#ue4-general
1 messages · Page 1006 of 1
I dunno what you are doing, possibly
you need to read up on the basics of #multiplayer
I read a lot , its not so simple to go from theory to concrete usage
Hey, I hate to be "that guy with infinite questions", but...
I have a terrain in Houdini that I've been trying to export to Unreal Engine using tiling heightmaps and/or tiled meshes for more than a full day now. I've asked around in here and other discord servers, read through documentation and watched multiple videos on the subject, but I just can't seem to figure out a good workflow. Would anyone more experienced with terrains in UE be willing to hop in voice with screenshare and help me figure it out? I think that'd be the fastest way at this point
Where are you calling "Input action Shoot" from? If you are calling it from the playercontroller then you need to ask the server to change the variable for you. Create a custom event which is set to run on server, and the call that event when you press the button. When the server changes a replicated variable the value is replicated to all clients and the the Repnotify function is also called on all clients (and the server). Hope this helps. and check this link as well: RPCs
I need an event
Im pretty new to unreal. not 3d. but how do people get free Height maps for open world games.
i will leave this here
how do i remove the preview from socket?
how do i undo the position here?
If I have 300 SM is there a way to automatically add them in array? Or only way is manually adding each with +?
I think you can get children components if those meshes are in parent of a component.
No fricking way.
UE4 detects the MetaSound plugin. I don't know if this is going to work, it's too good to be true if it works in one fell swoop.
Also managed to port UE5 actor icons to UE4.
So I'm missing AudioWidgets plugin...
Let's see if it runs in UE4.
As you may play Dr driving <mobile >game they have multiple cameras for rear and side view but I think that does not effect performance I want to implement like similar
Never heard of that game, but generally Scene Capture is expensive on performance.
How can I use multiple camera and display them to one view port by one player controller?
0
Hello, thank you for seeing this question.
For example, you want to make a game the content of which is like this. ↓
At the upper left of the screen, pictures of monitoring cameras are displayed, and the player can controll a first person carácter using main camera. Using monitoring camera, the player has to kill enemies and defend something important.
To make a game like this, you have to use multiple cameras and display them in one screen.
How can I do this?
.. This question is in documentation and similar like me but no answer
Does someone i have experienced this issue: Set master pose component does not work in multiplayer?
Most likely you'll need a scene capture, render to texture, then use that texture on a UI widget
Does UE5/ue4 have triangle or instance cap? I can't get over these numbers lol
I've been working on a grid system that I can adjust the X and Y values of and just regenerate the grid, Each grid square has an index. its generated row by row. I've been looking for a formula(s) to check if an index is on the edge of the screen (mostly the left or right side of the screen) Can someone help me find the comparison 'formula' to check if an index is on the left or right edge of the grid?
Edit: I would like the comparison to work should I adjust the size of the grid on the X or Y axis
Here is an image for reference on the square's index;
Update on porting MetaSound to UE4:
I'm also missing AudioCodecEngine module, which would be nice if I can bring it to my custom UE4 directly. Alas, I don't have time to rebuild the engine and bringing it to project level probably won't help much
So if I want to increase movement speed for a specific duration would I basically just set it to whatever amount and then reduce it by that same amount after a delay?
It seems that simple but I'm wondering if there's something I'm missing
delays, timers, or even timelines could work
So I could use a timeline to make it decay over time, for example?
Because it would output the value to set it to every tick
Yeah, you could use a timeline to adjust it every time it updates. like a decreasing over time deal
Clicking a Folder in the UE 5 content browser now shows shit in SUB folders also. is there a way to toggle that ass backwards option on and off ?
i didnt click c:/folderA/FolderB. I clicked C:/folderA X_x
this new ue5 content window is extra chunky. so much blank space pads everywhere X_x.
ahhh... "show folders" does more than just "show folders". it "includes subfolders in browser also X_x. interesting
is anyone here a genius about animating widget actors?
Is it just me, or does UE5 actually start faster than UE4.26?
Dont forget to drink enough water :tumbler_glass: :milk:
what ue5 was meant for
Is there a place where I can find someone to look over my blueprints for a bug?
I'm having this really annoying glitch that I don't know how to fix and it's a bit hard to understand
is it possible to use visual studio to debug andriod builds on andriod devices
Need good resources on Unicode stat
Question, should Texture Streaming still be utilized in UE5? Or is it no longer necessary in 5?
can I just test if an input is being held rather than use an event for it?
I'm not asking if that's preferable; I'm literally just asking if I can get a boolean from if a key is held
hello im new to unreal hoping to teach my self how to do this
hello, is there a way to make a slow loop, like 50 times per tick ?
That sounds wrong
If the array is that big you need to do some time splicing over frames till its completed
Then allow the loop to start again
it's like over 20k
So either make it on s separate thread or do time splicing
Ie x amount of time per tick till the loop is finished
how ?
hey I'm trying to use my input axis nodes from my movement input to determine which keys the player is holding but it's only outputting zero
Well you need to get the time at the start of the loop then check after every element if time has exceeded then break the loop. Store the next index then next tick carry on from the next index rinse repeat.
like i want my loop to execute "loop body" slower
but it's too fast
Again you can not do that.
And don't go putting delays in cause that will cause issues.
i tried but it was too slow, no other issue
You have a design flaw if you need to slow down a loop.
So go rethink your design
Maybe split things up.into chunks and do one chunk per tick.
But no context on what you are doing.
i have chunks, but each chunk have like over 20k in his array
Like I said this is a design issue if you need to slow down a loop
Your best bet is to time splice
well, i will try to slow down it, somehow
I'm 15 years of programming I have never needed to slow down a loop
Nor even thought about it
Timeslicing not splicing my phone replaced slice with splice lol
I have Unreal engine 4.26.2 installed and I want have Chaos in the editor but I dont see Fracture tool here!! how can I have it?
Is it possible to use intel realsense on ps5 or xbox usb ports with unreal?
hello, I'm having a problem with 4.26 water plugin, I can use it in the editor just fine but the water material won't render in packaged game (it turned into the default material)
has anyone experienced the same problem? is there any solution?
Can a mod please help? I can't message @buoyant granite to put a job listing up.
if you can export it into fbx, then yes
It works.
when making third-person shooter game,
how do you ensure that the trajectory of the bullet from the muzzle is correct(Especially when the shot will penetrate multiple targets)?
Is there any way to correct the trajectory?
the first problem is defining what the "correct trajectory" actually is
this is a good article that touches on some of the problems you might encounter, as well as potential solutions you might design
https://www.gamasutra.com/view/news/124925/Opinion_Adventures_With_Guns_In_A_ThirdPerson_Shooter.php
any idea why client 1 in a multiplayer setup would have netcode issues that 2, 3, 4 and so on don't have? i'm having the player character mount and become attached to a physics vehicle, and then having the physics vehicle move. for some reason the body of client 1 moves double what the vehicle moves, whereas the server and clients 2 3 4 remain fixed in the seat lol
normally im fairly confident troubleshooting replications issues but this is just super weird given that i'm not trying to make specific character IDs be any different from eachother
i assumed it was happening to all clients and then was really shocked to find out its only for client 1
It’s exactly the same as my question, and I have learned a lot before I finish reading it.
@pure gulch the way games do it is to do a line trace from your camera straight ahead, to determine where your "target" is, then the projectile trajectory is rotated to point towards that target
get look at rotation from your projectile origin, to where the line trace hit landed
nvm, fixed it... it's because I haven't set the use with static lighting flag in the water plugin materials
its tricky if you're working with slow projectiles or arcing shot gravity type projectiles
I mean, the whole point of the linked article, is that just doing this isn't really sufficient
you get disconnects between what players expect and actual behaviour, etc
ah yeah ive heard of people trying even weirder stuff in the case of trying to allow for leading targets with slow moving projectiles
anyway im extremely confused atm why a replication issue would be effecting client #1 and not clients #2 and onwards in a multiplayer test
I need help, basically i deleted running animation while trying to install walking animation on it. First off i didnt found any blueprints that lead to animations, secondly
IF anyone ever wondezrs why this happens i figured it out, it is because Raytracing was enabled on a card that doesnt support it.
so could anyone help
How can I instead of painting layers just use a texture in landscape material?
