#ue4-general
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i think i had a unity project with well over a million lol
i'm coming from unity, been learning that for a year1
🙂
Where can I download the new UE5 project demo
The C++ project code in UE5 is very similar to UE4
Thanks very much 🙂 😊
MetaHuman is still not available for me 😦
Is there like a specific term for like when your weapon doesn’t move synchronously with your screen when you turn, like it glides towards the direction youre facing when you turn
?????
Any of you streaming UE5 projects ?
is learn.unrealengine.com also down for you?
world composition < - > world partition
What are the pc specs for the sample project? 🙂
Ok the minimum pc requirements are 8 GB of VRAM and 32 GB of system RAM. NVIDIA GTX 1080.
100GB of Space 😄
Official documentation for 5.
I actually don't understand the difference so far 😄
The docs are online, and they list limitations.
Can you send me the link ? @rare agate
Give me a few..
scroll down
its in the faq
Anyone have Launcher crash on launch? How did you resolve?
Thanks for hitting that. I jumped on mobile.
The exact doc link is:
https://docs.unrealengine.com/5.0/en-US/
Resources to get you started working with the Early Access release of Unreal Engine 5
quixel assets are nice and all but ... drag and drop a rock into your game and bang, 15gb bigger
Thank you very much ❤️ 😊 😊 ☺️
The nice thing is, is now that its 1 file per asset @twilit hill
Drag and drop many, many rocks, and it's even better. 🙃
UE5 Hooray
You dont need to download a whole pack of 30 assets now to get a specific asset or material anymore
does nanite work with foliage?
oof
but for stills it could be decent
They state in the docs to use it for the trunk and branches.
my trunk and branches also move
Not anymore. 😆
Aye. Also, the file size of a 1 mil mesh is smaller than a 4K texture normal.
Its usefull for anything not moving probably
Things can move, just not deform.
Its fine, you can have nanite for anything still and for the foliage you can have lods probably
I'm wanting to make a game that is built mostly around clouds and strong cloud esthetics. Is Unreal the best choice over Unity?
There is a plugin for volumetric clouds in UE4 I believe
The youtube videos of the built in cloud tools seem superior to any plugins I've found for Unity.
But I've been toying with a raytracing alogrithm of my own, but it is ridiculously slow.
In this video we'll create volumetric clouds in UE4.26 Preview 1. To rotate the position of the sun, select the directional light and press ctrl + l. Enjoy!
If you'd like to support this work, the terrain is available for a $1 below :)
https://gumroad.com/l/BxqxBQ
volumetric coulds are heavy on performance tho
no ancient giant fight scene unfortunately
anyone having this issue? i choose my external HDD with 2TB but somehow it keeps creating file at my c drive

gotcha
@void barn
Under Settings in the Launcher
You may need to edit your vault cache location
Have they increased the max. map size for multiplayer in UE5?
wdym
Try this #ue5-general message
Thats for singleplayer projects
Or this #ue5-general message
world composition is the map, that has nothing to do with multiplayer
do you just mean connected players?
tq
its working
I have read that it doesnt work and if you are doing multiplayer projects 20x20km is the highest you can make
@sterile tulip That looks incredible. Think there's anyway that could run on high end mobile devices?
Is raytracing even possible on mobile with any fidelity?
well you have read the limitations of what i assume is a single map segment, ... without world composition?
i did a 32x32km map by splitting it up
and replication definitely works outside of 20x20km bounds
for mobile devices you might want to add some cloud shaped static meshed and make them move in the sky @tacit moon
No world composition doesnt work for multiplayer because of how the position is calculated
@sterile tulip The game doesn't work without high fidelity clouds.
In singleplayer the position always recalculates meaning you can go anywhere
but if more players start to join the calculations of the position of the player doesnt recalculate anymore
yea its in the unreal engine forums
Why no “The Crew” map, that looks better, are 5.000Km2 🆒 I’ll like to see this of multiplayer and network better and like this thread with examples and tests. *What is the size in km of the orange box 6x6 ?? About: X -1048527 1048527 Y -1048527 1048527 That isn’t more or less 20km ?
Hello, so with ue5 early access released, is ue4 going to get updates until they fully release it and then stop the updates for ue4 and start them for ue5?
you can read into what world composition does and that it reaches its unlimited map sizes by recalculating the player position once it moves but that it doesnt work when there are more players
I´ve had this researched a while back ago
did you try this out with multiplayer having bigger map sized than 20x20km? @twilit hill
yes
System for managing large worlds including origin shifting technology.
However if you disable world origin, shifting you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.
ooh. I have been waiting for this. ue5
The link you sent is saying origin shifting is not supported in multiplayer
i dunno, it worked on a 32x32km mapset of mine which were just imported plain heightmaps (grey)
i could load about half before the engine crashed
world partition might be worth a look ... mhhh
hmm I dont know, maybe there are some workarounds but I dont know about them
I think its pretty good time to learn unreal engine now that the 5 is out on EA
@sterile tulip Why don't people just rebase to the origin?
thats not going to work in multiplayer unless you implement your own solution
The default vehicle physics in Unreal 5 seems to be much better
The car no longer flips on every bump
Has ue5 got rid of physX?
atleast from what I understood, they now have their own chaos physics because they need the 64 bit floating point support
which physx doesnt support
when the ue5 is fully released it might be time for me to do another compilation of it with clang
Hello everybody. I wonder if I can ask some suggestion here about some hardware {hard drive in this case} to get in order to speed up the use of the engine and my workflow
ssd
is it just me or is the website hugged to death due to UE5 EA? Can't login to the learning hub in neither Chrome nor Firefox 🤔
I know in general what would be best but I'm on a tight budget and choosing models is quite hard... I spent the last 2 days trying to figure out what to get
yeah https://learn.unrealengine.com seems to be down
not completely down but lagging
Samsung SSDs are the best
my condolences
kingston ssds are cheap
Ah yes, now I'm beginning to get 500er. That's a clear sign after 10min of trying to login in vain. 👍
240gb 37€ where I live
It's taking so long to "verify" rn
its nice just some things are missing
I have seen one pic
such as tessellation haha
might be hidden somewhere through
im looking around for it
Unity
6gb remaining 🧐
@rough knoll because Tesselation and Displacment are depcreated, and will work something in Nanite
interesting
i readed it somewhere, where Devs said, The Workflow is gonna changed, and Displacment like we know it will deprecated
is there any documentation on nanite that shows how to use displacement maps in ue5?
