#ue4-general

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serene birch
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hype!

maiden swift
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I'm also happy that message specifies game development tools.

grim ore
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keep in mind whenever whatever comes out it wont be UE 5.0, it will be UE 5.whateverwewanttocallapreview

pulsar badge
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ah ok

grim ore
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we arent supposed to get 5.0 till later this year

drowsy snow
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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.

pulsar badge
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let me give it a try

maiden swift
grim ore
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!

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they keep sneaking stuff past me

maiden swift
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Download the usual pack from there. It's been updated, including for UE5.

grim ore
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well I saw the new logos, ah

cedar wave
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@maiden swift Viewing party in voice chat? ๐Ÿ˜…

grim ore
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where are the EA logos hiding?

maiden swift
grim ore
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yeah that was hiding from the page, I wondered why...

maiden swift
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It's in the downloads, too.

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Like the actual files are there, in PNG and SVG.

grim ore
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what am I looking for lol

maiden swift
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Download this.

grim ore
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yep but I dont see anything about Early Acess

maiden swift
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Wait, this looks different.

grim ore
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yeah theres a document missing as well from the older page, the actual branding PDF

maiden swift
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Oh no. Please ignore me. They might've changed their mind. ๐Ÿ˜ฌ

grim ore
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I knew I wasn't crazy

pulsar badge
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Thank you @grim ore You fixed my issues once again lol

grim ore
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They used to have a full pdf with the branding info like color hex codes, etc.. which isnt there anymore

maiden swift
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Yeah, that's what I got. Not sure why they'd completely get rid of it since companies need it.

grim ore
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I wonder if it was updated but hidden for now lol

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and you kinda snuck it out

maiden swift
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Well I downloaded it the day they announced it, and they linked to the branding page on Twitter. lol

mental helm
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Unless it leaked something, I guess it's because something might be subject to change

maiden swift
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Yeah maybe.

grim ore
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yeah all I ever saw was those 2 links

lean mauve
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Lately something have been on my mind so I got a question. Does anyone have link to video/documentation about creating galaxies in ue4?

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Or just planets

mental helm
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Cosmetically or gameplay?

lean mauve
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Cosmetically

maiden swift
grim ore
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dont feel bad, trying to see if I can find it lol

golden condor
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Looks like Epic might be gearing up for a beta for UE5

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In May 2020, Epic Games provided a first look at Unreal Engine 5 through โ€œLumen 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 ...

โ–ถ Play video
maiden swift
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So we're back to "No one knows what the preview will be called. It's a mystery." ๐Ÿ‘ป

mental helm
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Mostly need to make a good atmospheric shader for the planets which I've seen lots of tutorials and breakdowns for

golden condor
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They just dropped a bunch of UE5 videos on YouTube after almost a full year of nothing on it

fierce tulip
maiden swift
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I agree, though. Definitely seems like the hype train has left the station.

golden condor
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Ow really? I was just speculating. I have only seen one of them just now

grim ore
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@maiden swift nope your right, there is a deleted file that wayback machine is pointing to lol

maiden swift
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Whoops. ๐Ÿ˜…

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I never said anything.

golden condor
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I never heard anything either

grim ore
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There was even an animated logo...

golden condor
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:p

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I am very excited for this though.

maiden swift
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It's exciting times. ๐Ÿ™‚

grim ore
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the well crap now im annoyed I missed that lol

golden condor
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I am boarding the hype train

grim ore
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I've been all aboard for a year now

maiden swift
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Same. Been wondering why this train has been stopped for so long.

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Is the conductor alright?

golden condor
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I never left either but letโ€™s gooooo

grim ore
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no real good reason, Im not an artist but hey theres got to be something new and fun to play with

maiden swift
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Ohhh, we're moving again!

mental helm
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I'm happy that TAA and SSAO were finally updated since the launch of UE4 ๐Ÿ˜…

grim ore
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oooh.. I wonder if we can use nanite and niagara at the same time. a swarm with 1 billion poly insects

maiden swift
golden condor
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This engine, I am excited for anything and everything new. I just hope maybe some new level designer love shown ๐Ÿ‘€

maiden swift
golden condor
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I saw that, I am just fully blinded by the hype

maiden swift
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Don't really know anything about it, but there's a feature called Foundations that sounds tantalizing.

grim ore
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I guess we probably get some of the experimental stuff in 5 as finished to look forward to like the modeling tools and chaos?

golden condor
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:โ€™)

outer zephyr
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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

golden condor
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I am drooling dude

mental helm
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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

grim ore
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@outer zephyrgo up to window and click on world settings

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or uh you asked about details so window then details lol

golden condor
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I need UE5 in my life

maiden swift
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If we're lucky, early access will come sooner than later.

outer zephyr
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thanks man i know stupid question i wanted to be certain taht i was i was doing it right

grim ore
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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

maiden swift
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lol

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We'll all be so hyped, we'll discover everything EA has to offer in one week. ๐Ÿ˜‚

golden condor
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:โ€) my heart can only take so much

maiden swift
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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.

