#ue4-general
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Could be an indicator
what does it mean?
hm then i dont know to big ? to small ? to high ? not colliding with anything ?
no
hm then i dont know sorry im new with UE4 aswell x)
ok, ty
@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 :/
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
what is shortcut to select parent of something in outliner?
how can i download unreal engine 3 ? anyone know?
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
Info. provided by Shywalker in an old thread: http://download.udk.com/UDKInstall-2009-11-BETA.exe http://download.udk.com/UDKInstall-2009-11-BETA-2.exe http://download.udk.com/UDKInstall-2009-12-BETA.exe http://download.udk.com/UDKInstall-2010-01-BETA.exe http://download.udk.com/UDKInstall-2010-02-BETA.exe http://download.udk.com/UDKInsta...
(check the bottom of the thread to find somewhat more recent links)
thanks but which one is ue3? sorry i beginner
unreal engine 3 = UDK
why would you work with this version?
is ue3 support android platform?
yes, but not decently well when it comes to current gen phones because of lack of updates
ok thanks for answering ๐
you can't, but you can run several things after another with a sequence node
can they run parallel?
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?
@plucky grove check the pinned messages
no, thats a lot more diffucult to do, maybe try the #blueprint channel if anyone has done it
Everything is blue
ok, thank you
@fierce tulip aha thanks! There are no reports yet of that being fixed with the latest nvidia driver by any chance?
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
I have not updated mine in a while but I would prefer that over downgrading. Gonna give it a go
ty
what does lerp function does
it linearly interpolates between two values you give it based on a fraction you give it
it's just sometimes called "lerp"
Still happens with latest nvidia driver :/ sigh
u can have only 1 beginplay per bp. just connect everything to the one bginplay
what is encapsulation
Encapsulation is just a programming pattern for seperating things into seperate pieces so it can be used independently, an example is object orientated programming
But Google will explain a lot better than me
u do it much better tho
๐
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?
hey, im sorry im not sure where to post this but did someone encounter the problem of assets with physica dissapearing on play??
*physics
its like they bounce off
till now no for me
are u using unity
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
same applies to programming
classes provide a public API (the shifter, pedals and steering wheel) and then generally speaking rest should be private, encapsulated inside the class
yeah ty for the info
thanks yeah thats why im asking here because i almost found nothing for unreal
i guess that's very rare
in ue4
how much time does it takes to learn c++
c++ i dunno quite a lot
bcus i am goin to start learning c++ from scratch
but im only using blueprints for now
good idea if you have the time
but it will take you some
rather complex
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.
how do i add break to this ball when we press spacebar
This is correct as far as i know.
I just dont want to get in trouble lol but im excited after looking at it more.
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.
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
What's the callstack?
(Please paste it in txt file or encapsulate it with triple tilde)
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
I assume something's wrong with your SplineGenerator2.cpp code
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.
Ok fixed after deleting Binaries, Intermediate, Saved folders and sln file.
this is my screen when i start
this is on the menu
and this is after i click "Back"
why are the widgets dissapearing
nvm got it
How could i play a animation after another, like this one?
Literally by doing what you've drawn on the picture?
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
problem is is that they are under a variable condition
so the trans stand to sitting wont play if the placeholder anim is there
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
check you import settings in UE4
and your export setting form blender
You can just make a pure function out of it.
with a branch in it?
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?
Yes.
huh... you're right... the pure function has an execute wire internally... I didn't know that, thanks!
how to modify pivot of ue generated merged mesh?
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.
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)
do i need to restart the editor after i enabled the plugin? @grim ore
yes
there doesnt seem a way to move geometry
you asked how to change the pivot didnt you?
thanks anyway
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.
theres no move pivot, pivot itself is just the offset of all verts from origin
so since theres no move pivot, i assumed i could at least move verts to zero, but its not present
thank you
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?
hm restarted the editor after enabling the plugin, now all shaders are recompiling, is this normal?
depends on the plugin
seems a bit odd on mesh editing, but i dont know much about that
there is just 1 thing u can do and that is: let it compile
the source code is in there ๐
it prolly has some comments
it says BETA and docs are usually the last on the list
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)
so yeah a small snippet on how to get into would help
its good tho, solved my issue
and its baking the changes into the asset, phew
there is prolly something, but due to BETA stuff can change fast and it might allready be dated info
next stupid question, can i somehow group brushes into an asset?
i dont do geo brushes
what do you mean?
i see, i thought you use some alternative csg or something
How would I create an audio volume with a low pass filter effect inside of it?