Maybe look at this if here is something https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/
Overview of Unreal Engine 5's virtualized geometry system to achieve pixel scale detail and high object counts.
idk if it has
but maybe worth a look
I think its not "Nanite can be enabled on supported geometry in the following ways: on import; by opening the individual mesh editors; and through batch selection in the Content Browser. "
atleast for nanite
idk through
thanks for the info
i love how variables look in the blueprint editor now
"Newly-created projects in Unreal Engine 5 have Lumen Global Illumination and Reflections enabled by default"
i wonder if it's able to be used in landscapes. displacement on landscape materials is a must for me
damn ue5 is the real thing
If you can do it in UE4, you can do it in UE5
batch selection did it yeah
hm. nanite docs say nothing about landscapes
Guys, what you think of my awsome theme for Unreal Engine 5???
now need to look into lumen
they also don't say anything about displacement maps
LSD unreal engine
In editor preferences you can edit theme like Blender.
you dont need a 3070 and r9
not even close
pretty sure those specs are for the 100gb demo project
i think now were gona see games that exceed those 175gb of warzone
prepare for cinematic immersion
people excited for cyberpunk and got a broken garbage
here is the real thing
no promises no marketing
but the real thing
for some reason my projectiles are floating in front of me in mid air
but only sometimes
me with intel i5 2400 and radeon 5500 xt 4gb
and I keep getting runtime errors with a "switchOnECollisionChannel" node
@swift basin I have a 1060 and nanite runs incredibly well
scene went from 2 fps to 20 fps
I am waiting for fortnite to get upgraded :D "we will migrate Fortnite to UE5 in mid-2021"
it will probably get slower the more you add for sure, but i have atleast 6 assets in my scene that are over a million polys
assets from quixel too
pls can someone say? i cant work
Does it seem like most UE4 guides are applicable to UE5?
Can someone tell me how to download UE5 preview? My library tab in Epic Launcher only lists Unreal 4 versions.
you can, youll have to pay royalties i think, and make sure the assets youre using are licensed or made by you by licenced software
You can^^
it is
Can you add hooks into mutiplayer updates? Like if you want to offset transforms?
Like Player A's transform is at 10000,0,10000 but has been offset by -10000,0,-10000. That offset needs to be translated to other players over multiplayer.
in theory? if that transform offset variable is replicated and used as part of the calculation then yes?
@grim ore So there are multiplayer update hooks you could use to inject there offsets.
Do distance fields have to be on for nanite to work?
@grim ore But every player would need their own offset variable. So that they all stay close enough to origin to not have floating point errors.
Just wanna say that this right here, the splash telling us what its actually loading is pretty awesome. The time's I've sat wondering why I'm stuck at 45% or 79% for long periods has worried me. This is cool thanks
how big is UE5?
about 12GB
isnt ue4 like 45~?
yea
i guess ue5 uses alot of ue4
does someone know how to disable foliage animation/movement? its really downgrading the performance
it downloaded 12GB but maybe it transferred files from ue4 I don't know
isn't the foliage movement thing a particle system? or is it a dynamic material you have set up?
yes
oh god, I have no idea, cause im pretty new to unreal, where can i find that out?
like it has material instances and such
I mean there's quite a few ways to do moving foliage. See if you have any blueprints in your content browser that reference foliage somewhere
you might have a simple animation set up
ok lemme look, thx
lets say i have 10 meshes i wanna apply one material to it. but the meshes have different sizes.
do i really have to create 10 material instances?
depends on the material and what you want it to do
if its supposed to fit the size, then the material can be created to fit
Hey, Everytime i do "#include "PhysicsEngine/PhysicsConstraintComponent.h"" or do class UPhysicsConstraintComponent in the header file my game crashes and everytime i try to open the project again it crashes on startup and i always have to go back to an older commit
is this a bug?
is there any other way to get arounf this?
do you get an error on that line?
Yo guys, idk if someone else asked already, but were the geometry brushes removed in UE5? Can't seem to find them
no theres no error
but you get those errors on the other lines?
it sounds like your include line is bad, or you put it in the wrong spot?
show your code
@plush yew Brush Editing is still in the editor, cant find them but you should still have them
ok
Yes! Thank you!
So with nanite can you just make as big of terrains as you can fit in ram and nanite will handle LOD issues?
And what's this open world streaming? How does that work?
check some of the merged meshes
Is it ok to create collision using unreal engine “add box simplified collision” ? For an asset that i would sell
Or i better make the same boxes outside of unreal (blender)
@broken heathif thats the correct collision for it I dont see why not
@grim ore thanks
And most systems are the same, too?
Hi, I'm having this oddly specific bug and it's extremely concerning because I can't progress the project without solving it.
Basically, after a recent update, the team members noticed that the project would no longer load, it would crash every single time the project starts up. I was able to get it back to loading by reverting my recent changes to the base AI actor, one of which included spawning an actor that is used for loot drops. I found that adding that code node back in specifically causes the crash. It's a simple "Spawn Actor from Class" node.
Over the day I've found a few things, firstly it isn't just the base AI, I was able to replicate it on the playable character actor too. It also isn't all actors, I added a Spawn Actor From Class to the loot drop itself and it was fine. Lastly, I have tried removing the C++ classes that were added semi-recently (possibly within the timescale of the bug, but unlikely) and it didn't make a difference.
The immediate crash log doesn't give much insight, unfortunately, mostly spamming "UE4Editor_CoreUObject" but ending with "kernel32" and "ntdll".
Any help or theories would be greatly appreciated.
Crash Log (Some info censored): https://pastebin.com/Cx2JBfm2
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
is there any course (preferably free on yt but I'd be fine with paying up to 20 euros) that teaches the basics on how unreal handles the concept of pawns, character controllers, player controllers and such? it's so confusing :(
oh boy do I have a course for you
its 8 videos long in which one of them she explains this in such a simple manner
im not sure in which one she talks about it so ill just send you the first one
In this episode, we'll cover how to make and open a new project, how to move around in 3D space (it's really fundamental to everything you'll learn later!) and how to navigate UE4's editor to find what you need.
Get Unreal Engine 4 here!
https://www.unrealengine.com/en-US/get-now
Music:
L e a v e s by Sachko - https://soundcloud.com/sachkobe...
best tutorial series out there imo @dry fossil
I have a problem with my includes on the ue5 main branch, my includes are not found, and "CoreMinimal.h" is not found either
@dry fossil if you like c++ heres my beginner series, if you want to skip the outside UE4 stuff skip to video #11
https://www.youtube.com/watch?v=6UaQ4ZztT9U&list=PLnHeglBaPYu9FFgnYww2UC1g3F7fYWkaT
Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/VUJKzE3
In this video we discuss variables and the different types that we will be commonly using in UE4 with C++'s standard types compared to Unreal Engines types.
thanks a bunch :)
c++ gives me existential anxiety and triggers my impostor syndrome
(thanks anyway, really appreciate it and I may still get a grasp of some important things anyway)
UE C++ is not exactly C++
its has a lot of features that makes kind of C# such as GC etc (afaik)
UE 4 development will continue? or 4.27 will be the last version?
