#ue4-general
1 messages ยท Page 999 of 1
ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.
did you install the android stuff from the launcher?
Hi
Android Studio?
I have installed from SDK platform: Android 4.4 (kitkat) and the NDK 21.1.6352462
no the launcher,
I've literally wasted 4 hours trying to set this up... and UE4 still refuses.
It's set on by default.
The UE4 does not detect Android at all.
when you ran setup android it should have downloaded files, did it?
You're talking about this?
yep that is what installs the correct android version of the NDK and sets up your environment variables
Yes It download stuff... but each time I launch SetupAndroid.bat It redownloads again
maybe run it from the command line so we can see the final message when its done
run it with administration right too otherwise things can get messed up if your setup doesn't allow certain locations to be written to by batch files
and obviously you restarted your PC when done right?
but when its done it should give you 2 success messages
and running it again should not re download the files, it should check for updates and if none (you just installed it) it should skip that part immediately with success
and I know this since I just tested it
and if you run it again immediately? does it re download?
or does it go thru that part quickly
It went thru quickly this time
ok did you restart the computer last time you did this? or since then
ok try the projecgt again then, and how are you packaging to get this error?
oh
hell no
that is not the way to do that
are you trying to package to a file to sideload, or test in the editor?
try packaging normally first, file -> package -> android
im guessing the project might not be set up for android and your "jumping" to the wrong step which is an issue
your launch menu should look like this, with the Android section
Any of these options sends me to Documentation
package for any android, it wont matter
yeah then its not detecting it, which means your global environment settings might be bad
I want to strangle UE so much
go to your Project Settings -> platforms -> android and see if your project is set up to support android
me too
you cant blame ue4 for this, it uses the setup files which might be set up wrong
After several versions.... multiple forum posts, hundreds tweets... you would think they would imrpove this.
they rely on third party stuff, they cant account for issues with something outside of their issue
Everything is setup as the tutorial shows
ok so what do you have for your environment variables?
yeah my only difference is I never installed JAva by itself its just using the Android studio JRE
ok the environment variables are definitely the issue, now to figure out why
i nuked mine to get it to reset and now android is not valid for me
I don't like to put anything into windows drive folders for such things. So many stupid windows locks on folders and files that cause issues with compilation and tools that it's just a mistake in general, even if it does work :/
@fossil ore so my variables are similar,
but my path variable also has the android stuff in it, i dont know if yours do as well
does anyone know why any heightmaps I import turn out like this?
(trying to use it as a brush)
so testing the environment variables, the NDKROOT is the one that determines if the "Android" support is enabled in the project, without it you get the error. With it you get android support in the project. The others are still needed for stuff like accepting the SDK license
I will say I have .26.2 for UE4 installed and Android Studio 3.5.3 since I had it installed from 4.25 install and it works for me so I cant say if its an android studio issue or not. I can say I never installed Java just followed the instructions on the android page on the ue4 docs site
Someone pointed out to me that 3.5.3 is used only for 4.25 and that I should install higher version (4.0)
Even documentation says that
not arguing against that, I am telling you what I have and am using
right, I will test that theory
the NDKROOT variable is what is causing your issue tho
can you verify that folder actually exists that it is pointing to?
and is full of fun stuff?
yep looks right.. super weird
all I can say is that the environment variable for NDKROOT controls if the Android platform shows up on the launch menu and it only reads/sets it after a full reboot
I just tested all of them and that was the one that determined if it showed up, and only took changes between reboots
and I was just able to test a basic project packaged out using android studio 3.5.3 and UE 4.26.2 using the SetupAndroid.bat file
I will return to this later.
hey guys
i hope someone cant help me
i really need
i did a project in 4.26 and i need to change the version to 4.24
but
once i open the uporject with ue4.24
the content assets is totally empty
you cannot go backwards
Hello
does anyone know what is this .ignore file that is generated when I ask Engine Launcher to generate Visual Studio files?
Why does this file gets generated alongside a .gitignore file? It feels like unnecessary redundancy.
what function does that? which generate VS files?
it doesnt create an .ignore file here
oh perhaps it is because of the visual studio version that I assigned within the Unreal Engine
I am going to investigate further, thank you
could be, using 2019 VS community here without issue
no .gitignore is generated as well
2017 version ignore
here**
I think it is because of the version indeed
thank you for the help
I feel like I just don't get what cast to is supposed to be used for, despite having watched several videos on it
cast forces a data into what you want it to be. So if you get an integer, you can convert it into a double if you cast it that way. ie: (double) myInt
I am Hugh Jackman. I am an an actor. I know how to act generically
I am also Wolverine, a different actor but also Hugh Jackman. I know everything that Hugh Jackman knows but also how to be a mutant
I am now in the middle of field and you go "hey you, actor I want you" and I now know about you
now the issue is I want you to do your claw stuff as a mutant but only Wolverine can, not a generic actor or Hugh Jackman. so now I say "Hey I want to treat you like Wolverine (Cast to Wolverine)" and now I can use Wolverines special stuff
if I wanted I could have also just kept talking to you as an Actor and told you to do generic Actor stuff, or Cast to Hugh Jackman and had access to stuff that both Actor (Parent) and Hugh Jackman (Child) have
so the key for Cast is.... if you need to treat something as something else because reasons? using Get all Actor of Class on Wolverine? You would get Wolverine and dont need to cast. Using Get all Actors of Class on Hugh Jackman but wanted to talk to him like a mutant? You would cast that Hugh Jackman to Wolverine. Quite a few things return the "Generic" parent classes like Actor when you use them such as Collision which returns just back the generic Actor that was collided with.
Incredible metaphor
Good thing he didnt apply the Angelina Jolie Metaphor
why does ue4 crash when interacting with a uasset from another project
its not compatible? its corrupted? it doesnt support that asset type? it's bored and wants to annoy you?
probably the last one lol
nah but really, im confused
im using the same ue4 version as the project
the uasset files are anims, skms, skels, bps, etc
Hey guys
did you migrate the asset from the other project?
I have a massive bug in my game and it's really stressing me out
i cant right click on them without it crashing
Would anyone be able to help me?
no it means using the migrate option
ye
can i migrate uassets from the project i need into the project im working with, or do i have to open the project from which the uassets are from
the proper way is to open the project with the asset you want, use the migrate option to the new project, then open it in the new project
well piss
im trying to mod a game, and i got some result from it
the problem is, i cannot move, which probably means that the skm does not have any animations linked to it
skm probably doesnt have blueprint info too
Mathew W im the chat ๐
You tutorials helped me a lot.