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Sharing tips, tools they found, techniques, etc.

golden condor
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Can you imagine?

maiden swift
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That's what makes a new version exciting to me.

pulsar badge
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@grim ore one more question i added a new layer to paint but when i do it makes the tile i paint lighter

grim ore
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coming to chat and asking why it keeps crashing

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bitching about how to fix a crash

golden condor
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Lol

maiden swift
grim ore
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asking how to download it from github

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mad at epic they cant link their account

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ALL THE FUN!

golden condor
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Since I am on younger side of game dev I never had that experience

maiden swift
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"UE5 is crashing constantly I thought it was supposed to be better"

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Or in the words of Zak Parrish recounting his studio visits: "Your stuff's broke!"

golden condor
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I am so pumped for this

grim ore
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@pulsar badgethats just all down to how the material blends, I have never used the quixel stuff

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we need some Zak love for UE5!

maiden swift
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Yes!

grim ore
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I mean we wont get it, but we need it

maiden swift
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Zak shall come down from the heavens and teach us the new ways.

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Damn it, Mathew. Now I'm hoping Wednesday's game dev tools deep dive is from Zak.

dark depot
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hahaha

maiden swift
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He did it for UE4, so hey, a man can dream...

mental helm
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At least I won't have to yell at people doing pbr wrong this time

golden condor
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Do you think they will show footage of Fortnite running on UE5 first?

grim ore
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we can hope but I think he moved to other more less trainy stuff

marsh swallow
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are we doing a big unreal hangout live discover like for water?

maiden swift
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Yeah he mostly visits studios now.

grim ore
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I would doubt we get fortnite yet, their plan was not to even have fornite on 5 for a bit of time

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and its their baby right now so no risking it

mental helm
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I wouldn't be surprised if there was a Fortnite teaser since it's supposed to be coming soon

pulsar badge
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Its ugly how do i stop the blending lol

marsh swallow
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does that game that is featured with ue5 have a name?

golden condor
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I meant just like footage, not a release

maiden swift
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I think they originally said they planned to port Fortnite to UE5 midway between preview and release.

marsh swallow
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i haven't been able to find it.

pastel ginkgo
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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.

mental helm
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They said by the end of the year for fortnite, right?

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But that was a year ago

maiden swift
marsh swallow
marsh swallow
dark depot
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yeah things are changed but yeah i see fortnite getting its own show/event to show off the new season+engine

pastel ginkgo
grim ore
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yeah the did say mid 2021 for Forntnite UE5 but they also said early 2021 for UE5 Preview lol

golden condor
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I think we should do bets, kind of like E3 bets with friends but UE5 bets for server clout

maiden swift
grim ore
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@pastel ginkgoyou can add a socket and use that

mental helm
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Okay, so I'll guess fortnite to get updated around 6 months after preview

maiden swift
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I hope this is what we get on Wednesday for UE5.

golden condor
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I feel like it wouldโ€™ve been done during GDC if Covid wasnโ€™t a thing

maiden swift
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Probably.

marsh swallow
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wait whats happening wednesday?

grim ore
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Stuff!

mental helm
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Ue5 something

maiden swift
golden condor
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And thangs

marsh swallow
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nice!!!!!

maiden swift
marsh swallow
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about time. haha

dark depot
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i mean yeah that is how it was aligned but then gdc moved

golden condor
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Me when I finally get UE5

marsh swallow
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hmmmmmm maybe Wednesday we get access?!

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if only. :(

maiden swift
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Maybe! At least we know we're getting new info. ๐Ÿ™‚

marsh swallow
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hey at least a video right!

mental helm
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Yeah tech January-March sucked this year

marsh swallow
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something new. pumped!

dark depot
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might at least get info on when we will get access or more info at least

maiden swift
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But they specified a deeper look at game development tools, so I'm stoked.

grim ore
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"We are announcing UE5 preview early access, sign up here to get invited" lol

dark depot
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same been a long wait between this and not getting new ue4 builds

mental helm
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Would be nice to just see the editor and importing and messing with a nanite asset

maiden swift
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I imagine that's what the new video will be. A quick tour of a typical workflow using the new features.

drowsy snow
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grim ore
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"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"

marsh swallow
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oh! or you have get your access in a lootbox.

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now that would be fun! ๐Ÿ˜‚

grim ore
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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

maiden swift
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"We have hidden a button in the Epic Games Launcher. Click it to gain early access."

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lol

grim ore
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oooh.. maybe they will add achievements to UE4 on the 26th and one of them is UE5 access

golden condor
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โ€œ10 V Roys or your ass ainโ€™t getting in scrubs.โ€ -The Unreal Engine 5 team.

grim ore
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oh hey

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they do want to add achievements to the EGS so... its not far fetched

marsh swallow
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its a node hidden somewhere in the engine

mental helm
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Achievement: crash ue4 5 times in one hour

maiden swift
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lol

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UE5 should have achievements.

marsh swallow
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your first material!

maiden swift
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"Shipped your first game."

mental helm
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Achievement, spawn 1000 actors in 30 seconds

golden condor
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Hardest achievement with less than 0.01% clear rate โ€œship your gameโ€

marsh swallow
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your first crash and we dont know why!

maiden swift
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Well they're finally updating the launcher, and adding self-service publishing for EGS eventually.

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So combine those with UE5, and you've got yourself a good time.

marsh swallow
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self service publishing?

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like.... rly?

maiden swift
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Weโ€™ve 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 Epicโ€™s capacity for distrib...