Probably 4.28 is going to be the last version of UE4
UE5 has its own "master" branch. (Or rather "main" due to stuff)
i dont get why you would bother learning c++ when everything can be done in ue's visual scripting
or am i wrong here
you arent wrong or right
You're in the wrong, because Blueprints can be Expanded And Enhanced with C++
Plus a big reason is to diversify a CV, for work with other engines.
fair point
yep learning C++ and UE4 works great on the CV for a Unity job 😛
just starting out on gamedev, learning how to code is gonna be a huge roadblock for me
Since ue just makes it so simple
Trying to make this key variable appear on another BP
So I can set it.
But it won't show up.
just stick to learning UE4 and using Blueprints with it, you can learn c++ later if you want
Using C++ is not obliged, but if you want to do game engineering, consider expanding BP with C++ later on
@desert jackal what do you mean appear on another BP?
Yeah would be a solid idea
thanks
So, I wanted to do a "can't open this door without this pickup"
is there a way to check if lumen is on, i just cant seem to find that out
I have a variable for a key on the door BP, but it won't show up on the Key BP.
I have to get / set the variable right?
so where is this variable supposed to be stored? who tracks it
like i assume something somewhere says "you have/do not have the key"
Oh, not in text no. I'm sorry, a bit new to this haha.
For a key and a door to work, you need to share a variable between them right?
chances are your "player" should have this variable, and when you pick up the key it tells the player to make it true and when you get to the door it asks the player who overlapped it if its true
anyone else getting very low framerate in UE5 editor?
I'll give this a try, thank you.
🤪
:triangular_flag_on_post: SirWanThePink#1165 received strike 1. As a result, they were muted for 10 minutes.
Ever since UE5 came out of early access, Manny seem to strike on more people than ever.
need to keep people in check a little hehe
Considering the influx of members from the early access lol
Honestly I have no idea what could be the issue. From which event are you calling Spawn Actor from Class? I wonder if it is a dependencies problem. Do you have Blueprint nativization enabled for those Blueprints?
UE5 Vs UE4 vs UDK
UDK is the ugliest of em tbh
@last dune did you manage to find settings for lumen?
first: eneble this
i dont no but update the drivers
remember is on project settings
in post process volume
i found some settings for GIU
GI*
it was switched to lumen
and remember to set to directx 12
okay i found the setting
i was on editor pref thats why i couldnt find it
project settings is the right tab
Man the UI is sooooooooo much cleaner. It "feels" so much more professional. Super clean, super tidy.
yes
yea i love the new UI
Not sure about nativization, but it's the event that's called when the NPC is killed by the player. So it shouldn't touch anything like the construction script.
when changing levels, do variables of a character, or any blueprint, reset?
I basically want my character to have upgradable abilities in a game with multiple levels
Well. I don`t know what is that. But i think i should wait until UE5 become more stable.
I hope that I don't have to buy a new graphics card at current prices so I can to start using it.
they get re-initalized. you need to put the variables in a persistent object such as gameInstance
gonna have to dig into that, thanks :)
yep, weird dips all over the place as well
i'm getting consistently low framerates (10-20 region)
but only in editor's viewport, when i run the project in new PIE or standalone its much higher
6700k and 1060 6gb
even a newly created empty project is the same
might be a driver issue?
possible
check out the #ue5-general channels, they have info on performance and other stuff that might help you out
not only the viewport, the BP editor is also very low framerate
Did anybody got to setup Nanites + Lumen already?
I could not find much about Nanites
try asking in #ue5-general 🙂
Imagine if Unreal Engine kill Unity
ahhhh, makes sense!
Also is UE5 easier to use than 4?
I just did my first test with the new Unreal Engine 5 by making a crazy Mesh of almost 2M tris and it's load without crashing! I can believe that!
I love the interface so far, feel a bit like Darker Nodes plugin
Even without nanite enabled. Did you find if there's a way to import meshes from maya etc. flagged with nanite meshing to avoid those performance drops?
Well to avoid while you go to the content browser and flag it manually :v
I am new to creating collisions why unreal messed up the collisions i created in blender?
did not check for Maya, just Blender
My question was, I'm out of the engine atm, so I didn't check this. But when you click import, is there a check for convert to nanite mesh? Because if that's the case there shouldn't be any issue importing any mesh regardless of the massive polygon count. That's how the megascans works with drag and drop if not mistaken, it's seamless and there's no hickups whatsoever
can i play unreal engine 5 demo ? can id ownload
it's not a demo but a full working early access version, just open your Epic Launcher
I did not notice any check for that
i mean this one https://www.youtube.com/watch?v=psI6yPLj1vE
Here's a first look at Unreal Engine 5.
Subscribe to Watch The Game Awards: http://bit.ly/tga18sub
Follow The Game Awards on Twitter: http://www.twitter.com/thegameawards
Follow The Game Awards on Instagram:
http://www.instagram.com/thegameawards
Follow Geoff Keighley on Twitter:
http://www.twitter.com/geoffkeighley
yes, just scowl down under UE5 tab
ahh niice
Anyone knows how to convert landscape mesh into NANITE?
100G of download... 🤪
not nice i have 20gb left!!
Here 🙂
Not supported atm
and 1080 TI will not work on it right
so it's better to bake the terrain into a static mesh and set it as Nanite no?
Actually not sure if it's better. I'm going to try to create something on world creator and export it as a mesh. If that works with nanite without issues , it would be great. Although you lose landscape tools and you can't deform the terrain (if you have any mechanics like that you can't use nanite that way). I still think it's not worth, but I want to test as well
good catch!
Yea so I believe that if you import it as a nanite mesh, your performance won't tank and it should help with crashes when importing large stuff.
sure, very curious about how it goes. Regarding the issue you highlight, you can still keep the original terrain if you need to make some changed to it, and reimport it
why it wouldn't be worth?
