#ue4-general
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I'm also happy that message specifies game development tools.
keep in mind whenever whatever comes out it wont be UE 5.0, it will be UE 5.whateverwewanttocallapreview
ah ok
we arent supposed to get 5.0 till later this year
I'm not sure if porting over everything to UE5 is a good idea for me, because I want the additional content to be compatible with the base game.
let me give it a try
UE5 Early Access. The logos are available already.
Download the usual pack from there. It's been updated, including for UE5.
well I saw the new logos, ah
@maiden swift Viewing party in voice chat? ๐
where are the EA logos hiding?
Look in the brand guidelines PDF.
yeah that was hiding from the page, I wondered why...
what am I looking for lol
Download this.
yep but I dont see anything about Early Acess
Wait, this looks different.
yeah theres a document missing as well from the older page, the actual branding PDF
Oh no. Please ignore me. They might've changed their mind. ๐ฌ
I knew I wasn't crazy
Thank you @grim ore You fixed my issues once again lol
They used to have a full pdf with the branding info like color hex codes, etc.. which isnt there anymore
Yeah, that's what I got. Not sure why they'd completely get rid of it since companies need it.
Well I downloaded it the day they announced it, and they linked to the branding page on Twitter. lol
Unless it leaked something, I guess it's because something might be subject to change
Yeah maybe.
yeah all I ever saw was those 2 links
Lately something have been on my mind so I got a question. Does anyone have link to video/documentation about creating galaxies in ue4?
Or just planets
Cosmetically or gameplay?
Cosmetically
Might've uploaded the wrong version by mistake or changed their mind. I feel bad now. ๐ฌ
dont feel bad, trying to see if I can find it lol
Looks like Epic might be gearing up for a beta for UE5
In May 2020, Epic Games provided a first look at Unreal Engine 5 through โLumen in the Land of Nanite,โ 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 ...
So we're back to "No one knows what the preview will be called. It's a mystery." ๐ป
Mostly need to make a good atmospheric shader for the planets which I've seen lots of tutorials and breakdowns for
They just dropped a bunch of UE5 videos on YouTube after almost a full year of nothing on it
or when you are lazy:
http://planetmaker.apoapsys.com/ :p
More info on Wednesday! I posted all the videos in #unreal-news. ๐
I agree, though. Definitely seems like the hype train has left the station.
Ow really? I was just speculating. I have only seen one of them just now
@maiden swift nope your right, there is a deleted file that wayback machine is pointing to lol
I never heard anything either
There was even an animated logo...
It's exciting times. ๐
the well crap now im annoyed I missed that lol
I am boarding the hype train
I've been all aboard for a year now
Same. Been wondering why this train has been stopped for so long.
Is the conductor alright?
I never left either but letโs gooooo
no real good reason, Im not an artist but hey theres got to be something new and fun to play with
Ohhh, we're moving again!
I'm happy that TAA and SSAO were finally updated since the launch of UE4 ๐
oooh.. I wonder if we can use nanite and niagara at the same time. a swarm with 1 billion poly insects
We still don't know jack outside of Lumen and Nanite. I'm curious to hear the programming side of the story.
This engine, I am excited for anything and everything new. I just hope maybe some new level designer love shown ๐
There certainly will be. Last year at Unreal Fest they teased some level design stuff.
Don't really know anything about it, but there's a feature called Foundations that sounds tantalizing.
I guess we probably get some of the experimental stuff in 5 as finished to look forward to like the modeling tools and chaos?
:โ)
hello there stupid question here but pls help i am watching a turturial to get me started and the guy on the side has this but i only have the world settings part how do i addthe thing that says details
I am drooling dude
I'm curious if there's going to be a ue5 tech demo designed around the new water and atmosphere stuff, or if that was all for fortnite
@outer zephyrgo up to window and click on world settings
or uh you asked about details so window then details lol
I need UE5 in my life
If we're lucky, early access will come sooner than later.
thanks man i know stupid question i wanted to be certain taht i was i was doing it right
we are going to get the preview then be happy for a week then be sad its not release then go back to waiting, going to be a heck of a tease
lol
We'll all be so hyped, we'll discover everything EA has to offer in one week. ๐
:โ) my heart can only take so much
I'm excited for the first preview because I love the idea of watching everyone poke around and use it for the first time, discovering what it can do, sharing cool videos and pics.
Sharing tips, tools they found, techniques, etc.
Can you imagine?
That's what makes a new version exciting to me.
@grim ore one more question i added a new layer to paint but when i do it makes the tile i paint lighter
Lol
Ah yes, the good stuff.
asking how to download it from github
mad at epic they cant link their account
ALL THE FUN!
Since I am on younger side of game dev I never had that experience
"UE5 is crashing constantly I thought it was supposed to be better"
Or in the words of Zak Parrish recounting his studio visits: "Your stuff's broke!"
I am so pumped for this
@pulsar badgethats just all down to how the material blends, I have never used the quixel stuff
we need some Zak love for UE5!
Yes!
I mean we wont get it, but we need it
Zak shall come down from the heavens and teach us the new ways.
Damn it, Mathew. Now I'm hoping Wednesday's game dev tools deep dive is from Zak.
hahaha
He did it for UE4, so hey, a man can dream...
At least I won't have to yell at people doing pbr wrong this time
Do you think they will show footage of Fortnite running on UE5 first?
we can hope but I think he moved to other more less trainy stuff
are we doing a big unreal hangout live discover like for water?
Yeah he mostly visits studios now.
I would doubt we get fortnite yet, their plan was not to even have fornite on 5 for a bit of time
and its their baby right now so no risking it
I wouldn't be surprised if there was a Fortnite teaser since it's supposed to be coming soon
Its ugly how do i stop the blending lol
does that game that is featured with ue5 have a name?
I meant just like footage, not a release
I think they originally said they planned to port Fortnite to UE5 midway between preview and release.
i haven't been able to find it.
How do I pin an empty actor to a specific point on my character? I want to use it as a focus target for my cine camera. For example, the camera stays focused on the eyes as the camera and character move around.
The game in the interviews released today is a tech demo for UE5.
you can use look at in cinematics.
rly?! do we get access to it then? hahaha
yeah things are changed but yeah i see fortnite getting its own show/event to show off the new season+engine
Like actor to track?
yeah the did say mid 2021 for Forntnite UE5 but they also said early 2021 for UE5 Preview lol
I think we should do bets, kind of like E3 bets with friends but UE5 bets for server clout
Don't know yet. Maybe. ๐
@pastel ginkgoyou can add a socket and use that
Okay, so I'll guess fortnite to get updated around 6 months after preview
Nostalgia. https://www.youtube.com/watch?v=FcxA_xYnHZ8
Epic's Zak Parrish walks through some of Unreal Engine 4's popular features, such as the new material system, Blueprints, VFX and level building.