Thank you, but in this case: a single penetrating shot hits 5 targets, how to set the trajectory? That is how to meet the player’s expected kill
I wanna proceduraly generate random textures instead of hand painting grass
yeah thats tricky idk how exactly
@zinc cave Were you able to resolve the issue?
Bridge materials does not carry any texture info in UE5. Idk what's the problem
hi where could i ask about crashes and whatnot? i dont see any text channel pertaining to these. would appreciate it if someone can help because now my ue crashes 100% of the time
Hi people! someone can help me with composite font to support chinese and japones language?
UPDATE: (FIXED)
So basically on ported projects, you have an "MSPresets" folder. On UE5 when you import a material from Bridge, the parent material does not get linked to these newly created material instances automatically. Just rename or delete the already existing "MSPresets" folder and next time you import a material form Bridge, a new 'MSPresets' folder with Parent material is created and after this point Bridge imports works as always.
Looking for a friend who knows Unreal Engine, is around my age, and with whom I can talk to whenever I want.
You can use Sub-Font Family to add CJK support to your font asset.
I just put taming in my little asset flipper
You can see that japanese and chinese doesnt work but korean works
I think CJK Compatibility range alone wasn't enough. Let me open back my project.
Thanks, you are awesome
LMAO
hey, can you DM me your profile pic?
These are my CJK range that worked for me. Those are:
- CJK Compatibility
- CJK Compatibility Forms
- CJK Compatibility Ideographs
- CJK Radicals Supplement
- CJK Strokes
- CJK Symbols and Punctuation
- CJK Unified Ideographs
- CJK Unified Ideographs Extension A
- CJK Unified Ideographs Extension B
- CJK Unified Ideographs Extension C
- CJK Unified Ideographs Extension D
- CJK Unified Ideographs Extension E
- Hiragana
- Katakana
- Katakana Phonetic Extensions
- Halfwidth and Fullwidth Forms
It's quite a lot of a range, but I think that pretty much covers all the CJK characters.
Guys help. I an trying to apply a material on my prop which I modeled in blender but the texture does not apply only color.
Any help?
Either you haven't setup your materials in UE (remember that materials aren't interchangeable in FBX) or something's wrong with your UV map (of which the engine should complain about it after you import the mesh)
Yea i just checked
My model does not have any uvs
Why is that and how can i fix it?
@drowsy snow
Ooh i just did some search
Turns out i have to generate uv map in my modeling software
Is this course good for me, if I am a complete beginner, but I have basic knowledge of UE4.
The course is about Building Bettter Pipelines, and it seems like this course is for people who work in teams, and are professionals.
https://learn.unrealengine.com/course/2436634?r=False&ts=637580405976493952
BTW protip: For the best results, use power of two resolution (e.g. 2048x2048) for the texture, and if you're going for static, baked lighting, make another UV map specifically for the light map. Don't use the Ianhubertism / Projection method for lightmap UV map.
learn.unrealengine.com is official Epic made course, it's your best bet in online UE4 courses.
I mean
The course is about Building Bettter Pipelines, and it seems like this course is for people who work in teams, and are professionals.
how can i stop this
Thanks
There's many other courses you can search in the website.
https://www.unrealengine.com/en-US/onlinelearning-courses
Yes, I know that.
But, bro, what I am trying to ask is, I am a beginner with basic knowledge of the editor, would it be right to learn this course now?
When i create child blueprint class, am i somehow able to turn off some functions?
that i made? like chasing for exmaple
You can override a function in a child BP that the parent have, and basically do nothing in it.
Try using other name, like "On Shoot" or "Shoot Event".
Although I might less specific about my answer, so correction:
To override a function, override them via the side panel of the BP editor.
To override an event, use Bind nodes instead.
In the node list, you should have something along the line of Bind Event to Shoot or something like that.
What's it mean when it just says "prerequisites" after hitting launch
It's installing engine prerequisites. Should take around 2 minutes.
Ok I still don't know how to override this event after all
Thanks
although ill try one mor etime
What’s the cause for the code compiling takes like 12 - 15 mins just to compile after adding 1 empty class.
@drowsy snow Thanks for help it works
xd
i cant move my gun
i can change mesh to pipe but cant change size or move it in to enemy's hands
The spring arm that your camera is attached to has a check box called "do collision test" that you can uncheck and it wont collide.
thank you
Idk if you want to but just in case you do, If you want to make it collide with only certain objects you could fiddle with collision channels it uses when doing the collision test or even make your own trace channel in project settings.
i have attached the muzzle flash to my gun when we click left mouse button but when we fastly click the left mouse button the muzzle flash disappears but the sound effect keeps coming
any help?
are you setting visibility of a particle or spawning it, how are you handling the muzzle-flash showing?
the muzzle flash is at the end of the barrel
the auto active is off
so i activate it when the player clicks the left mouse button or right thumbstick trigger
the function you showed, is that being called each time you click?
it stops when we release left mouse button
you're toggling the active. so you fire once it activates, you fire again it deactivates, you fire again it activates again.
with that every other shot will activate the particle system
no
when i release the left mouse button it deactivates
ah
perhaps when you are clicking fast you're deactivating before it has time to finish
not that fast but having a gap of 1-2 seconds
thats odd, do you reference the particle anywhere else?
I usually 'spawn emitter attached' and attach it to a bone on the gun or scene component
i have attached it to socket on the bones
can I see the entire start shoot function?
oh thats all XD
try replacing the toggle active with 'spawn emitter attached'
is this what u said
yeah but you would attach to the gun and then fill in the attach point name as the muzzle socket name (case sensitive I beleive)
nvm I see you attached to the gun lol
but its not working
oh, make sure you set the location and rotation to the socket's world location and rotation XD
do i have to do anything in stop firing function
no, this spawns a particle and will auto destroy it when finished
how do i get sockets world rot....
to rotate sockets you would rotate the socket in the skeletal mesh
no, how do i get socket's world location and rotation
oh, drag off of the gun reference and "get socket transfor" or something like that, I'm loading my project rn for reference
is this
I beleive. still loadin
If i'm not mistaken you need to set location type to world
This location type ?
Does anyone know where should i find, or how should i search for tutorials that are only for shader creating?
Its either snap to target, Keep world scale
or Keep world position
hello guys, where are the setiings for the engine, like graphics, shadows, these, that the categories were low, medium, high, epic, cinematic?
i was playing 4 years ago with that one, but all i can find now is just old one, i need advanced, like making shader from scratch with functions, animatyions..., not only how to conect tekstures and setup simple power functions
not working
hey guys, do any of you have ever generated FileOpenLog in consoles?(ps4/xbox) i've been able to do this on PC but i'm having a hard time to do this in consoles.
4 years ago? The official courses are just introduced sometime in late 2019
Here is what I'm using. Make sure in your "attach Point Name" is the muzzle flash socket name is filled in
what i need at the moment is making materials for buildings, hight blending, working with vertex paint, paralex maping, displacement for cinematic, playing with animated effects... I am doing reverse engendering at the moment taking free samples.