I just realized that nanite was NOT automatically tick when I did my import
I'm dumb, I forgot about the landscape material and stuff
😆
definitely not worth
so i tried booting up ue5 and uh. had to abort lol
@broken heath your collision mesh looks concave, instead make the collision mesh 3 parts (3 separate collisions)
Alright thanks @ancient lotus
You didn't notice the 10 fps ? 😄 You can right click the mesh after anyways
Yea but for example with landscapes you usually want to iterate a lot, reimporting at every change isn't feasible. You can technically blockout and then do your process. But then if you wish to make changes after it's a mess once again. But then again, they added those new tools to edit meshes directly in UE5, I'm pretty sure that could work, although the landscape tools are really cool imo
that make a HUGE difference to tick nanite haha🤪
yeah you're right
I thought the triangle count would stay the same? it would only render less? I'm quite confused why it changed the polycount o.o
it changed to be able to work in the editor without performance issues
sorry guys, if I want to clear vault cache I need to delete the folders in "C:\Program Files (x86)\Epic Games\Launcher\VaultCache", right?
Wait, unreal now runs on macs?
yea but that's no the in editor polycount, that's the mesh polycount. It actually did something to the mesh. It's interesting tbh, didn't think it would mess with the geometry.
Can you actually use Unreal to make games on a mac?
Ofc
we'll see, maybe it says 6000 but when you press play and zoom on the mesh, the polycount "raises"
yeah me too, but the look is the same in runtime, no visual difference
What is the Unreal IDE called? I want to research if MacOS has full support for dev work.
How can i rotate an actor to the direction its moving(Velocity)?
So the content browser shows the polycount in the viewport instead of the original? Well good to know 🙂
It seems UE5 doesn't like my hair, LMAO
Does anyone know any good paid ue4 fps courses?
that happens when you use low screen res as well but to everything in the scene, in the sample map anything less than 50 screen percentage would do that over the entire character
I don't think I set the screen percentage low. Did UE5 make the default lower?
trying to remember how to set post process volume to global. haha.
found it!
yeah so I forced the screen percentage at 200 and that still happens
I meant, it might give you some insight on why it's happening. I'm not sure how they handled the hair on their character tbh
Anyone else disappointed with the recommended specs for 30fps with nanite and lumen 😆
what was the specs it suggested
12 core cpu 64gb ram gtx 2080
idk why on the ram, i only saw 17gb used
ahh, well I use to use the hair option in "shading model" but something doesn't seem to be working now. I'm not too worried about atm. I just though it was funny. My hair turned into space 😆
Im not, they said it was running poorly beforehand and that they were targeting 60 fps for official release (which I think it's a lot of optimization, not sure they'll be able to pull that off)
need a 6800xt/3080 for 60fps it seems
where can I ask general development questions? Stuff like, why does the color I set via my code for the InstancedStaticMeshComponent doesn't take effect 😄 ?
c++ in #cpp blueprint in #blueprint
funny if one uses F# 😹
Well I use a plugin called UnrealCLR which exposes the API to .NET languages, that's why I'm a bit lost 😄
However I'll try my luck then in #cpp
Anyone know if Unreal runs on the Mac M1 chip?
Is that UE5 demo they showed at E3 available for download?
or do I have to make a build of it
it requires 100 GB so.. 😆
yes it's amazing
Not sure how to share it but I made a UE5 Animated Wallpaper (4k) in Wallpaper Engine heh 😄
Is there a method within UE4 to make While Loops only execute every [x time]?
Sorry, I meant for loops
You mean limiting how the node executed in a session?
no I mean it has a timed delay between each execution
for example 0.1 seconds, execute, 0.1 seconds, execute
thing wont let me put a delay node here
WHere to download the UE5 dmeo sample project?
It's in the launcher
Thanks
Hello, i am using on my game the steam leaderborder stats, it was working fine, activating the achievements and counting the stats, but suddenly this is not working anymore. I dont have changed the programming and i even created another project and put the same programming. In the other project the achievements worked. Anyone know what can be the issue?
@grim ore You had access this whole time? Why you little....
Mathew is doing the sneaky sneak
🙊
Hiho someone know the VA Rest Login Plugin?
I have a little Problem with the Register and Login Button.
Are collisions broken on cable components? I can't generate an overlap event for the life of me
ue4 cant build lighting at all on my pc, doesnt matter what project
reinstalling and clearing vault cache didnt help
could someone help me out?
[Interface:OpenJob] Error: The service cannot be started, either because it is disabled or because it has no enabled devices associated with it.
^ from swarmagent log
Hello my friends
whats a good way to have a single large face with a repeated 16x16 texture across it. I tried this method but it made the texture extremely blurry
there is no "force no precomputed lighting" option in world settings?
use a texture sampler that does no filtering
could you elaborate on a texture sampler that doesn't filter
usually you set that in the texture settings itself, then the engine will automatically use a sampler that matches what you configured in the texture
though the worldaligned node might do tricking things to manage it's triplanar mapping
Always save and use source control
I saved like 30m ago but since then I have done a lot of work
Hey everyone 🙂
Im having this problem when i open UE5 now
"Pure virtual function being called while application was running (GIsRunning == 1)."
Had it running today but now it just crashes 😦
does anyone know if UE5 brings performance boost to mobile games?
Not yet.
ah ok, thank you for the fast reply
Stick with UE4 until mobile manufacturers get their arse off of improving selfie cameras only.
can anyone explain me how the tech behind "virtual geometry" in Unreal 5 works ? What is it based on ? How it can render (stream) these millions triangles ?
does anyone know the system requirement for ue5
Pretty much the same as UE4.
"Nanite intelligently streams and processes only the detail you can perceive, largely removing poly count and draw call constraints, and eliminating time-consuming work like baking details to normal maps and manually authoring LODs, freeing you up to concentrate on creativity."
Guys that's what I thought. No, My PC won't be able to run the sample games that you can download and play with.
Plus I don't have the HDD space.
Slightly off-topic, but they're no other sub-forum dedicated to the launcher. Anyone know what happened to the chat in the Unreal Launcher - maybe once it became the Epic Launcher ... I can't reach fellow devs anymore.
Lumen is Software based Raytracing. You dont require an RTX card for it or even Direct X12. Im using windows 7 DirectX 11 currently and have full use of ALL UE5 features.
How do I fix this guys?
Best way to display text over an actor's head? Bonus points if I can do things like a progress bar or an image
Hey all--curious if anyone knows off the top of their head why my dark areas of the foliage mesh is showing up white like this in UE5? Within the Post Processing Volume is where the culprit is--it happens when I turn on GI using the Lumen method. Most of it goes away when I activate Reflections (lumens), but some of it at the darkest areas still remain white. Thanks in advance! Loving UE5!
And you can see here that it only happens close to camera, as farther away things don't have this effect. You can see the bottom of the image below it starts to happen.
@dire lanternmaybe remove the + from the file name
ive been wanting to try out unreal engine for a while now and was planning on starting soon, now ue5 early access came out. Should I jsut learn unreal engine 4 now and do stuff in that or try learning ue5 while it's sitll in early access.