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.
You can do any kind of game with it.
ay
Export it by yourself.
It's just literally few clicks away.
i dont have ue ;-;
I wanted the rig for animation purpouses
I'm not an unreal dev
ahh u should prolly use some other rig
unreal rig isnt 100% free i think
you have to ask permission i think
aw I've been looking for rigs for two months now and found the mannek
and thought it was cool
blender has rigify
If you want to, you could just download and install Unreal Engine from the Epic Launcher - it's free.
you can allways create ur own rig ๐
:) I've failed for two months
Mixamo's wonky rig is also an option.
Rigify has a nasty bug though, the auto weight is likely going to be fricked up
yis
what blender version?
latest 2.9
auto weights allways gave me some decent results
yea same
really when u setup twist bones correct
silly character dance
been autoweighting since 2016 ๐
thats mostly the default blender cude with some extrusions and subsurf
imma just go get mixamo's ;-;
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?
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...
how do i delete all of that as fast as i can?
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)
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.
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.
Why does UE bother asking me if I want to recover things if it never succeeds at recovering them?
It also never walks so idk why I have a walking animation
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?
@robust palmwhat do you mean a fixed speed? as in it always moves at 200 units?
@robust palm Are you using a blendspace for the movement anim?
Yes I am using blendspace and a max speed I mean
The guy is moving faster than he is animated so it looks goofy
Im trying to build my game and I get this, let me get the error log
the Max Walk Speed is set in the character itself
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.
@grim ore thank you! you are a god, I found it.
@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
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
So hold on, if I made it a static mesh I'm concerned about the body clipping through
But with skeletal meshes, what kind of work would I need to do with rigging it.
you are probasbly going to have clipping, AAAAAAA games have clipping
Master Pose Component setup, for modular characters, would be what you would look at for SKM stuff https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/index.html
Modular characters? Is that where you remodel each bit to have different clothing?
When working with a walking animation, would you use an in place animation? where the character doesnt 'traverse' by the animation itself?
@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"
@robust palmwalk/run animations are normally based on the speed it is moving and the blend space choosing which to play
I have the BS set up but it just always runs
ah, ok
Mfer moves max speed 24/7
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...
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
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?
thanks
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
So anyone know why navmesh would fail between two meshes?
collision normally, or it cant get from one to the other
what if there's nothing there, like in the image I posted?
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?
I'll try that now
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?
You can use a different actor for the mini map camera so it's more clean.
You should use a 2d render camera and capture a screenshot of the whole map
I think he want a localized dynamic minimap instead of a global one.
Why am I allowed to select a DataTable in my Editor Utility Blueprint, but not another Actor asset??
is this blueprint in the world?
if its not, it doesnt know about any other actors since they are in 2 seperate places
Yes, it is in the world... and all functions etc are "call in editor"... but I just want to choose an existing asset from the asset browser and put there
what does the variable look like for that "Sewer Straight"
Probably
I can't see any difference between this and my LevelDataTable... and LevelDataTable works as expected
but this varuable's drop down list of contents is always empty and I can't figure it out
so what is "Basic Map Tile" ?
and those blueprints are in the world?
they will be... this script is supposed to generate maps for me, using those tiles
so your trying to set that to an item that is in the world when its not in the world
your trying to pick an instanced actor that is in the world
omg
that variable needs to point to something that exists in the world, otherwise you probably want a class reference
thanks... had a brainfart apparently ๐
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 ๐ฌ
nice
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?
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 ๐
tiny little box shaped icon next to the transform icons. click it and it becomes a tiny tiny world- in the viewport.
Thanks, I feel stupid now...
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
i could just change the "get actor transform" and try and get the crosshair location right or ?
I am hoping I am close to the right track here?
Is there a tech support channel or something similar?
I'm having a bug where its stuck on Compiling Shaders, and I don't even see the shader worker in the processes list
I un-installed and re-installed unreal engine :/
No, but it's completely stopped working
Like, at all. Previously it has worked.