Hey there people. Hope I'm not interrupting much. I'm having trouble painting foliage. My landscape is a static mesh imported from blender which in exchange was taken from Unity. I'm selecting foliage tool and trying to paint, but brush doesnt appear. I have static mesh ticked in foliage, and as for collision I have selected the original mesh as Complex collision mesh. Collision preset - BlockAll. Is there something else I'm missing? Anything that could help me appreciated, even if it's another place to ask for help (x
thx for link, i will look what thay have there
https://www.youtube.com/watch?v=bpFaRlhVX4o This video says "400 square kilometers landscape and playable" where are in UE4 everything beyond 20 sq km start to fail , like physics floats and meshes start jittering. So tell me guys is this video a scam?
scam?
world composition.
Again, the true limit is around 200 km across.
I don't like people talking in m² for that
400km² is a square of side 20km
if I'm not messing things up 😛
failure from float accuracy issues is best measured in "distance from 0"
square meters != meters squared 😄
Guys watch the video, then you will know what he is talking about
I mean, I did watch it, but I'm not sure what your point is
I just told you
This video says "400 square kilometers landscape and playable" where are in UE4 everything beyond 20 sq km start to fail , like physics floats and meshes start jittering. So tell me guys is this video a scam?
^ this
I literally replied how it's possible - world composition
System for managing large worlds including origin shifting technology.
400km² = 20km x 20km
i once made a terrain that was 80 km long and 80 km wide and several things started to fail
Use the bloody World Composition.
Problem solved.
yes - world composition with origin rebasing should allow you go far beyond 20km
no it does not
but in this case it's still 20km x 20km
I remember that guy wanted wide open world multiplayer, so origin rebasing isn't an option.
multiplayer is a whole different problem, but origin rebasing is the starting point
the engine doesn't support it in multiplayer though
that means you had a 6400 km² terrain
Origin rebasing is for single player only.
which is > than 400 km²
well do any one of you know if UE5 supports it?
in MP?
UE5 doesn't support much of anything at the moment, but in theory it does have 64 bit coordinate support on the way
how to get fonts for UI
Is there a way to undo the changes you've made to an asset or level without just quitting the editor and choosing not to save?
Like unsave an asset
no
and the 64 bit coordinate system means unlimited world bounding or more than 20x20 km world bounding?
( in multiplayer as well )
Right click -> Asset actions -> Reload
^ ooh, that, yes
If you want to go full on Earth 2 scale, then you should wait for full release of UE5 and try it for yourself.
That's one surefire way to find out.
that should work for most smaller projects
@drowsy snow thanks
Or, you know, make your own open world engine like No Man's Sky did.
heyy
i'm new in UE4, and i'm learning with a tutorial that say I have to go to a section called "brush setting" in details' panel, but i didn't found it. is it deleted or my UE4 is bugged ?
Are you doing BSP geometries?
yes i think
Outer Wilds has the player move the whole solar system around them
rather than move inside it 😛
that works too
I just want to set the brush type of a cube substractive
At what point do people recon floating point precision becomes an issue? My game is about 10x10km. But I haven't actually tested moving to the edges yet.
Of is this only really an issue for space or driving games with like 100x100km+
what is BSP geometries ?
Hey people. What are requirements for foliage tool to work on Static Meshes? I have a tick in tool and a complex collision set as mesh itself, but the brush doesnt appear. Anything else is required to paint it?
10km x 10km is fine, with World Composition.
10km is probably towards the upper limit of what you'll get away with, without origin rebasing, but it also depends on how much physicsy stuff you're doing
@drowsy snow my game isnt using world comp and it's multiplayer so out of the box origin rebasing isn't an option
Origin rebasing isn't an option for MP, but World Composition on its own is an option
Some guy on a forum suggested 8km before it becomes an issue
Also, what's with influx of people wanting to make multiplayer open world all of a sudden?
I understand if it's open world single player, but multiplayer open world? (which is commonly used for MMORPG)
Isn't world competition for streaming levels?
I'm generating my world around the players
The limit of World Composition without origin rebasing is 20km x 20km.
Ok good to know, hopefully I shouldn't run into issues
Is there a challenge of Make Your Own Final Fantasy XIV or GTA Online going on that I wasn't aware of?
big world multiplayer is optimisation hell, and I'd stay well clear of it with anything less than an experienced team, heh
It can actually be useful for shooters as well. Jambax mentioned how in HLL, when you scope in, it can cause jitter because of the floating precision error.
Valheim probably
In two years there'll be a bunch of valheim clones hitting the store. Including mine :)
survival games in UE4 tend to use heavily customised versions of the engine, FYI
Why?
The settings is in the details of the brush.
because UE4 isn't build for it and doesn't have the feature set
To fit the specific needs of their games
Hmm - all the shovelware that I've played says otherwise 😛 (I kid I kid)
okay i found out, i was not using BSP, thank you
UE4 sucks at long term persistence, multiplayer with large coordinate systems, large numbers of actors etc
Well I've built my own world generation system and networking for the world itself. But it's not a custom engine by any means
so people layer on a whole load of additional engine subsystems to manage it
For one thing, my game is single player only, but I still modify the engine. Because of manipulating the renderer to support deferred anime shading.
the difference between ~2000 actors needed for a small environment, and the 30,000 needed for a larger one, is... not easily ignored
I'm not using the standard replicated actors for things in my world yeah. Unreal networking isn't designed for that
that and in open-world multiplayer you have the whole sharding issue to deal with
You're not wrong but it's not an engine level customisation
But it would took engine modifications to specifically suits your needs.
Damn, I miss when people starting out making single player games, and not aiming for MMO cash grab attempts, especially if they less knowing what they're doing.
there are still plenty of singleplayer games out there
I lament the loss of smart, small scale coop games though
the thing world origin rebasing and multi
HEY
that that mostly, it's big MMO like games that need to use that
and they just have their own custom server anyway
I gona try it thanks, is this only for chinese or works for japanese too?
games like Sanctum 2 and Deep Rock Galactic, I've lost hundreds of hours to 😄
how to edit ue4 default settings from ini files ?
But seeing sudden influx of indie small devs, with little experience wanting to make MMO from the get go is concerning
it's not a new thing tbh
Let them make MMOs if they want 😋
I found Deep Rock Galactic incredibly boring and repetitive. Was fun at first, I'll give it that, but there wasn't much to the game.
inorder to make it start with particular settings
UE community has been plagued by people wanting to make MMOs and large scale survival games since UDK went public in 2009
This isn't something unique to UE either
Do we need another Dreamworld, which recently defamed our beloved Manny?
lies
the game doesn't hook you well
They saw UE5's massive tri count handling capability, and figured 90% of the optimisation is done with ninite - probs .-.
I tried the free weekend with a friend and we both felt like we did all there was to it
Pretty much the entire Chinese, Japanese and Korean characters.
People largely want to make the games that they are playing. Because that is what is currently inspiring to them.
yeah, I think the new player experience is not the best, and it encourages you to play on too low difficulty to begin with, so you miss out on the wax/wane intensity
Nanite is not a magic bullet, from what I've seen so far.
Pretty much this. I mean, I bought the game however.
but there's quite a lot of content, and the more complex caves can be quite challenging at times
Nanite solves the easiest part of making an open world game: getting the assets to fill the world with
Lumen, though, it's a heck of a magic bullet 
all that's left is the huge manpower for filling the world 😛
Not so much with high res textures .-. That's all still loaded into mem right?
But wait, we can flip Megascans, right? 😉
if you see how much time and effort they put into biomutant, only to read in reviews the world is rather boring (but beautiful)...
that only gives you the assets 😛
and thats 8x8
It's incredibly difficult to make an open-world interesting
Biomutant at only 65% review on steam, that must hurt
oddly enough, botw (depends on who you ask) does feel interesting. but that is because the few mechanics that are there, are implemented everywhere
. _ . It is - to make an complex open world where everything is integrated with each other,
Another one I remember is Dynasty Warriors 9, being criticised for empty but vast open world.