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Core Platform

golden condor
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Question is, will UE5 be cross play with Switch?

maiden swift
dark depot
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honestly they have alot of stuff that is like ready to launch right now between quixel /ue/egs/eos

dusk nebula
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is there a way to change the way the default jump works with momentum?

grim ore
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@golden condorUE5 should be able to make Switch games if that is what you are asking?

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@dusk nebulaall of the default character movement stuff is in the character movement component, including the way it jumps

dusk nebula
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found it, thanks

golden condor
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I was just joking as if you can play UE5 on Switchโ€ฆ.Iโ€™ll see myself out.

grim ore
maiden swift
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@grim ore So uh... I just rewatched that tools demo from Zak for nostalgia.

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At the end Zak says "It's available to download right now."

mental helm
serene birch
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I liked the judge questions for Tim (the fruity one) at the end ๐Ÿ˜„

maiden swift
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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. ๐Ÿ˜…

serene birch
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and stuff like "so the video game industry is paying for Goldman Sachs?"

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that kind of questions also shows that the judge seems to have a pretty good grasp of what the hell is going on even ๐Ÿ˜ฎ

grim ore
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ahahaha that blows @maiden swift

golden condor
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If Epic wins this, game developers everywhere win a big one, and all developers everywhere just got a massive W

dark depot
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@maiden swift its a curse you must bare for the rest of us to enjoy it

maiden swift
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I'm afraid so.

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I'm leaving pretty early, too. Probably 11:00am.

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I guess if we get EA this week I'll be testing it's performance on an old Razer Blade.

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And dying to get home to my workstation.

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lol

serene birch
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maybe try remote control?

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at least to start the download ๐Ÿ˜„

grim ore
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well if it runs UE4 fine im sure it will be fine

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if not, time to get a new one!

maiden swift
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Yeah it does run UE4 fine. Not amazing, but perfectly usable for getting most work tasks done.

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The download will be the painful part.

grim ore
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oh yeah.. im just hoping it will be on the launcher

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if not... whee compile times

maiden swift
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I hope so. If it's only on GitHub, well I guess I don't get early access. lol

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Then again, will I be able to resist the sudden urge to learn how to compile from source? LOL

grim ore
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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

maiden swift
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My hope is we'd get the new launcher at the same time as early access.

grim ore
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oooh new launcher would be nice, something that doesnt die when it loads my vault lol

maiden swift
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Yeah I'd be surprised if it started GitHub only.

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Well it's definitely coming.

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Just don't know when.

dark depot
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yeah i cant see it being git only just because they want max exposure/coverage of it

maiden swift
hasty pewter
dark depot
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oh we can sit and wait now...

maiden swift
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Oh cool! They scheduled it so we can set reminders.

grim ore
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whoo 41 hours

fierce tulip
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lol

dark depot
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imagine this would mean ue5 is what thursadays stream is about as well if there is one?

maiden swift
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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.

grim ore
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and there goes the Zak idea unless he is a surprise guest

steel shell
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why is it that unreal needs a huge amout of ram to delete assets like meshes?

maiden swift
maiden swift
fierce tulip
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@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

dark depot
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@steel shell its loads the meshes and also is handling references so it ends up loading all sorts

steel shell
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ok..

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everything takes so long.. is it possible to just delete the assets in windows explorer?

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because i know that there are no references

fierce tulip
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if you are 100% sure, and have version control, go for it

grim ore
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yep just dont expect the engine to fix any problems

mental helm
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I expect the engine to fix my relationship problems

steel shell
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haha

dark depot
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@mental helm it can its right next to the make game button

pastel ginkgo
maiden swift
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Oh my, new sample project!

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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.

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๐Ÿ‘€

cedar wave
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Nice.

grim ore
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@pastel ginkgowhat is the goal here, you originally just asked how to attach something to something

drowsy snow
pastel ginkgo
grim ore
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how is this camera set up?

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like is it just a camera in the world, or in a sequence, etc.

pastel ginkgo
sick parcel
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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?

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"Play" works fine.

sick parcel
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I see no progress bar or anything, what is it doing?

grim ore
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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.

sick parcel
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is there a console that shows whats doing or something

grim ore
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dont use Launch

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launch is for people who need it, you dont need it

sick parcel
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is it supposed to take a while or is my laptop just slow AF

grim ore
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both

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its doing stuff you dont want or need and the first time you do it, its going to take some time

dark depot
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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

mild phoenix
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hmmm does it mean ue5 coming?

grim ore
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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)

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its going to fail and you going to waste time heh

sick parcel
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oh, I see

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thanks, I wont touch launch again

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wish there was a loading bar or something that tells me whats doing though

maiden swift
grim ore
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@mild phoenixthey have stuff coming out this week about it, but we dont know what stuff

mild phoenix
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yeah but I think yesterday it was ue4 now they change it to ue5

sick parcel
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UE5 already, is it going to build up on UE4?, should I spend time working on a UE4 project or wait for UE5

dark depot
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ue5 isnt out just yet... but we are almost there so start on ue4 and when the time is right you can upgrade

mild phoenix
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I think nothing will change

sick parcel
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oh I see, I've read that UE4 will be compatible with UE5

grim ore
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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.

mild phoenix
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I think ue4 must be the best engine for 10years

sick parcel
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UE4 can do so many things already

steel shell
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what means streaming mesh in the project settings?

mild phoenix
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But i am not happy for ue5

pastel ginkgo
grim ore
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as in like depth of field?

pastel ginkgo
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Yeah that's focus

maiden swift
marsh swallow
mild phoenix
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Yeah I know but ue4 is soo powerfull

grim ore
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@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

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I mean I can think of ways of doing it lol

pastel ginkgo
# grim ore as in like depth of field?