The worker doesn't appear in task manager processes
When I try adding an event tick or any node, it will jump towards a previously added node.
Why is this happening?
@pastel latchdo you have visual studio installed?
yep
@cloud iglooyou can only have 1 event tick node, do you already have one?
@pastel latch did you install Incredibuild while installing it?
Yes
did you pay for Incredibuild?
Yes
To be honest, I didn't even know you could pay for it
So no
@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.
@pastel latch uninstall it, problem solved.
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
your tutorial is telling you to add more than 1 event tick node?
if its telling you to create it (if it doesnt exist) then hook it up, it sounds like the first part is done
alright thank you!! ๐
Uninstalling worked like a charm ๐ Thanks
Do someone knows how can I export games to xbox in ue4?
how well does ue support negative scale?
i am starting to learn game dev. so should i start with 2D game or 3D game
hello iam new to unreal and have a few questions
You're asking in an Unreal server, and Unreal is mainly for 3D, so...
okaaay
if i ask in general than should i start with 2d or 3d
i can just say iam new to unreal but work with games over 5 years. so
at my experience its better to start with 3D
because if you act you must convert it to the right dimension
if you ask me 3D is better .
- you see better what you do
- you have more to script so its better to learn
- it looks more interactive
the most important thing is if you start to make games is
okay thanks :0
ask your self what will i do
that is most important
an then you work and research on it
okay
and one thing i want to know is if i read it right unreal is free as long iam under 1M $
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
different terms depending on what you are doing but basically you have to make a lot selling games to owe epic anything
i want to switch to unreal because of the graphics and more balance
so i think i should research for some time that which will better for me
ye
nobody can tell you what is better because everyone is different
for me is 3D more ez because iam a volume thinking human
start with programming if you havent already (make cli games), then simple 2d games, platformers etc, then a simple 3d shooter
its a nice learning curve for you
i make my 3D moddels without prefs just for humanoids
ok
rnd_access i have a question about unreal because iam thinking of to swich on unreal
but iam not rly sure
why switch? why not use whatever works for your goal
no need to go deep into each task, just make it work so you understand the concepts
you will eventually find your "i like doing this stuff" hole by doing various things
have you made anything small?
just one thing
I need help with something involving a player control blueprint, my mouse cursor ain't showing up
then make a couple hundred more small things
but i work over 5 years with blender and texturing
actually that's the main reason i want to know which one will be easier for beggining
neither is easier, both are different, both are hard and both are easy.
ue5 when?
UE5 was released last week
really
@hexed inletdid you turn on the mouse cursor? did you switch input modes? did you do other stuff
literally 2d is easier
cli is easiest
best for a beginner
if i saw it right its free as long i dont earn more than 1M $ right
didn't The Coalition say they were using UE5 last week?
cli, 2d, 3d
I turned on the mouse cursor and what do you mean by input modes
@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
i have made some cli games
Here's the blueprints, I can't freaking tell
@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
@hexed inletare you using that blueprint? is it using that as the player controller?
yes
then yep it should show it unless something else is hiding it
it is the player controller, I am using it for a chess type game
I haven't deleted the old player controller so should I replace it
you said its using this one, so the other shouldnt matter
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?
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?
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
Thats the problem the mouse button isn't displaying so I'm not sure what the problem is...
The thing is i just want to make the game public but dont want to earn money
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
So I add another layered by blend node? Then put the original lower and the new animation higher?
@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.
That was what i want to know
I'm not quite sure?
@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
again I am relatively new to this so sorry for all my lack of knowledge
I'd love to, I tried montages and it came out horrid because of animation clipping from left and right punch
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
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.
Is there just a way to chain the anims? because this is a pain in the ass lmao
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
Hi
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?!
you would chain them together. overlap -> make button move -> make feedback
Is it possible to export a model from UE4 with all its currently assigned textures?
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.
How do i make the red animation play AFTER the green animation is finished?
@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
Hey, is anyone here an expert in level design, I'm running into a glitch no one has been able to solve yet?
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
Anyone got a method for preventing animations going into the wall?
is there a way to grab the location & rotation of the editor camera?
the camera thats active when you hit Eject in screenshot
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?
ahh i figured it out
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 โcapture actorโ (but instead of a 3D capture actor it would be a 2D image) exactly like TES: Daggerfall.