UE4 and UE5 work the same really so start with UE4 and get ur feet wet
Anyone know if making a full game in blueprint is good idea? I’m not a beginner in the Unreal space but C++ is still very daunting to me lol, I’ve just been making smaller experimental projects
You cannot do everything with blueprints, there are limitations. Which C++ does not have.
Would things like gameplay work fine? I don’t mean anything advanced like procedural terrain or things like that
How much harder is C++ compared to C# anyway thats the only programming experience i have
umm there are more things you have to deal with in c++ that are easier to do in c#
Raw C++? A bit more difficult. Unreal C++? Not so much honestly. Just more verbose and not as high level as C#. So it is missing some niceties.
Think of C++ and BP as something that complement eachother instead of a choice that overrides the other one
To start getting your feet wet, BP is very good. It can take a bit of the headache of starting learning the logic behind programming before starting using C++
After you have gotten the point of learning C++ you will find more easily exactly the best purpose if each
I have another question, can Unreal perform as good as Unity on lower end PCs?
Also thanks for ur messages
Hey guys im trying to render a cinematic with movie render queue. It was working fine up until this after noon when i started another render and after about 20 seconds it crashes and comes up with an error mesage saying "gpu crashed or d3d device removed"
please i need help
and by perform i mean like actual build
C++ for flexibility and power, BP for iteration speed
The editor, no idea, I think Unreal is more prone to be slower. Release build might have chance to be faster tho I don't have actual benchmark to support the theory
shipping?
Yeah, you definitely can beat Unity if you know what you're doing.
You can outperform Unity on Mobile if you know what you're doing and have the time.
The editor? Oh gosh, no not really.
Yes I dont think Unitys editor will get beat performance wise lol
But they also have like 100x less features so
I bet it could be, but you'd want to start from scratch
And by the time you have all the features, you'd have to be very skilled to still have better perf all around
But, you can try; that's what drew me to UE in the first place. You can just go do things in the source code
Not gonna lie, if both Unity and Unreal editors where as performant as Godot I would be a very happy man.
Won't happen. Unreal offers way more than Godot.
Godot feels pretty lightweight and snappy, even to build from source
I would start with 4.26 - not really a ton in UE5 that a newb could leverage. Plus, any instability would make it more frustrating.
Does anyone know what a "map" texture is for? I'm trying to link textures and I'm not sure where it goes. There's also an additional "diff" texture. The one with the black around the green leaf.
Realistically, the best Unreal can get is close to Unity.
My universal recommendation is to define enums and structs in C++, at least. If you don't want to do anything else in C++, the rest can be BP.
Best case is to have game-specific Game Framework stuff start off in C++, with BP subclasses.
Unity, may actually become as lightweight as Godot if it the modularization that is having actually ends in something tangible
But it can turn it into a weird engine where you installed by pieces
Ok thanks for your advice!
that can depend on what is encoded; you might have specular in the red channel with metallic in the green - that probably isn't a real scheme but there is no reason it could not exist
One could have opacity baked in with other map textures...
R - Opacity
G - Specular
B - Metallic
A - Roughness
is possible for instance
#graphics might be the better spot to ask
I told UE5 to install on the D drive. And I told the sample to install to the D drive. Yet it's checking space on the C drive.
Sadly it doesn't work 😦
When I first built the engine from source it was really quick to load
but now it's slow.
I find it odd.
Hey just trying to load an old project from ue4 4.25 its loading the minimal default level? all the assets are there in the content folder but the project isn't loading them
anyone know why this would happen? did i somehow delete only the level data or something?
Best thing I’ve seen today, well maybe 2nd best, UE5!
lmao
A classic
Hey guys, I created a mesh in blender that I'd like to import to UE4. Problem is, it has 6.5 million polygons. What polygon limit should I be looking to not exceed for a UE4 import? My last import attempt crashed the program
When you download assets it saves a local copy to your asset vault. It looks like your asset vault is on the C drive
You can change the asset vault cache location in the launcher settings
Look into Decimate tool
Right, that's how you lower the poly, but is there a number I should be shooting for?
Hey guys, I'm having a issue with steam achievements, the node cache achievements always fail. Does anyone knows how I can solve this?
@lusty dewif your laptop can't run 4, then try something else. using UE3 at this point is not a winning idea
UE2 it is then
Lol
fps is maxed at 60 even when i set it to 120 in UE5, is this a known issue?
what is the best way to learn ue4? Is there a really good tutorial series on youtube or something
can anyone tell me how can i export a project to another computer
@wet pondread the pinned messages in here
@plush yewyou can just copy the entire project folder to another computer. the project is all in the folder. If you need to you can compress/zip up the folder then send the 1 file
coming over from unity, and confused by the terminology of "map" and "level" - are these two words for the same thing (Unity "scene") ?
yes* with some exceptions
if your just learning you can associate them, you might want to check out the unity -> UE4 docs and course for some quick start tips
thanks
Hey, check out pins, there's a lot of material in there!
Basically, this is what I started from.
Bridge also doesnt seem to import assets into my ue5 projects
Definitely been a long day but I managed to install UE5 on the laptop before leaving. I just made my first MetaSound. 😄
Not gonna get a ton of time with it until next week, but I at least got to experiment a bit tonight.
MetaSounds are insane.
It's like the material editor but for sound design. I can build a synthesizer in the engine procedurally.
Fully programmable audio pipeline. ❤️
I'm off to bed folks. Have fun, I'll return tomorrow. 👋
were you guys able to open a previous c++ project on ue4?
it made a copy of a bp project i had, but for the c++ it couldn't generate some files 😦
Ok. Building ue5. And looking at prices of SSDs 👀
How would I get a headless server build of a multiplayer game into the cloud using a server provider such as AWS or Azure? What are the requirements of doing so and are there any resources I can look at for more specific detail on how I would do it?
yep
2.5k shaders?
yeah
how to speed it up
get a better computer
jesus
u mean better CPU
well cpu is just one part
ram is another important aspect
hard drive, graphics card, etc.
i have 16g ram
Well if you get a better cpu, it might speed things up, but there's the chance that it wont
have you heard of bottlenecking?
AMD A8-9600 RADEON R7, 10 COMPUTE CORES 4C+6G 3.10 GHz
Oh 3.1 GHz not too bad
its on ssd aswell
Real quick question, which VS option should I choose for a client to have console access?
Test Client?