Thank you so much for them ^^
any1 know why this is happening
hello
I return!
if ue4 was a person i'd kick it in the balls
same
than give it a french kiss
for all of its amazing finesse and ease in comforting me through the game dev process
bro im a source user and this is hell to me
Now why would ya do that :3
idk dude
dont even understand it ;-;
i woke up one day and was like
trsut me i wanted to start unreal wityh my surface book
but bought a 4k tower waiting 5 years before doing such xD
"im gonna make a mod for little nightmares"
blueprints, animations, and other stuff is not associated with the skm
but if i interact with the files, ue4 crashes!
then mathew tells me i need to migrate the files from the lni project, but in order to do so, i have to download msvs 15
and i cant :(

try it again when you feel better and im sure youll tackle it proper :3
of course darling we are all in this server for that very reason ^^
Oh I was thinking it was the other meaning of cast, like it was "sending" something to another BP to get a reference or variable
Has anyone worked with or is a UX/UI designer? I'm hoping to learn more about the role.
@dusk nebulanope thats just communication, getting or sending data is nothing special once you have a reference to talk to
@grim ore is there a part of this server that's used for discussing game development ideas and other mechanical implementation as well and or structuring of ones game systematically or theoretically?
for example: if i wanted to discuss how rewards in ratios of how much should one receive during missions or dungeons via looting compared to the mission completion reward and how much of that would make a player feel looting aspects were worth the time wasted in comparison to zerking the mission to completion over and over
where in here would i or do we even have a section for that here?
not really as thats game dev related, maybe a gam dev discord itself
could maybe try bring it up in #lounge
yeah i kind of figured we wouldnt have a place like this in particular but i felt its something game developers might benefit from having as sometimes you want to rework an idea before or during craft and being able to exchange intel with others can really help see other perspectives about your ideas x3
i will try the lounge however and perhaps push this into the server feedback โค๏ธ
Is it possible to add starter content to an existing project easily ?
content browser, green add button, all the way at the top
oh ..
Hello ! Does someone knows how to migrate a full Folder (meshes, reflection captures, cameras, etc) to another Unreal Project please ?
This was made to show how to add content from a complete project downloaded from the marketplace to any project you wish.
sorry he rambles on for 3 minutes
so i skipped to where he explains migration
Yea thank you i did this but it break some rotations
I swear most of the tutorials for outline effect are post process effect, which is not what I wanted.
thats how its normally done is why
Well, the merits of it is that it tanked down performance, and break many other effects, so I'm looking for non-post FX ones.
Any way I can stop unreal engine, opening my steam vr without needing to uninstall steam vr?
disable it in the project (the steamvr plugin), or go into the steamvr plugin in the engine and edit the .uplugin file and turn off enabled by default
Trivial question: Is +X actually North?
no?
+X is forward
about the closest you could get to cardinal directions would be the top down view and this
which would put Up/North as -Y and East/Right as +X
why are vehicle templates broken this patch
i'm not pressing anything lol
but it keeps going backwards left
your joystick is set up?
no issues here with .26.2
restart the editor and your computer
@grim ore i kind of need your help
i just neeed terms i dont want to burden you with making the game mechanic for me
What mechanic do you want?
we spoke months ago about being able to make specific animations, have a specific reaction animations, so touching the door knob for example would start the door opening animation whilst the doors reation animation would be opening up what was the term id look for that <-
as well as the system that would make it so if i chop a tree for example even though im pressing the tree input 3 times the exact same way 3 completely different animations will play even though the mechanic hasnt changed the used animation will change
@drowsy snow ^ that :3
Anim Montages?
nah didn't work sadly
๐
I was going to use this for something so this sucks
it makes no sense
animation montage would make it so two different actors have matching animations per input?
Wait, I mean interaction
try making a new project then and add the template, if it still does it your machine has an issue. if you push the keys does it do anything?
I am working on a cover system for my player character. And when I diable the collision I am having falling problem
like kicking with my leg will make the person crouch under it o.o
it does thing but it's really weird
this is a new project but i could try making another one
Opening door -> interaction with anim montage
Dodging a kick -> action (either player input or AI reaction)
it's just vehicles for some reason
@prime willowsomething like a montage could be used for the tree stuff, you could even use a random animation node to pick from a few different chopping ones.
^ thats what i need darling
Not the same, but can be used together.
ok so random node < - for randomizing animation that comes out
anim montage <- to make animations have a specific animation reaction to said animation done
is this all im looking for?
or am i missing something in particular
yeah idk wtf this is lol
and when you press forward to go forward what happens
this but the wheels move very slowly
Yes, that's what you're going for.
@prime willowwell montage or random would work for the tree, the montage could be 5 different chopping swings in one and then you just pick one and go to that point in the montage to play it. Alternately random would be in the anim BP and it just picks a random chop to play when needed
ok so what would sequencer have to do with this
i know ive been told that before that i need it for combat systems
going right does nothing, going left does this
Well, if you want to make your own animation in-engine, you can bake control rig keys in sequencer. Otherwise, no sequencer necessary.
ah okie
@wet schoonerwelp if there is no extra controllers plugged in might need to just watch the blueprint and see what input is going in. the template is fine in .26.2
it's a new project so i'm not sure why it would be different from yours
I disabled the vr plugins
and restarted
so anim montage <- for setting up the animations that play out with matching animations
sequencer for control rig <- to bake that stuff proper for use
randomization node <- for mixing up which animations play out
^ @drowsy snow does that sound about right
i fixed it
wow i hate this haha
so i have a bluetooth dongle for my ds4
that caused the issue
That's right.
the controller isn't connected
ok last question
so
damn you sony and microsoft
what if i wanted 1 animation to have several reaction animations based on thing is recting to said animation
like axe against wood
gets sdtuck than pulled out
I made sure it wasn't connected and even disabled it in microsoft's usb thing
axe against metal wall bounces back
but I guess it didn't work
axe against water makes him stumble off footing
taking it out of my pc worked
same stuff? @drowsy snow
@prime willowhave multiple animations, check what surface it will hit, play correct animation
You would mix them with another montages.
not sure why disabling the usb connection didn't work but ds4 has always been very buggy on windows in my experience
sometimes it randomly stops working and you have to restart it
your trying to make the game very robust and that just means you get to make the same animation 10 times
Say, if it wood, continue the animation. If it's metal, change the animation with something else when the axe hits.
That's where anim notifies came into play.
jsut have to figure out the terms and learn how to do it x3
How can I make it so that when I'm in the editor piloting a cine camera I can control the focus distance with the bumpers on my gamepad?
@prime willow You would place an anim notify (when the axe is supposed to hit something) to cast a line trace and detect the object type.
This is a fairly old tutorial i used to follow back then. It covers the anim notify too, so you could improvise on it.
https://www.youtube.com/watch?v=8CA4e818erY&list=PLtpNaPTkjdL6jauQ8ZbiB9xe9ay_zfWNE&index=32
In this video we add combo attacks and setup the animation blueprint for handling animation montages.
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on patreon https://www.patreon.com/titanicgames for more great tutorials and games to come!