I hope this is what we get on Wednesday for UE5.
I feel like it wouldโve been done during GDC if Covid wasnโt a thing
Probably.
wait whats happening wednesday?
Stuff!
Ue5 something
New info on UE5 finally.
And thangs
nice!!!!!
Check #unreal-news
about time. haha
i mean yeah that is how it was aligned but then gdc moved
Maybe! At least we know we're getting new info. ๐
hey at least a video right!
Yeah tech January-March sucked this year
something new. pumped!
might at least get info on when we will get access or more info at least
Yeah for sure. Maybe something like when they announced MetaHuman Creator Early Access. A "Coming Soon" blog post or something.
But they specified a deeper look at game development tools, so I'm stoked.
"We are announcing UE5 preview early access, sign up here to get invited" lol
same been a long wait between this and not getting new ue4 builds
Would be nice to just see the editor and importing and messing with a nanite asset
I imagine that's what the new video will be. A quick tour of a typical workflow using the new features.
Not to say that Roboto is a bad font, but you may donโt like it being in the editor or just bored with it after a long time. Time to give the editor a new font! The modification isnโt as straightforward as drag and drop solution, but I think itโs easy to do even without programming experience. Hereโs how. This modification does not require sou...
"In an effort to limit the number of participants to the UE5 Preview we are requiring you to submit proof of 10 Last Man Standings in the current Fortnite season"
I want to say some game I played before, I think it was Everquest, had random beta access to the latest expansion as a drop in game
"We have hidden a button in the Epic Games Launcher. Click it to gain early access."
lol
oooh.. maybe they will add achievements to UE4 on the 26th and one of them is UE5 access
โ10 V Roys or your ass ainโt getting in scrubs.โ -The Unreal Engine 5 team.
Ship it.
its a node hidden somewhere in the engine
Achievement: crash ue4 5 times in one hour
your first material!
"Shipped your first game."
Achievement, spawn 1000 actors in 30 seconds
Hardest achievement with less than 0.01% clear rate โship your gameโ
your first crash and we dont know why!
Well they're finally updating the launcher, and adding self-service publishing for EGS eventually.
So combine those with UE5, and you've got yourself a good time.
Weโve been hard at work for some time now developing a suite of tools for developers to use to more easily publish their content on the Epic Games Store. We believe that having the content you want is very important to being a successful store. Thus making it easier for developers to publish their games and increasing Epicโs capacity for distrib...
Core Platform
Question is, will UE5 be cross play with Switch?
Weโre completely overhauling the Unreal Engine experience to bring it more in line with the rest of the launcher. Expect this to be a slow development with multiple phased roll outs.
Core Platform, Player Quality of Life
honestly they have alot of stuff that is like ready to launch right now between quixel /ue/egs/eos
is there a way to change the way the default jump works with momentum?
@golden condorUE5 should be able to make Switch games if that is what you are asking?
@dusk nebulaall of the default character movement stuff is in the character movement component, including the way it jumps
found it, thanks
I was just joking as if you can play UE5 on Switchโฆ.Iโll see myself out.
oh well they are porting it, comes out soon check it out. https://www.youtube.com/watch?v=0yM3ppz0Zt8
@grim ore So uh... I just rewatched that tools demo from Zak for nostalgia.
At the end Zak says "It's available to download right now."
Other big Epic news today https://twitter.com/TimSweeneyEpic/status/1396919697409417218
I liked the judge questions for Tim (the fruity one) at the end ๐
If history repeats itself I'm going to flip. I'm traveling on Wednesday, and then I'll be with a laptop in a place with terrible internet until Sunday. ๐
and stuff like "so the video game industry is paying for Goldman Sachs?"
that kind of questions also shows that the judge seems to have a pretty good grasp of what the hell is going on even ๐ฎ
ahahaha that blows @maiden swift
If Epic wins this, game developers everywhere win a big one, and all developers everywhere just got a massive W
@maiden swift its a curse you must bare for the rest of us to enjoy it
I'm afraid so.
I'm leaving pretty early, too. Probably 11:00am.
I guess if we get EA this week I'll be testing it's performance on an old Razer Blade.
And dying to get home to my workstation.
lol
Yeah it does run UE4 fine. Not amazing, but perfectly usable for getting most work tasks done.
The download will be the painful part.
I hope so. If it's only on GitHub, well I guess I don't get early access. lol
Then again, will I be able to resist the sudden urge to learn how to compile from source? LOL
as much as I wish it was github only I doubt they would do that, they made a chaos build on the launcher and they have had stuff like magic leap builds
My hope is we'd get the new launcher at the same time as early access.
oooh new launcher would be nice, something that doesnt die when it loads my vault lol
Yeah I'd be surprised if it started GitHub only.
Well it's definitely coming.
Just don't know when.
yeah i cant see it being git only just because they want max exposure/coverage of it
Weโre completely overhauling the Unreal Engine experience to bring it more in line with the rest of the launcher. Expect this to be a slow development with multiple phased roll outs.
Core Platform, Player Quality of Life
Unreal Engine 5 will empower game developers and creators across all industries to realize next-generation real-time 3D content and experiences with greater freedom, fidelity, and flexibility than ever before.
Join us at 10am EDT on May 26 as Chance Ivey, Senior Technical Designer at Epic Games and Galen Davis, Producer/Evangelist for Quixel ...
oh we can sit and wait now...
Oh cool! They scheduled it so we can set reminders.
whoo 41 hours
lol
imagine this would mean ue5 is what thursadays stream is about as well if there is one?
I wish Discord's YouTube Together feature was done so we could do a watch party. I guess we could technically still do it with streaming but it's a bit janky.
and there goes the Zak idea unless he is a surprise guest
why is it that unreal needs a huge amout of ram to delete assets like meshes?
I'm guessing so. We know there will be a stream at the normal time, just don't know the topic yet.
Chance Ivey, though. Next best thing. ๐
@steel shell it basically needs to do a search for all the assets that are connected to the deleted asset, load their data, and report back if there are going to be broken connections and how you, the user want to deal with it
@steel shell its loads the meshes and also is handling references so it ends up loading all sorts
ok..
everything takes so long.. is it possible to just delete the assets in windows explorer?
because i know that there are no references
if you are 100% sure, and have version control, go for it
yep just dont expect the engine to fix any problems
I expect the engine to fix my relationship problems
haha
@mental helm it can its right next to the make game button
Thanks! So I got the socket on there and attached a static mesh to it. Do you know how I can select that as the actor to track in my cine camera? It's not coming up since the mesh is in the blueprint and not the world outliner.