Nanite or World Composition/Partition alone won't solve the issue that plagues open world games.
good open world games come in two categories; systems-led sandboxes, and content-filled spaces
people nowadays refer to bland open worlds as "Ubi-worlds"
most people don't have the capacity to build content-filled spaces, which is where Biomutant failed
UE5 will solve the part where you need a big engine team to write the engine for your open world
you'll still need a big team to fill the world and write the gameplay for
IMHO Satisfactory is a good example of the kind of open world game a small(ish) team can build - because there's almost no content outside of those that drive the core gameplay mechanics
is it procedural generation too? I don't remember
it's not, fixed world
Still need all other types of optimisations ;-; geometry optimisation (LOD etc) was a small part which every game (big or small) used
well, then there's no doubt it's entirely on it's core gameplay 🙂
IMO, LOD benefits many type of 3D games, even linear ones.
Let alone creating a bulletproof multiplayer subsystem for it 🤭
I wonna see how new mesh pipeline programming works with all of this,
^ this
The trusty vertex shader has served us well over the last 20 years, but the time has come to take the next step in technological innovation. Mesh shaders apply the full power of generalized GPU compute to the geometry processing pipeline, unlocking a new level of flexibility and performance. In this video, you will learn the basics of Mesh Shade...
BTW I should test Nanite with that infamous Nefertiti bust scan, in lowspec hardware.
I'm genuinely shocked that Epic managed to get Nanite worked in DX11 at all.
Hi! Where could I ask questions about ue c++? 🙂
thank you!
Though that makes me think...
Is packaged UE5 game even worked on Windows 7?
well it's DX11 no? so no reason
@drowsy snow Hey, asian language works, thanks ! you are awesome!
I'm playing around with the default Unreal third person project and removed the walls and had the character jump out. The player is destroyed after it falls a few meters. How would I go about finding what destroyed the character?
I don't see a collider and the player controller is just the third person controller.
Guys I need help fast. Im using an animation blueprint in sequencer to render with movie render queue. This was working fine up until today where movie render queue is no longer playing the animation blueprint and now it is just using the frame that sequencer was last set to in the editor. please help.
It's the Kill Z, it destroys any actor that goes lower than a Z elevation. You can set it in the World Settings.
It defaults to -1048575, which is around 10km below zero Z. The third person template map probably set it higher than the default.
I've added crap tone of foliage and increased viewdistance, culldistancescale etc to see more foliage far away from me. Now my scene starts flickering black and white and sometimes even crashes editor. Any idea how to fix this without scaling everything down? RTX 3090
To be morepreicse my animation blueprint slot node is working in the editor but when i go to render with either sequencer or movie render queue the slot node does not do anything and it just uses the last sequencer frame that was in the editor
Oh I meant I wonder how much more performance we can see when they use it in combination with the optimisations dx12 ultimate brings
Hello, I'm someone who's very new to game design and programming, having only gotten to vectors in C++ and having done no real programming. I'm aiming for a very high goal of remaking atleast part of a childhood RPG (Early 2000's so not very easy for a single person to make) and since my summer break has finally started i thought this would be the best time. Does anyone have any good leads to starting to learn C++? There are a lot of different courses and im not sure if i should pick one thats made for UE4 users or not. Lastly, would it be worth it to buy a Udemy course on it? Theyre like 87% off for the next 6 hours, and I've heard people say its a great site
Any idea how to fix this?
@drowsy snow Awesome thanks. I should look at all the possible world settings.
Does anyone draw line trace between the player to the mouse cursor? (2d)
Not working as I expected
I see - also being a compute shader - does that mean nanites functionality maybe limited on mobile?
Ah, it don't work on Vulcan? - although I'm new to ue so not sure what unreal engine's compatibility with Vulcan is like
hi, I'm looking for a tutorial serie (FR or EN) that show all the process of creating a game in unreal ? (making the map, the character... all the basics) in 3d or in 2d with paper 2d
the hour of code is nice, but I want to create everything by myself
Back then you'd have channels like DevSquad (used to be Virtus) that has tutorial series on creating a playable game and its mechanics. Old tutorials shouldn't deter you from following, as the steps are pretty much the same.
tysm
What is the kill Z used for? The player gets destroyed when it reached that Z value. But what is it used for?
where is the notifies option
is this the notifies option
how do i know at which time the notify i added
@drowsy snow I understand that it kills the player. But what is it used for? Is it used to restart the level? or is it used when the game glitches and the player falls down the level in infinity?
It's mainly to prevent actors (usually with physics) to freak out due to floating point errors.
@drowsy snow When does "floating point errors" happen?
Also Kill Z can save on calculation, because of the actor being so far low.
Not exactly certain, but it'll happen with large float values.
okey, so it prevents the game from crashing?
Is there a specific case scenario where you want things to happen below 10km default? (Which is -1048575)
More like preventing physics calculation to freak out than actually crashing.
There's this option for Kill Z Damage type. I reckon you can do other things besides "inflicting damage" by overriding it.
Is it possible to visualize AI view cones while playing in the editor?
best way to make trees?
im currently using speed tree but is there a better tool?
Are there any specific system requirements for UE5? I am building a pc and i wanna make sure it will work well with the engine next year
The best you can afford
6-8 core cpu will do you just fine
3060+ gpu
WIll serve you like 10 years
16 to 32 gigs of ram would be nice, Nothing below 16 tho
and what about 2070 for example? or 2080?
any gpu that can run latest games on ultra will be just fine
i'm still on 1060 and dont see a huge need to upgrade yet
I would say for c++ dev more cores will help vastly
from the official docs:
Basic hardware requirements for working with Unreal Engine 5 Early Access are unchanged from UE4. For details, see the most recent UE4 documentation.
However, some of the new features in Early Access will require higher-end hardware to get best results.
For example, to get the most out of Nanite and Lumen, we currently recommend the equivalent of an NVIDIA GTX 1080, AMD VEGA 64, or better. We also recommend upgrading to the latest drivers for your GPU.
We are continuing to work on improvements to performance and quality, and to test on a wider range of configurations. Therefore, recommendations may change over time during the Early Access period, and are likely to change for the eventual production release.
More RAM and v/cards with lots of vRAM will always be better
hmm okey. Thats helping me a bit
I think a high thread cpu will go farther than a fancy gpu
GPUs are doing a lot more grunt work these days, so I'd question that 🙂
Gpus don't make compilation faster
personally i would also opt for a better cpu
Especially with Nanite
it cut downs compile times by a lot
Is there some kind of technical support channel here??
The half of the UI on my Unreal Engine just doesn't want to work. (Version 4.13.2) Running on Windows 10
I'm stuck since 3 days because "Set master pose component" doesn't work in multiplayer ( it works on single player fine ) :
My characterBP call a server event which call a multicast , this multicast execute the set master pose node.
The skeletal meshes stay blocked at idle animation , they don't follow the running animation of the character mesh.
Help would be greatly appreciated folks.
@autumn grail Networking is an entire thing on it's own, for starters have you read through this? https://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf
@frosty cloud This is the tech help channel, why are you running such an old version?
Thanks , i sure will read this
This is old??
4.26.2 is the latest "released" version of the engine, so yes
Hmm I was originally trying to check out Unreal Engine 5 and got brought to the Epic Games Unreal Engine installer.
I assumed I installed the latest version.
Nah, I would install the latest one, 4.13.2 has issues I'm unfamiliar with
Alright I am going to try installing it off the official website and not the Epic Games Launcher lol.
you should be using the launcher, that is the only way
the website has you download the launcher
click the yellow + to the right of that installed version and install the latest
ohh...