If the topic isn't in that one video, the others in the playlist are. I forgot exactly where he goes through the anim notify stuff :''3
yep notifies should work for most things, you can also look at stuff like the action RPG example on the learn tab to see more. BLending from one animation or effect to another with notifies can be a pain to set up is about the only real issue. in the end it might be easier to just "fake" dynamic with multiple pre set animations than to try and do it "right"
ill suffer through it unfortunately but it seems you guys have the right of it
make anim montages <- for setting up the animations that play out with matching animations
sequencer for control rig <- to bake that stuff proper for use
randomization node <- for mixing up which animations play out
multiple animation montages per attack and reaction to attack type
and anime notifies to make sure each attack type are notifed of each other
the last one is more for "hey this happened during an animation, maybe we should do something?"
Hello is there a way to rescale a bunch of animations at the same time? because my mesh it at the right size and the animations are older with 100 times bigger than the mesh.
like your swing could have a notify at the "hit" point on it, when the notify hits it looks to see the surface it hit and spawns a particle for wood or water or metal.
thats a simple example
o.o
oh seriously thats amazing
that means i can setup very specific parts of the animation to than have a reaction
like the straightening of the leg during a kick to make him knock back and reel in right? @grim ore
Good Evening! Seeing if someone has an idea of what could cause this crash i get whenever i try to start to simulate / render a sequence in a level. Or just moral support at this point ๐
@prime willowyou could probably do that yeah, or you could have that part of the actual BP if its in pieces such as Start Kick -> transition to this animation based on something-> transition to this one, etc.
or your animation could play, then the notify is fired when you want to check, you check then swap animations or go to a different part in the montage for the next part based on a result
o.o
like if i swing a sword
and the victim is unarmed
itll check
and make the victim do the unarmed block right
like for example the combo punch example in the learn project is a montage with start punch, combo 1, combo 2, end punch. it will play start punch, combo 1, and then if you are still in the attack do combo 2, then if still in the attack back to combo 1, and repeat until you are out of the atack and go to the end
and vice versa for a different type on unarm,ed vs unarmed
it wasnt ignored, someone who can answer it is not here. You could put it in #multiplayer or search through multiplayer
@grim ore so does it seem like im getting it ^ also can this be used for whiffing an attack and by missing an attack it plays a completely different animation montage for doing a combo on no one o-o
because the notify doesnt seem to find anything in range?
sure, play attack, attack notify at the end and see if it hit something, if it doesnt play missed animation. if it did hit something, play whatever animation
so from attack 1 to end it is different because no ones there
the notify is used as a point where you want to "do something", in this case check for a hit
ooo
can it flip flop- back and forth lmao
well
technically
if it can check
it can flip flop
dang
yep
its "good" but need quite a bit of setup for "really really" good
yeah im kind of realizing that
like it can get pretty dumb awesome with a crud ton of work
i mean its like all things in game dev, you fake it when you can otherwise its hard work lol
what is naigara in ue 4
cant understand its interface and what this thing in ue4 at all ?
https://docs.unrealengine.com/en-US/RenderingAndGraphics/Niagara/Overview/index.html
Niagara is the new system for vfx/particle effects in unreal engine. The system before it was cascade.
This page gives an overview of the Niagara VFX system in Unreal Engine 4.
hello
Hi
Hi, anyone knows how can i get user VRAM size? Is there a functions for this?
If i understand Lumin will give us a perfect global illumination in the scene?
so goodbye the old directional lights?
Lumen is basically SVOGI
Add RHI module to your build.cs and
FTextureMemoryStats TexMemStats;
RHIGetTextureMemoryStats(TexMemStats);
const int32 DedicatedVRAM = FMath::DivideAndRoundUp(TexMemStats.DedicatedVideoMemory, (int64)(1024 * 1024));
UE_LOG(LogTemp, Log, TEXT("Total VRAM: %i mb"), DedicatedVRAM);```
Can a progress bar image be a gif or is there another convenient way to do that?
Its possible to delete all contente who is not use automaticly?
Ty! Helps a lot
Consider animating it with materials.
Do you mean to use a material as the progress bar texture or something?
yes
Yes. Slate Brush accepts both Texture and Material type assets.
hello gentlemen, which channel would be the best place to ask for modelling help with the Unreal Editor?
That's actually insane, I didn't know that. So I'd do a dynamic material instance or something?
If you want to drive the parameters in runtime, yes, you can do dynamic material instance.
I don't even know how to get started making materials that aren't just a color but I'll keep in mind that I should use slate brush
UMG widgets that have kind of images are always using Slate Brush, so unless you're doing Slate in C++, you don't have much stuff to worry about.
Tried "stealing" newer plugins from the 4.27 branch, turns out you need some precompiled/dependency stuff ๐
When i use two characters with the same skeleton, have i to duplicate animations for the second?
Because the second character appears 100 times shorter when animated
Both characters have the right size in skeletal mesh editor viewport
but the second is 100 times shorter when animated in BP viewport
I'm working with the GameUserSettings and struggling to get the game to launch on a different monitor. I've added the necessary code to switch monitors. I've extended the GameUserSettings to have an additional field that can load which monitor the game should launch on. However, at launch, the GEngine isn't available and it therefore can't apply the window move command. I'm running the settings load/apply in the GameInstance init event.
- Should I be loading/applying the settings somewhere else?
- If this is the correct spot, how can I get the monitor to launch on a different monitor?
UPDATE
Turns out the GEngine does not allow negative values for starting window position even though Windows uses negative numbers for certain monitor configurations (i.e. [2][1])
yeah, one thing that sucks sometimes is that you can't just rip out a lot of the 3rd party crap/plugins to make full builds faster
not that that's related to backporting whatever plugin that is
Does anyone know who I have to contact, what I have to do etc for the Unreal Engine 4 Xbox build?
I recently became a Windows Store developer and there doesn't seem to be anything on EPIC on how to... Get the build that ships for Windows Store / Xbox :/
Register for Xbox Developer Account and then contact Epic for verification.
I've done the first step, I just can't figure out the second step - Like, how do I contact epic for verification?
When does ue5 release
in the future
DM me if u know how to keep 2d sprites on the ground, i really need help with a project
Would be very helpful since ive been working on this problem for ab 12 hours now ๐
I don't think it's possible.
You'd better having a GitHub repository. IIRC it's able to intercommunicate with SVN clients.
You can also look for BitBucket.
its pretty pricey
lol
@drowsy snow our stuff is like 250 gb of game files. I believe we tried it but wasnt big enough lol
Hello people!
Yesterday and today i try to vertex paint with the auto material blend from Megascans. I was painting Red channel, it was working and then i release my mouse, it crashed instantly. Tried to migrate, not working. Tried to use fbx instead of datasmith gltf, not working. Tried turning off Tessalation inside the material, not working
It showed me this everytime
Hey guys please help if you can my emissive material is not glowing I used film template to create my scene of idea to fix this I tried increasing the value to 60 also
anyone know why when restarting your engine the .umap file for your level just wont show up anymore in the project but it does in file explorer
Possibly the .umap file is corrupted somehow.