I'd assume
it will compile all those shaders no matter the size of the project right?
cus this project is pretty much the default rolling ball one
A8-9600 looks fairly low end on the benchmarks - might be worth seeing if you can upgrade.
you can reduce shades to compile, to some extent. there's a lot of project settings and material settings that relate to this, and you can designate some master materials as well as disable cook/package editor content.
yeah ive been told its quite low end
but its an old pc anyway
will upgrade
espetially for UE5
maybe will build a custom pc for that
Does anyone having issues when saving maps with Landmass' Blueprint Brushes? I get this error which prevents me from saving my maps that uses it.
Hello all,
Is there a good thirdperson project available somewhere with :
- the regular male mannequin (of course)
- the weapons starter animation pack, implemented in the character controller
- basic weapon templates working with the animations (probably using Paragon weapon models)
- and a decent thirdperson shooter controller ? with basic expected controls (shooting, aim down sight, and so on)
Not exactly having all the features you mentioned, but the ALS should get you started with more features.
Ha, that's probably true yeah, I suppose that injecting the weapons anims shouldn't be too hard, especially with ALS3
somehow didn't think of that !
Nevermind this. I actually solved it by moving the Brush Manager to the landscape map.
Anyone know how to fix this Unreal viewport grid display issue? I've set the grid size to 2.54 aka 1 inch.
In 3D, it looks fine, 2D is the issue.
dude
its so weird seeing a 5 here
like surreal
it doesn't feel real
i guess you could say it feels
unreal

is ue5 slower than ue4
ue5 starts faster for me than ue4 lol
also, why is quixel bridge not a thing for 4.26? I mean you dont need to use the highres assets.. the drag and drop is just so crazy good
i usually get above 100 fps in first person shooter template and 20 fps in ue5
Yes, for now.
Try backporting the UE5 Bridge. If you have success with it, please make pull request for 4.27
why does my ue have to compile shaders everytime i load into my project?
You either swapping RHI every so often, messing with plugins, switching rendering features, or wiping your Derived Data Cache folder.
i see
Guys how to enable tessellation in a material? in UE5
You don't use tessellation in UE5.
what's the other way to make the height map work?
tessellate stuff in your 3d modeling program
Or rather "subdivide"
tessellate works too
verb
decorate or cover (a surface) with a pattern of repeated shapes, especially polygons, that fit together closely without gaps or overlapping.
okay enough procrastinating ->
okay guys.. I have some thoughts about making 24-30fps games playable
I thought the only problem with fps like this, especially in FPS games or so, is that it feels sluggish.
make them turn based?
VR has fixed this problem in a different way how normal games work
because in VR you feel every little latency
its called Asynchronous Spacewarp
I feel like with enough drugs/sleep deprivation you could maybe convince me to pretend to play an action game at 24fps
I just realized 144hz is only 6.94ms
anyone know how that works? so the frame renders but the input is taken once more right before the frame renders and then the image gets distorted to match the input if it changed late
could that make extremely low fps not sluggish if it were used for normal games? 😄
I love the BP nativization being gone
Just "lol, optimize somewhere lse dude"
there has to be something else
if you get the input first and render an image at 24 fps.. it takes 40ms to get on the screen.. of course that feels sluggish as hell
but if you get the input right before it renders it should feel like 60fps
It never worked without an error for me
yeah, it was never really stable
headmovement = input
I can't blame htem
Nooo
they actually might
I'm honestly not really sure what any of that commit means exactly
honestly the improved startup times in 4.24 were a huge help as well
yeah, still seems fairly cursed
Awesome. Interesting how it works, "reinstancing" sounds like it replaces actual data, but there can be old callbacks referencing old data structure, and how does it know how to copy old data structure into new
Question, is it possible to get how far the destination is from the player on a nav mesh? Example I have a tile system and the maximum movement is 7 tiles, that calculation starts to have issues if we’re stepping up or down.
So I want to disable the tiles that are not within 150*7 walking distance of the player
the path finding query should return the path along with its length
at least on C++ side it's easily done
Ah, never done C++
I know theres a node thats Get path distance, but theres little documentation on it
the mesh is probably one sided
You can add 2-poly roof facing up so that it makes shadow
yes, otherwise it won't cast shadows
2 poly roof? Sorry I m not sure about the meaning
They all mean two sided shadows
You can make the material Two Sided (which means both side of the faces using the material have textured that will block light) or have the mesh cast two sided shadows, which make the light pretends that the mesh is double faced when it's not.
Ok thanks
Yeah, I think there is also two sided shadows option in mesh actor/component settings somewhere in light mass category
But I meant, add special polygons in the mesh at back side for them to cast shadows. That would be a tiny bit faster
Anyone having issues with shadows when using nanite ?
Two sided material has worked but do I need to turn on every single of materials?
Hi i got a lightmass problem where the building light all ways fails. I tried to use swarm. But that dos not fix it.
if you make single sided geometry and you want it to cast shadows on both sides, then yes
Yes, but you can use material instances.
Thanks
But the plane in ue4 just works while my plane needs to turn on two sided material
Plane in ue4 just casts shadow normally without two sided material
isn't there a material flag that basically says "casts shadows as double sided"?
or is that some other engine 😄
Not in material, no.
It's per mesh basis
It's named "Shadow Two Sided" in 4.26
hmm, ok why not
Thanks for letting me know, I've done some testing as well, and youre right
so get path length seems to hate negative values for whatever reason.
Is the early access version of UE5 a 64 bit engine? if it is then the world bounding should be more than 20 sq km right?
I'm pretty sure the Unreal Editor has been 64bit only for years
many people have told me its a 32 bit engine
you must mean that it uses float32 types and not float64
but what i am asking is that UE5's world bounding limit should be more extended than UE4's right
people spotted some support for using doubles in UE5 but I don't think it's finished yet
doubles as in floats?
tell me about the world bounding limit in UE5
yes, double are a lot more expensive than float
will the world bounding remain the same as 20 sq km?
Isn't the world composition bounding in UE4 is 400 km² already?
I counted that every edge is 20km long.
No, even if it is, then its not for multiplayer
I think 20 sq km doesn't mean 20 km² but "a square of side 20km" 😛
anyway, UE5 seems to have a new method for world composition/offsets too
supposedly it should handle big worlds ?
hi I am trying to enable RVT, in the tutorial i am watching i see copy rotation and bounds for the RuntimeVirtualTextureVolume, however on my screen i don't have these buttons, do i need to enable something else to get this functionality?
thats what i want to know
ask in t he ue5 channels
if you can make levels larger than 20sqkm
Do you rely on old test methodology? Because even in local MP test it worked across 20 km long (not area, long)
can anyone help me , why Animation morph work on editor but it dont work in game?
It might not help because I'm not developing an MMORPG, but I still rely on replication for replays.