Oh my, new sample project!
Join us at 10am EDT on May 26 as Chance Ivey, Senior Technical Designer at Epic Games and Galen Davis, Producer/Evangelist for Quixel at Epic Games provide a first look at new game development tools and workflows that will be available with Unreal Engine 5 before exploring a new sample project.
๐
Nice.
@pastel ginkgowhat is the goal here, you originally just asked how to attach something to something
At least you can create virtual waifu in Unreal Engine ๐
The goal is to keep my cine camera focused on the eyes of my character. Regardless if the character or camera is moving. Like in real life if you're filming someone and you want stay focused on their eyes.
how is this camera set up?
like is it just a camera in the world, or in a sequence, etc.
It's in the world
hi guys, new to unreal here, I clicked "Launch" on a new first person project, and my CPU is at its max, this been happening for a minute now, should I wait or close it?
"Play" works fine.
Wait for it.
I see no progress bar or anything, what is it doing?
so I doubt this is a good way to do it but its the logic that matters. I am spawning in a generic BP, its got nothing in it, and attaching it to the socket on the player character. Then I am setting the lookat tracking settings on the cine camera to enable and to track this actor that I spawned/attached.
is there a console that shows whats doing or something
is it supposed to take a while or is my laptop just slow AF
both
its doing stuff you dont want or need and the first time you do it, its going to take some time
launch is basically the same as packagining it so it recompiles shaders and does all sort of other stuff it doesnt normally when you just hit play
hmmm does it mean ue5 coming?
basically its going to try and cook all the content you need then deploy using the settings to the target (which is the part you dont need)
its going to fail and you going to waste time heh
oh, I see
thanks, I wont touch launch again
wish there was a loading bar or something that tells me whats doing though
You may want to look at #unreal-news. ๐
@mild phoenixthey have stuff coming out this week about it, but we dont know what stuff
yeah but I think yesterday it was ue4 now they change it to ue5
UE5 already, is it going to build up on UE4?, should I spend time working on a UE4 project or wait for UE5
ue5 isnt out just yet... but we are almost there so start on ue4 and when the time is right you can upgrade
I think nothing will change
oh I see, I've read that UE4 will be compatible with UE5
UE5 is UE5, its like 4 but more. If you want to wait, go for it. If you want to jump right in, go for it.
I think ue4 must be the best engine for 10years
UE4 can do so many things already
what means streaming mesh in the project settings?
But i am not happy for ue5
Would this also work for focus tracking?
as in like depth of field?
Yeah that's focus
UE4 projects will continue to work in UE5, so you can upgrade when you're ready.
thats a very negative attitude. lol
Yeah I know but ue4 is soo powerfull
@pastel ginkgoit doesnt look like you can set focus at runtime in BP, not that I can see. You would have to somehow get this actor attached at design time so it's a valid target
I mean I can think of ways of doing it lol
Like it would be great if I could select an empty actor that was "pinned" to the head or eyes of my character so I can us that as the depth of field focus point.
Hmm its interesting will ue5 run in my laptop or no
yeah the issue is that actor doesnt exist in the world as an actor and it can only track actors
Right
Is it possible to attach an actor in the world to a socket?
If you can run UE4, it's going to run UE5.
Although Nanite could bog down your CPU.
Anyone got that mail recently?
all your doing is attaching the actor now, which exists in the world at design time, so you can set your camera up in the editor.
so basically put actor in world with character, set up camera, then somewhere (I did level blueprint) you attach that actor to the socket on the character and now its an actor in the world in the spot you want
and yes as you can see focus sticks to the target (the actor attached to the head/eye socket) as well as tracking
@calm sphinxsome people did, its been announced for a few hours at this point
What programme are you using for screenshots?lIKE THIS
Snip & Sketch in windows 10
Windows' own Snip and Sketch
Anyone here using the Reallusion Character Creator / iClone AutoSetup plugin?
Having an issue where I am not getting the plug-in popup prompt upon importing a CC3 fbx. Wondering if anyone else has experienced the same. Submitted a ticket to Reallusion but I've heard their turnaround can be a bit slow.
The hotkey for it is Windows + Shift + S
@mild phoenixjust windows
Yep, sure did. ๐
I thought it was some kind of private thing, then realized it was about the video premier on youtube
๐
Ohh thank you at last i found it
You can also bind it to print screen key from settings
Yeah I think i didnt found it because I delete microsofts stuff after setuping my os
But where will that screenshots save?
I cant find them
I doesnt? save any, with shift-win-S you get a cursor, grab what you want, then I just paste it in here. If I need to keep it I just open paint and paste it in there then save
Thanks
Is it possible to create a dynamic material instance that also takes into account static switches?
Or do I need to make another material that will have the same settings but switch changed?
I know. But I want to switch the material in runtime
And do not want to make 2x the materials
thats not possible
:/
they are static because it generates different code
...and crashed, lol
this is their purpose, if you want dynamic, just use a lerp
with 0-1, its essentially the same
Doesn't that make it less performant?
yes it does, thats why the static one exists, you either compile both parts with lerp, or discard one part with static switch
The whole purpose of that was to generate more complex material on runtime so I do not have use it all the time
But if that is not possible I will need to think of another solution
Ok so I followed this and I think I'm doing something wrong. It's not tracking and I'm getting an error when I press stop.
whats your GPU usage at the editor? new project, first person shooter
if you dont mind trying it out
or if you remember
mine at 60fps is around 35%, which seems a bit high for basically nothing going on
it looks beautiful
and the ground is just pitch black
im trying to do a hello neighbor prototype accurate remake
it's supposed to look like this
Nice, cartoony style.
wh... it looks okay with unbuilt lighting
i did
256 looks less garbage, and 1024 is what i showed
but both have strange shadows
Hello, can someone help me please?
From #rules :
- 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.
?
Hold up.
Is the house mesh modular (built with multiple static meshes, arranged in engine), or is it one single static mesh?
Hello I started a C++ project just in case I convert some BPs into C++ in the future and saw that a ton of these C++ classes generated and I dont remember needing them. Do I need them? If not, how do I remove them?
modular
its in 2 parts
Hide the Engine content.
Awesome thanks.