Man I just pressed install unreal engine I would of assumed it would have gave me the latest version ://
nah it's a list from the top down I think
mines done the same thing
I'm an engine hoarder, lol
Are there any plugins or tips to package projects? I'm getting project failed and can't figure out how to track down the issue. It would be nice if the error at least told you what file it originated in.
I keep 6 version of UE:
- UE 4.26 from launcher
- My custom UE 4.26
- UE 4.27 from GitHub
- UE 4 master fork
- UE 5.0EA from launcher
- UE 5.0EA from GitHub
thats a good question mmiller3 I've wondered the same thing
hopefully youll get some good answers
Used to have UDK, but somehow it got corrupted, so I get rid of it.
@bleak lark In the main directory you have the cook results
@drowsy snow Oof, and yeah I just hoard cause I have old projects
is there a channel here for beginner with faq and some guidance? cant seem to find one
i thought i saw one awhile ago
let me cook my project I'll see if I can find the actual file, but it lets you know why it fails
Also I ported UE5 icons to my custom UE4
Dubbed this effort Starship Backport.
A lot more involving than I thought, because UE5 icons are in SVG.
See pinned in this channel for useful links.
@drowsy snow using ALS, man of culture
@granite spire I'm cooking again now and I'll share what I'm getting once it fails
Just ask it here or a relevant channel
@drowsy snow ha forgot to check pinned, thank you ❤️
i just assume you guys get "how do i start" a 1000 times a day
i tried learning so many times but i feel like im hitting a wall every time. i can program, but somehow it feels like the tutorials online are not clicking for me
@neon saffron I have this idea of a project, that is like a personal skill set for UE4, so you pick a path you want to go and it has requirements, much like a flowchart, nothing like this exists so I'm still pondering how to go about it, a shareable online link would be nice
@neon saffron https://www.youtube.com/watch?v=iY1jnFvHgbE Here's a good AI one, Mathew's tutorials are excellent
In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.
By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...
This is the first episode going over how we can create a survival horror game using Unreal Engine 4 from scratch. We'll be going over how to create various mechanics built around the game.
In today's episode we look at an introduction to the series and how we can begin setting up the hunger system using Blueprints!
► Horror Game Assets: https:...
im not sure what you are saying, sorry 🤔 personally i find the DevSquad videos a bit lacking, he doesnt actually explain anything
maybe ill give it another go tho
Also UE5's skelmesh icon is rather spooky
that one clicked with me a long time ago
I was thinking of doing tutorials of my own but, there's already hundreds
always room for more
plus mathew already covers a lot
I do generic stuff, people keep wanting more specific stuff as you can see above so always room for that 🙂
like people literally want to know how to recreate every popular game in UE4 so thats a lifetime of stuff right there
just depends how people learn though
I've been told i'm a great teacher, so I might do something one day when I get time, haha
thats another thing there, make the same tutorials 10 different ways for each learning style
Also tutorials of UE4 with memes is still lacking compared to Unity, so that's that as well.
I wonder if a "conversation" type of tutorial would be better
where you have a few people asking questions and then you make a tutorial out of it, though, answering comments might be the way to go
yeah I did the other day, I'm pretty good on the fly, people can see my struggles too
yep that last part is the benefit of doing it that way, you see the actual process which quite a few "tutorials" skip past
I wonder how beneficial would it be if I recorded all my streams on making this little asset flipper
the learning part is skipped over heh
Like I just had massive issues with level sequencer
everything can be beneficial, the issue is the more niche the smaller the audience. If it doesnt bother you, go for it
my videos dont get a ton of hits compared to "other" types of videos but I didn't do them for the hits
yeah I use yours for references
yep thats what they are meant to be
i think its consistency and algorythm
the amount of times you saved my butt
alright when I dev I'll stream next
I have thursdays set for streaming some dev stuff
as long as you dont expect much but you do it for you, go for it 🙂
hell.... I'm not ashamed to say it but I reference my own work all the time lol
lol
shameless self promotion :p
ah yeah one nice thing actually is if you treat it like you have viewers you end up rubber duckying the entire thing which is a benefit
I don't know any teachers or lecturers that don't read up before leasons.
since you end up talking to your audience explaining stuff as you do it, it helps reinforce what you are doing and you can catch mistakes or get to your answer quicker
true
and you can have 100s of ppl review ur code 😛
that wouldn't be bad, heck knows I've done some dodgy stuff
the only downside I had when doing live stuff was I couldnt read comments and do work at the same time so I would get distracted waaaaay too often
yeah I can multitask well
"I dont understand how casting works" would pop up in the chat and... an hour later I would be back on topic
First of all you need to grab yourself a wizard.
not sure if I can show a vid here, but the issue with level sequencer I had was with the fade, once you start it from the level you can't stop it, so the fade would happen in game, what I did was make a camera BP so I could possess it for my main menu, but that wouldn't work still, so I ended up using that to do everything, it's all contained in that now at least 😂
@thick herald
@bleak lark This is my directory for the cook failure
Hi Guys!
Does anybody know how to do widget similar to "timeline for video editing"?
Or could you give me some direction where or how I can find any information about it?
@carmine saddle Tough question, try asking in #umg I would say you have to use some type of widget animation for the moving and a few horizontal boxes with drag detection, that's where i'd start
best auto landscape free?
@vagrant hornet Making your own, pretty much, they're not hard to do
Thank you @granite spire ! I will ask in #umg
I've tryed horizontal box, but I don't know how can I change a position of Item inside the horizontal box
@carmine saddle Looks like you'll have to move to C++ I would imagine, I don't think UMG's a built for what you want
@vagrant hornet Here's my crappy basic one I threw together
That's the material function
the layer blend is how it's auto
I use the material function to blend, then blend again but on a math Z scale that gets the height
that's why the mask is on the B
substracting makes it go up from a point
that doesn't need to be a param, but eh, as I said it's thrown together
There's how it looks (After I moved that param node outside the function) keep in mind this has no angle blend, which I might put in tomorrow
the snow has to be a lot higher but it's only a test map
I kinda need some help setting up a dash ability
I almost have it working but it only moves the character in world space, meaning if you're looking at a 45 degree angle it will move you in a different direction from where you're inputting
@dusk nebula you can either do via force, or by a sudden max speed increase, force is natural but unpredictable, max speed is predictable but yuk
@dusk nebula multiply -1 reversed the orientation
what does that do?
so your initial force appears to be incorrect
no, that part is fine
let me see your code before bed
I basically don't have anything because it's clearly just not what I was trying to do
I just want to make it move in the direction that's pressed, but every guide I find only does the camera direction
How would i rotate an object like “roll 90 degrees” and calling that twice will roll 180 degrees. Setactorrotation doesnt seem like its doing that
don't you just break the rotator and then add 90 degrees to the plane you want to rotate on?
Im doing that but its not working for me
I'm guessing it's something like that @wet pond
@wet pond if it's a common thing you might want a loop, then have a max loop be how many inputs you're doing so it triggers each update
@dusk nebula if you followed the tutorial for it working on the camera rotation, then it should work one would think
how would I check which directional key is pressed + the dash button?
Okay ill try the loop thing, thanks both of u
@dusk nebula well you're better off getting velocity maybe
but you'd need 4 bools and use that, which is the simplest because bools are cheap
I already know that I don't want to use velocity to check which way to move
use a bool then
Which channel is used for asking material questions? I'm trying to make a material instance that lets me specify textures by a parameter and then import them into a terrain material like this:
I have an issue where the Material Function's have the same variable names and it seems one is overriding the other. So the base texture is not different in each material function instance.
Is this normal or am I doing something wrong?
@misty field show me what's in those material functions
what's in the tiling and adjustments?
