#ue4-general
1 messages · Page 1000 of 1
Hello guys, does anyone know how to activate multigpu use in the editor. I assumed it was a new feature for 4.26, but the only place ive seen possible access to it is through console variables, but when i try to activate it there, i get a message saying its "read only" . Please can someone advise me on the best way to go about this.
400km^2 map is possible, but not multiplayer.
World Origin Rebasing is not possible to replicate across client without complicated workarounds.
What's the largest map size you can do, multiplayer?
heya, I'm having some issues with lighting in unreal engine, I recently switched to unreal so I am kinda lost, can someone help me?
the further you move away from the world origin, the more bugs and arteffects you will encounter.
Why haven't they made a workaround for that?
Like didn't they imagine people having worlds bigger than like 100mk sq? lmao
210x210x210km
Demo Project from: https://forums.unrealengine.com/community/work-in-progress/81424-pull-request-world-origin-shifting-in-mp?109335-Pull-Request-World-Origin-Shifting-in-MP=
If you want to support the channel, help getting better recording gear, create more content, buy a coffee, you can donate on:
paypal.me/MaximeDup
You can o...
How could I export render target as an image?
Make a texture out of it and export it as TGA
what the heck does the engine store in the virtual memory page file after build has ended
@drowsy snow It needs to be done outside the editor, ingame.
When they update projects like ShooterGame where do they post the patch notes. Im working in the project and I swear the editor is freaking out every 30 min. I cant pull off blueprint pins or click on drop down tabs.. Its getting annoying
Say I want to have a global TMap<FDataTableRowHandle, FMyDataTableRow> LoadedItems as a sort of caching system for data tables. Where would be the best place to keep it to access from different actors and components? Is having an actor that serves as a container for this TMap and referencing it and just placing it in levels a bad idea?
bing bong
Any body have idea on how to make in game tutorial like when player install tell him click here etc
If it's a game with stage based map (not open world streaming), you can drop in few BP actors that shows tutorial prompts when the player triggers something or after a cutscene ends (I think Sequencer's Director BP can facilitate this)
o/
Hey, I have this node structure right now and it keeps erroring saying that the widget from "create Ally Spawn Chat Widget" wasn't found to execute the remove from parent node. Now I know why it couldn't find it because it didn't even show it in the begin place but it's still erroring for some reason.
or actually
maybe i should move the true to add and false to remove
rather than true to create and add

You're most likely going to find it best to store the return of CreateWidget in your own variable that you can pass to RemoveFromParent instead of trying to attach the Remove directly to the create. It's usually good practice to not directly wire things together that aren't within the same chain of execution.
So basically, my Unreal Editor simply stops responding when I try to load or place this particular tree asset, which is used in Unreal Sensei's 4 hour beginner tutorial
hey guys, anyone here that is selling stuff on the marketplace ? I need some help
How do i call find function on this array to find the index of the current level name
Because that function is not static. You've got to find your mesh component instance an then call the function on it.
Like: Mesh->HideBoneByName( .... );
thanks
Is it possible to get the variable name that you put into an array?
I don't think so, when you put values into arrays, all it does it is copies the value. It doesn't save any info about where the value came from
Why do you need to do that? It's not really something that you'd typically need... but if you really need it for something, you could use a struct which you fill with the variable name information along the actual value (but it still sounds pretty weird)
For an objective system, I'm trying to optimise it as much as possible 😅
Can someone tell me why Unreal is not importing certain parts of a FBX mesh modeled in blender? The export settings were alright
Guess I could go a simple route and just compare it to a variable though, would be easier lol
Hola! When I try to add something from the vault to my project it gives me this warning which says that it already exists but I don't see it in the content tab or anywhere in the project (Ex: As a mannequin or Anims)
I did restart the engine couple of times btw
My advice would be, copy the project, then just replace them. It means that if it breaks anything you can easily go back ☺️
You could also search for paragon in the search bar
I just tried both, they still don't show up
Were your normals all the right way around?
And did you apply all modifiers
My other imported model (Paragon Kwang) is in the content browser and can use in all aspects of the engine but I tried adding two others and they just don't wanna show up
quick question: does anyone know if the imposter system is good for mobile projects?
It does reduce the verts/triangles which is obs amazing but im wondering if it adds more materials to render?
great
the editor just decided to delete all animation asset references in my animation blueprint
whoop de doo
Apparently fortnite uses them for mobile but you should probably try both and monitor performance for your particular project : https://shaderbits.com/blog/octahedral-impostors/
For mobile we limit impostors to 1024 textures across the board. In the ASTC format, the 1024s use 341kb each. So on mobile the total texture memory cost is 8.1mb. So when you look at the numbers that way, switching to impostors DID save memory for mobile and everybody else paid a few megs to look nicer.
Im making a fps game WITH C++ and atm im adding projectile shooting and i want to ask that do i add the shoot function to the gun or the player, which is better way in UE4 because in unity i had the gun do the shooting but i need to get the player inputs to the gun somehow so how do i do this
hm ok it might not be viable if you want to create over 20+ impostors since it might add extra size
How do I freeze this static mesh so it doesn't move?
which stat command shows the vert/poly count in viewport?
can I keep all content for a map in the same folder and drag and drog everything under the same path in UED?
It's easy to get lost with so many folders and subfolders
I use xxx_yyy_zzz_ssss .... naming conventing for all my files
Hi, everybody) The problems came from nowhere I didn't expect.) I turn on the simulation and the capsule falls into the previous bone. Has anyone ever had this?😤
anyone knows how i can update the construction script of a bp based on another bp?
I have a character I wanna put another piece of clothing on
how should I go about that
hmmm
wdym by parent function?
also found this node here
wonder if it does what i want, cant get it to work though
hey. is there a place where i can find some clothing/gear for my game? any specific keywords i should use? (for my items)
yea reading that but i have 2 different bp´s
this here talkes about beeing a child wich isnt the case
i have variables im chainging on one bp, and then the other one needs to update the construction script
Hi everyone. How would I go about making AI navigate a procedural level made from static meshes? I have a dynamic navmesh set up and it shows in simulation but the AI will not move
guys, how to calculate tangents for a mesh which I import to my scene in runtime? I have some artifacts on normal map.
Me trying to launch the UE Editor I built from source
UE:
So wait, I press UEEditor.exe and it lets me create a new project
then when I select my stuff, it send me to visual studio and closes the editor
do I need to build a new editor for this project?
\UE_4.25\Engine\Binaries\Win64\UE4Editor.exe
That's what you should be looking for to launch UE4 🙂
If it doesn't work, try verifying the installation
i dont understand this lool
Verify installation? It built overnight
Turn Off realtime preview
@radiant sun the highlighted project was created from the editor, but the editor will close after I create it. So I reopen the editor and click on it here
you need to set your startup project as your game not UE4
Can someone help me with this? The skeleton looks off from camera!
in visual studio
Oh? Okay
yeah otherwise it launches the UE4 editor
Do I need to flip that every time I make a new project?
yes
its just once per install
if you don't like it you can use visual studio code or another IDE that doesn't do that.
(unless you delete your .vs folder)
I tried opening after I changed my startup project. Do I need to rebuild it?
kk
https://docs.unrealengine.com/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/index.html have you gone through this?
Anyone knows the solution here?
The files are there
Well, it says they are but I don't see where
Add it to a blank project
It's not only that one, anything I add from the vault does the same thing even though I imported one earlier today and it worked
So I don't know how that messed up
maybe the folder is marked as read only or such
I clicked the local windows debugger button and it seems to be building another Development Editor. Unsure though. I guess I'll just wait and see?