Should've told them to just delete the files
also i have no clue why my windows keep breaking upon startup
weird thing is though i can still throw an object at it and it will actually break
yo I am trying to add the animation starter pack to my game, but when I click add to project my project doesnt show up in the list
@clever marsh It should show up under the content browser, check all the folders
Thanks For Watching
Links Below
Twitter:https://twitter.com/JmexGames
Gamejolt:https://gamejolt.com/@JmexGames
Discord:https://discord.gg/Gqpgazr
Commands
Video Res
r.setres
View Dis
r.ViewDistanceScale
Shadow Q
sg.ShadowQuality
AA
r.PostProcessAAQuality
Anyone else gigga hyped for the UE5 workflow presentation in 37 hours :O?
Does physical material friction not apply to character movement component?
I didn't hyped as much as the other lol
@mortal cedar I'll probably tune in it but idk how many new features ill end up using xD
Workflow and a Sample project sounds great. We can see the tangible differences it'll make to most developers
Those little 2 minute "explainer" videos about Nanite explained absolutely nothing lol
more like promotional interviews for a movie
found out why, for some reason it was using two different versions of unreal engine lol
one was "other" and the other was 4.26
New Project Focused on simplicity and story.Music by Kevin Mcleod
ok, unless im high, this should be working right.....
spawn a damager inside of me
nvm im legit stupid asf
I swear they do this on purpose just to make you cut more geometry
anyone know how to use this "audio intensity" feature in the river splines? is that just some data that i can set so i can get that value later in code? or is that like... something thats already implemented and i just insert some ambient sounds?
when is the approx UE5 release?
I think the middle of June
Just purely speculation that I've heard. I don't have a confirmed source or anything.
i'm having trouble with light getting in somehow here
trying to block it using 2 planes, works until i build the lighting
Hey all ^_^
I'm having a little HDR problems. I bring in an image texture. I set it to be an HDR. I create a Skylight, I set the Source Type to SLS Specified Cube map, Then I try to drag an image into the cube map It shows me a red dashed outline and wont accept the image. Anyone know why this is happening?
Well, you know that's for audio reverb, right...?
it's actually the option below the Source Type option, and it's so difficult to miss.
Compile engine from source if you want clean C++ projects
No, that's actually engine plugins.
yes but in source build they are not included in the project directory but they work from background in the engine DIR
project created by source build only contains the project files and you don't have to look those un-necessary folders
here's my source build of master with the exact same layout:
I have no Idea about what is going on on your side... I have only project folders and I don't have these extra folders in the editor
you need to show plugin content/c++ classes to see these
Ok, never thought about that but I don't need to see them in the editor
By defaults engine is not showing them and this is good
Is Lumen the same as raytracing?
No.
It's likely to be SVOGI resurrected.
Seems like it's been done before?
No, SVOGI already got cancelled before UE4 got released with monthly subscription system.
Oh yes, certainly. Especially if you want to go for fully dynamic lighting and/or having reactive environments.
okey can anyone explain how i rotate a quaternion?
Can you stream on discord? You should message @buoyant granite (!stream) and go to "Feedback and Support" channel.
It's 14:17 in my time zone, and I'm available until 16:30
astonishing
Excellent.
it uses screen space raytraced GI + distance field GI + voxel based GI as far as I know
or so I've heard
is apex destruction being broken? or...
i can't seem to get it despawn the chunks, all windows spawn already broken, and the chunks fall if i throw something at the windows
Hey guys, I have a problem. When my foliage is LOD 0, it doesnt get affected by bloom or fog.
When its LOD 5 or higher it gets affected by bloom and fog but when its under LOD 5 it doesnt get affected.
Please help me make the LOD 0 foliage be affected by bloom and fog because im rendering a cinematic and all the foliage will be LOD 0
Hey, anyone knows if there is a way to do blueprint search for only connected pins?
I am doing something like this, "Pins(Name="Category" && ObjectClass="EItemCategory")", it narrows it down quite a bit, but I would like to add an additional criteria for only connected pins of above type.
Guys, how do I remove the black sides when a cutscene is playing?
Just a doubt. The UE5 tech demo was using movie quality assets but in this video the assets show only standard poly count for an asset ๐ค
In this presentation, Nick Penwarden, VP of Engineering, and Marcus Wassmer, Engineering Director, cover the features in Unreal Engine that will be crucial to the success of developing the next generation of games, and reveal innovative features being developed that will revolutionize game development.
Then, Jerome Platteaux, Art Director, pro...
This is an actual technical overview of the ue5 demo unlike the lame marketing interviews they just posted
Nanite runs at 4.5ms on the GPU :0
12k tri fora high detail mesh is very low, might be proxy mesh thing with Nanite for all we know
Hello, is UE5 somewhere available for testing?
Not yet
Alright thanks
Kinda makes sense to might need a geometry fallback or maybe a shadow casting mesh
hi! can anyone help me packaging a project that uses faceAR? I will pay you fo your services. Thank you!
which one of these is displacement go to?
World position offset or world displacement if using tessellation
ok thanks its from a quixel texture
Hi,any one can help me how make day and if there morning the lamp turn off
in the code
You will need to have a day night cycle actor in which you can check for the rotation of the sun and if it passes a certain value, call a delegate (like OnDayStarted or something like that)
does anyone know whats causing this warning?
it appears when i just let the sequencer play, the warning keeps coming endlessly
hi quick question, whats the command to enable and disable raytracing ?
The Unreal Engine 5 demo that was recently shown off running on the PS5 started a slew of discussions across different forums and media. This includes the resolution and frame rates of the demo, the technologies used, and how it compares against contemporary PC hardware: The PS5 Demo (Running @ 1440p) Proves Next-Gen Consolesโll be โฆ
Do you guys know if it is possible to specify to only recompile all Layerd materiel using the "recompileshaders" command in UE4?
I tried the "recompileshader all" but it take too long
what are the least amount of bones your mesh needs in unreal to be functional with a physics asset?
I have an issue with the lighting when the game opens the lighting slowly rise, is there anyway to disable it from rising and just starting at the maximum value?
If I were to guess that is auto exposure
Post process settings
Or project ones of you have no pp volume in your level
So I do have a pp volume in the level, so I just mess with the exposure setting?
Got it, @trim mantle Much thx
No problem ๐
is it okay to delete autosave folder ?
but there is no Level or Map type
Unreal Engine 5 will empower game developers and creators across all industries to realize next-generation real-time 3D content and experiences with greater freedom, fidelity, and flexibility than ever before.
Join us at 10am EDT on May 26 as Chance Ivey, Senior Technical Designer at Epic Games and Galen Davis, Producer/Evangelist for Quixel ...