These are material functions provided by Quixel
right
Want me to screenshot it ?
well
After creating the base function, I just right click make an Instance and set the materials here:
for starters
your param is called albedo
if you have 2 of these material functions in a landscape, they will overwrite each other
Gotcha, Was hoping UE would allow something like this. Guess not.
because of the parameter names, if you have a 2 functions with the same name, they join up
Even with instances?
for materials, it's a bit complicated to do, as you can call a material from a blueprint with a parameter name, but there's no way to call a child
instances are just material holding cells
I see... Was trying to cheat by separating it out.
you can though, set a texture 2D and plug it in, but then you get this mess
just think of the colour as a texture
Yeah was trying to avoid that by using instances 😦
not if you want to use controls
if it's a parameter, it must be unique, or they overwrite
it's just how it be
I dont suppose UE can have dynamic param names? Eg supply a prefix?
Is there a way to type up some text in engine (no UMG) and place the translucent material on a plane?
how would you access that through a BP? all you got to work with is a name, much like bones
Through the first image
This is a terrain material blend.
I was trying to simplify the process of making a master material so when I modify any part of it, all the instances get changed without the need to go into each function and fix it.
@plush yewhttps://forums.unrealengine.com/t/rendering-text-in-a-material/18556/5 something like that, or use the text render component and place it on what you want
@misty field You can kind of do that, just make all of those functions have unique variables
@granite spire Oh I've been making text as png in a third party software
Thank you for this
Gotcha, I'll tinker with it a bit more. Thanks for the help @granite spire 🙂
any 1 know how to make a floating actor its stays in the air?
Anyone know why clicking on my pawn returns true when checking for "get hit result under cursor for objects" when the object type is only "World Static"?
anyone an idea how i can get rid of this white background? its a texture for decal
its probably a .jpg image you're importing, instead of a .png image @turbid vigil
yeah
if you downloaded the asset from somewhere, see if you can download a png image instead
can i alternatively convert it to png?
nope, because the color data is the same if you use conversion
okay got it
if you made it, or you have the tools to modify it (photoshop), you can go in with magic wand tool and remove the background
and export it as .png
unfortunatly i got no ps
i tried it with photoshop ms but dunno how
type online background remover in google and you can do it in 2 seconds
yeah, didnt know something like @stray ruin mentioned exists
@turbid vigil 24 bit jpg is 3 channels RGB, 32 bit is RGBA which is what you want, TGA or PNG is fine.
yeah it works most of the time pretty well
ok is there a interior setting for ue4 when importing textures next time i download tga or png to get rid of white backgrounds?
@halcyon canopy disable their gravity or download the spaceship demo and see how they did it.
anyone here experienced using the world composition tools and tiled landscape builds?
@granite spire hmm. But how to disable gravity again (kinda new)
@turbid vigil no because the alpha doesnt exist.
thanks a lot it works
awesome
@granite spire nvm figure it out
@halcyon canopy its on the character movement i think, im in bed so idk
@small grail avoid them like the plague.
does anyone know an alternative ? when i use paint ms and i type sth like ´´false god´´ or ´´liar´´ to place it as graffiti next to my decal also as decal naturally but then i would have the white background again would i?
@turbid vigil if you're over writing the file then you must reimport, also use paint.net
better than ms?
how come
i am aiming for a 2nd decal to place it next to the first one
@small grail They cause loads of issues, but it depends what youre doing
why does this return true even if I click on a Pawn?
have a 10km x 10km world, walking simulator
lots of trees/foliage
terrain is made from world machine, using tiles
Got a question guys, I have several planes with some transparent textures of corn plants on them, but they seem to not be affected by lighting, is there a way I can make them be affected by lighting?
@sudden wing not sure i remember dealing with that but it would appear you're grabbing all world static ones, i do know some objects act wierd, i cant remember how i fixed that one.
Try drawing your actual hit result
@granite spire maybe you can help?
These aren't affected by the lighting when I press play
@small grail mmm you might have to do loads more research with them, i would rather just use LODs
try unchecking the trace complete bool.
@plush yew whats the material look like?
If its getting no light data and appearing black it could be a bunch of stuff
@thick herald where would that bool be?
@plush yew try changing it from surface texture
yeah but then it will become not transparent
Look for another option with opacity
i downloaded a transparent png and wrote this text on it via paint ms does this do the trick now?
i also saved the image as png
I would imagine so
in the get Hit Result Under Cursor node
oh oops, stupid me
hm in ue4 nothing shows up maybe some settings with the mat?
I can't find another option @granite spire
Might not do anything but I suspect that is what is being returned
Yeah, it's still returning true 😦
@plush yew as a protip, opacity nodes tank performance.
I thought there was more than one ill have to check when i wake up
when I change the array objects to "Pawn," it works correctly
@plush yew throw a pm my way so i dont forget to check it when i wake
@sudden wing yeah as i thought its the collisions being funky
Yeah, oh well, thanks guys!
@granite spire
@turbid vigil you saved it wrong, it must be a 32 bit
Use paint.net mspaint is bad for gamedev
Why is hitting play the lights immediately get brighter - but in preview or simulate, they don't - what am I missing here - while I am able to adjust some aspects of my lighting, I can't determine what would cause this jump in brightness when I begin play -
is the chip download doable?
btw how do i save it as 32 bit?
why is there no area to put the matetrial for the landscae
need some help with key mapping
trying to make a character slide, only if running and press c at the same time
not sure how to map it
@vagrant hornetyou have the details panel locked so it is not showing the landscape properties
thanks
@toxic lilyon the slide input, check if the velocity is > a certain value and the character is running forward ?
Guys i try to make enemy ai like half-life headcrap and i almost did everything expect jump attack. I havent much experience about unreal
physics. Do you know any good source or idea about how can i do that ?
WHAT is this part of the sky and how can I change it or MOVE IT LOWER
@granite spire you are here?
try adding exponential height fog
(which is a separate actor)
And how would I hide these buttons so I can record a screen cap for a trailer video?
@grim ore ever tried SequenceCameraShake by any chance? If anyone would know it'd be you I think... (asking since MatineeCameraShake has been deprecated since 4.23)
Does anyone know what parts of Unreal Engine I need in order to develop for PC? There are several platform options such as Android and iOS (when installing the engine) but I don’t know which one I need for PC game development.
It is PC be default
that's how the engine started
so I can disable all of the other platform options and it’ll still work for PC?
Is there a way to Mirror parts of an animation in Sequencer with Control Rig ?
So nanite doesn't work with deforming meshes but you can still transform them without losing performance? So it's hypothetically more efficient to create a GUN by using a blank skeletal mesh that has various static meshes attached to it as parts rather than having all those parts modeled in the original skeletal mesh?
hello guys i need help.
someone can do blueprint for move left and right for my game i cant find on internet works way someone can help me please? (sory for my English)
you should watch tutorials about basic input
link?
if someone solves that for you, you'll hit your head on the next wall
i don't have any link by hand, also might be easier if you search for something in your native language
so I'm using set active to switch between 2 cameras on my character and it seems like I can't move my camera up or down when I'm in the second camera
Does anybody know what cause this weird jitter? Looks like a problem with precompute visibilty? https://www.youtube.com/watch?v=vf4SPBtZg2U&ab_channel=VoidCompiler
11gb sounds low hehe
is there more?
26.1 is almost 20
thats all it needs for downloading as long as you have the right .NET ( or similar) stuff already
i followed the linux tutorial
my build ended up at 121gb after compilation
yeah
the shader compilation and most of the compilation will be CPU driven but it helps to be writing to disk as fast as it needs so it can move onto the next bit
barely. It will revert to swap file if necessary but for optimal use I'd recommend 16gb minimum and 32gb will be more than enough
if you want to do 2d games I'd use Game Maker or Unity personally. UE can do it but the tech hasn't been well looked after for some time. It's kind of been left in the dust. However you can write some systems for it if you need to. ie. Paper2d is the UE 2d section. It had various tools for rigging flipbooks. But nothing you can't do manually without it
2.5d is a different story though. UE handles that as well as 3d stuff
It is, but the 2D support is much better. Miles.