I can import other stuff from Bridge and Megascans
ideally you should be adding anything from the vault into a blank project to migrate to your real project to avoid bloat
yup, builds the parts that's now needed for the game.
Okay. Interesting.
UE just gib dedicated server support in the binary distribution so I don't have to do this kthxbai
heh
I think you actually can now days just package a server directly from the editor
maybe you still need a source version of the engine
Hey guys just making a placeholder blood effect but every time I simulate the effect comes out black but its red in the particle effect screen any solution to this please?
ah, yeah. Looks like it's specifically still source builds but you can now build it from the editor.
your lighting is effecting your particles
if you showflag.lighting 1 it should show unlit
(to check)
Ok I shall try that thank you (I have deleted the skylight and directional lighting which is weird though)
That's the most common reason at least.
The particles should have an unlit option as well
Awesome I'll give it a look, thanks for the help
Hey is there someone that drives irl able to help me with something really quickly
Hello guys who know what is object for weapon blueprint?
Hello , my problem is:
-I have One skeleton for my two characters , and they share also the same AnimBP
-The characters have Armor pieces which are child actors
-I have retargeted the skeleton as explained in the doc ( the root bone is Animation , the pelvis is Animation scaled , and the other bones are skeleton )
But the armor looks fine with the first character and don't match precisly on the second
first character
second character taller
the boots are not correctly placed
i have tried to adjust the location in BP but it dosent match
How can i do?
If someone drives in real life can you give me some feedback on this suspension
I'm still getting the 404 error page on the Unreal's github version but I linked the account and I already received the confirmation email
Contact Epic, ask them to revoke the connection so you can reconnect. I had to do that, mind you, it took a few emails to actually get them to read what I was saying.. 😄
im looking on some tutorials on how to make armor pieces (which you can change during the game, on your mesh) in blender, any idea where to start? any good ones out there pretty please?
So I'm having a bit of trouble with the "Move To" task in the behavior tree. The character isn't really moving to the blackboard key that I passed in. When I do simulate the game and check the blackboard key value for the vector I pass it DOES have a value but it just isn't moving towards it
I assigned the AI Controller to the character and made the AI Controller start the behavior tree
Not sure where to point my finger here as nothing seems wrong
The task to get the vector is working because I see the vector's X,Y,Z while simulating, the move to which is a default task isn't though
Which is weird
Yeah, the task is running fine
But on the behavior tree it's not getting past the default "Move To"
So it's executing the first task, returning actual results then when it gets to the "Move To" It doesn't get past it
It highlights that it's running it but the character doesn't move
Post a vid where the camera isn't locked to the truck. Just moving side to side
does anyone know why my sk mesh lod does not want to show LOD 0 in the scene but goes strait to LOD1?
seems to work fine in the actual asset window
but once in the scene it just does not want to work
For some reason when ever I try going into the vr preview it won't work. Everything is working fine on my desktop, my hmd is being tracked. But when I go into my headset, there's just a big fat loading screen for ue4
Anyone know a fix?
Anyone knows how can I make 2 lod levels show up at the same time? Like LOD 0+1 > LOD 1 > LOD 2
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 this file? This is for 4.26
This is really simple but I'm struggling a bit as am new to UE4. Any suggestions how I can record a clip of me walking throught a level? OBS seems unable to capture UE4.
OBS is usually fine. Just make sure you have the correct display options in OBS. If you are using the window it needs to be set to the correct 'window' of UE4 (as OBS see's it)
or just capture the whole display
Is there a way to reduce hitches when streaming in/out landscape chunks with world composition? I already have my landscape chunks small in the hopes to reduce the load time (it's around 500KB / chunk) but still got short burst of hitches.
I'm using OBS everytime I record something from UE, no issues at all.
I'm on a pretty new PC, fresh install of OBS and it's all kinds of unhappy. Managed to get it to record tho 😄
you need to download the engine from github, compile it and then build dedicated server binaries
@drowsy snow are you testing in editor or packaged game?
In editor, haven't figure out yet how to get collision working even when the landscape isn't entirely loaded.
Also I think there used to be mesh LOD generation for landscape, but I forgot where it is.
there should be yes, last time i used world comp was ~3years ago so dont remember myself
but as far as i remember you will have to remove everything from that level to build lods
and with collision had the same issue, for a workaround i made a manager which would disable physics for those actors so they wouldnt fall to the oblivion, but maybe there are better approaches for that
What is this error?
Click the build button
it's not an error, just a reminder that the light isn't calculated properly, if you press build it'll go away - until you do a change in the scene
Either build the lighting, or use entirely dynamic lighting.
thx guys~!
pls help
I found it - it's in Level Settings.
The tooltip for the generate button somehow still mentions "requires Simplygon", even though Epic yeeted them and uses the built in decimating tools since 4.22
heh, worth a reportsie
Any ideas?
is this a bug in 4.26?
i press background change color no ui show up
is there another way to change to white background for the particle
4.25 works fine tho
Hey fellas. How can i with animnotify jump to next section
I'm trying to learn how to extrude a hallway from a room and I can't figure out how to do that, would someone mind helping me with that?
if anyone wants to help me just reply
Anybody have any good resources for learning the engine ? I just finished q series about landscapes. But the blueprint section makes me cringe into oblivion
If you're using BSP geometries, extrude it with the brush tools.
googling "100% cringe free Blueprint tutorial" at once sir
Haha
Just go full on C++ with no BP whatsoever - at the cost of everyone will hate you for it 
I'm trying extrude a specific spot of the wall not the entire thing
you need to embrace the cringe sir
Doesn't matter. BSP geometries can be edge looped, and the extrusion method is the same.
But I really want to make a prehistory type game like bannerlors except open world
But I know that'll never be possible without coding
I'm a 3d artist and thats the extent of it
Blueprints and C++ are meant to complete each other.
Yes, Blueprint is somewhat obfuscated C++, but it handles many of the hard work for you without absolutely hard coding everything, like asset referencing.
Now I'm just confused
Yeah it looks better visually imo
I'm def more visual
The lines of code make me cringe even more
Just dont really know where to begin to really grasp it
I was watching one tutorial
And they were plugging stuff in and I couldn't even imagine how they interpreted the use of some of the nodes to get the desired effect
My mind was melted
learning the "why" they use certain things where can only come with experience
Very true
any ideas of how to create a material in blueprints?
I dealt with that when learning modelling and texturing
For some reason when I deal with code I become impatient as hell
Which is a recipe for disaster lol
I will try this out , thank you
As in creating material in the editor, or creating one out of thin air in runtime?
in editor
do you mean changing parameters of an existing material from blueprints?
not run time
I think editor scripting might help
Create Blueprints that you can invoke by right-clicking an Asset in the Content Browser or an Actor in the Level.
Not sure if they can make full new assets?
why do you need to automate materials like this anyways?
i don't have much time to do materials for many textures
this just makes it eaiser
You have to have much time for that.
my idea is to select a bunch of textures
find out the type of material (diffuse mask ect..))
and make a material instance from them
i have finished the 2nd part
making the instance is something i don't know
ah, this looks relevant
You are used to the pain of creating a lot of materials out of a library of textures? You know, the kind of library with no coherent naming convention?
Importing all the textures, setting the sRGB values, create and name the material, create a texture sampler, chose the right texture and connecting everything.... Damn boring
Get yourself an inte...
ooof... the link 404s
according to the marketplace specs it's made with two BPs
You can go C++ editor scripting, and copy whatever the engine's doing when creating material instances after importing FBX.
