

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add the new states, and connect it as you've done, remove the connection in the middle so the only valid transition is to the new state

wintry fossil
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problem is is that they are under a variable condition

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so the trans stand to sitting wont play if the placeholder anim is there

glacial pecan
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is there a way to keep a numerical calculation "pure" (or whatever it's called... without execution wires in blueprints) and calculate it differently depending on even or odd integer inputs? every solution I've seen so far requires a branch

winged notch
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and your export setting form blender

drowsy snow
glacial pecan
quiet raft
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in unity when you move the object and hold ctrl+shift it will snap to surfaces under pointer, is there a similar feature in ue?

drowsy snow
glacial pecan
# drowsy snow Yes.

huh... you're right... the pure function has an execute wire internally... I didn't know that, thanks!

quiet raft
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how to modify pivot of ue generated merged mesh?

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have any question, go to unreal answers
1000000 posts with people "i made a video tutorial on how to do it"
"heres a video" etc, million of youtube links
Just write. Just use your fingers and write.

grim ore
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you can export the mesh, change it in your DCC (Blender, maya, etc) or you can use the mesh modeling toolkit plugin in the latest versions of the engine (to change the pivot)

quiet raft
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do i need to restart the editor after i enabled the plugin? @grim ore

grim ore
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yes

quiet raft
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there doesnt seem a way to move geometry

grim ore
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you asked how to change the pivot didnt you?

quiet raft
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thanks anyway

small mortar
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Hey does anyone know if UE4 supports the Nintendo Switch Joycon applet feature for disconnecting the controller now? I can only find old documentation from 4.18 saying that it is not supported and broken links.

quiet raft
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theres no move pivot, pivot itself is just the offset of all verts from origin

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so since theres no move pivot, i assumed i could at least move verts to zero, but its not present

grim ore
quiet raft
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ok wrong plugin then

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what is the name of the plugin?

grim ore
quiet raft
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thank you

drowsy snow
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Does anyone experience odd memory allocation with control rigs, where the RAM usage would spike after working with it for a long time even with a single model? Is this fixed in 4.26.2 hotfix?

quiet raft
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hm restarted the editor after enabling the plugin, now all shaders are recompiling, is this normal?

obsidian nimbus
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depends on the plugin

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seems a bit odd on mesh editing, but i dont know much about that

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there is just 1 thing u can do and that is: let it compile

quiet raft
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would be cool if there was a doc link in here

obsidian nimbus
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the source code is in there ๐Ÿ˜›

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it prolly has some comments

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it says BETA and docs are usually the last on the list

quiet raft
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yeah i mean at least something i spent too much time googling how to at least activate it, it was not obvious to me it was a special mode, and not an extension of the static mesh viewer (even tho its in the name)

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so yeah a small snippet on how to get into would help

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its good tho, solved my issue

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and its baking the changes into the asset, phew

obsidian nimbus
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there is prolly something, but due to BETA stuff can change fast and it might allready be dated info

quiet raft
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next stupid question, can i somehow group brushes into an asset?

obsidian nimbus
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i dont do geo brushes

quiet raft
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what do you mean?

obsidian nimbus
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i never did anything with em

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i use blender

quiet raft
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i see, i thought you use some alternative csg or something

nimble sand
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guys can anyone export the ue mannequin as fbx pls

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i needs

pastel ginkgo
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How would I create an audio volume with a low pass filter effect inside of it?

plush yew
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sorry if I ask this again! Is UE4 a general Engine to use from now? I've considered Unity because it looked more unbiased in what kind of game you can make. In Unreal you find components like radial Damage and Aim offset, which smells like FPS to me. I've heard that extending them would be a lot of pain. I dont like to have an engine that caters to one game genre. Then i would rather build my own tools.

small mortar
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You can do any kind of game with it.

drowsy snow
nimble sand
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i dont have ue ;-;

nimble sand
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I'm not an unreal dev

obsidian nimbus
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ahh u should prolly use some other rig

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unreal rig isnt 100% free i think

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you have to ask permission i think

nimble sand
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aw I've been looking for rigs for two months now and found the mannek

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and thought it was cool

obsidian nimbus
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blender has rigify

drowsy snow
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If you want to, you could just download and install Unreal Engine from the Epic Launcher - it's free.

nimble sand
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ik but its tew much

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i found the model online, but it's broken

obsidian nimbus
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you can allways create ur own rig ๐Ÿ™‚

nimble sand
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:) I've failed for two months

drowsy snow
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Mixamo's wonky rig is also an option.

nimble sand
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hm

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ye

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ok

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thx

obsidian nimbus
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rigify and auto weights

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its real easy

drowsy snow
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Rigify has a nasty bug though, the auto weight is likely going to be fricked up

nimble sand
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the model went mad

obsidian nimbus
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what blender version?

nimble sand
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latest 2.9

obsidian nimbus
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auto weights allways gave me some decent results

nimble sand
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yea same

obsidian nimbus
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really when u setup twist bones correct

nimble sand
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but one the ue manneq it went syko

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what

obsidian nimbus
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been autoweighting since 2016 ๐Ÿ˜›

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thats mostly the default blender cude with some extrusions and subsurf

nimble sand
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imma just go get mixamo's ;-;

latent sonnet
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So I want to have a mesh that can switch its face texture in certain instances. Like when they are hit they display a hurt face or when they attack they display an angry face. How would I go about trying to do this?

fluid lance
#

ADEPRECATED_PlacedEditorUtilityBase
So which is the class that replaces it? It looks split in so many classes I'm not sure which one I need. Just want to collect all instances of some actors in the current level and manipulate some data when run...

plush yew
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how do i delete all of that as fast as i can?

grim ore
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maybe close the project then go back into the project folder on your disk and remove them that way (if you dont want them anymore)

robust palm
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Hey I have a question, how do I set a fixed speed for my animated demon? This thing runs way too fast and his animation looks wack because of it.

potent bridge
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Question, say I wanted to add equippable armour to my player, would the armour have to be a full skeletal mesh with bones and everything or is there another way.

robust palm
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thats what I have for it thus far

tawny pier
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Why does UE bother asking me if I want to recover things if it never succeeds at recovering them?

robust palm
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It also never walks so idk why I have a walking animation

vale bone
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Hi, I'm having trouble generating navmesh between two actors (they are static meshes inside of actors). I've tried adjusting the Navmesh settings but have had no luck. Anyone know why this might be?

grim ore
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@robust palmwhat do you mean a fixed speed? as in it always moves at 200 units?

vale bone
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@robust palm Are you using a blendspace for the movement anim?

robust palm
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Yes I am using blendspace and a max speed I mean

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The guy is moving faster than he is animated so it looks goofy

dawn gull
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Im trying to build my game and I get this, let me get the error log

grim ore
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the Max Walk Speed is set in the character itself

potent bridge
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Repost: Question, say I wanted to add equippable armour to my player, would the armour have to be a full skeletal mesh with bones and everything or is there another way.

dawn gull
robust palm
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@grim ore thank you! you are a god, I found it.

grim ore
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@potent bridgedepends on how your systems are set up. You could add a static mesh and just socket it to the player in the correct spot. You could have it be a skeletal mesh that attaches and transforms based on the animation from the parent yep

robust palm
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How do I differentiate walking and running? I want it to walk when it's idling walking and running when it sees the player char

potent bridge
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But with skeletal meshes, what kind of work would I need to do with rigging it.

grim ore
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you are probasbly going to have clipping, AAAAAAA games have clipping

potent bridge
proper stump
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When working with a walking animation, would you use an in place animation? where the character doesnt 'traverse' by the animation itself?

grim ore
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@proper stump it depends on if your using root motion or not and how your game is designed. The normal UE4 templates for example all animations are in place and you play them while the character is "moved"

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@robust palmwalk/run animations are normally based on the speed it is moving and the blend space choosing which to play

robust palm
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I have the BS set up but it just always runs

dawn gull
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ah, ok

robust palm
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Mfer moves max speed 24/7

proper stump
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i have a walk / limp animation where the movement is not linear, when i use an in place animation of that, it looks weird, since it should not move in a constant pace...

grim ore
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we dont know how your BS is set up, and yes if your telling it to move at max speed to the target and that max speed is set to play the run then.... its only going to play the run

proper stump
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when i dont use in place animation, and let the animation 'move' the character, it teleports backwards at the end of the animation cycle @grim ore - any idea how to work around that?

proper stump
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thanks

grim ore
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if you plan on keeping it moving you can use a notify at the end and move the character to the new location when its done playing the animation

vale bone
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So anyone know why navmesh would fail between two meshes?

grim ore
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collision normally, or it cant get from one to the other

vale bone
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what if there's nothing there, like in the image I posted?

grim ore
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well there has to be something there causing it to find an "edge" between the two. have you tried putting those 2 meshes side by side like you want them in a blank map?

vale bone
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I'll try that now

dawn gull
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does it say which bp file its in?