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.

mild phoenix
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Hmm its interesting will ue5 run in my laptop or no

grim ore
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yeah the issue is that actor doesnt exist in the world as an actor and it can only track actors

pastel ginkgo
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Is it possible to attach an actor in the world to a socket?

drowsy snow
grim ore
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so I dont like this but.. it works

calm sphinx
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Anyone got that mail recently?

grim ore
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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.

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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

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and yes as you can see focus sticks to the target (the actor attached to the head/eye socket) as well as tracking

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@calm sphinxsome people did, its been announced for a few hours at this point

mild phoenix
calm sphinx
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Snip & Sketch in windows 10

drowsy snow
woeful arrow
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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.

drowsy snow
grim ore
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@mild phoenixjust windows

maiden swift
calm sphinx
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I thought it was some kind of private thing, then realized it was about the video premier on youtube

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๐Ÿ˜„

mild phoenix
calm sphinx
mild phoenix
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But where will that screenshots save?

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I cant find them

grim ore
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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

mild phoenix
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Thanks

trim mantle
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Is it possible to create a dynamic material instance that also takes into account static switches?

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Or do I need to make another material that will have the same settings but switch changed?

digital anchor
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there is a static switch param

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@trim mantle

trim mantle
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I know. But I want to switch the material in runtime

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And do not want to make 2x the materials

digital anchor
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thats not possible

trim mantle
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:/

digital anchor
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they are static because it generates different code

potent cosmos
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...and crashed, lol

digital anchor
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this is their purpose, if you want dynamic, just use a lerp

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with 0-1, its essentially the same

trim mantle
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Doesn't that make it less performant?

digital anchor
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yes it does, thats why the static one exists, you either compile both parts with lerp, or discard one part with static switch

trim mantle
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The whole purpose of that was to generate more complex material on runtime so I do not have use it all the time

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But if that is not possible I will need to think of another solution

pastel ginkgo
sick parcel
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whats your GPU usage at the editor? new project, first person shooter

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if you dont mind trying it out

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or if you remember

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mine at 60fps is around 35%, which seems a bit high for basically nothing going on

terse ice
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can someone help me with my lighting?

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idk why it looks like this

sick parcel
#

it looks beautiful

terse ice
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and the ground is just pitch black

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im trying to do a hello neighbor prototype accurate remake

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it's supposed to look like this

pallid cove
terse ice
#

wh... it looks okay with unbuilt lighting

drowsy snow
terse ice
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i did

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256 looks less garbage, and 1024 is what i showed

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but both have strange shadows

mystic holly
#

Hello, can someone help me please?

drowsy snow
# mystic holly Hello, can someone help me please?

From #rules :

  1. 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.
drowsy snow
bitter valve
#

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?

bitter valve
cedar wave
terse ice
#

also i have no clue why my windows keep breaking upon startup

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weird thing is though i can still throw an object at it and it will actually break

clever marsh
#

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

pure echo
#

@clever marsh It should show up under the content browser, check all the folders

agile heart
mortal cedar
#

Anyone else gigga hyped for the UE5 workflow presentation in 37 hours :O?

pure echo
#

Does physical material friction not apply to character movement component?

drowsy snow
pure echo
#

@mortal cedar I'll probably tune in it but idk how many new features ill end up using xD

mortal cedar
#

Workflow and a Sample project sounds great. We can see the tangible differences it'll make to most developers

modest trench
#

Those little 2 minute "explainer" videos about Nanite explained absolutely nothing lol

#

more like promotional interviews for a movie

clever marsh
#

one was "other" and the other was 4.26

plush yew
tiny sonnet
#

ok, unless im high, this should be working right.....

#

spawn a damager inside of me

#

nvm im legit stupid asf

narrow mauve
#

I swear they do this on purpose just to make you cut more geometry

manic sequoia
#

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?

jolly ibex
#

when is the approx UE5 release?

hearty idol
#

I think the middle of June

#

Just purely speculation that I've heard. I don't have a confirmed source or anything.

terse ice
#

i'm having trouble with light getting in somehow here

#

trying to block it using 2 planes, works until i build the lighting

pulsar badge
#

why is it when i import from bridge sometimes no textures come with it

#

export

gray narwhal
#

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?

drowsy snow
#

it's actually the option below the Source Type option, and it's so difficult to miss.

light crag
drowsy snow
light crag
#

project created by source build only contains the project files and you don't have to look those un-necessary folders

modest trench
light crag
modest trench
light crag
#

By defaults engine is not showing them and this is good

wintry steeple
#

hey

#

does anyone have a laptop with nvidia geforce mx series gpu?

median island
#

Is Lumen the same as raytracing?

drowsy snow
median island
#

Seems like it's been done before?

drowsy snow
median island
#

Do you think it's useful for non-realistic graphics?