Adjust your exposure camera.
Wake up call to use source control ๐
does anyone have any experience with 2D in UE4?
I'm seeing a category for "Paper 2D" but I think most of my google search results come up with "Pixel 2D"
so I'm curious what would be the best way to approach 2D in UE4
Paper2D.
Paper2D is Unreal's 2D game framework that provides you sprite assets and flipbook (animated sprites)
got it
anyone ever come online with something really important to say but then forget what it was?
cos i just have
Too often to count.
what a noob
i saw that thing above...........
the usuall screenshot of the
"ue4 error box"
depressed me a bit
especially after seeing it has an error ive never seen before
"ohhhh im making a a map and ive got into the artistic flow where i forget to save"
bam
tis when you get got
usually when youve done your best work
then you reload, and find the collision on something is a bit wront
wrong*
are we using game maker studio?
@amber dune Shit is wrong with you?
you high on shit?
@sinful token No need to fight fire with fire.
@drowsy snow i'm new, i don't put up with this kind of tripping
You mean how when you close/reopen the editor and it shows a blank map instead of the one you were working on? Or are you trying to open the map and getting an error?
@sinful token what do you mean?
@sinful token what makes you think im "high on shit" ?
and @drowsy snow i meant no offense saying "what a noob"
i dont think i understand the internet anymore
i was meme? ing
To understand the internet you must understand yourself first. Internet isn't a place, it is a dimension made of human thoughts, words, desires, fears. It is the essence of collective consciousness. And cat pictures
i was a jsust about to say, spit it out HxE
thought you were writing a novel
and you did
i think your novel is scifi thouh
dimension of human thoughts?
more like a dimension of misunderstanding
The noosphere (alternate spelling noรถsphere) is a philosophical concept developed and popularized by the Russian and Ukrainian biogeochemist Vladimir Vernadsky, and the French philosopher and Jesuit priest Pierre Teilhard de Chardin. Vernadsky defined the noosphere as the new state of the biosphere and described as the planetary "sphere of reaso...
@maiden swift na i open my editor back up and the map is not in my maps folder anymore but its in my file explorer
@mortal cedar fancy a bum?
Can you try to drag and drop it into another project then migrate it back into the main one?
i could try that
anyone have any recommendations on getting a team together to work on a game. ive always been solo and i dont really know where to start
Prepare yourself a design document so that your collaborators have clearer idea of your direction. Also money if you're able to.
Also learn how to setup git or other version control and repositories
or wait for a game jam, teams based on rev share dont last long
#game-jam-lfg has people looking to jam together
when i load up the level using "Load level" the nav mesh volume doesn't work but when i load the level from content brower it works
The more I think of it, the only exciting things to come in 4.27 is hoping that the weird malloc with Control Rig is solved, and backporting Oodle to 4.26
Because the code did compile, but missing some libs.
gimme some good hair options
like i tried doing it like a 2d plant texture and its bad
If you're in 4.26, you can make use of the Groom system.
i mean
like
its pretty good for how ez it is
but i want realistic hair
i use blender and max
Groom system is strand based, so it's as realistic as you can get in-engine.
If you're in Blender, you can export hair strands as alembic data, and import it to the engine as Groom asset.
I'm sure you have seen (or even use) the MetaHuman (Creator) - all the hairs, eyebrows and eyelashes, down to skin fuzz, are using the Groom system.
Any guides on making skill/ability levelling? Skyrim/RuneScape type stuff
Only seen ones on the player level itself
anyone know how to save plugins
some plugins wont stay enabled for multiple projects, only if i save the project
i want them to be enabled for every project
is it possible
Put the plugin into the engine's Plugins folder, and in the .uplugin file (it's editable with notepad), add this line before "Modules"
"EnabledByDefault" : true
@steel crest : https://www.youtube.com/watch?v=NZHWbl8IB1Y
In this UE4 tutorial we'll learn how to create a basic but solid and very easy to customize skill tree system using blueprints and a lot of widgets.
A skill tree is one of those things that a good game can't miss unless the game genre doesn't support a skill tree in a logical way. Skill trees allow players to integrate a part of their personal p...
ez pz
Be careful though if you're sharing the project to team or open sourcing it using source control (GitHub/SVN/Perforce/etc). Any thing in the engine won't be carried through if your project is separated from the engine folder.
oh yeah anyone figure out the live project thing
on ue3 u could play a game while ur friend was in the developer window
and change the map around
it was so cool
There is a collaboration feature in ue4
@steel crest Why ask a question if you dont stay to get an answer ?
Sorry was watching that link you sent
There are a few more you could look into .. just search for "UE4 Skilling"
or RPG skills, etc
@plush yew https://docs.unrealengine.com/en-US/ProductionPipelines/MultiUserEditing/index.html you probably mean this
Get multiple users on different computers into a shared Unreal Editor session, collaborating live to build content together.
tried it before and decided its not worth it, too many issues with it
UE3 is vastly different from UE4 so ยฏ_(ใ)_/ยฏ
you mean superior
No, just vastly different.
UE4 is superior compared to UE3 in many, many ways.
hi
hi everyone. i am looking for a good course on the asset manager (like used in the arpg demo for the weapons and spells) ? doesnt matter which platform (udemy, yt, etc)
Hi, does someone knows why my flag animation works perfectly on simulate but renders like this at final render ?
I have exactly the same problem, could someone help us ?
So I'm trying to decide the best method for generating/creating a set of convex hulls for this vehicle mesh I'm working on. Other than just adding the collision piece by piece manually, would anybody know of a better method?
I tried getting the V-HACD add-on to work with no success, but if i do it manually I was thinking there might be a way to decimate the geometry and split pieces off and making each one convex shaped. I'm still new to all this so words of wisdom are appreciated.
The built in tool for generating collision simply would never work for something like this.
How would a studio such as star citizen be developing their collisions for complex physics based objects? I wouldn't expect manually doing it while keeping things tidy and not have holes or 1000 separate pieces be the industry norm.
you create a collision mesh using the same app you used to make that model
I'm not sure how other engines do it though
Can anyone suggest me a good place to start with Niagara?
huh, shooter game example project was updated ๐
Does anyone know? Player support don't ๐
this was my first idea and makes the most since. But It's incredibly tedious work and I'm just wondering if a specific method would lesson on the work.
I'm sure someone more involved in the modeling industry than me would have more insight.
That's the reality of it :P
Doesn't look like it would take long to create a collision mesh tho, if you know your way around modeling software.
yeah, this one wouldn't be too bad actually, but i have no doubt larger and more complex objects would.
I'm not sure what kind of complexity you need, but I'm 99% sure you won't notice a difference between a mesh following the original shape and some primitive shapes
I'd say don't block yourself till it's actually an issue.