It's complicated (and considerably overengineering), but it'll achieve exactly what you're looking to do.
but they want to do it in blueprints
If you want to do it entirely in BP even without creating C++ blueprint function library, you're likely SOL 🤷♂️
I think there's a chance
you can apparently change asset metadata from BP which is surprising
i've shifted to editing the asset
UE4 keeps getting a d4d crash
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671] SwapChain1->ResizeBuffers(NumBackBuffers, SizeX, SizeY, GetRenderTargetFormat(PixelFormat), SwapChainFlags) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:376 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG Num=3, Size=(517,63), PF=18, DXGIFormat=0x18, Flags=0x802
Increase TDR stall to more than 10 seconds in your Windows registry.
k
It's Substance doc, but it's about editing the registry, so the steps still apply.
Actually yes. I tried high res rendering with Movie Render Queue, but somehow it stalled for a while, Windows said "that's enough chief", and voila, DXGI HUNG
8 seconds is not enough
crank it up to 60 seconds or more
still does it
you gotta restart man
You replied so fast, I don't think you thought of restarting the computer.
wdym
How do I get rid of this giant seam where my texture meets?
Like where the camera doesn't rotate with the truck. Just follows it level
how do i change the lightmap quality to avoid this mess?
it's been a while since i've used ue
anyone else get lots of crashes when using structs
ohh
my root is my skeletal mesh
so i cant really do that
oh. why won't textures work on this mesh?
I want to create an fps game, do you reckon I should use raycast or physics based weapons, or even both? I want to create an experience like fortnite, cod or any other fps games. What do you recommend.
raycast for sure lol
depending on the type
Yeah I was getting raycast vibes, you reckon using physic based bullets for grenade launchers would be good? Or raycast with bullet drop?
nah physics for grenades
thanks 😏
Hey there... As many before me... I am creating a game that has modular characters that the players can use. However, I was wondering... What is the typical approach to doing something like this? Where you can change clothes, hairstyle, weapons, etc at runtime.
Is it most common to:1) import all of the mesh options with the parent character and then hide/show the mesh options as sub-objects at runtime? OR 2) do you import all the mesh options as stand-alone objects...and just marry them to the correct skeleton on import?
how do i make ue use the complex collision instead of the simple collision
In the static mesh and in the collision settings. Set collision to use complex as simple.
For some reason when ever I try going into the vr preview it won't work. Everything is working fine on my desktop, my hmd is being tracked. But when I go into my headset, there's just a big fat loading screen for ue4
Anyone know a fix?
The thing is you would hide the skin underneath the clothes, to avoid clipping issues.
thanks
How do I get a folder named "Win64" to pop up in the WindowsNoEditor\Engine\Binaries file? This is for packaging a ue4 project and isn't the github server binaries.
Hello. Thinking of a new game idea, so if ya dont mind taking a minutes to read this. ~Thanks
https://www.reddit.com/r/Videogameconcepts/comments/ng9w3w/big_player_building_a_civilization/
3 votes and 2 comments so far on Reddit
Hey there... As many before me... I am creating a game that has modular characters that the players can use. However, I was wondering... What is the typical approach to doing something like this? Where you can change clothes, hairstyle, weapons, etc at runtime.
Is it most common to:1) import all of the mesh options with the parent character and then hide/show the mesh options as sub-objects at runtime? OR 2) do you import all the mesh options as stand-alone objects...and just marry them to the correct skeleton on import?
Yes but for a tutorial I am following there is a Win64 folder in the Engine Binaries. I need this folder
yes
Any Idea why PlayerState is returning null here? This is in my player controller blueprint
ponkkis like this https://i.gyazo.com/f4dce5f85443a155ee25d5cfc2d7bff4.png
Im following a dedicated server tutorial and I need that folder. That is what it is for. Do you want a link to the tutorial?
I assume you want more in-depth answer, as you dismissed my short burst answer, so here you go:
Games often approach modular characters by having copies of the base model "wearing" different clothes. For example, shirts, tank tops, bras, mails, pants, trousers, skirts. To prevent clipping issues, the skin underneath are removed and the cloth mesh merged with the skin mesh in the DCC software. If not, you will have either the skin or the cloth clipping out.
As for the switching, you would divide the head part, the upper body part, the lower body part, and the feet part, and "soft" mix them in engine. You then sync the pose of each meshes with the parent mesh that has the active animation data - often it's the head part. Of course, all the different body meshes have to share the same skeleton, otherwise you'd have a hard time syncing the animations.
In Unreal Engine 4, this can be done with a Blueprint of any Actor class derivatives, containing the skeletal mesh components corresponding to the body part that can be swapped at any time, and an animation Blueprint that allows you to sync whatever the parent mesh is doing without compromising any animation dynamics you might put in on them (usually fake physics).
I hope this is clear enough, as typing in a small text box is quite difficult.
those are a lot of draw calls per min?
yea idk, i smacked 32 copies of my char in to see how things go
IIRC GTA V around 5000 draw calls per frame, and it's one of the most optimised games.
yea they are instances, sry
how do i see per frame?
that would me much more helpfull lol
bcs it says min
It's min as in minimum
Uh..my ...LODs...arent..working..tf
That's not bad though, in the grand scheme of things.
Again, GTA V has around 5K draw calls per frame, and that includes everything.
sure but i just started out. i guess im going to rework my mat setups. probably can combine some
yea my character roughly has 7
not roughly, it has 7
Unless you want to have character crowd as dense as Hitman games, of which squeezing the least amount of draw calls per character
im a character artist
It's already 08:27 here.
and im working out a way i can put my chars into ue4 and well just store them there basically
all onto the same skeleton as long as they are humanoid. but the mats always mess with me bcs i always try to set up everything and want freedome lol
channel packs?
Speaking of which, is it a good idea to repurpose biped skeleton for quadrupeds?
^^daubt it, many animals just have different bone layouts
i could imagine you could pack birds together
another keyword or connection would be nice
Okay, channel pack is the act of mixing specular, roughness/glossines, and metallic into one texture
Say, the specular is in the Red channel, roughness is in the Green channel, metallic is in the Blue channel.
yea i know what it is, just didnt hear the term befor
but my textures are so low, there isnt anything to optimize lol
magic
no but some are not fully worked out yet
its mostly math, shading etc
The lesser the texture sampler count, the better.
oh hm
i have 3 uvs
but vertecis on the same position merge, right?
i specifically looked out to have most of my uv vertecis on the same position to merge them when importing
im unconventional
Don't say there's some HLSL or expensive procedural material going on here 🤔
im not a programmer if thats what u mean. but i worked some stuff out in bps etc
It's never a good idea to procedurally generate texture every frame, which Unreal will do.
nah
It's not a 64kb demo tool, so procedural textures without prebaking it is discouraged.
i dont follow
K so this is new to me. My meshes are not switching their LODS
I swear I'm the only person who never get's help
I havent the faintest idea why
didnt change the distance?
They are all stuck at their hlod
its so weird
ive obviously done something totlaly unaware
but I cant figure out what
well did u manually fix the distance when the lod should trigger
the lods work in the mesh viewer just not the landscape
I didn't even realize this until the last 20 minuntes trying to fiogure out how to fix it. I noticed my performance was bogging down (big open landscape with lots of foliage)..and then it dawned on me..and I realized that the meshes were being rendered to their full detail as far as you can see and the mesh lod viewer shows them all attheir hlod
.... 😐
hi
okey, any documentation on how to modify the capsule on run time?
i just want the top to move down, like the crouch does, but my own thing
Thanks! I didnt see ur previous.