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Yeah but im pretty tired, ill look over it again

cloud igloo
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Hey, guys! I'm trying to create a mini map. I've set the map camera above the player and I have added the render target. The problem is that the camera used for the mini map thinks that it is the default camera. How can I avoid this?

short willow
cosmic panther
short willow
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I think he want a localized dynamic minimap instead of a global one.

glacial pecan
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Why am I allowed to select a DataTable in my Editor Utility Blueprint, but not another Actor asset??

grim ore
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is this blueprint in the world?

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if its not, it doesnt know about any other actors since they are in 2 seperate places

glacial pecan
grim ore
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what does the variable look like for that "Sewer Straight"

glacial pecan
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but this varuable's drop down list of contents is always empty and I can't figure it out

grim ore
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so what is "Basic Map Tile" ?

glacial pecan
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a blueprint actor class I made...

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object type

grim ore
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and those blueprints are in the world?

glacial pecan
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they will be... this script is supposed to generate maps for me, using those tiles

grim ore
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so your trying to set that to an item that is in the world when its not in the world

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your trying to pick an instanced actor that is in the world

grim ore
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that variable needs to point to something that exists in the world, otherwise you probably want a class reference

glacial pecan
#

I get it now

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๐Ÿคฆโ€โ™‚๏ธ ๐Ÿคฆโ€โ™€๏ธ ๐Ÿคฆ

glacial pecan
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btw... @grim ore maybe you'll appreciate (or be horrified by this)... this editor utility actor writes to a datatable, even though Epic tries its hardest to prevent this in Blueprints ๐Ÿ˜ฌ

grim ore
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nice

dreamy schooner
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So.. I'm unsure how well this question will translate.. I am trying to make it so that my VR controller rumbles when its hand presses a button. Should I be trying to.. I guess 'add that instruction' to the BP_MotionController blueprint or the blueprint of the button itself?

gleaming lagoon
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forgive me for something stupid but I cannot for the life of me figure out how to change the rotation mode from local to world ๐Ÿ˜

thick herald
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tiny little box shaped icon next to the transform icons. click it and it becomes a tiny tiny world- in the viewport.

gleaming lagoon
untold yacht
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hey guys, i have a "fireball spell that spawns in front of my actor, ive added a small hud crosshair i want to spawn the fireball in the direction of the crosshair

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i could just change the "get actor transform" and try and get the crosshair location right or ?

dreamy schooner
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I am hoping I am close to the right track here?

pastel latch
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Is there a tech support channel or something similar?

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I'm having a bug where its stuck on Compiling Shaders, and I don't even see the shader worker in the processes list

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I un-installed and re-installed unreal engine :/

twilit hill
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that can take a while

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depending on what you try to do

pastel latch
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No, but it's completely stopped working

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Like, at all. Previously it has worked.

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The worker doesn't appear in task manager processes

cloud igloo
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When I try adding an event tick or any node, it will jump towards a previously added node.

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Why is this happening?

grim ore
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@pastel latchdo you have visual studio installed?

pastel latch
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yep

grim ore
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@cloud iglooyou can only have 1 event tick node, do you already have one?

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@pastel latch did you install Incredibuild while installing it?

pastel latch
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Yes

grim ore
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did you pay for Incredibuild?

pastel latch
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So no

grim ore
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@cloud igloothat's the reason why then, you can only have one. if you have one it will just go to it since it exists.

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@pastel latch uninstall it, problem solved.

pastel latch
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Ah I see thanks

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Wow so I installed something that broke unreal

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hah

cloud igloo
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What can I do then? I'm currently following a tutorial. Would I need to connect the node I need to the event tick? @grim ore

grim ore
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your tutorial is telling you to add more than 1 event tick node?

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if its telling you to create it (if it doesnt exist) then hook it up, it sounds like the first part is done

cloud igloo
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alright thank you!! ๐Ÿ˜„

pastel latch
stoic ridge
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Do someone knows how can I export games to xbox in ue4?

quiet raft
#

how well does ue support negative scale?

iron idol
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i am starting to learn game dev. so should i start with 2D game or 3D game

hasty escarp
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hello iam new to unreal and have a few questions

glacial pecan
iron idol
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if i ask in general than should i start with 2d or 3d

hasty escarp
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i can just say iam new to unreal but work with games over 5 years. so

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at my experience its better to start with 3D

quiet raft
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with programming, preferably

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separately from engines

hasty escarp
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because if you act you must convert it to the right dimension

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if you ask me 3D is better .

  1. you see better what you do
  2. you have more to script so its better to learn
  3. it looks more interactive
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the most important thing is if you start to make games is

hasty escarp
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ask your self what will i do

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that is most important

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an then you work and research on it

iron idol
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okay

hasty escarp
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and one thing i want to know is if i read it right unreal is free as long iam under 1M $

quiet raft
#

2d is easier, easier vector math, you dont need to worry about things like mesh anatomy, realistic textures etc
3d is much more time consuming and much harder to pull off decent look compared to something like pixel/minimalistic 2d game (rimworld for example)
its much, much more time consuming content wise, and requires much higher level of polish

grim ore
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different terms depending on what you are doing but basically you have to make a lot selling games to owe epic anything

hasty escarp
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i want to switch to unreal because of the graphics and more balance

iron idol
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so i think i should research for some time that which will better for me

hasty escarp
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ye

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nobody can tell you what is better because everyone is different

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for me is 3D more ez because iam a volume thinking human

quiet raft
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its a nice learning curve for you

hasty escarp
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i make my 3D moddels without prefs just for humanoids

hasty escarp
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rnd_access i have a question about unreal because iam thinking of to swich on unreal

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but iam not rly sure

grim ore
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why switch? why not use whatever works for your goal

quiet raft
# iron idol ok

no need to go deep into each task, just make it work so you understand the concepts

hasty escarp
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high graphic. and optimazion

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is requierd

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because i want to make something big

quiet raft
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you will eventually find your "i like doing this stuff" hole by doing various things

grim ore
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have you made anything small?

hasty escarp
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just one thing

hexed inlet
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I need help with something involving a player control blueprint, my mouse cursor ain't showing up

hasty escarp
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that was pong

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xD

grim ore
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then make a couple hundred more small things

hasty escarp
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but i work over 5 years with blender and texturing

iron idol
grim ore
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neither is easier, both are different, both are hard and both are easy.

pseudo river
#

ue5 when?

hasty escarp
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and have a good friend who works as software dev

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xD

grim ore
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UE5 was released last week

iron idol
grim ore
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@hexed inletdid you turn on the mouse cursor? did you switch input modes? did you do other stuff

quiet raft
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cli is easiest

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best for a beginner

hasty escarp
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if i saw it right its free as long i dont earn more than 1M $ right

grim ore
#

didn't The Coalition say they were using UE5 last week?