I figure something with layers but Iโm not sure of a good way to go about it
?
@grim ore thanks, that toolkit saves so much time. mirror tool is a bliss
Is there a channel on this server for team recruit for a game in progress
is there a way to somehow turn color picker for lights into kelvin slider?
aha found the toggle
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
https://gyazo.com/8f347b3ff8ea85fa9d9bdfe92a6f85fc
My running animation is different when I put it in my blendspace, even though it's the exact same animation? Does anybody know why this is? (The left hand's fingers are different)
What node would move a character over time without affecting the animation state?
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)
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
FIFA is a soccer video game
I know. This isn't a FIFA server
not sure if you selected the wrong server or something but this aint it
How do you create a low pass filter effect inside of an audio volume?
Thanks ๐
Just how complicated would it be to make a simpler version of the CoD game lobby ? Like a base simple version of it
Thanks ill post it there instead
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?
Is there a reason why the Branch node is let loose?
yeah
because its 12:30 pm and I had no sleep thank you for pointing out my only issue
We didn't develop "wireless" BP node transmission technology after all ๐
ayo hoodie man, the mixamo armature is even worse ;-;
But you didn't use it for use in Unreal Engine, right? Making animation in DCC software often not following one cohesive standard.
https://gyazo.com/8558c338e2a62fefd02c55d8b8f282aa
hello guys is there a way to colorize the content files or something to make it easier to separate them ?
i wanted to animate in blender
and no not for ue
just for animation tho
The bone hierarchy isn't that important if you want to animate in Blender.
And I'd recommend asking this in OpenVFX server instead, which you're part of.
but only you guys have access to the rig so i came here :D
This server is mainly for Unreal Engine first in mind.
Well, take your time to download Unreal Engine instead.
(and don't blame me if you're hooked into its superior realtime rendering ๐ )
;-;
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.
should be
right click menu didn't show any option for it?
@honest valeoh yeah there it is nice! option to colorize the folder, but you know if u can colorize the text als o?
No.
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? ๐
if you open the texture it should have a checkbox use sRGB
yes
are they both the same?
yeh
both enabled or disabled?
Would anyone know any method of stopping clipping like this happening?
im not sure what your problem is, the transparency isnt working with one of the textures? or one is darker than the other
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
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
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
oh okay, it hasnt seemed to change tho which is so weird
@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
My main issue is the legs, I don't mind the weapon.
pretty sure you can simulate physics while using complex as simple
if not, then you need to make your own collision mesh
thats what it says under using complex as simple
also when i do select it the physics stops working
try collision -> auto convex collision to generate a collision mesh
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
UE5 was supposed to come out early 2021 right? Well WWHheERe IISsS IIiiTTt?!?!?
Plot twist: UE4.28 is coming after UE4.27.
All we can do is either have fun with UE4 while/or waiting for Fortnite to use UE5.
Also, nobody said UE5 was supposed to launch in stable on early 2021.
Preview on select licencees seems already sent out, since Coalition Games already said they're using UE5.
Wow, did u just assume I was talking about a stable release? rude.
UE5 will probably be a UE4++ anyways so all the work done/knowledge acquired in UE4 will be useful
Me when my C++ code somehow breaks and the compilation error haunts me for hours.
i dont blame you lol
i slept for 18+ hours
but now im woke!
and ready to get broke!
I stay awake for 16 hours, because of writing the code just to see them break in front of my eyes.
must be quite the delicious treat
Delicious but no onigiri or ramen noodle in sight :'P
Guess I'll bail and rewrote the entire module now.
Same tbh
Honestly, pretty much anyone uses VS IDE and Rider, not the Electron text editor version of VS.
Hi, sorry for the unrelated question, but I can't figure it out... Anybody knows how to make screenshot in RE: Village photo-mode?
you can buy a really good photo mode in unreal marketplace for $15 lol
wow, nice thank you!!
I think I'm lost in language.
So you meant to said "make screenshot mode as in RE8's photo mode"?
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.
I am on the other side of the fence on this. I do miss all my colouring when I switch IDEs ;_;
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.
no u
No, I mean before, much before.