I have no idea what game engine to use
for C++
Am I going to waste time by building my level like this: use low poly meshes everywhere, their volume N x N x N is fixed and snaps to the grid. Later on I build proper meshes, with the same volume, and just replace by reimporting the base mesh
Anyone know how I can preview virtual textures?
@plush yew you can't go wrong with Unreal. Although Paper2d isn't entirely the best solution, it does have some tools that make it usable. I wouldn't listen to me though as I am 100% an Epic fanboy 😄
thats... kinda how blockouts generally work @plush yew
we start with basic shapes until the layout works, then model it up.
Unreal is Unreal but my pc is not good enough
8gb ram
1tb SSD
Intel UHD 610
Intel Pentium Gold 10th or 9th gen I think
I also like the option to build the game from scratch
CODE
just code
no engines, nothing
You want to build an engine from scratch?
you really dont want to do that. Epic made an engine for you and it's the dogs nads.
Ask yourself what you want to achieve. Also how much time do you want to dedicate to said task.
few hours per day.. I want to make 2d games for now
simple games, then games like rpgs
and stuff
Adobe Animate is a great tool for 2d games too but Game Maker and/or Godot seem to be the engines of the moment
If UE is not for you. Have a look at stuff like Godot, Unity or OSG
I died a little typing Unity
dude. I had to type Adobe. think how I feel 😄
haha
I literally dont even know for sure how an engine works
best thing is, you don't really need to. You just need to know what you need to know
All I know is that I have some knowledge in C and C++ and I want to code games
no memory management, no GL coding, just get right into the asset creation and logic and piece it together
it might be, but for professionals it might be a bit lacking.
I am making my first steps for now :))
yeah then go for it.
I havent even finished high school
Hey anyone have any helpful tutorial on how to start learning unreal engine?
http://learn.unrealengine.com and look for the "First hour with" courses or Introduction
Thanks! @kindred viper
thank you everyone for the help
In unreal, what does one unit represent? A centimeter?
yes
Choosing the way to start creating games is really confusing
Thanks
wait until you know and realise you need a team and money and have neither 😄
yh
Naw, just lower your expectations 😄
oop 💀
so i dont have any material functions and might be regretting it now.. is there a way to layer blend a material with another.. material xD
Context I'm making a M_landscape and lava has a lot going on with it..
Sure but you won't really get better performance. It will still be layer blending 2 materials
I just can't believe how much time I've wasted building things in Unity and WebGL that are built into Unreal. A quality third person controller, procedural terrain generations with workable LoD, volumetric clouds, etc etc etc. I could have saved so much time.
The default SkySphere in Unreal 5 is just taunting me.
The same default "SkySphere" is also present in UE4, btw
Godot was suprinsingly so easy to install
@drowsy snow Yeah, I realize I could have moved to unreal a long time ago and got a lot more down. The regret is real.
IMO Godot is a bit shady in the application structure. One exe to rule them all, really?
@plush yew Yeah, GODOT is great for what it does. It's so light weight it runs fine on my mac. Unreal needs my desktop.
BTW this is Unreal Engine server, so if you want to ask stuff Godot, you'd better ask somewhere else.
does anyone know what these artifacts are
on the white wall, the weird shadow?
ao?
Maybe i should have showed a gif 😄
Is it UE5?
Dynamic lighting?
That would be the SSGI.
Darn, you are right! thanks a bunch hoodie guy 😄
@drowsy snowHello , Please do you know about set master pose in multiplayer? i'm completly stuck
Never dealt with MP stuff, but I think you can use Copy Pose From Mesh in a separate anim BP.
ok , i look at that
Does unreal have a good way to recenter all game objects on origin? And will this work over the built in networking?
dos anyone know of a way to multi thread procedural foliage spawning
Question tho? Unreal engine uses gpu or cpu for rendering?
Does anyone know when Datasmith will be available for UE5?
Origin Rebasing does NOT work with multiplayer.
@drowsy snow How do people resolve that problem?
Lots of server side management, and even modifying the engine to revamp the networking to suit the specific needs.
It'll likely be available once UE5 fully came out.
Right now, it's still early access.
Welcome back!
hi hi o/
anyone know what do when setting texture filtering passed medium makes your particles disappear ?
hi \o
@drowsy snow Sweet. Exciting times.
Thanks for the insight. Hopefully they'll have something sooner. The full release isn't expected until Q1 2022.
That's why people who starting out in gamedev start with making single player games, not MMO open world game from the get go.
👀
@prime willow how do you add ultra or other graphic levels to a "current detailmodes" of a particle so it doesn't just disappear when players change their graphics settings
Does anyone know why my LOD seems to change when I simulate? My forced LOD is 0. Maybe because I'm in UE5?
simulate messes up but your PIE and standalone are good?
Not sure as im still learning engine from a bunch of awkward angles x3
tru same >3

my red panda peeing... the particles just vanish when i put texture filtering on ultra )___:
No, it's bad in the other modes also
standalone is what u'd expect from a packaged build right so it's bad in standalone? there are a couple of checkboxes on the material you can look at.
im having a problem though where the texture of something looks perfect in standalone but really pixelated in packaged. so IDK it's weird
have u tried packaging it @pastel ginkgo
I haven't
I'm pulling up a fresh metahumans project in ue5 to see if the same thing happens
might get different results in packaged too
Is there an easy way to synchronze the animations of two characters easily
Copy Pose From Mesh node in AnimBP.
lemme reword it, two different animations done with synchronization
like one character doing a super attack, and the other has perfect hit reg with a specific animation
Anim Notifies.
ok thank you
wait
but is using notify in replicated environment a bad idea
i mainly use notify for client side details
well ig this is client side so it works nvm then
Hey guys I’m trying to create a system similar to FFXIV FATE system does anyone have any good tutorials for something like this?
It's just a server side random quest, right?
its boss fights and stuff as well i think
as far as creation. .. unreal engine 5 is basically .... 4 with newer/more/better(?) features, so the UE4 tutorials should be mostly accurate?
You can repurpose the quest system that you have and give it a timer and goals to reach.
Yes, most of UE4 stuff carried over to UE5.
That's why it's not hurt to learn and start production in UE4 and then upgrade to UE5 later if necessary.
Yeah server side quest stuff, I assumed it would just be like spawning the quest randomly or whatever
Thanks for the advice guys!
Has anyone here worked with UProceduralMeshComponent?
Hey, I just started a beginner course on UE and in one lesson I set up my folder structure. In the next I added some content packs, but it seems like when a content pack is added the folders I created disappear. If I remake the "root" folder it appears with the same custom color I gave it before, is this normal behavior? (v4.26.2)
Hey so I'm trying to use 4.26 for a project that me and some buddies are working on but am having trouble with github and large level sizes. In 4.25 I had a more complicated level of equal terrain size which was 26 mb, whereas a simpler level in 4.26 is somehow 125 mb, is there any reason for this massive size increase?
I want to make an Forest/Nature Environment like the Tutorial Video: (https://www.youtube.com/watch?v=gbj1qgPOl3E&t=142s&ab_channel=UnrealEngine) But the Materials are not to Download and im also new to Unreal Engine may anyone help me?
In this presentation by Epic’s Paulo Souza, we use the power of Quixel Megascans to build a natural looking environment in Unreal Engine. By relying on the latest world building tools in Unreal, we're able to quickly create a terrain leveraging its new Edit Layer functionality and sculpt it very quickly with the use of Landscape Blueprint Custom...