quiet raft
#

cli, 2d, 3d

hexed inlet
grim ore
#

@hasty escarpthe costs are not as simple as that, they are based on quarters and products and what you are doing exactly. all you need to worry about is if you make enough money to care about owing them money then you probably do

iron idol
hexed inlet
#

Here's the blueprints, I can't freaking tell

grim ore
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@hexed inletinput modes can hide the cursor if the input mode (game only) is set to take over the cursor. If you are using the Set Show Mouse Cursor node tho with it enabled it should show up no matter what

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@hexed inletare you using that blueprint? is it using that as the player controller?

hexed inlet
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yes

grim ore
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then yep it should show it unless something else is hiding it

hexed inlet
#

it is the player controller, I am using it for a chess type game

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I haven't deleted the old player controller so should I replace it

grim ore
#

you said its using this one, so the other shouldnt matter

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when you hit play is it showing that player controller in your world outliner? (top right) have you tried testing to make sure its using it with say a print string on begin play in it? did you test to see if the left mouse button was working?

robust palm
#

Hey guys, I am creating an attack animation and already took off the left and right thigh for blending but how do I sequence the attacks so it's not just one?

grim ore
#

look into using animation montages if you want to string animations together, otherwise use animation notifies when animations finish then play the next.

#

you could technically use another blend node to blend between the 2 based on a boolean you set as well when one ends and the other should start

hexed inlet
hasty escarp
grim ore
#

but normally if you want animations to string off eachother you would use montages and have them continue/stop based on if its still doing it, or string them together by hand

robust palm
#

So I add another layered by blend node? Then put the original lower and the new animation higher?

grim ore
#

@hexed inletDid you set up the Game Mode to use this custom player controller?

#

@hasty escarpif you dont make money, you dont owe them money.

hasty escarp
#

That was what i want to know

grim ore
#

@robust palmlots of ways. The content examples have an animation map that shows someone using a combo punch if you want to look at it

hexed inlet
#

again I am relatively new to this so sorry for all my lack of knowledge

robust palm
#

I'd love to, I tried montages and it came out horrid because of animation clipping from left and right punch

hasty escarp
#

my goal is a quality game for free. why should some one do that ? ik its just for fun ans want to see my own world

grim ore
#

so then no, you are not using your custom player controller. How do you expect the engine to know to use your player controller?

#

the content examples uses a combo punch attack and it works fine, your animation just might need some tweaking

#

@hexed inlet the Maps and Modes controls what Game Mode is being used for your current map/entire project. This is where the Default Player Controller is set. If you never set this, then your using the default and not your custom one.

robust palm
#

Is there just a way to chain the anims? because this is a pain in the ass lmao

grim ore
#

the montage chains them, or I guess an animation sequence

#

you could chain it in the anim bp as well in the state machine but thats interesting

robust palm
#

oh wait

#

I found an alternative I think

#

"Random Sequence Player"

grim ore
#

Anim Composite, not sequence

#

well yeah if you want it to randomly play one sure

robust palm
#

that works even better actually

#

Because I have 7 animations

versed burrow
#

Hi

dreamy schooner
#

is it possible to have on component begin overlap have more than one thing happen? I'm wanting a collider overlap to make a button move and make haptic feedback. I suppose I could just duplicate the collider itself?!

grim ore
#

you would chain them together. overlap -> make button move -> make feedback

potent bridge
#

Is it possible to export a model from UE4 with all its currently assigned textures?

gleaming lagoon
#

So I'm confused, I can't seem to find the smoothing tool for landscape? In fact I don't see any of those brush selection options anymore. Using v4.26.2

#

I don't see the tab for Manage/sculpt/paint... Where is that tab?

#

nevermind... I hate how UI always changed.... thanks

#

It'd be nice if they'd just stop changing and rearranging UI lol.

#

Thanks again.

wintry fossil
#

How do i make the red animation play AFTER the green animation is finished?

fleet dagger
#

How do I keep Steve on the ground?

#

I am using 2 flipbooks

kindred viper
#

@wintry fossilanim notify will work. Simply add the anim notify at the end of the animation and use it to change the variable for your transition

oblique crystal
#

Hey, is anyone here an expert in level design, I'm running into a glitch no one has been able to solve yet?

magic lantern
#

I take my character to the place where the trace hits, but sometimes I have a glitch problem due to collision. So I decided to set up a simulation-style system, but I don't know if it can be done. If the capsule goes there, I want to determine where it will be teleported and set my character's location there. So like this:
I: what happens if I put the capsule component in the location I want
Ue4: bro if you put the capsule component here, it glitches here
I: okay bro, take me directly to location wich capsule companent at after the glitch, you

I will be very thankful if you can help me! thanks

potent bridge
#

Anyone got a method for preventing animations going into the wall?

quiet token
#

is there a way to grab the location & rotation of the editor camera?
the camera thats active when you hit Eject in screenshot

robust palm
#

Can anyone help me? I am trying to load my assets and enemies into a premade level to test them but nothing is functioning properly. I already changed the level gamemode what else do I have to do?

quiet token
#

ahh i figured it out

robust marten
#

Hey guys, I have a question regarding UMG and how I might go about accomplishing something. I want a 2D character screen and have equipment attached to the โ€œcapture actorโ€ (but instead of a 3D capture actor it would be a 2D image) exactly like TES: Daggerfall.

#

I figure something with layers but Iโ€™m not sure of a good way to go about it

fleet dagger
quiet raft
#

@grim ore thanks, that toolkit saves so much time. mirror tool is a bliss

worthy forge
#

Is there a channel on this server for team recruit for a game in progress

quiet raft
quiet raft
#

is there a way to somehow turn color picker for lights into kelvin slider?

#

aha found the toggle

merry pilot
#

im having this issue, in my game when i load into a different level, it brings all of the geometry boxes with it into the new level?

#

Does anyone know why

winter rain
potent bridge
#

What node would move a character over time without affecting the animation state?

quiet raft
#

_BuiltData is where the lightmaps are stored?

#

yeah it is

storm terrace
#

I was wondering if FIFA would start to use Fan Tokens with in-game currency but then found out I can't access Chiliz.net, is Chiliz.net site down? Can any of you check?

#

I am using a VPN (because I am in the USA)

kindred viper
#

what the actual fuck are you talking about?

#

seriously..

dire fjord
#

Anyone been updating their game on steam the last few days? I started push a bunch of dev branch updates for stuff we're testing and for some reason steam logs me out of the client every time I log in to the builder to push an update. It never used to do this and logging into the client also logs me out of the builder. I've probably input my steamguard about 20-30 times over the last couple days going back and forth updating and testing stuff

storm terrace
#

FIFA is a soccer video game

kindred viper
#

I know. This isn't a FIFA server

#

not sure if you selected the wrong server or something but this aint it

pastel ginkgo
#

How do you create a low pass filter effect inside of an audio volume?

storm terrace
#

Thanks ๐Ÿ‘

devout whale
#

Just how complicated would it be to make a simpler version of the CoD game lobby ? Like a base simple version of it

devout whale
#

Thanks ill post it there instead

next nebula
#

Im a little bit slow when it comes to unreal noding however im not sure why this doesnt fuction as supposed to. I have a keybind press that adds one to that integer. Then I made a check that if the integer is 6, toggle the visibility of a spotlight I called flashlight and set the integer back to zero. However, the integer continues to go up past 6 and the light doesnt come on. Any suggestions?

drowsy snow
next nebula
#

yeah

#

because its 12:30 pm and I had no sleep thank you for pointing out my only issue

drowsy snow
#

We didn't develop "wireless" BP node transmission technology after all ๐Ÿ˜›

nimble sand
#

ayo hoodie man, the mixamo armature is even worse ;-;

drowsy snow
untold yacht
nimble sand
#

and no not for ue

#

just for animation tho

drowsy snow
nimble sand
#

but only you guys have access to the rig so i came here :D

drowsy snow
#

This server is mainly for Unreal Engine first in mind.