#

Just wondering

drowsy snow
#

Oh yes, certainly. Especially if you want to go for fully dynamic lighting and/or having reactive environments.

unique kraken
#

okey can anyone explain how i rotate a quaternion?

drowsy snow
#

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

worn granite
#

astonishing

drowsy snow
honest vale
#

or so I've heard

terse ice
#

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

old nimbus
#

I am worthless

#

T.T

paper sphinx
#

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

azure wharf
#

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.

gloomy ginkgo
#

Guys, how do I remove the black sides when a cutscene is playing?

winter gale
#

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 ๐Ÿค”

modest trench
#

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

mental helm
willow gust
#

Hello, is UE5 somewhere available for testing?

winter gale
willow gust
#

Alright thanks

mental helm
haughty saddle
#

hi! can anyone help me packaging a project that uses faceAR? I will pay you fo your services. Thank you!

vagrant hornet
#

which one of these is displacement go to?

winter gale
vagrant hornet
#

ok thanks its from a quixel texture

hollow crescent
#

Hi,any one can help me how make day and if there morning the lamp turn off
in the code

winter gale
next dome
#

does anyone know whats causing this warning?

#

it appears when i just let the sequencer play, the warning keeps coming endlessly

elder haven
#

hi quick question, whats the command to enable and disable raytracing ?

plush yew
# median island Is Lumen the same as 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 Consolesโ€™ll be โ€ฆ

gloomy ginkgo
#

Level sequence keep state is not working

#

Any help?

eternal osprey
#

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

vocal herald
#

How can I make Level reference like in screenshot?

#

I mean target map

prime willow
#

what are the least amount of bones your mesh needs in unreal to be functional with a physics asset?

versed lion
#

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?

trim mantle
#

Post process settings

#

Or project ones of you have no pp volume in your level

versed lion
#

So I do have a pp volume in the level, so I just mess with the exposure setting?

#

Got it, @trim mantle Much thx

trim mantle
#

No problem ๐Ÿ˜„

mild ruin
#

is it okay to delete autosave folder ?

vocal herald
#

but there is no Level or Map type

trim bough
plush yew
#

@winter galethey cant afford better hardware.

solid gazelle
#

stretches

grim ore
#

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

mild ruin
#

hey mathewW thanks for the tutorials

solid gazelle
#

I'm trying!

calm pollen
#

hey how do you correctly open up a zipped project? I feel like im doing it wrong

grim ore
#

packaged project for running, or an actual project to open in the editor?

calm pollen
#

an actual project in the editor, someone emailed me a project in a ZIP file

grim ore
#

you should just unzip it and then open the .uproject assuming they sent it right

calm pollen
#

but when i do, theres no content, how do I add the content in there safely?

grim ore
#

what does the .zip file look like when you open it

calm pollen
#

There's an "unreal engine project file" at the bottom, with a "content" and "config" folder above it

grim ore
#

and when you open this in the editor there is nothing, is that the issue?

calm pollen
#

yes, its just like an empty brand new prject

grim ore
#

are you opening it in the same version of the editor the project was saved in?

calm pollen
#

yes, both on 4.26.1

grim ore
#

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

calm pollen
#

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

grim ore
#

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

calm pollen
#

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

grim ore
#

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

calm pollen
#

oh ok lol I didn't know it was that easy of a fix, thanks so much

vocal marlin
#

Anyone have an idea of what could cause an actor to not move forward despite a velocity being set?

steady bramble
#

Hi, i have issue with custom keys. I can not call any action. I tried restart computer but have still problem.

vocal marlin
#

Like the actor doesn't move at all

grim ore
#

@vocal marlinis it simulating physics?

vocal marlin
#

Beyond overlapping and block, no

grim ore
#

velocity as far as I know uses physics to move

#

@steady brambleshow your code that doesnt work?

trim mantle
#

Yup, velocity is physics based

#

You will need to animate it using timelines f.e to make it work

steady bramble
grim ore
#

what class is this code in?

vocal marlin
#

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

steady bramble
#

In a level blueprint

grim ore
#

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

maiden swift
grim ore
#

we have no idea, it doesnt say one way or the other but I was assuming live

maiden swift
#

They're using YouTube Premiere, which is a feature for premiering prerecorded videos.

#

I don't think it supports live streams.

trim mantle
#

@steady bramble If I were you I would use event dispatchers and have the evenr calling in the Pawn

grim ore
#

oh... I have no idea what that was lol

maiden swift
#

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.

grim ore
#

now I am sad, I thought it was going to be live

trim mantle
maiden swift
#

Well someone from Epic can correct me if I'm wrong, but as far as I know, premieres can only be videos, not streams. ๐Ÿ™‚

#

Don't forget: they are doing a stream at the usual time on Thursday.

fierce tulip
grim ore
#

ugh it does say its a "premiere" for a video ๐Ÿ˜ฆ

#

stupid hopes being dashed

fierce tulip
#

oh, you can schedule a stream, but yea, not premiere it

steady bramble
maiden swift
#

Yeah it's not the same thing. Premiere does this whole countdown thing before hand.

grim ore
#

@steady brambleso it works in the new one, but not your older one? then you changed one of the things I mentioned

maiden swift
#

Holy crap, there are 1,742 people in the chat for the UE5 demo. lol

grim ore
#

yeah and its a debate about C++ and Blueprints lol

peak crane
#

who know, how package video files?

trim mantle
#

BPs > C++ in production speed
C++ > BPs in performance and flexibility

#

That is all

maiden swift
trim mantle
#

At least imo xD

trim mantle
maiden swift
#

No idea.

grim ore
#

yes

#

i doubt my idea is a good one, but I have one

maiden swift
#

lol

#

๐Ÿ˜„

steady bramble
maiden swift
#

Of course many are hoping that's the case, but we don't know yet.

grim ore
#

we know for sure it will be out by the end of this year, software development is never delayed

maiden swift
#

Never.