Hey, was recommended here by a friend of mine. Can anyone here help me solve a weird problem I’ve been experiencing?
It involves Steam and Unreal Engine
Idk how anyone here feels about it but
I’ve been trying to downgrade FNaF VR Help Wanted on Steam to its earliest incarnation
But every single time I start it up, it instantly gives me a UE4 crash screen and closes
I used the Depot Downloader to download all the files, but it just insta crashes every time I start it
If anyone here could provide some help, I would really appreciate it
Somebody know i have this error Blueprin runtime error"Acessed note trying to read preprety componentAimBot",
Here
i see the component
so why he said he dont see it?
That seems like a class reference, not object reference.
Ok guys, I have a pretty complicated question but here goes. I am making a cinematic shot so FPS does not matter and I am also using raytracing. In the background of my shot there is a mountain. I have painted many trees onto this mountain and the surrounding terrain using the foliage paint tool. These trees have culling set to 0 in the foliage panel. These trees also have a material with Blend Mode set to Masked and Shading Model set to Two Sided Foliage. My problem is that after a certain distance, the tree meshes partially disappear but the shadows are still there for some reason. As you can see in the image, the tree meshes above the green line have dissappeared, apart from where the ridges of the mountain are(the yellow arrows are pointing to where some of the trees are still there). And also the shadows are still there(you can see all of the faint splotches above the green line, those are the shadows). When I go closer to the mountain the trees reappear all over the mountain, and also the hills that are closer to the camera(bellow the green line) have all of there trees. I don't want this, I want to see trees all over the mountain no matter the distance. I have r.RayTracing.Geometry.InstancedStaticMeshes.Culling set to 0, and I also have r.RayTracing.Translucency set to 1. Thank you to anyone who may have any help 🙂
Hey
how can i make my models be imported as flat polygons
instead of smooth
because im going for a low poly style
What DCC software you're using?
im guessing youre refering to what im using to do models? blender (idk the term ddc sry)
Have you try setting the shading to Shade Flat, and mark all the edges Sharp for extra measures?
i do have them in flat
but when they load in ue4 they appear smooth
gonna try with edge sharpness as you say
Ok, i've figured out a part of the problem (sort of). I think it is partially to do with the LODs, because i figured out that the foliage is actually underneath the terrain
so for some reason when the mountain is far away from the camera the foliage goes underneath the terrain but when the camera gets closer the foliage goes to the right place
but then again i dont think that it is the LODs because when I force LODs to 0 it has the same problem
It may be something to do with the shader
Hey guys
what is the console command for freezing LODs?
I have found more clues
In this image i forced the LODs to 5 and the trees reappear. BUT, at the same distance that they were dissappearing before they are now losing their self casted shadows.
Why is this? How do I remove this?
I know what its doing but I can't figure out why
its culling the raytracing at a distance
I have raytracing culling turned off
so why would it be doing it by distance?
pls help someone
I am in dire need
ok dont worry about that problem
it is the origional problem i need help with
why is the foliage bellow the terrain when i am far away and above the terrain when i get close
even though the LOD is 0 the whole time?
heya I would like to talk to some folks about game design whos outside of my usual influence radius
anyone interested to review my "idea" for the minute to minute flow of a game i work on?
Not guarantee immediate reply, but I can take a look at it.
Do you guys think having an open world map of west europe would be too demanding ?
Is there any good source giving tips and rules to placing reflection capture sphere?
I place but they always conflict
It's not really the matter of demanding or not - it's about what you're going to fill the world.
and the reflectiopns are pretty distoreted
I mean, you'd need a hundred years to do that at least 😛
well of course it wouldnt be 1to1
but i have this map set to the highest map resolution in the reccommended section
The map of FF14 in comparison, was small, but then expanded over time as new expansion lands.
The idea was to make a bannerlord esque type game
except open world
but not with the same graphical fidelity
something a little lower
good luck. 😉
Have you made any commercial games before?]
Is it just you making this game? or do you have a team of people?
Is there any way to prevent BP from remembering your open function tabs?
heya I will hit you up in an hour or so 🙂
People
I was released gta sa unreal engine
ESPAÑOL:
Después de lo sucedido con el GTA SAN ANDREAS con unreal engine 4 de parte del grupo "ARCADIA SQUAD" en julio del año pasado, yo JEMMY, y un compañero llamado CJ MODS 2911, decidimos traer de vuelta a sus pantallas una versión llamada SA UNREAL, el cual unicamente es un motor para hacer cinemáticas o machinimas en el estado de SAN ANDRE...
#work-in-progress #released
Great
Is it possible that add view mode in plug-in?
You have to modify the engine for that.
reset laoyt doesnt help
that's... interesting 😄
this came after 4.24 -->4.26 switch 😄
oooh, okay... , modifying the engine is so boring
Hello guys, I have a question, so I guess you all know Minecraft right? The wold can become very big where it takes hours/days to reach the border (3.7mil blocks) about 30h of pressing [W]. Could this be done with Unreal Engine 4 too? I know UE4 has a chunk loading feature/function and how would that work when having caves or objects that should connect with each other. So a mountain wouldn't just cut off suddenly into a cliff.
Are you a QA?
I've never made one no. But I am active in the annerlord modding community where I make 3d models and toy with the editor there.
Here's a roman face mask helmet i made
Now I'm just kinda focusing my attention on game making in general. But like I said I dont plan to make it graphically impressive. Probably even close to valheim
But with nw Europe
Open world
With bannerlord mechanics but in real time
Thats the plan at least lol
I'm so beat right now.
Can anyone give me advice to do this kind of widget? I have 5 Character on map and i want their icons to show up like this.
Use Z-order to stack them up.
I'd also recommend you to just premade the widget with that layout in UMG editor, so that all you need to do is swap the texture.
Thanks, i'll do that
Make a few simple games first. You will get a feel for how hard it is to make games. Then you can figure if you want to go ahead with your dream game.
wont let me delete these folders
also i cant re import the 3rd person content for some reason
my mannequin was broken
so i deleted the folders for 3rd person
the contents within were deleted but the folders remain
?
Right click the folder -> Fix Up Redirector
nope /:
Usually the folder refuses to go away because of the redirectors remained.
yeah its weird
Fix up the redirectors in the folder and then delete the folders.
Just yeet them out in File Explorer then
now when i re import the content pack theres nothing inside
lol
did i accidentally delete them from the file explorer when removing them in Unreal?
I need to take 1000 camera shots with random locations. I made a blueprint that randomizes camera location. Any idea how can I make a rendered camera shot for 1 frame each time camera changes its location?
It's a two way process:
- Use SceneCapture2D component to capture a scene to a render target.
- Export the render target into a file (if that's what you want). See here:
https://docs.unrealengine.com/en-US/BlueprintAPI/Rendering/ExportRenderTarget/index.html
If you want to have 1000 operations of capturing and rendering to disk, do not do it simultaneously in one pass.
Export Render Target
So I had a refund from an asset around 13 hours ago but I still dont have my money yet. Any reason why ?
:triangular_flag_on_post: Jemmy simp de braixen#7114 received strike 1. As a result, they were muted for 10 minutes.
Have anyone used 2 CPU builds for UE4?
As in two separate computers?
as one computer with 2 cpu's
hello everyone. id like to create an inventory system, istead of using an existing one. but i dont know where to start as i head there are many ways to do it WRONG. can you guys point me in the right direction please?