drowsy snow
nimble sand
#

;-;

drowsy snow
#

I could go on to be an unpaid Unreal evangelist for a single post and list the benefit you get by installing UE4, even for machinima only works.
It's like killing two birds with one stone.

nimble sand
#

ay

#

evil

honest vale
#

right click menu didn't show any option for it?

untold yacht
#

@honest valeoh yeah there it is nice! option to colorize the folder, but you know if u can colorize the text als o?

untold yacht
#

ah ok, well this is good enough

#

ty

bleak bridge
#

Morning everyone, I am so baffled by this and wanted to know if anyone could help? Im importing transparent PNGs into UE4 from photoshop, and these two textures are showing differently? The one on the right works but one on the left is black? any ideas what im doing wrong? ๐Ÿ™‚

dim arch
#

if you open the texture it should have a checkbox use sRGB

bleak bridge
#

yes

dim arch
#

are they both the same?

bleak bridge
#

yeh

dim arch
#

both enabled or disabled?

potent bridge
bleak bridge
#

I think so yeh

#

all are checked

#

red, green, blue, alpha

dim arch
#

im not sure what your problem is, the transparency isnt working with one of the textures? or one is darker than the other

bleak bridge
#

oh yes I just checked it

#

but nothings changed hmmm

#

they looks so similar when i open them

#

just in preview its black

#

and then when i turn it into a material its black

dim arch
#

if sRGB is disabled, then it will use a linear color space, and when displaying the preview, small value changes result in large changes on the monitor

pseudo star
#

yo can anyone help me out im implementing a ship but the collision box is way to big as u can see

#

and i cant use complex collision as simple bc im simulating physics on it

#

so how can i get around this and make the collisions on the boat as accurate as possible, ive even tried auto convex collision with max setting and the collision box is still wack

bleak bridge
#

oh okay, it hasnt seemed to change tho which is so weird

dim arch
#

@potent bridge you would need to set up an animation blueprint which does collision detection on the weapon and blends a recoil animation if it hits static geometry

#

@pseudo star you can use complex collision as simple, which will use the static mesh as the collision mesh, but it's not efficient

#

another way is to make your own collision mesh in 3D application, or generate a collision mesh in UE mesh editor

potent bridge
#

@dim arch ecoil as in?

#

like it hits and bounces back?

potent bridge
#

My main issue is the legs, I don't mind the weapon.

dim arch
#

cant see that @pseudo star

#

try that

pseudo star
dim arch
#

pretty sure you can simulate physics while using complex as simple

#

if not, then you need to make your own collision mesh

pseudo star
#

thats what it says under using complex as simple

#

also when i do select it the physics stops working

dim arch
#

try collision -> auto convex collision to generate a collision mesh

pseudo star
#

yeah i did that as well

#

its to basic

#

even with max settings

dim arch
#

then you will need to generate a collision mesh in something like 3dsmax/zbrush and import it

#

@potent bridge if you want the character animations to react to the surfaces, you need to do collision detection and have a more complex state machine in the animation blueprint

sharp tulip
#

UE5 was supposed to come out early 2021 right? Well WWHheERe IISsS IIiiTTt?!?!?

drowsy snow
#

All we can do is either have fun with UE4 while/or waiting for Fortnite to use UE5.

drowsy snow
sharp tulip
#

Wow, did u just assume I was talking about a stable release? rude.

sharp tulip
#

btw I was kidding...

#

dont just assume I'm not kidding.

runic iron
#

UE5 will probably be a UE4++ anyways so all the work done/knowledge acquired in UE4 will be useful

drowsy snow
plush yew
#

i dont blame you lol

#

i slept for 18+ hours

#

but now im woke!

#

and ready to get broke!

drowsy snow
#

I stay awake for 16 hours, because of writing the code just to see them break in front of my eyes.

plush yew
#

must be quite the delicious treat

drowsy snow
plush yew
#

im hungry

#

why would you do this ;O;

drowsy snow
#

Guess I'll bail and rewrote the entire module now.

drowsy snow
plush yew
#

big sads ;-;

#

I activated a meme in #cpp by saying I have VS Code problems

drowsy snow
#

Honestly, pretty much anyone uses VS IDE and Rider, not the Electron text editor version of VS.

grave turtle
#

Hi, sorry for the unrelated question, but I can't figure it out... Anybody knows how to make screenshot in RE: Village photo-mode?

plush yew
grave turtle
drowsy snow
#

I think I'm lost in language.
So you meant to said "make screenshot mode as in RE8's photo mode"?

grave turtle
#

No ๐Ÿ™‚

#

Sarcasm

drowsy snow
#

Your wording seems to imply taking screenshot in the game and not in UE.

#

English is not my first language, so don't go too hard on the sarcasm.

#

Speaking of which, there are also free implementations from somewhere else, like YouTube or GitHub repos.

plush yew
#

However I did fix a lot of the issues I was having till now. I guess it's too late to ask for help here when things haven't been solved lately.

plush yew
#

well help or assistance is a demand here that is adhered by law

#

its volunetary out of the kindness of their heart to fledging game designers like yourself

#

Like about a month or two ago, I had these issues, and I'd "solved" them back then with some help from this server and some others.

#

if anything be grateful hes even attempting to aid you :3

plush yew
#

There, nothing inflammatory, I was just reflecting at myself ๐Ÿ˜ฌ

drowsy snow
#

Final stretch.
I'm going to go cook some ramen noodles while waiting for the moment of truth.

plush yew
#

Okay so the good news is I did fix my problem again? Rip.

#

good luck~!

nimble sand
#

hoodie man, I downloaded unreal engine and got the rig ;-;

#

time to uninstall >:)

#

also im outta this server (gonna come back an year later when my brain is ready for Unreal Engine)

#

thanks :))))

drowsy snow
#

Bye then.

fallen marten
#

can anyone reccomend a good long grass asset for foliage?
something that wont give me heaps of overdraw

drowsy snow
fallen marten
#

rightyo - ill check it out

plush yew
#

Hey, i am making fall damage from a tutorial,

this is what the video shows (tp)

#

and my project is fp

#

how do i set it?

fallen marten
#

drag out from the get anim instance and cast to your fp character

#

you can right click the cast and make it a dynamic cast so it doesnt need an execution line

drowsy snow
#

My module compiles, after 19 hours of nonstop debugging. Let's gooooooo

fallen marten
#

in your fp bp you just have to add a bool or whatever the tutorial has, then compile, and you can then drag out from the cast and get that bool

wintry citrus
#

Is there a console command or some python to restart the editor?
All I can find is how to restart a Level

vagrant trench
#

How do i make a button act as a key on a keyboard
I am trying to make a mobile ui
For my game
(i want to press "E" key with a button at widget)

leaden dust
#

am I the only one that feels UE4 c++ documentation is severely lacking?

exotic thicket
#

no

#

:P

#

usually way to go is read the source code for the function or try to find usages of it in engine code

sharp tulip
vagrant trench
#

ahh

sharp tulip
vagrant trench
#

no i saw those

#

thanks...