I wanna make a "Quest" struct that contains a bunch of data for all kinds of different quest types. Which means the objectives can be resources, items, enemies. Those are all different classes. Does somebody have experience with how to handle this? Should I use a class like Actor for the objectives that is very far from the actual resource/enemy classes. Should I just have a lot of different data setups in that one struct? I could also have subquest structs that only contain one set of data each in an array. Not sure what is the best method here. Also idk if structs in structs in BP are still a landmine? I had those break in the past.
Is the documentation good?
Why not just read it and ask afterwards?
Also there is a Niagara channel where you will get better answers :)
Theres a yt channel, CGHOW, that has a lot of niagara tutorials. Not sure if they are beginner friendly tho.
thanks
How could I transform a procedural material of a sphere to 2D texture that can be exported?
Check out the content examples project as well. Lots of examples with comments
Whatโs the best source control that isnโt overly expensive for a game with lots of files lol
https://www.raywenderlich.com/6817-dynamic-mesh-painting-in-unreal-engine-4 Check this and then you need a plugin like Real Time Import/Export or similar to export the render target.
Please ! I need help.
My skeleton is at the right size
My animations are at the right size
My skeletal mesh (of my 2 characters ) are at the right size
I have retargeted the animations in the skeleton like mentioned in the doc
But the skeletal armor pieces still appears 100 times smaller when assigned to a AnimBP
The armor pieces are at the right size also , in the editor view
Everything has the right size , but it dosent work
I'm running into an issue since yesterday where the unreal editor isn't showing all of my blueprints in the content editor, but the .uasset files exist in the folders on the drive. Is there a way to fix this?
@cyan bronze generally yes
@raw escarp that shouldnt happen normally, did you move them from one project to another? or did you move the files in the explorer? or content browser? I might not be able to answer, but the more thorough you can explain how and what, the easier it is to provide solutions.
My skeleton has a Reference size of 0.01
What is the reference scale , and how to change it ?
@autumn grail you already asked the question just now, please be patient until someone is able to answer it.
you might wanna read the #rules
i know it sucks if nobody can answer right away, but this is also rather bothersome
Is this where you can ask questions regarding unreal engine?
if you are not sure, read #more-resources and #rules
or you can also check the description of this channel
Is there a feature that changes the view to show black and neon lines for objects only nothing is enabled inside view modes. My friends having this issue not me.
how do i adjust the position of the scroll box/vertical box on this widget? i want the scroll bar to go on the right side for scrolling up/down
@fierce tulip Honestly, I'm not sure what happened. I think something may have happened with file corruption, but no, no files were moved.
I think I'm just going to take this as a lesson in source control and get things properly set up and greenfield it
Can someone check if it is normal to have the root bone of our character's skeleton scaled to 0.01 ?please.
can someone tell me how to do this? Im new to this programme and it is for homework
Any fly BP.
To do what exactly?
Flying randomly mukha around radius.
fly the bug or flying?
using niagara might be the best choice for that
unless you have a reason for it to be a sprite
Need mobile optimization, because sprite.
I want to code my character's movement logic from scratch. Up until now, I was making a class that extends UCharacterMovementComponent but I want to make my own system instead of extending and overriding existing functions. Does anyone know what's the best way to do this?
Is there something i can use as a svn without running a server at my house? other then github to much lol
Do you mean as source control offsite or just on your pc? Because you can use just a local SVN repository if what you're only looking for is the source control / history. Though if you mean that someone else is responsible for the data (github etc) you have to find a provider with a plan that fits your usage.
Ya source control i have people that needs to join it so it cant be local
something like github thats cheaper like google drive but dont think its possible
does it has to be SVN or is git +/ git LFS an option?
Check if AWS CodeCommit might work for you
Pricing for AWS CodeCommit, a fully-managed source control service that makes it easy for companies to host secure and highly scalable private Git repositories. CodeCommit eliminates the need to operate your own source control system or worry about scaling its infrastructure.
it will work for the whole project?
It all depends on how much storage you need and how you use it. Im not sure if AWS CC supports git LFS either.
What is your budget?
https://gyazo.com/a359d5e922419ebee1d3c39bea8fa8ea
hey guys im trying to deplete my "stamina while running" and it works however it loops even when released, is ther a way to detect "while button is pressed" ???
Not sure where to put this, so throwing it in here... Does anyone have an idea what might be the issue if my Dedicated Server's Crash Minidump file is 0 KB, the CrashContext doesn't contain any Callstack and neither does the Log. This is only happening on our GameLift server, working fine with GameLiftLocal. Happening since swapping from 4.25 to 4.26 (I think)... It's like everything is just killed before it has time to paste in the callstack or something. Makes no sense to me....
why does the image in my button widget stretch out?
maybe 15$ a month google drive is 10$ for like 2tb lol
github is 21 but thats per person O_o
If you want a cheap solution, I'd recommend https://www.plasticscm.com/pricing
Plastic SCM offers different licensing and pricing options: free editions and commercial editions (for teams of any size, including ones that do not need on-premises servers)
If you dont find a suitable host and you know your way around some basic hosting and linux i can recommend getting a cheap VPS with like 100-200GB of storage and self host a Gitea or SVN server. That's what i do in my team because the cost of us self hosting it is so much lower with all our users, including payed backups.
If not yeah checkout Plastic SCM or just google "git hosters compared" etc
Hey, does anybody have the default action mappings and axis mappings for Unreal Engine 4? I would like to see them, so that I can switch my action mappings and axis mappings back to the default state.
All, I'm rotating a controller together with an actor so that it can be used on walls. Therefore, I need to be able to astjud not the controller YAW per se', rather rotate around its UP vector. Same for pitch. This does not work, because for some reason I can only use either turn or lookup but not both at the same time (I get really weird translations). Anyone knows why?
How do I see the shder complexity/overdraw of the volumetric clouds??? it doesnt work
So I ran across this weird unusual bug. Any idea why it'd turn black all the sudden?
It does this for any of the node parameter inside this material.
Anytime I change something, it stays black forever ๐ฆ
Anyone? ๐ฆ Guess this bug isn't very common...
Ive had nothing but problems with Nvidias drivers
i constantly ahve to close and reopen the editor for issues like this
idk what to say or how to fix
๐ฆ
:\
Thanks at least a response is better than no response.
I guess XD
@narrow mauve check the pinned messages in this channel, it's a known issue
there are atleast few posts about that
Makes me feel like I should've bought an AMD video card instead of getting a Nvidia one...
or just use an older driver version ๐คทโโ๏ธ
Sure, let me go ahead and setup my etherium rig up and running ๐
Imagine using blender lol
Guys does anyone know the solution for this:
https://forums.unrealengine.com/t/my-physics-constraints-wont-lock-position-properly/230448
Im trying to set up a vr slider for a pistol and ideally I want to use a physics constraint. The problem is that when both the constraint components, in my case the pistol and the slider are simulating physics the physics constraint doesnโt exactly behave the way it should. If I use a physics constraint and connect 2 components one simulating an...