#

It always comes out on time.

trim mantle
plush yew
#

anyone know how to fix that SHIT?

#

chaos physics

maiden swift
#

No idea what the setup is like for Chaos, haven't used it. You can try #legacy-physics though.

maiden swift
#

Anyone else know? I have limited experience with the media framework.

gloomy ginkgo
#

How do I set ambient sound's sound via level blueprint?

#

Set and play?

peak crane
#

@maiden swift thanks, will try it now

#

@maiden swift its only for .mp4 or media file must be in movies folder too?

quiet token
#

ue5 wil obsolete all in production like ue4 did, all project will be canned

grim ore
#

UE3 is still being used now so not likely

quiet token
#

by 2 games

grim ore
#

More than 2 games

quiet token
#

those dont count no1 plays them

grim ore
#

@gloomy ginkgoyou would normally set them on the ambient sound actor in the level

maiden swift
quiet token
#

wait what?? that means all ue4 stuff can take advantage of crazy high poly assets

maiden swift
#

Indeed. You can upgrade when you're ready without starting over. ๐Ÿ™‚

gloomy ginkgo
maiden swift
#

When I upgrade from UE3 to UE4, I had to start from scratch. This is going to be a much nicer transition.

astral phoenix
grim ore
#

@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

gloomy ginkgo
#

Ok

#

Do i drag and drop to my level blueprint?

grim ore
#

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

gloomy ginkgo
#

Why is it bad?

#

Performance drop or something?

grim ore
#

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

gloomy ginkgo
#

No I am not going to use it anywhere else

#

It is for this specific level

gloomy ginkgo
grim ore
#

depends on whats in the level, what are you using for the sound?

gloomy ginkgo
#

I am using Ambient Sound

grim ore
#

then yes, the set sound targets the audio component on the ambient sound actor

gloomy ginkgo
#

Ok i set it

#

But it is not playing

grim ore
#

did you tell it to play?

gloomy ginkgo
#

Ooh

#

No

#

No it is still not working

grim ore
#

does the original sound play?

loud panther
#

Does anyone know how to make a piston work in Control Rigs

gloomy ginkgo
#

So i am guessing it is not actually setting

plush yew
#

I'm kinda nervous about ue5 tbh

#

As am halfway through ue4 project

#

anyone excited for the event tmrw?

grim ore
#

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?

steel gull
#

Hello! And yes I am excited for tmr event

gloomy ginkgo
#

I am using the audio component thing

grim ore
#

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

bitter ether
#

guys do you know why the character fall under the landscape?

grim ore
#

collision

gloomy ginkgo
#

this is my code

#

debug code

grim ore
#

does it print?

gloomy ginkgo
#

yup

grim ore
#

then your code is fine, is your sound good?

steel gull
#

๐Ÿค”

bitter ether
gloomy ginkgo
#

i was setting the wrong cue

grim ore
#

shrug depends on your stuff. By default a character should collide with a landscape object. Did you change anything?

gloomy ginkgo
#

anyway thanks ๐Ÿ˜„

grim ore
#

this is why you should be using a blueprint, I mentioned this issue

pulsar badge
#

Hey, im using the new water system why is it when i get close it deletes for a sec

#

how do i fix that

steel gull
#

Or edit the mesh if you alr have your platform then add collision

bitter ether
#

ok thanks!

steel gull
half drum
steel gull
#

You can also transform your collision

steel gull
steel gull
split vigil
#

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

half drum
#

what's the resolution?

steel gull
steady bramble
#

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.

steel gull
#

๐Ÿ˜จ

#

That seems annoying problem

grim ore
#

so in order to figure out what you did, what did you do to that project?

bitter ether
#

last question... how can I use in blueprint - when character collision with a volume?

grim ore
#

we would need more info on what you want

steady bramble
#

Is there way how to reset all settings for engin?

grim ore
#

delete your cached saved settings in your appdata folder

steel gull
#

Yes

bitter ether
half drum
narrow mauve
#

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

grim ore
#

@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

steady bramble
#

I tried reset all to default in project settings but didnยดt hellp

half drum
#

make a blueprint with a trigger volume, click on the trigger scene component in BP editor and use overlap event

narrow mauve
#

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

steel gull
pulsar badge
#

Why is the water doing that if i get close to it?

narrow mauve
#

are you displacing your water

#

tessellation plane might be culling nearest vertices

pulsar badge
#

um

#

let me check

steel gull
#

Lods?

pulsar badge
#

Where would that be at

#

@narrow mauve

grim ore
#

when you get near the water it disappears right? that is probably the near clip plane

steel gull
#

camera near clip ?

split plaza
#

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

half drum
#

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...