#

๐Ÿ‘

#

but wait

#

i remember there was something in project settings

#

for mobile

#

found it

uneven mica
#

my 3d asset is out of the map how can i make that it onnly shows the part on the map

vagrant trench
#

?

uneven mica
#

like that

uneven mica
vagrant trench
#

you cant do that without modelling the asset

honest vale
#

you could mask it by world coordinates

vagrant trench
#

or that

#

yes

#

i would model it with a inbuild plugin

brazen stag
uneven mica
honest vale
#

it's not an option

#

you need to make a material that masks it yourself

uneven mica
#

ok and how im not that good at ue4

brazen venture
#

How to make that when a widget shows up game controller is changed

plush yew
#

what is blueprint macros

#

how can i collapse this to a function

vagrant trench
#

select all

#

right mouse button

plush yew
#

how do i add a text for progress bar? i have a progress bar and i want the health to show on number too

vagrant trench
#

collapse to function

plush yew
plush yew
vagrant trench
#

then dont make it function

plush yew
#

but i want to collapse it

#

to make the the code......

plush yew
plush yew
#

how do i add this

#

to my macro

violet goblet
#

Hey there...
as I understand from this page:
https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/index.html

you cannot use "physics" cloth + "Set Master Pose Component" to have a character + different "physics cloths"?
Is there a way to let the user swap "physic cloth" + posing the mesh (by bones)?

BTW: with physic cloth, I mean that :
https://docs.unrealengine.com/en-US/InteractiveExperiences/Physics/Cloth/Overview/index.html

Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.

An overview of Cloth creation using the in-Editor tools with Unreal Engine.

autumn swallow
#

Hi guys, I'm not sure which channel would be the most proper so:
I have a trouble with Localization - the text fetched from String table always has the default value, regardless of selected culture. Any suggestions where could be the issue? Other texts (not from string tables) are localized properly

golden condor
#

MetaHumans is really awesome

crimson monolith
#

Is there a way to have a blank level that doesn't spawn anything (gamemode and all its stuffs)? I chose None for the level GameMode then it will grab the GameMode from Project Settings

quiet raft
#

whoever made this icon, ur the best

crimson monolith
#

I see, maybe that's the only option. Thank you!

plush yew
#

is there any way to uninstall git.lfs

quiet raft
#

how would i formulate my google search to solve this spline problem

#

twists?

golden condor
#

Whats the problem? You don't want curved corners?

quiet raft
#

this should be straight

golden condor
#

Its not? I don't see it

quiet raft
golden condor
#

Is the spline rotating?

#

I asked @vast garnet for his input, there's a setting for Spline Rotation you can turn off.

quiet raft
#

i didnt rotate points, only translated

astral phoenix
grim ore
#

change the collision, or disable physics.

steel dagger
#

how can I transmit?

astral phoenix
#

@grim ore but i need the ball to have physic so the player can play with it, and i have tried all the physics collision,type so idk what to do :/

grim ore
#

@astral phoenixwhat is your collision profile set to for the mesh?

astral phoenix
#

i have tried everything i can think off :/

#

but right now its on PhysicsActor

grim ore
#

is this static mesh in a blueprint?

astral phoenix
#

yeah

grim ore
#

because that looks like the mesh settings itself, not the version you have in the blueprint

astral phoenix
#

they are both like that, and the ball can move around but i still get the Error

grim ore
#

then are you sure its that same blueprint and not another one you have somewhere else?

#

or you arent changing it at some point?

#

especially since its showing it twice

#

especially since its called Ball_2

#

double especially since its called SM_BeachBall_1

astral phoenix
#

im setting the collision to ''No collision'' with ''Event BeginPlay'' but after the player have bought the ball im setting the collision to ''Physics only (No Query Collision)''

grim ore
#

that would be why then, you have it set to no collision and physics

#

so at that point its giving you the error

#

if you want it to start like that, disable it in the blueprint then when you want it enabled turn on physics and physics

#

could probably flip those just to be safer I guess

astral phoenix
#

ohh ty! i was using the wrong ''Collision'' node

plush yew
#

i installed gil.lfs how do i setup it

autumn swallow
#

Epic team do use String tables for localization somehow https://www.youtube.com/watch?v=UD2_TEgxkqs but I can't tell what can be the issue with my project

Our South American Evangelist Paulo Souza visited HQ earlier this year, and we took the opportunity to have him demonstrate how to get started with localization in the Action RPG Game. Learn how to localize UMG, textures, and a little bit of Portuguese!

TRANSCRIPT
https://epicgames.box.com/s/dr7yi0ytxwewq8r28wf8lczj8synfu58

ANNOUNCEMENT POST
h...

โ–ถ Play video
leaden hornet
#

is there a specific channel to ask questions?

#

or can i ask them in here

#

because i have a problem with materials for my landscape

quiet raft
#

aha this spline mesh twist seems to be an actual bug.
if you make a spline in the ground plane, there are no twists, if you rotate the whole actor by 90 so its vertical there is no twists, but if the points are going up the plane normal you are screwed, no matter what "up vector" you used in spline component

brazen venture
quiet raft
#

is that division by zero?

brazen venture
#

can someone help me

grim ore
#

@brazen venturethere is no question there? Or are you asking how to show the mouse? Set the Input Mode to UI only and Show Mouse Cursor

brazen venture
#

Ill try

next badger
#

Greetings. Where can I ask a question about Media Framework? I'm having several issues with Media Textures.

grim ore
#

set input mode to UI only so you cant control anything in the game, and then set show mouse cursor so you can see the cursor

brazen venture
#

oh

#

k

#

i did it still the same result

grim ore
#

Where is the Set Show Mouse Cursor?

brazen venture
#

there isnt

#

There is an error

plush yew
#

the sphere is not in center but its pos is 0,0,0 so if i made it center will there be any effect when i will place it

quiet raft
#

static lights still affect dynamic geometry?

grim ore
#

yes you need to Get Player Controller to get the current player controller and then feed that into the Set Input Mode and Set Show Mouse Cursor

runic needle
#

https://youtu.be/LW_JmNPbAJ0
Hi

I want to make a game like this (trepang2). advanced artificial intelligence, advanced ragdoll physics etc. Which tutorials should I watch? For example, is there any tutorial that shows how to prepare the game's campaign missions, how to do its artificial intelligence and physics?

Being stealthy in the new horde mode map with the new silenced pistol. Try it out in the demo on Steam!
https://store.steampowered.com/app/1164940/Trepang2/
http://trepang2.com/discord

โ–ถ Play video
untold yacht
grim ore
#

still missing the Set Show Mouse Cursor node

#

@untold yachtyou wouldnt remove it, that is part of the mesh. You can choose to put nothing in there or another material that shows nothing or yes remove it from your DCC program

untold yacht
#

@grim ore aye but when im choosing to show nothing its showing a gray plate under instead...

brazen venture
grim ore
#

yes, if you dont want that you need to make a material it should show

#

@brazen venture it's part of the player controller, so drag off the get player controller or uncheck context sensitive

grim ore
#

you will have to remember to set the input mode back to game only and set show mouse cursor to false when you want to play the game again

brazen venture
#

ye

#

i know

buoyant graniteBOT
#

:triangular_flag_on_post: INFERNO#2864 received strike 1. As a result, they were muted for 10 minutes.

#

:arrow_right_hook: INFERNO#2864 lost a strike.

fierce tulip
#

if this was a bowling discord channel it would be confusing

plush yew
#

can someone help me w the water module?

#

why there is no water?

#

ping at help please

umbral ferry
#

everything was ok

#

and now i have

#

this black line wtf ?

#

tag me

grim ore
#

@plush yewI beleive the water is designed with Landmass (the landscape system) in mind. IF you are not using a landscape water will not work

pastel ginkgo
#

How do I make it so that my materials wrap around seamlessly instead of making these lines where the sides meet?

grim ore
#

your texture needs to be seamless

#

so fix the texture outside of the engine or make it so your UV space is 0-1 so the edge is on the edge

#

but.. if the texture itself is not seamless and you put 2 edges next to eachother (2 meshes) well... it cant do miracles

drowsy snow
plush yew
#

Hey guys, quick question : what's the best way to clone an object multiple times ? I'd like to clone a light, so that when I change the settings on 1, it does the same on all the others

mossy nymph
#

in editor level? alt+drag

plush yew
#

is there a way I can just select one, and all the others will be updated?

mossy nymph
#

if its all the others, change the CDO value

#

or have it import values from a data source specific for that level

drowsy snow
#
  1. Blueprint is already pretty good on performance.