@turbid vigil When you download an image off google, it's going to have that pattern to prevent you stealing it, you have to cut around it, and save it as .png 32 bit to get transparency, if you don't the transparency isn't going to work.
@autumn grail I fall asleep I was in bed, you still need help?
@autumn apexYou would run the jump animation, you don't need physics for it, unless you're doing procedural, it's basically how the player does their attacks
Depends what plugin you use, I know UDS you can just adjust it in the settings.
Setup a free camera in game, don't use your view port, you can click the arrow and click "new editor window"
yes
I don't believe so, but I am not sure
#nanite try asking here
You need to accept pawn rotations
I read about it on the information, seems to be the case tho bear thank you
I didn't see a weird jitter except like a 30fps type of thing
Probably not if they're the same size, make a placeholder general size of things then replace that later is what you're supposed to do
You can do a simple blend or a heightmap blend, simple blends are with the lerp function
Both, stay away from transparent textures, use polys where you can, make sure ur shader complexity is green.
Multi threading is getting into C++ from my understanding
@pastel ginkgo #ue5-general ask there please
I've done some procedural mesh stuff, we've had to migrate to it, it's a nightmare to get anything complex working with it though like procedural animations, we used the material method.
I'm having trouble with the UVs, mind if I message ya some more?
Are you putting them in the content folder? If they're disappering they could be overwriting the folders or you could be making them in windows and not UE4, UE4 also doesn't pick up empty folders
@hoary holly go for it, but I'm eating right now
Yeah, I was making them in the content folder. You were right about the empty folders thing, I noticed it after I got a little more set up and added another content pack. Folders with assets remained but the rest were deleted again. I think I'll just make a temporary asset in each until they get filled out
thanks!
@neat galleon Building lighting and all of that is the main source of the file increase, I swapped to realtime lighting and removed all my static lighting and got a file reduction.
you'll have to explain your problem a bit more, what do you mean they don't download?
Yeah my lighting is 100% movable rn
I want to make the Environment that he shows in the video but he used materials that he has pre created before and i dont know how to to that
Anyone know how to import a fbx into a camera in a sequence using blueprints?
In your project setting disable the use of static lights, you may need to delete the old lighting build data too
@plush yew like the grass and what not? I know the engine already provides basic grass
@gray narwhalat runtime?
That's not a good solution lol
I was really just asking why level sizes are so much larger
Static lighting shouldn't take up 100 mb of data, and I don't even have any
@neat galleon You're level is huge though, it's got to compile and bake all of those maps
Oh naw. I'm working on a real time VFX project and we have like 400 shots in FBX format and I'm trying to blueprint it to make it automated. So far I can get the name of the FBX files, create a sequence named after them, create a camera in the sequence, but now I am trying to import the FBX into that camera and I can't seem to find the right set of nodes
my map is huge but it's 2.8meg
It doesn't bake anything because all lighting is dynamic
It may have to do with engine version
mmm maybe
I do know if you bake once your level size is huge
have you tried to make a new level then dump all of the assets there to compare file size?
i actually did
What is strange though...
The second level had less objects and just the terrain and somehow it had a larger file size by ~2 mb...
It's fine I just added the map to the .gitignore 🤷♂️
Not the basic grass he is already, his own grass, rocks, trees, hills, water and much more just skip to the end
how i can stop all user inputs else gui input and mouse cursor? https://ttprivatenew.s3.amazonaws.com/pulse/gohawise-gmail/attachments/17055148/TinyTake01-06-2021-06-26-28.mp4 i can control of character here i need stop this inputs
@plush yew Try using some megascans assets if you want that stuff, it's all free for us
I have no clue how to mix the materials like he did in the video, in the video he just makes the Environment with pre created assets like how should someone follow with that
@plush yew Oh I thought that tutorial covered that, you want to look at an auto-height blend material
Yes like i said* sadly he does not show how he created that he just had it pre created and i could not follow with because i do not had the materials and i have no clue how to do that
@plush yewhttps://www.youtube.com/watch?v=h_XjDJwn_Jc this guy sounds nice to watch
Today we have a look at how we can sample the landscape layers and build up our own landscape material that uses Height map blending and layer order to give us maximum control over how things blend.
If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
Or you can find more tutorials on my website...
This code checks if given actor is on players screen but unfortunately it doesn't care about walls so even if wall is blocking the view but player looks in the direction of that actor it registers like given actor is on players screen, how could I include walls? I tried with custom depth or WasActorRecentlyRendered but with no success. https://gyazo.com/c92f31ef644d209ef1a185d2a9d763b0
ive just been looking around the editor and notice a Python Scripting section. I'm pretty proficient with python and was wondering what this is actually used for in the editor?
Aight thx do you maybe know aswell what the materials are named that he used in the video like i need good quality textures
how i can stop all user inputs else gui input and mouse cursor? https://ttprivatenew.s3.amazonaws.com/pulse/gohawise-gmail/attachments/17055148/TinyTake01-06-2021-06-26-28.mp4 i can control of character here i need stop this inputs
@vestal raptor You're only doing possessed actors, walls would have to be all pawns which is bad, so you might want to do a get all actors of class type of deal, though I think by that time what you're trying to do there might be a better way
@dapper oak I haven't dabbled in it but from what I know you can do a bunch of simple python stuff and relay it back into UE4
I have no idea, but again, look through the megascans store, they have 1000's of free materials to use for us UE4 people
@granite spire I thought of 3 ways, this is the first one, second one is a simple AIPerception on players character but this involves c++ to make it perfect and the last and least efficient is like 20 line traces or so. I will try with get all actors of class
set input mode
@vestal raptor https://www.youtube.com/watch?v=iY1jnFvHgbE Try this video, it's long but it's really good
In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.
By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...
don't use 20 linetraces, there's a much better way
@vestal raptor I watched it, I don't recall anything that could help with checking if an actor is on players screen but I will watch it again maybe I don't remember something
If player see the ai
what are you trying to do if they see it?
I'm trying to check if a given actor (AI) is on players screen, simply if player can see that AI
but for what purpose?
If player can see that AI then that AI can use an ability and if not then AI won't use it, in short
I think you are talking about AIPerception, the problem with this is that the point that registers at sight is right in the middle of a mesh and only there, so ie. if you use it and your character sees the top half of an AI then it won't register because you don't see that middle point of the mesh. It's hard to explain but basically it needs c++ to change it, I managed to do it from AI perspective so AI can see players head/ feet but for the player to see AI's head/ feet it seems tougher
I still don't understand why you only allow the AI to use an ability if the player can see it
I don't recall seeing this before in a game
Just a mechanic that I want to try, if it won't feel good then I would remove it
well
Maybe it works for dramatic purposes, like the player sees the AI and the AI starts spellcasting
but that would have the AI be alerted
Ofc
the only efficient thing I can think of, would be you get the player viewport and check, if you have 20 line traces on a view port then you'll pick something up
Instead of using the AI mesh, can't you hide like a hidden mesh and check if the player sees that instead?
@gleaming thicket the issue is he has walls
@granite spire like wall hack or environment walls
I mean what @gleaming thicket is saying would probably work but it sounds as messy as it gets if I understand it correctly
I think what you're trying to do doesn't sound logical
unless the enemy has a heighten sense, even then you'd just use hearing perception, perhaps having a massive collision box around your player and call it a day would be better?
I'm gonna be keep trying. I don't think that box collision would work, because if you ignore it hitting the walls then it will go through them and register an AI even behind the wall and if you will register walls on that huge box collision then it will hit the wall like 99% of the time
Ah i see, the engine doesnt care about walls. Yeah my fix wouldn't work
@vestal raptor You need like a 360 perception, could you not run a nonfunctional AI with your player then relay information back to the original BP?
@wintry bobcatget it in BP/widget?