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
Alright shit wait I wrote something I didn't intend to. Lemme fix this.
There, nothing inflammatory, I was just reflecting at myself ๐ฌ
Final stretch.
I'm going to go cook some ramen noodles while waiting for the moment of truth.
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 :))))
Bye then.
can anyone reccomend a good long grass asset for foliage?
something that wont give me heaps of overdraw
Project Nature's assets have a few good ones. It's free on Marketplace.
rightyo - ill check it out
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?
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
My module compiles, after 19 hours of nonstop debugging. Let's gooooooo
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
Is there a console command or some python to restart the editor?
All I can find is how to restart a Level
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)
am I the only one that feels UE4 c++ documentation is severely lacking?
no
:P
usually way to go is read the source code for the function or try to find usages of it in engine code
Ok so you want a button to act as a key press, not a key that presses a button. I dont think there is any way to do that, keys arent designed to be used as callable events, however you can just use a custom event and link the button with the same code as your E button press.
ahh
Would you know how to do that?
no i saw those
thanks...
๐
but wait
i remember there was something in project settings
for mobile
found it
my 3d asset is out of the map how can i make that it onnly shows the part on the map
?
like that
.
you cant do that without modelling the asset
you could mask it by world coordinates
I'm having issues with my flying pawn and players starts. I like to make a video because i can better explain the issue rather than trying to explain via text. Thanks in advance to anyone who can help with these issues ๐
https://www.youtube.com/watch?v=KZNqqpwBQIM&ab_channel=PlayerOne
where can i find this option?
ok and how im not that good at ue4
How to make that when a widget shows up game controller is changed
how do i add a text for progress bar? i have a progress bar and i want the health to show on number too
collapse to function
then
but a function cant have 2 output pins i guess
then dont make it function
?
Full Course: https://devslopes.thinkific.com/courses/intro-to-unreal-engine
Please Subscribe: https://bit.ly/2QHjfhK
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In this Unreal tutorial you will learn how to make progress bars using Blueprint and UMG. We will create a bullet meter progress bar that shows how many bullets you have left.
Thi...
no, i meant a number of the percent of the progress bar
how do i add this
to my macro
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.
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
MetaHumans is really awesome
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
whoever made this icon, ur the best
I see, maybe that's the only option. Thank you!
is there any way to uninstall git.lfs
Whats the problem? You don't want curved corners?
Its not? I don't see it
Is the spline rotating?
I asked @vast garnet for his input, there's a setting for Spline Rotation you can turn off.
i didnt rotate points, only translated
Hello, can some1 help me with this error? idk how to fix it :/ https://gyazo.com/b614d3ead65be8e26a6ff377958c1590
change the collision, or disable physics.
how can I transmit?
@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 :/
@astral phoenixwhat is your collision profile set to for the mesh?
is this static mesh in a blueprint?
yeah
because that looks like the mesh settings itself, not the version you have in the blueprint
they are both like that, and the ball can move around but i still get the Error
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
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)''
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
ohh ty! i was using the wrong ''Collision'' node
i installed gil.lfs how do i setup it
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...
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
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
When widget comes up you can use mouse to click buttons. Any help to make it.
is that division by zero?
can someone help me
@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
Ill try
Greetings. Where can I ask a question about Media Framework? I'm having several issues with Media Textures.
like this?
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
Where is the Set Show Mouse Cursor?
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
static lights still affect dynamic geometry?
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
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
https://gyazo.com/7263a9f8363be0a7f05a6f00291fc3d3
hey can i remove a Material "element" from this ?
Gyazo
Gyazo
or i need t oput in a blender or a 3rd program do disect it ?
is it?
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
@grim ore aye but when im choosing to show nothing its showing a gray plate under instead...
i cant seem to find that node
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
so like this
ty you so much
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
: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.
if this was a bowling discord channel it would be confusing
@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
How do I make it so that my materials wrap around seamlessly instead of making these lines where the sides meet?
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
How to determine whether or not you should be using Blueprints or C++.
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
in editor level? alt+drag
that's going to duplicate it but I have to select all the duplicated actors to change the settings
is there a way I can just select one, and all the others will be updated?
if its all the others, change the CDO value
or have it import values from a data source specific for that level
-
Blueprint is already pretty good on performance.