  2. Nativize Blueprint codes into procedural C++ codes when packaging your game to get even more performance.

  3. Blueprint IS flexible. You can expose a complex C++ function as a convenient BP node.

  4. Welcome to Unreal Engine, where, unlike Unity, you have optimisation tools built in to the engine. UE's profiler is one part of the complete optimisation suite.

  5. It's actually faster to plot gameplay in BPs in advance before translating it into C++ code.

  6. You can only do live coding if you don't modify the header files. Otherwise you need to close the Editor, because....

  7. Hot reload sucks arse in UE4 and can lead to data loss.

  8. People in the industry, from indie but pocket money budget to indie but AAA, that uses UE4 deploy both BP and C++.

quiet raft
#

not gonna use X cuz... (some esoterics)

scripts

#

same could be said for ue4 c++

slate basalt
#

hey, i'm trying to clone a folder and then replace the references from within that folder from the old folder to the new folder.
I can get my dependencies from the asset registry but looking at it, it looks more like a data cache than something that will be saved with the asset whenever i'm done.

can anyone recommend a way of "patching the references"?
and then saving the asset to disk

quiet raft
#

it does a lot of stuff for you, ue even has gc

#

gc yes

#

well you know c#, it has gc

#

garbage collector

#

its a bad idea to start learning cpp through unreal in your case imo

#

you need at least some basics laid out first

drowsy snow
slate basalt
#

yeah, digging through that code as we speak. it's just a bit heavy. finding what im looking for in there is a slow process

untold yacht
#

Hey guys i need help with a Mathematical problem please

#

my object is to reset the ability cooldown

#

so if attackspeed (2sec) x 0.1 = 0.2 secs right ? then it adds with the ability attack cooldown

#

duration is 0.1 so should be 2 seconds cooldown right ?

quiet raft
#

youre getting cooldown var, you mult it it becomes 0,2 , then you set it, so now it is stored as 0,2

queen wasp
#

Is there a way to find out how much VRAM a player has? And if so, to change the global texture-scale? Like 4K=>2K and 2K=>1K if player has only 4GB VRAM?

drowsy snow
queen wasp
#

Yeah, I do have a game settings interface with a lot of stuff, I have had to set the texture pool size to 4096 for the textures I have now though, but wish to support 4GB VRAm and 1060 if possible. I have a combination of streamed and non-streamed textures, some 2D and 3D rendertargets etc. My own GFX card here has 8GB vram..

plush yew
plush yew
queen wasp
#

If UE sizes the texture pool itself maybe it might be ok to leave it be, but it works better with setting the pool size higher for me here, less artifacts/better visuals.. I'd like to set all that via this setting interface ofc, quality settings which I have a lot of already.

#

lots of space.. ๐Ÿ™‚

quiet raft
#

black interface means opaque?

queen wasp
#

@quiet raftno, just all black, no playercolor in the UI, or texture or anything, UI rendered in all black, still seethrough.

#

@plush yewthanks, will look

quiet raft
queen wasp
#

The black interface was just an artifact from playing around with UI material, it sort of looked cool ๐Ÿ™‚

#

@quiet rafthttps://www.facebook.com/psychistudios

quiet raft
#

looks interesting, tho due to camo all units blur into a noise on the screen imo

queen wasp
#

@quiet raftduely noted, moving on ๐Ÿ™‚

#

Guess you can't be too sensitive if you make games, ppl are gonna say what they feel..

quiet raft
#

well you are making a game for other people

queen wasp
#

I am, overly sensitive though ๐Ÿ™‚

#

No, I am making a game I would like to play myself, if others like it, fine ๐Ÿ™‚

quiet raft
#

i understand its your vision, i instantly realized it

queen wasp
#

Constructive critique I am all for though.

quiet raft
#

well it is

#

its really hard to comprehend this picture quickly

queen wasp
#

@quiet raftYah not really a likely scenario, just a performance test

quiet raft
#

most rts have very distinctive silhouettes, contrasting colors with bg, exactly because player brains need to process info fast

#

let me guess, the idea is that just like irl, the units are using fitting camo for the terrain they are in

queen wasp
#

camo isn't necessarily that, it is more of a style thing, skin.

#

But there are for now map colors used together with player color, I get the unit visibility argument though, something to think about..

quiet raft
#

in that sense basic coding is similar in all languages. you can do pretty much same basic math, in python/lua/c#/c without knowing much about the language

#

now when you get to differences things like value/ref types in c#, or pointers/refs in cpp, it becomes much more complicated

#

or rather, complex

cyan bronze
#

Yea well doing math or that kind of basic stuff in C# is the same as programming a game in C#

#

well anyways ill figure this out with multible hours of youtube videos and reddit posts

quiet raft
#

if your game is basic, the code will reflect that

#

is there a way to give a material property an alias?

#

e.g. when swapping base mats in mi, i would like for it to resolve that name A is an alias of new base mat prop B

next nebula
#

how many I get the widget off my screen when the play looks away?

winged crypt
#

Anyone else getting a crash when trying to open a MetaHuman asset in 4.26.2?

queen wasp
#

Any ideas how to have camouflage and still get the units to pop more? I mean hmm, I could do some work on the material, to sharpen lines. I do like to keep it semi-realistic compared to stylized though, but yeah.. hmm. If two people say something it is probably true even though I don't like it haha, my cousin said too that it looked blurred, he is playing a lot of Starcraft, and ofc the units are much stronger contrasted/stylized.. I am also thinking to try reducing the texture load, by having lower resolution on textures from substancepainter, and doing tiling from higher res and using the substancepainter textures more for blending.. Most textures are 1K or 2K, thinking to reduce that to 512x512 only AO-like, and do the dirt and all in layers/material.. Camouflage is already layers.

fallow hornet
#

Any ideas on this I am streaming a level in that has an ocean, using the UE4 water plugin. If I play test in a standalone viewer the ocean does not load. If I play test in a standalone viewer just the level that has the ocean it shows up

queen wasp
#

Maybe wrong chan for this IDK, there's #graphics ...sry long rants, I get excited.

quiet raft
queen wasp
#

@quiet rafthehehe

#

Well it helps when you are the one having built the ships, you've seen them separate

#

I have a "formation creator" so when you add several ships (with a timeout) it builds formations of ships..

#

(delegating to manifesters) ..

#

Several ppl have been nagging for me to make videos.. I will.. eventually..

frozen pond
#

hi, in anim graph i can't find my anim notifies, even is anims are used ?

quiet raft
#

@queen wasp sorta

queen wasp
#

Mmm, I get you there, so it is the lighting, could do some tests, thanks!

quiet raft
#

more like the hue difference

#

its slightly brighter, slightly different more saturated hue, then the baked vertical gradient ao

#

and blob shadows

queen wasp
#

saturation too? hehe I got complaints from some due to the low saturation and I increased it, maybe not enough ๐Ÿ™‚ It was almost gray

quiet raft
#

i like it overall what you did and what youre after

#

i like it moody and graysky and hope is lost only hell awaits

queen wasp
#

Will work more on lighting and hue/saturation issues

#

hehe yah, it is a rough place, sort of ๐Ÿ™‚

quiet raft
#

but yeah it really blends with the terrain

queen wasp
#

I do have an entertainment center building, might scrap it ๐Ÿ˜›

#

I do have "research meditation" on habitats heheh

quiet raft
#

research "substances"

queen wasp
#

Hehe well I have shrooms

quiet raft
#

my kind of dev

plush yew
#

I imported a custom anim with the same skeleton, and it asked me to do something starting with a I, it works but all the other anims are broken and looking like this. Can anyone help?