Honestly there's a lot of ways to approach inventory system, and what worked on one project specifications may not worked on others.
instead of using an existing one
Which one exactly?
any?
instead of any?
instead of buying one on the asset store
i prefer to put that money in a udemy course or whatever that will teach me how to do it
there are free ones as well
Isn't there one inventory system that free? I forgot if it's permanently free or used to be free for the month
wich one? only foudn one that is beeing shot down in the reviews
save your udemy money, get that pack. find out how it works, improve upon it. done.
Check near the bottom of the play lists
moa'd. since there is a discord link in that url i have to remove it.
rules being rules and all (I do agree its great stuff)
yeah i dig Ryan's stuff, but his inventory course is like 6 years old
Nothing beats the free costs of reverse engineering 
beat ya 😄
even better :p
to reverse engineer , you need skills, you wrongly assume i have those skills 😄
@bleak drum Ryan's stuff is aimed at beginners, easy to follow and adapt
It's called "Action RPG Inventory System"
yes moa.d i have used his stuff a lot, i just fear that inventory course, which is 6 years old, is seriously out of date
@bleak drum
It still works fine, and if you encounter something that has changed, that's a learning opportunity for you to see what's changed and work out what to do yourself 🙂
a udemmy course is 15 bucks 😛
Oh wait, it used to be free for the month
whoops
too bad i missed it, cause it does a lot of things im interested in. guess ill buy it
(i started this month :P)
That tutorial was last updated August of last year, so you should be good
ah yeah sorry
was seeing another one, from 6 years ago, my abd
and got a copy of that free inventory system, guess i have my work cut out 😄
So I'm my game I am using a skeletal mesh but I want to add visual upgrades what would be the best way to do it.
As in changing the material only, or swapping mesh?
also, since im here, and you guys are in a helpfull mood 😄 Did i understand correctly that if you want to make, for example, a chest armor; you need to attach it to the character skeleton in blender, remove the character, and export the chest piece with the skeleton? and then use the character skelymesh as master and attach that armor to it?
If it's a rigid armour and not enclosing the entire body, attaching it is fine.
i started with pants and a shirt.. so i was sht out of luck....
now i have a beautifull tshirt, but its clipping like a mfker
If it has cloth piece, however, you'd might as well replace the skin underneath the cloth, to avoid clipping issues.
ow
CHAOS cloth physics 😉 😄
so, export the torso cut up ?
yeah Moa.d i read somehting about it, but SOO MUCH STUFF to cover
Yes.
and animation is hell btw :> i have reexported my mixamo anims like 5 times since the start of the project.. i hate it :> 😄
i see, makes sense i guess
but, i will have to cut up my dude first then
hmm
thats why they use the box armor from infinityblade in all those tutorials? 😄 to not bother with skellies? 😄
For example, in the character mesh for my game, we removed the cloth piece that wraps around the body part tightly, like this pants piece.
what about the blouse? it looks like cloth too
If it wraps around the skin without any physics or "opening", you should remove the skin underneath.
on your char, did you cut that brown blouse too, or is it far away enough to make it static?
It's not a blouse - it's a vest
No, we didn't cut anything underneath the vest, as it has (fake) physics simulation going on.
k. i think im understanding it all better. thanks a lot for all the help 🙂
is 4096x4096 terrain res fine for an open world?
Per tile heightmap or overall heightmap?
overall
The closest you'd get is 4081x4081, which is around 4km of landscape per tile.
Overall landscape resolution can be way bigger than that - World Machine can export it on per tile basis, if you use that tool.
ok
AndiDev himself might have one over his own YouTube channel.
Thank you, I have subscribed his channel, but he does not have that I think.
is there a day to night setup in UE that i can use? I want the sun to rise and set and the moon to show up
and reverse
Repost since no one answered since yesterday:
I'm having this issue here where the first task is running and it is returning the patrol path vector to move to but the AI character isn't actually moving to it...
I don't know why
why not ask in #gameplay-ai ?
oh, my bad
@vagrant hornet did you assign this to the character?
?
is there an area for beginners on here?
not really, we do have a beginner-care-package thingy in the pinned messages on this channel
@hidden pendant thats kinda #wip or #lounge stuff
also, i recognize the netherlands on that map and the lack of water when zoomed out too much :p
true lol
@fierce tulip thanks will check out ray whatshis names tutorials 🙂
Yeah, I posted in the #gameplay-ai
Hey all! Super random, but is there a feature with UE/blueprints whereby I can record player locations/rotations and bake them so anims can be built off of them?
@oblique tangle https://www.unrealengine.com/marketplace/en-US/product/control-rig-mannequin?sessionInvalidated=true
@restive eagle Thanks! Not interested in making animations in game, but will control rig allow for me to move around in game and record the loc/rot of the player for export? Not sure if this is even a feature supported in majority of game engines
other than that you can only save poses in editor
but with control rig you can make anims
@oblique tangle you can save bone location/rotation but i guees you would need to do that for every bone
as far as I know control rig is just for making anims, so as you said it's probably not what you want
try looking into how to save a pose of your character, have no idea if this can be done while you are playing the game
Save Pose Snapshot
this maybe? seems like not
who can help me resolve a couple issues with my project? they are probably very simple fixes but im pretty new and have no clue how to fix them
No one can help you with anything if you don't explain the issue.
yh ik lol was hoping someone would dm me
im making a tower defense game for a school project and ive ran into 3 major issues, 1 of the turrets only shoots once at the enemy, the other turret doesnt seem to be doing any damage to the enemy and the enemies cant reach the end and destroy themselves
Hi there so i've been learning ue4 for a few months now and i think it's time i begin a bigger project. I'd like to have some advice on "early-decision" from more experimented developers.
My goal is to make a multiplayer shooter with advanced movement like wallruning.
Would you suggest using the advanced locomotion pack?
i would recommend not starting any MP games without having a solid understanding of the engine
my biggest mistake was when i started learning unreal was that i started with a MP project
@gleaming cryptthose are 3 issues, try and work thru one at a time. Does your code fire more than once for your first problem? we have no idea what the code is so asking for help with a specific problem with code could ge you help
I've already started with a single player project, its not finished or anything but i've learned a great deal about the engine and i think its time i move on
you will be redoing your project everytime you learn some better practices, why not learn them first and then start learning networking?
i can always upload my project if someone wants to check it, and ive been trying to work through it but im just completely stuck
networking has way less information out there, you will struggle a lot
if you are still convinced to learn networking then atleast read this https://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf
But what do you suggest i learn first then? I'm ok with the basics, i know cpp, i've done movement (a lot) and animation and GAS
doesnt matter much really, you can take any system like a grenade throw and make it replicate for other clients
or look into how to join/create a session, but while learning it's not that important
you can start with reading the guide i've posted
if you want to start with multiplayer start with multiplayer, not a game or a larger project, but learning multiplayer like they suggested. Pick something small like a single level with 4 players that all need to do separate goals (pick up different items perhaps) that have customization such as colors
and just make sure its all working networked from the start menu to the end and the restart loop
it looks usefull thanks a lot i didnt knew it existed. gonna read it
yup, it was written by one of the mods from this server. you wont find anything better for a beginner
for multiplayer it's very important to understand how the communication works between server and clients
yeah i was thinking doing just a simple game server with movement replications and build on top of that
movement isnt an issue, movement is built in
try having client 1 spawn in an item and have client 2 pick it up but not have client 3 or 4 able to and then client 2 is able to equip that item to a socket on their character and it's now visible to the other 3 clients but not the client 2 that picked it up since they are in first person and they dont see equipped items
its simple....