@winter galethey cant afford better hardware.
stretches
shoo.. shoo.. go back into hiding for another day, rest up, you have stuffs to show us apparently!
we dont need a broken Chance a day before, you need to go into seclusion in a rubber padded room for our safety
hey mathewW thanks for the tutorials
I'm trying!
hey how do you correctly open up a zipped project? I feel like im doing it wrong
packaged project for running, or an actual project to open in the editor?
an actual project in the editor, someone emailed me a project in a ZIP file
you should just unzip it and then open the .uproject assuming they sent it right
but when i do, theres no content, how do I add the content in there safely?
what does the .zip file look like when you open it
There's an "unreal engine project file" at the bottom, with a "content" and "config" folder above it
and when you open this in the editor there is nothing, is that the issue?
yes, its just like an empty brand new prject
are you opening it in the same version of the editor the project was saved in?
yes, both on 4.26.1
it should be fine then. Are you sure you extracted all the files and there are files? browse on the file explorer in windows to find some .uasset files once you unzipped it
when i browse through the folder, I can see all the assets used in .uasset files, they just aren't in the engine on opening
welp next step is to check the output log in the editor after opening the project
wait, first.. are you actually extracting the zip file.... not just opening it
i tried just opening it and that's where the empty project came from, but then i extracted it and now the unreal engine project file is gone
ok so you cant just open a zip and run stuff from it, thats what caused the first issue. Redownload the file so you have a fresh copy then extract it somewhere and you should be fine
oh ok lol I didn't know it was that easy of a fix, thanks so much
Anyone have an idea of what could cause an actor to not move forward despite a velocity being set?
Hi, i have issue with custom keys. I can not call any action. I tried restart computer but have still problem.
Like the actor doesn't move at all
@vocal marlinis it simulating physics?
Beyond overlapping and block, no
velocity as far as I know uses physics to move
@steady brambleshow your code that doesnt work?
Yup, velocity is physics based
You will need to animate it using timelines f.e to make it work
Now i tried simply. When i pres key for example P it should print hello
what class is this code in?
That kind of answers my problem, except that the actor moves in a different level but not on the one that is giving me issues
In a level blueprint
well that should work assuming input is being accepted. Did you change you game mode? your input mode? do you have something else using that same key? are you sure its not working and you just dont see it
Isn't it a prerecorded video?
we have no idea, it doesnt say one way or the other but I was assuming live
They're using YouTube Premiere, which is a feature for premiering prerecorded videos.
I don't think it supports live streams.
@steady bramble If I were you I would use event dispatchers and have the evenr calling in the Pawn
oh... I have no idea what that was lol
It's a way to get people excited about the release of a video. Has live chat next to it, plus a countdown on the day of. It's a sort of hybrid.
now I am sad, I thought it was going to be live
Same
Well someone from Epic can correct me if I'm wrong, but as far as I know, premieres can only be videos, not streams. ๐
Don't forget: they are doing a stream at the usual time on Thursday.
i think ive seen someone livestream/premiere thingy
oh, you can schedule a stream, but yea, not premiere it
Hmm, i don't know about any changes. I tried create new project and there is key works
Yeah it's not the same thing. Premiere does this whole countdown thing before hand.
@steady brambleso it works in the new one, but not your older one? then you changed one of the things I mentioned
Holy crap, there are 1,742 people in the chat for the UE5 demo. lol
yeah and its a debate about C++ and Blueprints lol
who know, how package video files?
Of course it is. lol
At least imo xD
Any idea if UE5 preview will be public on Thursday?
No idea.
Ok, thank you i will try to change game mod.
Of course many are hoping that's the case, but we don't know yet.
we know for sure it will be out by the end of this year, software development is never delayed

No idea what the setup is like for Chaos, haven't used it. You can try #legacy-physics though.
Did you put them in Content/Movies? I think they have to be in that directory.
Anyone else know? I have limited experience with the media framework.
@maiden swift thanks, will try it now
@maiden swift its only for .mp4 or media file must be in movies folder too?
ue5 wil obsolete all in production like ue4 did, all project will be canned
UE3 is still being used now so not likely
by 2 games
More than 2 games
those dont count no1 plays them
@gloomy ginkgoyou would normally set them on the ambient sound actor in the level
One big difference: UE4 projects open in UE5. We didn't have that luxury when upgrading from 3 > 4.
wait what?? that means all ue4 stuff can take advantage of crazy high poly assets
Indeed. You can upgrade when you're ready without starting over. ๐
yea but I have a door which has 2 seperate closing and opening sounds
When I upgrade from UE3 to UE4, I had to start from scratch. This is going to be a much nicer transition.
Hey im trying to package my game and this error comes up https://gyazo.com/f21fd877adb6d4c17ca36a7050d51bb1 , but i looked for thoes items but i dont have them in my game, so how do i fix this error? ๐
@gloomy ginkgoso you are trying to play a sound when it opens and closes? the correct answer is the door should be a blueprint in the level that handles this all. if not you would probably select the ambient sound actor, get a reference to it in the level like you want, then set the new sound and play it when you want to play it
for the reference? You would select the item in the world, then go into the level blueprint, then right click and create the reference. this is the bad, horrible, never should do it way, but this is how you do it that way
your code is not re usable since its always stuck in that level so you could never re use this. if you need to make any changes to this you wouldnt change the door you have to go thru the level blueprint to find the code for this door
if the door was a blueprint that did all of this, its one reusable object
Should i use "Set sound (audio component)" to set the sound?
depends on whats in the level, what are you using for the sound?
I am using Ambient Sound
then yes, the set sound targets the audio component on the ambient sound actor
did you tell it to play?
does the original sound play?
Does anyone know how to make a piston work in Control Rigs
Yea
So i am guessing it is not actually setting
I'm kinda nervous about ue5 tbh
As am halfway through ue4 project
anyone excited for the event tmrw?
so.. you dont need to update
@gloomy ginkgomaybe your sound is bad, maybe your not actually executing the code. have you tried debugging it? changing to another sound?
Hello! And yes I am excited for tmr event
Yea
I am using the audio component thing
yes but thats not what I asked, how do you know its running? add a print string after you do the play node to see if it prints.
if it does then dont play a sound normally, have it blank and have it play the other sound (the one that you can normally hear) so you can hear a sound that you know works
This does does work for setting a sound on an audio component and then playing it
guys do you know why the character fall under the landscape?
collision
does it print?
yup
then your code is fine, is your sound good?
๐ค
how can I set that?
ohh shit dude
i am dummbbb
i was setting the wrong cue
shrug depends on your stuff. By default a character should collide with a landscape object. Did you change anything?
anyway thanks ๐
this is why you should be using a blueprint, I mentioned this issue
Hey, im using the new water system why is it when i get close it deletes for a sec
how do i fix that
Use a geometry under your character which have colision mesh
Or edit the mesh if you alr have your platform then add collision
ok thanks!
on the top left of the game viewport, you can find in the menus a checkmark for viewing collisions
You can also transform your collision
Welcome ๐
Yes Important sometimes collision just shift out of mesh as a bug ๐
yo , does anyone know why my renders end up unfocused ? it looks fine through the view port and camera but when i render the sequence it just defocuses
what's the resolution?