โ–ถ Play video
split plaza
#

Thanks alot I'll check this out !

pulsar badge
#

@grim ore near clip plane how do i fix it lol

steady bramble
flint trench
#

anybody get this issue with RVTs when upgrading to 4.26?

pulsar badge
#

wow that looks pretty

#

lol

flint trench
pulsar badge
#

lol it does! @flint trench

plush yew
#

Does UE4 auto cull hidden faces?

little breach
#

Thats not how it works

#

Naming is a minimal part

sly ember
#

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?

trim mantle
#

Dont we all

#

Sadly as end of semester is near I have time for nothing

#

๐Ÿ˜ฆ

unique kraken
#

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

viral lagoon
#

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.

empty isle
#

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.

viral lagoon
fierce tulip
icy egret
#

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?

trim mantle
icy egret
#

even I paint 100% like the picture, skirt cloth won't move

trim mantle
#

Did you try switching project on and off? xD

icy egret
#

project on and off? what do u mean?

trim mantle
#

Unreal

icy egret
#

reboot UE?

trim mantle
#

Yup

#

Sometimes helps with some stuff

icy egret
#

okay

grim ore
#

are you using a physics asset set up properly on that SKM?

icy egret
grim ore
#

I did read the log, and how can it not be with collision if its not colliding?

trim mantle
#

The forces affecting the skirt are non existent

icy egret
#

skirt don't have physics (because cloth simulation isn't working), so I don't think collision isn't problem now

outer zephyr
#

hey does anyone know why my project when i open it its just black when i saved it correctly i would apreciate the help

outer zephyr
#

i mean yeah but its just black

trim mantle
#

Just a screen capture of one of the moments you saved

outer zephyr
trim mantle
#

You can overwrite it in Project settigns if you wish

#

Oh

#

That is weird xD

grim ore
#

what is the name of that map in the top left that is open?

outer zephyr
icy egret
#

and reopen project don't work

outer zephyr
#

already tried

#

doesnt work

grim ore
#

so thats an untitled map, that means the map that it is looking for doesnt exist

#

did you do work before in this project?

outer zephyr
#

started yesterday then i saved went to bed now i am opening again and its like that

grim ore
#

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

outer zephyr
#

can u point me that on the picture

#

sry for being a bum but i am reaally a newbie into this

grim ore
#

Content browser, look at the top left of it, click filters, click levels

#

its under the green button

outer zephyr
grim ore
#

yes click level...

outer zephyr
grim ore
#

so what level were you working in?

outer zephyr
#

man

#

thanks i just clicked in everything and found it

#

thnak you

#

sorry for being a bum

grim ore
#

you need to go to project settings -> maps and modes -> editor startup map

#

so it can be set to open that map next time

outer zephyr
#

ill do it right now thanks

pallid cove
#

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!

#

๐Ÿ˜ก

grim ore
#

we cannot, that error is 100% useless

#

read the log, find the actual error, fix the error

pallid cove
grim ore
#

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

pallid cove
#

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.

pallid cove
grim ore
#

that one is NOT the only one showing up

pallid cove
#

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

grim ore
#

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

pallid cove
grim ore
#

right above your other error from earlier is a C++ error, work on fixing that first

pallid cove
#

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?!

grim ore
#

well your log showed the c++ error so I dont know what to say

pallid cove
#

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.

pallid cove
grim ore
#

not going to have much luck I dont think in here, maybe #macos but this is definitely a mac issue ๐Ÿ˜ฆ might have to ask the developer

#

you might have a missing module

gloomy ginkgo
#

Why render opacity is not working on UI materials?

grim ore
#

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

pallid cove
#

Here's a picture of the output log to give you an idea of what the error I'm dealing with is.

upbeat rampart
#

where to get started learning ue

#

youtube tutorials?

#

is there like a documentation or somthing

#

like some official tutorials

grim ore
#

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

gloomy ginkgo
pallid cove
grim ore
#

xcode has build....

hollow yacht
#

Hi new here, looking into getting into big Unreal engine projects. Switching from Unity to both

pallid cove
grim ore
#

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

grim ore
#

technically yes but its not worth the trouble trying to do that for this issue

pallid cove
grim ore
#

have you used Xcode before to build anything?

bitter ether
#

guys you know why I can't set my map?

#

my map is "Map"

grim ore
#

what happens when you try and set it?

bitter ether
#

Idk how to explain, when I click it the field still remain "None"

grim ore
#

open the "Map", make sure it loads, save it, then close the project and try again

bitter ether
#

thanks!

pallid cove
grim ore
#

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

prime willow
#

@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

#

;-;

fierce tulip
prime willow
#

D;

urban fiber
#

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!

grim ore
#

that is the world grid material, you can find it in the engine content

pallid cove
grim ore
#

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++

urban fiber
pallid cove
orchid glade
pallid cove
orchid glade
#

ok

drowsy snow
grim ore
#

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

drowsy snow
#

Also, don't be afraid or lose confidence of using Blueprints. Even big studios and Epic themselves use Blueprints in their UE4 games.

drowsy snow
#

Skookum?

elfin gate
#

hoi folks how is it going?

drowsy snow
#

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

exotic geyser
#

short question....now with ue5 releasing, should I still bother making a low poly mesh?

mental helm
#

Yes, we're expecting there to be some pretty big limitations on what can use Nanite and what features it works with.

maiden swift
#

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.

mental helm
#

Yeah, foliage, splines, lightmass, vertex painting/animation, fancy materials, etc, all may or may not work with Nanite

maiden swift
#

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.

exotic geyser
maiden swift
#

Generally speaking, based on what we learned last year, yes.

exotic geyser
maiden swift
#

So moveable was fine, but skeletal and non-rigid deformation not so much.