ok gonna try somehting like that. thanks a lot for the advices
How could I add more depth (bump?) to procedural noise?
i think ive killed my animBP,
its crashing and crashing now
any chance i can edit it? how
I keep having this issue with compiling:
CompilerResultsLog: clang: error: linker command failed with exit code 1 (use -v to see invocation)
I really need serious help. I don't know how to fix this on an iMac.
roll it back to a good version using your source control, or read the output log and see what it says
the last error in the compiler log is normally not the actual error, look above it to see what causes it
ripp, ive got no source control
Me neither. Shawnthebro doesn't use that for his fighting game tutorial. Also, this was the last error in the log.
yes
LAST ERROR IS NOT NORMALLY THE ACTUAL ERROR
error error error error then "something broke, you gots error"
so you need to look to find the actual error that caused the "I give up I cant do this" error you are seeing at the end
This is the output log
The mesh
But I don't want to make like 1000 different meshes for one car
CompilerResultsLog: "AHitboxActorBP::TriggerVisualizeHitbox()", referenced from:
CompilerResultsLog: AHitboxActorBP::execTriggerVisualizeHitbox(UObject*, FFrame&, void*) in HitboxActor.gen.cpp.o
CompilerResultsLog: ld: symbol(s) not found for architecture x86_64```
this error is right above the actual linker failed
Hey im using https://www.unrealengine.com/marketplace/en-US/product/achievement-system-blueprint-compatible in my game and it works fine in the editor, but when im package my game and try it the achievement system dont work. what can i do? 🙂
Wow, I didn't notice that. So how would I fix it?
are you doing a hot reload or building in xcode?
I tried a compile before, but the error above stopped me from doing that. I am also building the code in XCode.
yeah based on what the internet says this might happen if you build in editor and not xcode, they suggest closing the editor, doing a clean in xcode, and try building again
I've been using XCode.
try cleaning and rebuilding see if it gives the same error, if so you might need a more specific module for physics
a bit arbitrary but has anyone got swarm agent running through a wireless network? I have a laptop that's connected via the wireless but the PC is directly wired to the router
So apparently there's some ff7 remake talk but it's jp only https://youtu.be/naaDgfKKzFU?list=PLr_Cbd4sUDTwkjs-dreE91hRpk28ykqie&t=2480
Hello
Okay, so, I was wondering
Is there any plugin or tutorial on a voxel landscape, that, if a chunk of the ground is not being supported by anything, it becomes it’s own separate object and enables physics?
If so, that’d be real neat.
how do i select this
I don't think there's anything there to select. You need to select the edges instead
I decided to uninstall UE4. Will reinstall to see if it works again. Same might go for XCode.
https://pastebin.com/TPRRXxCE why am I getting this error when I try to package my project?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Has anyone had a refund from the marketplace ?? And how long does the money take to get in your account?
Anyone use treeit?
@little breachusually the error causing the error is above the error line that you posted, look higher up to see if there are other errors
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPhysics: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct. is this related?
it could be, I dont know where that is at or any other issues. maybe post the entire log or try restarting the PC and try packaging again
Hello
Okay, so, I was wondering
Is there any plugin or tutorial on a voxel landscape, that, if a chunk of the ground is not being supported by anything, it becomes it’s own separate object and enables physics?
If so, that’d be real neat.
(reposted)
I have posted it above, I will try a restart tho, I doubt it will fix anything, but it is worth the shot
there are quite a lot of files that are missing, did you delete files and not clean up redirectors?
but yes that 1 errors seems like it might be the issue
But could voxels be left flying?
yea I deleted some of them since they had compile errors, and I thought they were the issue
not sure on how to fix that
error
I sort of want terrain that is realistic, so floating masses of terrain wouldn’t be stationary in the air
why don't you try and make the voxel engine yourself? I did some in the past and it's not that hard
I’m not really that experienced, are there tutorials?
And would adding physics be a big extra step?
no, if you go with octrees
you just generate the mesh, and then let the engine handle the rest
octrees allow you infinite detail
What exactly is octrees?
while classic 3d arrays allow you little detail, with potentially infinite worlds
octrees are just some boxes that split into 8 boxes
Oh
and the process can be repeatead
as much as you want
splitting splitting splitting
Infinite?
until it's the amount of detail you need
octrees allow you infinite detail with ok performance
and chunks with 3d arrays(minecraft like) allows you infinite worlds
I for instance combined them for a older project of mine
octrees with 3d arrays
and I've had the infinite detail while keeping the infinite terrain(it's not good for low end machines)
Would it be pixelated?
depends on the mesh generation algorithm
You can check the voxel plugin, it has a free version that you can try too https://voxelplugin.com/
Pretty sure it was made by someone here, phy iirc
Hey im using https://www.unrealengine.com/marketplace/en-US/product/achievement-system-blueprint-compatible in my game and it works fine in the editor, but when im package my game and try it the achievement system dont work. what can i do? 🙂
Thanks for the help
@astral phoenixpackage it with logging enabled and check the logs
''Unloaded''? why does it unload it? https://gyazo.com/706623f2e505c6d3ffed128c2309de4d
hello, is there any way to delete an actor at a distance, save it in memory and if i'm close to the location that actor had, it will get spawned (with all the variables the actor had) ?
it sorta does that now with culling, or you can LOD it down to almost nothing
or you can have a radius around your character that hides/unhides stuff as it gets near it
i will have like over 1 million, and 1 million actors with just a mesh that is invisible will cause lag
LOD or build your own radial culling then
it's procedural mesh
but keep in mind destroying and spawning in actors is going to cause issues as well
i'm not gonna spawn all the actors at the same time
based on what your asking tho visibility is what your asking about, if you destroy it then its gone and you have to recreate it. if you "delet eit but its still in memory" then its not deleted, its stil there just not visible
otherwise you keeping track of stuff based on distance and destroying/recreating
like if somewhere is not generated, it will generate (i'm making a voxel world generation)
@grim ore did u know why the plugin got unloaded? 🙂
Hi. I'm trying to prepare the localization of my game. I'm using the Localization Dashboard. Now problem: if there is any way to exclude some files from text gathering? There is a category "Exclude Classes" but texts in those classes are still gathered. If that option is not working? Thank you very much for help
Is the sky sphere the same as the sky atmosphere?
Because I can't find a "Sky Sphere" in the place actors panel and somehow it's not in the world outliner
its a blueprint so it will only show up if you have used it or its added by default in your template
are you using a template?
if you are not it is in the Engine Content under the EngineSky Folder
I am using the template but I'm pretty sure I accidentally removed it, which is why I'm trying to add it again
look in that folder then for the blueprint
Done, thanks!
Hi guys!
Any idea why my editor is opening multiple PhysicsMaterial Asset type in 1 single tab showing multiple values on some variables
That usually shows up if you have multiple assets selected. It says multiple variables because you have those assets selected and some of those values are different than others
yes but why it doesn't open single tabs
because you opened it in the property matrix
https://prnt.sc/13cubnn now why am I getting this error? google doesn't seem to help
What does that mean?