Maybe it is becz of your camera focal length
Hi, I still have problems with custom keys. I don't have a specific game mode. Is it a problem? I figured out that when i start play mode i have to press F8. Now the custom key event works. Also when i press any key the specific key will appear in the editor.
so in order to figure out what you did, what did you do to that project?
last question... how can I use in blueprint - when character collision with a volume?
we would need more info on what you want
Is there way how to reset all settings for engin?
delete your cached saved settings in your appdata folder
Yes
for example... I want to print something when player collision with a volume
usually the trigger would have an event that fires when something enters it and returns data of it
Who else thought the little behind the scene snippet bits yesterday about nanite/lumen somehow were able to drag on for 2 minutes and say absolutely nothing
lol
@bitter etheryour volume should be in a blueprint and then it would have an overlap/hit event. If you dont want to do that you need to use the level blueprint and it would have a hit or overlap event
I tried reset all to default in project settings but didnยดt hellp
make a blueprint with a trigger volume, click on the trigger scene component in BP editor and use overlap event
I will be a bit annoyed if they don't go into the nitty gritty..specs and details and underworkings of these systems and only spout market jargon
Call a reference of your character in the blueprint you wanna use
Why is the water doing that if i get close to it?
Lods?
when you get near the water it disappears right? that is probably the near clip plane
camera near clip ?
Hey guys, not entirely sure where to post this, wanted to try out the water stuff with 4.26 and was wondering if anybody knew how to replicate this image, I wanted to go for the murky dark water but instead my one is just more clear with alot of light passing through it
would say that you should find some algae material and try to apply it on the top of the water with a vertex paint
that water is also very murky, so the opacity of the water needs to be lowered and you probably need some bump offset effect of matter inside the water, similar to how you would do it for ice, but in this case, murky liquid
https://youtu.be/gUN-Yu_Y89I
Hello {name}! Today we're looking at the Bump Offset Node, a tool in the Unreal Engine material graph that will allow your materials to stand out! (literally).
I use this node for some really subtle parallax on bumpy textures, but also for some really cool effects that allow completely opaque materials to have fake depth. This method is much mu...
Thanks alot I'll check this out !
@grim ore near clip plane how do i fix it lol
I think that solved my problem.
anybody get this issue with RVTs when upgrading to 4.26?
looks like ice cream lol
lol it does! @flint trench
Does UE4 auto cull hidden faces?
I created a really bass-y shotgun sound but it crackles/pops in Unreal. Any idea why it would crackle in Unreal and not in VLC? I tried reducing the volume but it made no difference
Perhaps I'm supposed to add the bass in Unreal and not in Audition?
somone willing to help me out with some math/ logic problem?
im trying to do a skirt in ctrl rig, while i know how to use ctrl rig, i cant get the logic worked out
Does anyone have an idea of why my Blueprint editor window started showing it's Parents variables and functions ? (i.e. Actor's variables: bAutoDestroyWhenFinished, Tags, etc) ?
It is happening for both functions and variables. Custom 4.24.3 build, didn't happen before and I cannot find any options/preferences settings to hide them.
This doesn't do it?
Anyone know what exactly makes an object believe it's a valid "world context object"? When calling functions from BP that are marked with WorldContextObject, it seems to properly show or hide the World Context Object pin based on the whether the owning object is in fact a valid WCO. However, it seems incorrect in some cases. For example, Behavior Tree tasks seem to believe they're valid WCOs, but they aren't. There's also code in the AI system that assumes the WCO passed to functions like GetRandomLocationInNavigableRadius is the AI pawn, which isn't the case if called from a BT task.
I wish I could go in person and give you a hug, I looked everywhere. Thank you!
What is the Material: Linear Interpolate (Lerp) Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
hi all I need help
Idk where should I talk about this, so I ask here
I want to use cloth simulation, but it won't work...
Of course I apply cloth data to mesh, but it won't....
how to fix it?
Do you have collision added to the character?
Yes of course, and problem is not collision, but is that skirt won't simulate physics
even I paint 100% like the picture, skirt cloth won't move
Did you try switching project on and off? xD
project on and off? what do u mean?
Unreal
reboot UE?
okay
are you using a physics asset set up properly on that SKM?
yes of course and problem is not collision (read log plz
I did read the log, and how can it not be with collision if its not colliding?
The forces affecting the skirt are non existent
skirt don't have physics (because cloth simulation isn't working), so I don't think collision isn't problem now
hey does anyone know why my project when i open it its just black when i saved it correctly i would apreciate the help
Can you open it?
i mean yeah but its just black
Just a screen capture of one of the moments you saved
what is the name of that map in the top left that is open?
and reopen project don't work
so thats an untitled map, that means the map that it is looking for doesnt exist
did you do work before in this project?
started yesterday then i saved went to bed now i am opening again and its like that
what map did you work in?
go to Filters at the top of your content browser, then click on level and have it show you all maps in your project
can u point me that on the picture
sry for being a bum but i am reaally a newbie into this
Content browser, look at the top left of it, click filters, click levels
its under the green button
yes click level...
so what level were you working in?
man
thanks i just clicked in everything and found it
thnak you
sorry for being a bum
you need to go to project settings -> maps and modes -> editor startup map
so it can be set to open that map next time
ill do it right now thanks
CAN SOMEONE HELP ME WITH THIS PROBLEM WITH UE4?!
CompilerResultsLog: clang: error: linker command failed with exit code 1 (use -v to see invocation)
THIS IS GETTING ME MAD AS HELL RN!
๐ก
we cannot, that error is 100% useless
read the log, find the actual error, fix the error
IDK WHAT THE ACTUAL ERRORS COULD BE! LOOK AT THIS LOG:
did you look at the log for anything that said error?
its the same issue you had before when you asked, what have you tried?
also your c++ code is bad
again look for errors, fix errors
I saw the most recent stuff that came following attempt at compiling. I'm not so sure how my stuff is. I fixed one of the errors, but this one is the only one that's popping up.
IDK what exactly to try.
that one is NOT the only one showing up
Is this what's stopping the compiling?