I'm importing my base colour into Unreal and it comes in washed out and strange with sRGB turned off, forums say to turn on RGB again and it should be good but instead it is just washing it out even more and making it look washed with a white coat
does anyone know what to do to fix this? it seems to happen randomly
nevermind, figured out it was a bit depth issue where my Substance designer was exporting as 16 instead of 8
now I need to figure out how to make it do 8 by default
What do you recommend? 3ds..?
hi, i need a info about adding textures to a 3d model on unreal engine
model has 43 textures and i dont know how to add it on blueprint
Anyone here knows how to import json files as a struct (not a dt)?
im trying to learn unreal engine for two weeks, when i talk about my projects i always get positive things but when i had a issue nobody cares, nobody responds
its sad
2. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.
i mean no one is getting paid here for helping others, so don't expect that we will solve all your problems everytime
or maybe people that saw your issue just didnt know how to solve it
oh i know that buddy, but im on three different unreal discords and nobody respond it, for 4 days
Imagine poor shaming Blender users.
we help when we can, just be respectful and put some time into phrasing your issue. it helps a lot if you include some pictures, mention what you have tried and maybe some other relative info
@paper oriole I think the issue with the question is that your question isnโt specific and itโs too broad to even answer
If anything, you're encouraged to post a clear, straight to the point question, and find workarounds while you wait for someone to answer.
questions like: help my game is not working will just be ignored
thanks doc, and hoodie guy and ponnkis, and tsauken im not crying or yelling like ''my game is not working'' if i say that you can ignore it, i just asked how can i add textures to my 3d character on blueprint it must be understandable question all right? ponnkis have no idea about it but at least he send smth to help. i already searching it, after i ask here but i cannot find a solution. So, if somebody wants to help, they help thats all. If somebody says maybe i can help but i dont wanna waste my time. Thats what i see for 4 days. Even i dont have a info about questions. I can try to help, i can talk.
if you want to texture your character then try looking into materials slots and materials in general. use unreals default mannequin as an example how its set up
- Make a UV map for your 3d character
- Make textures that match the UV map
- Make a material using the textures
- Assign the material to the character mesh
one advice i could give if you hit a dead end then dont struggle too much, you are just learning. you wont be releasing a game anytime soon so just focus learning all the engine fundamentals
after you gain some more experience you can always go back to your old issues with newly gained experience and it will be easier to solve what was wrong.
Also, don't afraid to experiment a lot. If you break things up, you can always create a new project files with no repercussions.
God knows how many new disposable project folders I made back when I'm still learning UE from ground zero lol
thanks guys, i will create a new level and im gonna start with basic stuffs about texturing models, maybe i can see how to solve my problem on here that was a great idea to learn
i want to make water plane make surfaces wet around it, but i want it all to be done inside water plane material, without adding anything to the surfaces that i want to affect. is it possible?
just basic roughness increase
You could use Material Parameter Collection, but if you want to have more accurate wet part, you'd have to prepare your materials to be wet.
Exception for landscapes, you can have a predefined tidal wave area where the area is more likely to get washed by the ocean. It's fake, but it works.
Hey so if I downloaded the engine source with my binary copy of the engine on the launcher,
Do I need to actually download only the source code version or can I build the version from source code and it works the same?
This is specifically for the requirement of building a dedicated server
as far as i remember you can test dedicated server with the launcher engine by including a target to your uproject -server
but when packaging the game you will need to build the one from github
because the launcher one does not include dedicated server binaries
Is there any issues with different build ID and such by ad hoc merging the launcher build?
i'm not exactly sure if i understand your question, could you please rephrase it? ๐
Like, say, I build the engine source, and then merge all the precompiled stuff to the launcher build. Will that cause issues down the line?
i dont think you can do that
You'd have to build the version from the source code, as binary builds don't actually detect any changes to the source code or build configuration.
thank you ๐
I already have installed build (out of necessity for my contributors lol)
It's just a curiousity question tbh
So, just to be clear. I have to build from the GitHub source, the source downloaded via launcher does not work?
yeah you can actually build a launcher build (using the build scripts that is supplied)
@brave niche for dedicated server? yes
Is it worth uninstalling the one that I have installed now?
that graphics card is a bit lack luster
@spare kernel so you can include dedicated server binaries to the launcher engine?
@restive eagle if you wanted to build your own launcher version with the server targets
@plush yew Please be patient. Don't be so rude.
and to answer your question, good graphics? sure. Will it run on your graphics card? probably not.
that is a very weird question to ask. so you get a weird answer.
and Good Graphics is also very subjective.
@spare kernel i dont, i thought maybe they included that in the latest launcher engine version and i missed that update, but it seems thats not the case
they dont provide the server targets in the launcher build
nor the server built binaries
thats what i thought. i was thinking maybe im getting too old and missing some important updates ๐
either for technical reasons, or just size restraints or because they want people who run dedicated server to build the source engine ๐
@plush yew cause Good Graphics is subjective.
minecraft can be good graphics to some people, etc
Unpopular opinion: Legacy Editor Mode UI is much better and more usable than the new one
The new one felt like a bodge work, and unintuitive, with inconsistent arrangement and coherency relative to other tabs.
can we get back legacy physics editor too then? ๐
The new one doesn't even work properly with small icons mode.
I'm in my 4th week. What I do is I watch tutorials on youtube, and take courses on https://learn.unrealengine.com/ and ask here occasionally when I get stuck.
Also, when asking here - for your own good: Think carefully about how to ask your question, because the clearer your question is, the clearer a response will be.
And finally, UE is hard (imo), it takes time to learn. Lots of time. Two weeks is nothing. Be patient. ๐
The GitHub source button doesn't take me to the source download
have you connected your github account to your epics account?
Yes
do you get an option to download it as zip?
Is there a way to expose parameters like turbulance and levels of material noise and edit them while the game is running?
@plush yew https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/HowTo/Making_Parameters/index.html this probably
Guide for setting up and using Material Parameters
@brave niche
what do you get when you click code
Couldn't see that page
404
so you didnt connect your accounts
read this
sign in to your github account then
and read the guide i've sent you
maybe you missed something
I'll just Download the source from this sketchy third party site instead.
That'll work fine.
๐คทโโ๏ธ
hitgub downloads here we go
@restive eagle Yesh I know how to make parameters, but I wan't to know too how to expose parameters like turbulance. They are hidden from parameters normally ๐
oh sorry i thought it was your own made parameter, im not so good with materials
Anyone know why when I make controls changed in my project settings, why they aren't saving?
When I build it from source I can add it to the launcher right?
No, source builds won't be added to the launcher, but project associations will work fine.
how i would go about finding the place where every circle crosses with each other in ue4 materials? want to make foam at the connections of each gerstner weave, im not sure how to word that question in english so having hard time with looking online ๐
thats how i visualised it in ue
Hello. How do i lock my character in the Z axis so it can't move in the Z axis no matter what?
I only want it to move in the X and Y axis. can't find anything on google.