Am I doing something wrong here? It seems to be very inconsistent, one moment its 1700 units from destination and then its 1100
a few inconsistent changes of about 400 rn
its working like a charm but my mesh can now be cut into infitie independent meshes and thats causing my project to to crash. would anyone know how to put a limit on that ? theres a boolean called "create other half" but im not sure how to control it
Man, this Landmass plugin is a bitch to work with.
Guess another sanity check.
anyone knows what is this one? And how important it is for graphics?
Basically Temporal Upsampling
it is worth the 3.5 ms? for a stylized game maybe I don't need it?
You'll definitely need it regardless of stylised or not.
I mean, my UE4 game has anime style, and still uses plethora of UE4 features, Temporal Upsampling included.
Yes, the answer is yes.
For one thing, it'll scale up small render resolution with less blur than normal linear upscaling.
Why wouldnt you enable temporal upscaling? It allows using your game at much higher resolutions
"less"... bro theres no comparing an interpolation algorithm to temporal upscaling lol
Nah, I still notice some blur in Temporal Upsampling, but not as severe as linear upscaling.
Thats most likely motion blur
Temporal Upscaling is designed to get around blurring
Unless youre trying to upscale like 10x
in which case, basically any upscaler will fail there
because w're very short in ms budget, but if it does this, it might be worth it
Then perhaps try toning down the effects...
like... youve got like everything enabled there
or it could just be your hardware
¯_(ツ)_/¯
maybe, I have a crap GPU (1060)
yeah.. pre-20 series likely arent going to do so well with next gen game engines
Mine is starting to get expired aswell as stuff gets crazier (I have an RTX 2070 Super)
slowly but surely Its getting outdated
it wouldn't be that bad if there was reasonably priced 30xx cards to buy 😛
yeah, I cannot play properly with the UE5 project sample. That's a huge gap in performance needed, still very performant regarding the number of polygons
There are, theres just a shortage in material, so its more expensive
My 300$ 2070 Super is now 500$ in nvidias store
it can go up to 2000$ on ebay and amazon
reasonably priced
well
its a GPU
there is no "reasonably priced"
if you want a powerful GPU, youve gotta invest in it
take a bite out of your wallet
Does anyone know why "Get Path Length" is extremely inconsistent at telling me how far two points are away on the navigation mesh?
how is it inconsistent?
like, what exactly is happening
even in a straight line, I get massive jumps of about 300 units.
to explain my goal, I'm trying to get tiles within 7 walking units (each units 150 UE4 units) to turn red.
I'll get some images of my issue though
Anyone else have the creation of the project of ue5 (ancient) stuck?
Its around 1 hour stuck on creating project..
and how big exactly can you tell me?
He asked for exact number though :3
Down to centimetres if possible.
Code for turning tiles
what it actually does
I mean yes I can detect if tiles are within standard distance but that raises the issue of these ledges
I hope this quench your curiousity thirst.
210x210x210km
Demo Project from: https://forums.unrealengine.com/community/work-in-progress/81424-pull-request-world-origin-shifting-in-mp?109335-Pull-Request-World-Origin-Shifting-in-MP=
If you want to support the channel, help getting better recording gear, create more content, buy a coffee, you can donate on:
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You can o...
the hoodie guy, sorry to bother you, but would you know whats up with the grid system? theres no way all those red squares are within 750 walking distance
No idea, sorry.
np
Maybe Datura or someone else has some insights they can give over on #blueprint
it didnt because ive tried some multiplayer functions that stop working after 25 km from the world origin
functions as in pickup and drop and equip items
respawn
Fine. I raised my hands off then.
Guys help
I have a computer actor that has 3d widget component but I can't interact with buttons that are inside of a vertical or a horizontal box, any help?
also I have hardware input enabled and I can interact with buttons that are not inside any kind of panel
with UE5 coming, will UE4 development stop?
Not for a couple of years, and devs will still use UE4 until 2024 or later.
I was thinking that UE4 development was going to end as soon as 5 comes out
i am guessing the code won't be portable
oh hey a new room, didn't see it
👍
Seems like the Grass Maps rebuilding everytime is what actually stalls my Blueprint Brushes. Before I go try looking for it, is there a way to temporarily disable Landscape Grass Maps?
Hello guys how are you, I hope you are all doing fine 🙂 ☺️ 😊
Hi.
Can someone help with python for ue? How can I import asset to plugin folder with python?
With '/Game/*' work fine. If I try to use any other folder then game I get critical error.
Python? Try ask around in #editor-scripting
Thanks
https://gist.github.com/unwave/e5250cba73c43bd1f6da51b5e35fdb25 Export from Unreal with textures for static meshes with python. Export python.
i figured that out by now, but ty
Would you happen to know how to get all actors this multibox trace hit though (and is it possible to append them to another array?)
No.
hello
Hello
i tried creating actors which have an instanced mesh as a component and create an instance of that in construction script. Another actor creates these actors in a grid fashion but nothing seems to spawn
anyone help?
I am a noob 🥲
Show your code, properly visible and organized and then someone can probably help you
Without that, all my crystal ball says is that you did something wrong.
Point
this is the room construction script
this is the generating script which creates the rooms
I would start by giving your room a normal mesh component, like a box
Hello , i have troubles for spawning and possessing a character on the server. what is wrong ?
And see if stuff shows up
Because if it does, then there might be something fishy with hte AddInstance call
If not, then there is probably an issue with your grid code?
I would say multiple thing
For one, what is "BP_GAME_MANAGER"?
Then, you are calling a ClientRPC in that Actor. You don't want to spawn the Actor on the Client.
tried it
nothing shows up
Game manager , is my master class managing all the things concerning the whole game like sounds musics etc
hi, how can i get output image data from composition layer to screen? Is there a way to get realtime data from the composition to monitor, led wall, projector etc? Thank you
Okay, and is that an Actor? Component? Where does it exist? Who spawns it? Is it replicated? Lots and lots of questions.
But also, you are spawning on Client, or at least trying with that ClientRPC, which is wrong to begin with
i don't see what might be wrong though
I would further suggest putting PrintString nodes into the ConstructionScript of the Grid thingy, or place break points and check if your TMap called GridArray is actually looking like you expect it to.
Game manager , is an actor placed in world , it is not replicated each client has his , i don't know if this is the right way , but i ml currently converting a solo game in multiplayer
What triggers the spawning of your Players?
Usually the GameMode should handle the Spawning of the Players
So you are making it additionaly hard for yourself using an additional actor in the scene
There is no real reason for the existance of such an actor
GameMode and GameState, together with Components if needed, should be able to fully take care of your game
so i can just copy paste all is in the game manager to the game mode?