-
Nativize Blueprint codes into procedural C++ codes when packaging your game to get even more performance.
-
Blueprint IS flexible. You can expose a complex C++ function as a convenient BP node.
-
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.
-
It's actually faster to plot gameplay in BPs in advance before translating it into C++ code.
-
You can only do live coding if you don't modify the header files. Otherwise you need to close the Editor, because....
-
Hot reload sucks arse in UE4 and can lead to data loss.
-
People in the industry, from indie but pocket money budget to indie but AAA, that uses UE4 deploy both BP and C++.
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
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
When you're deleting files, you have the option to replace the reference, and save all to apply the changes.
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
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 ?
youre getting cooldown var, you mult it it becomes 0,2 , then you set it, so now it is stored as 0,2
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?
Unreal's texture pool size adjusts with the user's available VRAM.
That's why you want to have Options menu.
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..
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.. ๐
black interface means opaque?
@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
look interesting, link the project
The black interface was just an artifact from playing around with UI material, it sort of looked cool ๐
@quiet rafthttps://www.facebook.com/psychistudios
Log into Facebook to start sharing and connecting with your friends, family, and people you know.
looks interesting, tho due to camo all units blur into a noise on the screen imo
@quiet raftduely noted, moving on ๐
Guess you can't be too sensitive if you make games, ppl are gonna say what they feel..
well you are making a game for other people
I am, overly sensitive though ๐
No, I am making a game I would like to play myself, if others like it, fine ๐
i understand its your vision, i instantly realized it
Constructive critique I am all for though.
@quiet raftYah not really a likely scenario, just a performance test
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
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..
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
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
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
how many I get the widget off my screen when the play looks away?
Anyone else getting a crash when trying to open a MetaHuman asset in 4.26.2?
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.
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 photoshop ai is better than my cerebrum
@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..
hi, in anim graph i can't find my anim notifies, even is anims are used ?
@queen wasp sorta
Mmm, I get you there, so it is the lighting, could do some tests, thanks!
more like the hue difference
its slightly brighter, slightly different more saturated hue, then the baked vertical gradient ao
and blob shadows
saturation too? hehe I got complaints from some due to the low saturation and I increased it, maybe not enough ๐ It was almost gray
i like it overall what you did and what youre after
i like it moody and graysky and hope is lost only hell awaits
Will work more on lighting and hue/saturation issues
hehe yah, it is a rough place, sort of ๐
but yeah it really blends with the terrain
I do have an entertainment center building, might scrap it ๐
I do have "research meditation" on habitats heheh
research "substances"
Hehe well I have shrooms
my kind of dev
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?
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 ๐
just call it something else
"reality enhancers"
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
Well you could do shading in the material itself, like based on normals
on the ground?
definitely use both, this is the main strength of Unreal Engine
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.
Check this for more information about balancing BPs and C++ https://docs.unrealengine.com/en-US/Resources/SampleGames/ARPG/BalancingBlueprintAndCPP/index.html
Describe how to make a combination Blueprint/C++ game, and decisions you might make along the way.
i think of those blob shadows under flyers as funtional elements
old time strategy games used them, they help for example read the unit position in air
There are shadows on the ground, they're just higher up than you think ๐
everything was ok
and now i have
this black line wtf ?
tag me
angle-dependent
oh well, you tricked me again
is there a way to force ue to gc? i need to flush texture pool
Saving that image you made with shadows, I like the idea.
Like what would be good to do with C++ and what with Blueprint is it like
C++:
Movement, Guns (projectiles and raycasts),
Blueprint:
Menu, particle effects, sounds... or something idk
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.
I'd recommend watching this excellent video https://www.youtube.com/watch?v=j6mskTgL7kU
you cant flush stream pool
I use r.Streaming.PoolSize = "4096"
It talks in depth about how to organize C++/BP and what to take care of
@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
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..
ok ty so much. It has only 2 parts right?
Yep !
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
@quiet raftThere is a "-nogc" console command, but not sure how to re-enable it, use at own risk.
?
Maybe it is just for startup hmm, well..
https://i.imgur.com/JRRmLmB.png Any help? How is this possible?