Nah I actually do recommend blender
It's really good i use it.to for maps and.other.stuff
Build lighting
Build the lighting or set the directional light to moveable.
can anyone help me with a thing? So im trying to make the character im using rn use another rig like the mannequin from the ue4 starter pack since there is alot of help full animations i need from there but i've tried blender and it just doesnt work, I have looked at youtube tutorials ttoo
What can I do here it keeps.on.crashing
install debug symbols and check the actual stack trace
Retarget the animations.
Describes how retargeted animations can be used with multiple Skeletal Meshes, allowing you to share animations.
I'm sorry what ๐คจ
they're an option for your engine installation in the launcher
well yes @drowsy snow I've tried that and it turned out looking like this :
Perhaps the translation retargeting is wrong.
yeah but how do i fix it
Pelvis/Hips should have Animation Scaled type of Translation Retargeting. Everyting else is Skeleton.
i'm trying export mesh, but have this error, someone know how to solve? inside unreal its perfect
What's your export options in Unreal?
Disable everything except Export Morph Targets
same error
uhhhhhhh, I dont know if im kinda dumb but i dont understand
See the screenshot I posted to you earlier? That's how you should set it up.
If you don't follow the docs, here's how you can show the retargeting options.
i tried export in versions of fbx, i think i need reinstall my 4.26
ahhhhh alright i think i understand i'll give it a shot thanks @drowsy snow
How would one play a flipbook animation or flipbook material inside UMG?
Hey! for some reason my AI with simple AI move to sometimes goes FAIL for no reason. Its flat landscape with no obstacles. Is there a way i can see why its become Aborted?
Hey I am having a problem all my UI worked great and fitted to the screen perfectly (they were copy pased but slitly diffrent). I decided to take one of my widgets and delete a image on there. Now the widget gets brought up at a diffrent scale than before, like its zoomed up and to the left like the widget is bigger than the screen. How can i fix this? it worked before i deleted the image.
@robust marten you just put it in as material not a texture in the editor i believe
@lucid grove do you have a nav mesh on the ground?
Sure, it wouldnt move at all without it ๐
does it just not work or does it stop?
Why the fuck is this happening and why cannot i not remove this event dispatcher now??? it just gives me this error without being able to do anything about it.
Any idea why the line connecting to the opacity is grey?
You selected wrong settings in material
Should be a translucent material
Press the right most node and look at its settings
No problem
does anyone how I could replicate object movement via axis in unreal? I my players to be able to move stuff around the same way unreal allows you too
a bit confused how they do their calculations from mouse to world position
Hi, im having issues with unreal engine 4. When trying to make a blank c++ project the engine hangs at 80%, continuously looping in the terminal "Discovering modules, targets and source code for project"
I have a i7-7700 CPU @ 3.60GHz ร 8 with 16 GB of ram and a NVIDIA Corporation GK208B [GeForce GT 730]
Hi there ! In my spare time, I wanted to make the environment art of God Of War, a game I love very much. While doing this design, I got help from many programs. Of course, there are many shortcomings. I was inspired by the design of Aaron Contreras. I hope you will like it. See you soon in the new environmental arts.
By now it should be done.
Hello, anyone know if fortnite uses Xsolla for inventory and a store system to store their items and sell them?
Epic Games payment in general uses Xsolla for the payment.
ill try it again but i think there is something wrong
You reckon they use their inventory system too, integrated with Xsolla payment ?
if anyone's interested, managed to do it with:
FVector MouseLocation, MouseDirection;
PlayerController->DeprojectMousePositionToWorld(MouseLocation, MouseDirection);
FVector FramePointLocation = CurrentFramePoint->GetComponentLocation();
FVector EndLocation = FMath::LinePlaneIntersection(
MouseLocation,
MouseLocation + (MouseDirection * 10000.f),
FramePointLocation,
FVector{ 0.f, 0.f, 1.f }
);
CurrentFramePoint->SetWorldLocation(FVector(EndLocation.X, FramePointLocation.Y, FramePointLocation.Z));
how do I create a bindable event in BP?
so I can bind the event into other bps
NV. Answer: event dispatchers on the left below variables
Event Dispatchers and Blueprint Interfaces are what you're looking for.
Event Dispatchers is geared towards more specialised inter-BP communication, while Blueprint Interfaces is more one-for-all solution, as you can apply it to many classes at once without having to get the reference to it first.
found but thx
trying to implement a paraglide system and don't know what to do with Evaluate on this animation
I needed to retarget the skeleton which I did but what do I do to "evaluate" the animation to be able to plug in here and replace the old ones (the ones with errors)
What's the error log says?
its the retarget, which I did
but I dont know how to make the animation an evaluate
so, for example, the Play Paraglider that is highlighted up there
is what I dragged in
to replace it, but I dont know how to plug it in because it's a "play" animation and the one I need to replace is an "evaluate"
This is not working anymore?
Have you retarget the animBP into the skeleton as well? AnimBP is per skeleton and can't be shared with different skeletons without retargeting it.
Yeah, thats what I did, I'm literally just trying to find the "evaluate animation" thing
like, what is it lol, I can't figure it out
(I'm 4 weeks in to learning unreal)
anyone here deveoped/optimized for mobile before?
just wondering what the techniques are, what to avoid for mobile, and how to work with a project from mobile to desktop
i know realtime lighting is supposed to be a big nono on mobile, so whats the solution to a day night cycle there?
where should i post my issue with unreal engine 4 linux?
they have disabled issues on github
delete key not working in editor, can't delete my meshes from level.
i restarted my editor, cleaned project but no luck
I'm following a tutorial on making a dedicated server and I cannot find a file named "Win64" in WindowsNoEditor\Engine\Binaries. How can I get the file?
General question I should know but have forgotten
What is the .module file and should I add it to source control?
it tracks the buildid of the engine dlls right?
Hi, i need urgent help for my project. I haven't opened the game project in awhile and when i try to open a map/level into the viewport it freezes my laptop as its loading for hours to a point i have to shut it down manually. If there's a possible solution please let me know thank you so much
This should help
...really
i put a new custom anim in and now my mesh does this, help?
and it seems to work just the placement of the arms are off
Have you tried restarting your laptop?
100s of times already since yesterday
nvidia studio or game driver for ue4? So many different answers ive seen on the forums..
Haven't really had an issue like that before
Game driver, obviously. UE4 is a game engine, not an offline renderer.
uh?
a gpu is a gpu
True
it does dpu things
i did
gpu*
Just been doing a lot of research and a few people on ue4 forums recommended it my bad.