In the GameMode you receive events for Players Joining as well as existing functions that call to spawn pawns for your characters
Idk how much you have in that Manager, so can't answer that
I would do it step by step
ok , But just for trying , if i pass the event "run on server" it would work?
the first time that i compiled the code after adding print node in the rooms actor(construction script) printed it about 5 times but i saw nothing and no matter what i do, i didn't see any more prints
No, it's not that simple
Server and Client RPCs require that the Actor is replicated and owned by a specific client
The last thing is called Ownership and your Level Placed Actor isn't owned by Clients
If you know you are on the Server you don't need RPCs
Idk what triggers the spawning of your players
Check the log and see if what you print makes sense
When the button "multiplayer" is clicked it call "open level 127.0.0.1" and the begin play event redirect to that event "start Multiplayer " you have seen
My custom game instance rememebr with a boolean this is the multiplayer mode
so the begin play call the start multiplayer
open level 127.0.0.1 makes no sense
i just printed hello to see if the construction script runs at all
Either you call open 127.0.0.1 to connect or open level?listen to host
But yeah, you should probably move spawning code to the GameMode
And given the lack of knowledge about this, I would suggest you don't port Singleplayer Games to Multiplayer and read up on Multiplayer a bit more. No offense, but you don't do yourself a favor.
That's not a mapname though
Not sure if it works the same, but usally you would use the ConsoleCommand node in BPs
with open <ip>
ok , i learn a lot
Is there anywhere in the documentation someone can point me to that talks about the amount of player movement comprises data packets and updates from the server of player positions?
like that
?
i try
I'm not porting a single player to multi , i do a game with a single mode and a multi mode
sorry
@regal mulch i think it's rather better for me to try and ask how to achieve what i wanna do(cause i've been struggling to do this and debug it and stuff never seems to work perfectly)
maybe someone can suggest me the proper way to do stuff
Yeah, but that's not the issue you were talking about. I would suggest you get rid of that manager and move the code step by step to the appropriate classes in UE4.
My experience in tech support told me to ask multiple colleagues the same question to see how different the answers they give for that reason 😂
Was just about to say that
Ask multiple people
The first answer doesn't have to be good or bad, or wrong or right, but it doesn't hurt checking with multiple people
ok
Trust but verify approach
I do this sh'te for a living for the past few years and I'm still learning every day. So even if I say something it doesn't have to be the best solution. :D
i want to create a dungeon generator(i have meshes for the 4 types of connections that rooms and paths can have)
i want to
- spawn random rooms
2)generate paths with a* algorithm and eventually make it a bit more complicated and better at making paths - Read and make the appropriate meshes from the 16 types(rotations) of possibilities of each(rooms and paths)
No, that's for connecting of course
If you want to open a map you have to use OpenLevel with the Map Name and then listen as option (if you want to host)
i've went as far as writing all the cases within a single switch statement without branches
Also @autumn grail you can move this to #multiplayer
ok
but it ended up not working exactly as i wanted it generated weird artifacts
Oh did anyone have an answer to my question regarding how much of player movement comprises the data packets for replication?
Or where in the documentation I can see that
I would just run tests and see for yourself
#multiplayer
Also Unreal has network insight tools. I forgot what it's called or if it's even built in to the Unreal Insights.
I suppose my question implies a follow-up that I would like to be able to edit said composition.
As different games require different amount of updates. I'm looking to build from the ground up network optimization to fit as many players on screen as possible.
That's why I need a direct answer on documentation. I already know how to run a perfstat on datapackets. But that doesn't tell me the composition of that data.
I guess no one knows answer to my dilemma
hold the phone, I'm scrolling up.
^
there i replied it so you can find it easier
new UI in UE5 works more slowly? Or is it just me...
I'm not particularly good at doing procedural dungeons with more than 4 direction paths. (It's not like I have purpose to create one - and I use external software to generate dungeons)
Though generally you want to have the room assembled with static meshes, and generate the the transforms. My idea would be to have one central point to calculate the transform for the walls and stuff, and then determine which side of the wall should have entrance.
it is 4 direction paths but the thing is i don't have custom entrances it's a mesh for each direction opening
how do i use the megascans texture blending feature in ue5? is there a new button, because the megascans tab is gone
they arent answering
Rule #2:
Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.
Also consider experimenting yourself while waiting for answers.
I just copied that rule as well :p
:) sorry
is it a bad idea to use the third person project to get the headbobbing on a first person controller by attaching the tp camera to the head?
feels like it is
ok i'll also share my previous code maybe people can suggest/ figure out the issue with that code. it executes something like this
as you can see there's a path that leads to nothing in the bottom right(an artifact that idk how or why it get's constructed)
the algorithm is kinda messy so excuse my organisation
So I've been working on my own game project in UE4, would it be wise to jump to UE5 and continue my project from there?
no
and if you read the thingy when you downloaded UE5 it told you that
UE5 isn't "released" per say. It is in early access. It still has about a year before it is "released".
And that's assuming that it doesn't get delayed again.
i'll help explain if you get confused
this also happened where the top paths aren't connected rn as i compiled to save and close the project for the day
real life spaghetti code
not your fault :D
but idk really how to organise them
cause i am using the min max value almost everywhere in that function i guess i can make local variables but i thought it'll be better to save space
Also collapsing nodes into one node.
i didn't know that was a thing
doesn't it just create a macro?
It's not a macro, but nodes inside a node.
While you can have such functionality with macro, you can collapse nodes into one node even for the sake of blueprint navigability, and execute input is not mandatory.
@night crystal Just to get my point across - this is Unreal Engine 4.26, and the whole sky system is assembled in less than a day.
Oh shoot, I guess discord didn't have player for M4V 🙄
Should've renamed it to MP4 for convenience
Well, sorry to have you download a video file.
Yeah, looks pretty amazing - but then, unless I'm using hdrp in unity, ue4 just looks better by default 😛
welp either way i'm gonna try to change the whole path making algorithm into a* soon
but I find using hdrp in unity makes it fatter than ue4
so i'm not gonna trouble myself with trying to fix this
In case you're wondering - my settings are pretty much in Medium and very low screen percentage.
It helped that I crank up the TAA and Post FX to Epic, which is very minimal on performance.
Also I doubt Unity has superb temporal upsampling out of the box 😛
Temporal upsampling is a godsend for lowspecers.
there's about three or four months of work on this environment, terrain, and ui - I realize ue4 would have done most of it for me, and probably better - but tbh, I don't know how in ue, unity my home 😛
ty tho) starts struggling with about 200k tris