CompilerResultsLog: Undefined symbols for architecture x86_64:
CompilerResultsLog: "AHitboxActor::TriggerVisualizeHitbox()", referenced from:
CompilerResultsLog: AHitboxActor::execTriggerVisualizeHitbox(UObject*, FFrame&, void*) in HitboxActor.gen.cpp.o
CompilerResultsLog: ld: symbol(s) not found for architecture x86_64
shrug your gonna keep running against this wall unless you find the errors and fix them, just a search for errors finds more than that
Found the stuff. Don't know what next to do.
right above your other error from earlier is a C++ error, work on fixing that first
I already got the C++ code in HitboxActor.h good.
After I fixed that, however, when I went to compile, the compile went to shit with the linker error. WTH?!
well your log showed the c++ error so I dont know what to say
Here's how it looks rn after closing the page. Ignore the warnings saying we are using our x attack, that's something that Shawnthebro uses to make sure the attacks are working.
This up here should show you what problems I seem to have on my window.
not going to have much luck I dont think in here, maybe #macos but this is definitely a mac issue ๐ฆ might have to ask the developer
you might have a missing module
Why render opacity is not working on UI materials?
your going to have to find the code that is failing, something in the triggervisualizehitbox, and make sure you have the right module to use it. I suspect it needs a physics module explicitely declared in your build.cs file
probably very similar to this answer @pallid cove https://stackoverflow.com/questions/65150569/ue4-4-26-on-mac-undefined-symbols-z-construct-uclass-uphysicalmaterial
Here's a picture of the output log to give you an idea of what the error I'm dealing with is.
where to get started learning ue
youtube tutorials?
is there like a documentation or somthing
like some official tutorials
you should not be compiling in the editor... we went over this
@upbeat rampartthere is everything, read the pinned message in here for some ideas
Yes, simple google search is enough i think.
I don't have any sort of build function, only save, which is a tough shot to tell if it went through.
xcode has build....
Hi new here, looking into getting into big Unreal engine projects. Switching from Unity to both
I'm aware, but it's greyed out. No way to get into it.
welp, might have to get help from the dev of your product then or in #macos. Without doing what needs to be done to test it correctly your just throwing stuff at a wall and hoping something sticks
you need to build your project in xcode with the editor closed
technically yes but its not worth the trouble trying to do that for this issue
I had the editor window closed when trying what you said, but the build option is STILL greyed out.
have you used Xcode before to build anything?
what happens when you try and set it?
Idk how to explain, when I click it the field still remain "None"
open the "Map", make sure it loads, save it, then close the project and try again
thanks!
This is my first project, so this is my first time using this.
mmm... well your kinda jumping right in without any training. your going to want to ask the dev for help with his product then at this point
or look up how to build ue4 projects on macos
@grim ore is it possible to make my game entirely in blueprints if its an action game
i keep hearing that i should use c++ and blueprints for large games
and my c++ isnt professional coder level
;-;
How to determine whether or not you should be using Blueprints or C++.
D;
hey I love the placeholder material unreal puts in when it is not yet loaded
is there a way to force it permanently?
this one!
that is the world grid material, you can find it in the engine content
I HAVE no dev. It's pretty much all me with this, unless anyone else wants to join, unpaid until we release the game and turn a profit
this code is not yours is it?
someone elses tutorial or code you purchased
and ignoring that if this is your first time why do it in C++
so you're the dev ?
found it! thanks, i copied it for my own material
I'm trying, and I wish I could be a good one.
ok i see wish u the best. So is the code you're using your code or a licenced one you got free or by purchasing ?
No purchase. I'm just using Shawnthebro's tutorials to help me on my way.
ok
Both is preferable, because Blueprint can make safe handling where C++ just doesn't worth the effort.
Besides, you can nativise BPs.
you might want to start learning the engine the normal way, learn the engine and learn blueprints then you can move into advanced tutorials using C++ and such. Your stuck due to not knowing how ue4 or xcode or game dev or programming works and its not going to change
Also, don't be afraid or lose confidence of using Blueprints. Even big studios and Epic themselves use Blueprints in their UE4 games.
Adding this, for example, loading asset is a total pain in the arse in C++, but a total breeze in BP.
Skookum?
hoi folks how is it going?
Had too much Elder Scrolls eh?
I think Skookum practically ceased development at this point, and the effort went on to the new Unreal Verse scripting
short question....now with ue5 releasing, should I still bother making a low poly mesh?
Yes, we're expecting there to be some pretty big limitations on what can use Nanite and what features it works with.
I'm sure things have changed in the past year, but last we heard (July 2020), Nanite was limited to rigid geometry and was not good for things like grass or hair.
They also said you can freely mix Nanite and non-Nanite objects in your scene, though, so it sounds like it will be easy to progressively adapt. It doesn't seem to be an all-or-nothing solution.
Yeah, foliage, splines, lightmass, vertex painting/animation, fancy materials, etc, all may or may not work with Nanite
I don't recall them saying anything about Lightmass, but that would be interesting if it only worked with Lumen.
And by "interesting" I mean a potential deal breaker for some.
So I can feel free to use a dense geo for static meshes but still optimize moveable ones, right?
Generally speaking, based on what we learned last year, yes.
Probably it's something like the current LOD system, where you can set it up for every mesh individually
So moveable was fine, but skeletal and non-rigid deformation not so much.
I hope they show Foundations tomorrow.
What do you think about the performance impact? Is it gonna take a big hit ot the FPS or CPU times?
That was for the UE5 tech demo.
CPU cost is very small. Nanite is largely GPU-bound.
In one project when I do new level I get the time of day map option:
and in another it isn't there, both same engine build
is there anything special to make sure it is enabled? it doesn't appear to be plugin content
why would you need that template anyways? just go for a empty level and add the stuff by urself
it doesn't even use the sky BP
I'm looking to recreate this style of a city map from Mirrors Edge: Catalyst. I've seen other games use the same style, does anyone here happen to know what this style is called exactly?
just for quick temp throwaway protoyping stuff
regardless I want to understand why it isn't working in one project
You using the same menu in both projects to get to that popup?
the best option is to just verify the install
minimalistic realism or something... it's unique
I don't know of a name for that particular style, but the scene is just minimal representations of buildings with clean materials and high-quality, saturated color shadows.