Bump
and two, they would handle it no different in C++ than in blueprints
Actors cant take inputs @grim ore
Is there a better way than using the foliage tool give a landscape grass and the hills lots of trees? I'm working on a new scene where that's all I have so far and building lighting takes forever with 100% CPU too
You use blueprint?
and you can handle firing any way you want, the weapon could just be a mesh with all logic seperate from it and the action of firing going thru the player who then just gets the data he needs and uses it to calculate anything. The weapon could be a blueprint that holds the mesh and data and the firing event that the player calls when they take the input. the weapon could be nothing at all and part of the character itself and all the data is in seperate data assets.. the options are as endless and programming
it takes inputs but not in the traditional way like a character. You have to tell it to move using force or radiuns or whatever, timelines. But it cant take animations or character movement input.
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshAsset(TEXT("StaticMesh'/Game/Unit0/itembag.itembag'")); this line works just fine in the editor, but it crashes when I try to run it standalone
how can I fix this?
the input event can still be called in an actor what you do with it from there is whatecer you want.
yo anyone know why this multiplayer system aint workin?
on one device i open a map with (?listen)
on the second device i connect to (myip:7777)
on the first device it opens the map
on the second device it opens the menu level
[and it is portforwarded]
I only want it to call firing
heres the bp if that helps
Or call that function that is inside the actor from the player
Guys I used Subtractive box brush to make a door and I can't go through the substrative brush. Any help?
or create its own firing function
I use listen without "?" and it works fine. Did you try it?
lemme try
create a variable in the actor of that class type
didn't work
calling a function in an instance from another instance is basics, get a reference to the other class and then use that.
Wtf is Simulation Generates hit event
also on the second device if i try to open any map it opens the main menu level again
I still don't understand why the stuff I import from Vault are not showing up anywhere. I imported one Paragon character which worked and then on I couldn't import other ones.
@grim ore
@cyan bronzehow you do it is up to you. how does this "Gun" actor exist in the world in the first place?
Its a gun that gets spawn at the begining to the right place and later i will have weapon switching
so what spawns the gun?
the character is the one taking the fire input isnt it?
ugh ok so thats an issue, your trying to get C++ to talk to a blueprint spawned object
at the moment nothing is taking fire input
well first decide how input is going to be handled. will the player take the input and do something, or will the weapon take it directly?
Im not really sure which one is better in the long run and how does it work with the weapon switching so i would say that the gun does the shooting
@magic lanternit does what it says it does. If you are simulating physics, will this collision call a hit event when it hits something/is hit by something else
ok then your code is fine right now, you just dont have that actor listening for input. Call EnableInput on the actor passing in the player controller and it should now listen for any input events you bind on it
and it looks like your binding the event so it should work
could probably put the EnableInput call in the Begin Play, thats where I did it on my test
so if i type myip:7777 on the second window this happens
if i type 127.0.0.1:7777 it works
well 127 is the local machine so your just connecting to yourself
ye idk why my ip aint workin it should be port forwarded
unforward it and try again, see if anything different happens
@grim ore Are you able to remember how did you write the EnableInput
hit eventlerini çalıştırmaya yarıyor
@blissful trail Does it work when you test from editor? Like running two PIE instances of the game?
false ise hit eventleri çalışmaz
yes
only if i use 127.0.0.1:7777 tho
Going to main menu is a sign that something is wrong with connection. That's what happens when server quits, or so
idk if this is right the
did you try pinging your PC using port. Just to make sure everything works?
try connecting using some other software. probably there is a ton of test software for this
Guys I placed substrative box brush to make a hole in my wall but I can't go through the hole. Any help?
ahh i see it says no
@cyan bronze
thats an actor that will take input and do somthing, with the input being one of the input action defined in the project settings.
the uh... enable input in the begin play was not needed its a duplicate of the one in BindInput... or the one in BindInput is not needed because its a duplicate.. pick one lol
@gloomy ginkgodid you mess with any settings? are you sure the subtractive brush is going all the way thru the other brush? it should work out of the box
Quick question: Performance-wise, is it better to use Landscape Spline or Blueprint Spline to make roads in an open world game?
why dos this open every time i start 4.26
did they?
@grim ore Do you have any idea for the issue I mentioned previously? I think you were here when I first posted it. Basically when I try to import stuff from my vault. They don't actually appear but if I try to reimport it tells me to overwrite. I imported a paragon character and it worked but when I tried to import other characters it wouldn't work
Let me know what and where to look
i tried searching for them in the search bar and all, they don't appear
so stuff you own doesnt show up in your vault list?
I didnt see anything
oh loll now they show up
yeah was nothing there when you first posted for me
@grim ore
In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.
Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for Nanite, a virtualized micropolygon geometry system that will enable you to create ...
In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.
Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for features like Nanite, Lumen, and Niagara, which will provide an unprecedented leve...
yep I see them now, just didnt earlier
ok good
nono, I own them but when I try to import them to the project. They say they are imported but I don't see them in the project
is the project a lower version than the item you are importing?
One of the paragon models that I imported at the early stages of the game is there and I can use it but the others are just not working well
They're all compatible
but I would check the output log then. it should tell you why the asset is not loading
So.. Kwang is imported and working, I can see the mesh and the anim class and all but the others say they are imported and when i try to "Add To Project" again it says to overwrite the files even though they're not actually in the project
idk it's weird, I get no errors or anything
close the project, open the project, read the output log in the project it should say something.
I searched for paragon in the output log and it only shows stuff about the character that DID work
Nothing on the others
try something simple then, new blank project and import one of the ones not working into that blank project and see if it loads
alright
Anyone ever get the "Create process returned 2" error? Trying to distribute a apreview build for testing and Ive only had one person able to run it
usually missing files, for example you packaged up just the .exe and not the actual folder properly. Could be their Anti Virus deleted/locked files.
Found it, apparently there was a duplicate of my project with the same thumbnail and all. I was adding to that rather than my project. The duplicate has exactly everything from the original project
No clue how that appeared but at least I found the issue
yay
So, any ideas? It would help a lot
Has anyone seen with the automotive materials pack that the car paint in certain scenarios fades in around anything that has a gap (like doors)? Is there a way to fix this?
Oh hey, youre here! Thanks for your videos
As far as packaging, I put it inside of a drive folder and sent it that way. Would that be an issue?
The build that is. Not the project file
Here's a dope fighting game making tutorial. Give it a try:
https://www.youtube.com/watch?v=efEYGkOIxkk&list=PLfAjixzz6o81qGPz5OoDcPQuJm1o7K7oo&index=4
Here is the fourth installment of the Unreal Engine 4 and C++ Fighting Game Tutorial series. In this episode, I go over creating AnimBPs (Animation Blueprints), state machines, and skeletal meshes.
This set of tutorials will help you create games in Unreal Engine and C++ that are similar to (but not limited to): Street Fighter, Tekken, Mortal K...
When making a decently sized game, is it conventional to use only c++, or only blueprints, or maybe a mix?
Mix
A mix is perfect yeah, take advantage of both
So how would you split it up
What would you leave to blueprints and what would you leave to c++
Too fast...
Thanks for that
@pure glenmaybe the person downloading your stuff is just downloading the .exe and not the entire packaged project structure
@cloud stonethere is also a BP/C++ course on the learn portal for mixing them. https://www.unrealengine.com/en-US/onlinelearning-courses/balancing-blueprint-and-c-in-game-development and https://www.unrealengine.com/en-US/onlinelearning-courses/converting-blueprints-to-c
https://youtu.be/ntvrjeW2Pek
https://youtu.be/CfTUll36l1w
https://youtu.be/6fnzUkPDrsI
https://youtu.be/-50MJf7hyOw
In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.
Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for features like Nanite, Lumen, and Niagara, which will provide an unprecedented leve...
In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.
Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for Lumen, a fully dynamic global illumination solution that will enable you to create...
In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.
Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for Niagara, a node-based programmable VFX system that helps you to create everything ...
In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.
Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for Nanite, a virtualized micropolygon geometry system that will enable you to create ...
hello! I'm new. I'm a 3D artist and I'm trying to get into unreal engine to make a game
@hazy jungle Welcome 😄
thanks!
ok, so I'm making a sidescroller, and I want to give the camera depth of field, but I have no idea how to do so
Seems like we're going to get the same editor UI as Unreal Engine 4 👀
In lots of older ue4 tutorials I can see that in BPs they're just able to right click and add any key, while in mine no keys will shop up in the available actions. How can I fix this?
thx
Yay epic released more marketing only UE5 demo videos. 😴
@drowsy snowwell those say they were recorded in January 2020 so maybe not
Epic is in the business of making money, they have to sell product to make money so yes marketing is a sin we have to live with
@plush yewcan you show an example of what you are looking for?
Just saying there's nothing new info wise
Also the Nanite girl seems to be named "Echo" 👀
@plush yewwhat class of blueprint are you in,. they wont work in every one. and they should show up they are just named different.
try for example type in "X keyboard"
The interviews were recorded in January 2020, so it's an older version of the engine.
ohhh, I was in widget blueprints the whole time haha, never knew there was any difference to different types of blueprints :-) thanks @grim ore
Still, though, I wish they keep the editor's flexibility - I'm hoping for the UI to be more consistent down the line.
Is this the best breakdown of how Nanite probably works? https://polycount.com/discussion/comment/2726568/#Comment_2726568
@drowsy snow I think you might be guessing/assuming too much based on these videos lol
I'd be surprised if the UI looked identical. I expect it to be very similar, but with a fresh coat of paint.
They're not going to ditch what works well.
I expect it to be bright green and look like GameMaker... 😛
It'll probably keep going the same direction ue4s went. Flatter, less wasted space, less flashy graphics
No one misses the warning stripes /////
I also dont think they ever said they are going to release the demo to the public
Although UE4's editor UI is already pretty customisable without recompiling the engine.
which I would love to play with due to the niagara stuff
If the level is just quixel, they could release it with little licensing issues
I hope they do. That'd be a nice bonus. 🙂
could but lets be honest, if its been a year so far without any release this demo was/is... not designed well heh
But since it was made for the PS5, might be tricky
im sure the demo was a "lets just make something work and pray for the best" like most prototypes are heh
Yeah, I wouldn't be surprised if they don't release it. But they'll have something, I'm sure.
More importantly, I'm looking forward to the first 5.0 version of Content Examples and new project templates.
ye was disappointed too lol
are we getting new templates tho?
Can't say for sure, but I certainly hope so. They're very long in the tooth. We're at least getting a new VR template in 4.27, so maybe?
I REALLY hope there's a better impostor baker if automatic asset processing is going to be a big part of UE5
I hope so as well, the newer templates tend to be better than the older but how much do you really need to do to stuff like FPS and TPS
Well for one thing, Manny has a UE4 logo on his chest. 😄
But yeah, I would assume they'd at least update the templates to show off Lumen, Nanite, etc.
well a UE logo, no 4
eh but...
we dont know what platforms lumen or nanite support and templates should be platformish agnosticish
They don't need to update any of the templates, but I think it would be a smart idea since it's a new major version.
maybe we get like the vehicles, an advanced version that turns on stuff like RT and nanite and lumen and uh the other stuff heh
Show new best practices, at least.
best practices alone would be nice lol, some of the current stuff is fire and forget we ever did it
BTW here's how you change the editor font in UE4:
||- Go to the engine directory: Engine\Content\Slate\Fonts
- Replace the Roboto font TTF files with any other font you like
- Make sure the name is the same as the Roboto font files; this is to fool editor Slate to thinking that it loads the usual Roboto font
- et voila, new UE editor font.||
welp we know its a new marketing push for UE5 so its either to coincide with a year or more material?
why does my widget UI stretch out over the entire screen when I have it set up like this in the editor?
When i export from bridge ue4 crashes?
@plush yewyou have it set to desired on screen at the top of the UMG editor, change that to get a more accurate idea of what it will look like.
and to answer the question it looks like that since you set it up like that, what are your anchors set to
I think it's both. They said on Twitter the interviews are celebrating 1 year since the reveal, but the YouTube videos say in the description that more info is coming on Wednesday.
So it sounds like new info is finally on the way.
I did not read the descriptions lol...
Wednesday May 26 at 10AM EDT.
omg your right
That would be Thursday midnight for me
Oof.
where can i see my anchors?
^Click that Anchors dropdown and you can change the anchor.
Is this location too far from origin? I'm getting weird movement errors. Would moving the world origin to player location fix it?
(X=-3M,Y=-14M,Z=-1M)
You may need to change the Size X and Size Y values after setting a new anchor, depending on your goals.
i cant find the anchors dropdown
click on the widget
Select the widget and look at the top of the Details panel.
it cant be the root panel, it has to be a child. the root is the entire screen
its not there?
Any big tech or gaming events coming up? Epic does like to use them for announcements.
You can replace the editor Slate images to get rid of the warning stripes.
https://forums.unrealengine.com/t/ue4minimal-my-unreal-engine-minimal-theme/220518
Hey friends! I’ve been working on re-theming Unreal Engine recently, the studio I’m working for found similar feelings but I personally find that the current theme of Unreal Engine has too much visual information going on, and I’m not really a fan of the gradients across the editor. After starting to look into it, I found that the editor itsel...
borders dont have anchors, they fit to the parent
Oh, because it's inside a border.
Summer Game Fest, June 10. Worth noting that's where UE5 was revealed last year.
read up on how UMG works @plush yew
Epic is listed as a partner on the website, as well.
Alright thanks guyss
parents control the children, your parent has to have a way to anchor. your size box does not have a way to size
When ue5 comin D:
When it's ready.
they updated their website
42 days from now
didnt they
Hello all I had a question about the best way to go about getting various planes to have different effects.
Ex. Mud texture plane = increase friction, Ice texture plane = reduce friction, Lava = apply damage
Also is there a way to make it easy to reuse on multiple maps
because 42 is always the answer to any important question.
wasnt like the number 42 the meaning of life or something
@pure echoyou can look at applying physics materials and then using that to determine effects
One of the things I'm more intrigued about is their new scripting language. I want to see what their actual goal with it is.
Like - we saw it in the context of Fortnite Creative.
No word yet if the scripting language is coming to UE5, but it seems probable. Would be weird if it were Fortnite exclusive.
we only saw it in the context of Fornite
But it might make sense, too. It's targeting modders.
@pulsar badgetry deleting those materials, the master quixel materials, then importing again
Yeah - and I agree with pfist - it'd be weird if it was exclusive to Fortnite
Any suggestions on how to deal with drivable boats and bouyancy?
Yes, they're in #unreal-news.
ah
Which leads back into - me being curious about more info with it, lol @grim ore
And then I'm still going to stick with UE4 until my game's fully released.
I'm sure we'll learn more soon enough.
@grim ore wym
oh I would never swap to UE5 when it comes out, because it wont be out lol
Same here, at least for my horror game. Release date for that is very close. I have another larger project that will likely be ported over though.
I'm a patient person. It's just the aspect of UE5 (potentially) that I'm more excited about honestly.
@pulsar badgeQuixel uses master materials for its items, that fodler is pointing to those master materials in your project (MSPresets folder). I would delete those, then try reimporting
Yep. Also mentioned that in the new post so people know. 🙂