I honestly don't know, but I'll look and see if I can find anything
i appreciate the help thankyou
still the same
But eh
unless you have a quadro
How long have you been using ue4? And how old is your pc, and what are your specs if you don't mind
๐
i've been using it for a year now and my pc is 3 years old
this is the biggest smiley ive ever seen on the internet
And nothing similar has happened like this right?
yes, it hasn't
i'm just trying to package and export my game and only now its causing problems
i cant even open up the levels i made
Can you send me a video of this happening?
alright i'll send it to you in abit
ive searched trough the issues and cant find anything related to my issue how do i report an issue
video tutorials and education are great
videos of people with problems
mehhhhh
i might seem harsh here, but i have never once in my life seen a video of a problem get fixed
Wait wait wait
if I build UE4 from source I don't have to launch it from source every single time do I?
I should be able to export my own binary version with Dedicated server functionality....
If the UE4Editor.exe existed and can run, no, you don't have to run it from VS.
launch it from source?
im in pain
do people know what "source" means?
every kid is building ue4 from source and think theye doing like, fortnite building?
gotta give it to epic, most companies ship games
anyone wanna buy a couple of dogs
hell ill pay you to take em
little shits theye being
Thanks ive submitted a bug report
hello all - i've notice in tutorials some folks use question marks in their bools. is there a reason for that besides being more semantic? like, does the punctuation do anything?
Yes sir I most assuredly do. I am a software developer.
Seemed a little condescending there friend c:
well i was talking in general
the general man considers himself a coder these days
"coder"
Ah yes, the good ole script kiddie comparison
Apparently it's necessary for dedicated servers, otherwise I'd be there with ya
Yeah, I didn't do much research on plugins
someone else was saying this the other day, im not that far yet into a game to worry about building a dedicated server
but
are youi telling me you can build a whole game in blueprint, and then need to build the engine source justy to be able to build a dedicated server?
seems a bit mental
That doesn't mean it can't have blueprints, but something about selecting a blueprint project from the templates? Idk
seems like it should just be part of the build process of the project
why on earth would it need a manually built engine source
i dont get it
the project sits on top of the engine
Yeah but the binary distribution may not include the capability to build without graphics? Idk
and the binaries, are just prebuild engine sources
that's the only thing I can think of.
hmm ok
You'd think even then
that makes sense
They'd distribute a binary of the server building process.
Even as a separate download, or one of those checkboxes in the options when you download a binary
considering its size, and its debugs
yeah exactly
i havnt got that far yet, i just assumed
that would be a thing
i dont get what project would need
to require an engine build
all the underlying stuff is there
should just be the same thing, with no assets id imagine
maps, collisions etc...anything math based
well it is that
shrugs I didn't build the absurdly complex engine used by dozens of AAA developers and I don't know why listen servers are available to be built from the binary and dedicated are not.
just dont understand why youd need a seperate, self build
But there's probably a reason
peobably
well
certainly
id like to know what it is:D
ill guess its something to do with reflection
having to be rehooked back into the engine source
tis the only thing i can think of
a kind of reverse compilatiion, where you need the source
to knit everything together, in a production environment
still though:S
the code in the engine, when ive been debugging
ending up in the engine source, usually the memory management
its mental, someone wrote that, and a team of people apparently must understand it
this uncommented mess of stuff
unreadable code
when you break an array and end up in the dark side of the engine source
quick question
Unreal uses Baking for static Lightning, right?
Does that mean I have to make UV Maps of Objects so that the Borders don't overlap?
Or Does Unreal take care of that for me?
Yes, and you can have separate UV map for baked lightmaps
*lighting
Do I have to seperate them?
No, but it's a good idea to separate them from the texture map.
Otherwise it'll assume your texture map is also the lightmap, of which if you have close or overlapping UV islands, it'll cause graphical issues.
Ok, thank you very much
I have another Question regarding UV Maps and Unreal
So, for a bit of context, I'm working on a House in Blender currently, which I will later use in Unreal. In Blender you can assign more than One UV Map on an Object, and for simple repeatable Textures it's enough to make a simple Cubemap Reflection which overlap on the UV Map. But for Baking/Lighting, I'm gonna make a seperate UV Map. Is it later possible in Unreal to choose which Map is for Textures and which is for Lighting?
Unreal will choose the UV map automatically for either texture or lighting. This video mentions how you set up the UV map:
https://www.youtube.com/watch?v=KkcbGJf3aU0
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Ok thank you, that helps me a bit, but what if the Object is larger, like the mentioned House? Because I can't simply put every Surface into One Map, the Lighting Texture would need to have 2000000 Pixel then. Like, if there are multiple Maps, how does Unreal decide which is which?
Why not combine all the texture UV map into one UV map channel, and separate them with material slots?
And it's not like you're going to merge the furnitures and stuff into one mesh anyway. It's a better practice to just have separate mesh for walls, rooftops, floors, and all the necessary furnitures, then arrange them in Unreal.
If you want to use it strictly for archvis and not for game purposes, you can use Datasmith tool set to bring in the entire scene into Unreal, without combining all the meshes into one.
Well I wanted to combine Floors, Walls and Ceilings all into One Mesh, but thinking about it, like you said, it's probably easier to just make them seperate Objects I guess.
Oh, wait now I get what you mean
Thank you for the help
No probs.
I tried recording the video but the file is too big here
Just basically what happens in my unreal is
I open my project > click onto a level design > it loads but then freezes my whole laptop at 75%
This is the my screen right now
How spacious is your RAM?
Anyone know if collision shapes absolutely shouldn't overlap or is it just about performance?
Simple collision meshes generally be the outside approximated shape of the visible mesh for performance. You could use down to the tris accuracy with complex collisions, but it can tank down performance as the calculation for the collision detection will be a lot more.
I actually was talking about multiple collision shapes overlap with each other.
Oh, alright. I don't see reason why you shouldn't have collision shape overlap each other.
I currently have 12gb
It used to work normally but only now its causing problems idk why
Need free any weather effect BP (rain, snow, etc).
Has a random weather system
Didnt mess with it much myself
Not skysphere, rain/snow particles for free.
Project Files : https://www.patreon.com/posts/40708544
This is the part 18 of Unreal Engine Open world game development tutorial series.
This episode focus on implementing a dynamic rain system, which is a part of dynamic weather system of the game. Here, we will extend the global wetness controller we implemented in previous episode to be cont...
Hi! In this video we will create basic weather system.
This system is very flexible and can be adjusted in many ways, 'cause we will use curves as instances. This system also can:
- Adjust sun and skylight intensity.
- It has fog, rain and snow independent working components.
- Has sunny, cloudy and mixed types of weather.
I will extend this ...
It snowed here last week if that helps
Thanks.
np
;-;
Hey guys, how can I export an Unreal Scene for putting it for sale on the marketplace ? Is there any tutorial or something ?
You just have to bundle the .umap file together in your marketplace submission.
No exporting is necessary.
any tutorial on that ? I have never done it before
hey guys i added many addons to my unreal engine game (the ones u get in the marketplace) and it took so much pace do you think if i delete the cache my game will still run?
Could someone suggest to me a nice website or software to use for doing simple architectural diagrams? Like how classes relate to each other and so on. I feel like it would be awesome to do in the Blueprint editor, is there any way to do that with a pluging?