queen wasp
#

but wonder what I can do with it, to not have to go 18+ .. IDK if it matters but yeah, a shroom mode easteregg or something ๐Ÿ™‚

quiet raft
#

just call it something else

queen wasp
#

"reality enhancers"

quiet raft
#

โ˜‘๏ธ

#

i wonder how would i approach the blob shadows, that has to be a stencil full screen shader right

#

its the only way to clamp shadow value so it doesnt mult it

queen wasp
#

Well you could do shading in the material itself, like based on normals

quiet raft
#

on the ground?

runic iron
#

definitely use both, this is the main strength of Unreal Engine

queen wasp
#

Oh, the ground shadows, well, I have sort of toned them down on purpose, maybe a bit too much. It is environmental light higher and white instead of black, then fading out shadows, bringing the shadows back the buildings gets a bit too shaded IMO, but will test some.

runic iron
quiet raft
#

old time strategy games used them, they help for example read the unit position in air

queen wasp
#

There are shadows on the ground, they're just higher up than you think ๐Ÿ™‚

umbral ferry
#

everything was ok
and now i have
this black line wtf ?
tag me

queen wasp
#

angle-dependent

quiet raft
#

oh well, you tricked me again

#

is there a way to force ue to gc? i need to flush texture pool

queen wasp
#

Saving that image you made with shadows, I like the idea.

cyan bronze
runic iron
#

If you have something on Tick/called very often it's good to put it in C++. My workflow is designing/prototyping with Blueprint, which makes it possible to iterate and test very quickly then convert to C++ if performance is necessary or if it gets messy with the nodes.

quiet raft
#

8gb vram. 8 gb

#

2 projects opened

runic iron
quiet raft
#

you cant flush stream pool

queen wasp
#

I use r.Streaming.PoolSize = "4096"

runic iron
#

It talks in depth about how to organize C++/BP and what to take care of

quiet raft
#

@queen wasp the problem is that it is never flushed, i also have set it high and eventually it goes over that limit as well

queen wasp
#

But then again it might use too much ram, I have 16GB regular ram used with the vram though, so a total 24 for gfx.. I have 32GB ram..

#

@quiet raftYeah I have same issue sometimes opening several different maps etc, caching happens and it seems not to flush..

cyan bronze
runic iron
#

Yep !

quiet raft
#

probably something to do with how the renderpipe caches it all and is not unloading, or is not tracking whats loaded i dunno

#

otherwise some flush console command would be a nobrainer

queen wasp
#

@quiet raftThere is a "-nogc" console command, but not sure how to re-enable it, use at own risk.

plush yew
queen wasp
#

Maybe it is just for startup hmm, well..

clever axle
plush yew
tropic basin
#

Anyone able to help out in the voice channels, looking to lock axis of a camera

untold yacht
#

@quiet rafthm so how should i set it up you mean ?

plush yew
#

this is what i get when im trying to launch (play works perfectly)

#

@plush yew

umbral harness
#

I've got a super basic noob question: When I play in editor, how do I get my orthographic views to update in realtime along with the gameplay?

untold yacht
umbral ferry
#

everything was ok
and now i have
this black line wtf ?
tag me

paper oriole
#

hi

#

quick question.. i created a planet on unreal engine 4

#

i am trying to put this on my skybox

#

actually im not trying i put it, but the problem is i cannot see the full planet like 360'

grave radish
#

What is the legality of making a game featuring cover songs? I know the older guitar heros did this to save costs. Like if I wanted to record my own performance of a Motorhead song and use it in game, is that legal

paper oriole
#

Yes it is legal

#

it's a cover

#

but you shouldn't use anything from the music

#

even background whispers smth

grave radish
#

So all new fx, guitar, bass, drums, etc. Can be same song, as long as it's entirely new content

kindred viper
#

@grave radishLemmy was the best.

worthy horizon
#

Wondering what would be causing my reflections to look like this. I am using raytracing, I've been playing with the settings on the Post Process volume but nothing really helps this.

narrow mauve
#

Does anyone know how to get the pixel normal of a volume..since there is no 'normal'. Pixelnormal doesn't work at all..it produces some strange results.

autumn grail
#

Hello , how can i make fake reflection to my skeletal meshes character armors metalic , with a Hdri ? or by a scene capture? how to do that?

surreal vector
#

hello i have a preoblem, i cant remove the preview message in the shadow, even if i disable preview shadow indicator

autumn grail
#

@surreal vector your lights are movable?

surreal vector
#

@autumn grail no they are staatic

autumn grail
#

so you need to bake lighting

#

or making it movable

surreal vector
#

@autumn grail even when i click on bulild lighting only it doesnt disappear

fluid lance
#

Looking at a performance talk now and I've just realized my GameInstance which basically manages the whole game looks like this:
How can I avoid this in the future? Especially since GI handles savegame logic and manipulates variables for game difficulty and whatnot

autumn grail
#

oh weird

modern root
vale grove
vale grove
# vale grove

Can someone please help me how to change the material as per this picture?

fair field
#

Trying to prevent these lighting artifacts on standard unity landscape?

vale grove
#

But I don't know where to find it!

fluid lance
#

@modern root The funny thing though is that if you look at it, you'll see 1/3 of its memsize is due to a DataTable. It contains vars, stat maps, portrait textures etc for 50+ combat units. How else would I go about manipulating global data in the struct arrays, given the fact that I load combat maps every encounter/battle - the game is a jRPG...

vale grove
#

UE has given a lot of documentation about it, but nothing regarding its location!

modern root
fluid lance
#

@modern root I can't believe I made a whole game, ~10-12hrs of gameplay content and I don't know what you mean by "asset manager" and "primary assets" ๐Ÿ˜ญ

modern root
#

haha this sort of stuff is one of those things you learn as you hit these bottlenecks

#

then future projects you'll know to use it right away!

#

This is a great video on the topic
https://www.youtube.com/watch?v=9MGHBU5eNu0

This week on Inside Unreal, Ben Zeigler will walk us through how to use the Asset Manager to efficiently categorize, load, and ship large amounts of data. We'll explain the origin and purpose of the system, followed up by an in-editor tour of how Action RPG use the Asset Manager - including Blueprint nodes for Asynchronous Loading. We'll also di...

โ–ถ Play video
fluid lance
#

@modern rootThanks, will definitely check that out! The game runs well though, I have no actual "problem", it's more of a shock to me that I messed up this big ๐Ÿคฆโ€โ™‚๏ธ
Besides, if It'll go well, I'll want to add content so I definitely have to redesign some crap now that I look on it. Thanks for the link! ๐Ÿ™‚

#

@plush yewThanks, it looks I need some popcorn tonight ๐Ÿ˜„

modern root
#

No worries, breaking up your stuff into assets and loading them as you need will also help your load times!

fluid lance
#

@modern rootI have delays for loading screens, maps load instantly...ofc I never looked into "performance problems"

modern root
#

(and of course massively reduce memory overhead)

modern root
quiet raft
#

we have a gameplay player bp and level design/test player bp, whats the best way to spawn them on demand without creating a mess for vcs

winged crypt
#

Anyone here have some exp doing facial animations with MetaHumans directly in UE?

quiet raft
#

this just means the shadows are disabled right?

trim elm
#

Does anyone have advice as to how to diagnose crashes on UE? Any project or version I launch crashes within seconds and gives me this crash report, and I can't seem to find anything relevant online about this. Any advice?

trim elm
quiet raft
#

so it wont be baked?

umbral ferry
#

everything was ok
and now i have
this black line wtf ?
tag me

quiet raft
#

@plush yew sorry to ping, but i dont understand the logic here, static are lightmap baked shadows, and dynamic are well dynamic, by "switches to dynamic" does it mean it does not bake shadows into the lightmap or theres some other tech involved?

autumn grail
#

how get better shadows from foliage trees? i use only dynamic lighting

#

its ugly

#

it appears the editor keep the last runtime value of shadow resolution

fleet dagger
#

Can someone tell me how to keep the sprite on the ground?

torpid shadow
#

Hey there, I have been having an issue with my project where I keep getting an infinite loop of something trying to be spawned on beginplay but it there is nothing to spawn and I am trying to get it sorted out so I went through the debugging tools. I was using the blueprint debugger and I saw in the execution trace its just a bunch of unknowns that say object no longer exists, not really sure what this means though.

strong nest
# fluid lance Looking at a performance talk now and I've just realized my GameInstance which b...

you need to make sure your central classes (Character, PlayerState, GameState, PlayerController, GameMode, etc.)

do not carry any (hard) references or casts to any of your other logical classes. Hard references should only ever be one way - from small objects to central objects, not hte other way around. For instance, a door could have a reference to your player controller, but the player controller should never have a Door Reference variable.