I have both the cone and the wall set to BlockAll
Anyone able to help out in the voice channels, looking to lock axis of a camera
@quiet rafthm so how should i set it up you mean ?
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?
https://gyazo.com/523d708d5927e0c389d07a4b378c0898
is there a function that fille "over time" +
everything was ok
and now i have
this black line wtf ?
tag me
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'
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
Yes it is legal
it's a cover
but you shouldn't use anything from the music
even background whispers smth
So all new fx, guitar, bass, drums, etc. Can be same song, as long as it's entirely new content
@grave radishLemmy was the best.
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.
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.
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?
hello i have a preoblem, i cant remove the preview message in the shadow, even if i disable preview shadow indicator
@surreal vector your lights are movable?
@autumn grail no they are staatic
@autumn grail even when i click on bulild lighting only it doesnt disappear
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
oh weird
Soft Object ptrs, only load what you need
Use per level assets instead etc
Can someone please help me how to change the material as per this picture?
Trying to prevent these lighting artifacts on standard unity landscape?
I believe I need access to the material editor
But I don't know where to find it!
@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...
UE has given a lot of documentation about it, but nothing regarding its location!
use soft references, only load what you need
Do you need everything loaded?
those textures for example you could load them on demand
This sort of stuff is PERFECTTTTT for the asset manager and primary assets
@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" ๐ญ
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...
@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 ๐คฆโโ๏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! ๐
@plush yewThanks, it looks I need some popcorn tonight ๐
No worries, breaking up your stuff into assets and loading them as you need will also help your load times!
@modern rootI have delays for loading screens, maps load instantly...ofc I never looked into "performance problems"
(and of course massively reduce memory overhead)
ha, well you're on the right track now 
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
Anyone here have some exp doing facial animations with MetaHumans directly in UE?
this just means the shadows are disabled right?
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?
Update your GPU driver
First thing I tried. It's a RTX 2080 Ti running latest driver.
so it wont be baked?
everything was ok
and now i have
this black line wtf ?
tag me
@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?
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
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.
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.)
@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 ๐
Right ๐ค 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 ๐
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.
@vale groveAre you using Niagara or Cascade?
@vale groveIsn't a particle system ur trying to make? Never used AirSim so sry...
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.
Oh no, I am not trying to make anything
One second
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
@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?
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
make your own Circular mask by subtracting the TextureCoord from .5,.5, checking the resulting vector length to see if greater than .48
@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 ๐
@vale groveSry, I'm lost, I just don't understand what you are trying to do, rly sry ๐
Haha ....No worries ๐
@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
you can draw your own nice circles with this
paramaterize the .48 and the -10 to determine the circles properties
Isn't that basically the RadialGradientExponential node? It goes roughly by the same logic if I remember correctly
what is the .5 .5 in the bottom called?
@glass rapidsconst 2
ty
just keep 2 pressed on ur keyboard and click anywhere ๐
yeah but it's sexier to build your own
Thank you, it works
gpu lightmass does not bake brushes, what am i missing?
has someone a fix for the structs values resetted to default after each project restart?
help plz : #ue4-general message
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?
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
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)
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 โcapture actorโ (but instead of a 3D capture actor it would be a 2D image) exactly like TES: Daggerfall. I figure something with layers but Iโm not sure of a good way to go about it
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.
is there a good channel to ask game design related questions (not specifically to do with the engine, just opinion questions about concepts)?
Does anyone here have the FPS characther system?
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.
You just answered your question. Indeed, clamp the float - but do it in wherever you actually handle the shield logic, not the widget BP.
<@&213101288538374145>
:no_entry_sign: Cleevry#1716 was banned.
you've got to install visual studio 2019 according to this
the community edition is free https://visualstudio.microsoft.com/vs/community/
Are there any programs that are known to conflict with how unreal engine runs causing crashes?
Would underclocking help at all?
I'm sure Rivatuner/MSI Afterburner can crash the Editor.
Even if its not overclocked?
Even if it's not overclocked.
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.
It's just when MSI Afterburner is running (which in turn forces Rivatuner to stay running).
Cool thanks, was having some issues finding a solid answer on duckduckgo.
Misinformation all over.
vsync causes issues with the editor sometimes too.
@drowsy snow i know youre awake