PS I love the Mirror's Edge games. ๐
@exotic geyser it is the same install
uhm...just migrate the map over then
ok, I don't think you understand I'm trying to figure out why it is broken
hello
I know I can copy a map from where it is working
can i ask some small help on something here
the problem was this:
Saved/Config/Windows/Engine.ini
83:TemplateMapInfos=(ThumbnailTexture=Texture2D'"/Engine/Maps/Templates/Thumbnails/Default.Default"',Map="/Engine/Maps/Templates/Template_Default")
84:TemplateMapInfos=(ThumbnailTexture=Texture2D'"/Engine/Maps/Templates/Thumbnails/VR-Basic.VR-Basic"',Map="/Engine/Maps/Templates/VR-Basic")```
Don't ask to ask, just ask
somehow that got saved into my project's saved folder
just making sure its the right channel
Anyways, im making a third person and first person character camera
and i want the first person to hide the mesh of the character
is there any action for that?
like, when you switch to first person i want the mesh to dissapear from your view
@signal bone set only owner see on first person mesh and owner no see on third person mesh
if you want it to support splitscreen
should i put that after the activation of each camera?
like i got a flip flop that activates each camera
before or after shouldn't matter as long as it is in same tick
you are setting it to false for both
oh
you also need to set owner no see
if you only have a third person mesh and no first person, activate first set owner no see on third person mesh, deactivate disable owner no see
Yeah you need to edit both settings each time you toggle.
"only owner see" is only useful for the first person mesh
for third person mesh, use "set owner no see" instead of "set only owner see"
np
this is obviously not an online project but
if it was online
does this makes me invisible to other people?
yeah but only if you make the call on their client
Oh ok
you would use it to do spectation
so its rather like a local thing
I think (maybe that isn't considered owner)
it is local, mainly intended for hiding stuff from split screen so you don't have a third person and a first person mesh visible
you could also set the visibility of the component
i got an question im an total noob on coding and i wanted to make an game with blueprint but idk how that work so erm do anyone have any tutorial or can tell me how that work?
something that simple so i can understand
there some stuff that are complicated for me to understand so
i recommend first figuring out what exactly you would like to start doing so
Like, double jump or health system
from there, you can find plenty of tutorials that explain very well how the blueprints work
gotcha well i wanted to figure out how the bludprint system work
(those are rather easy mechanics to start understanding bluepirnts)
and idk to start off with
i wanted to make an rpg game but erm not sure
i want to try from easy to hard
idk how to explain that
well you can tackle simple things
like a life bar
youtube tutorials show you how to do it with the blueprints
also, when you are copying what the person does
try to understand it instead of memorizing
Like, read the names and descrioptions experiment with the things in the tutorial in your own ways
isnt copying something off someone is stealing?
atleast thats what i would recommend
Uh copying a tutorial is not exactly stealing
the tutorial was meant for people to follow those steps
Good artists copy, Great artists steal
So does programmers.
that part confuse me
dont we have great artist somewhere in hte world that make good art without stealing?
beside some that actually steal
Speaking of stealing
We did it - we steal Oodle plugin from the 4.27 branch ๐
๐ค
Wait, you thought that stealing = plagiarising?
isnt stealing and plagiarising the same?
yeah essentially
Not exactly.
Stealing here means copying something from what you see, give it your own spin, and improvise on it.
This is where I think strict artist brains differs from programmers'.
That saying to me means more, nothing is original, everything is a remix, shouldn't feel bad about "stealing"
that complicated stuff that i dont get
it not simple
but ik many people hate stealing and the plagiathing
Stealing != Plagiarising
People don't like poorly done copies, they feel like those are rip offs
Is there a way to have different constructor / destructor for actor when creating BP, that inherits from it, in code with GetWorld()->SpawnActor<ActorClass>(...) and different when inserting/ deleting BP actor in Editor ?
Can you change the skeleton of an animation blueprint?
Or do I straightup just have to make a new anim BP and copy everything? :/
Spawning actor from C++ while WITH_EDITOR still counts for it ?
WITH_EDITOR just means the code will only be compiled for editor builds
I know. In both cases I am Spawning BP Actor in Editor, but when I am spawning it in Editor by manualy placing Actor I want to have different construction behavior when construcintg and spawning it from code
Well it's complicated scenario, but just to say that I am generting automatically some Actors from Code, but I want to have ability to also place them manually in Editor, but I want to have different behavioru for both
Ah
It might make more sense to have some kind of actor generator actor which handles that and placing the actors themselves just behaves exactly the same way in both
But if you really need to do it, I think you might be able to check in GEditor or something to see if it's in play mode or no - if it's not in play mode, then it's being placed in editor... but I'm not really super familiar with how that works
You probably need WITH_EDITOR checks for any code using GEditor and possibly UnrealEd as a dependency in the module, so not sure how well that would work when you package your project though
UnrealEd dep would probably instantly stop packaging from working
And from what I know there is no possibility to have many constructors for class inherited from AActor, which I can use for World->SpawnActor<Actor>() ?
I still think you should have your special logic separate from OnConstruct tbh
Or maybe you can just use a flag which you set to true from your actor spawner logic so it does whatever special things it might need to
if you use deferred spawning and/or ExposeOnSpawn, then you could use a bool check in OnConstruct
hey!
Problem Is From Code I am spawnig BP Actor, And I want to have some extra behaviorur in its constructor, but If I am spawning it from code it still calls BP constructor
can I ask a question here or is there a better channel for it?
So i've been learning unity for a bit over a year now. I'd like to learn unreal but i'm wondering what's the best approach? I already know C# so i wouldn't mind C++, should i do a bit of blueprints first?
Blueprints obviously
@hardy nacelle right so if you just have UPROPERTY(BlueprintReadWrite, meta=(ExposeOnSpawn="true")) bool DoConstructionStuff = false, then you can do a deferred spawn, set DoConstructionStuff = true, and finish spawning. Then in your construction script or in OnConstruct you check if DoConstructStuff is set and there you go
sweet
i feel happy โค๏ธ
i love game dev, it's brought me so many great moments
can't wait to create with you all
@plush yew I want this to be called in Editor, not in game
@exotic thicket that looks interesting I am testing it
np that's hard issue I think :p
Btw firstly I was trying to make Editor Utility Blueprint to call it manually in Editor on Actor, but it was too much pain in the ass to do it manually every time new actor is placed
@exotic thicket Can you specify what do you mean by deferred spawn I havent't heard about that.
SpawnActorDeferred
it gives you the actor object but it won't run the construction script stuff until you call UGameplayStatics::FinishSpawningActor
so that way you can set values on its properties before the construction logic runs
Oh that's great that will surely work
Btw is there equivalent of this for destruction?
From What I have read about Actor Lifecycle there isn't :/
Probably not. But you can just assume that if the DoConstructionStuff thing was set, then it would be in same state as it was before
as long as you don't change it anywhere else than when you spawn that is
Oh yeah actually I can set this bool in code before destructing
that'd also work I guess yeah
it's basically the same thing as spawning via blueprints if you set ExposeOnSpawn variables
afaik
Well you can spawn BP classes from C++ with SpawnActor too
actually @exotic thicket why do I need ExposeOnSpawn here ?