(The solution, in this case, would be for the playercontroller to save the door reference as a generic "actor" variable, and treat is as such.)

fluid lance
#

@strong nestNow this makes sense, I was kind of getting confused here... For instance, would vars passed like this count as hard refs?

#

So basically having any variable storing a "smaller" class would automatically load it into memory just because the "bigger class" in my case the GI has a ref on it? Did I get this right?

#

Either way, the whole thing kind of limits/narrows the flexibility of passing information between classes ๐Ÿ˜

#

Right ๐Ÿค” So, async load them "on demand" and pass refs around after?

#

Would that way prevent bloating? Or will they still be loaded before since I have a hard ref somewhere that will be - at some point in the future - be used to get data from?

#

Half-way through the vids, maybe I'll get the gist of it later ๐Ÿ˜„

vale grove
#

Hello All

#

I am trying to follow instructions outlined over here

#

However, I just don't know how to select the leaves and thereby change its material

#

I'd sincerely appreciate some help on this. Apologies for the noob question.

fluid lance
#

@vale groveAre you using Niagara or Cascade?

vale grove
#

Ummm ...neither

#

@fluid lance

#

Just simple UE with Microsoft Airsim

fluid lance
#

@vale groveIsn't a particle system ur trying to make? Never used AirSim so sry...

strong nest
# fluid lance <@!191403990104145921>Now this makes sense, I was kind of getting confused here....

Yes, just having a variable or cast on a BP ties it in.

How and when you set the variable is irrelevant. It is a hard reference to whatever class the variable is. This is why your central objects should only have references to lower objects as "Actor" classes, and nothing more specific unless that specific thing is also a central object.

Keep in mind, however, that there is (almost) no drawback to having an actor ALWAYSLOADEDINMEMORY, if that actor is always going to be present in the game anyway. This is a good way of defining who your "central classes" are. For instance, for a game set in a forest, you could even consider a treeBP to be a central actor, if you could reasonably presume it was always going to be present anyway.

The only downside of reference bloat in this case is that compile times for the programmer will be sluggish.

vale grove
#

One second

glass rapids
#

I have a quick question, I am trying to make this material which I thought would round the image as a mask but the mask isn't going fully around

vale grove
#

@fluid lance I think there is some weather asset within UE with the name M_Leaf_master.uasset

#

I just need to find it and modify a few settings

#

Maybe if I get a list of all objects in my environment, that might help?

pseudo star
#

Could anyone help me out with collisions? Ive got a ship which is gonna be driveable along the water, however the unreal simple collision hitbox stop the player from standing on the ship at all. And ive tried to use auto convex to generate a more accurate simple collision hitbox but its still too inacurate how can i fix this

strong nest
#

make your own Circular mask by subtracting the TextureCoord from .5,.5, checking the resulting vector length to see if greater than .48

fluid lance
#

@strong nestYep, got it. Thanks for the clarification. So soft refs in my case aren't an option and since I got away w/o loading screens because the GI dumps the whole game in to 2.3GB of memory, I'll just need to keep an eye out in the future, invert the logic and stop reffing NPC_Base (which is a pretty big class) and UnitBase (another one). Thanks again ๐Ÿ˜„

#

@vale groveSry, I'm lost, I just don't understand what you are trying to do, rly sry ๐Ÿ˜

glass rapids
#

@strong nest Sorry. I'm kind of confused how do I see if something is greater than something in a material? I don't use materials that often

strong nest
#

you can draw your own nice circles with this

#

paramaterize the .48 and the -10 to determine the circles properties

fluid lance
#

Isn't that basically the RadialGradientExponential node? It goes roughly by the same logic if I remember correctly

glass rapids
#

what is the .5 .5 in the bottom called?

fluid lance
#

@glass rapidsconst 2

glass rapids
#

ty

fluid lance
#

just keep 2 pressed on ur keyboard and click anywhere ๐Ÿ™‚

strong nest
glass rapids
#

Thank you, it works

quiet raft
#

gpu lightmass does not bake brushes, what am i missing?

autumn grail
#

has someone a fix for the structs values resetted to default after each project restart?

umbral ferry
tranquil cliff
#

I made a plugin that allows you to "Copy URL" for any asset and share them with your team on Slack, JIRA, etc -- which will then open the same asset in their Unreal Editor. The URLs will be things like precariousbattle://content/Game/Spells/Fireball/Fireball

I could use someone to test it before I publish it more widely, is anyone interested in that kind of a plugin?

vale grove
#

I apologize for reposting, but I was wondering if anyone could tell - Where does one go to change material properties of things within the environment

chrome socket
#

I have a question.
its about animation and ai movement.I made a animation blend space and blueprint, for some reason the animations do not play when the enemy is chasing me. any help will be helpful. (BTW i look on youtube and nothing is helping me)

robust marten
#

Hey guys, I have a question regarding UMG and how I might go about accomplishing something. I want a 2D character screen and have equipment attached to the โ€œcapture actorโ€ (but instead of a 3D capture actor it would be a 2D image) exactly like TES: Daggerfall. I figure something with layers but Iโ€™m not sure of a good way to go about it

merry pilot
#

So I made a city for cinematic shots, to make the city come to life I need to make it look like cars are driving on the roads, just red and white lights, there will be a lot but how would I go about doing something like this? For example how on GTAV when the camera hovers above the city when loading you see white and red lights on the streets.

fierce merlin
#

is there a good channel to ask game design related questions (not specifically to do with the engine, just opinion questions about concepts)?

distant cobalt
#

Can I use a task in widget?

#

Or not

rapid wharf
#

Does anyone here have the FPS characther system?

cloud igloo
#

I have created 2 text blocks for my hud. One text block is for shield and the other is for health. The shield textblock goes down to 0 and then health begins to lower. The problem is that after the health is at 0, it goes into the negatives. why is this?

#

I'm new to unreal engine so I'm not too familiar with anything. I heard that I may need to use a clamp float but I'm unsure how I would go about doing that.

drowsy snow
drowsy snow
#

<@&213101288538374145>

buoyant graniteBOT
#

:no_entry_sign: Cleevry#1716 was banned.

plush yew
#

launch failed

#

packaging failed

modest trench
#

you've got to install visual studio 2019 according to this

wise trail
#

Are there any programs that are known to conflict with how unreal engine runs causing crashes?

#

Would underclocking help at all?

drowsy snow
wise trail
#

Even if its not overclocked?

drowsy snow
wise trail
#

Hmmm

#

I use it for my fans

#

I guess ill find an alternative

#

Ty

#

Does having them installed affect or just when running?

#

Im just not sure if theres any kernel level stuff going on is all.

drowsy snow
#

It's just when MSI Afterburner is running (which in turn forces Rivatuner to stay running).

wise trail
#

Cool thanks, was having some issues finding a solid answer on duckduckgo.

#

Misinformation all over.

kindred viper
#

vsync causes issues with the editor sometimes too.

prime willow
#

@drowsy snow i know youre awake