#

I hope they show Foundations tomorrow.

exotic geyser
maiden swift
#

That was for the UE5 tech demo.

#

CPU cost is very small. Nanite is largely GPU-bound.

slow hearth
#

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

exotic geyser
#

it doesn't even use the sky BP

robust marten
#

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?

slow hearth
#

regardless I want to understand why it isn't working in one project

maiden swift
#

You using the same menu in both projects to get to that popup?

exotic geyser
exotic geyser
maiden swift
#

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. ๐Ÿ˜„

slow hearth
#

@exotic geyser it is the same install

exotic geyser
slow hearth
#

ok, I don't think you understand I'm trying to figure out why it is broken

signal bone
#

hello

slow hearth
#

I know I can copy a map from where it is working

signal bone
#

can i ask some small help on something here

slow hearth
#

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")```
spare kernel
#

Don't ask to ask, just ask

slow hearth
#

somehow that got saved into my project's saved folder

signal bone
#

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

slow hearth
#

@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

signal bone
#

should i put that after the activation of each camera?

#

like i got a flip flop that activates each camera

slow hearth
#

before or after shouldn't matter as long as it is in same tick

signal bone
#

oh ok

#

ok it didnt doa nything

slow hearth
#

you are setting it to false for both

signal bone
#

oh

slow hearth
#

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

maiden swift
#

Yeah you need to edit both settings each time you toggle.

slow hearth
#

"only owner see" is only useful for the first person mesh

signal bone
#

ok so

#

doing it

slow hearth
#

for third person mesh, use "set owner no see" instead of "set only owner see"

signal bone
#

yea

#

done

#

thanks

slow hearth
#

np

signal bone
#

this is obviously not an online project but

#

if it was online

#

does this makes me invisible to other people?

slow hearth
#

yeah but only if you make the call on their client

signal bone
#

Oh ok

slow hearth
#

you would use it to do spectation

signal bone
#

so its rather like a local thing

slow hearth
#

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

signal bone
#

alright

#

tahnks for the help

elfin gate
#

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

signal bone
#

Like, double jump or health system

#

from there, you can find plenty of tutorials that explain very well how the blueprints work

elfin gate
#

gotcha well i wanted to figure out how the bludprint system work

signal bone
#

(those are rather easy mechanics to start understanding bluepirnts)

elfin gate
#

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

signal bone
#

well you can tackle simple things

#

like a life bar

#

youtube tutorials show you how to do it with the blueprints

elfin gate
#

oki

#

lemme check

signal bone
#

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

elfin gate
#

isnt copying something off someone is stealing?

signal bone
#

atleast thats what i would recommend

signal bone
#

the tutorial was meant for people to follow those steps

elfin gate
#

hmm fair

#

thx for answering fast also ๐Ÿ™‚

drowsy snow
#

So does programmers.

elfin gate
#

that part confuse me

#

dont we have great artist somewhere in hte world that make good art without stealing?

#

beside some that actually steal

drowsy snow
#

Speaking of stealing
We did it - we steal Oodle plugin from the 4.27 branch ๐Ÿ˜›

elfin gate
#

๐Ÿค”

drowsy snow
elfin gate
#

isnt stealing and plagiarising the same?

zinc lava
#

yeah essentially

drowsy snow
#

This is where I think strict artist brains differs from programmers'.

mental helm
#

That saying to me means more, nothing is original, everything is a remix, shouldn't feel bad about "stealing"

elfin gate
#

that complicated stuff that i dont get

#

it not simple

#

but ik many people hate stealing and the plagiathing

drowsy snow
#

Stealing != Plagiarising

mental helm
#

People don't like poorly done copies, they feel like those are rip offs

hardy nacelle
#

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 ?

flint trench
#

Can you change the skeleton of an animation blueprint?

#

Or do I straightup just have to make a new anim BP and copy everything? :/

hardy nacelle
#

Spawning actor from C++ while WITH_EDITOR still counts for it ?

exotic thicket
#

WITH_EDITOR just means the code will only be compiled for editor builds

hardy nacelle
#

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

exotic thicket
#

Ah

#

Why do you need that?

hardy nacelle
#

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

exotic thicket
#

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

hardy nacelle
#

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>() ?

exotic thicket
#

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

desert verge
#

hey!

hardy nacelle
#

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

desert verge
#

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?

drowsy snow
#

Blueprints obviously

exotic thicket
#

@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

desert verge
#

i feel happy โค๏ธ

#

i love game dev, it's brought me so many great moments

#

can't wait to create with you all

hardy nacelle
#

@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.

exotic thicket
#

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

hardy nacelle
#

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 :/

exotic thicket
#

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

hardy nacelle
#

Oh yeah actually I can set this bool in code before destructing

exotic thicket
#

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

hardy nacelle
#

actually @exotic thicket why do I need ExposeOnSpawn here ?